Post by pringerbeam on Mar 30, 2015 22:37:02 GMT -8
The kingdom of Yutaria was a vibrant mountain kingdom bordering the Arleth Empire, best known for the wealth of its mythril mines and the griffons with with which its people have a special bond. The people of Yutaria worship the god Syldath whose sacred beast, the griffon, lived in peace with the Yuteri and served as mounts and companion. For centuries the kingdom prospered in the mountains until a monstrous horde of goblinoids rose against the mighty Eyrie Keeps of Yutaria. The horde ravaged the Yutari, showing a level of organization and cunning never before seen. One by one the fortresses of Yutaria fell to the ravening horde and its peoples were forced to flee their lands. During the invasion, the last king (King Arwel Retan) fell in defense of his castle and his only heir (Princess Selidra Retan) was struck with a cursed arrow in defense of a refugee caravan which cast her into a deathlike sleep. And so it was, that the Kingdom of Yutaria was crushed, its people forced to flee into the neighboring Arleth Empire for safety.
The world was changed for the Yuteri from then on. Given the rights to only a small resource-less plot of land, the people of Yutaria faced a slow death if they did not act. While the princess was saved, she remained in a deep slumber and the Yutari were effectively kingless. The noble houses squabbled amongst each other for what course of action needed to be taken until an agreement was reached. The 11 Most powerful houses would remain in the settlement and act as a regency council until the princess could be awoken as well as to build a power base from which the Yutari might reclaim their homeland. All other noble houses would need to wander and seek out wealth, allies, magical artifacts, anything that might help in retaking their homeland. This directive was established 100 years ago.
In the time since the settlement has grown and developed into the small city of Griffonsmourn where now more than the grand houses of the regency council are able to call home. The princess has remained asleep but also preserved by whatever magics struck her down. The Yutari have been influenced by their exile greatly. Their reception by the other peoples of [continent name] was hardly welcome. Often viewed as vagrants, the Yutari found it difficult to survive. At best they found themselves looked down upon, at worst they were cast out by the other civilized people of the continent. Some have given up on reclaiming their homeland and continue to wander only for lack of a place to call home. Others became mercenaries, most notably the Order of the Red Wings led by house Krantau. Still, a minority still actively pursues the directive to reclaim their home and seeks wealth and power to reclaim their home.
Yutari smithing skills are one of the areas in which they excel. Although they rarely have access to the mythril which they traditionally worked it is said that their barding and armor is second to none. As such, the crafting of arms and armor has become the primary trade of Griffonmourn.
Where once griffons were a common sight now they are a scarcity after so many griffon knights fell in defense of their home and so few of their eggs were able to be taken from the Eyrie keeps before they fell. Nowhere else is this more apparently seen than in an annual tournament held in which Yutari youths not fortunate enough to be born into one of the grand houses fight to the death for the right to train that year's fledglings. Griffon knights, once a fixture in every noble house, are rare outside Griffonmourn but no less fearsome. In fact it might be said that they are now more terrifying than ever on the battlefield thanks to the rigors that each must undergo for the privilege to ride a griffon.
The world was changed for the Yuteri from then on. Given the rights to only a small resource-less plot of land, the people of Yutaria faced a slow death if they did not act. While the princess was saved, she remained in a deep slumber and the Yutari were effectively kingless. The noble houses squabbled amongst each other for what course of action needed to be taken until an agreement was reached. The 11 Most powerful houses would remain in the settlement and act as a regency council until the princess could be awoken as well as to build a power base from which the Yutari might reclaim their homeland. All other noble houses would need to wander and seek out wealth, allies, magical artifacts, anything that might help in retaking their homeland. This directive was established 100 years ago.
In the time since the settlement has grown and developed into the small city of Griffonsmourn where now more than the grand houses of the regency council are able to call home. The princess has remained asleep but also preserved by whatever magics struck her down. The Yutari have been influenced by their exile greatly. Their reception by the other peoples of [continent name] was hardly welcome. Often viewed as vagrants, the Yutari found it difficult to survive. At best they found themselves looked down upon, at worst they were cast out by the other civilized people of the continent. Some have given up on reclaiming their homeland and continue to wander only for lack of a place to call home. Others became mercenaries, most notably the Order of the Red Wings led by house Krantau. Still, a minority still actively pursues the directive to reclaim their home and seeks wealth and power to reclaim their home.
Yutari smithing skills are one of the areas in which they excel. Although they rarely have access to the mythril which they traditionally worked it is said that their barding and armor is second to none. As such, the crafting of arms and armor has become the primary trade of Griffonmourn.
Where once griffons were a common sight now they are a scarcity after so many griffon knights fell in defense of their home and so few of their eggs were able to be taken from the Eyrie keeps before they fell. Nowhere else is this more apparently seen than in an annual tournament held in which Yutari youths not fortunate enough to be born into one of the grand houses fight to the death for the right to train that year's fledglings. Griffon knights, once a fixture in every noble house, are rare outside Griffonmourn but no less fearsome. In fact it might be said that they are now more terrifying than ever on the battlefield thanks to the rigors that each must undergo for the privilege to ride a griffon.