Nationalities
Nationalities
There are two known continents in the world of Seven Virtues: Vahrende, which is a barren wasteland; and Armandy, where the game takes place. Vahrende lies to the west of Armandy, across a great ocean.
Vahrende used to be a populous continent, and long ago some of its people came to Armandy and founded their own settlements there. Some mixed with the local Armandine and some did not. These two peoples, plus the nonhumans of the Lostwood, make up the current ethnic mix of Armandy today.
Armandy is very roughly the size of Europe, and has a temperate climate.
There are six countries in the known reaches of Armandy. Players must be from one of these nations. Summaries of these nations appear below; click on the header to get much more in depth information. (These are in development; stay tuned as more get added.)
Albions are genteel and nostalgic, looking back with fond yet chastened regret on the days of their great empire. They are often (though not always) polite and affable, placing stock in the dignity and honor of themselves and their country. They are proud to host the School of Seven Virtues. They are seen as chivalrous and reliable, but stuffy. Ethnically, they are mostly Vahrenden. Their banner is a golden lion on a white field.
The folk of Braemoor are hardy and passionate, loving a good tale, a good drink, a good fight, and good company. They value their freedom highly, having won it from Albion in blood, and they all but worship their Hero Queen. They are seen as loyal and brave, but brash. Ethnically, they are a very old mix of Armandine and Vahrenden, with even some nonhuman blood mixed in. Their banner is a blue bull on a white field.
The inhabitants of the Lostwood are almost entirely nonhuman; their cultures and attitudes vary by race, but most have a touch of mystery and wildness about them. They are closer to the Aether and the Aetherials than other peoples. They are seen as insightful and true, but standoffish. Ethnically, they are almost exclusively nonhuman, with an even mix of Elves, Wyr, and Changelings. Their banner is a grey stag on a forest green field.
There are two kinds of Torhi: refugees and those taken by the Mahori. Those who escaped before the Mahori turned Torheim into the dark and terrible Maurheim yearn to restore their homeland to the enlightened and powerful center of culture and learning it was for ages before it fell. They are seen as philosophical and artistic, but doomed. Ethnically, they are Vahrenden. Torheim’s banner was a white owl on a purple field; as Maurheim, its banner is a silver eye on a black field. (Note: For detailed information on Torheim of old, click “Torheim” in the header above. For more information on Maurheim as it is now, click “Maurheim.”)
Scarthans believe in results; it’s what you can do, not who you are, that matters. Scartha is a militant nation long beset by enemies. Scarthans can rise and fall through their stratified classes by their actions — or the machinations of others. They can be ruthlessly practical, but vigilantly guard their honor. They are seen as pragmatic and diligent, but devious. Ethnically, they are Armandine. Their banner is two golden serpents twined around a sword on a green field.
Vorticans have the souls of merchants and courtiers; everything is negotiable. They scheme and plot all day, then have an elegant dinner and go dancing all night — or so they would have you believe. Vortica is a quietly powerful nation, preferring to solve problems with the word (or sometimes the stilletto) rather than the sword. They are seen as clever and refined, but manipulative. Ethnically, they are Armandine. Their banner is a red fox on a black field.