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The Cycle of Hatred

Ardenaso

HD Model Reviewer
Level 33
Joined
Jun 22, 2013
Messages
1,811
(really an original and unique title there)

almost everything here is subject to change as it's still WIP, especially the placeholder names

THE CYCLE OF HATRED​


  • Two superpower groups, The Confederacy Of Man and The Alliance Of Free Nations, fighting for dominance and control, with alliances forged and broken. Who is in the right? Who is truly justified?
  • The rift between the Confederacy vs. the Alliance started with two human nations having great disputes that eventually ended up having the entire world involved on both sides of the conflict.
  • This concept is hugely based on World of Warcraft with inspiration from other fantasy and fictional stories, as well as IRL geopolitics and social issues.

THE CONFEDERACY OF MAN​


  • The Confederacy is an alliance of several Human, Dwarven, and High Elven kingdoms, with also some Orcs (mostly pure), some Goblin mercenaries and clandestine craftsmen, and some Island Trolls (as colonized people) as their subjects. It is a defensive alliance where members are expected to assist and retaliate whenever a fellow Confederacy member is attacked by an external force. For non-defensive affairs however, although there is a central power, the Confederate members aren't exactly obligated to follow the demands of other members.
  • Contrary to its counterpart, The Alliance of Free Nations, the Confederacy strives to preserve tradition, nobility and monarchy, as well as cultural superiority and individual freedom.
  • History:
    • The Confederacy was established many years ago by Malachius, Encantius, Curia, Garadon, and Fahradon as an alliance against Caspidon after the latter chose to not conquer Goblin lands and instead decided to ally with Easteria.
    • Originally, the central power was first determined to be at the High Elven kingdom where the other Confederate leaders regularly met there as a council.
    • Following the High Elven Destruction after the Great War, the central power was moved from the High Elven kingdom to The Kingdom of Malachius
  • Basically the "Alliance" in The Cycle of Hatred

THE CONFEDERACY MEMBERS

The Empire of Malachius​

  • The Empire of Malachius is currently the leader nation of the Confederacy

The Kingdom of Curia​

  • Curia is one of the staunch allies of the Confederacy that serves as its "Holy Light Paragon". The kingdom is also the cultural and traditional center for the religion of Holy Light whereas it boasts of having its powerful anti-demon and anti-unholy military and clergy.
  • Curia’s national anthem uses the direct prayer of Saint Solumen, the human hero who led humans, orcs, and ogres away from their original planet as it was being overrun with demons.
  • Demonym: Curians
  • History:
    • A group of humans (mostly ethnic Remani and Talor) migrated from Antaloria to the Tundayordan continent to escape the wars and bloodshed in the Heartlands from different warring nations. They decided to settle to a certain land “where shining lights fell with the forests singing the Prayer of Saint Solumen, as if it was the promised land” and then turned it into a holy pilgrimage site and then the capital city of Curia
    • Thousands of years later, Curia began expanding its empire overseas to Lumirendria, Tamaradon, and South Frigid’dim.
    • A hundred years before the Great War, Curia waged war against Garadon, and later the High Elves, in a bid to “erase the demonic arcane magic” when their king in that time had a nightmare that indulgence with arcane brought the attention of demons to invade the planet. Curia was defeated in a war after an attempted genocide of the ethnic Devants and the people of Garadon, leading to a total collapse of its empire, its northern territories being annexed by Garadon and Alto’peida, and a total change of monarchy
    • Curia is currently on a “blood debt” with Garadon whereas any demand by Garadon, Curia is expected to fulfill
  • National Anthem:
    • a
  • Inspirations:
    • pre-Worgen Gilneas (Warcraft)
    • The Empire (Warhammer)
    • Dark Age Christianity and the Crusades

The Republic of Garadon​

  • Garadon is the only republic within the Confederacy whereas its leaders are democratically elected by the people. Garadon’s lands are said to be mystical whereas [];
  • Similar to the High Elves, Garadon’s cities are often decorated with magical crystals where they can revitalize a person’s mana or re-energize nearby mages. These crystals are mined under quarries near the ley line by Garadon City, the namesake country’s capital.
  • Demonym: Garadonians
  • History:
    • A
    • Centuries of decadence and dependence on arcane magic has changed the people of Garadon and a new ethnic group called the Devant was borne of their evolution
    • Many decades before the Demon Legion’s invasion; the High King of Curia received a nightmare about a possible invasion of demons who found the planet due to excessive uses of arcane magic and began to impose heavy restrictions towards the ethnic Devants living in Curia which turned into repressions which eventually turned into a manhunt against all arcane magic users and then which eventually turned into a war against Garadon. The High Elven Kingdom interfered in the war and helped Garadon defeat Curia and force it to surrender.
    • Since Garadon was extremely saturated with arcane magic, it became one of the focal targets of the Demon Legion, where it witnessed bloodshed whereas an estimate of 70% people perished during the Great War, and a total regicide whereas there was no one left to inherit the crown. After a power struggle, Garadon shifted to a Constitutional Republic and they managed to rebuild with the funds taken from the “Blood Debt” from Curia.
    • However, since the High Elves invoked their own extension of the “Blood Debt” towards Garadon for helping them in their war against Curia, Garadon was also forced to capitulate and submit to the High Elves, becoming a puppet state.
  • Inspirations:
    • Uncorrupted Draenei (Warcraft)
    • Various Magocracy fantasy

The Empire of Tal’daran​

  • The proud people of Tal’daran are one of the most loyal (and the most dependent) to the Confederacy as its position in the Maywind Sea offers a strategic location for naval warfare
  • Demonym: Daranni Nationalists/Monarchists
  • History:
    • What's left of one of the largest kingdoms in Terra is just a few islands away from the peninsula. After the Tal'daran Civil War, the surviving royalty, nobility, army, and the citizens loyal to them have fled to the offshore island of Adelor and officially moved the capital from mainland Tal'daran to it.
    • The civil war still hasn't concluded presently as both sides (monarchist-nationalists and the revolutionaries) still lay claim to each other's territories.
  • National Anthem:
    • a
  • Inspirations:
    • Stormwind (Warcraft)
    • Dyrwood (Pillars of Eternity)
    • Bretonnia (Warhammer)
    • The Republic of China-Taiwan
    • White/Monarchist Russians
  • Inside Members:
    • The Lightning Blade Clan​

      • The Lightning Blade Clan is made up of Pure Orcs who were never affected by the Demon Legion’s influence and corruption. They boast about their traditional ways to keep their physique strong while also being in sound mind.
      • The Clan members often offer themselves as mercenaries to adventurers as bodyguards or mercenaries
      • Demonym: Lightning Blade Orcs, Indigenous Adelorians
      • History:
        • A group of orcs and humans migrated to Adelor island to flee from the wars in the mainland Heartlands. The orcs settled deep in Adelor and over the passing centuries, they developed a new shamanistic culture with manipulating thunders and storms to help defend their island, eventually making it their name of the clan.
        • Eventually, the Lightning Blade Clan would still be brought under the imperialistic Talors’ rule as Adelor island would be conquered after years of attrition.
        • After the Tal’daran Civil War, the Prince Generalissimo would subject the remaining monarchist territories under Martial Law where the Lightning Blade Clan was said to be greatly oppressed.
      • Inspirations:
        • The Mag’har (Warcraft)
        • Coastal Aumaua (Pillars of Eternity)
        • Indigenous Taiwanese

The Kingdom of Encantius​

  • The Rune Dwarves consider themselves as the masters of the arcane and the elements, rivaling the High Elves and the Orcish Shamans
  • The Rune Dwarves live in the high mountains of Encantius, the "roof of the world". For the Confederacy, they are the best people to commission for weapon forging and to imbue them with the power of flame and earth.
  • Demonyms: Rune Dwarves
  • History:
  • National Anthem:
    • a
  • Inspirations:
    • Ironforge Dwarves (Warcraft)
    • Rune Dwarves (Warhammer)

The Kingdom of Olympius​

  • The Thunder Dwarves consider themselves to be the true stewards of the world, they usually live above sky-high mountains and they rarely live on open plains; and even though they are part of the Confederacy, they rarely involve themselves in their politics and they would rather be careful of further damaging the planet with their decisions. The Thunder Dwarves also have very good diplomatic relations with the Dragons
  • Demonyms: Thunder Dwarves
  • History:
    • The Thunder Dwarves were mostly indifferent to the events that occur outside Olympius (and they rarely warred with the Goblins), until the Demon Legion started to invade and bring terrible chaos, destruction, and huge swathes of death to their lands; The Thunder King Zerus finally agreed to join the Confederacy for trade, logistics, and help; and to join the war against the Demon Legion.
  • National Anthem:
    • a
  • Inspirations:
    • Wildhammer Dwarves (Warcraft)
    • Greek Mythology and Kyivan Rus

The Chiefdom of Algalius​

  • The Wild Dwarves are mostly nomads in the open plains seeking for enemies to hunt; they thrive in certain Confederacy-Alliance borders where they quickly jump in at any certain skirmish to sate their lust for battle. Despite their warmongering nature, they still follow their own honor code and they are against any dishonorable and treacherous combat activity.
  • They are also attuned to nature and elements, and their upper caste consists of shamanistic and druidic wise-men.
  • Demonyms: Wild Dwarves
  • History:
    • The Wild Dwarves were once hostile to all outlanders, even to non-Goblins, until the Earthen King Kazagor, the High King of the Rune Dwarves defeated the previous Chieftain of the Algalius in combat in a bid to unite the Dwarven clans to the Confederacy and to fight the Demon Legion
  • National Anthem:
    • a
  • Inspirations:
    • Mag'har Orcs (Warcraft)
    • Wildhammer Dwarves (Warcraft)
    • Eir Glanfath (Pillars of Eternity)
    • Vikings

The Kingdom of Alto’peida​

  • A
  • A

The Kingdom of Jorun’vadon​

  • A
  • A


THE ALLIANCE OF FREE NATIONS​


  • The Alliance of Free Nations is a collective group of different states that like the Confederacy, are expected to assist each other when a fellow Alliance member is attacked by external forces; but unlike the Confederacy, the Highlord of the Alliance issues mandatory decrees where members are expected to follow missives where sanctions could follow on disobedience.
  • Contrary to its counterpart, the Confederacy of Man, the Alliance of Free Nations strives for justice, equal opportunities for all people regardless of race, and leadership by merit; and such such the Alliance mostly consists of republics and there are only two kingdoms.
  • History:
    • The Alliance was made as a collective group of "outcasts" that were antagonized by certain members of the Confederacy. The members eventually agreed to form an alliance against a harsh and cruel world that would rather see them defeated and/or be brought to submission.
    • Eventually, the Alliance absorbed certain states that took independence from their former Confederate rulers
  • Basically the "Horde" in The Cycle of Hatred

THE ALLIANCE MEMBERS

The Republic of Caspidon​



The United Revolutionary States of the Alliance (URSA)​

  • A Union of different different states that pledged to join a cooperation. The URSA is a very large nation in terms of population and landmass, it stretches all the way from the entire Westov, to most of the Heartlands, with a sizable territory in the []. It boasts a very diverse group of manpower, from logistics, to food production, to technological advancements, and to the availability of arcane, druidic, and shamanistic studies
  • The URSA boasts the highest population in the world, whereas the Revolutionary Federative State of Tal’daran alone has slightly more than 1 billion people.
  • Demonym: Ursine, Ursas, Tal’daran
  • History:
    • The URSA was formed just a few months after the Great War against the Demon Legion, where the commoners and peasants (and collaboration with many of the military) of Tal’daran revolted against their royalty and nobility after being fed up with them. The royal family was murdered and only a few of the relatives and the nobility survived and escaped to Adelor Island.
    • After mainland Tal’daran removed its nobility and royalty, they sought for expansion on nearby sympathizers for their cause.
  • National Anthem:
  • Inspirations: The Soviet Union
  • Inside Members:
    • Revolutionary Federative State (RFS) Tal’daran​

      • The mainland Tal’daran is the largest and the most important state of the URSA whereas it also houses the capital city and the seat of power of the Revolutionary Government.
      • Since mainland Tal’daran has more than a billion population, many of its jobless people have been scattered throughout the other states to settle, to help in the workforce, and to enlist in their local militia.
      • History:
      • State Anthem:
      • Inside Members:
        • Revolutionary Minor State (RMS) Warsokrug​

        • RMS Shinehazen​

        • RMS Antaloria​

        • RMS North Saltenbury​

    • RFS Moskindria​

      • Inside Members:
        • RMS Kiyoblast​

        • RMS Minkoblast​

        • RMS Belgoblast​

        • RMS Pragoblast​

        • RMS Layublast​

        • RMS Bravoblast​

    • Revolutionary State (RS) Lower Encantius​

    • RS Farahdon
    • RS Vargheim
    • RS Cimmendria and Rhastakara​

    • RS Da’azelkara
    • RS Zai’peida​

    • RS Eucalistius​

    • RS Pristi’iya​

    • RFS Or’krila​

      • Inside Members:
        • RMS Fular’krila
        • RMS Hatang’rila
        • RMS Lang’krila
    • RS Shang’grila​

    • RS O’grila​


The Kingdom of Lumirendria​

  • A
  • A

The Chiefdom of Azo’oman​

  • A
  • A

The Chiefdom of Frigidi’oman​

  • A
  • A

The Kingdom of Mesamara’oman​

  • A
  • a

The Republic of Ta’ugarma​

  • A
  • A

The Federation of Easteria​

  • A
  • A

TIMELINE​

  • 10,050 BCE - earliest recorded history; Goblins make up more than 80% of territories of the world
  • 10,000 BCE - the first recorded Harmonic Convergence, many Dwarves and Goblins gain magical powers, and as well as other races from other planets.
  • 9,000 BCE - a very huge congregation of Dwarves teamed up to form a united civilization in the mountains north of the Heartlands
  • 6,000 BCE - a Dwarven tribe split up from the main Rune Dwarves and their leader founds the Thunder Dwarves
  • 4,000 BCE - a Dwarf was exiled and his devoted friends and followers join in out of spite with the Dwarven Kingdom leadership; they found the Wild Dwarves in the plains
  • 1,000 BCE - the Humans, Orcs, and Ogres arrive from another planet as refugees and eventually they choose allegiances between Dwarves and Goblins
  • 950 BCE - different human tribes settle around the Heartlands and establish their own petty kingdoms; the Heartlands would see decades of war and strife
  • 805 BCE - different ethnic human groups create a revolution from the Kingdom of Antaloria after decades of discrimination; ethnic [] and [], and as well as some Talors create a mass exodus to leave the Heartlands for good and settle in Easteria; one month later, the Kingdom of Caspidon is established.
  • 800 BCE - the Kingdom of Caspidon pledges alliance with the Goblins in exchange for trade and technology, incurring the wrath of the Dwarves
  • 798 BCE - the Dwarves declare war with Caspidon
  • 797 BCE - several other human nations join the war against Caspidon; Goblin Tribes from Easteria also join in on the war on the side of Caspidon
  • 795 BCE - a ceasefire and a truce to Caspidon
  • 750 BCE - a legendary mage and his Red Dragon friend conquers the heartlands to finally end their continued strife; he unites all the petty kingdoms as one empire under Tal’daran, a with a marriage of a Talor princess and a Daranador prince as the first monarch
  • 600 BCE - Trolls, Bearfolk, Taurfolk, Vargs, and Oriental Bearfolk arrive from another planet as refugees; the High Trolls of Mesama build the grand kingdom of Mesamara’oman in southeast Easteria
  • 599 BCE - a Forest Troll tribe establishes the chiefdom of Azo’oman by south Easteria and establishes trade with Caspidon
  • 590 BCE - a Forest Troll prophet is exiled from Azo’oman and then he and his followers establish a small chiefdom of Kuvakara just west of Azo’oman. Caspidon acts as a mediator between the two hostile tribes and retains their trade with them
  • 200 BCE - the Elves (High, Wood, and Deep) arrive in the world as refugees. The High Elves settle in the Lushwood Forest and began genociding the Kuvan Forest Trolls to claim their territory, sizeable territories of Caspidon and Azo’oman were also colonized.

RACES​

  • Planet []
    • Dwarves
      • Rune
        • Iron
      • Thunder
      • Wild
      • Chaos
    • Goblins
    • Mermans
    • Glublins
  • Planet []
    • Humans
    • Orcs
      • Pure
      • Demonfire
      • Green
    • Ogres
      • Two-Headed
      • Dire
    • Nephliman
      • Oniman
  • Planet []
    • Trolls
      • Ice
      • Forest
      • Cave
      • Sand
    • Urshan
      • Forest
      • Polar
      • Jade
    • Taurangay
      • Plain
      • Dark
    • Wargman
    • Mantarus
  • Planet []
    • Elves
      • High
      • Wood
      • Deep
      • Demonic
      • Dark

ETYMOLOGY​

  • Human:
    • -don: land
    • -dria/-andria: city
    • cimmena/cimmen-: dark, eerie
    • daran-: steppe/plain
    • larun-: our, ours (inclusive)
  • Orcish/Ogrish:
    • -rila/-grila/-krila: land
  • Dwarven:
    • -antius: literally means mountain, commonly used as land
    • -alius: land
  • Elven:
    • -peida: land
    • zai-: new (in terms of acquisition)
    • alto- : high
    • -iya/-ia: forest
  • Trollish:
    • -oman: territory
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