Arinthian

From World of Charun

Arinthian is an Application Race and has to be applied in order to play.

Crusaders seeking to destroy disorder, as well as proud descendants of the men of Narghal, the Arinthians have chosen a secluded life, warded from foreigners and any attempts to taint their lifestyle.


Contents

Origins and History

Arinthian
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Arinthian

The Arinthians originate from the realm of Narghal that rose and fell in the Second Age. The royal family of Narghal was infected with vampirism, which resulted in a civil war in 5976 II between the knights of Narghal and the royal family and their hordes of undead servants. The war was quick and bloody and the forces of good saw themselves defeated. The knights and commoners had to flee the region in order to escape certain death or even worse - eternal life as lackeys to the vampires.

As they left their homeland, they split into three groups. One sought refuge in the Stormy Cliffs, others travelled further south, while a smaller group led by General Jzoar fled westward, into the foothills of the Snowy Peaks, later founding the nation of Arinthia in the fourth year of the Third Age.

General Jzoar, along with the majority of refugees, settled along the northern coast of the Fierce Sea. Other smaller groups populated the valleys and formed several small farming communities consisting of three to four families sharing relations or family ties dating back to Narghal. The refugees were quick to adapt to their new life, successfully driving off the Sunul elves living there, as well as using their skills to start building the nation that would become Arinthia. Within a few years they had built a strong fortress made of stone and mortar into a cravace, holding both a city and an inner sanctum digging its way into the mountains, which was where the royal chambers were located.

The hailed founder of Arinthia, General Jzoar, passed away in the fall of 10 III upon which the ‘mourning silence’ that is a custom in Arinthia lasted for an entire month. Not a word was uttered during this time out of respect to the man who was valiant and honorable enough to save a nation of men and give birth to a new people.

The following years were prosperous. The region held many resources in the form of timber, iron ore and fertile soil superb for farming. The city of Arinthia grew rapidly, as did the farms outside of town where a large cluster first formed a village that soon grew into a busy town called Dovagrad. Just beyond the Dovagrad, farmlands could be seen stretching out to the walls of the castle-city. Aside from holding the best market for fresh produce, Dovagrad also held a strong defensive position just at the base of the cliff path that led into Arinthia. A fair portion of the Arinthian military lived within the limits of Dovagrad because of this. Dovagrad was known for holding powerful knights and mages - forces that were reinforced in the end of the Third Age after adventurers began to find their way into Arinthia.

The traditional Crusades held in the name of Haerian, seeking to cleanse the world from chaos and correct the unruly, began already in 300 III with the Great Crusade of Ancestors, after which two more "Great Crusades" took place.

Arinthian Crusader
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Arinthian Crusader
  • The first Great Crusade, the Crusade of Ancestors, lashed out into Narghal, now ruled by vampires. Several old Narghali outposts were attacked and razed, with all vampires found defending them slain. No attempt to reclaim the city itself was made out of obvious reasons. The campaign lasted for three months and was deemed a success.
  • The second Great Crusade, the Crusade of Defense, was launched in 384 III against Northerner tribes that had found their way into the Snowy Peaks. The campaign lasted for nearly three years and in the end the uncivil and order-less barbarians were destroyed or driven back to the Northlands.
  • Lastly in 566 III the Arinthians drew sword in the third Great Crusade against their greatest foe, the Sunul, in the Crusade of Retaliation which ended up lasting five years. They had successfully driven the wild elves off upon arriving from Narghal, claiming the territory for themselves, but lately the elves had begun launching small scale attacks on Arinthian farms. The Arinthians saw the Sunul as creations of Randar, being chaotic and disorderly. They were thus considered as one of the greatest enemies by the Crusaders. After several bloody battles, the Sunul were forced to retreat even further into the forests found in the foothills of the Snowy Peaks.

The Cataclysm that ended the Third Age took a heavy toll on the Arinthians; their costal settlements and farms were flooded and destroyed, the waves even reaching as far in as Dovagrad. All of the farms, homes and most of the people that lived there were washed away. The fortress of Arinthia was strong, but yet it could barely stand against the waves that ravaged the shores. After flooding retreated back into the Fierce Sea, the castle-city was in ruins and the surrounding lands were left in devastation. It took until Haerius, 15 IV to rebuild the fortress and city of Arinthia. The fields and farms have slowly recovered and been rebuilt as well, and production is ongoing once again.

Since the reign of King Igor XII, almost two hundred years ago, Arinthia seems to have abandoned its Crusading tradition. King Igor apparently received a vision directly from Haerian commanding him to render Arinthia a fortress-state in order to ride out some unknown danger.

No new vision having come to declare the danger past, Arinthians continue to prepare feverishly, a practice for which they are mocked by some... but which causes those with more learning to pause in wonder and no small dread.

More about: Arinthia


Culture and Society

The Arinthian culture and society is largerly based on the faith and worship of Haerian, the God of law and order. The realm is a Theocracy, ruled by a King who is both the monarch and the head of church. He is accompanied by five high priests of Haerian who advise him when needed, but the final decissions are taken by the king. When the king dies or is no longer fit to rule, a new monarch is elected from among the five advisors by a gathering of all priests within the nation. A new advisor is then chosen by the newly elected king, adding their numbers back to five. This form of government has been in rule since the death Jzoar.

Laws are very strict in Arinthia; with blasphemy and heresy counting as among the most severe of crimes. Those who are found practicing a another faith, than that of Haerian, are captured and never seen again. Even petty crimes, non-religious to their nature, are punished severly. Flogging, whipping, removal of hands and fingers and year-long confinements are quite common sentences.

The Arinthian buildings generally have a stone base with walls made of wood. They range from one to three stories depending on the wealth of the owner, and have a ranged variety of interiors. The roofs range from thatched to shingle usually depending on the distance from the castle.

Arinthia is self-supporting both when it comes to food and equipment, since trading is scarce and few foreigners are allowed into their land. The farms outside of the castle-city produce the food needed to feed the population, be through it husbandry or farming. Sheep are kept for their wool, while furry cattle provide milk, as well as leather and meat upon slaughter. Hunting is considered more a recreational acticity, than a way of providing for one self. Rye bread is the base of Arinthian food, often eaten with root vegetables and downed with bitter ale. Porridge oats are quite common as well, often replacing meat among the commoners. The skilled Arinthian smiths, renowned across Charun, forge all tools and weapons needed.


Arinthian wearing a breastplate
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Arinthian wearing a breastplate

Armour and Weapons

Arinthian smiths are renowned across Charun. They excel at making blunt weaponry, ranging from flails to warhammers. In addition they craft swords of good quality.

When going into war, the common Arinthian typically wears a Brigandine Coat, however, those with more status or wealth often purchase breastplates - which are usually adorned with special trims and patterns. Mail Hauberks are used as well, even through not as commonly.

Occasionally merchants, considered loyal and strong in their faith in Haerian, are given permission to make their way out past the mountain ranges that circle their realm and into the Three Isles, bringing both armour and weapons with them.


Customs

Arinthians detest outsiders entering their territory and these are often dealt with violently without any questions asked before hand. They are determined to keep their territory ‘pure’ of infidels that may attempt to sway their beliefs, culture or the customs they hold dear. It would be a rare honour for anyone not of Arinthian blood to be let into their nation.

Crusades in the name of Haerian are launched a few times per year. However, they are far from the magnitude seen in the three Great Crusades that took place in the Third Age. Usually they consist of a small group of zealots led by a priest, who seek out known lawless regions across Charun that need purification. Such Crusaders are dangerous, and most try to avoid them at all cost.

The dead are buried within a cliff-face that is entered from the castle-city, holding a vast maze of passages and burial chambers leading deep into the mountain. The priests performing the burial ceremonies are specially trained in finding their way in within the maze. It is custom for the female closest to the deceased (the daughter sings for her mother while the mother would sing for her husband) to sing at the end of the burial ceremony. These sung words are the last to be spoken by the attendants, with the custom known as "mournful silence" taking place right after. Most hold their reverence for a few days, but it is not unheard of for those especially close to the deceased to mourn for a few weeks. Those in the service of the military are buried with their finest chest armor and grey linen robes.


Religion

Haerian is the only god and power within Arinthia, and faith dominates the better part of the society. Priests are regarded as the the nobility of Arinthia, enjoying the respect and reverence of all the people.

All Arinthians gather on every Godsday for a ceremony that lasts several hours. They are held in each and everyone of the numerous chapels found in the castle-city. Usually the same people visit the same temple for their entire lives.


Appearance

People of Arinthia have red, brown or black hair, which fades to grey as age progresses. Eye colour ranges from blue to brown. Their skins are pale and easily burned under the sun.

Middle aged men favour full, well-trimmed beards and thin mustaches. The women treasure long hair, wearing it knotted or braided down to their mid-backs.

Clothing is made of wools and linens, embroidered by the wealthier. Jewellery is kept to simple chains and bands. Foot wear and belts are made of leather and cloth. Many of the people have small oval stones hanging from thicker necklaces; the stones usually have an etched image of the holy symbol of Haerian, crowned with gold and silver, or even a steel trim.


Player Characters

Few Arinthians are seen leaving the borders of their realm. In fact, it's in most cases considered suspicious and a way of hiding terrible truths that would harm the nation would they be revealed. A common saying in Arinthia is that "only infidels, criminals and heretics escape and it's every citizen's duty to capture and deliver them to face Haerian's justice".

Arinthian names for your character: Arinthian Names


RACIAL FEATURES:

  • Narghali bloodline: +1 Charisma / -1 Ingelligence

The Narghali are naturally influential, generally projecting unusual confidence, along with great communication skills. However, they are generally poor at book learning since their culture has evolved more around pursuing virtues than knowledge.


CULTURAL FEATURES:

  • Disciplined Suspicion: +1 Fortitude, +2 Sense Motive

Arinthian culture is one of suspicion of foreigners, as well as of hardwork and devotion. Showing signs of tiredness, physical, discomfort or complaining of working conditions is frowned upon - from a young age it is drilled into the heads of children that the work must be done and that no ammount of wailing and gnashing your teeth will til the fields if the draft animals take ill or suffer famine. Most jobs outside of agriculture and industry are military - private enterprise is exceedingly rare - as such fitness is an admirable trait among youth and adult alike.


LANGUAGES:

  • Given Languages: Common, Arinthian
  • Secondary Language List: Sunul

Arinthians usually speak Common, even though with a thick accent. They also have an opportunity to learn Sunul, since it is useful to know the tongue of your foremost foe.


CLASSES:

Bard 5%

Borderer 25%

Cleric 10% (Cleric of Haerian)

Druid 5%

Fighter 50%

Rogue 5%


Statistics

Location in Charun: Arinthia

Population: 30000

Settlements: The castle-city of Arinthia

Army: 3000 soldiers, the Templars of Arinthia,

Government form: Theocracy


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