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 Defias Server Lore

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Antall Innlegg : 209
Join date : 2012-07-18

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PostSubject: Defias Server Lore    Defias Server Lore  Icon_minitimeFri Jul 27, 2012 12:42 am

Human nations and cultures
by Saihna Trollbane Defias Brotherhood


I write this as an OOC topic, in an attempt to, together with the server, summarize a bit about the different human nations and cultures (to begin with). This includes fallen nations, small nations, cultural groups, and even Stormwind citizens that are none human. I write all this in an attempt to gain a form of overview, to from there be able to create a series of interesting Cultural events.

Now, the list I have written (with the help of Mordazan), is in no way how I have decided it to be. There are some parts (bold texts) that is real Lore. Then there are some parts (italic text) that may be considered server lore. Then the rest is how I see it from my point of view. What I want, is for people to add their little thoughts about it, whether they agree with me on certain points, or if they do not agree, or if they simply have something to add. But I request that if you agree, or don't agree with some part, then please explain why, and how you see it yourself. Other then that, I hope you have a good read at least!




Arathorian
The city of Stromgarde was founded by the Arathi tribe of humans in the Arathi Highlands during the Troll Wars. Originally named Strom, the city became the capital of the great empire of Arathor. Following the peak of that empire's power many of its citizens left to found other cities, including Dalaran, Lordaeron, and Stormwind. Many of these newer cities began to attract settlers at an astonishing rate, and it was only a matter of years before the once-powerful Arathi Empire was splintered into seven distinct human nations. Strom was no longer the center of the human lands, and it was during this time that the leaders of the remaining Imperial Guard changed its name to Stromgarde.

During the Third War, Stromgarde managed to prevent the undead Scourge from ravaging through its lands, and sent a detachment of troops, the Stromgarde Brigade to accompany Jaina Proudmoore and the Human Expedition across the sea to Kalimdor. Despite this, the darkest hour of Stromgarde was yet to come. Thoras Trollbane was assassinated under mysterious circumstances, and Stromgarde came under siege by both the Syndicate and the Boulderfist ogres. The two forces won several victories against the now weakened kingdom, and managed to occupy much of its terrain, including most of the capital city.

During the last three years, a group of surviving Arathorians began the clearing of the ruined City, spending months and months to slay Syndicate and Ogres occupying parts of the ruins, after which a slow rebuilding started to take place. However with the City slowly coming back to life, so did the wars about the lands, and the City suffered many assaults by the Horde, and in some cases the City was even lost. This slowed the rebuilding process greatly, and the City mostly still remain in ruins, with a few key buildings in a bit of a better shape then before.

Often seen as rude and inconsiderate, blunt and loud. The vast majority of the survivors serving under the new nation remain proud and often refer back to the old days, which one can clearly see on the culture itself- the religion, way of behaving, dressing and speaking. Their relations with different factions may change drastically very quickly, if they do not agree with something said faction does. Yet they try to keep a close relation with their allies, as long as their own values, beliefs and wishes are not stepped upon.

Character examples:
The war veteran that followed Danath into Draenor.
The Arathorian survivor that joined the small army into retaking and rebuilding Stromgarde.
The Arathorian survivor that moved to Stormwind (or other cities) and made a new life from there, abandoning their home nation for good.




The Dalarani
Dalaran was one of several kingdoms that emerged as the Empire of Arathor declined (see Seven Kingdoms and The Seven Kingdoms). Long ago, most human magicians lived in Strom. Wanting a place more suited to extensive use and study of magic, they traveled north to the Alterac Mountains and founded Dalaran with the High Elves. More wizards followed, and the city became a haven for magi and a center of arcane study. The mages of Dalaran protected inhabitants who weren't magic-users with powerful protection spells, and created a decadent, extravagant paradise.

This overuse of magic with no proper protection or regulation, though, acted as a beacon for the Burning Legion, luring them back to Azeroth. Demons slipped through the gaps in reality, terrorizing the locals until the ruling Magocrats were forced to turn to the elves for aid. High Elf wizards quickly realized what had happened and warned that humanity would have to give up magic to subdue the threat completely. The Magocrats, unwilling to sacrifice their power, instead proposed selecting a mortal champion to protect them from the Legion. This Guardian would have access to all their might, and would form a secret defense for the world. The elves agreed and, through the newly formed Order of Tirisfal, provided guidance in the selection. At the same time, the Magocrats sent some of their number to research and catalog all human magic. These wizards became the Kirin Tor.

The Kirin Tor became the city’s ruling power. Dalaran, though not a large city, was a beautiful place of towering spires and glittering streets, and the people there were happy and well protected. The Kirin Tor’s headquarters was the Violet Citadel, an impressive building so named for its stone walls which gave off a faint violet light. The building had many libraries, research chambers, testing rooms, classrooms, meeting alcoves, and bedrooms.

During the Second War, Dalaran entered the Alliance of Lordaeron in order to help fight the invading Horde. After the war, Teron Gorefiend and his Death Knights, aided by Deathwing, were able to succcessfully enter Dalaran's Arcane vault and steal the Eye of Dalaran from it.

Later, Dalaran found itself powerless to stop Prince Arthas and his forces when he led the Scourge through Lordaeron. Arthas acquired the spellbook of Medivh and Kel'Thuzad used it to summon Archimonde, who destroyed Dalaran. The city was left in ruins.

The Kirin Tor refused to abandon their home, however. They returned to the ruins months later, destroying those few undead creatures that remained, and reclaimed their city. They erected a glowing dome around the entire city, powerful enough to destroy anyone who touches it, while they worked to rebuild their fallen city.

Eventually, the city, including the Violet Citadel, was somehow moved to its current location floating above the Crystalsong Forest in Northrend — close to the border with Icecrown. It left only a crater in its original place.

Dalaran seems to have a habit of picking up magically capable of others, taking them for training and then returning them (if they wish) after basic training is complete, making Dalaran very metropolitan in culture. One could imagine them a little stuck up,- Straight backed, well dressed and often perfumed (to hide the smell of magic and reagents)- considering they are one, if not the most important magical community. Stuck up, but also the most meritocratic arrogant but values skill (particularly magical one). It's probably considered good style to know several languages in Dalaran, considering the fact of there being many races sharing the City. One could also imagine them treating Dalaran's non-magical citzens as second class people, not those of other nations, but of their own, being forced to work to bind their books, make their ink, cut their stone, sweep their streets, bury their dead

Character example:
You average Dalarani wizard, cunning, intelligent and a little or very stuck up
The Dalaran citizen, too poor to take on the studies, instead having to work to bind books, make ink, clean the streets and such alike.

The renegade mage, exiled for their illegal studies, but longing to return to the City of Enlightenment, or someone that does not wish to return at all




Alteracian
The Kingdom of Alterac was formed when the Arathor empire was divided into seven separate kingdoms. It was a relatively small kingdom compared to the others. Its main city was Alterac City, and most of the kingdom was rugged and mountainous, located in the Alterac Mountains.

When news of the Orcish Horde arrived to Lordaeron, Alterac, led by Lord Perenolde, was initially reluctant of joining the Alliance of Lordaeron. However, after seeing every other kingdom eventually joined it, and fearing being left alone to fight the Horde, Alterac finally decided to join the Alliance.

However, the start of the Second War favored the orcs, and the future looked grim for the Alliance. Fearing for his kingdom should the Alliance fail, Lord Perenolde collaborated with the Orcish Horde, supplying them with information in exchange for the survival of the kingdom. Perenolde arranged for a convoy of high elves passing through Tarren Mill to be ambushed by trolls, organized a peasant revolt in Tyr's Hand to cover mining operations there, and attempted to assassinate Sir Uther Lightbringer by employing pirates to tamper with the Order of the Silver Hand. Perenolde also allowed the Horde to pass unimpeded by mountain passes in Alterac towards Lordaeron.

After Perenolde's treachery was uncovered, the army of Stromgarde, led by Thoras Trollbane, traveled to the small kingdom, quickly imposing martial law. General Hath of Alterac had remained loyal to the Alliance and allowed Thoras and his forces to pass unharmed, ambushing orcs in the process

While as most Alteracians might be considered traitors, there are still the occasional characters that served under General Hath of Alterac, always remaining loyal to the Alliance. Which means the Alteracian characters may be devided in two: The ones that still thought that Perenolde did the right thing, usually Syndicate themselves, and the ones that did not agree to the treachery and that wish to restore the reputation and name of Alterac.

Character examples:
The Syndicate living either up North, or in Cities with a hidden identity, that served under Perenolde.
The innocent Alteracian that served under General Hath, whom either live under a hidden identity due to fear of being branded traitor, or whom tries to clear the name of Alterac publicly.




Lordaeronian
Lordaeron was settled by the disenfranchised lords of Strom, capital of the nation of Arathor, who were part of a group that left Strom because they were desirous of the verdant lands to the north. The capital city served as a spiritual destination for the citizens of the seven human kingdoms. By the time of the First War, Lordaeron was by far the largest, most populous, and most powerful human kingdom, and ruled over much of the continent that bares its name.

Following years of debate over the internment of the orcs, a plague appeared in the north of Lordaeron. As it spread throughout the towns and cities of Lordaeron, one after another fell to the Scourge, most notably Andorhal and Stratholme. Finally, with the corruption of the heir to the throne of Lordaeron, Prince Arthas Menethil, the capital city itself succumbed.

Commonly turned into Stormwinders, although approaching and speaking with a Lordaeronian character they often speak of how they wish to reclaim their Kingdom. Has a almost definite hate towards Forsaken.

Character examples:
The man/woman who as a child survived the plague and evacuated the lost nation.
The war veteran that fought in the wars, but eventually had to admit the nation lost to the plague, but would to this very day join any upcoming war to retake the lost country.



Stormwinder
Stormwind was the first kingdom invaded by the Horde during the First War. Beloved King Llane was killed in the attacks, and it was in his name that Sir Lothar led the Alliance forces to take the city back. With Stormwind under its control once again and serving as a strong base of operations, the Alliance eventually wrested most of Azeroth from the Horde's grip. The Alliance set to rebuilding, calling on whoever could spare artisans. Stormwind City was later rebuilt as New Stormwind after the Second War. The city became the capital of the kingdom of Stormwind.

Now it holds one of the few remaining great human cities. It boasts a powerful city guard and a strong army, and it is a base of magical/divine study and contemplation in Azeroth

With the fall of the northern kingdoms, Stormwind is by far the most populated city in the world. Boasting a population of two-hundred thousand people (predominantly human), it serves in many ways as the cultural and trade center of the Alliance, even with remote access to the sea. The humans living in the city are generally carefree and artistic, favoring light and colorful clothes, cuisine, and art.

Very keen on aiding other nations, races and factions back on their feet, be it in war or other. Active people that very often join in on events, festivities, wars and other, be it from their own Nation or not.

Character examples:
The Stormwind City guards, patrolling and guarding the City from threats.
The inhabitants of Stormwind City, living their lives in the Nation of Stormwind.




Holy Light Worshipers
There are many sub-groups to that of the Holy Light Worship. The Church of the Holy Light, The Silver Hand, The Argent Dawn, The Argent Crusade, The Scarlet Crusade, The Brotherhood of the Light, are some of the human groups, worshiping that of the Light.

The philosophy of the Holy Light boils down to the three teachings, called the Three Virtues. These virtues — respect, tenacity and compassion — are each defined into a principle and a lesson.


Respect
The first virtue taught is respect. While the Holy Light teaches that awareness of the self and the universe is a goal, one must also see the connection between others and the universe. Destroying others happiness and severing others connections with the universe is not serving the world's well being, and therefore not your own. The practitioners of the Holy Light are not naive, however, and understand that trial, conflict, war, and suffering do happen; but they strive to make the universe a better place in spite of these hindrances.

Tenacity
The second virtue is tenacity. The adherence to this virtue is, incidentally, the part of training under the Holy Light that weeds out the unfaithful, as true dedication takes years. Fresh-faced acolytes often lose hope and the true meaning of the Holy Light when they realize that it takes a lifetime to serve the philosophy. The world is much bigger than one lone soul; and while the world can change a soul in a day, it takes much more time to change the world. Only through tenacity can a servant of the Holy Light hope to affect the universe. If some young students feel like this is an impossible task, others take heart in the realization that if you truly believe there is a connection between the self and the universe, one cannot help but affect the other, no matter the size. Affecting the world can include anything from teaching and instilling hope in others to joining with other like-minded individuals to work together to create a bigger change.

Compassion
After the first two concepts are mastered, the student can take on the final virtue: compassion. The connection between the self and the universe is strong, but it still is only one connection. If a follower of the Light serves another to increase his happiness, his bond with the universe grows stronger. The happiness he receives by helping someone also strengthens himself and the universe, and he is able to affect the universe even more.


Compassion is perhaps the most powerful — and yet most dangerous — virtue.
If someone is too compassionate, he can give help where none is needed — or wanted. This oversight can hinder one's growth and happiness. For example, one may help another with a seemingly impossible quest, when such a quest is not actually out of the abilities of the one making the attempt. Thus, Compassion (However well intentioned) has resulted in that person's inability to grow as the quest was essentially "done for them", hindering their growth and happiness.

Some helpers can be awkward and do more harm than good with their actions, increasing the suffering and unhappiness in the world. A well meaning follower of the Light may rush to the aid of an adventurer(s) and wind up gaining too much interest of those attacking, and thus force those they try to help to rush to the follower's aid.

This is why compassion is taught last; only the wise and those fully understanding compassion may identify who is truly in need and who can grow on their own.

There are many guard groups, serving and conducting themselves according to the Holy Light. A mix of religion and military to in a way be able to work properly but even so still ever being true to their faith.

Character example:
Your everyday Light worshiping law abiding citizen
Fanatical gatherings which take the worship to a whole new level where the good of the religion is used to a point where the religious concept is compromised
Holy Light sub religions which still believe in the Light but focus more on other aspects




Underground Stormwinder
Criminals and thugs of Stormwind, often living on the edge of the law to gain profit. Some criminals are known to work in a larger network of thieves, helping each other against the law and upholding some sort of ”code” or ”honor amongst thieves”, there may be more than one network at a time.
There are many different sorts of criminals represented in Stormwind, from the trader dealing in stolen goods to the assassin for hire, but a common trait would seem that they tend to stay away from the Cathedral district and often hide in cellars and alleys. It is also well known for criminals to wear disguises to hide them-self from the eyes of the authorities.

Character example:
A lowlife thief who have spend his life trying to make that big catch and earn enough money to live a real life.
A former mercenary working as hired muscle for the highest bidder, not afraid of getting his hands dirty as he makes sure that people don’t talk beyond what is good for them.




Cultists
The Cultist tend to be evil, defined as the opposite of good. They have no problems in doing unethical act of lies, murder, dark magic etc.
Cultists have been known to work with both demons and undead in their attempts to overthrow the kingdom, destroy the church of the Holy Light or whatever else their dark purpose may be. Generally considered without empathy, egocentric and without respect for the lives of others, cultists make up a major threat towards the kingdom and especially the Church.

Character examples:
The mage who became a warlock to satisfy is lust for power.
The priest who got thrown out of the church because of his somewhat heretical words, which turned him to the shadow.




Non human Stormwinders
Many members of the other races in the alliance have chosen to take up residence in Stormwind. This decision alone sets the character apart from most of his race, but merely living in Stormwind have even more impact on the culture.

It can go two ways: Either the character (attempts to) assimilate with the humans in Stormwind, trying to fit in with the established traditions and beliefs, or the character becomes defensive about his culture and uses every opportunity to praise his own culture and scowl the primitive ways of humans.

Character examples:
A Draenei who lives in Stormwind, but firmly believes in the teachings of the A’dal as he tries to spread his beliefs to humans.

The gnome who hates human traditions, human beliefs, human food… He is only staying in Stormwind because he is well payed for teachings engineering here.
The Night Elf running from his heritage and trying to assimilate 100% to human culture. He attempts to act like a human in all ways and have even joined a group of almost solely humans.


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PostSubject: Re: Defias Server Lore    Defias Server Lore  Icon_minitimeFri Jul 27, 2012 12:47 am

Castes.
By: Gahalla Defias Brotherhood


Nobility is a social class that sits at the top of society, sometimes refered to as the warrior caste or "those who fight" (which together with: "those who pray", "those who weave spells" and "those who work" forms the entirety of society). In society the caste serves many different roles: In the army they serve as the knights. On the countryside as the landlords. In the kingdoms as the leaders. In the industry they serve as the financiers. They are the richest and most powerful caste in society as a group.

The caste is divided into many "units" consisting of a family and their retainers, commonly referred to as a household or house (named after the family). A household is not a regular family though, it is first and formost a official institution. The household is as much an employer, landlord, tax collector, military recruiter, goverment, school and guardian as it is a family. It is not uncommon that as much as four fifths (4/5) of a house can consist of people with no bloodrelation to a family.

The household often have a very strict hierarchy. At the head of it is the elders of the family, often a married couple. They are charged with governing and maintaining the house and it's assets.

Below them in rank are their advisors; the marshall (responsible for the military assets), the steward (responsible for the economic assets), the chancellor (responsible for the house's reputation and communications) and others the elders wish to hear the opinion of. These men and women are the ones who in praxis run the entire household together with the elders.

Below the advisors come the children and siblings of the elders. They are definantely below the advisors in rank, but it is not uncommon for some of them to be invited to be among the advisors. It's as much a official rank and a job as simple blood-relation. Being born into a noble family is to be born into a world of considerable responsibility.

Fourth in rank are the retainers. The knights, the sargeants, the heralds, the chamberlains, the cooks, the family doctor, the huntsmaster, the tax collectors and other agents. All the people employed directly by the noble family itself. These people are the hands, eyes and ears of the house and almost without exception considered to be as much a part of the family as a son, a cousin or a sibling. They are often divided based on duty, the knights for instance are all serving under the marshall and whomever the elders puts in charge of him or her.

Fifth are the servants, the people working for the retainers as assistants, hands or squires. As far as the house is concerned, these are merely people working for them. They are employed and paid, often rather good. But they're not part of the family. However, of they serve well they are often accepted into the ranks of the retainers.

Final part of the ladder are the subjects. These are the people that live on the land the house is set to rule over. They serve the house by working for them on the land (they may not be sent to another fief and work there,however, or forcefully conscripted) and paying their due. Some of them, so called free men, only pay tax while the others, the serfs, have to work (they don't have to pay their tax as money though).
These are the people that provide the households with their wealth. But, a house that neglects their servants earns ill reputation and may be stripped of their land. The house has a responsibility to take care of these people and protect them.

As previously mentioned, life as a noble is one of many responsibilities. Every noble is responsible for the lives of their subjects. It is their duty to provide for them, protect them both by arms and through law and govern them. Furthermore it is the duty of the nobles to serve their liege, to provide him with soldiers when he asks, to pay their dues when he demands and assist him when he needs it. Thirdly it is the duty of all nobles to obey their elders and work for their house. It is a life mired with duty, responsibility and ceremony. In some ways, peasants are much more free than the average noble.

The most common career for a noble is that of the military. In fact it is what they are born and bred for. From age five they are educated strategy, logistics, economy and tactics. From age six they are instructed how to ride. From age seven they are forced to spend at least four hours every day in practise sessions with several types of weapons or building their body for combat. Beyond that they recieve education in languages, rethorics, song, dance, ceremony and much much more. They are prepared for a life of endless service, a life with no spare time and where one is supposed to find enjoyment in duty.

The life is further complicated in that, with few exceptions, only the eldest child inherits. The other children are encouraged to seek employment as retainers and advisors in other households. The vast majority of knights both in the army and the households are just that, nobles who would not inherit that has sought employment elsewhere (and thus they join that house, leaving their previous one behind). Other careers that are very common are in the priesthood or the armed spiritual order (the paladins), in politics or, for those with magical capabilities, as arcanists. The number of nobles in other professions are very few and generally disowed from their houses.

It should be noted that many nobles find employment in their own houses though.

The households are themselves grouped in a rigid and strict hierarchial system. At the tops sits the royal house who rule entire nations. To help them rule they divide their vast territories into dukedoms and princedoms that are given to the ducal and princely houses respectively. These households rule these lands like governors, ruling it as a service to their king (in return for a considerable pay, in the form of the tax they take). They in turn divide their territories into different fiefs which are ruled by lesser noble houses who in turn do the same. Just how many levels there are and what title one have at that level vary from different kingdoms. What they have in common is at the bottom are the knightly houses and at the top sits the royal house. The structure have a purpose, it serves as the administration and bureaucrasy of a nation. Filling the role of all institutions needed to run it in it's entirety.

It is this hierarchy that's often referred to as "the house of nobles", implying the great political power the group have as a collective.

Player advisory: I'd advise against going for the high nobility. Go for the low nobility instead, they often have more guild-sized households and doesn't have to mess with vassals or anything.

---
Hope that helps a bit, a brief and simplified text (yes, brief. I shortened it down) about the feudal system and what nobility does.
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