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This page lists and links to various minor details about the world that do not fit anywhere else.



The content of this page is still being discussed within the DM team - while most of what is written here will most likely remain as it is, changes may be made to it in the future before final approval.

The Holy Theocracy of Ecclesia is the most dominate of religions and the ruling body. Shortly after the fall of the Empire in Duirt in the 3rd Age around 900 years ago The Holy Theocracy of Ecclesia ruled the continent of Qaueralis with an iron fist, The Royal family that spawned there was of House Laethal. King Thabis Laethal did not have the magical influence like House Darkmoore had to rule completely. As a result he created the Holy Church to rule in his stead. The Church, followed the all powerful all knowing God with a vigor that was unrivaled for 900 years. Those that did not convert were destroyed leaving a trail of death in the wake. To maintain his sphere of influence, King Thabis announced to the nation he was a follower of the Church and as such kept rule within the country through the Church. When the Church felt the power of House Darkmoore wane and falter they acted immediately to start building a fleet of ships to find out what had happened.

The King through the Church sent 400 ships to the land of Urt to find out what had happened. It took nearly a decade to reach Urt and when they did the fleet had been reduced to 100. Some ships where lost to Storms, Some simply got lost through navigational errors. Many were destroyed by fantastic sea creatures. When the Church landed at the port of Duirt they found the ancient mountain city sealed. At Duirt they saw the Nation of Vorus was laying claim to many things.

The Church began building right away claiming what they could the battles over land was bloody and cost both sides many things. After 10 years of fighting The Church and thus the Holy Theocracy of Ecclesia had claimed large chunks of the city and large amounts of land on Urt. The Church established itself as the ruling body in Duirt or the section of the city it controlled. So far from Qaueralis, the Church found it was not ruled by the Monarchy here and made itself a free nation. They are still tied to the monarchy but it is very rare for the Monarchy to get orders to the Church in Duirt and even rarer for the Church to follow them.

In Qaueralis thing had gone from bad to worse, House Laethal continued to rule but the southern part of the continent was lost to a small nation of Elves fighting against Minotaurs and Centaurs, It was not long before the Elves and Centaurs formed an alliance to fight against the Minotaurs. The fighting had started over Tobacco and the secret ingredient the Elves provided to make Centaur Tobacco the good stuff it is today. The war remains long fought and bloody, Neither side gaining or loosing much. The Elves asked the Holy Theocracy of Ecclesia for help but was refused, the Church spending too much time maintaining its influence.

In modern times with the death of their father Prince Henrich Laethal and his sister Princess Siama Laethal squabbled over the throne after the King's death. The civil war lasted nearly 20 years before Prince Henrich was killed; many say assassinated by is sister. Though no proof can be found on it the Church annotated her Queen and ended the bloody civil war.

For a thousand years, the faith of Ecclesia has spread across borders and nations, sometimes peacefully and sometimes with conflict. To tell it's tale is to tell many tales, as disparate lands and cultures have been assimilated within the structure and doctrine of the Church.

Trade, steel, academics, land ownership, civics, magic, these tools all forge a union of many disparate voices across disparate lands.

There have always been conflicts, heresies, and schisms within the church, most intensely directed inwards towards maintaining internal cohesion rather than towards external borders. Over centuries these have served to strengthen the structure of the Church, which by necessity has had to include many voices in how it is operated.

Each region under Ecclesian rule will either have a Cardinal, or be under Ecclesian protectorate. To have a cardinal means to have a voice in the highest Eschelons of church structure, and access to the rarest and most priviledged of church secrets. However it also necessitates the region accepting a greater role of the church in all affairs, a full theocracy. The army, economy, and legal system are shared and united under the administration of the church, leading generally to prosperity and peace.

Regions allies with Ecclesia most closely under a protectorate do not require such full penetration of the church in all affairs, and must simply accept Ecclesian faith as the state religion. This opens many opportunities for trade and prosperity with the wealth of the united Ecclesian domains.

Sometimes two regions with a history of violence may dispute their borders, and insist upon the right to continue their conflicts. This would be unacceptable between two Cardinal regions, and so conflict is more common between areas under a protectorate than regions with Cardinal status.

There are a few exceptions to this structure, one of note is the city of Duirt. The importance of the region to diplomacy and peace has warranted appointment of a Cardinal to the city, despite it not having the singular faith of Ecclesia, or the city being a full Theocracy. This naturally leads to Duirt's Cardinal agreeing to leniency and diversity of a type that would be unacceptable in many more traditional parts of Ecclesia's dominion.

This has led in turn to many disparate voices seeking out the Cardinal of Duirt for being heard on matters related to Ecclesian borders or protectorates, and to it being a hotbed for Heretics or schisms that would struggle to flourish in other regions, an opportunity to be heard that would be rarer and more difficult with stricter politics of other Cardinal areas.

So in Duirt what was originally anticipated to be a small diplomatic posting, with an honorary Cardinal, has grown into a region of importance to Ecclesia. Both for the future of diplomatic interactions between lands not so easily assimilated, and indeed for the role of disparate voices within the Ecclesian culture itself.

Silver Rain Republic

The Silver Rain Republic is a formation of a dozen large islands and a hundred smaller islands controlled by a single ruling nation, The Republic. This nation ruled itself singlehandedly since the fall of the Empire in the 3rd age. The nation had one fundamental belief and that was that Nature herself had a direct hand in the future of the nation. Thus the many families of the S.R.R. believed in the Literal Spirits of Nature, this belief steamed from an encounter with an actual Spirit of Nature. This Spirit was the embodiment of the Sea and it commanded them to spend forth many ships to spread its influence in the world. And so many ships were built and launched, spreading out in many directions, a dozen or so ships landed along the coast of Urt and they started building small ports and towns to establish themselves in this new land.

Six years after the war between Vorus and Holy Theocracy of Ecclesia ended in Duirt, a 100 ships arrived in Duirt bearing strange flags. During the war the port section of Duirt had been destroyed and the S.R.R. began rebuilding the docks of Duirt and established themselves as the Port Authority of Duirt. Too weak from the war to fight neither Vorus or the Holy Theocracy of Ecclesia contested this from the S.R.R. a declaration was signed and the other two nations agreed to leave the Port Authority alone in this matter and let them handle the Trade of the city. A fragile peace was formed and with it he central core of the city was formed where all three nations can come together without conflict. In this was the city of Duirt was formed into what is known of today.

The peace flourished with a few naysayers here and there. Families that saw an opening had thrown all their money into getting onto one of those ships. Or poured their own wealth into joining the fleet in that first armada that dropped anchor outside the small humble port of Duirt, small boats were lowered into the water and soon enough – those passengers that had thrown caution to the wind and travelled were rewarded with a rich diverse land ripe for the taking. The sheer force of numbers alone giving both the Vorans and the Ecclesian church little choice but to comply to the demands of a fair share and trade. The worst bit was that these people in their ships had brought Lawyers. The arguments began between houses and then the factions went away again to their respective camps to consider, but finally the peace was declared after months of negotiations. Mostly through the sheer tenacity of the Silver Rain Republic nation and their complete single-mindedness, not to mention the odd threat or two to starve the other two nations and force them to comply with a barricade of ships over the port mouth. The agreement states that no one faction can simply do a thing without coming to counsel and thrashing it out in the council chambers.

A rough peace ensued, the people on the ships moving to the land finally to disembark and make their own alliances and went to go and find their own stake of land. Soon over a matter of thirty years, the city had swelled and the trade routes that the Silver Rain Republic had formed over a millennia of ship's at sea became the route of main trading posts along the entire island and continued on to the island chains. Their knowledge of the sea becoming more than invaluable as securing the foothold of Duirt as an island all by itself.

As more lands were taken, more towns were established, but Duirt City would become the jewel in the tri-nations crown.

History expanded, from inception to present date

The port authority came into being as a means to an end through the Silver Rain Republic constant presence and influence, simply put; to collect taxes to go back into the city's coffers to pay for structural repairs and the ongoing needs of the city that was still in her infancy. Having a sea nation and it's hard people coming and going with their rough lives and rough way of changing things meant that they needed a strong leader to come to the fore to keep this motley set of crews in line. Moreover, they needed a place that was capable of handling the traffic of trade that was coming and going through the port. A money spinner saw the potential and created the Port Authority; and House Delaan gained their foothold on this ripe land.

Soon enough, the big ships that were moving into the port were given time to pay a docking fee, then a handlers fee for housing and moreover, rebranding the goods – some of which would appear by somewhat dubious means – and shipping them back out to the mainlands to the east and west of Duirt. Funds grew and Duirt experienced a boom period of trade from the various privateering ships that moved in and out of the port in a short span of hours. Dropping off things of unknown origin, or so they claimed - and then moving off to go and find more. This money paid for bigger structural changes within the city and allowed for the defence of the city to be agreed under charter that in a time of war, all difficulties between the factions would cease and all factions would work to the greater good until normal times resumed. Within another thirty years, Duirt swelled yet again, the population meaning that over 2300 sumptuous houses were built and Duirt's bounds were extended. The money from the Port Authority and it's charters provided for a wall to contain the city and protect her from attack. In addition to this, swamps were worked on to become solid ground, the land filled reclaiming it from the mosquito's, however at times these areas – now known as the Ratways and The Maze chiefly are still prone to flooding issues.

Law was established, the people of the City of Duirt having now recognised the fact that they were becoming a full trading commerce continued to thrive, new goods were brought in legally and on the open market stalls were regularly setting up, requiring the market street which had previously been merely known as “the street” to locals changed name to Market Street, stalls that had been there longer found the need to build proper shops and materials were quarried from nearby mines to provide more sound structures. This also meant that the market street became wider to allow for more stalls that would pop up from time to time. As time went on the city would go through many more metamorphosis changes. The docks went from simple wooden pilings and the beach to deeper water into the channels to allow for greater ships and goods to be put into the warehouses that sprouted up along the old beach fronts. Concrete was brought in and dwarfs put their skills to use in quantity and the Dwarven house Dankil appeared, along with the dwarves came sewers as those fine folk came to the conclusion that Duirt would benefit from it. The city grew layers not only on the surface, but down below in the ground that it came from.

The Eastern docks it was agreed would be used for the deeper hulled vessels that needed it and the slightly smaller ones would use the Western docks. Meanwhile, the Elves would continue their fine trade in ship building in the Wharf itself. Tanners Island was next, a small outcropping of land that was to the most westerly island in the now known South Quarter of the City. The Silver Rain Republic giving more money to the city allowed for greater expansions and in answer to this financial challenge and the relative peace, the other quarters began to build as well.

In the Eastern Quarter near to the Slave Market, or the Market of Tears as it would become known; the White Tower which had already been built, began to be expanded upon, workers who wanted to earn enough money to feed their families and send money home to their respective home lands also sent letters which brought more workers in search of a good life in the sun. Feeding into those area's meant more people and more housing, other buildings grew around the Tower to feed into the commerce that began to appear there.

Not to be outdone, the Central Quarter began bigger and greater building projects. What had started as a simple humble building for a church, began to change as artisans moved into the area and tried to curry favour with the noble houses there that followed the Theocracy's One True God beliefs. Soon that simple humble church with the help of “donations” or acts of penance from those seeking to gain a seat nearer to their god, began to grow richer as well and in time, the plans for the Cathedral came into being. Along with that the Folly began to grow as a means to control the populace with chariot races, re-enactments of battles in the past, all as a means to pacify a nation that needed distraction from time to time to prevent tearing itself a part when one family or another got into strife.

The old adage of, if you build it, they will come had been proven yet again.