Whiteraven Alliance

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No single nation or independent town can stand against the might of the Empire of Berphaunt. So no single nation shall. On the 11th day of February, in the year 2258, the Kingdom of Tiefanue called out to her allies to unite and make a stand against global tyranny. Meeting in secret in the independent town of Whiteraven, leaders of these rebellious Kingdoms and Independents formalised and signed the Whiteraven Accord. This accord spelled out an alliance dedicated to peace, protection of the innocent and halting the expansion of the Empire. Their motto: Ruled by no one, but governed by all.

A non-partisan account of the Whiteraven Accord by Avian historian Asenath Khaye, of Fall Society, details the events of this historical signing.


The Whiteraven Accord

In an effort of solidarity, the allied kingdoms and independents signed into being a sacred accord to officiate their unity against the expanding reign of the Empire. It reads as follows:

Let it be known that every man, woman, child and other that chooses to serve under the Whiteraven Alliance will be afforded the protection of each nation, kingdom and independent town included here within.

  1. No nation, kingdom, independent town, or other governing body shall wage war on any signed member of this Whiteraven Accord.
  2. Peace shall be abided by and striven for at all costs. This includes, by design, peace with enemies of the Whiteraven Alliance.
  3. All members of the Alliance agree to prohibit:
    1. Slavery and the keeping of slaves.
    2. The use of necromancy, wytchcraft, and summoning magics through use or teachings.
    3. The worship or reverence of the god Malagant or any celestial being devoted to necromancy.
    4. The worship or reverence of Styphon, the Black Wyrm.
  4. The Alliance shall be governed not by a single leader, but by a council of elders. A council member shall be chosen from each major established kingdom which has signed this accord. Independent towns may put forth an application to the current council if they wish representation. Each council person shall carry a term of duty no longer than 5 years.
  5. The Archbishop of the Church of Light shall have a permanent seat on the Elder Council.
  6. All issues are to be decided by vote, with the Archbishop receiving three votes, each major kingdom receiving two votes per councillor, and independent towns receiving one.
  7. Confidence in the Church is paramount. All votes that are cast in favour of the Archbishop’s vote shall count as an additional one.
  8. The Council of Elders shall elect one grand Councilperson who will oversee that the rules of the accord are followed and enforced. This Grand Councillor will refrain from voting on any issue brought before the council but will be allowed a single vote in order to break ties. The Archbishop may not be the Grand Councillor. The Grand Councillor’s term of duty is no longer than 5 years.
  9. Should the Council lose faith in the abilities of one Councilperson or in the Grand Councillor, they may move for a vote of no confidence to remove the Councillor in question. This motion must be both seconded and then passed by a ⅔ majority vote to be put into effect. A removed Councillor may not apply again for a Council position for a term no less than two years.
  10. Removal of a kingdom or independent town from the Whiteraven alliance must be done by unanimous vote. Kingdoms, nations and independents may leave at the request of their Councillor, if they have one, seconded by their current government head.
  11. Each kingdom, nation and independent shall contribute 20% of their military to the Whiteraven Alliance’s defence. In times of war this is increased to 40%. Use of this military shall be decided by majority vote of the Elder Council.


The treaty has been signed by:

  • The Republic of Duvain
  • The Island of Kalidor
  • The Independent Port of Havenhollow
  • The Independent Town of Whiteraven
  • The Kingdom of Tiefanue
  • The Queendom of Felnir
  • Suvantian Rebels, led by Jatar Sumendar
  • The Commonwealth of Teris
  • The Nation of Aslak
  • Clan Hunhil and her allies, Bothnia and Oslo, as well as Clan Galloglach and Oresund, to be known as the Western Riksdag of Mjoll
  • The Celestial Dynasty of Mizrah Atara

The Town of Whiteraven

Nestled in seclusion outside the Eastern border of Tiefanue, the town of Whiteraven unknowingly became the centre of rebellion shortly after accepting a proposition of peace discussions by Prince Leopold Tiefanue. Under the guidance of their human Mayor Yolanda Smythe, the town of Whiteraven has grown from a tiny farming hamlet of 50 into a small bustling, independent town nearing 500. Comprised primarily of Tiefanese expatriates fleeing the war with Styphon to the west, Whiteraven’s populace honours the Gods of Light at their seasonal festivals and take a very aggressive stance against the darker arts.

To prepare for Prince Leopold’s peace talks, Whiteraven had to welcome the outside world, a notion that left several inhabitants discomfited. Welcoming first an envoy from the Skein Dominion to create a Skein Gate, the village hub of Whiteraven has changed dramatically from an open field surrounded by oaks to an easily defensible encampment. Since the peace talks, the forests have been pushed back in large swaths, centralised housing has been constructed and walls has been raised. With the Prince’s arrival in mind, the common hall once used as a church, school, and courthouse was redesigned to include separate meeting rooms, all with arrow slits and murder holes with wards laid by royal mages on loan.

In December 2257, the Tiefanese military arrived, claiming a large swath of land for their barracks and expanding the palisade to include guards towers at each compass point. While nervous about the sudden military presence, the proud people of Whiteraven took this in stride, choosing to watch and learn from the soldiers to better strengthen their own militia.

The Black Arts and Dark Worship

The most controversial component of the Whiteraven Accord was the outlawing of what the Church of Light deemed the casting of the black arts or dark worship. While no kingdom or independent party disagreed outright, there were many shushed and anonymous complaints. In the end, the Light prevailed and the use of these foul magics was cast out of the Alliance, though enforcement would be near impossible to achieve.

The Council of Elders

The Council of Elders currently consists of six representatives chosen from across the Alliance and one Grand Councillor. Each Councillor serves for no longer than 5 years. The Council of Elders as of July 2258 is as follows:

  • Prince Leopold, of the Kingdom of Tiefanue, Grand Councillor
  • Jatar Sumendar, of the Suvantian Resistance, Councillor
  • Aarto Magnusson of Clan Hunhil, Western Riksdag of Mjoll, Councillor
  • Matron Mother Rachana of the Grē’llana Pride, of the Queendom of Felnir, Councillor
  • Tryfon, of the Nation of Aslak, Councillor
  • Baron Cillian Stant “the Golden”, of the Republic of Duvain, Councillor
  • Emi Mei, of the Commonwealth of Teris, Councillor
  • Jakobah Roshal, of the Celestial Dynasty of Mizrah Atara, Councillor
  • Roderick Hale, of the Church of Light, Archbishop


The Church of Light

The oldest and most influential organization in the known world. The Church of Light, once the sole domain of the Kingdom of Tiefanue, has spread its churches and doctrines throughout the known continent, solidifying these teachings primarily within the Whiteraven Alliance. The Archbishop, the highest ranking member of the church, permanently sits on the Elder Council and helps oversee and guide the Alliance with moral superiority. The Church is responsible for all topics concerning theology, including which gods are considered Light, Dark, or Savage.

The Archbishop as of 2258 is Roderick Hale, a human cleric of Roland, known for both his hard-line stance against the dark arts and for his incorruptible nature.

The Citadel

The Citadel is a distinguished and feared order within the Church of Light. When evil and corruption threaten the innocent and all other avenues of faith have failed, the Citadel will come to cleanse. The Citadel is comprised of men and women who have accepted their faith so vehemently that they are chosen by the Light to do what most cannot. The Citadel handles the most gruesome and horrible tasks that no other in the Church can. Their orders are dictated by the Archbishop and they answer only to them. If a necromancer has corrupted a town and the risk of the infection spreading becomes too great, the Citadel will come and burn it all to the ground. Comprised primarily of Witchhunters, Paladins, and Mages, the Citadel is infamous among those that pursue an evil way of life. They are unwavering in their quest to burn away the darkness and have zero tolerance, not only for those that commit acts of evil, but often for those that do nothing to stop them. When the Citadel is called to arms, many are found guilty by nothing more than association. Those that walk that dark path find the Citadel often cleanses first and asks questions never.

The Blood Red Rose

The Blood Red Rose, known colloquially as the Rose, is a knightly order dedicated toward the well-being and protection of the commonfolk. The Blood Red Rose answer to no authority and have established 242 chapter houses throughout the Whiteraven Alliance and the Empire of Berphaunt, often to the dismay of local authorities. They are a thorn in the side of tyrants, despots and any who would take advantage of those less fortunate. To the local peasantry they are viewed as saviours and heroes.

While the Blood Red Rose will not stand idle if they witness any transgression against an innocent, they traditionally save their resources for larger operations. They look to the fight against the corrupt leaders of a kingdom or nation, rather than the local band of despot slavers. The Blood Red Rose in divided into three orders: the Shield, the Sword and the Rose. Knights that choose to follow the Shield are the diplomats and negotiators, while knights of the Sword serve as the physical defence of the people and safeguard their protection as a sacred duty. The Order of the Rose is the leadership branch, composed of 14 Knight-Commanders and a single Lord Protector. When all else has failed and the Blood Red Rose must engage in warfare to protect the innocent, it is the Order of the Rose that leads the armies.

The Brotherhood of the Harp

The Brotherhood of the Harp is a bardic guild, originating from Felnir, which has quickly spread to most major towns across the Alliance. The Brotherhood, while seemingly a respectable home for bards and their ilk, is rumoured to hold a much darker secret. There are many whispers in the shadows that claim the Brotherhood is a front for an international thieves’ guild working with the begrudging, and entirely unofficial, acceptance of the Whiteraven Elder Council. It is further rumoured that the Elder Council tolerates their less than savoury business practices because they offer aid to the beggars, orphans and disabled citizens of the Alliance and outright refuse to take assassination contracts.

The Brotherhood of the Harp do not consider themselves evil. They view themselves as simply providing work and assistance to those less fortunate, whether that be as a travelling band of musicians or a seller of secrets and information.


The Whiteraven Alliance has many enemies. As the Empire of Berphaunt continues their expansion West, it has become necessary for the Alliance to protect its borders and ensure the safety of its citizens. To accommodate this need, the Elder Council has enforced a policy requiring military service from every kingdom, nation and independent town that signed the Accord.

Upon signing, every nation is required to commit twenty percent of their military to the Elder Council upon request. In times of war that percentage is doubled. Use of this collaborative army is decided solely by the Elder Council. The current number of active troops protecting the vast borders of every kingdom signed is over 50,000.

Views on Other Factions

Empire of Berphaunt: The Empire is made of arrogant, blundering, self-absorbed egotists and the fools that follow them. Their acceptance of the dark arts is a clear sign of their lack of a moral compass, which will, in the end, weaken their resolve. Rather than celebrating the independence and strength of unified nations, they seek to conquer and expunge the individuality from their vassal lands. How can the Empire’s people stand when they’ve already been half beaten so many times?

Sons of Sprawn: A pack of misguided greenskins of all varieties, the Sons of Sprawn are nonetheless a potentially powerful ally if treaties can be forged. Their hatred of the Empire is understandable and their passion has unified them to champion a singular cause: survival. They could make brilliant and willing shock troops in the fight against our enemies, although their mental vulnerability could make them a risky resource, and especially dangerous in the wrong hands.

Children of Ga’more: The festering spawn of Ga’more are a dangerous and mostly unknown threat that will stop at nothing to consume the world. They followed Berphaunt from her old continent and will now attempt to systematically drive us away from our home. They act like the insects they have become, a hive mind, and, like insects, we will crush them with our ingenuity, might and adaptability.

Writers and Contributors: David Ashby, Bryce Robinson

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