Aventayl
History: The lands that now make up Aventayl were once the realm of Vala'uryt'akanzyreph, the Topaz Imperator, a largely indifferent ruler who pined for the sea even though she detested getting wet. Primarily living near the river, some took it upon themselves to journey out and find a haven less in the open.
War of the Scales: When the hostilities broke out, both Vala'uryt'akanzyreph and the Topaz draconid disappeared, and the humanoids were left to fend for themselves, sheltering within cave systems like so many of their kindred. While ekking out an existance below ground, the humanoids made two important discoveries, Veninite which natural generates a toxic substance, as well as significant amounts of mithril. Both materials would assist them in surviving in caves and tunnels filled with hostile life.
In a different corner of Aventayl, the groups that went exploring found themselves with their backs against the walls as Chromatic Draconid moved to wipe them out, a desparate cry to the gods caught the attention of Ardruinna, the goddess of primal survival, as well as Krom the Dawn Warrior and an as of yet unidentified deity whose domain seemed to be death. All three wove their essence into a miracle that would leave the humanoids forever changed. The Leonin, inheriting a primal savagry from Ardruinna, a military mind from Krom and a strong sense of justice from the third god, lay into their foes left and right. The Tabaxi, inheriting a predators instinct from Ardruinna, a tactical mindset from Krom and a willingness to use harsh methods from the third god, finally came the Gnolls, who inherited a love and reverence for nature from Ardruinna, a fierce protection of their comrades from Krom and role of the scorned from the third god. The tables were turned in a bloody display of ferocity that drove back the draconid and allowed the humanoids to escape.
After the conflict the three disparate peoples parted ways and over the centuries have drifted even further apart. The Leonin have scattered into a myriad of tribes, each with their own beliefs, the Tabaxi reside in the northern part of Aventayl, and the Gnoll keep to southern Aventayl or even northern parts of the Shattered Spine.
Dawn Age: 1 P.E
Emerging from their caves, humanoids found a wasteland of arid plains and towering mesas, most moved on to other, greener places, some succeeded, others met their end at the hands of the wildlife. Some stayed and made the best life they could in the desert. They met strange new people already living in the desert, the proud Leonin, humble Gnolls and aloof Tabaxi all lived together in a massive city whose name has since been lost to time, and of which there is no trace today. The humanoids cohabitated with the beastfolk quite well.
Petty Kingdoms, Petty Squables:
Tribes quickly developed, and not wanting to be governed by beastfolk, humanoids spread out over the desert, establishing villages, towns, cities and in time kingdoms. Here are some of the important ancient kingdoms.
The Azimi: The first recorded Azimi is Rostam Azimi, by all accounts a charismatic warlord. Rostam founded the Barbed Wrath mercenary company, which focused upon escorting travelers through the desert. They took their name from the wyvern barbs they used in their weaponry and in time proved capable of taming the famously viscious wyverns of the area, using them as mounts. In 12 P.E Rostam established the Wyvern Keep near to central Aventayl.
The Artaxan Empire: Established in the northern foothills of what is now known as the Whitehorn Mountains, the Artaxians were known for cultivating a thriving agricultural society as well as their magics, much of which were used assisting their agriculture. Their faith was dualistic in nature, and was centered around two bulls, one red, one white. The Red bull was associated with war, death and blood sacrifice while the white bull was associated with agriculture, magic and virility.
Tyrithian Empire: A warlike people, the Tyrithians settled in what was known as the Burned Lands, and held the scorched earth as sacred. They would cover themselves from head to heel in the blackend dust before battle and scream as they charged headlong into enemy lines. As time passed they would move from warchiefs to kings, the last of which was the Vulture King, whose cruelty knew no bounds.
The Ardashir Kingdom: A people heavily involved with magic, the Ardashir were a people associated heavily with fire. And though no one else knew it, they got their power from an Ifreeti named Malekeh Fairuz. It is said that the men of Ardashir were fierce and their women passionate, everything from their music to their art held such passion and depth of feeling. Some sources say that they were a tribe of fire genasi, though this is largely speculation, as the discovery of the presence of Fairuz is a recent one.
The Dariushan Kingdom: Zealously religious, it was the Dariushan that introduced the worship of the twin tempest gods: Vil the goddess of gentle winds and Imnirog the cunning tempest. Their Kingdom was set atop a mesa, and it is believed that they also introduced the Aventaylian tendency to build on top of or in mesas.
Artaxan Empire: Established in the northern foothills of what is now known as the Whitehorn Mountains, the Artaxians were known for cultivating a thriving agricultural society as well as their magics, much of which were used assisting their agriculture. Their faith was dualistic in nature, and was centered around two bulls, one red, one white. The Red bull was associated with war, death and blood sacrifice while the white bull was associated with agriculture, magic and virility.
Tyrithian Empire: A warlike people, the Tyrithians settled in what was known as the Burned Lands, and held the scorched earth as sacred. They would cover themselves from head to heel in the blackend dust before battle and scream as they charged headlong into enemy lines. As time passed they would move from warchiefs to kings, the last of which was the Vulture King, whose cruelty knew no bounds.
Establishment: Aventayl was originally a large barren patch that people only went through if it could not be helped. A group of adventurers took it upon themselves to offer protection and safe passageway through the wastes, for a fee. These men and women did not ride horses, but instead sat astride wyverns, and protected their charges from above. In time, these men and women became quite wealthy as did their leader. Darhus Azimi. Darhus was declared king in 312 P.E. and the house of Azimi was much beloved. He set the seat of his kingdom atop a mesa and carved down into the rock, and called it Wyvern's Reach or Wyverdehzh in the old tongue.
The Water Wars: Darhus's reign was a prosperous one, as was the reign of his son, Deraf. Darhus's grandson, Farbod Azimi ascended to the Throne of Barbs in 409 P.E. and had a reign that was much troubled, as water caravans were constantly being raided by marauders. While at first uncertain of the culprit, Farbod Azimi unveiled the culprit as the tabaxi tribes to the north. Farbod would move the route but the caravan would be hit regardless. Farbod would lead raids against the tabaxi, and soon all out war broke out. Both sides took heavy casualties and Farbod watched as much of the prosperity that had been was destroyed. Farbod sacrificed to Imnirog, god of tempest and war and knowledge, and asked for a water source so that his warriors could continue the fight. Imnirog thought on this and came back with a series of cut and polished blue agates as massive as a boulder, an Everspring stone, he called it, and told Farbod this stone would supply endless amounts of fresh water. Despite the war initially being about water and survival, Farbod continued to beat back the Tabaxi to a little corner of Aventayl, and set up watchtowers all throughout the country.
Founding of the Wyversi'war: To ensure the hard won peace was maintained the new crowned king established Wyversi'war or Wyvern Knights in 412 P.E., and among those knights he raised 9 knights to a council called the Brotherhood of Barbs. Anyone could become Wyversi'war, no matter their station as long as they upheld the knightly tenets. Their numbers grew and grew and the knights would wander the land, righting wrongs and helping those in need, though their were a few who abused their power. Such individuals would be brought to justice usually through banishment and in severe cases the execution of the riders wyvern.
The Corruption of the Royal Line and the Exile of the Azimi: For over 5 centuries Aventayl was a beacon of prosperity, peace and justice. All of this changed in 956 P.E. during the reign of Prince Keyvan. Keyvan was meant wed a Zulean princess to cement the burgeoning peace between the two nations, and preparations were well underway, with the two meeting and seeming to quite like each other. A tiefling woman claiming to be a noble lady introduced herself to the betrothed and Keyvan fell for her almost instantly, and she for him. Little is known of this woman, some claimed her to be a succubus or erinys in disguise, others claim she served Isirix, the fiend of the Ascended Pact, none truly know, she may very well have been what she claimed. As days passed the soon to be prince grew increasingly discontent with his situation, his knights counciled him to stay true to his oaths and cement this peace for the good of Aventayl. Things culminated when the kings best friend and advisor was slain in a fit of rage. The soon to be king decreed that he would wed the bride of his choosing and he chose his tiefling lover over the Zulean princess and flew off with her to wed in a secret ceremony as the Kingdom fell into chaos. The pact with Zulea now tattered and ruined, their prince gone and disgraced, and war all but assured, the Brotherhood of Barbs came together and knew they had to act decisively. The Knightly Council decreed that while their vows prevented them from doing harm to their Prince, it was only the power bestowed upon him by the people that gave him that title. Seeing little choice, the council abolished the Sovereignty bestowed upon House Azimi, and declared Keyvan an outlaw. Despite their best efforts, the Zulean Royal Family still wanted war for the dishonor done to their princess. Thus began the War of Claw and Barb, with Aventayl fighting defensivley against Zulean aggressors, only maintaining their borders as they repeatedly tried for diplomacy. In the midst of this conflict Keyvan returned, having established a seat of power in the south. Looking drastically changed from the last they saw him, Keyvan offered his help in exchange for his reappointment, the council refused, siting these trouble were his making. A conflict broke out, and while Keyvan seemed to have grown more powerful he was still outnumbered, and Keyvan fell to blades formerly sworn to protect him.
In time the hostilities died down due to diplomacy on the part of the Council, the Zulean princess married one of the heroes of the war and Zulea was making no real progress against their winged adversaries. The symbols of royal power, Laban the Blade of Barbs and the Wyverkhuda's Aegis were scattered or destroyed, the stewardship of the country passed to the Council, who by many accounts ruled justly and fairly.
Azimi's Line Survives: Unknown to the Council, Keyvan's union had born fruit in the form of a son. The exiled princes wife, now a widow, remained in hiding and raised the tiefling boy in secret. When the boy came of age, he presented himself to the people of Aventayl as the lost heir of the royal line. The Council attempted to put a stop to this, but not everyone was happy with the Council ruling the country. Some flocked to him and even one of the members of the Council left in favor of the boy. Nevertheless, the Council did manage to drive the would be heir and his followers to the south. The Exiled Heir carved out a niche in the southern border and his descendants would expand upon that settlement, named Deh'zauz.
Sundering of Gods and Peoples: As times changed, so too did Aventayl. As they lost their king and become more inclined towards lawful society they began to drift away from the god Imnirog in favor of Vil and other gods from further afield. The Banished retained their worship of Imnirog, as well as the rituals that more modern times might shun.
The Banished: With the decreed cessation of royal sovereignty, the Exiled Heir and his new entourage set to making plans. The Kingdom of old used to tame the Northern Wyverns, more amicable and cooperative, making them ideal mounts and comrades in combat. The Banished had no such luxury, given that their home was in the south, home to more viscious and feral wyverns, and to bind a wyvern to oneself requires the consumption of blood and venom and their feral mounts made their riders in turn more savage and bloodthirsty, but just as effective in battle.
Becoming Wyversi'war: One trains to become Wyversi'war for quite some time, as it takes a long time to become bonded to ones Wyvern, and even longer to ascend the ranks from Wyversa'rhi (Wyvern Rider) to Wyversi'war (Wyvern Knight). Many who attempt die in the process, as one of the first steps to becoming bonded to a Wyvern is the regular ingestion of a mixture of their venom and blood and the ranger's blood as well as several herbs. The Wyvern will come to recognize the ranger as an ally as their scent alters to more closely resemble their own. In addition to this, several physical changes manifest. The wyvern's venom will begin to alter things like eyes and hair, typically lightening the color of the eyes and making it so the rider doesn't have to blink as much. The hair has a greater variety of permutations, perhaps a white streak through it, or perhaps the hair is turned a shocking blue.
A strict training regimen as well as training in the nature magic the Goddess Vil offers to the Wyversi'war keeps the applicant in top form. Training with a myriad of ranged and martial weapons ensures a potential Wyversi'war is always prepared. As the applicant grows in strength they eventually select their weapons. Among the Banished, the traditional weapons are the axe and the whip, while those of the Traditional Wyversi'war favor the shamshir (longsword) and the arsti (spear or lance), and ranged weapons are quite common as well.
After an applicant has bonded with a Wyvern, they must undergo even more training, and journey out into the world, often with a more experienced Wyversa'rhi or sometimes a Wyversi'war. As the wyvern grows it becomes more in tune with the Wyversa'rhi and more adept in dealing with threats in tandem with the Wyversa'rhi.
Finally, when the Wyversa'rhi has proven themself, they undergo the Trials to see if they are ready to ascend to the rank of Wyversi'war. Once they pass the trials they are presented with Veninite Arms and Mithril Armor, and swear their oaths to protect Aventayl, its people and its laws.
Notable Cities:
Wyvern's Reach:
Panjarsti (Five Spears):
Remove these ads. Join the Worldbuilders Guild
Cuisine: Despite its arid climate, Aventayl has ready access to water due to the Everspring Stones present at the larger cities. Thus through irrigation the city has a steady supply of fruits and vegetables, and healthy farmland near the city. Most dishes involve meat and rice and flatbreads made from grains and bean paste, complimented with sauces made from fuits like plums, pomegranates, dates and persimmon and heavily spiced. Rose water is a common ingredient as well, adding floral notes to many of the dishes.
Culture:The humanoids of Aventayl, both the Banished and the Stalwart place great importance upon honor and acting honorably. The vows and values of the Wyversi'war have influenced the headspace of the general public. While not explicitely stated or written anywhere, any native of Aventayl knows to be Generous, Stalwart and Honest, and takes a grave offense when accused of being otherwise.
Speech: While most humanoids within Aventayl speak common, much of it is flavored with Primordial phrases and words.
Remove these ads. Join the Worldbuilders Guild
Comments