Rallonia (Work In Progress)

Current Leader:

Fuhrer Jaeger Hoch IV

Government Type:






The population of Rallonia is 98% human. The remaining 2% are augments and well hidden other species. These creatures are the subject of much Rallonina folklore and myth, the majority of the nation having very little to do with the other species.




It is generally temperate in the central and southern regions, growing colder in the north. Summers in the south are hot and dry, warm in central and cool and humid in the north. Winters are chilly in the south and central and relatively dry. Further north the winter is far wetter and colder with occasional snow in the lowlands.


Mostly dry plains in the south east and western regions. Plains and lush grassland dotted with mountainous areas in the south and central area. In the north it is mostly hilly with occasional mountains and plains in the north east with gradually more mountainous areas in the north and north western regions.


Rallonia was in the ancient times the centre of the vast Northern Empire of Ameron. After the Great War most of the Northern Empire had been decimated and its former glory vanished. A once advanced and powerful society found itself thrust into a dark age.

The next 500 years the survivors salvaged what they could from the ruins and struggled to survive. Old conflicts soon resurfaced as civilization regained a foothold and warlords arose leading their tribes against another to claim dominance over the region. In the year 564 AW the warlord Negha Wiel succeeded in uniting the disparate factions in the territory, declaring himself supreme ruler, and naming his newly established nation Rallonia. For the rest of his reign and that of his successors the Wiel dynasty expanded and consolidated most of what constitutes modern day Rallonia.

In 874 AW the 310 year old Wiel dynasty came to an end signalling more turbulent times for Rallonia. For 250 years the country was ruled by various factions in various ways with greatly varying degrees of success. Eachnew leader emerging was a pail reflection of the Wiel dynasty. Rallonia’s neighbours who had galvanised themselves into the nations Huskeara, Zwarden, Galdina and Maltria began conflicts with Rallonia. Each sought retribution for centuries of conflict with the Rallonians. This was dubbed the ‘Shattered Kings era’.

The Rise of the House of Hoch saved Rallonia from itself and its neighbours. The house of Hoch was one of many powerful noble houses who claimed descent from the Wiel dynasty and therefore right to rule. The House of Hoch originally ruled over what is now southern Rallonia. They having few hostile neighbours due to the uninhabited wastelands paste their southern border managed to consolidate an impressive power base. Using diplomatic means both fair and foul the infiltrated and ingratiated themselves into the other ruling houses gathering political strength while engaging the populace with impressive displays of military might and aid when another Ralloninans houses territory came into trouble. Eventually the house of Hoch climbed to the top of Rallonias Heirarchy and assumed power. Jaeger Hoch the first declared himself Fuhrer and supreme ruler of Rallonia in 1112 AW.

The Hoch dynasty is the best thing and the worst thing that has happened to Rallonia. The fuhrers have brought peace and stability to Rallonia but have also become more and more totalitarian. It can be argued that the internal peace of Rallonia is maintained by brutal means with uprisings and civil disobedience being quashed more often than not forcefully. There have been more than a few massacres of Ralloninan civilians at the hands of state forces in order to maintain order. Recently however conflicts with Huskeara have been the States main tool of keeping the population loyal and focused.

Magic and Technology:


Rallonia is considered a low magic nation. While all of its population do have the ability to manifest basic control of catnrips very few Rallonians are born with the capacity to manipulate what they call aether to any great degree. Those that do are often found by the state while they are young and indoctrinated into state run institutions where they are instructed in state sanctioned techniques. Any other practitioners of aether manipulation beyond normal levels who are not state sanctioned are often encouraged to join the state or are incarcerated.

Magical technology and weaponry is extremely rare and almost unheard of in the civilian population. Even the state possess very little in the way of magical technology save for the goliaths and a small number of old tech artifacts.


The most common magical practice is Calliomancy. Aether manipulators are taught to inscribe pattern matrices upon specially treated parchment which are then used as the means to invoke a specific effect.

Theses usually take the form of scrolls. The scrolls are imbued with the latent power and the pattern matrice of the effect all that is needed to activate and direct the effect is a small investment of personal aether.

Calliomancers main duty is to produce scrolls and research aether manipulation for the state. Calliomatic scrolls can be used by anyone who can read them and are a common item to find amongst Ralloninan civilians and military alike. It is a extremely safe and reliable form of magic as the only real danger is present in the creation of scrolls. Calliomancies drawback is that scrolls are easily damaged and therefore unusable. Calliomancers of course have the ability to manipulate the aether on the fly but to a much more limited capacity than other aether manipulators and are often limited to their preparations. However they can unleash many powerful spells quickly and with little or no cost and danger to themselves allowing them far greater longevity, and reliability in many situations. Calliomancers also possess the ability to (after enough training) use more than one pattern formulae during aether manipulation, imprint it upon a variety of surfaces as well as altering and effect by the size and technique of the pattern formulae imprinting. Truly powerful Calliomancers can inscribe vast areas with latent effects, tailor latent spell effects with elaborate results of triggers on many different surfaces, and activate safely and quickly a number of Calliomatic imprintings at a time.


Rallonia was more fortunate than its immediate neighbours in technological terms after the war. Many

intact caches of old technology and various intact facilities meant that straight after the war Rallonia had the tools at its disposal to defend itself and reconstitute its people and territories. Much of this was either depleted or destroyed during the various wars that riddle its history. Currently its general population live in a blend of aspects fromearly twentieth century and industrial age technology.

At the current point most of Rallonia has access to running water and a limited form of electrical power. In many of the cities this energy is drawn from ancient power stations or similar old tech devices and structures. In newer or smaller towns and villages fossil fuels, water and wind power are far more common.

Hand guns and machine gun projectile weapons are readily available. These being the most plentiful weapons left over from the Great War, however though they are plentiful they are usually far too expensive for most civilians. Such weapons are seldom made in recent time and those that are, are mainly for the military. Other plentiful and commonly used technological armaments are ballistic armour and explosives. Hand to hand combat is favoured by most due to reliability and cost. Also due to the rarity of high calibre ranged weapons and the commonplace use of ballistic armour hand to hand weapons are often a better choice when dealing with armoured opponents.

Rallonia possess very little in the way of mechanized technology aside from some factories and infrastructure left from the Great War. Land based vehicles are solely for the military and government with only a few extremely wealthy industrial and private parties possessing them. Rallonia has yet to create and deploy its own air vehicles or goliaths in any notable number or success.

Rallonias military secretly guards its last remaining old technology and is in possession of a number of caches of very advanced artefacts, including Goliaths, energy weapons, long range missiles, and power-armour as well as advanced manufacturing facilities, these are of course closely guarded secrets. As with most other nations they are desperately and quickly researching this lost technology and attempting to reverse engineer it while trying to uncover any undiscovered caches. The Rallonian government will go to any lengths to control the possession and knowledge of old technology within its borders. Possession of old tech by the civilian population is illegal without special permit. Those who possess those permits are usually inventors and scientists sanctioned by the government to carry out research. Being caught in possession of old tech without a permit carries serious penalties regardless of the items concerned even so there is a large black market in Rallonia for such goods.


Tenqain Templars

The Tenqain Templars is an organisation of knights and warriors, seeking out and destroying magic wielders. Their main base of operation is unknown to all but their most trusted allies and officers. They have cells in most larger cities on Kotani, and likely around the world.

In Luciat they stay hidden, as Bendheart sees them as a paramilitary group no better than religious fanatics, and there is no room for that kind of people in Luciat.

The templars originate from the eastern shores of Kotani, most likely Narjannast. Here they walk freely and openly, seeking out witches and warlocks wherever they can find them, killing most, and torturing all they find, be they magic users or just poor victims of social injustice.

The Tenqain Templars believe magic to be the downfall of civilization, of morals, ethics and the natural way of life. They believe in no god as such, but they have what one could call patron saints, which are the founding members of the order and other members of significance that has been part of the organisation since its founding, many hundreds of years ago. Some templars, and in fact all the founding members, know how to wield magic, their repertoire is not big, and they are limited to these spells on the pain of death. The spells they wield are only useful in tracking down mages, protection against magic and of killing and capturing magic users (list to come, most likely guild spells, no particular circle).

Considering the scarcity of magic and most peoples disbelief in and/or lack of knowledge of it, has led some scholars to believe that the templars are funded and controlled by a different force all together, not looking out for the best of mankind, but rather preventing the natural progression of the natural order of Pentarus. Similarly these same speculate that the templars are not of so recent origins as most believe.