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/ Series / An Unequal Share [A Dark, Progression Fantasy]
An Unequal Share [A Dark, Progression Fantasy]
An Unequal Share [A Dark, Progression Fantasy]
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Characters
Dora

Vero's common law wife. She was born and raised in the city of Whitegate where she was employed as a prostitute.

Pentarch

A master slayer who first encountered Vero in the Whitewood, where they hunted a dire wolf.

Vero

The protagonist of this story.

Location
Burgorad

A city in northwestern Teutonia, built in the foothills of the Star Mountains. Owned as a fief by the city’s cathedral of Helios. It has traditionally been ruled de facto through a mayor, elected by a city council of the wealthiest merchants and craftsmen. The bishop of Burgorad is an elector in the selection of the Teutonian grand prince. Population: ~10,000

Elf-Steppe

Also called the Alfsteppe. East of the Imperium is an enormous open steppe, home to the nomadic elven khans. The elves keep a rigid caste system and consider humans worth nothing except as slaves. Although elven raids were frequent after the collapse of the Imperium, the strengthening of the human successor kingdoms eventually forced them back. Regardless, they remain a source of mystery and fear to most humans.

Emmoi

A ducal region in northeastern Velois which borders Imperial territory. The area contains several moderately sized towns, and is considered very picturesque by the many Velian nobles who keep country estates there. There is a heavy military presence in the area, due to the proximity of the Imperium, and travel is very safe. Ruled by the hereditary Duc de Emmoi.

Fer-Mark

A ducal region in northwestern Velois. The area is large and sprawling, wrapping itself around the northern end of the Ruby Mountains. While the Velian culture is dominant in the region, its political borders reach into both Umbrian and Teutonian territory. The area has a very strong martial tradition reaching back centuries, and its cosmopolitan nature is the result of previous conquests. The Fer-mark is the richest and most prosperous portion of Velois; the result of trade routes going around the notoriously impassible mountains, and the rich deposits of iron and copper in the foothills. Ruled by the hereditary Marquis de Fer, also known as the Margrave der Stahl, or the Duke of the Iron Marches.

Flan-Goethe

A ducal region in northern Velois which borders Teutonia. The area is one of the major breadbaskets of the kingdom, and because of it’s border with the Teutonia, it’s also one of the most militaristic. The terrain is mostly flat, making it the ideal invasion route for anyone moving either north or south. There are few towns or cities, but the landscape is dotted with castles and fortresses. Although the soil is of excellent quality, the region’s enormous military expenditure has consumed the greater part of their economic surplus in heavy taxes. The region is not impoverished, but their need for constant defense means they are not as prosperous as they could be. Ruled by the hereditary Duc de Flan-Goethe.

Greenvale

A small barony on the Velian edge of the Fer-mark’s internal cultural boundries. The castle was built alongside a chain of others to protect the original borders of the Fer-mark. However, once the borders had been pushed into Umbria by the capture of Kaer Longus, these forts began to lose their relevancy and eventually became backwaters. Ruled by the hereditary Baron de Greenvale.

Hollowstone

A county of moderate size which projects into the heart of Umbria, and is the furthest extent of Velian conquests in that country. Although it was owned at one time by a hereditary earl, the extinction of ruling family lead to transition into a democracy. Ruled by an elected Lord Mayor, but as a protectorate of the Marquis de Fer.

Imperium

A nation located east of Velois, on the border between human and elven territory. At one time the Imperium ruled the majority of the human race, and most human languages are dialects of Imperial. The vernacular spoken in the Imperium is known as old Imperial, and is a trade language across the north. Currently, the emperor has direct control of only a small region immediately surrounding the Imperial City. The rest of his power comes from the nominal loyalty of the Kaiser of Teutonia, and the free cities to the south. Imperials are loathed by most other human nations, but have good relations with the elves, who they often trade with in slaves. The Imperium retains its prestige due to its continued role as the center of religious authority for the pantheon of gods worshiped even in the human successor kingdoms. The papal estates of both Helios and Luna are located within the Imperial City and together they have formed a single urban mass. Population: ~1,000,000 in the Imperial City district alone, ~4,000,000 including the other semi-independent city states and rural communities of the elven borderlands.

Kaer Longus

A castle town in eastern Umbria. Its most remarkable feature is its high tower. It was originally built to control the point where the three nations of Teutonia, Umbria, and Velois meet, to prevent the incursion of foreign troops into Umbrian territory. However, it was quickly subdued by the Velians soon after its construction, and the land has been a fief of the Marquis de Fer ever since. Ruled by the hereditary Earl of Kaer Longus. Population: ~5,000

Loix

A small rural barony in southern Velois, bordering the Whitewood. The area is devoid of any major trade routes or towns, but is well known locally for its bountiful agriculture. The birth place of the famous medieval slayer Dame Veronique de Loix. Ruled by the hereditary Baron de Loix.

Lusitan, Kingdom of

A large and powerful nation located on the western side of the Ruby Mountains. Its southern extremities reach the small isthmus which connects the northern and southern continents. The country reaches the coast in the west, and the Ruby Mountains in the east are almost totally impassible, which gives them powerful natural borders. In the north, however, Lusitan has easy access to Umbria giving them a natural avenue for military expansion. Ruled by a hereditary king. Population: ~12,000,000

Merilla

A costal region in the Kingdom of Lusitan. It has little economic value, aside from the local vineyards which produce mediocre wines in large volumes. The region is principally supported by White Sea sailors stopping over in Port Merilla, which is the only local urban settlement. The region is ruled by the hereditary Vizconde de Merilla.

Oasis Cities

A loosely aligned league of city states built along the northern coast of the southern continent. Each city is mostly independent, and cooperates with the league only so much as necessary to resist foreign invasion. Leaders have tried to turn the league into something more permeant on several occasions, but all attempts have failed. The governments of each city are unique, but tend towards dictatorships, either in the form of a hereditary monarchy or a plutocratic oligarchy. Population: ~11,000,000

Pict Highlands

A region of storm swept costal highlands to the west of Teutonia, and north of Umbria. The area is notoriously rough terrain, and it’s sheltered from Teutonia by the southeastern arm of the Star Mountains. Because of these natural defenses, the Picts have a well-earned reputation for throwing back invading armies by endlessly harassing their logistics. The Picts have a clan-based government, but during times of crisis the clan patriarchs gather to elect a high king to lead them until the danger has passed. Picts are well respected for their martial prowess and many individuals have traveled south to hire themselves as soldiers. As a result, these mercenaries have an outsized influence on southerners’ views concerning Picts as a whole. The western arm of the Star Mountains goes out into the Ocean where it forms a chain of islands, which have also been colonized by Pictish clans.

Ruby Mountains

A nigh impassible range of mountains which runs north to south between the kingdoms of Velois and Lusitan. The last known dwarven nation is located beneath the mountains and jealously guards its territory, making the area dangerous to cross even in good weather.

Shadowtree

A castle built in the shade of the largest tree in the Whitewood. The area is very remote, and few people would know of its existence except that it was once ruled by the Baroness Stirba, styled the She-wolf of Shadowtree during her own lifetime. She would become more famous centuries after her death when she was proclaimed ‘the most evil woman ever born’ by the infamous philosophical salon and social club, the Hedonists Guild, in 1428 ME. Ruled by the hereditary Baron of Shadowtree.

Star Mountains

The Star Mountains are located in western Teutonia, and form the natural barrier between human territory, and the forests beyond the mountain controlled by powerful ancient vampyres. Many of these vampyres have ties to the oldest human noble families. More than once, an undead has attempted the claim the right of an elector in Teutonia. The mountains are so named because they radiate outwards in a roughly starburst shape from a central point north of the Pict highlands.

Teutonia, Grand Princedom of

A nation located north of Velois, Umbria, and the Imperium. The country is geographically very large, but not as densely populated as the south. Because of its large size, the government of Teutonia is extremely decentralized. Unlike the successor kingdoms, Teutonia still pays nominal loyalty to the Imperial City. The Kaiser, referred to as the Caesar in the Imperium, is technically a vassal of the Emperor. However, the connection is more formal than practical, especially considering that the grand prince himself barely controls his own subjects. The Kaiser is an elected position, chosen by the largest landholders in the north on the death of the previous Kaiser. At times the man elected grand prince has been a bishop, in those cases he traditionally styles himself the Archbishop of Teutonia. Population: ~16,000,000

Umbria, Kingdom of

A small nation located at the crossroads between three major powers. Squeezed between Teutonia in the north, Lusitan in the south, and Velois in the east, Umbrian independence is under constant threat. In fact, the only reason they haven’t be conquered outright is because no two powers can afford to allow the third to completely control the country. Ironically, the land is poor and swampy and constant fighting has left very little of value, other than the opportunity to outflank one’s geopolitical rivals. Besides its other problems, Umbria is highly decentralized and many of the earls and barons also swear fealty to one of the three major powers. Although ruled by a hereditary monarch in practice, legally the kingdom remains an elected monarchy. King’s moots have become a purely ceremonial affair, so long as the king produces a healthy male heir. However, in order to be crowned, the Umbrian king must still swear to uphold the ancient charter of the kingdom, which promises broad independence to his landholding subjects. Population ~7,500,000

Valance

The capitol of the Kingdom of Lusitan. The city is located on the coast of the White Sea, and was founded as a colony by adventurers from the Oasis Cities. Although it is the residence of the king, the city is actually the independent fief of the Pontifex of Vedio, and owned by the church. Population: ~30,000

Velois, Kingdom of

A populous and militarily expansionist nation located on the eastern side of the Ruby Mountains. It is bordered by Teutonia in the north, the Imperium and elven borderlands in the east, and the Republic of Whitegate in the south. The kingdom has recently emerged from a civil war, the War of the Bastards, and is moving towards an absolute monarchy. The country is ruled by a hereditary monarch, and the law of Velois is unique in that it does allow for the crown to be passed to a female descendant in the absence of any male issue. Population: ~15,000,000

Vermillion

The Velian capitol city, and one of the major cultural centers of the northern continent. The current city was founded during the age of the Imperium and named for the cinnabar which the city’s artisans were famous for crafting sacred objects with. The city is owned directly by the crown of Velois. Besides the king, the city also contains the papal palace for the pontifices of the goddesses Art and Reason, making it a center of clerical and secular bureaucracy. The catacombs beneath the city are extensive; the largest library and set of archives on the northern continent are located beneath the temple district. The city’s university is also among the most respected in the world. Population ~50,000

Whitegate, Sovereign Republic of

A nation located on a peninsula extending south into the White Sea. The coastal city is the preeminent naval power on the planet and exerts control over most of the islands in the White Sea, as well as many of the formerly Imperial city states near the water in the elven borderlands. The city holds the papal palace of the pontifex of the Veiled One, who is the patron goddess of the city. The Republic is ruled by the Doge, and a council partially consisting of hereditary nobles and partially of elected representatives. Any member of the patrician class may be elected Doge, and the position is held for life. Voting in elections are open to all male citizens, but votes are weighted by economic class. Anyone born inside the city walls of Whitegate, or anyone who can prove the parentage of at least one citizen, is considered a citizen at birth. Citizenship may also be earned through service, often military, to the Republic. Population: ~100,000 city, ~2,500,000 republic total.

White Sea

The White Sea is a body of salt water which separates the northern and southern continents. It contains many islands, mostly dominated by the Republic of Whitegate. However, Lusitan, the Oasis Cities, and the papal states of the Sea God also exert their own influence. The White Sea opens into the Ocean on the eastern side.

Whitewood

A forest covering the point where the peninsula of Whitegate connects to the mainland. It forms the natural land border between the Republic and Kingdom of Velois. The Whitewood is actually something of a misnomer, the predominant species of tree are redwoods. The name honors the Veiled One, who is the patron deity of Whitegate. Most of the forest is controlled by the church of the Veiled One, but there are some nobles in the region as well, including the baroness of Shadowtree.

Miscellaneous
Templar

A knight of the temple. Every major religion in the pantheon maintains a church-militant. Although templars are knights, they foreswear all wealth, family, or title by taking monastics vows. What uses a templar is put to depends on the tenants of his faith.

Deity
Affliction

A pejorative name for the goddess, or evil spirit, of poison, decay, corrosion, and sickness. Calling on her true name is an act of heresy. There is considerable theological debate as to whether she should be described as a goddess in her own right, or as only a powerful demon in service of the Fiend. Regardless, her works are generally considered to be evil, and her priestesses are hunted as witches wherever they are found. Their goal is to spread chaos, corruption, and decay wherever they can. Affliction is associated with the northwestern direction, hemlock, rats, offerings of mercury and arsenic.

Enyalio

The god of war, soldiers, competition, and athletic games. Most itinerant priests of this god travel with army or mercenary companies providing spiritual and medical aid to the soldiers there and sharing camp life with them. Sedentary priests of Enyalio operate gymnasiums for training in both the soldiering arts as well as general athletics. Only men are accepted as priests of this god. They are forbidden to legally marry, but they are permitted to carry on personal affairs and often keep common-law spouses. Enyalio is associated with the northeastern direction, stallions, and offerings of iron.

Fiend, the

The Fiend is the ruler of hell and the supreme master of all demons. His goal is simply to do evil by any means. He offers his power to witches in exchange for their souls, although he has no known goals of his own beyond simply causing destruction and misery. Worship of the Fiend is forbidden by all mortal governments, as it is directly antithetical to any form of law or order, even autocratic tyranny. His name is invoked colloquially only as a deliberate vulgarity. Lesser demons are some also referred to as fiends at times, and the distinct identification of specific demonic forces in religious texts is a notoriously inexact science.

Bellus

The god of surplus, conquest, and wealth. Traditionally priests of this god were associated with hunting during the Imperial era, a holdover from their vital role in during humanities nomadic pre-history. Over time they came to be strongly involved in banking due to their religious exemption to usury laws. Their clerical laws are known to be very strict, as their role as an impartial third party is vital to their religious objective of most efficiently spreading economic development. Bellus is associated with northeastern direction, the color orange, clover, bulls, and offerings of bronze.

Helios, King

The Sun God and chief deity of the Pantheon. His worshipers are found all over the planet, but only in small numbers. His worship is deliberately restricted to only the elite, since only they are worthy to directly petition the King of the Gods. His human church is centered in the Imperium. Only men can become sun priests, and they are not permitted to marry or consort with women. Helios is associated with the eastern direction, authority, the color yellow, choleric humors, the element fire, sunflowers, lions, hawks, the high caste of elves, offerings of gold, and the male gender in general.

Luna, Queen

The Moon Goddess and Queen of the Gods. Her followers are found all over the world, and are much more common than those of her husband Helios by design. The churches of the Helios and Luna are closely linked. As the moon reflects the sun, she is the intermediary between the lower social classes and the ruler of the universe. Her priestesses are renowned for their knowledge of midwifery and pediatric care. Under normal circumstances, only women can become moon priestesses. Men can be ordained only after undergoing ritual castration; the event is extremely rare, but does happen on occasion. All priestesses are also required to take oaths of celibacy. Luna is associated with the southern direction, the color purple, the element air, mimosa, lionesses, owls, offerings of silver, child care, and the female gender in general.

Moros

The Divinity of Loss. The worship of this being was outlawed in the controversial ruling from the Grand Conclave of 880 ME. A crusade was called against their worshipers, who lived primarily in northeastern Velois and southern Teutonia, but also in communities around the Imperial City itself. The repressions were more brutal in Imperial and Teutonian territory, but the weak executive power of King Henri III allowed an internal conflict called the Priest War to rage across his own kingdom. The divinity is associated with the northwestern direction, wormwood, mules, and offerings of lead.

Orphia

The Goddess of Art. She is the close companion of the Goddess of Reason and their faiths have a unified hierarchy. Besides her nature as an educator, she also acts as the patron goddess of courtly romance and altruistic devotional love. Priests of either gender may be ordained by the faith, but they are not allowed to marry. She is associated with the southwestern direction, the color red, sanguine humors, roses, doves, the human race, organic alchemy and offerings of glass.

Sea Lord, the

The God of Oceans and Storms. He is the husband of the Earth Mother and sometimes consort of Queen Luna. He is most frequently worshiped in coastal regions where the economy depends on fishing or sailing, but also inland, where he is invoked for favorable weather in many farming communities. Only men are permitted to become priests of the Sea Lord, although they are permitted to marry. The Sea Lord is associated with the western direction, a very dark blue color, sea weed, octopi, the study of runes, and offerings of jade.

Terra

More commonly known as, the Earth Mother. She is wife of the Sea Lord, and sometimes consort of King Helios. She is the most widely worshiped deity in the world in terms of sheer numbers, however most of her followers are rural farmers and hunters with little political power. Priests of the Earth Mother have access to many lost spells, rituals, and natural cures; but thaumaturgists from highly analytical or hierarchical arcane traditions often balk at the level of superstition they find when studying the faith. Both men and women may be ordained as priests in the church. Priests are both permitted and encouraged to marry, even to one another. The Earth Mother is associated with the southeastern direction, the color green, wheat, bears, the lower castes of elves, fertility, geomancy, and offerings of living wood.

Thesmos

The Goddess of Reason. Her church has a shared hierarchy with the Goddess of Art, and priests of both work together to bring education to their worshipers. Besides expanding the boundaries of knowledge, the church also provides their legal expertise as judges and mediators in most major human settlements. Priests of either gender may be ordained by the faith, but they are not allowed to marry. The goddess is associated with the southeastern direction, the color light blue, phlegmatic humors, lilies, pigeons, humans in general, inorganic alchemy, and offerings of copper.

Vedio

The Lord of Medicine. His priests are the undisputed masters of healing spells as well as more mundane forms of medicine. The church operates hospitals across the human world. His faith encourages cooperation with other religions, making his worship one of the most common, even if the depth of any individual’s devotion is typically quite shallow. Only men may become priests of Vedio, although it is very common for women to serve as un-ordained acolyte nurses. Pressure to give women a greater role in the church is slowly building. Priests are allowed to marry, and encouraged to do so. Celibacy is viewed with suspicion, as is any other form of birth control. Vedio is associated with the southern direction, the color black, aloe, cats, healing magic, and offerings of sulfur.

Veiled One, the

The Goddess of Death, also known as the White Woman, the Lady of Bones, as well as many other euphemisms. Her priesthood, the White Sisters, are masters of anesthesia, besides their more well-known services performing funeral rituals and abortions. Although it is extremely rare, men do sometimes become ordained priests of the faith. Her church-militant is known to be the most fervent hunters of undead on the continent. The Goddess of Death is associated with the center direction, the color white, bone, poppies, vultures, blackbirds, melancholic humors, astral studies, and offerings of marble.

Creature
Chimera

A mutated creature, created by melding together the bodies of different species of animal through occult science. The process is still poorly understood and requires large expenditures of blood to produce even twisted and weak results. Although the practice of creating chimeras has not been declared heresy outright, it remains a subject of great controversy. Many princes have banned the process within their domains on their own authority.

Dragon

Mythological creatures of enormous power. Legends claim that the first slayers were elven warriors who hunted these majestic creatures, but no definite evidence of a living dragon has been recorded in the Modern Era. Many believe that the plethora of slayers produced by the Imperial academies hunted them to extinction. However, certain wizards and university keep their fossilized remains on display.

Gibbering Dead

A colloquial term for an embodied undead which lacks any awareness or intelligence. These creatures might arise for a multitude of reasons, mostly associated with the improper handling of a corpse after death. Despite the natural fear associated with the state of undeath, the vast majority of gibbering dead are not dangerous. They can easily be destroyed with fire, or led into sunlight, to set the soul trapped inside the rotting body free.

Hominine

Principally, one of the four humanoid races still in existence, which are Humans, Elves, Dwarves, and Giants. The label hominine may also be applied to human-like extinct species as well, such as Neanderthals or Trolls.

Loup Garou

An individual under the curse of lycanthropy. A loup garou takes on the features of a wolf during the three nights of a full moon and is driven into a murderous rage. Although wolf curses are the most common, there are rare variations of this condition where the individual may take on the aspects of another animal such as a rat, boar, or big cat. In all cases, no matter the animal, the curse is levied in the name of the moon, and is driven by the change in lunar phases. The loup garou possesses tremendous strength and stamina. They also possess restorative abilities, unless wounded by silver. A loup garou may also display fear of wolfsbane, but the plant is not harmful to the creature by itself.

Vampyre

An intelligent and corporeal form of undead. A victim drained to the point of death by a vampyre lays dead for a day before rising again as a new vampyre, under the control of the monster who killed them. They often form covens, with multiple spawn living in the same haven and serving a single elder. However, if the elder is destroyed, any surviving spawn are then free to leave and do as they will. The abilities of a vampyre vary, but they invariably become more potent with age. The weakest vampyres may be destroyed by a stake through the heart. Greater forms must be decapitated, exposed to the sun, or incinerated. The true origin of the most ancient ‘original’ vampyre or vampyres is unknown.

Witch

A witch is a intelligent hominine which has voluntarily offered their soul to a being from beyond the terrestrial sphere (often a demon, but occasionally a fey or other spirit) in exchange for power. The term ‘witch’ can be applied to either men or women, but the term warlock may also be used to describe a male witch. Colloquially anyone who uses natural magic for evil purpose could be called a witch, but true witchcraft requires the invocation of an unholy spirit with whom the witch has formed a covenant.

Wraith

An intelligent, but non-corporeal, form of undead. Even if a body has been properly opened to release the soul, an individual’s spirit may simply refuse to leave the mortal world and become a wraith. A wraith ties itself to an emotional anchor. It can be exorcised either by resolving the bonds of passion which bind a wraith to the physical world, or by destroying their anchor entirely. A wraith may display multiple different abilities depending on their unique emotional resonance. Only those with strong egos can become wraiths. An individual without a strong sense of self, but who does experience a strong emotional death, may remain as a separate, non-sentient and non-corporeal form of spirit, known as a poltergeist.

Organizations
Guild, the Poisoner’s

A criminal organization. It consists of dozens of mostly independent guild-houses, which generally align their interests as often as possible for mutual benefit. The Guild do act as murderers for hire, as their name implies, but the greater part of their income comes from extortion. They threaten legitimate businesses, as well as small gangs of cutpurses and highwaymen. The Guild is also closely intertwined with the priestesses of Affliction, who serve as advisors and chemists. The priestesses are often suspected to be the true masters of the organization.

Landtag, the

A confederations of merchants and craftsmen who exert economic, political, and military influence over southwestern Teutonia, eastern Umbria, and northwestern Velois. The monarchs of all those realms mistrust the organization, so the power of the Landtag often waxes and wanes by the ability of those monarchs to repress them.

Order of Slayers, the

The order which Vero belongs to. Their history stretches back into antiquity as dragon hunters, but they eventually came to hunt all abominations and unclean creatures.

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