1.0 Overview
OOCly, Sylvania's name was based off of (oh, so original!) "Transylvania",
envisioned as a backwater country with plenty of old haunted ruins, woods
full of monsters, superstitious locals, wandering gypsies, vampires, and
general spookiness. To "fill in the blanks" on anything Sylvanian, that should
be kept in mind.
ICly, Sylvania was once a nation ruled by a monarch known as the
Czar, and that leadership would be passed on from generation to generation,
in a human family for longer than anyone can remember.
Sylvania is a mixed-species nation, and is remote enough that the usual
speciesist stereotypes aren't as strong here ... though superstitious locals
may still close their shutters upon seeing anyone "different" walk into town,
and the presence of such species as Kavis and Skreeks may still prompt
people to double-check their coin-pouches.
Sylvania is also a place strong in magic, and this attracted those of less than
scrupulous character. Many powerful Spirit Mages -- Necromancers -- fought
over the right to be called the "Necromancer King", and also sought to
supplant the Czar as the ruler of Sylvania. This conflict even spilled out beyond
the borders of Sylvania, as power-maddened Necromancers sought to carve
out kingdoms for themselves elsewhere.
In the end, Sylvania was devastated. Fields were rendered incapable of producing
crops. Magically-summoned pests spread disease, wiping out the populations of
the crowded cities. Necromancers raided graveyards, raising armies of the dead ...
then slaughtering whole villages in order to swell their ranks. Fortunately for the
living, the "Necromancer Kings" all but destroyed each other, and a few heroes
finished the job. But even without the Necromancer Kings, Sylvania was shattered into
clusters of surviving villages, separated by wilderness filled with monsters. The
carefully constructed highways connecting the towns crumbled into disrepair.
Many refugees spilled into neighboring Tursdi and Chronotopia.
Sylvania has never recovered. In fact, maps now show it as just another part of Gallis,
even though there are many living there who would disagree to this designation.
2.0 Major Locations
Sylvania is located in the Nordika Region on the northern part of the continent of Ai.
It is bordered by the Northern Sea (a.k.a., Vykarin Sea, Sea of Ice) to the north,
Chronotopia to the east, Bosch to the southeast, Gallis to the south, and Tursdi to
the west. Sylvania is mostly covered in forest, mountainous in parts (especially
closer to Bosch), and with many swamps and caves.
Traditionally, Sylvania is
divided into several counties. Within each county, there may be one or more shires,
each designated as a major town and the surrounding lands. Not all land in a county
is assigned to a shire - wilderness isn't generally divided into territories until there's
someone to live there. At some point in Sylvania's past, the land was divided into
duchies. However, those who presently hold the title of "Duke" or "Duchess" only
rule over counties, just as any count would. Furthermore, in the larger counties, which
had been divided into baronies, these "baronies" have come to be known as
counties as well, though the ruler may still hold the title of "Baron". With the
dissolution of a strong central power structure, the exact meaning of titles has become
blurred, and a duke has no more authority than a baron.
2.1 Justininople (Firstkeep)
This is the capitol of Sylvania, such as it is, home of the Czar. For many generations, the
ruler of Sylvania has had the name of Justinian, and in recent history, Czar Justinian the Seventh
passed on, leaving Czar Justinian the Eighth to carry on the tradition ... of ruling over a
largely nonexistent country, and trying to coordinate a defense against far larger Gallisian
forces.
Though Justininople is far from the city it once was, and the palace has declined such that whole
wings are kept mothballed and in disuse, it's still the largest settlement to be found in Sylvania. (That may change in time, though.) There is a modest but well-maintained airport, and there is
modest trade with the outside world.
There is hope that the innovations of the young entrepreneur, Eve Kurai, and her heroic
brother, Count Feli "Jynx" Kurai, may bring better fortunes to Justininople, by way of
a railroad that has been built connecting Justininople, Tempest County, Blackshire County,
and several other parts on the east side of Sylvania with some already built railways in
Chronotopia, and continuing on to the western part of Titania.
2.2 Northern Shore
Northern Shore is a county on the northern part of Sylvania, bordering the Northern Sea.
Its most important town is Ivory Sands, a seaport and airport with a small fleet of
fishing boats that cast their nets and hooks in the cold waters. The airport here actually
sees more activity than Justininople, due in part to the almost negligible docking fees.
Except for the occasional storm, the air tends to be calm here, and the cliffs running along
the shores provide an additional buffer against the wind. The area has a problem with
fog, though.
Oddly enough, this county is ruled by an Aeonian (a unicorn), rather than a member of the usual "native" species. Given the legendary longevity of Aeonians, that would imply that she would be
at least several centuries older than Sylvania itself.
2.3 Tempest County
Tempest County is to the south of Justininople and Blackshire County, fairly close to
Spearhead Point. It's mostly a flat area, dominated by farmlands. However, roughly at
its center is a tall, spindly plateau of volcanic rock that rises sharply in contrast to the
surrounding plains, with the fortress known as Tempest Keep built on its spire. Curiously,
even when the rest of the sky is cloud-free and sunny (a rarity in Sylvania), there will
always be a dark, brooding cloud circling directly over Tempest Keep, frequently
storming.
It is theorized that this rock is the hardened core of a long-extinct volcano, and that the built-up
earth around the core has eroded away, leaving this spire standing alone over the plain.
2.4 Blackshire County
Long ago, Blackshire County was originally "Black County", but its only shire (Black Shire)
became associated with the name of the village, and then the whole county, giving it its
apparently self-contradictory name as it is known today. The Kurai family has governed
Blackshire County for over a century, though possibly longer. Given that the earliest
recorded leader of this county, Phelix Kurai the First, is known as a duke, rather
than a count, it's somewhat unclear just how this arrangement came about. Perhaps
the line of Kurai goes further back, to a time when Sylvania had duchies. Perhaps Phelix
Kurai actually came from some other nation -- where he had already earned the title of
"Duke" -- and was awarded his own county and allowed to keep his old title as a matter of
tradition.
Presently, Blackshire County is governed by Count Feli "Jynx" Kurai, though due to a mix-up
attributed to his successor, the mentally unstable Alysin Kurai, his sister, the
Duchess Eve Kurai, originally inherited the title, while Feli inherited the lands.
However, after Feli Kurai rid the local countryside of monsters, slew a vampire, and
drove off Gallisian invaders, the Czar granted him the title of Count and formalized his
rule over Blackshire.
2.4.1 Blackshire Village
This village -- actually a small town -- is built on a river bank, alongside a road that puts it on the
trail between Justininople, Tempest County, and Northern Shore. For a long time, however,
travelers routinely took a long detour to avoid the area, due to monsters in the region. Now
that the monsters have been defeated, more wagoners have come through this village as a
"shortcut" -- and as a stopover, since the opportunity now presents itself.
Blackshire has its own stores, granaries, church, and even a schoolhouse, making it fairly upscale
compared to most Sylvanian villages. A stone statue on a fountain in the middle of the town square serves as a testament to Phelix Kurai the First, a renowned hero that once ruled over
the county. Although the fountain had long been inoperative, recent restoration efforts have
gotten the water flowing again, and the town square now looks rather nice, a favorite
stopping point for travelers through the area.
2.4.2 Blackshire Keep
This castle is of curious design, more of a mansion built within a court bounded by tall stone castle walls. The "castle" itself consists of a dome structure of stone, glass and crystal, with an extended hall leading off toward the east, and a tower rising from the center of the dome. It was
originally built by Phelix Kurai the First, an Earth Mage of some considerable power and
prestige. An especially wondrous feature of the castle is the Garden Hall: half of the dome is
devoted to an indoor garden, illuminated by glowing moss and luminescent flowers.
Even more curious, though, is that, during the time of the Necromancer Wars, the castle
began to sink into a swamp that formed around it, until only the tower rose above the murky
waters. Since this was a very gradual process, the lower levels of the castle were sealed against
water, or sealed off entirely. At last, when the castle had sunk to the deepest point (where nothing
was visible except the tower -- not even the outer walls), the only entrance was by means of a
tower window that was modified into a door, with a wooden dock built off of it. The other windows
were sealed off, and air tubes were run up from the castle to a level above the swamp water.
Since the arrival of Count Feli Kurai to reclaim the castle, the swamp started slowly
receding, and the tower began gradually rising above the muck. Over the next four years,
the castle at last rose to its original position, and the swamp was reduced to a few
murky pools of water as the castle grounds rose back above the water table.
2.4.3 Whispering Wood
The forest occupying most of Blackshire County is known as the Whispering Wood. As is repeated elsewhere in Sylvania, there are non-anthropomorphic Earth-type forest animals to be found here. These creatures are non-sapient, and while most of them correspond to Earth
species (rabbits, birds, deer, squirrels, etc.) there are at times mutations to be found, due to
Quantum Uncertainty.
These beasts are occasionally hunted as game, though those creatures with sapient equivalents have a certain stigma attached in the minds of some Sylvanians. Therefore, wild boars are far more likely to be hunted than, say, rabbits or deer.
For many years, hunting was practically impossible in the Whispering Wood, due to a long-standing curse. The animals of the forest would at first look normal ... but they would be unusually friendly, approaching persons traveling through the woods ... and then suddenly transform into
monsters, attacking fiercely. If such a beast were slain, it would disappear in a puff of red smoke,
rather than leaving any meat or pelt.
In the woods, there is a clearing, in the center of which is a crater. According to
local legend, there is some exposed Sifran crystal here, and at one time the crystal had
been cracked, and a single sliver had been removed entirely. When Count Feli Kurai found
this sliver (retrieving it from a vampire) and put it back into the larger Sifran crystal,
the warped animals reverted to their
normal, skittish selves, and this apparently lifted the curse. Furthermore, the weather, which had
been constantly gloomy and overcast, cleared up. Now, although the winters can still be harsh,
the weather in Blackshire County is fairly normal for this part of the globe.
The trees of the Whispering Wood include many Earth-parallel varieties, as well as
ironwood, warpwood and silverbirch, but cageroot trees -- with their stilted root system --
are especially prominent in the more swampy areas.
3.0 Major Species
A number of species can be found in Sylvania, usually of types that have wandered in from
other Nordikan nations. Even though Sylvania is not exactly "connected" with the outside
world, the makeup is diverse enough that the appearance of some "foreign" species or even
an Exile isn't likely in and of itself to provoke much reaction from the locals.
Sylvania is a land saturated in magic, and touching Bosch, and this is reflected in a
fairly high mutation rate. The mutations sometimes take the forms of ugly deformities,
and have led to tragedies where a mutated child has been cast out, and grew up to become
a feral "wildman" monster preying upon innocents. However, more often it takes the form
of odd fur patterns, different colored eyes and such ... sometimes things that seem to
have a deliberate, conscious design behind them, rather than a fluke of nature. Given
how potentially hard it can be to define, say, the difference between a Kattha and a
Khatta, if mutations can result in a plantigrade Kattha or digitigrade Khatta, species
names aren't regularly used in casual conversation to identify people. Men are men and
women are women, regardless of which species ... though when it comes down to issues of
marriage, Sylvanians have fairly strict ideas on marrying within one's own species. (If they didn't, there would eventually be a lot less Sylvanians.)
Individual Sylvanian villages tend to be comprised of members of a single species,
unless they are located on a major road or otherwise have access to the outside world.
(Otherwise, there might not be a large enough population base to support any single
species from generation to generation.)
3.1 Cervani
The deer-like Cervani are found in small numbers on the east side
of Sylvania, along the border with Chronotopia.
3.2 Eeee (Sylvanian)
Sylvanian Eeee look much like their "cousins" from Ashdod, but with one very important
difference: they drink blood. Some Sylvanian Eeee are capable of eating small amounts
of solid foods, but they are unable to digest them properly, and may get terribly sick
from doing so. Rather than making appearances, Sylvanian Eeee are generally
straightforward about their culinary habits. It should be noted, though, that the myth
spread by Gallisians about Sylvanian Eeee being undead creatures and requiring the blood
and life-force of sapient beings is patently untrue. (It is not to be said that Eeee
preying on sapients is totally unheard-of, however. Sylvania has had a very "colorful"
past.)
While most Sylvanian Eeee follow the standard Eeee body structure of having a humanoid body with a bat-like head, semi-prehensile claws, and a separate pair of wings on the back, it is not an unheard-of genetic variation to have the wings and arms fused together, with "wing-arms" vaguely reminiscent in structure to those of Korvs, though still retaining a humanoid body form. (This genetic variation can be found in "Babelite" Eeee sometimes as well, but the tendency of Sylvanian Eeee toward a higher mutation rate makes this variation slightly more common.)
A more common genetic variation of Sylvanian Eeee is that some of them have eyes that seem to glow red. It is generally believed that this is a magically based mutation rather than a natural one.
Sylvanian Eeee have no cultural ties to Babel, despite the similar species name. Sylvanians will just call them "Eeee" rather than "Sylvanian Eeee", since not enough Eeee are seen in Sylvania to bother making a distinction.
3.3 Gallee/Gallah
Occupied Sylvania is pretty much populated by Gallee "settlers" and their Gallah servants. Gallah rogues can also be found elsewhere in the forests of Sylvania, preying upon Sylvanian and Gallisian alike. A few Gallees and Gallahs have filtered into Sylvanian society (what there is of it), since the clashes with Gallis have been going on for decades if not centuries.
3.4 Human
Humans are very common in Sylvania, especially close to the capitol city of Justininople, and near the eastern border with Chronotopia. Due to the influences of Quantum Uncertainty, wide genetic variation is possible, though the stereotypical Sylvanian is olive-skinned in complexion. There is apparently no genetic prohibition against, say, dark skin and red hair, and sometimes odd hair colors (pure white, blue, purple, green, etc.) can be found.
3.5 Khatta
Khattas are distributed across Sylvania, though they tend to be of
the "housecat" variety, and are less numerous than the Korvs and
Rhians. Those on the eastern side are more often black-furred, while fur colors tend to vary more as one goes westward.
3.6 Korv
Korvs in Sylvania are most often of the black-feathered raven/crow variety, though there are some
incidences of the jay or magpie varieties further to the west.
4.0 Major Languages
Sylvanian is the official language of Sylvania, and the one most in
use in the rural areas. Rephidim Standard is generally known by
the Counts (or other rulers), and by the general population of those
towns with greater contact with the outside world. Toward the east,
Bosch is found in use, while those closer to the south (and Occupied
Sylvania) are more likely to know Gallisian. Silent Tongue has come into regular usage
in Blackshire County, due to the increase in the population of Savanites there.
5.0 Religion
Due to the scattered nature of Sylvania, there is no "state" religion per se. Eastern
Sylvania is strongly influenced by Chronotopian beliefs in the Great Gear. Occupied
Sylvania is dominated by Gallisian anti-religion. Much of the rest of Sylvania has an
odd hodge-podge faith that seems to borrow elements of Star-worship or even a hint of
Earth-style Roman Catholicism, but with many Sinaian "patron saints" who are erroneously
referred to as "First Ones". Holy symbols in Sylvania typically look like crosses ... a
sort of "re-evolution" of the four-pointed Star symbol.
Add to this a wide range of superstitious beliefs about good and bad luck, and about evil
spirits. Some of it indeed has an element of truth to it, since Spirit Magic is quite
real. However, not every abandoned house is haunted, and just because a dromodon
gives sour milk doesn't mean that the village crone gave it the evil eye.
Still, life in Sylvania definitely encourages people to jump at every shadow, and see a
monster under every rock, so it's no great surprise that Sylvanians may tend to cling to
superstitions of how they can ward off the ghoulies and ghosties. Most of the time, their
superstitions won't be tested anyway. (Most of the time, that is.)
6.0 Technology
Sylvania is pretty much stuck in the middle ages insofar as technology, but
technological concepts are not entirely alien. After all, Sylvania is the
next door neighbor of Chronotopia, and Rephidimites occasionally visit in their
airships. In a particularly well-insulated community, the locals might react
badly to some strange piece of technology, but for the most part someone isn't
going to be burned at the stake for striking a match.
In the capitol of Justininople, the Czar's mother -- Chronotopian by birth --
has long championed the introduction of "modern technology" to Sylvania, though
Sylvania simply hasn't the resources to draw upon to maintain the sort of
equipment found in Chronotopia. Still, there have been numerous attempts, and
Sylvania's capitol does have at least a few modest conveniences (such as indoor
plumbing).
She has found a new ally, however, in Duchess Eve Kurai, with her construction of the
Trans-Sylvanian Railroad and the Duchess Line.
7.0 International Relations
As far as Rephidim is concerned, Sylvania is no longer an entity, but some Sylvanians think
otherwise. Despite how the maps are drawn, it's still active on the international scene.
7.1 Chronotopia
Over the centuries, Sylvania has had its clashes with Chronotopia over various
differences, but for the most part, Chronotopia and Sylvania have been sibling nations,
having many cultural (and genetic) similarities. In the face of invasion by Gallis,
Chronotopia has been slow to act on treaties that might oblige it to act in Sylvania's
defense, because of division in Parliament.
First of all, there is the question of whether Sylvania is really a nation anymore, or
just an anarchy with a figurehead leader who can't control his own people. There have
been bandits and pirates lurking in the Sylvanian forests, occasionally striking across
the border at Chronotopia. There are those in Parliament who see Gallis -- as
disagreeable as it may be at times -- as a preferable force of order and stability in the
region. If they were to know about the Gallisian approach to claiming land for their
nobility from the Sylvanians, though, they might think even less of the canines.
Despite this awkwardness, Sylvania still engages in some trade with Chronotopia, largely
in the form of lumber sent to Chronotopian paper mills. The construction of the railroad
should greatly increase this contact, and might cause Chronotopia to re-evaluate the
"non-entity" status of its Sylvanian neighbors.
7.2 Xenea
The leader of Sylvania, Czar Justinian, has been something of a traveler in his previous
days as the Czarevich (heir to the Czar), and has a gift for languages. As fate would
have it, the Czar Justinian met the Baron of Paradys, Zoltan Cambio, in Rephidim, and got
a strongly favorable impression of the Vartan hero. Learning of the Vartan's strong
sympathies for the free Savanites in the City of Hands, Justinian was one of the diplomats
who attended the coronation of the Priest-Queen Third-Vision, despite threats from the
Nagai Empire.
The Count Feli Kurai and Duchess Eve Kurai have taken advantage of the Czar's anti-slavery
stance, and have invited Savanites from the City of Hands to settle in Blackshire County.
This overture has resulted in the settlement at the reborn village of Kurai, and certainly
has won Sylvania a few points with the City of Hands.
Although the City of Hands has since been destroyed, Xenea has risen in its place as an
independent nation, and the new Priest-Queen hasn't forgotten Justinian's bold move.
7.3 Gallis
Relations couldn't be worse. Sylvania has had its clashes with Gallis long before, and it
has had its periods of peace. In fact, some of the previous Czars even went to Gallis for
their education. However, the repeated Gallis incursions into Sylvania would certainly be
classified as acts of war, and Gallis has successfully entrenched itself in so many former
Sylvanian holdings that it would be difficult for Sylvania to retake it all without being
made out to be the aggressor. (Not that it has enough of an army to do so anyway.)
Now, Sylvania isn't even recognized as a legitimate political entity, and Gallis is written
in on the maps!
8.0 Government, Military and Law
As of the present, Sylvania has very little of all three. It has enough manpower to serve as a guard for individual cities, but not really a standing army to provide a serious resistance to invasion. Ironically, the very things that crushed Sylvania as a nation also make it fairly difficult for invaders to take away Sylvania's land - and keep it.
8.1 Czar
The (supposed) military and political leader of Sylvania is the Czar, who rules from the capitol city of Justininople. In theory, the Czar's rule is absolute, but in actuality, the Czar must negotiate with each of the Counts for their support for any endeavors he might undertake.
9.0 Trade and Economy
Sylvania may be a devastated land, but it still has some trade with outside nations - and between counties.
9.1 Currency
Though Sylvania may have once had its own currency, the most commonly accepted legal tender is the Rephidim Temple shekel. In most of the outlying villages, however, barter is the law of the land. In eastern Sylvania, Chronotopian silver exchange notes (or "blueprints") are sometimes accepted as tender.
There is no true public education system in Sylvania, and the quality of education is generally quite poor. That said, the larger towns have traditions of schoolhouses, and any village is bound to at least have one village scribe, or an elder who can still read and write and teach the kids something in the way of history.
The quality of living is significantly improved in Justininople and in Northern Shore. In the former, a Guild Hall of the College Esoterica provides some opportunity for those with magical aptitude to go off to study in Rephidim, and there are some private schools focusing on various major trades. In Northern Shore, the Countess has shown a longstanding personal interest in her people, and the town schoolhouses are of high quality, so that the average Northern Shore citizen can read and write and has at least a grade school level education.
11.0 History
The decade that stretches from 6045 RTR (Rephidim Time Reckoning) to 6055 RTR
marks the darkest time recorded in Sylvania's history ... and even at that,
records were certainly not kept with any great accuracy during that time.
Fortunately, despite the deaths of the majority of Sylvania's population and
the destruction of the power of its central governing authority -- the Czar --
there are still those who survived that era to try to piece together the events
for posterity after the fact. Even so, it should be noted that Sylvania is but
one of countless nations to be found on the surface of Sinai, and one which has
no substantial diplomatic ties outside its borders. The history of Sylvania
presented here is quite likely not known outside of its borders except to those
who managed to escape from there or who have some other reason to, as scholars
(perhaps), study its history.
The year of 6045 RTR (and, technically, the autumn of the year previous) was
marked by the outbreak of a multitude of diseases and pestilence. First, a
disease affecting plant-life destroyed crops across the land. At the same
time, the land was afflicted with swarms of vermites and other, more exotic
pests, which decimated granaries and stores. The creatures brought with them
disease, most notably the Green Plague, and as deaths mounted from the lack of
food and from this disease, the Plague continued to spread, effectively wiping
out the cities, only sparing those in the most remote of areas. Czar Justinian
V, a human, was taken by the disease, and his son was spared only because he
was being tutored in Gallis at the time.
Wars followed, as the Green Plague seemed to run its course by 6047 RTR. It
was not widely known that Justinian VI, now a young man, was still alive, and
the Counts and Countesses soon began feuding over succession to the throne.
Vykarin raiders began to make incursions (by way of the northern reaches of
Chronotopia) and found many poorly defended or even abandoned settlements ripe
for the looting. Gallis was not above taking advantage of the situation, as
King Renard the First (there never was a Second) decided to "champion" the
young Justinian's claim to the throne. Justinian was used as a figurehead,
while King Renard's forces encroached upon the southern territories of
Sylvania, looting and pillaging as they went.
Ironically, Sylvania was spared from being completely overrun by the
intervention of what the Czar had, in life, considered his most severe foes:
the Necromancers. Although they had been greatly weakened and were thought
to be defeated with the slaying of the so-called "Necromancer King" by
Duke Phelix Kurai the First in 5981 RTR, it soon became apparent that they were
yet a force to be reckoned with. After all, many of the Necromancers had passed
on from mortal life ... into un-life.
The ranks of their undead armies swelled greatly by the
devastation wrought by all this chaos, the Necromancers struck against each
other, the surviving Counts, and the raiders alike. Many poodles and Vykarins
soon joined their ranks, not just due to the conflict, but due to resurgences of
the Green Plague and various other diseases as well.
Eventually, the Necromancers seemed to be spending more time directly fighting
each other, with any other casualties simply having the misfortune of being
caught in the middle. During this period, the appearance of diseases dropped
off dramatically, and there is much justification in suspecting that the
appearances of these diseases were magically or otherwise artificially
inspired. Further suspicion of the involvement of magic is tied to a number of
"natural" disasters occurring during this period, such as earthquakes, volcanic
eruptions, floods and tornadoes in a land with little to no history of such
occurrences ever before -- and certainly not to this magnitude.
Although there are still rumors of Necromancers yet to this day in Sylvania,
the general date placed on the end of this period would be some time during
6055 RTR, with the destruction of the so-called Necromancer King Paxius, and
that of the Avatar of Necropolis. The skies, which had become continually
overcast and clouded, refused to change, and so it was quite some time before
anyone could really believe that the worst was truly over.
11.2 The Return of the Czar
It was not until 6072 RTR that Justinian VII "returned" to Sylvania. His
father had died in Revolution Park in Fleaufille alongside King Renard the First in yet
another bloody Gallisian uprising. However, Justinian VII had been secreted away as a child by
monks, whisked away to a location no assassin would be fool enough to seek out:
the Sanctuary of Order, just within the borders of Bosch. Justinian VII,
previously known as "Phillipe Duval", had managed to make good use of the
education provided to him by the monks at the Sanctuary of Order, and, under
the assumed name, became a successful businessman in Gallis, dealing in arms
and armor. His return to Sylvania was accomplished with a sizeable mercenary
force -- Even though he was not expecting much, even so, he was still taken
aback by just what little there was to be found of the homeland of his ancestors.
The self-proclaimed Czar's throne was in the old capitol of Firstkeep ... a
city with no subjects. There were no bodies, since the Necromancers had done a
thorough job of "recruiting", and time and nature had taken care of the rest.
Czar Justinian absorbed the meager estates of three lesser Counts eager for the
protection promised by Justinian's forces. For the duration of his reign he
spent all of his time and effort trying to extend his authority further.
Justinian the Seventh met great opposition from the descendants of the Counts
who had served his grandfather. His heritage was frequently called into question,
since he had no proof other than the word of the monks of a distant Sanctuary
in an insane land ... and the fact that he happens to be a human with some
resemblance to surviving paintings of the previous Czars.
Up to the point of his death in 6099 RTR, his influence was
only comparable to any of the most powerful of the Counts, and he was never
able to guarantee his neighbors protection from the raiders and bandits that
make their bases in the wilderness. Therefore, he never really gained serious
recognition from other political bodies.
12.0 Bandit Kings
One legacy of Czar Justinian V was the completion of a network of roads
interconnecting every County of Sylvania, and even reaching to its borders.
Since the Dead Wars, this has deteriorated greatly, except in the domains of
Counties where the Counts have had inclination and resources to attempt
maintenance to some degree. Even despite this decline in quality, the
wilderness has not quite reclaimed the roads (except for where they were
swallowed by swamplands), and travel is still possible by foot or wheel. Since
the Sylvanian forests are thick and tangled enough (and generally believed,
with good reason, to be full of dangers) to prevent practical travel,
travelers are bottlenecked into these roads.
To those bandits who have (largely by "natural selection") managed to establish
strongholds in some of the "safer" sections of the wilderness, these travelers
present prime pickings. Some take the straightforward approach of raiding
caravans, but this method forces them to move on to find new targets, as
pickings will eventually dwindle ... or they'll eventually meet too strong of
opposition. The most successful bandits take an approach with more of a veneer
of "respectability" by charging "protection fees" for passing through certain
forests, or else charge tolls for going across bridges. (Their true nature is
revealed in that they won't give you the option of finding another way across
the river, or going through the forest without their "protection".) They may
even be so "generous" as to offer discounts to frequent customers.
The most notorious "Bandit King" would be Count Karstein, a vampiric
Eeee with the stereotypical deformity of having glowing red eyes, and the not-
entirely-unheard-of mutation of having completely white fur (but black head
hair). While he claims an entire County, no farmland remains, having been
claimed by swamps or overgrown by the expanding wilderness. He has only a
crumbling castle on a high precipice virtually inaccessible by foot, and only a
few minions -- several Korvs and a few fellow Eeee (some of whom may be
relatives). While he is apparently quite alive, and there are no reliable
reports of any supernatural activity in his domain, the gypsy-like Wanderers
believe that he has some sort of foul pact with the forces of darkness that
allows him to guarantee his "customers'" safety, since he apparently hasn't the
military might to keep his land clear of hostiles.
13.0 Wanderers
Many of Sylvania's residents fled their homelands to avoid the plagues,
famines, wars and other disasters, and simply never stopped fleeing. There are
also those who lived transient lives even before this horrible time. They are
known as the "Wanderers".
(OOC: In some logs, it is likely that they may be called
"Gypsies". Though there is no good reason for this word to actually exist on
Sinai, consider this to just be a "translation" to English, for the sake of the
reader, not a literal use of the word.)
Like the Wanderers' own rumors about Karstein, many whisper that the Wanderers
have some sort of pact with the supernatural forces, such that they are
protected from the undead or other monsters of the night. Others simply
suspect them of having mages in their midst, and this is bolstered by the claim
of many Wanderers that they can tell the future and one's fate.
For certain, the Wanderers are a very superstitious lot, and very averse to
remaining in one place for very long. They live out of their wagons, which are
homes on wheels, and even if they did want to settle down, they would likely be
driven along by the locals, since they are widely regarded as con artists,
cheats and thieves. This accusation is often borne out, though some could
claim it as being a case of "self-fulfilling prophesy".
The Wanderers are not really a particular species, let alone race, though their
numbers are dominated by Korvs, Rhians and Khattas.
14.0 Magic
Mages are frowned upon in Sylvania at best, persecuted at worst.
As scattered as the populace is,
and as broken as communications are, there is a widespread belief that magic is
the cause of this land's troubles, and thus it is widely shunned. Technology
has not served to fill the void, since Sylvanians do not have the resources to
doggedly pursue technology (despite the frustrations of Quantum Uncertainties)
like the Chronotopians or Titanians do.
It has not always been this way, of course -- For instance, Duke Phelix Kurai the
First happened to be an Earth Mage. However, in the wake of the Dead War, there
are many who take the attitude that all magic is bad, and would rather not even
trust Spirit Mages to ward off monsters ... since most of the Necromancers were
originally supposed to be fulfilling that role before they turned to more evil
practices.
It is rumored by some in the circles of the College Esoterica
(very few, since Sylvania is hardly a hot topic of conversation) that magic at
times behaves erratically when it is practiced in Sylvania, perhaps as an
aftermath of the great battles between the Necromancers, and whatever lingering
effects account for Sylvania's permanent change of weather. One could try to
make a great leap of reasoning to suggest that maybe somehow Bosch's Forbidden
Zone expanded its territory without anyone knowing, especially since airship
travel over Sylvania is sometimes just as hazardous as in any Forbidden Zone, thanks to
the wild storms. There are rumors of "haunted forests" where the trees are
twisted to look as if they have contorted faces, and where various strange
things happen ... but then, there are rumors about just about everything, from
true vampires to werecreatures to ghosts to armies of the walking dead.
Back to Politics: Section 7.6.5
10.0 Education
Necromancers battle with each other to supplant the Czar as ruler of Sylvania, originally working together but then turning on each other when it appeared that the Czar was no longer a serious threat, in order to fight over who would be the "Necromancer King". At first, it appeared that the war was over when the one Necromancer King was slain by Duke Phelix Kurai the First, but several necromancers that had become undead monsters still terrorized the land for generations.
King Renard the First of Gallis begins northward expansion into what is now "Occupied Sylvania".
11.1 The Dead War