Living Lore Document
Please note: This is subject to change as Frontier Dawn is still in testing phases and we may add/subtract things as we see fit/are completed. :) Please enjoy!
Boreal-Lurin Bazaar - Djinn Caravan’s
The Kingdom of Draioch (Dray-Ock)
The Therian Tribes
White Cloud Republic
Grand Caravan of Bhutaar
Empire of Yomi
New and Old Azarak
Magocracy of Valsan
The Shire of Barleybuck
The Iron Empire of Durgheim
Sultanate of Sahir
500+ but only up to 300 outside of Alfeihmr
Must have their birthmark on their forehead. Shimmery complexion. Alfar who have undergone the Ruck training are very pale with dark coloring around the eyes, lips and cheeks.
Mark of a sun on their forehead
Mark of a crescent moon on their forehead
The Svartálfar are born without a birthmark and prefer to live beneath the earth in darkness. They held the third seat in the Triumvirate but have not been seen or heard from for many years. Their place in the government is symbolized by the Petitioner of Fate in order to preserve Alfeihmr tradition of three Källa. Little is known about this lost race beyond a few ancient texts.
The Alfar have lived in the Beðr Mountains for several thousand years without outside interaction. Their history states they pulled away from the world about the time of the great war of men. Over the last 1000 years under new leadership and a drive to re-emerge out from their solitude they have set forth, making alliances and searching for lost and ancient lore. Because they are such a long-lived race, tradition and ceremony are of utmost importance to them. The many years of seclusion from the outside world have amplified this mentality.
As a whole, the Alfar race believe in segregation based on calling, valuing order and efficiency. Once they set themselves to a task or study they pursue it with unwavering determination. Change does not come easily to this race and it is rare for them to deviate from a path. This has made it hard for Alfar raised in Alfeihmr to adapt to life outside the city. However, those who decide to leave at a younger age have found ways to adapt and are usually drawn to cities and regions that are upwardly mobile with plenty of opportunities to learn and train.
Every Alfar child is conscripted at the age of five into their respective order (Delphic or Ruck) and trained till they are of the age of union. The age of union is when Alfar reach maturity and are allowed to leave the kingdom of Alfheimr or to fully dedicate themselves to their respective order. This order is usually determined by the birthmark on their foreheads as moon marked or sun marked children are genetically pre disposed to one of the two schools. However, on some occasions a young Alfar’s parents may choose a path contrary to their mark. In those cases, the young Alfar must go through a series of tests to prove their proficiency and commitment before beginning formal training.
Until they begin their training in their order the only physical difference between young Alfar is the birthmark on their forehead. However, due to the conditions of the Ruck order’s training, a mature Alfar’s appearance becomes greatly altered after completing this path. Alfar take great pride in their individual calling and despite their differences in appearance, respect each other for the crucial part they play in serving the great tree.
Skilled in the gifts of magic and knowledge, these alfar have devoted their lives to the study and interpretation of the Great Irmanesh Tree by listening to the musical vibrations it emits and dutifully writing them down for future study. Years of devotion to this cause has allowed them to amass one of the greatest libraries of information.
Because they grow so used to attuning themselves to the tree, Alfar of the Delphic order have a love of music and art as well as a reverence for beauty. They may come across as proud and aloof due to the fact that they often get lost in thought or mesmerized by a tune or vibration that strikes their fancy. Most prefer to be in the open air and avoid confined spaces.
These skilled fighters comprise the bulk of Alfheim’s military forces. Alfar of the Ruck Order are proficient in combat and stealth skills and show the same devotion to protecting the Great Irmanesh Tree as Delphic order value the study of it.
Due to the intensity of their military training and the harsh, frigid climate of the Circlet of Ice, most Alfar of the Ruck Order are gaunt in appearance and pale. They prefer silence and order and are seen as stoic, rarely showing emotion yet possessing a dry sense of humour and sharp whit. Even after their formal training is over they spend hours each day honing their skills or meditating so that they may better serve in the defense of the great tree. In battle or politics, the Ruck Order can be relied upon to be decisive and impartial decision makers.
Rosy cheeks and fur on hands.
Bobbins are small courageous creatures who love food, drink song and community.
Lineage is very important to them and most Bobbins can trace their roots all the way to the progenitor of their line. It is said that most cooking techniques were invented by the Bobbins such as cheese making, cooking by a fire, fermentation and canning. Ask any Bobbin and they will tell you this is true.
Bobbins measure their life in 4 stages Bippin, Baffin, Boffin and Boggan. Biffins are young Bobbins from the ages of 1-12, It is this time they spend learning to work on their parents farm or in a shop and enjoying young life at the Shire. Baffin is the time the Bobbins enter their apprenticeships and learn their trades which happens at the ages of 12-25. Boffin is the time of exploration, during this time most Bobbins travel the world to gain stories and learn techniques from other cultures that will help them excel in their trade. It is a time to experience life outside of the shire and at around the age of 25-50 every Bobbin is hit with a Wanderlust of some kind they must fulfill. Sometimes this Wanderlust can be unlocking their own potential within the community by experimenting with wild techniques of their trade. But for most Bobbins this is a thirst for adventure and far lands. The last stage a Bobbin comes to is a Boggan, it is around this time that most Bobbins get married buy farms of their own and settle down.
Bobbins pride themselves on their ability to work hard and play hard. They call this the timzy (the scale of happiness): be proud at what you do, become great at it and reap the profits, for what is the use of hard work if you cannot enjoy your earnings? Bobbins will often work all day and party for most of the night, only getting a small bit of sleep. Over the years they have become accustomed to this lifestyle and have the Saturday of every week dedicated to relaxing as well as the whole month of December set aside for rest.
Bobbins love stories and gain prestige between one another on who has the best story to tell. These stories may not always be true but if they are entertaining that’s what counts. They call the act of telling a boastful tale a Hubble. During a Hubble it is custom for other Bobbins to try to mess up the tale by sighting facts or statements that would otherwise debunk this grand tale with an act called an “upset” such as “ I was traveling in the great river located in the south of Yomi last April” another bobbin will retort “No you weren’t I heard you were traveling to Draioch to trade leather!” At this point it is up to the storyteller to defend his story “I was on my way to Draioch that is true but while I was there I ran into a Djinn Friend on their way to Yomi who asked me if I would accompany them” This act of recovery is called “upkeep”. If the story fails and the Bobbin is proven wrong or trips on their words the story is referred to a Hubblebaloo and everyone in the Inn points at them and yells Hubblebaloo! At this point they may buy the next round of drinks for everyone at the bar, or enact in a dare chosen by the one who “Upset” them. If they successfully finish a story then they will drink on the house for the remainder of the evening, if they are not at an inn they may choose to create a dare for each person who tried to upset them.
Dark Purple skin from the forehead that fades down the face with an intricate lace or Mandala pattern in silver or gold. Both males and females have dark eyeliner
A nomadic race by nature, Djinn are born with wanderlust and never remain in the same place for long. Much of their history and origin is a mystery, even to themselves, and the desire to find answers is what drives them to wander. The only real starting point of origin a Djinn has is the caravans.
They are gifted performers, entertainers and craftsmen with personalities as colorful as their skin. Blessed with charm, wit and their exotic appearance there is never a dull moment with a Djinn around. Sarcasm, riddles and clever wordplay come naturally to a Djinn, regardless of where they are or who they are speaking with. They are confident to a fault and do not admit when they are wrong. This makes them naturally skilled at trading, bartering and diplomacy.
While they have been known to pay homage to other deities, every Djinn pledges fealty to Brume above all others. This is due to the fact that Djinn believe themselves to have the deepest connection to her. A belief so strong and held so vehemently that it is an offense to state otherwise. Speaking ill of Brume is certain to draw anger and even violence from the most cheerful of Djinn.
Djinn value familial bonds and are known to carry the ashes of deceased family members in ornate urns with them at all times. This practice is to ensure that the relatives journey never ceases and also because the only place a Djinn is to be buried is in their homeland. It would be considered a great offense for a Djinn to be buried in a foreign land. It is this familial focus that causes most Djinn to travel in groups and it is extremely uncommon to find one out on their own. In the rare case of a lone Djinn, they will usually attach themselves to a surrogate family made up of loyal friends and comrades of any race. They have a particular fondness for Bobbins believing they bring good luck.
Sticking to the north east side of the continent only going as far south as Harshorne, the Northern Djinn have adopted a more regal quality to them. Much of this is due to the prosperity they have acquired through trading rare resources and goods. Their most lucrative benefactors are the kingdoms of Harshorne, Il Paraonde, and Zenith. Harshorne in particular has changed trade throughout the caravans in the north prompting an exclusive trade agreement with the Northern Caravans and the kingdom itself. The Djinn have even gone as far as to hire Wishlings to accompany them on their travels believing they will bring them good fortune.
The Northern Djinn are honest traders to a fault and will often travel back to a patron to return money if their goods did not meet their standards, though that is a rare occurrence. They are respectful to traditions of the kingdoms they visit even going as far as to incorporate them into their own practices.
While originally keeping to the southern regions of the old continent, these Djinn have since started to move northward on the western side of the continent. There belief in the luck of bobbins has resulted in a tradition of rubbing a bobbins head for good luck whenever they can. The relaxed and chaotic nature of the southern caravans causes them to ignore the social etiquette of other cultures. It is only by their almost infinite charm and charisma that they are able to avoid offending their patrons.
Unlike their northern cousins, they prefer performance trades like acting, puppet shows, music, fortune telling and Sleight of hand and do not run traditional shops. The Tarochi fortune tellers are known throughout the land for their ability to read a person’s star sign.
Beards for men and braided hair for women. Grudgebound must have a runic A on their hand or face and wear some sort of eye protection such as a cloak or goggles.
Desperate, they flooded their home with lava, to keep what was found permanently locked inside the mountains. When coming onto the surface, they swore a grudge oath to one day reclaim Azarak, and branded their face or hand with a runic “A” symbol in memory of home.
Dwarves who were exiled from the mountains and can be found in almost any large city in the Old World. They either blend into the society they joined, mixing Dwarven customs with local customs, or attempt to regain their honor by following Dwarven customs. Dwarves were commonly exiled for such things as breaking an oath or vow and intentionally deceiving people with your craft.
Dwarves are a short, bearded and stout humanoid race that until very recently were found mostly in their underground kingdom, Azarak, until they made a dark discovery, and their home was lost to their own mutated kin and a horde of monstrous creatures.
All Dwarven males have lengthy beards decorated with various trinkets and symbols, which usually relate to accomplishments in life such as marriage, craftsmanship and more. Their beard is a symbol of not only wisdom but of social status, and losing one’s beard is a sign of exile or disgrace.
Dwarves are naturally stubborn and resistant to change. Their society is rigid and orderly, with Dwarves never changing professions and adhering to customs that have been around for so long, most Dwarves don’t remember why they do it but that they just have to do it. Dwarves tend to not show emotion to anyone unless they are married to them, have a deep bond with them or have a debt to them, as it is a sign of great respect for a Dwarf to be open about their feelings or emotions. Lastly, Dwarves have a great sense of justice, and what they believe to be right and wrong. Most of the world in Dwarven eyes is black and white, there is no grey or middle ground.
It is believed by most Dwarves that they were shaped from the earth into what they are today by Mur-Azarak, their god, when he needed the perfect workers to harvest the bounties of the world that he created. He has come to them several times in the past in order to save them, and some Dwarves are currently in a crisis of faith, as when they needed him most, there has been no sign of their god to save them.
100 when outside the Woads
Shimmering makeup and long tipped ears with colored vein markings on the face, neck and decolletage. Makeup coloring is based upon their season (Dark for fall, blue silver for winter etc.) and can range from whispy to tribal depending on their individual personality.
Fae are creatures of pure passion connected to the seasons. They are chosen at birth by a season, and depending on what season they belong to they set into a caste. Unseelie identify with Winter and Fall, and make up the the Hunters and Warriors while the Seelie identify with the Summer and Spring, and make up the Mystics and Lorekeepers. That is not to say that a Seelie Fae cannot be a fearsome swordsman, or an Unseelie cannot be a powerful magi, they are just more likely to pick a skill set more attuned to their caste.
Most Fae are born in the Eternalwoad in a small grove community and then decide to explore life outside of the forest to experience the beauty of an aging death. For in the Woad they are never aging. If a Fae leaves the Woad and is gone for a year and a day without enacting the Rite of the Blood Tithe they are locked outside of the Woads power and will live for 100 years and die, each time the Rite of the Blood Tithe is renewed the Fae has another year and a day before risking danger of aging. The Rite of the Blood Tithe is performed on every full moon at the Grove of Thrones in the Eternalwoad. It is a ritual of passion and bloodletting.
Most Fae are conceived during a Rite of the Blood Tithe and since lineage is not important to them, the mother is usually the only parent known, Fae do not adhere to the normal structure of human society. Concepts of gender roles, marriage, sexual orientation and even parental roles are lost to them as they grow up being raised by the whole grove.
Most of a Fae’s down time is spent cultivating their skill, whether it be deadliness with a blade or the study of ancient blood magic rituals (skills which Unseelie are known for), or the cultivation of stories and customs and the control of nature magic to crush their foes (skills that the Seelie are known to be proficient with).
They strive for perfection and do not believe in failure; only hurtles to overcome for the inevitable, they win victorious. The Fae have a phrase, Ba’s Notch, which means “endless death” that they use as a curse on their enemies. In their minds they are ready to not only destroy the mark of their aggressions body, they are ready to destroy its soul.
Humans who live in the cities.
Humans who live of the land and in rural areas.
Humans are a diverse yet wildly talented race who have some of the richest and deepest history behind them, but also the most mystery. While they can be found almost anywhere in the Old World, no one knows where they truly come from. Each culture believes they came from somewhere different. People from Zenith believe that they were spawned from the dew, gaining enlightenment through consumption of the Zenith blossom. The people of Draioch believe that they were created by the spirits of animals to be guardians of the land, including its flora and fauna.
Regardless of that, humans are known for their vibrant life, for they live the shortest of any race. Most of the world’s magically inclined are humans, and an entire nation has been built out of magically talented people. The best description for humans is that they are adaptable. As they can be found in any environment or any condition, they have found a way to live there.
Ultimately, human behavior is dictated more by culture than race above all. The diversity is well known and recognized. From the strict rigid social structure of Durgheim, to the decadent lifestyle lived in Zenith, to the vast magical libraries and construction of Valsan. Humans are indeed a fascinating race.
Elegant markings of a single, solid color resembling kitsune masks, small horns, animals ears and (optional) tail which reflect one of 6 sub-types: Kitsune (Fox), Tanuki (Raccoon), Neko (Cat), Usagi (Rabbit), Shika (Deer/Faun), and Tengu (Crow). Hair and eyes can be any color. Faces are generally white or pale under the markings.
While most Obake have small horns, though size and color are random at birth, they always have the ears and tails of whatever type of Obake they are. They have kitsune mask marks on their faces which can be any one color. The markings vary from person to person and can be minimalistic or extreme, where the faces are usually pale or white from the remnants of the masks. Hair and eye color combinations are limitless, as they were not affected by the change.
Obake are a race of magical humanoid creatures that resemble one of six separate “Kitsune Masks” that they believe they were tricked into fusing with by the God Puk in an event they refer to as the Great Trick. The six different types of Obake are Kitsune (fox), Tanuki (raccoon) and Neko (cat), Usagi (rabbit), Shika (deer/faun), and Tengu (crow). Their differences are purely cosmetic and subject to whatever mask their ancestors were wearing at the time of the Great Trick and passed on through bloodlines.
Many Obake strongly dislike Therians and consider them to be brutish and dirty while Obake are often considered to be snooty or arrogant. Despite thinking themselves above others, they also tend to be very forthcoming and hospitable (mostly to further prove that they are indeed, better than you.) While usually reserved in expressing their opinions, Obake tend to be very stubborn if they truly believe in something and are unmoving in discussions.
In Yomi’s (Origin of Obake) society, marriage is common and considered important to most people. Political leaders and upper class citizens frequently take multiple spouses in order to expand and continue family lines.
In general while the majority of Obake follow the emperor in their worshipping of Solace, some follow other deities. Festivals, however, are held very frequently and are considered extremely important to nearly all Obake. All citizens of Yomi partake in the numerous festivals that take place throughout the year and almost all Obake celebrate even away from Yomi. Special foods, drinks and Lorekeepers are made for the occasions and even masks identical to their own faces are used as a tribute to the Great Trick which most believe was a blessing as it brought them closer to Solace.
Green skin and short tipped ears. Tusks are optional.
Orcs are a race of green skinned humanoids who are not only strong but nimble at the same time. All orcs have tusks and long, pointy green ears, usually wearing a mix of hide, bones, and furs. Most orcs are nomadic, belonging to the Grand Caravan which travels the Old World in search of trading and grazing ground. They are known to be the best horse riders and animal breeders in the entire world. Orcish horses are sought after by kings and emperors for their cavalry. For a large portion of history, orcs were know to be bloodthirsty and savage creatures, who formed great hordes to conquer lands to loot and pillage. Led for a time by a great leader, called the Andakhan, they formed a great empire and conquered large swaths of the world. This did not last long, and he mysteriously died, leaving the empire in ruins.
From the ruins, came a great seer named Markhar, the first Dreamseer, that the orcs must abandon their bloodthirsty nature, and the death of the Andakhan was divine wrath. From then on, they have been attempting to go against their nature, and have embraced peace, inner calm, music, art and more.
It is not unheard of to see an Orc who decides to split off from the Caravan and live in a nation, especially the Shire of Barleybuck who have taken a liking to the orcs, who ignore what their past was and accept them as what they are now.
Orcs are naturally agile, and expert hunters. They believe that one must use every piece of a creature in order to appease the soul of the animal. They also believe that they were created by both Stalk and Solace in tandem, which explains why they are such brutish, strong, and dexterous but also calm, logical and caring. It is this balance which they seek to continue and maintain.
The most famous and recognizable. Lupine, predominantly grey furred humanoids with predatory instincts and a pack mentality.
Ursine, predominantly brown furred humanoids with intense personalities and a strong sense of self.
Strigid and reclusive, with acute perceptions, and a deep sensitivity for the supernatural.
The Therian race is a versatile and insular breed of people, who primarily originate from their tribal lands in the Namarin Plains, and deep into the Grey Woods along the eastern coastline. Believed by some to be the descendants of ancient magical beasts, and by others the result of centuries of shamanistic seclusion, the Therian people tend to have a strong sense of duty to their clan, and even to non-therian allies made when travelling outside their homeland. The Therians are physically resilient, and as a whole, develop retractable claws during their adolescence, which can be used to deadly effect almost immediately. In turn, this early ability to wound or kill so easily requires parents of a young Therian to teach it how to use this ability, which tends to take the form of teaching a child to hunt and kill with its own hands. In this way, a young Therian learns important lessons of patience, hard labor, and the values and hazards of taking a life. This familial teaching tends to follow a Therian, even when a Therian family has adopted another culture. Even in faraway Il Paraonde, you will be hard pressed to find a Therian who has not killed with its own hands by its teenage years.
An interesting physical division exists within the Therian people, which tends to be immediately noticeable to anyone being introduced to the race for the first time. The Therian people can easily be broken up into three distinct subgroups: the were-wolves, were-bears and were-owls. Despite the physical and psychological differences between these three breeds of Therian, they tend to treat each other with a familiarity one would usually reserve for extended family. While they were once at war with one another, in recent generations, the Therian people have unified, to be represented by their chiefs on the world’s stage.
Culturally, the Therian people find themselves accustomed to a tribal life. Therians that grow up in other settings can find themselves at odds with the lack of unified purpose that city life presents, though some Therians have made a name for themselves in more civilized lands as mercenaries, bodyguards, and even a few healers. Such purpose sits well with most Therians, having a focussed goal, or person to protect calls their minds back to their tribal ways of community and preservation against outside forces. Though some Therians have been raised in such a setting, allowing them to easier absorb the rigid society presented in an urban town, they often feel a pull within them towards the primal. This is something that all Therians feel, no matter where one happens to be born, and this animal instinct tends to make many urban dwelling Therians seem distracted, or agitated to the uninformed observer.
To outsiders, tribal Therians seem brutish, yet empathetic. They tend not to concern themselves with tedious luxuries, and take no small amount of pride from the hides and pelts they wear, mostly because a tribal Therian will usually only don pelts it had collected itself. Concepts like stealing tend to confuse tribal Therians, as to them, one gains pride and respect from something one has collected himself, so how could one gain prestige from an object one did not earn himself. This outlook sometimes presents itself as distrust of outsiders, with the outsider having to prove itself honorable before it can stay with a tribe, usually by performing well on a hunt in the presence of the local chief.
Whether born in the deep forests of the Grey Wood, or under the stone towers of some far away city, the Therian people a proud and long lived race. Their longevity allows them time to experience the world more fully than many of their human neighbors, and pass that knowledge onto their descendants. This had lead many Therians to be seen as wise teachers, even to the more civilised kingdoms of shorter lived races. Whether a Therian is found in its tribal land, travelling to faraway kingdoms, or born in a civilised setting, it will stand as an example of deep animal instinct, melded with presence of purpose.
Red or blue skin, long pointed ears and short or long horns on their forehead. They have a third eye or jewel centered on their foreheads and black markings on their face and skin. The markings can be detailed or subtle and are usually in a geometric or tribal pattern.
Once thought to be mere story and legend, the Wishlings emerged from the Forbidden Forest (Forbodenwoad) to reveal themselves around 2000 years ago. It was their pursuit of their prey into the northern lands, the monsters they call Ingens, that led them beyond the borders of their homeland. Their skills at hunting and monster slaying are what they are most known for outside of Harshorne. The common misconception is that Wishlings are simple hunters. However, they have developed into a rather advanced civilization that rivals some of the more well known kingdoms of the old continent.
“In maxima omnium rerum” (greatest in all things)
Wishling livelihood is spent in the pursuit of excellence and honor through deeds of great valor and the collection of knowledge. Instructed from their youth to protect the weak they learn the sacred paths set forth by Ambitus Apexbane who received them from the gods themselves. They learn to live off the land by becoming self sufficient, training in the path of the huntress. They learn the path of the warrior to make them strong and formidable against the Ingens and other threats to Harshorne. Above all they are taught in the path of the scholar believing the true future of their people lies in the pursuit of knowledge and the application of it in all things.
The first Wishlings to have travelled outside of Harshorne rarely settled down in other kingdoms. This was due to the stigma Wishlings had because of their fiendish appearance. Recently this stigma has subsided due to the deeds Wishlings accomplished to help the weak and less fortunate as well as being hired out as monster hunters after the Ingen migration into the north. Most Wishlings who have grown up outside of Harshorne are instructed to return and complete the Ambitus Sojourn so that they awaken their true path.
Recently, due to their alliance with the Djinn Caravan known as Boreal-Lurin Bazaar, more Wishlings have started to travel forth into other lands bringing with them their knowledge of engineering and the sciences. Kingdoms like Alfar have sought to trade in knowledge while kingdoms such as Draioch wish to trade in monster hunting techniques and engineering. Though they have become more welcome in most kingdoms, due to the Day's War with Zenith, Wishlings remain prohibited from entering the kingdom of Zenith to this day. This is only at the detriment of Zenith itself as trade with Harshorne and Wishlings can be a very profitable endeavor.
Naming Conventions: Wishlings first names can be anything relating to Latin. Their last names are derived from the Ingens that live in the areas of Harshorne proper, the desert Nok, and the Forbodenwoad. Players are allowed to conceptualize their own Ingen upon submission and approval from plot. Below is a short list of confirmed Ingens with more to come as plot is revealed.
Venatrix’s Bestiary of Ingen: Serpo, Disserpo, Apex, Whistlore, Merodech, Obsidion, Viden, *Faust, *Brontes, *Pristris
Scales on the forehead and cheeks in a color that corresponds to their element (Earth, Fire, Water, Air). Must have one dragon characteristic such as horns, teeth or even small wings (incapable of flight).
The Wyrmkin are a mysterious race, native to the islands of D'taniynoa B'azmoroa. These curious, scaled humanoids can be found in nearly any locale, feeding the wanderlust that usually overcomes their people. The Wyrmkin are children of the Dragons, and retain the minor elemental affinities of their parent, but otherwise do not share much in the way of physiology. Often mirroring the human body in physique and build, the first difference in wyrmkin growth is that they are born from dragon eggs.
When a Dragon reaches the end of its current growth cycle, it chooses to reincarnate. It returns to the sacred islands of D'taniynoa B'azmoroa, and lays a clutch of eggs in a prepared hatching chamber, dozens of which dot the island chain. The dragon then leaves the clutch, heading to a hidden section of the island where it goes to pass from its body. The spirit of the Dragon in question then makes its way back to one of the eggs, hatching into a dragonling roughly the size of a grown hound. At the same time, all the other eggs in the clutch begin to hatch, with dozens of Wyrmkin being born in a single instant. These newborns are not helpless on their own, as they are born at roughly the size of a human in its teenage years. They proceed to care for their dragonling parent, hunting the small animals that frequent the island chain for food, until such a time as the dragonling feels it can protect itself.
Wyrmkin in this stage of their life feel a compulsion to care for their parent. It is the main drive of their life, their purpose, to protect their dragonling parent from harm. While no predator can match a mature dragon in combat, young dragonlings do not have access to all their physical and magical powers. So, large birds of prey, hunting cats, and other predatory beasts are all scared away or slain by the Wyrmkin. When the dragonling reaches its own perceived maturity, it gathers its children in their nest, and releases them all from its compulsion. The Wyrmkin, now released from their all consuming drive to serve their parent, are free to do as they wish. Some stay behind on the island forming small bands, who seek to become more a part of the island than to seek an individual identity. Many more seek adventure, their newfound freedom calling out to them.
These wandering Wyrmkin gather together materials from the forests of the island to construct small rafts, and make their way over to the mainland. From there, the world is open to them, though it is a dangerous journey. Many clutch mates band together for safety in this new world, but some wander alone, entirely consumed by the need for adventure, and leaving all other concerns behind them. The Wyrmkin people are usually well received in many parts of the world. By the superstitious, they are sometimes seen as omens of change, but to most, they are a curious and diligent people, retaining the resolve to reach their goals that drove them during their birth years. The population of the Wyrmkin people always remains fairly small, due mostly to the fact that Wyrmkin cannot bare children, and so they do not have settlements or kingdoms that they call their own. Luckily, Wyrmkin enjoy a place in most communities, so do not usually go long without a place to make a home.
Sometimes, a Wyrmkin wishes to return to its birthplace, D'taniynoa B'azmoroa, and makes the pilgrimage back. Wyrmkin find they have little to no problems with returning home when alone, or with other Wyrmkin. The skies are usually clear, the routes unblocked. However, when accompanied by any other mortal, the trip somehow becomes impossible. Storms harass them, mudslides ruin roads, rodents consume the trail rations. Even the Wyrmkin loses its sense of direction, being unable to explain to mortals how to reach the island. These are ancient spells, woven into the island itself by the Dragons. They do not wish to be disturbed, and have no deep love of mortal kind. To this day, no mortal but a Wyrmkin has been able to reach D'taniynoa B'azmoroa.
-Designer’s Note: The following are example parent dragons for Wyrmkin players. The player may choose a parent, and match it’s element when creating a character. These are not mandatory, and the player has the option of writing their own dragon, however, any dragon the player writes must be submitted for plot approval. It is suggested that any player written dragon follow this template to have the best chance at approval.
Type - Fire Dragon
Time since last reincarnation - 27 years
Long ago, the fire dragon Korbalra was an arrogant creature. Quick to point out the superiority of his kind, and quicker to point out the weakness in others. According to Korbalra, that all changed the day he met a particular mortal. This wandering swordsman calmy challenged Korbalra to a duel, and while he never speaks the details of the duel to his children, Korbalra retains the scar over his left eye, even though he could choose to heal it. He claims to keep it as a reminder, that there is always room for improvement, that one never ceases to grow. It is said, that since the day he met that man, Korbalra spent his considerable horde on collecting beautiful swords from across the world. He took the title “Lord of Swords”, and has mastered innumerable styles throughout the centuries since.
Type - Fire Dragon
Time since last reincarnation - 65 years
Shayu is a dragon of tremendous size, even by the measure of other dragons. Throughout her many incarnations, she has retained that trait, and at her largest, she claims, she could blot out the sun while still high in the sky. From this, she claimed her title, “The Red Sunrise”, reportedly from how many mortals claimed they saw a second red sun rising in the sky, her furnace under belly giving off its own light. Despite her intimidating size, Shayu enjoys company, and loves spending time with her Wyrmkin children while she reincarnates. She returns to D'taniynoa B'azmoroa often, to visit the many Wyrmkin there, before returning to her lair out in the world.
Type - Earth Dragon
Time since last reincarnation - 21 years
Beterish is sometimes seen as having strange habits compared to other dragons, as he used to spend much of his time watching mortals. As an earth dragon, he was quite able to hide on mountains overlooking villages, to keep an eye on what the mischievous and short lived mortals could be up to. Much less interested in the creatures themselves as to what they were building, he eventually became obsessed with engineering, and tool making. Beterish now spends much of his time in his workshop, building new tools, and the ideas of clockwork. Claiming to have no time for such cosmetic pursuits, his fellow dragons nicknamed him “The Stone Tinkerer”, and left him to his work.
Type- Earth Dragon
Time since last reincarnation - 57 years
Garehark has always been an inactive dragon. Always seeking the comfort and solitude provided by his hidden lair, Garehark spends most of his time sleeping on his horde, which just happens to be a sea of diamonds he has collected over his many reincarnations. Slow to anger, not much has ever roused Garehark to action, save for nearby natural disasters, which draw his attention with quick focus. Many mortal reports of earthquakes and forest fires have found dozens of small diamonds in the affected area, little knowing that these are but loose cast offs that fell of the dragons mighty bulk, after which Garehark took the title “The Diamond Bulwark”.
Type - Water Dragon
Time since last reincarnation- 49 years
The serpentlike Valezia spends much of her time watching the deep oceans of the world. Ever watchful for natural disasters, she makes her home in the hollowed core of a gigantic ocean reef. She takes great pride in her home, attracting all kinds of undersea animal life to share in its beauty. She often allows her body to take of the color of the surrounding coral, becoming indistinguishable from her surroundings. Not so much for protection, Valezia most often uses this talent for games, enjoying a good round of undersea hide and seek with her aquatic friends.
Type - Water Dragon
Time since last reincarnation - 23 years
Nydelli was always a social creature, visiting her fellow dragons, and the islands of D'taniynoa B'azmoroa. She took to music quite quickly, spending much of her time on isolated sections of coasts singing and dancing, or in her lair admiring and expanding her collection of music and instruments. Many great songs of the mortal world are actually originals of Nydelli, which she composes, and “misplaces” so that are found by mortal musicians. Not caring who gets the credit, she is happy enough to know that her music is being enjoyed, leaving her time to focus on her important works.
Type - Air Dragon
Time since last reincarnation - 54 years
Asoriu lives a quiet life of meditation, listening to the winds high above the clouds of the world. Only occasionally returning to the ground, Asoriu can see and hear with perfect accuracy for many miles around him, allowing him to spot signs of trouble far sooner that other dragons can. On his rare returns from his meditations, Asoriu spends time in a mountain lair, deep inside a cave system that sings as the winds pass over the cave mouths. There, Asoriu records what he witnesses, from the migrations of animals, to the passage of the stars in the sky, before storing his scrolls in what would be the most complete historical library the world has ever seen, if ever the world could see it.
Type - Air Dragon
Time since last reincarnation - 28 years
Jiresni is a dragon of impulse. She is quick to act, confident in her judgement of any situation. As fast as the lightning bolts from which she takes her name, Jiresni is never in one place long. Always on the watch for any signs of natural corruption, her presence is almost always preceded by a rolling thunderstorm. The lightning that accompanies her arrival to an area masks her presence, often accessing an area with her sharp mind, and departing with the next flash of lightning, leaving only a faint scent of ozone and a scorched patch of earth behind her.
Written by Peter Rooney
High King Braden O’Runagh the First, representatives from the thirteen major clans make up the court and advise the king, called the Thaoshin. Local clan leaders govern their holds. When a king dies, the thirteen clans meet and vote on who they believe to be the most capable leader.
Draioch Animism and ancestral worship. The people of Draioch primarily worship five animal spirits, whom they believe in tandem to make up a balance within nature. They are worshipped as a whole, called the An Dulrar. It is not uncommon for people to worship one specifically more than the others that they resonate with, as long as a token reverence is given to all.
The Crow - The Morrigane
The Bear - The Artaire
The Wolf - The Mishnoc
The Deer - The Fianna
The Boar - The Torcallach
Worship of the gods is extremely rare minus the The Vanguards of the Resurgent Divine.
Poor, all resources are dedicated to the fight against the Curse
Lumber, specialty lumber, alchemy
Castle Draioch, Innisderry, Moat Breen, Seurri, Navia
Temperate, wet/rainy, fog
Tribesmen, Bobbin, Oathbreakers, Wishlings, some other races
The Kingdom of Draioch is a kingdom in the far north steeped with a rich history. It originally started as nomadic humans setting in the beautiful northern highlands of the old continent. Eventually, they grew into a loose confederation of clans. Conflicts erupted over things such as resources, “minor” disagreements and more. The clan leader of Clan Draioch, Dagdaran, began to unite the clans under one banner, until they were all unified into the Kingdom we now know as the Kingdom of Draioch.
Not much longer after the unification of the clans, the Iron Empire set its sights on the Kingdom, subjugating it under it’s heel, crushing the highlander forces with well-disciplined armies equipped with Durgheim steel, under the excellent generalship of the Iron Emperor. It was only through a marginally successful resistance campaign, did eventually the people of Draioch throw off the iron boot heel and return to their freedom. Through these struggles and history, the people of Draioch are fiercely independent, and love their freedom and liberty.
However, sometimes good things must always come to an end. One of the royal apothecaries named Killian MacThall became disillusioned with the leadership of Draioch, that it was content with the lands it hand, that it didn’t want to conquer other nations or make war. He delved into dark, mysterious magics that no one should ever come to. When he emerged, he only called himself Balor of the Darkness. He called powers of undeath and evil to raise an army to conquer the kingdom. The Kingdom of Draioch and it’s people fought a near losing war against this army of darkness. Through a dangerous mix of alchemy, a local witch's coven and more, the armies of Draioch crafted a way to improve their own physiology in a way they could match these creatures. They created the Order of Druth, a monster hunter’s guild that promised that they could push back the curse and the creatures of the night.
It was only through the steadfast nature, and love of freedom of the Draioch people that stemmed the tide, along with allies from neighboring lands and nations and the newly created Fiadain. With the aid of the brave heroes of Draioch and these other nations, he was slain in one last battle. However, with Balor’s final breath, he put a curse upon the Kingdom of Draioch.
Despite Balor being killed, his army was not, and the Curse of Balor instantly took root. It empowered the undead and the monsters that ran rampant from the leftovers of Balor’s army. The people of Draioch had to take hold in small motte and bailey fortresses, fearing the night time.
People from Draioch usually belong to one of the 13 original clans or a sub-clan that branched off of it, the naming convention is similar to Medieval Ireland and Scotland
Most of the time spent by the citizenry of Draioch is for survival, with attempting to repair defenses, gather what little food they can, harvest what little resources they can and more. However, they do not forget who they are as a people and there are small festivals here and there, celebrating the two solstices as well as five separate holidays worshipping the five animal spirits. One thing that the Draioch people pride themselves is that they can make good ale even in a dangerous situation as undead pound on their gates.
Some important traditions and customs are that some people from Draioch are very mistrusting of magic, even with the Gwarich Coven’s help in fighting the Curse of Balor, most dead are not buried but burned. The Draioch people used to worship a holiday called Samhain, where the spirits of the dead walked the kingdom, and some say the Fae ran rampant and played tricks on people. This holiday has obviously fallen out of celebration with recent times. One practice from Samhain that did permeate is the concept of the Jack-O lantern, the people believe that the souls of fallen banshees, monsters and all are trapped inside Jack-O lanterns during Samhain, and during that holiday you can can see masses of Jack-O lanterns lining the towns.
The Order of Druth is a recent organization to the Kingdom of Draioch. It is their final and ultimate answer to the Curse of Balor. Founded approximately fifty years ago, when witches of the Gwarich Coven joined forces with Head Apothecary MacKillian to create a system through alchemy and magic to enhance a soldier to be able to compete on a physical level with the dangerous creatures that plagued the lands. The process is kept a secret, but it is known that the process kills a large number of those who attempt it. The selection process is extremely tough, and only taken from the finest Initiates who can pass both the physical and mental tests. After an Initiate passes the process, they are given the title “Fiadain”, which means hunter. They are put under the tutelage of a proven Fiadain,
The Order is organized very similar to a military organization in some ways. The organization is led by a master hunter with the title “Fildaens” The headquarters of the Order is in Castle Draioch in the main town of Eilean. From here, each major town has a smaller regional quarters in which smaller teams are deployed from. Each team consists of two to three Finadain, one to two of whom is a proven Finadain and others are Finadain in training, several more Initiates and support staff (blacksmith, alchemists, etc). They go on hunts from there, investigate reports from the local populace and local governments.
Cult bent on bringing the gods to Draioch, believe that the Curse of Balor is in turn divine judgement on the kingdom. They have members secretly infiltrating most of the towns in Draioch. They have a fanaticism that is unmatched. Most would rather cut their own tongues or throw themselves off a building before being captured. They have made the fight against the Curse of Balor that much harder, as they sabotage Order of Druth supplies, stores and even have been known to attack patrols here and there. Recently, their numbers have grown as the war against the Curse has been in a constant stalemate.. Even with the Finadain..
Coven of witches and spellcasters who aid the Kingdom in its fight against the Curse of Balor, aided the order in the creation of the Finadain. At one time, witchcraft and most spellcasting was looked down upon in the Kingdom, and a lot of spellcasters would put to the flame as they were thought to be the cause of trouble. Even more so when Balor arose, the mistrust of anyone who could wield magic to be a possible ally of Balor. It all changed when the Arch Wytch Magda Gwarich, approached the King and his advisors offering to help them in the creation of the Finadain to fight them. It is rumored that the Arch Wytch is somehow older than she lets on, some even think that she has a hidden agenda..
The worship of the animal spirits, the Bheurach, is done by most of the people of Draioch. However, the seeing and diving of these spirits, and people’s ancestors, is done by members of the Circle of Caollch. A collection of shamans and druids who interpret the natural world to be the will of the spirits, a council of five oversees the entire Circle, with each representing the five animal spirits of Draioch. There is a vendetta against the curse of Balor, as it’s foul presence permeates much of the natural flora and infects the wildlife.
In Draioch these Fae help the men and women protect the border from the Dark things that attack this town. These Fae believe they are decedents of the crow spirit Morrigane and decorate themselves in cloaks made of crow feathers and enact ancient death rituals and sacrifice to the crow spirit. Unlike most out of the Woad Fea, they still travel to the Throne Grove to enact their rites in order to stay never aging.
Written by Patrick Colom
Triumvirate (one leader from each great tribe)
Currently, of greatest concern to the Therian Tribes is the issue of territory. While the tribes have no real need for such “civilized” notions at gold or riches, the discovery of new land is paramount to the expansion of the Therian people. More and more, the tribes and been warned by their mystics and diviners that the clans are slowly becoming too large, with little territory left to hunt without permanently exhausting the local prey. So, they Great Council agreed to the Pact in order to have claims on new land, and the opportunity for their people to continue to grow without collapsing in on itself. They currently have friendly trade relations with the Grand Caravan of Bhuutar, trading skins, tools, and weapons.
The three Great Clans of the Therian Tribes (Wurian, Tulsharad, and Heraack) make up the bulk of the population. Inside of each of these Great Clans are dozens of smaller clans, led by lesser Chiefs, with lesser clans ranging from several hundred members, and the largest ranging closing to many thousand. With no census in place to accurately measure the Therian Tribes’ growth, it is assumed by other races that the Therian Tribes population easily reaches into some hundreds of thousands.
Despite the lack of accurate census, population is a chief concern of the Therian people. Each clan has at least one Mystic, who spends no small amount of time and effort helping their clans locate food and resources. When populations risk overgrowth, the Mystics warn their tribe, who have two options. Limit procreation, or split off to form a new lesser tribe, and find new hunting grounds in order to preserve that territory of the parent tribe.
Therians predominantly worship Stalk, the God of Survival and Animals. Their version of worship is a concept called The Cycle, which revolves mostly around the concept of the predator-prey relationship. Each has an important role to play, and is no less important than its counterpart. Without prey, the predators would surely starve, but without predators, prey would overpopulate, in turn starving when they devour their own food source. Thus the Cycle is respected, Therians giving praise to Stalk for the sacrifice of their prey, making sure to make use of the entire beast, as anything less would be a disrespect to the prey’s spirit.
Poor. The Tribes have little use for gold or jewels, they primarily barter with
each other, only worrying about “value” more when dealing with outsiders.
Hides, livestock, rare magical herbs hidden within the forest.
Were-bears, Were-owls and Were-wolves
In a vast territory spanning the entire Grey Wood and the Namarin Plains , the Therian Tribes claim dominance. Shamanistic tribes of predatory animals melded with humanoid form, three ancient tribes have worked together to protect their homeland.
Skirting the southern border of the Grey Wood, the werebear clan of Tulsharad watch the borders. Centered in the Namarin Plains, along the west of the Grey Wood, the werewolf clan of Heraack stands watch, ever vigilant and untrusting of nearby Durgheim. Deep within the thick canopy of the Grey Wood, the wereowls of clan Wurian remain elusive and wary.
These three clans were once at war, each tribe claiming dominance of the same territory, each confident in the supremacy of their totemic devotions. Only through the intervention of the wise mystics of the wereowl clan, who had thus far removed themselves from the conflict, was an accord reached. Each tribe would claim an equal section of land, to safeguard at each other's benefit. For through the divinations of the wise mystics, was it discovered that the greatest threat, one that would sweep away all tribes, had yet to show itself.
The therians as a tribal people wear mostly neutral colored furs and leathers. Their attire is usually simple but functional. For ceremonies, bright colored feathers and dyes are used.
Therians value honor, and strength, with threats to the clans being dealt with swiftly and severely. Most disputes are settled publicly, in one of two ways. Either the clan mystic will adjudicate an argument, and his agreement with the chief on the situation becomes law; or the people involved in the argument will settle a personal grievance through ritual combat. Most combats are not to the death, though it does sometimes escalate to such extremes, but most times the combat result in the defeated party paying the winner in goods and services, or more severely, banishment.
The Great Council, made up of the three Great Clan leaders (Khuresh the Seer, of Clan Wurian; Bakra Ironclaw, of Clan Tulsharad; Ulria the Huntress, of Clan Heraack).
Torisia the Green Watcher, Voice of Stalk (Title equating to High Priestess of Stalk) Were-bear of Tulsharad, known for her wisdom in leading the all three Great Clans through the last Long Famine.
A growing group of Therians that espouse the more bloody aspects of Stalk’s faith. These Therians come from many different tribes, and believe that “The Hunt” is the most important aspect of living a life in devotion to Stalk. A dangerous variant of this line of thought which is carried by a minority of the faction is that only in killing prey does one truly live. This gives rise to unnecessary hunting of local wildlife, putting this faction at odds with the majority of Mystics, who preach balance between predator and prey.
Led by a mysterious figurehead, known as the “Midnight Son”, this faction attracts many younger Therians who haven’t yet learned to rein in their more violent instincts. While the Midnight Bloodhunt has yet to preach anything in direct opposition the current chiefs of the Therian Tribes, many older Therians worry that such rebellious behaviour will only bring trouble for the clans.
War and population are two very important facets to Therian life. The Stone and Claw Initiative was found several centuries ago in an effort to aid both facets in one swoop. Members of this faction are predominantly smiths, laborers, and artisans. They travel and toil constantly between the many tribes, rebuilding or repairing structures damaged through battle or neglect, and improving infrastructure throughout the Therian lands. Functional stone walls, cleared roads, stocked armouries; all of these things are thanks to members of the Stone and Claw initiative. Led by a council of no less than two dozen master craftsmen from many different tribes, the Initiative keeps the infrastructure of the Therian Tribes functioning.
Written by Patrick Colom
The hardy people that live on the Islands of the White Cloud republic have bundled together in several small port settlements of the several different islands, with a population estimated in mid thousands. Small bands of indigenous peoples on the islands have also been seen moving amongst the population, but no valid estimate of their number exists, do to the indigenous peoples private nature.
The Admiralty Council is made up of all the Admirals of the “recognized” fleets in the region. Fleets can be recognized by vote of the current Council.
Admiral Porthos, of the Good Fleet Profit. A human sailor, who spearheaded the White Cloud Accords, which legitimized the disparate fleets of the White Cloud Islands. His expert diplomacy has led to the quick rise in demand of the White Cloud Republics services.
Admiral Norgond, of the Black Hawks. This Moon Elf made a name for himself and his fleet as expert monster hunters, keeping the western trade routes clear of the heinous leviathans that are so common in that region.
Admiral Deriah, of the Sleepless. Having quickly made her way up the ranks of the Admiralty Council, this human female is known for her smooth diplomacy, and brutal naval efficiency. In an act that saw her first rise to power a few years ago, she slew ten mutinous sailors single handedly, giving her then Captain a chance slay the leader of the rebellion, and save the ship.
In flux, trending positively. The various fleets have been slowly replenishing their crews and ships since their unification some thirty years ago. They have made quick strides economically by being paid as armed escorts for merchant vessels, and surprisingly, for cartography.
The White Cloud Republic has a growing supply of gems, mined from the inner islands, as well as exotic fruits and furs traded with the indigenous tribes that make secluded homes on the isles.
The population of the White Cloud Republic are a diverse lot. Many sailors looking for strength on the seas worship Pith, but a good number pay homage to Trance, hoping to gain his touch for luck.
The islands of the White Cloud Republic are central along the western coast, placing them in excellent position along sea trade routes.
Before their unification, the sailors that now make up the White Cloud Republic we many different splintered vessels and fleets, each attempting to raid its way to riches and glory along the western coast. Il Paraonde’s trade routes were the primary victim, until the various pirate factions started to band together under several different “Admirals”. Each Admiral claimed the territory along the White Cloud Isles as their own, which inevitably led to conflict. The fleets warred about the isles, crippling the pirate factions that participated.
At this point, one of the Admirals stepped forward. Porthos was the Admiral of the Good Fleet Profit, and was famous for his skills in tactics, and diplomacy. He convinced the other Admirals that fighting this conflict was a waste of resources, and that it only served to grant opportunities for other outside forces to wipe the White Cloud Islands clean. So he suggested a compromise. They would form their own rules, and would stand together against any who would seek to take their freedom.
So Admiral Porthos helped found the White Cloud Republic. Each Admiral had equal say in affairs of state, and majority vote ruled the day. Each Admiral would have final say over his own fleet, and the crew upon them. Word quickly spread that the pirates of the White Cloud islands had banded together, and Il Paraonde took immediate action. Knowing that to face a united pirate fleet in conflict would cause considerable loss of both life and goods, the kingdom of Il Paraonde brought the White Cloud Republic a deal. Ill Paraonde would pay the Admiralty Council handsomely, to guard their fleets from “illegitimate” vessels, and explore new lands. It took some negotiating, but with Admiral Porthos’ support, the deal was signed in majority by the Admiralty Council, and dubbed the “White Cloud Accords”.
With the discovery of the new landmass in the west, this new guild has spearheaded the efforts to map out vast swaths of the coastline, allowing sailors of the White Cloud republic to have some of the most accurate sea charts available. While this sometimes brings them into competition with the smaller, but somewhat better funded Wonderfoot Explorer’s Guild, tensions over claims have never escalated over heated arguments over shared rum. Guild members are hired onto many vessels throughout the White Cloud Republic, serving as navigators and advisors to Captains and Admirals, who know full well the value of an accurate map of the sea.
This strange group of like minded individuals have began turning up over the last decade, spouting rhetoric that the many beasts and leviathans that frequent the seas around the western coast should not be hunted, but captured and put to good use. The Brothers in the Deep beleive that such powerful creatures are to be respected, and that their prodigious strength be put to better use as guardians and weapons in the control of the White Cloud Admiralty. Often bearing squid tattoos on their person, this group has been known to attempt to capture and experiment on the deep dwelling monstrosities that they sometimes manage to net.
Being such a young sovereignty has its hardships. In the political scene, the White Cloud Republic can sometime be met with disdain, for those who may have once been the victims of pirate raids before the Accords were signed. However, the value of a battle hardened and skilled navy has not gone unappreciated. With the backing of Il Paraonde, the Admiralty Council has quickly begun to replenish its coffers, and squeeze its way into a niche of nautical necessity. No other navy has the capability to so swiftly clear the seas of threats, and transports explorers and settlers to the western lands. So, day by day, the White Cloud Republic begins to climb the political ladder.
Oritega is the largest village on the White Cloud Islands, and would be considered the capital, if the Republic did any of its governing in buildings. However, Oritega does represent the largest population of homes, markets, and docks of the White Cloud Republic, and is where most people land when arriving for the first time, taking ferries to other islands in the chain.
Taurina is a small village that lies inland from Oritega, on the same island. Taurina is mostly a farming community, who specialize in cows and pigs, which represent some of the only other sources of protein on the islands that isn't fish. A small wave of bobbin immigrants arrived on the island some years ago, and most of them ended up in the relaxing village of Taurina.
Bauroga is a semi-militant village on the second island in the chain, and the village is responsible for training some the Republic’s most famous sailors. Bauroga is also one of the favored berths of the Sleepless, the fleet of Admiral Deriah. Her flagship, the Last Sunset, can often be seen at rest from the docks, as she selects new recruits from the trainees in the village.
As one of the concessions of the White Cloud Accords, the Admirals of the council are allowed to have final say over the individual laws of their own fleets, while any matter that concerns more than a single fleet must be decided by the Admiralty council as a whole. This results in their being several different sets of laws, dependant on which fleet you are a member of, while civilians who live ashore follow the laws set by the Admiralty Council as a whole.
While the laws of the fleets vary quite dramatically depending on the disposition of the Admiral in questions, the Laws of the Republic have been decided upon by the majority of the council, and represent the day to day law of the land. Minor crimes like theft are punishable by repayal of stolen goods along with lashes and time in the stocks, while more severe crimes ranging from assault, kidnapping, to murder, can be punishable by dismemberment, imprisonment, indentured servitude, and execution.
Written by Peter Rooney and Whitney DiCesare
Unknown, fluctuates constantly as people stay behind in other kingdoms.
Confederation of Chieftains
Confederation unless in time of war or great need in which a Khan is elected
Mostly self-reliant, but grazing fields are few and far between lately
Horse and cattle breeding, fletchery
Polytheistic worship Solace and Stalk in tandem for the most part, there are other religious teachings tolerated
Everywhere, mostly anywhere that cattle can grave
Orcs but it is not unheard of for other races to live there
Mostly everywhere trades and deals with Bhutaar, but still trying to reason their violent past, Bobbins, Djinn caravan
The life of a Bhutaar citizen is that of on the move, as they do not stay too long in grazing grounds or trading, to not cause a disturbance or cause an issue within the area that they are staying, but one of constantly nightly revelry and entertainment. When camped at night, music is always a common occurrence, as the Saikhan Delkhin are constantly playing music, putting on plays and performances. They also tend to take part in any festival or celebration in the area it is staying in, it is known that almost every Bobbin holiday the Grand Caravan is there celebrating with them, and it is also not unheard of for an Orc to stay behind, to live amongst the other people.
All people who live within the caravan believe in a life of utility. Everything harvested or hunted must be used in it’s entirety, or it is considered a great disservice and insult to Stalk and Solace. It shows in the dress from there, as bones and hides are commonplace. Every Orc has a singular role that they take on usually from their parents, and has been passed down since before they can remember. From hunter, to shaman, to horse breeder, to cattle herder, everyone has their role and every role is valued. The family unit is usually a father, mother and children, whom belong to a tribe, those of which origination dates back before most Orcs can remember.
Orcs within the Caravan do not have a word for marriage, once a year in a festival called The Bonding, in which an orc find a mate for life. Once they have found each other during the festival, they are together forever in a ritual ceremony similar to human wedding, except it is done en masse during this festival. No other time during the year is a bonding done. If an orc tends to lose the person it is bonded to, they choose to never bond again out of mourning.
The history of the Grand Caravan is short, but bloody and violent. For years, the Orcs of Erolan were spread out, never having a true place to call home. They lived life on the saddle and were isolationist in nature. However, expansionism from several larger kingdoms began to force out small tribes from what was once their homes or typical grazing areas, forced to wander around as nomads. One day, a leader began to unite the clans as a whole, calling themselves the Mogatai Empire, he called himself the Andakhan, which meant Great Emperor.
They wandered portions of the continent, destroying cities, burning land and attempting to conquer a sliver to call their own. The kingdom that bore the brunt of the weight was the Empire of Belisarius, who suffered the most losses and fought the most.
As suddenly as this wave of invasion came, it dispersed, as the Andakhan died suddenly in his sleep. Speculation went rampant whether as this was an assassination or a sign from the gods. The tribes began to scatter to the four winds, but not before a new leader could take the Andakhan’s place, he was an old, wise priest of Stalk and Solace who was named Markhar. He told them that this was the will of the gods, and that they needed to stay united, but not as a bloodthirsty horde. They must unite and travel together, one day they would find a promised land. Grazing lands as far as they could see, and maybe finally a place to settle down and call home. But for now, they needed to live the life on the back of a good sturdy horse, always moving.
This is how the Great Caravan was born. The orcs over the past generations have been attempting to go against their general distrust by openly and friendly trading with all nations except the Sultanate of Sahir, who refuses to forgive them. The Orcs of the Grand Caravan are considered the finest horsemasters in the entire known world, and the Mogatai horses are sought after by nobles and knights in even the most civilized kingdoms.
The Andakhan Conclave is a group of chieftains in the Grand Caravan that wishes to return to the old ways of the Orc. Violent, angry, and warlike. At many council meetings which discuss business, politics or how to take the Caravan they insist that there should be another Andakhan elected, in order to take what is theirs. They believe that the world is in a weak state and can be easily conquered. The chieftains who side with this train of thought wear the symbol of the first and only Andakhan, a skeletal hand firing a bow, in a pendant around their neck. So far, they are in a minority and are normally shot down during meetings, however with the recent turbulent events in the Old World.. They are gaining support.
A group of bardic monks who travel the world with the caravan, discovering new forms of art and music. They are the antithesis to everything that people believe an Orc to be. Some of the best paintings and songs have come from this organization. In reality though, they are the protectors of music, art and anything that falls under the purview of that. However, they recognize that self-defense is required to be able to protect the pillars of civilization. They are masters of a specialized martial art style called “Saikhan Temskeh” which means beautiful fighting. The Saikhan Delkhin also believe that true evil is a detriment to civilization, which includes evil spirits, unnatural beasts and corrupting forces. They have mastered certain plants which when burnt, ward of evil spirits, and created magical songs to bind these creatures for storing inside jars to contain them permanently. Those rare few who have seen it have said that even in the chaos of battle, there is a certain beauty and fluidity to the way in which these monks fight. Some have said that the Saikhan Delkhin have discovered a special paint which allows them to create tattoos and symbols imbued with bardic magic.
The Verdant Hand are an organization of druids within Bhutaar that worship Stalk and Solace in a total tandem. They believe in complete balance in the world is necessary for survival. When initiated into the Verdant Hand, one is bonded with an animal for life, in a constant reminder that animal life is sacred, and that the symbiotic relationship between man and animal. When anything begins to grow out of hand, including flora, it is the Verdant Hand that makes sure is kept in check. Through their druidic magic, they conduct controlled burns that give life to new forests, and they make sure that certain populations of animals do not hurt the ecosystems. Many believe that their principals apply to humanoid life, and that rumors have pointed to the Verdant Hand not hesitating to act towards settlements or such if they are interfering with the balance of nature.
An organization of Orcish seers and shamans who are the acolytes of the teachings of Markhar. They are one of the guiding hands of the Caravan and one of the forces at work that counteract the Andakhan Enclave. They take his teachings to heart of not allowing the Orcs to ever again fall to their bloodthirsty nature. When becoming a full Dreamseer, one must remove one’s own eyes, in which they are replaced with an eagle’s eyes, which they believe allows them to see people’s true nature and into their dreams, which reveal their innermost desires and thoughts. Any animals hunted or killed, must be brought to a Dreamseer in order to perform a ritual to remove the animal’s soul, another reason with why they have an eagle’’s eyes, or else Stalk and Solace’s wrath shall come down upon the caravan if a Dreamseer does not remove peacefully the animal’s soul. They daily imbibe a substance called “Dream Dust” the recipe to which is a closely guarded secret, which they believe allows them to transcend the plane in which they reside, and gain enlightenment through this. No one has seen a Dreamseer’s true magic or power, and most orcs do not wish to see such frightening things.
Written by Whitney DiCesare and Peter Rooney
Emperor Tsujin, Voice of Solace, rules with divine right.
Rice, Wheat, Cotton, Silks
Worship Solace, the goddess of nature.
Mountainous region with a mix of temperate and tropical climate.
Fae, Obake and all those who swear allegiance to Tsujin.
Zenith and Il Paronde
The city of Yomi was once inhabited by a tribe of Fae who called themselves Obake and the animals that lived in the mountains. The Obake believed their connection to nature was exceptionally strong as their emperor had a direct connection with Solace and so they wished to be as powerful, carefree and connected to Solace as the creatures of the forest. They prayed that they could be like the agile cat, the clever raccoon and the sly fox. What they didn’t know, however, was that the bears, wolves and owls of the forest also wished they could change and be closer to the humans who were intelligent, capable and able to build and craft. The trickster God Puck, thinking himself clever and feeling jealous over their love of Solace, fooled both sides into believing they could be closer to one another by half transforming each race into their desired forms; creating spiritual half animal Obake; who resembled the masks they wore during festivals and Therians; who became were-creatures who could stand on two legs and use their hands; but were considered hideous and brute-ish. Then, as a final spiteful act, Puck convinced both sides that their partial transformations were because of the hatred that the other shared towards them, and both races began to despise one another. It wasn’t long after that the Therians left Yomi to the Obake, who built it up as a city connected with nature and tradition.
Yomi is said to be exceptionally beautiful in an almost otherworldly way. It’s mountainous and lush: covered with exotic plants of flowers. Many say that the atmosphere is a tad overwhelming, as they are extremely traditional and set in their ways. They are well known for their frequent festivals where they pay tribute to the animals, nature and Solace.
The throne of the Emperor of Yomi is traditionally passed along the lines of the most powerful magic users in the country. Powerful bloodlines traditionally stay in power and so to ensure his children stay on the throne Tsujin birthed 23 children with 9 wives over the years; 19 female and 4 male. Of which, only one was birthed from his true wife, his first wife; and therefor would be the rightful successor to the throne unless challenged and beaten by someone more powerful. However, 6 of Tsujin’s children were born on the same day and were identical in appearance, and therefore it is unknown which of those children is the true heir as none of them are old enough to lay claim to the throne and challenge one another in magic combat.
Although not strictly enforced, the vast majority of Yomi worship Solace as it is strongly believed that Tsujin is a prophet of the goddess. Nature is extremely important to the citizens and there are festivals held at the start and end of every large harvest. In most houses in Yomi small shrines with plates of fresh fruits and veggies are laid out in offering to the goddess.
The Empire of Yomi resembles a large ring with the outer cities and villages connecting in a circle around the capital, Yoshino. Small cities and villages spring up and disappear overnight where wandering troupes of citizens travel around the outer ring of Yomi. There are 4 larger cities which remain permanently evenly spaced around the capital and owned and run by 4 major land owners in the Empire.
Owned and run by Tashimoto; the largest land owner in the kingdom who deals in produce. Kashi is known to be the leader in production of all of Yomi’s food crops. This is considered the largest and most important city other than the capital.
Owned and run by Harimaru; the richest man in Yomi who deals in medical supplies. Eiru is where all medicines are made, produced and sold. The largest hospitals are found there as well as the best doctors in the empire.
Owned and run by Raku; the top weapon maker and seller.
Ranna is the original home of the weapon of choice for samurai; the katana. Ranna is nestled against a mountain where the sturdy and lightweight ore is mined, forged and sold.
Owned and run by Sheishi; the producer of all clothing and fine silks. Makano is a city covered in silk and cotton farms where all clothing in the kingdom is made. The world's finest, most beautiful and sought after clothing is found and sold here.
A group of high ranking divine officers who enforce Tsujin, and by proxy Solace’s, desires and commands. They are well respected and honorable, opposed by no one in the Kingdom.
The samurai class is steeped in a length history and tradition. While only some samurai serve a lord directly, all samurai follow a code called Bushido, which is simply “way of the warrior”. Their origins are are back from the beginnings of the Obake race, when turmoil came about after they were transformed from their original selves, and before the first Emperor of Yomi organized peace.
The samurai of current time serve a daimyo, or a lord, and simply protects the land and serves as their bannermen. The Emperor can call upon these daimyo’s samurai forces during times of war or rebellion. Those samurai who do not serve a lord are called “ronin” or wanderers. For the most part, those who choose to walk the path of the ronin, know that they will be without wealth or great glory. The ronin tend to serve the common folk instead of rich lords, and tend to be looked down upon by samurai.
With the diversity of the samurai over the years, there are a variety of schools of martial technique and skill, as well as smaller factions of samurai with different ideals.
Example Schools of Samurai:
Translates to Two Heavens, One Style. This school believes that when every weapon is forged, it creates a spirit within the sword itself. They believe further that in order to master the technique, one must be in tune with not only one’s own spirit and spirituality, but form a bond and draw out the spirit within the weapon. The few witnesses to the master of this technique say that they have seen the blade itself manifest a guiding spirit in its attacks.
A collection of clans whom choose to work with irregular forms of warfare such as assassination, infiltration or sabotage. As with the samurai, they had more use during the beginning of the Empire, as the samurai refused to conduct such irregular forms of warfare, and considered them dishonorable. However, lords at the time and especially the Emperor, knew the use of of them. Now, they are used as spies or mercenaries, and some are hired outside of the Empire for use in other lands. There are only a few known or rumored Shinobi clans, and each is said to have a secret technique that has been passed down since the origination of the clan.
Example Shinobi Clans:
One of the thirteen original shinobi clans founded by a commoner named Seirei. They are considered the most secretive and skilled shinobi out of all. It is said that the Kagefujin Clan ninja can separate their souls from their body, and become a living shadow, allowing them to pass through untraceable in the night. The method of becoming such a thing is the closely regarded “himitsu” or ninja secret of the Kagefujin clan.
A massive underground criminal organization that is thought to have ties to the larger criminal organization of the Black Guild. Based in the capital of Yomi, this organization has it’s roots in the Obake Civil War, in which it played to all sides as war profiteers and smugglers. Recently, they have their hands in many officials pockets including the police and governors. Those who cross the Jade Serpents are captured and branded with their symbol, becoming outcasts to society, people do not speak to them or interact with them out of fear for them being branded as well.
Fae Assassins in Yomi who study the ways of shadow and ice. Using frost to blind, silence and immobilize their foes before they strike. It is said that if frost starts appearing from dark shadows the Yōsei have come to claim you and drag you back into the icy shadows. Rumors have recently spread of their clan possibly being attached to a large network of assassins.
Written by: Whitney DiCesare
King Presus and Queen Udelpha
Salts, Spices, Pottery
No prominent religion
All races welcome, mostly humans, elves and fae
Most nations are on friendly terms with Pheia
Long ago, the Kingdom of Pheia was a peninsula praised by many to be the most beautiful place in the world. It's intricate and advanced architecture set it apart from many and those who lived their were extremely arrogant about their home. As the land was ripped to pieces the elders of the Kingdom of Pheia, all powerful wizards renowned for their skills, thought quickly to save their Kingdom by erecting a powerful barrier at the costs of some of the citizens life, deeming the sacrifice necessary to save their home. As the unraveling ended Pheia was left untouched and unanchored, and slid and crumbled into the sea. The barrier remained, however, and kept the Kingdom intact as it hit the ocean floor. Unfortunately, the wizards quickly learned that in order to keep the ocean from rushing in and crushing the Kingdom they were required to maintain the barrier, sacrificing living citizens to do so. They also learned all those present at the time the spell was cast are unable to leave the barrier, for it required all of them to maintain. Their offspring and any outsiders however were free to come and go. Kept in a suspended state, the wizards work to this day to keep the barrier up and prevent their Kingdom from being destroyed. Many people travel to this place to see it's wonder, all agreeing that it may indeed be the most beautiful place in the world. To ensure safe travel to and from the Kingdom, a shuttle system was created to transport people to and from Pheia. The system relies on carriages that are surrounded with small, temporary barriers to allow breathing and keeps the passengers from being crushed by the pressure as they submerge. The carts themselves are pulled by a variety of sea creatures, which, to Pheia’s benefit are loved by many of the travelers.
Pheia is well known for being very welcoming of all visitors. They have many crafts and foods that people come from miles around to obtain. One thing they specialize in is the ability to craft a potion that allows anyone to breath underwater for extended periods of time.
Presus, the King of Pheia, is a thin and scrawny man often said to resemble a flounder as he disappears when he turns on his side. Despite his weak body, Presus is incredibly intelligent and honorable and was put in his position by a unanimous decision before the unraveling and is generally adored by the people. His wife, Udelpha, however, was a very large and bulky women known for her kindness and strength. The two never had children and Udelpha unfortunately passed during the time when Pheia sank into the sea and Presus never remarried. Presus has two advisors on his council; Marus and Satak who serve as the ambassadors of Pheia as they both were born after the unraveling and are able to freely leave.
While there is no one religion that is commonly practiced in Pheia, most citizens adore the god Pith who saved them from destruction long, long ago. According to legend Pith asked the people not to worship him and not to take anything from themselves to offer to him, even if it was surplus. Therefore, the people of Pheia worship Pith solely by word of mouth.
Pheia is a nation at the bottom of the sea that rests on the ocean floor inside of a large, magic bubble that serves to filter air in and out whilst keeping the ocean from rushing in. There are no smaller cities or towns within the Kingdom as Pheia itself is on the smaller side and is comprised of one large city. The King’s castle, while large, is only the second largest structure next to Pheia’s library where ancient books and tombs are kept that date back further than the existence of the Kingdom itself. Admittance to the library is limited to only the King and his Advisors unless the King himself approves it.
King Presus - Current reigning King, came into power before the relocation of Pheia
Queen Udelpha (Deceased) - Former wife of King Presus
Advisor Marus - Military Advisor to the King, Presus’ Great Nephew and next in line to the throne
Advisor Satak - King’s Right Hand and Financial Advisor
Marisa - Leader of the Priestesses’ of the Tide
Drokan - Leader of the Myrmidons
The elite forces of the Pheian military. These are some of the most feared and deadly soldiers on Erolan. Selected from birth typically, they are put through a rigorous training regimen which includes succumbing them to the deep pressures of the ocean, which in turn hardens their skin and strengthens their bone. When completing their training, and given the title of “Myrmidon” they are given a shield and spear made from special coral only found in a volcanic trench.
Powerful magic users who devote themselves to the preservation of Pheia. The Priestesses’ keep the balance between between the ocean and ocean life with Pheia’s own population, keeping dangerous animals away as well as ensuring that no one species of plant or animal is over-harvested. They are also known to be exceptionally skilled in the art of healing magics and first aids. The Priestesses’ are said to have a strong connection with the ocean and are able to communicate with the ocean itself in what they call the Call of the Tide. The Priestesses’ are entrusted as well with four keys: large trident shaped objects that were found by the founders of the Priestesses’. Through the Call of the Tide the Priestesses’ were commanded to safeguard the keys at all costs with only the warning that should they fall into the wrong hands the world would face certain doom.
The Keepers of Ages are the guards and protectors of Pheia’s Library. They record, preserve and protect all knowledge that has been attained previously and all new information they can get their hands on. Keepers often travel the world in search of valuable information and pieces of history to document or bring back to Pheia. Usually considered wise and knowledgeable, the Keepers undergo rigorous years of mental training before gaining their title. Initiates must go out into the world and attain as much knowledge as possible. Once the Keepers acknowledge the initiate and deem them as wise enough, they are accepted fully as a true Keeper of Ages. All Keepers are also expected to remain faithful to the pursuit of knowledge and are sworn not to reveal the Library to those who are unworthy. If a Keeper renounces their title they are stripped of all memories attained during their time as one. It is said that the Keepers are able to periodically gaze into the past and even see glimpses of the future; though they are unable to control these visions. Over the years the more visions the Keeper has the clearer they get, but the harsher the toll on the body and mind becomes.
A group Fae who were around when the city sank and decided to protect the waters. These Fae druids mask themselves as seals during the day circling the city but at night transform into their true self’s. Rumors have spread that they have found a source of power mirroring a Woad beneath the ocean.
Written by: Peter Rooney
Religious Monarchy led by King Durgrik Ironbreaker II
Their economic status is dire, they are currently under the benefit/auspices of Oathbreakers and other races in a new city named New Azarak.
Barely any, there is a decent supply of lumber near New Azarak.
Monotheistic, believes that Mur-Azarak is a god among all gods, and has saved the Dwarven race a multitude of times.
New Azarak currently sits in a forest, in a decently sized settlement that they named New Azarak.
As long as the other races follow the laws of the land, and are respectful to Dwarven culture, there seems to be no issues. There is governmental issues between the Grudgebound and the Oathbreakers but with the Grudge Pact promising to allow the Oathbreakers to return home no matter the crime, it seems to be resolved.
Oathbreaker dwarves who accepted the Grudge Pact
King Durgrik Ironbreaker II
The Kurgrim, Muraz Steelhearth
Menira Bloodhammer, Leader of the Sons and Daughters of Azarak
Vili, Stonespeaker and Leader of the Stoneshapers
The Dwarves believe that they were shaped from the most rugged and durable minerals and rocks deep below the earth by Mur-Azarak. And with it, he gave them laws and an innate sense of right and wrong.
Months before the Wonderfoot Expedition discovered the New World, the Dwarves of Azarak were a society that did not leave the safety of their vast mountain-nation. A system of pulley elevators and excellent crafts allowed them to dig a city deep into the earth. The pressure of being deep beneath the earth allowed the Dwarves great strength and resilience. However, one day a miner found a beautiful vein of what looked to be a new metal. Striking it hard with his pickaxe, what flowed from it was not what it was intended, a massive stream of black sludge.
The first few Dwarves hit with the sludge began to scream in absolute terror as they were transformed into something that did not resemble Dwarves at all, and this spread throughout these caverns. Eventually the sludge broke through multiple holes in the ground to near flood the cavern in which they were working on.
Before long, these Dwarves spread the infection and that was not the only threat that the civilization face. Strange beasts ripped through the sludge and earth to begin attacking settlements. The Dwarves fought for as long and hard as they could before they eventually had to realize their kingdom could be lost. They enacted a plan where a few would stay behind and fight what they called the Durhan (the Dark Ones), and the rest would evacuate above ground. The plan was enacted and the forges were overturned to flood the entire kingdom with lava, while the last few fought on to allow the rest to escape.
On the surface, the Dwarves realized that their years in the dark caverns had caused their eyes to be hypersensitive to the light on the surface, and they had to quickly fashion eye protection. Desperate, they wandered around for days before coming upon a small settlement of Oathbreakers. King Ironbreaker met with their leader, Alrin Stoneson, and discussed what had happened. A meeting of seven days and seven nights occurred, where they agreed upon the Grudge Pact. Any Oathbreaker that wished to aid in reclaiming Azarak would be forgiven of anything, and given a land stake in the Kingdom, and furthermore, all other Oathbreakers would be given amnesty.
With this agreement, the Grudgebound refugees mixed in the settlement and they named it New Azarak. The remaining Azarak refugees burned a runic symbol on their hand or face, to remind them that one day they would return home and reclaim their holy land.
Dwarven culture and customs are very orderly in nature. Their entire life revolves around the family, faith and labor. The concept of “family” is essentially broken into three different sections, with the household being the first, going on into the clan, and finally the entire society of Dwarves is considered a “family”. The household consists of a husband and a wife, and at most two children. Emotion is only shown when not working, as the Dwarves believe it requires strict concentration to do one’s work, and emotions can slow one’s judgement down. Only at home in the household or during the sabbath/celebrations do Dwarves usually show their wide variety of emotions. People who meet Dwarves outside of this setting usually consider them cold, calculating and uncaring.
The faith is very important, and prayer is a common occurrence in the household. Church is usually conducted on the day of the sabbath, which is the last day in the week, as Mur-Azarak says that one day of rest must be taken per week in order to clear one’s head and become inspired for the next week of production. Any form of work such as blacksmithing, engineering and other crafts is considered the highest honor to Mur-Azarak. Each family tends to have an heirloom of some sort that is handed down to the firstborn child of each family, it is usually a symbol of their family’s craft and a trademark.
Marriage is a sacred act within Dwarven culture, and courting a bride in Dwarven society requires the prospective groom to prove to the future wife’s family that they are a fit by usually providing them with a masterwork craft of their own or equivalent. Traditional marriage customs are the forging of the wedding rings together, and the celebration with a large party.
Women in Dwarven society are held highly, as they are the only ones who can bare children and the sheer strength required to bare Dwarven children is beyond admirable. Women can hold public office including governance and military leadership, as well be recognized as master crafters themselves.
Nepotism is an unknown and foreign concept to Dwarves, as it is common occurrence to get family into positions using influence. Some clans have had more influence over time and accrued more wealth due to their master craftsmanship.
Being able to make something in Dwarven culture is highly valued, and children who grow up and do not pass any sort of apprenticeship test are shoehorned somehow into positions of either law enforcement or military.
Lastly death and burial in Azarak are not considered a somber occasion, they are usually buried with some of their crafts and their life is celebrated, as they now join Mur-Azarak in his realm beyond.
The Sons and Daughters of Azarak are Dwarven men and women who give their lives willingly to the militaristic arm of the clergy of Mur-Azarak. When joining, they are trained day in and day out from the moment they join to become warrior-priests. Intended to be the front line when reclaiming Azarak from the Durhan. Throughout their training they are given a variety of runic tattoos which empower them in different ways. When they complete their training, they are given a imbued shield and weapon which they form a special bond with, in which they can never put down their weapon or shield or forsake the special imbuing that goes within them. Lastly, they are given one last runic tattoo, that is saved for when the fight for Azarak takes place, with it they give themselves a great burst of power, but at the cost of greatly reducing their lifespan.
These are a group of Dwarves who are outcasts in society, however a bit different from Oathbreakers, they believe that Mur-Azarak created them from the earth and stone to show them what perfection looks like, and that they as a people must become like stone again to return to perfection as a test from Mur-Azarak. They are known to have rituals in which they bath themselves in mud, volcanic ash and even eat stones. They do not bathe often and are noticeable by the caked on mud, ash and dirt which resembles stone like skin. Recent rumors are that one of them did indeed achieve this state of stonelike being.
Meaning High Court in Dwarven, an organize of twenty three high priests who act as the court system and the religious authority within the Kingdom of Azarak, lead by the High Judge, The Kurgrim, they are bound to obey the laws and commands that they decree. Any religious event such as burials, births, and more must be overseen by either a member of the Grint-Duraz or an appointed priest of the Grint-Duraz. They meet every day except for the religious sabbath and festivals/holidays. A few Dwarves have begun to question the leadership of not only the King but the Grint-Duraz, as clearly Mur-Azarak did not save them from this latest calamity, a disaster which claimed most of their people and their entire nation.
Meaning “Dark Ones” in Dwarven, these are the mutated spawn that were one of the causes of the exile of the Dwarves from Azarak. They are infected from the sludge that leaked out from the mineral vein. The mutation in it’s late stage turns their skin to an ashen grey, eyes become filled with blood and grow unnatural claws in addition to previous mutations. Their mind is lost and they screech nothing but gibberish. A scratch, bite or transmission of body fluids can infect another Dwarf. As it stands, it is believed that most of the Durhan were exterminated when Azarak was flooded with lava in their last ditch effort. Before the exile was decided, there were whispers of a leader of Durhan.
Written by: Peter Rooney
Magocracy, ruler chosen by a wizard tournament dubbed the Arcane Joust
The current ruler is Grand Magister Roland Grimbolt
Rich but population is expanding too fast for what lands can hold
Magical scrolls, magical items, arcane college
Worship magic as a concept, but worship of all gods is not entirely unheard of or outlawed
Humans, Alfar, Oathbreaker dwarves, Orcs, Bobbin, Fae, Wishlings, Djinn, Wyrmkin
Mostly everyone likes to keep on the good side of the Magocracy, but Sahir seems to be their greatest ally.
Grand Magister Roland Grimbolt of House Grimbolt
Magister Murgrin Forgeshield of House Forgeshield
Magister Uhalan Kalar of House Kalar
Magister Lucrecia Strigen of House Strigen
Magister Illyrian Valones of House Valones
The Magocracy of Valsan started as a simple getaway in the far mountains and forests where wizards who belonged to the Valsan Wizard’s Guild would congregate. Eventually, over time, in order to be in complete peace and constant study. The getaway grew into a town. Even more so, farmers and hunters in the area moved to the town in order to be protected under what they thought was great magic.
Overtime, several great families of wizards were founded by some of the long descended lines of wizards that grew up and died in Valsan who also ran the five wizarding schools in Valsan. These were House Grimbolt, House Forgeshield, House Kalar, House Strigen and lastly House Valones. All lived in harmony until disagreements over the focus of the studies and more, embroiled the city into an almost brink of civil war. Eventually the threat was staved by a suggestion, that the leader of the city would be chosen once per year in the way of a tournament, with the leader being able to pick his council to aid in decision making.
Thus the Arcane Joust was born, representatives of the magical houses of Valsan. Tests of strength of magic, will and knowledge make up the Arcane Joust. With this tournament, all parties are normally satisfied with their leader and their leadership is undisputed, and if it is.. That house prepares heavily for the next Arcane Joust.
Some years, there are no challengers to the rule, and lately there has not been a challenger to Grand Magister Roland Grimbolt in ten years. Some say there may not be another until he dies of natural causes, a rare occurrence for a wizard. There has also been rumors that one or some of the houses are conspiring to overthrow this archaic system of choosing a leader, and that the nation’s magical power is wasted.
Lastly, in the lower sections of the city and in the slums, there has been the beginning of a sickness travelling around. No one knows how one can catch it or transmit it, but it is being called “The Plague” at this time. The person afflicted with said plague develops varying symptoms which have not been able to be pinpoint, ranging from vomiting blue substances, to losing body parts, to even simple symptoms as coughing and sneezing. Any efforts to get the leadership to acknowledge this has lately fell on deaf ears.
For the most part, the culture of Valsan is a peaceful society. For the most part most of the society is magically talented and thus is eligible for higher governmental positions. For those rare occasions when one is not born with magical talent, they have the option of becoming an artisan or joining the military of Valsan, which is a volunteer only force. Crime is at a low, either out of just a pure peace or out of subtle fear for the Coercitors.
Magic is involved in every aspect of Valsan society, from being able to light their candles at night, to being used in transport around the city of Valsan in well placed teleportation runes. Any visitor is usually bewildered by the amount of magic there and some people who are not accustomed to it gain a temporary sickness called “Arcane Feedback” which are symptoms of dizziness, nausea and vomiting.
The tensions between the “magicked” and the “non-magicked”, are calm, and any dissent is usually hushed and swept underneath the rug. Valsan is known for its craftsmanship, and mass exploration of magical scrolls and items. They are also known for being to magically scribe things, making messages appear invisible, as well as being able to scry through their magical orbs, in which messages and discussions can be conducted instantly across the Old World.
A magical tournament, which used to be to the death, but in recent times has become less brutal, in which the ruler of Valsan is chosen. The great wizarding houses are always participants, and the lesser houses are welcome to participate, however their magical talent tends to not be able to rival the greater houses, and thus only some choose to participate when this is held.
It is not only a test of sheer strength of magic, but there are tests of will and knowledge as well. All traits that the people of Valsan believe that their leader should possess.
There are five wizarding colleges within Valsan which formed the basis and the foundation of the nation. There are more magically talented people that come from Valsan that any other place, thus the influx of the magically talented and those who want to focus their talents required more than one college. Most have general studies but few have a specialization and secret spells that are handed down to the students. The six colleges are
Grimbolt College of Wizardry (Speciality: Evocation and Destruction)
Forgeshield Manor (Speciality: Abjuration, Protection Magic, Runic Magic)
Kalar Academy (Speciality: Enchantments, Imbuing)
Strigensburg (Speciality: Magical Alchemy)
Valones Institute (Speciality: Illusions)
The Silenced are those rare few born without magical talent, and instead of choosing to work in the public sector such as the military, as The Silenced can not hold high office or attend a wizarding college, they have chosen to plant the seeds of rebellion with the lower class in Valsan. They have been working behind the scenes for years but now have been doing open demonstrations and recruiting, attempting to turn the populace against the archaic system that they are governed by.
The Coercitors are an organization sanctioned by the government of Valsan to enforce the laws and rules of magic within the lands. Experts of shadow, illusions and other dangerous magic. They are the hand of the Magocracy They hunt down wizards who are practicing forbidden magic within the lands of Valsan and eliminate them and their research. No one knows who they are or what they look like. They only make themselves known if they are there to hunt you down.
Written by: Josh Yoder and Peter Rooney
Town Council and a Mayor
Mayor Thomas Bramblebelly
Sheriff Wibs Biscuitstout
Storage Master Heathcliff Wibbletoe
Cheesemonger Darius Rindheart
Brewmaster Mehran Hepplebottom
Curator Samuel Wanderfoot
Master of Trade Hepel Tumblebelly
Thera WIbbletoe (founder)
Cedric Wanderfoot (Renown Explorer)
Mepplepot Bramblebelly (Created the grand celebration after the giant keg storage broke)
There is a cauldron lost to the Bobbin people that was a gift from Solace, it was taken during a great war. This Cauldron is always full and can produce any stew for whoever is using it at the time.
The great explorer Cedric Wanderfoot lost his journal some were and hidden inside it is said to be the greatest story ever told.
Legend has it that Thera Wibbletoe started the Shire after becoming lost in the Woad, discovering the bountiful, fertile land that is now the Shire.
The Shire of Barrley Buck
The Borough of Appleton
The Borough of Highstout
The Borough of Brieton
Working on the farm and,drinking at the Inn, relaxing and storying telling.
January (The Grand Cheese Festival), February (The Festival of Hearts), March (WIbblesfest), April (Seeding Fest), May (The Festival of Harmony), June (Guilds Fest), July (The Festival of Light), August (Gorge Fest), September (The Grand Carnival), October (The Harvest Festival), November (Family Pride Festival), December (The Great Snooze)
The Shire of Barleybuck is nestled in the heart of the Eternalwoad surrounded by all sides, there are three trade routes the Bobbin open to those they trust that lead to and from the Shire, each road is connected to a borough, the Shire has three boroughs The Borough of Appleton, The Borough of Highstout, and The Borough of Brieton.
The Borough of Brieton contains a central location in the community called the GuildHall, The GuildHall is a place where the Bobbins congregate and discuss the politics and financial well-being of the Shire as well as a place for the guilds meet. The guilds are a groups of like-minded Bobbin who work together on perfecting their trade or favorite pastime.
The Chairman of the guilds make up the Town Committee who vote on and propose ideas to strengthen the community, improve happiness of the Shire and ideas on how to improve common practices like storage of the food, protection of the Shire and what new ale and cheeses should the Inn look to put on it’s menu. The committee meetings are proposed by the Committee chairmen but ultimately ran by the Mayor of the Shire, who is elected by town vote every 5 years.
The current recognized guilds are
Brewers Guild: Chariman Brewmaster Mehran Hepplebottom
Farmers Guild: Chairman Storage Master Heathcliff Wibbletoe
Lore Masters Guild: Chairman Curator Samuel Wanderfoot,
Tradesmen Guild: Chariman Master of trade Hepel Tumblebelly,
The Performer Guild: Chairman Director Fippile Honeywell
The Celebration Committee: Head Seamstress Delia Sandlemead
The Town Affairs Committee: Cheesemonger Darius Rindheart
The Town Watch: Sheriff Wibs Biscuitstout
Perhaps more importantly than the Guildhall is the Town Inn, The Golden Hearth Inn is the center for most of the town’s activity when the workday is over. The hard-working bobbins also like to play hard and this reflects in the spirit of their Inn after dusk settles in on the Shire. The owner of the Inn Brewmaster Mehran Hepplebottom is renowned for always having a new story to tell each night and he has been the innkeeper for 50 years. It is said that even the Djinn themselves renowned world travelers have never tasted a stew as good as his wife Helen’s Turnip stew.
Songs and stories can be heard coming from the Inn throughout the whole Shire until Twilight sets in and the bobbins know they need to get the last bit of sleep before the workday begins.
One of the most interesting spots in the Shire is the Wanderfoot Museum this is where the Wanderfoot family keeps all the artifacts and treasures they find from their expedition all are welcome to gaze upon these wonders, for a small fee. All kinds of oddities and artifacts can be found here, one of which is said to be the last piece of ore mined in the Azarak Mountains.
Each borough has its own sense of pride. Every borough is associated primarily with the trade the Bobbins most partaken living in that borough, The Borough of Appleton is known for farming crops and cattle and sheep, The Borough of Highstout known for its tradesmen, such as Carpenters, Tailor, Thatcher, Cooks, Huntsman and butchers, The Borough of Brieton known as the trade center containing the GuildHall, outdoor theater, Inn, The Wanderfoot Museum, Town Bank and Storage Cellars. This is also where all major celebration are seen being the most vibrant.
Each borough has a trade route connected to it that leads out of the Shire and past the Eternalwoad and that stops at the borders of Draioch. These routes are protected by the Fae, and the people of Draioch, the Bobbins share with the people of Draioch any crops they cannot contain after their trades are done and Bobbins always have eyes bigger than their stomach.
Trading season lasts from July to September during this time the two caravans will alternate trade in and out of the Shire. Every second Saturday of the month The Boreal-Lurin Bazaar will make trade, and every third Saturday the Grand Caravan will make trade. In September the whole month is open to both caravans to openly trade in and out of the Shire it is during this time the town watch is on high alert. While the rest of the town is partaking in the Grand Carnival, showcasing the revelry that is unification of these two cultures on their trade and customs.
Bobbins are hard-working folk from dawn to dusk they are seen working on the farms, perfecting their trades, and creating beautiful works of craftsmanship. So due to this celebration intricate part of their lives each month as a festival attached to it that lasts the whole month at dawn and during Saturday’s, the bobbins they have no work. They are usually seen celebrating the following festivals
January (The Grand Cheese Festival): The Grand Cheese Festival is the celebration for the commodities the Bobbins cherish most cheese. During this time each Bobbin household will have a cheese spread out from any potential visitors every night, the people the Shire are encouraged to visit each other’s house to sample their fellow Shire member’s cheeses. Most families during this time strive to find the most interesting cheese to share with their guests, if the cheese has a story to it this makes it even better.
February (The Festival of Hearts): The Festival of Hearts is a time for Bobbins to celebrate love, they will bring gifts to the affection to those they are trying to court or their betrothed. These gifts often include cloved oranges, a bottle of Mead, creamy cheeses and whole Honey Hams.
March (WIbblesfest): WIbblesfest is the celebration of the founder of the Shire Thera WIbbletoe. It is said that she found the Shire clearing in the woods by accident. She had three children and they claimed the three boroughs. One was a cheese monger he found Brieton, one was an Apple farmer he founded Appleton, and one was a Brewer she founded Highstout. During this time songs are sung and stories are told of Thera WIbbletoe. This is also the time when the Last year’s batch of BarrleyBuck Stout must be finished to make way for new batches so for that month the stout at the Inn is always free.
April (Seeding Fest): The Seeding festival celebrates the crops themselves it is during this time that a month-long competition is held on who has the best pie showcasing a single ingredient, such as rhubarb pie, corn pie, barley pie. It is a great sense of pride to hold the best pie the festival. Helen Hepplebottom has held the title of best pie for 10 years each year she picks a new ingredient. Although pies the most anticipated part of the festival the true meaning of it is to showcase and make aware to the community that is time to plant the seeds for the harvest.
May (The Festival of Harmony): The Festival of Harmony is a time where the Bobbins honor the harmony of all things, they dance around the giant pole with ribbons representing the seasons and elements to symbolize the joining of all things. During this time the streets are decorated with bright colors and wedding ceremonies are primarily done during this festival. The bobbins of the Shire will leave gifts of honey and bread on their neighbor’s door to symbolize the harmony of the community.
June (Guilds Fest): Guilds Fest is a time where the guilds attempts to their active recruitment. Each guild will showcase its talents. The Brewmasters Guild will showcase new and interesting kinds of beers, the performers Guild will put on nightly performances in the town outdoor theater, the farmers Guild will showcase the biggest fruits and vegetables, Lore Masters Guild will show off new and interesting artifacts they are found throughout their travels, Tradesmen Guild will showcase their proudest work.
July (The Festival of Light): The festival of Light, celebrates Bobbins like to call the light of inspiration. They believe that before the Bobbins were gifted with the way of inspiration. They could not find happiness. And one day this light found them, inspired within them the ability to create beautiful things, have a passionate love for food song and story and made them courageous. During this time the Bobbins create huge lanterns and hang them everywhere throughout the town. They use alchemy to create these exploding rockets they shoot into the sky to light the sky up with brilliant lights. They cover all lakes with floating candles, and have brilliant bonfires at dusk where they all sit around and tell stories about heroism and adventure.
August (Gorge Fest): Gorge Fest is a time were the Bobbins celebrate their one true love, Food! During this time Bobbins layout huge place settings and The Cooks of the town showcase new dishes and techniques, each night the Shire folk stuff their bellies until they pass out from overeating..
September (The Grand Carnival): The Grand Carnival is a celebration of perhaps the most notorious stories of the Shire, on one almost tragic occasion there was a small tremor which caused all the giant beer barrels to crack open and spill throughout the borough of Brieton the streets were golden with the Rush of an ale like River. Something had to be done so the mayor at the time Harold Tumblebelly sent out his fastest sparrows to reach out to the two great caravans Bhutaar and he Boreal-Lurin Bazaar and Grand Caravan of Bhutaar to help the bobbins drink this onslaught of ale as to not waste all the hard work that was done to create it. It was at this moment the Grand carnival was born a party showcasing the wonders and entertianment that the caravans during this time all those in the Shire are subject to massive displays of drinking,cultural song and dance as well as the trading exotic goods.
October (The Harvest Festival): The Harvest Festival to the time of the Bobbins celebrate the reaping of the harvest. During this time after the crops are reaped each day the Bobbins gather and tell stories around the fire, of the year they had and the accompaniments they’ve obtained. A celebrate the cold onslaught of fall and a chance to pay homage to the crops that will help sustain them through the long winter.
November (Family Pride Festival): the Bobbins believe there are nine founding families each family is an offshoot of the first family The Wibbletoes, she had two sons and then her children each had had three son. These families are followed.
During this time the Bobbins attempt to showcase why their family is the best by telling great stories of their families deeds and heroics, they showcase works of craftsmanship and art that their family has completed over the years. During the culmination of the Festival there is a huge roasting competition between the families to see what family is the best roaster. Although insults are being thrown everyone knows it is all in good fun
December (The Great Snooze): The Great Snooze is perhaps the laziest of festivals and the time for the Bobbins give each other gifts of wool for comfort, they knit big hat and large sweaters to fall asleep in. They have huge get-togethers where they hangout by fires and tell stories until they fall asleep. No work is done during this month. Most Bobbins use this time to catch up on the sleep that is missed during their nights of partying throughout the year.
The Wanderfoot Expedition Company
Formed by the famed explorer Cedric Wanderfoot, The wonderfoot expedition company seeks to find newlands, new civilizations and customs throughout the land of Erolan. Their base of operations is the Wanderfoot Museum located in the Shire, they have been focusing on recruiting and expanding their efforts of exploration and nave been seen having small expedition groups across the Erolan. The Company will recruit anyone of any race who is willing to assist them in with their expedition needs.
The Order of the Ashen Leaf
The Order of the Ashen leaf is shrouded in Mystery. It is rumored that there is a secret Bobbin order dedicated to Solace who have been gifted the abilities to call upon nature for assistance. Some folks believe it is due to these Holy Wardens that the Shire remains a safe haven for all who dwell in it. And that when the time is right they will all reveal themselves to vanquish a great evil.
The Bobbin Founding Family tree
Written by: Josh Yoder
Form of Government: Rotating monarchy based on the seasons
Government: The Crowns of Seasons. The community votes and discusses everything.
Religion: Worship of nature and the Seasons, Ire
Economic Status: Unknown
Georgraphical Zone: Large temperate forest
Races: Unseelie and Seelie Fae, Wyrdlings (Humans), Trolls (Orcs)
Political Allies: Shire of Barrleybuck, Kingdom of Draioch
Crown, Titim (Crown of Fall)
Crown Gheima (Crown of Winter)
Crown, Earrach (Crown of Spring)
Crown, Samhra (Crown of Summer)
Sammual Highmark, High Priest of the Corbis Order.
Grog Honorheart of the Trollguard
Finn McBain the Icecrest
Shira Deathsongs of the Sword of Ice
Seric Embersong of the Sword of Fire
The sword of Ice and the Sword of Fire choose a worthy knight to lead the Fae against all who would be sent to harm them. The Fae believe these magic swords are the Swords of Ire.
History: The Eternalwoad is ancient and the creation of the forest is lost in time. The Eternalwoad borders the Kingdom of Draioch and surrounds the Shire of Barleybuck on all sides. A haunting forest of trees that go through all four seasons in a matter of hours. The forest itself causes those who are not attuned to it to go mad and see their wildest fears. The Bobbins and Fae are immune to this effect and hold the secret to allowing others to pass through without garnering its effects. Trade routes are set up and scheduled with Grand Caravan of Bhutaar and the Boreal-Lurin Bazaar to allow trade in and out of the Shire of Barleybuck, only these caravans are made aware of these routes and anyone who stumbles upon them uninvited will face the ire of the Fae who dwell in the Eternalwoad. The Fae who live in the Woad see the Bobbin as their wards, beings they must protect, and an open line of communication and respect is seen from both races towards one another. Although Fae are rarely seen in the Shire. Bobbins often attend Fae Solstice ceremonies to honor the seasons with them.
The wild Fae who dwell in the forest protected it with the utmost prejudiced and determination. Each season a different king or queen will sit on the throne of their chosen season. Crown, Titim (Crown of Fall), Crown, Gheima (Crown of Winter), Crown, Earrach (Crown of Spring), Crown, Samhra (Crown of Summer), when not sitting on the throne they are known as The Council of Eternal Seasons. The Crowns are there to propose plans and is the swing vote on all community decisions. Unseelie, hunter Fae of the groves are often seen wandering the forest in search of unnatural beasts who seek to destroy they Fae above all other races and Fomorians, small insect like creatures who borrow into the minds of their victims tainting the sanity and slowly turning them into hulking monsters, they often infect the local wildlife turning the most innocent of fauna into bloodthirsty giant beasts. While Fae are in the Woad they are immune to the effects Fomorians. The Seelie work on fortifying their community both spiritually and physically through the creation of goods, such as potions and tinctures, experimenting with natural and elemental magic as well as recording history through song and dance, that is not to say that the Seelie do not enact in rites of war and battle. Every Fae is a force to be reckoned with and inside them is a bloodlust that is near unquenchable. The Fae are spread throughout the Woad in small grove community’s and meet on every full moon to enact the blood tithe ritual in the throne grove, the biggest of all the Groves were the Throne of Seasons is kept. The throne in which the reining season’s King or Queen sits.
Cities/Towns: Small grove community
Culture and Customs: Honoring each season, a strong base of community.
Everyday Life: Hunting, prowling the forests, making herbal tinctures and surviving the sometimes harsh forest.
Downtime: Sharpening weapons, passionate parties, Song and dance by fires.
Order of Corbis
Not only do the Fae and other inhabitants of the Woad have to deal with the Fomorians, but they must also deal with the Wyrdlings. Men who ventured into the Woad without Fae assistance around thirty years ago and went mad from its effects, after which they began worshipping the Fomorians. they call the Fomrians Corbis Seeds and believe allowing these creature to burrow into their minds is the only path to true power. They have recently started stealing babies from Draioch to bolster their ranks, leaving hay fetches in place of the babies, some of the people of Draioch believe it is the Fae stealing their babies and have become restless and resentful toward their neighbors in the Eternalwoad. The leader of these Wyrdlings is named Sammual Highmark, who has created a militant order of Wyrdlings calling themselves the Order of Corbis. They believe that the mother of these creatures is named Corbis and she is destined to rule the world by having her infected cleanse Erolan of those who are not worthy to gain the gift of corruption.
The Fae are not alone in their defense of the forest, a group of Orcs who were attacked while on their way to make a planned trade with the Bobbin by Fomorian tainted wolves the Orcs put up a darring fight but the, gigantic tainted creatures became too overwhelming, the wolves had the Orcs down to their last breaths until the Fae swept in and vanquished the Hulking beasts, saving the Orcs. It was because of this heroic deed that the Orcs swore allegiance to the Fae. They stayed in the Woad and were taught the secret of protecting their minds from its effects. They protect the trade routes and alert the Fae suspicious activities. These Orcs now call themselves the Trollguard, they are lead by Grog the Honorheart. Due to constant exposure to the magic of the Woad their skin is now blue and some of them have developed horns. They view this change as an honor, a sign that they have become far removed from what their original creation of bloodthirsty berserkers was, and respect the Woad as their new home.
Led by Finn Mcbain the Icecrest, who got his name when he was pushed into the wood while fighting a vampire in defense of Draioch on a cold winter’s day. It is said the essence of winter itself came to his aid. Allowing him to freeze the creature encasing it in ice with a single hit of his sword. The power of the seasons does not belong to the Fae, it connects with them at birth and allows them the ability to call upon the seasons favor while in the Woad. This is the first time a human was given a boon by a season. immediately the Fae took notice of this and blessed him as a ward of the forest. The Boon he received always stayed with him even past the winter season and seemingly stopped him from aging, the man looks 30 but should be about 80 to date Finn takes this title very seriously and he and his group of Finnadains, protect the outline forests from the creatures that are laying siege to Draioch. Finn also trades the tinctures and potions of the Fae with the people of Draioch in hopes to inspire understanding and stave off prejudice.
Written by: Peter Rooney
Form of Government: Empire, day to day running of the empire and most ruling down by the Council of Iron Law, Imperial Governors run the provinces.
Politics: Iron Emperor Jorg von Kalheim and the Council of Iron Law, essentially a military junta, the new Emperor is chosen from the Council of Iron Law as the best military leader, and then a suitable replacement in the Council is also voted in from the military.
Economic Status: Rich
Cities: Beata, Iron’s Fall, Eisendorf, Kalburg
Main Resource: Weapons of war, weapons from Durgheim are prized, and security forces
Religion: No deity worship, worship the concept of Law and Order
Geographical Zone: Temperate forest
Races that live in the kingdom: Good portion of Urbane, but quite a few others.
Political Allies: Very few strong allies, people who agree to pacts via Iron Guard
Political Enemies: Draioch
Naming conventions: Germanic names, usually last names have a meaning unless you are nobility. (Example: Non-nobility: Becker (baker), Nobility: Gursteinheim)
History: The Iron Empire of Durgheim has a bloody and drawn out history that lasts many years. Seeing the war and chaos before him, the first Iron Emperor rallied small city-states and fiefdom into an army, in which he used to conquer a decent swath of land. He claimed that the gods will not help them, and that they do not exist in their entirety. Using the concept of Iron Law, which he claimed to be fair and give the will to the people, it was not hard for him to rally aforementioned city-states and fiefdoms.
They eventually settled when they found a rich deposit of iron and other metals, stating that this is what the Iron Law would give them, and they would found their city here on the edge of a blade and on the backs of people, not gods. The city flourished under the Iron Emperor, however they soon found out that the Iron Law did not always benefit them. The Iron Emperor was a cruel tyrant and even subsequent Iron Emperors. Not unintelligent, he realized he could not wage war on other kingdoms openly, thus he began the Iron Guard, a mercenary organization that can be hired out across the world with the finest weapons and arms, that he leads himself.
In his stead, the Council of Iron determines additions/subtractions/interpretations of the Iron Law and essentially rules the Empire while the Iron Emperor leads the Iron Guard into battles.
Iron Emperor Jorg von Kaelheim
The Council of Iron Law
Feldmarshall Hans von Klaus, Commander of the Iron Guard
Gert Adler, Master Ferrum Farrier
Sebastian Dreschler, Sturmjaeger Prime
Clad in black armor and carrying Durgheim weapons with their unique wave pattern, they are one of the most sought after mercenary organizations on the planet. Lead by the Iron Emperor himself, they are usually hired in desperate times, with nations often taking out large bank loans or undertakings to request them. Sometimes, the Iron Emperor simply does it for a simple agreement in secret. They are chosen from the highest echelons from the Durgheim military.
They are organized in legions, each headed by a proven member of the Iron Guard, because only those who prove themselves in battle can prove themselves to lead.
The Ferrum Farriers are master blacksmiths chosen by the Council of the Iron Law as the only ones who can know the recipe of Durgheim steel and forge anything with it. They are also the only smiths allowed to forge weapons for the military, as they are state sponsored and subsidized. The choosing of a Ferrum Farrier is a strict process in which many tests of skill and proofs of craft are done.
Another state sanctioned organization made of up the best spellcasters in the military. However, their speciality is protection magic, as they are some of the very best in imbuing and abjuration. They are used as a support structure and backbone to the lines of heavy infantry that the Durgheim military employs. Some of their spells are closely guarded secrets, as some say that they can even bind a spirit to a suit of armor, however it has been only an unfounded rumor.
The special forces of the Durgheim military, and also what keeps their borders safe from any incursion. It is said that a small force of Sturmjaegers can deplete an invading force to it’s bone before it even reaches the border forts of Durgheim. Highly trained, self sufficient soldiers, they are also employed in military operations to go behind enemy lines and sabotage them. They are usually trained to the pinnacle of human condition as possible, and proficient with both bow and sword.
The Iron Laws:
The price paid is determined by the Courts of Iron, it is a price paid in iron or in blood. Must be equal.
One shall not Murder
One shall not Slander
One shall not commit Theft
One shall hold oneself Liable (if one owns a dam, and the dam is broken, flooding farms, owner is to blame)
One shall not commit Unfair Trade
One shall not participate in Unsanctioned Slavery
One shall not Disobey Orders
One shall not commit Littering or defacing of public property
One shall not be Unfaithful to Ones Spouse
One shall not worship any deity, the Iron Law is above all.
Written by: Peter Rooney
Form of Government: Autocratic monarchy, the government is divided into themata (administrative regions) after you get away from the city of Al-Zaran, each are headed by a regional governor.
Cities: Al-Zaran (capital), Zaraqim, Medona, Faruqah
Who runs the kingdom: Sultan Maseem IV
Economic Status: Rich but not in monetary wealth which mostly is diverted to the military and keeping the walls in tact. Very reliant on trade with nations such as Il Paronde and Zenith
Main Resource: Exotic goods, enchanting
Religion: Polytheistic, worship of all the gods, but primarily Brume and Trance
Geographical Zone: Desert, tropical, mountain
Races that live in the kingdom: All except orcs who are not forbidden, but highly scrutinized and watched
Political Allies: Magocracy of Valsan
History: The foundation and history of the Sultanate of Sahir is one steeped in mystery and rumors, along with many tales of strange creatures, magical happenings and great adventures. The government and the Sultan have never confirmed or denied any of the rumors. The prevalent story is that the the people of Sahir wandered with the Djinn for years, traveling with them in their great caravans and travelling bazaars. However, after a disagreement or mutual agreement, they stopped travelling with them in a dangerous desert with nothing but sand for miles.
However, they suddenly came upon a strange lamp in the sand and after some investigation, made a deal with a powerful creature that was said to be able to grant them wishes. The man who would become the first Sultan wished for power, and further wished for this area of the desert to be turned into a rich and luscious oasis.
They started as a simple trade hub, and practitioners of rare and ancient magics, which allowed them to create rare magic items and more. One of the first rare items that was created in Sahir has been only been able to be replicated by the Khalsim family, which is enchanted beautiful rugs with the ability to fly.
The trade of the Sultanate made it grow and grow, beginning from the official naming of the city they founded to be Al-Zaran, the Ruby of the South, and eventually encompassing most of the southern deserts, jungles and oasis, formerly establishing the kingdom as a power.
This power eventually came into contact at one point with the Mogatai Horde, when said horde was rampaging through the southern areas of the continent. Sahir took the brunt of the damage and it’s trust of orcs was officially shattered. The Grand Caravan does not come near Sahir despite several attempts to make amends.
The Sultanate as it stands is a beautiful nation situated on a nationwide oasis only accessible through the Sapphire Road, a long winding trade road that is the only road that has access through the desert. It is constantly harassed by pirates who ride on sails which skim on the desert sands through magic, the Sultanate spends a large amount of money to combat these pirates to allow trade to go harassed.
The city of Al-Zaran still works as a trade hub for the south, but pales in comparison to larger trade hubs such as Il Paronde and Zenith. It is surrounded by three sets of walls, in the first set of walls is where all of the trade takes place before entering the main city itself, where any internal trade and business is conducted. Despite its monetary rivalries with Il Paronde and Zenith, it is still considered the “Jewel of the Desert”.
Sultan Maseem IV
The Four Winds: Riah Shamalia (North Wind), Riah Aljanub (South Wind), Riah Sharqia (East Wind), Riah Algharbia (West Wind)
Sima Khalsim, Head Imbuer of the Khalsim Family
Doctor Whalid Imfasah, Head of the Madrasa Eulim
The Khalsim Family
The Khalsim family is known throughout the south especially and in fringe corners of the continent to be the makers of magical flying carpets. It is rumored that they are descendants of the original Sultan of Sahir, who with all his power decided to retire and simply become an imbuer. The family has many ties and connections throughout the kingdom, as since their goods are few and far between, their cost is only attainable by royalty and nobility, making the demand drive the cost very high.
The Four Winds
The Four Winds are the Sultan’s most trusted advisors and bodyguards. They are said to be given from Brume herself to protect the Sultan, marked even further by strange tinting of each of their skin. Masters of transmutation magic, especially wind and sand.
The Madrasa Eulim is one of the most prestigious places of learning in the entire Old World. A school of both medicine and astronomy, it is world renown for its discoveries. Founded three hundred years ago by a Sahir medicine man who travelled the world and collected as much knowledge on each culture’s medicinal habits as possible. As many as a hundred medical texts have been published and distributed from Madrasa Eulim, it’s discoveries are said to have saved thousands of lives.
The Silver Sharqis
The Silver Sharqi’s are a famous group of traveling performers from Sahir. The most talented and popular in their trade, they are widely known and in demand amongst the nobles and diplomats of many other countries. Known only to those who dwell in the shadows, however, the Sharqi’s are a group of extremely skilled spies and assassins, using their trade to get them close to officials who let down their guards while celebrating. Well versed in secrecy and untraceable by most men, the Sharqi leave no evidence of their comings and goings. It is said that those who enter the ranks of the Sharqi’s never leave save for death, and that even if you split off from the group you shall always remain a Silver Sharqi. The calling card for the Sharqi is a single silver feather, and those who wish to request their services must leave one on their windowsill at night: If the feather is gone in the morning, they have accepted the request. The leader of the Silver Sharqi’s is also shrouded in mystery, with few having seen or heard from them. Commands throughout the group are passed through notes that appear on the pillows of sleeping Sharqi’s signed with a symbol of a silver scorpion.
The Ramil-Kah and Ramil-Far
The Ramil-Khan and Ramil-Far are opposite organizations in a constant struggle. The Ramil-Kah are an organization of pirates who skim over the sand in the great ships to prey on caravans on their way to Sahir on the Sapphire Road. To combat this, the Sultanate commissioned an organization of privateers armed with similar ships which through magic skim over the sands over to fight against the pirates. People witness great battles over sand dunes where each group boards each other or fights to protect a caravan moving through. To this day no one has found the Ramil-Kah’s hideout, and rumors are that they have discovered magic that hides their bases, or that they have found out ways to bury themselves deep beneath the sand.
Form of Government: Ritualist Council
Council of 13
Vel Merodach -
Zenoch Faust -
Zenia Faust -
Apollus Disserpo -
Lael Apexbane -
Noctis Venatrix -
Nox Viden -
Umbra Brontes -
Sidus Obsidion -
Irinus Merodach -
Bǫðný (boadnye) Silt-Venatrix - An Alfar who joined the council from Alfheimr after being accepted.
Nergüi Pristris - An Orc who was taken in and raised by the Pristris family when his family was killed by Ingens as a baby.
Adara In Eloquia Viden - (beauty/ gift of the Djinn) A Djinn who married into the Viden families oldest son Nox.
Councilors are chosen through a secret ritual that some say conjures the very appearance of Puck and Ire who preside over the ceremony.
The Kingdom is self sustaining and one of the most progressive on the Old Continent as it’s citizens are continually developing new technology such as traps, weaponry and engineering. This technology has enabled them to harvest and sell the unique minerals, hides and other trophies from the Ingen that roam their lands.
Rare Minerals, Rare Hide/Leatherworking, Clockwork machinery
Worshipers of Puck, Ire, Wry, and Stalk
[The Main established city is built into the Skeleton of the great beast known as Merodach, the head of which forms the main gate. It is situated next to an active volcano in a desert called Nok not far from the tropical forest Forbodenwoad. It was once the home of a great fae kingdom that was abandoned due to the monstrous beasts that lived within. Through the forest cuts the great river Wyrm that leads out to a mountainous ocean cliffside.
Race(s) that established this kingdom:
Races that live in the kingdom:
Wyrmkin, Human, Orcs, Djinn, and Alfar are the more commonly found races in Harshorne
Wishling culture is Harshorne and the two are not separate from each other. Other races have chosen to live in Harshorne and adopt their way of life allowing them to become members of their society and participate in its rituals such as the In Ambitus Sojourn. When an outsider begins the adoption into society they need to be sponsored by a Wishling family. The sponsorship is something that one has to earn usually relating to the wishling families namesake.
Reason for sending Colonists:
The Alfar sent Djinn messengers to request Harshorne’s greatest monster hunters and machinists join the Pact to the new frontier. The Wishlings sent word they would do so and secured the help of their greatest allies; Draioch and the wandering Orcs.
Boreal-Lurin Bazaar, Draioch, Alfheimr, IL Paraonde
(Will expand relationships and how they came to be allied/s)
Political Rivals: Zenith
Harshhorne has no tolerance for the decadence that goes on within the kingdom of Zenith and the neglect of its poor. Once Zenith sent an emissary to request that Harshhorne participate in the Grand Melee as an offering of peace. The Harshhorne warrior Toren fought with such quick and fierce brutality the melee ended days before it was supposed to. They were never invited back and Toren was the only wishling to ever receive the title Zeni. Harshorne won a great battle against Zenith and to this day Zenith despises anyone from Harshorne.
Blurb - If Alfheimr is considered the birthplace of all natural life then Harshorne is the birthplace of all the enormous unnatural monsters in the world. At the foot of an active volcano deep within the Forbodenwoad the city of Harshorne resides. Once home to the Winter and Summer Fae before a great cataclysm brought forth the scourge of monsters. It is said the Fae abandoned the woad and fled from there spreading out into other lands. The monsters being left unchallenged roamed free in the forest called Forbodenwoad and the great desert Nok west of the river Wyrm. In the middle of all these events a race known as wishlings emerged to conquer the land. They established a settlement below the volcano Genus which has come to be known as Harshorne. Ruled by Ritualistic council and home to Wishlings and any sad soul who happened to wander therein. They fight a seemingly never ending battle against the scourge of enormous monsters in the desert land and the cunning monsters of the forest hoping to conquer the land.
Due to their close alliance with roving Djinn Merchants of the Boreal-Lurin Bazaar and with IL Paraonde, the city has become heavily influenced by those cultures mixing the regal qualities of both with their own ritualistic culture. Their kingdom has prospered to the point where they are able to spend endless time and resources to advance in technology, astronomy, chronography and crafting.
Wishling historians believe that they are born from the magic of the Forbodenwoad at a source known as Origin. In the year 2113 ORI the kingdom of Harshorne is said to have been established beneath the great volcano Genus just outside the Forbodenwoad and across the river Wyrm that runs between them. It is said the legendary hunter, Ambitus Apexblade, started the great purge of monstrous creatures Wishlings refer to as “Ingens”. The story tells how she led a contingent of 13 knights that cut straight through the Forbodenwoad as if possessed by Ire herself in order to reach Origin. Upon reaching the site she was able to achieve enlightenment and was gifted a vision from Ire instructing her what direction the Wishling people should take in the world and how they should live. Wishling’s echo this journey in the ritual of “In Ambitus Sojourn”.
Most of the citizens dress in simple regal black and gold clothing clad with decorative leather pieces.Those who are monster hunters stick to the more traditional culture and decorate themselves in the trophies of their monstrous prey while trying to adapt to the ever changing influence of the world around them. Social classes are based on your vision quest and spiritual calling rather than income or lineage. Money and resources are distributed amongst all citizens to enable each to pursue their own calling.
In Ambitus Sojourn
The Ambitus Sojourn is a Wishling coming of age ritual. Wishlings journey into the Forbodenwoad in search of the place known as Origin to receive a vision from their gods; Puck, Ire, Stalk and Wry. To incur the Awakening the sojourner seeks a substance known as amber within the Forbodenwoad that upon ingestion forces the inner power within themselves to awaken and reveal what their purpose in the world should be. The journey is a personal one and much of the details of what happens while experiencing the Awakening are rarely shared with anyone even between life partners.
Not everyone is granted the clarity of purpose that they seek when partaking of the amber, and due to the dangers of Ingen living within, many don’t reach Origin alive. The journey itself and the ability to survive for as long as it takes to reach Origin is as much a part of the ritual as the vision. Those who return without clear understanding often leave Harshorne in search of purpose elsewhere. Some remain dedicating their lives in service as knights to protect the kingdom. While some are said to have stayed in the Forbodenwoad hoping they will eventually receive or understand their calling.
There is a legend that deep within the Forbodenwoad live those who have remained in it. Their existence is only speculated from glimpses of them by those who have returned from their own Awakening. They are referred to only as the Forwoaden.
Outsiders who have participated in this ritual receive the mark of Awakening which is a symbol on their body of an Eye of Fire usually tattooed on the forehead or the back of their left hand.
Factions (The Paths)
Cor Auri - (Golden Hearts)
The Path of the Warrior
The Golden Hearts are the knights and warriors who protect Harshorne from threats; both foreign and domestic. They are some of the most elite warriors Harshorne has to offer. Each warrior is anointed as a disciple of Ire if they were not already born with her blessing. Being a Golden Heart embodies everything that Wishling heritage believes about the goddess Ire and what it means to be a her disciple. They are the vengeance that seeks to push back the plague of monsters from the Forbodenwoad and anyone that would jeopardize their duty to see that through.
The Path of the Scholar
The Viden value the ideals set forth by the gods Wry and Puck and honor them with their work and studies. Their studies consist of Chronography, Astronomy, Engineering (traps/clocks/machines), the sciences of Chemistry and Philosophy. Their members distinguish themselves by wearing pauldrons of black feathers.
Ordinem Venatrix - Order of the Huntress
The Path of the Shadow Hunters
The Order of Venatrix was named after Ambitus Apexbane’s daughter Vena. The primary function of the order is to study and hunt the Ingens that live in the region known as Ingenosus. Since the inception of the order over 25 known species of Ingen have been cataloged in a bestiary known and Venetrix’s Bestiary of Ingen. The thoroughness of the order as well as its hunting abilities are what Harshorne was originally known for. This was due largely to the migration of many Ingen towards the northern lands and the orders pursuit of them. It was the first time that Wishlings were seen in the central and northern regions and kingdoms. They were first met with suspicion and fear but their ability to hunt the never before seen Ingens earned the trust of those who witnessed their hunting prowess and their defense of the helpless victims that were plagued by the Ingens.
Venatrix’s Bestiary of Ingen
A book consisting of the monsters known as Ingen that are found in the geographical area known as Ingenosus. The area encompasses the southern deserts, the Forbodenwoad, the southern eastern peninsula and its chain of islands.
*Ingen Monster Sample*
Serpo - A two legged Ingen roughly 6-7 feet tall. It is birdlike in appearance with black feathers and a vibrant colored crest on its neck and under its small wings. It's head has a crown of spikes with a hard boney cap that it uses to protect itself as well as to bang into trees to gather the fruit that drops. Highly intelligent, these ingenious creatures live in small social communities in and around the river Wyrm.
Disserpo - Tamed Serpo are used to ride into battle. The riders catch and tame their mount individually after they come back from their Ambitus Sojourn. Disserpo are known to have learned how to talk from constant interaction while domesticated.
Apex Wyvern - An enormous Kaiju sized Wyvern that has outgrown its wings and cannot fly. It has a unicorn like horn that's as sharp as a sword. They are highly territorial towards other Ingens, even their own kind and have fought themselves almost to extinction. Last one known to exist was slain by Ambitus Apexbane.
Whistlore - A giant birdlike Ingen that mimics the sounds of other Ingens. It stands roughly 14ft tall and is roughly the same length from head to tail end.
Merodech - An Ingen lost to time. Little is known about this creature and the last one known in existence was killed by the 13. Thus earning them the title of Merodech.
Obsidion - One of the largest desert Ingens known to exist. It's black glass like hide is one of the toughest materials, resistant to even the strongest blades and sharpest arrows. No one has ever hunted and successfully killed one.
Viden - Considered one of the most intelligent, cunning and ruthless Ingens. The Viden hunt in packs and will stalk and watch their prey as if studying it sometimes for days at a time. They are cat like in appearance with a soft black fur coat. Their fangs are retractable and able to secrete a venom that can cause paralysis. They are known to secrete this venom onto their claws so they can quickly strike from hiding or while darting out so as not to put themselves in danger.
Faust - (coming soon)
Brontes - (coming soon)
Pristris - (coming soon)
In Fatuo - (The Illusive)
The path of the Unseen
Not much is known about this group or even their purpose. Speculated to be a group of assassins or possibly rogues. There are only whispers heard about them that quickly fade into silence, the cold that follows them on the air, and the touch of their frostbitten hands. They are thought to be a cult who worships Puck because of their use of varying eye symbols.
Members of the In Fatuo recite a prayer to honor the god Puck called the “Frigidis”.
Frigus quis furatus es
Cold one will steal you
Nocte patris nostri
In the night as our father
Nos illumina tenebras
We bring light to the dark.
Cum ad magis oculorum
With more eyes to see
Omnia quae voluit esse
All that is willed to be
Form of Government:
Triumvirate Republic of the three Källa (Shay-la)Elected from the separate councils of the Delphi and Ruck
Who runs the kingdom:
Male Moon Elf named Vhoadan Silt
Female Sun Elf Named Freja Oran
Petitioner of Fate
Enchanting, Diplomacy, Divine Etching
Alfar worship Vim and the idea of Fate and Destiny
Sun Alfar Revere Solace as they honor nature and Fleet for Beauty
Moon Alfar Revere Finis
Western Beðr Mountains
Race(s) that established this kingdom:
The Three Alfar Norn Källa (Shay-la)
Races that live in the kingdom:
Other races that are allowed to live in Alfheimr must have special papers from their homeland signifying their reason for being there. Accepted reasons are the pursuit of knowledge. Accepted patrons are given housing just inside the Circlet of Ice with the Ruck in a beautiful town set aside for visitors. It is set apart from the rest of Alfheimr and one of the most recently built architectural sites. It is laid out much like the continent itself consisting of architecture matching all the kingdoms and their cultures. At the center is a courtyard symbolizing Alfheimr. At its epicenter is a tree symbolizing The Great Irminash Tree set in a well called the Wellspring of Urd. As long as they stay there they are treated as honored guests.
Reason for sending Colonists:
To Aid the other kingdoms and to establish good relations with them while restoring what they believe is the natural state and order of the world. Through the vibrations of the Great Irminash Tree they have come to believe a group of Alfar are lost in the new world.
The Kingdom of Draioch (Dray-Ock)
White Cloud Republic
Grand Caravan of Bhutaar
Empire of Yomi
New and Old Azarak
Magocracy of Valsan
The Shire of Barleybuck
Sultanate of Sahir
The Iron Empire of Durgheim
The Therian Tribes
Alfheimr is set within a ring of mountains known as the Beðr(cradled) Mountain. Within the mountain region resides the Great Irminash Tree which is thought to be the birthplace of all life . The tree and the knowledge that literally grows and resonates from it like music is studied and protected by the Alfar. The order known as the Delphic record and keep the knowledge of the tree while a separate order known as The Ruck protect the tree on the outer rim of the kingdom known as the Circlet of Ice.
This kingdom is home to an Alfar race characterized by the duality of the Sun and Moon as indicated by birthmarks on their forehead.
The lost city of Myrkheimr (Dark Lands)
Among the oldest texts stored within the Delphic library, is the story of the city of Myrkheimr.
It is believed the city was destroyed in a great battle during the time of the Great War of Men. The Alfar known as the Svartálfar and the people who lived therein, fled to Alfheimr.
The Delphic conscript live within the Irminash Tree itself and gain what knowledge they can by communing with the tree. Some believe the tree holds a direct line to Solace but none allowed to commune with the tree ever leave Alfheimr itself. Believe music is everywhere.
The Ruck consider themselves the direct hand of Fate. Every child conscripted to serve in the Ruck is trained in the high altitude of the Circlet of Ice. The cold has made their skin tough and able to take quite a lot of punishment while their training in the high altitude has made them some of the most voracious fighters; able to fight for days without tiring.
Vara Ren - The Myrk (The Markless)
Alfar who worship Fate and honor the stories of Myrkheimr and the Svartálfar Hamrammr Seiðr join Vera Ren. They are an ostracized group within Alfheimr because they cover their birthmarks. The Vara Ren chose from the best of the best in the Ruck. Initiates rub black ash over their marks to symbolize being Markless while a more radical sect have removed their mark completely through removing their mark and tattooing a thick black line across their eyes as well.
Familial democracy, ruled family heads called Zharci
The Heads of individual families vote for the betterment of the bazaar.
The Greatest two families are the Boreal and the Lurin in the north and the Tarochi and the Cicero in the south.
There are many other families operating separate caravans throughout the world.
Divination magic, heirlooms, art, non-monetary wealth
Brume, Fleet, Trance, Wry,
Puck is worshipped in the south
Northern and Southern Caravans
All the races are known to travel in the caravans
No reason other than exploration to find their true home and answers to where they are from.
The oldest recorded history the Djinn have themselves isn't actually a story about a major event or even a legend about a great leader. It is an entree in a ledger noting a sale made some 2000 years ago referred to as The First Ledger. To understand the Caravans and what really sums them up is to know the importance of that first recorded sale and the moment it clicked as to what the Djinn, and anyone who became a part of the caravan, would become. The greatest roving merchants in the world. They are always moving about and traveling through the world in search of new antiquities while trying to out do each other's caravan in the Bazaar before they meet back at their yearly celebration to tally their scores.
The Bazaar itself is made up of numerous caravans operated by many different families. Each Caravan has its own unique trade or craft and the responsibility of running it is passed down through the generations.The pride each family takes in their own caravans has created an atmosphere of friendly rivalry.
The Caravans are spread throughout the world but come together once a year in September to create a hub of color, sound and culture. It has become a celebration known the world over and has been held on the borders of the kingdom of Il Paraonde and Barleybuck almost since its forming.
An event known as The Great Separation, was a dispute caused over some of the caravans wanting to establish a settlement. A large number of families split from the caravans causing grudges between those that settled down in the kingdom of the Sultanate of Sahir and those that remained true to the everlasting journey. Some of the caravans started to move further north while others continued on in and around the deserts. The grudge this caused has evolved over the years, escalating from petty disputes to open raiding and utter spectacle.
The history of superstitions goes back even beyond the first recorded transaction. Stories and legends passed down by word of mouth generation to generation. Some became folk songs and even plays acted out again and again throughout time often losing details and gaining elaborations.
The legend of the Blackened Jewel centers around the first ancestral urn being lost. The Djinn believe they cannot rest until they find the urn so that it can travel again with the caravans. In its place the Djinn fashioned a smaller black urn that is given to the winner of the yearly festival chosen at The Grand Carnival.
The oldest recorded piece of Djinn history was from a ledger dating 2000 years ago. This ledger references a transaction between a Picaroon Djinn merchant, believed to be the patriarch of the race, and an unnamed desert dweller but fails to specify what the purchased item was. The versions of this story are endless but each tale has one detail in common: that the desert dweller was convinced to purchase sand.
The superstition that you don't ever cross or steal from a Djinn. This goes for Djinn as well. There are stories of group of black handed assassins that track down and enacting justice as they see fit to thieves and murderers. This superstition has evolved into colloquialism that whenever a Djinn sees a wrong being committed or a curse being uttered they will spit and say “A Curse on your Curses.” In the south it is sometimes added “may the cold hands find you.”
Djinn have a superstition for Wishlings in which they believe the extra eyes that a Wishlings have, allows them to see truth beyond that of most normal races. Whether it is more based on fear or that they actually believe you cannot lie to wishlings in general varies in the north and the south. In the North Caravans it is a superstition based on honor and partly mirrors the superstition “A Curse on your Curses.” Where in the South Caravans it is more based on fear and having seen and participated in hunts with the Wishlings and how they are said to see danger before it happens.
Some Djinn believe you can sell anything to a Bobbin for profit with the irony being that a Bobbin could give value to anything they own. In the south it is common practice for Djinn to rub Bobbins heads for luck or even to hire a Bobbin to travel with them.
*(Players are encouraged to create their own legends, superstitions, and luck that can be submitted to plot for approval,please stick to the nature of the caravans as outlined in the Djinn lore between the northern Djinn and the southern Djinn)*
In the North names come from many different sources including Russian and Romanian. The last names are usually chosen by the caravan that a Djinn belongs to through it is not out of the question that new families have emerged.
In the South names come from many different sources including Persian and Indian though Madcap’s Picaroons have started to use names with Latin origins. The last names are usually chosen by the caravan that a Djinn belongs to through it is not out of the question that new families have emerged.
Led by House Boreal and Lurin
One of the longest running caravans in the Bazaar hence why it's named after them. Some of the most talented merchants who have ever lived came from this Caravan. Known for having the quickest wit and the most pleasant demeanor that even a Bobbin would be jealous of if there weren't so many traveling with them.
When the Great Separation occurred the Boreal-Lurin Caravan took charge when the Picaroon family left in pursuit of their grudge against The Sultanate of Sahir for leaving the caravans. From that day after they have kept the caravans in running order, establishing the Grand Carnaval with the help of Barleybuck. With the Carnaval established they reinstituted the competition among the caravans bringing them back into greatness.
Led by the Barons family they are Couriers known throughout the kingdoms. What started as a race between two brothers has since turned into one of the fastest growing caravans in the Bazaar. They have become the backbone of the continents couriers able to reach most kingdoms in mere days. There is a legend about them being able to traverse any distance in half the time.
When the Pact was established in Il Paraonde with the Alfar, it was the Fleet Riders who couried all the letters to the kingdoms.
At some point in time before the Great Separation the caravans picked up a traveling coven witches eventually adopting them as well as their practices. Over time a large enough group of them formed their own caravan and set out into the world to ply their craft. Consisting mostly of healers and mystics the group travels throughout the trade roads healing whom they can.
Led by House Nazeem this caravan travels the continent plying their trades. They are Tarochi cards readers, fortune tellers, and gifted in scrying; even able to read star signs. It has become common practice for Tarochi to seek instruction with the Viden in Harshorne and the Holy Priests of Tsugin in Yomi before joining back with their caravan.
Led by the Cicero family they travel throughout the continent spreading their cheer and showing off their skills. They are Magicians, doll makers, and puppeteers who worship the god Puck by honing the gifts of illusion. When one wishes to practice with the best Illusionists in the world one joins Cicero’s Circus.
The Doll Makers and the Puppeteers are so good at their craft they seem to bring their creations to life. Though seen as more illusion than real there are stories of the dolls and puppets moving and acting on their own. In actuality the dolls that are sold act as the eyes and ears of Cicero’s Caravan, unbeknownst to the buyer.
The Madskiff Picaroons have a saying that goes “Drink for the dead, Weep for the living.” It signifies the reckless nature of their “caravan” of sorts. More thieves and marauders than actual traders they hold steadfast on their grudge with the Sultanate of Sahir. Though at first malicious they have since become more of a spectacle to behold, going so far as to become entertainers putting on plays. The rich view them as a scourge upon the deserts while the poor consider them heroes.
They sail on their sand skiffs through the vast desert lands of the south searching for raiding opportunities and fishing for land sharks and other monstrous oddities of Ingens. They have been known to be hired out as transport ships as only they can cross the uninhabitable desert known as the Black Sea. This has allowed them to create a great partnership with Harshorne as fellow hunters on the Black Sea.
(We are open to players creating their own caravans that can be submitted for approval. However, please stick to the nature of the caravans as outlined in the Djinn lore between the northern Djinn and the southern Djinn)
Far to the southeast, beyond reach of compass or sextant, is the mysterious isle of D'taniynoa B'azmoroa, birthplace of the Wyrmkin. The large island is home to all manner of wildlife, it's near tropical weather breeding a beautiful and dangerous variety of plant and animal life. It is here, amongst toxic plants, and vicious predators that the Wyrmkin are raised and tested. They live a fairly tribal life, centered almost entirely around the protection of their draconic parent. Wyrmkin who have been released from their parent’s service tend to band together, forming small groups that function like families, with more experienced Wyrmkin leading and teaching their younger cousins. Many wyrmkin leave the island to explore the wider world, but many mysteries remain on the island itself, learned only by the most diligent of their kind.
The population of the islands remains fairly small, numbering only in the hundreds, due partially to the emigration of a large percentage of Wyrmkin once they become independent, but also to the fact that Wyrmkin cannot breed, and only are born when a dragon returns to the island to reincarnate.
The various tribes of D'taniynoa B'azmoroa function only loosely with any form of government. The eldest Wyrmkin lead family bands, and bands interact with each other mostly on peaceful terms. Bands tend to keep to their own territory, hunting and gathering for supplies, with little to no need to expand or migrate, since their population changes quite rarely.
The closest thing to a primary tribe would be considered the Golden Claw Tribe, which is led by three children of Asoriu, the Patient One. The tribe identifies each other by painting a single claw gold, with a strange yellow flower that grows in their territory that glows in the moonlight. This tribe is deferred to with most major decisions, as the tribe holds more than two hundred Wyrmkin in its territory alone.
The Wyrmkin of the island tend not to worship the gods during their time on the island, though they do know of them. Anything they know of the mainland they learn from their dragon parent, or from other Wyrmkin who may have returned from visiting the mainland themselves. They know of the gods mostly as far away paragons, and may only learn to worship them after they become more accustomed to the idea of gods if they immigrate to the mainland.
Poor. The islanders trade with each other with different pelts, foods, and herbs. There is no trade between the island and the mainland.
South of Yomi, low tropical climate.
Wyrmkin, with the occasional dragon.
The two sisters and brother (respectively) that make up the leaders of the Golden Claw tribe.
Son of the the Songstress Nydelli, leader of the Dragon’s Voice band, a small group of Wyrmkin who travel the island attempting to locate sacred sites of dragons.
The Wyrmkin have developed a small number of customs, that mirror their devotion to their parent in their everyday life. Younger Wyrmkin tend to do what they can to protect and impress their superiors, like they used to with their parent. Older Wyrmkin use focus on bettering the band, and their subordinates in order to better emulate what they believe it is to be a Draconic parent. They tend do things in the name of their parent, invoking their parents name in a small prayer before doing things they believe would bring glory.
Led by three children of Asoriu the Patient One, the Golden Claw makes up a large chunk of the local population of Wyrmkin on D'taniynoa B'azmoroa. The tribe denotes its members by painting a single claw on their right hand gold, using a beautiful yellow flower found on the island, that also glows by moonlight. Zuria, Auria, and Kolriu lead the tribe as its elders, deciding on any major issues that bring themselves to the attention of the band. They often assist smaller groups of Wyrmkin in hunting, or making shelter, an often find new clutches of newborn Wyrmkin early in their life cycle. The siblings remember the hardship of protecting their own parent, and sometimes assist newer clutches in protecting their parent, even though they are no longer bound by the same compulsion of responsibility.
A small and reclusive band of Wyrmkin, the Dragon's Voice spends much of its time scouring the island for ancient relics and sites of their dragon parents, under the direction of its current leader, Yrdellu, son of Nydelli the Songstress. The tribe numbers very few, not often above fifty members, but the band itself is quite old, being in existence for longer than its oldest members remember. They spend their time collecting fragments of knowledge about their dragon parents, showing a particular interest in the language of dragons, believing the magical words hold great power if they can be understood and wielded by the scions of dragon blood.
Ruled by wealthy aristocrats usually referred to as Zeni
While the Country is stable, the constant consumption of the aristocrats is weighing heavily on the lower class populous causing continuous uprisings
Zenith Oil, Wine, Gold, and Assorted Agriculture
Citizens of Zenith worship and celebrate all the gods with festivals every month. However, the Aristocracy worship their own accomplishments and wealth.
The major capital sits in the center of the old Continent and due to its location they control much of the trade between the east and west sides of the old continent. Trading through the region is heavily regulated and taxed by Zenith resulting in the formation of many smuggling outfits in the area.
The stigma against non-humans is extreme in some of the smaller cities.
The Northern cities especially have a distaste for Wishlings and Djinn due to historical events.
In the capital there is little stigma, as an individual's overall acceptance comes from your status and wealth.
Zenith wishes to protect their stake in the world economy as well as their interest in watching IL Paraonde and the Alfar.
An uneasy alliance exists for the benefit of trade between the eastern and western sides of the continent.
Their alliance is more out of mutual benefit than anything else as they share a distrust of The Iron Empire of Durgheim.
If there was a capital city of decadence it resides within Zenith. Zenith’s is ruled by its rich upper class while the poor live on the outskirts of the major city. Every year they host the Grand Melee where the poor are given a chance to change their status, earn the title of Zeni, and are rewarded with riches fit for the status. Some of the most skilled blade masters hail from Zenith because of the rewards from winning the Grand Melee. Due to the decadence of their lifestyles and the almost impossible means required to sustain them, much of the rich rely on thieves and assassins to procure wealth, secure power weed out their competition.
Baroque style clothing typical of 1800’s Spain/France. Long coats or capes. Lots of patterns in rich dark colors. The wealthy wear ornate jewelry and feathered hats.
Italian and Roman names. You can be from one of the main houses below or create your own (to be approved by staff).
A Famous Tinkerer and inventor. A man of and loved by the people from the region of Est. He governs this eastern region of Zenith.
Rumoured to be a Descendant of the Shacklers. He is the leader of the Remordeus Guard that protects the capital city of Zenith. Loved among the rich and feared among the poor, he is known for his brutal but efficient tactics.
Leader of The Spinitriae House. She governs over the monthly celebrations to the gods. Loved among the people for her charity and philanthropy.
Brother to the revered leader of the Torstein house; he is the only remaining member of his blood line which has been wiped out.
Thought to be a half orc half human who by some miracle survived birth, unlike most halflings who are stillborn or die shortly after birth.
Long ago before the tribes of man unified they were scattered, vulnerable, and ostracized by the older surrounding races who left them to struggle to find their own means to survive in the north. During this time the Orcs were a more savage race of pillagers and conquerors. Known to raid the tribes of humans constantly and with little resistance due to the lack of unification among them. Orcs were known to take the children of tribes into captivity to use as slaves, especially from tribes they feared were stronger hoping to quell the threat of humans gaining any foothold in the land.
There was one such child taken to become a slave who would rise to become the chosen one and lead humanity into the golden age. His tribe was wiped out for the weapons they could forge; weapons that the world had never seen. It was said they killed his parents in front of him and that this drove him into such a furious rage he picked up a sword twice his size, still hot from the forge, and gouged out the eye of the orc, who legend now refers to as One Eye. The orc grabbed the boy by his throat intending to choke the life from him but stopped. It’s not known why he didn't kill the boy then but scholars speculate as to the reason. In the end the Orc known as One Eye took the boy and raised him, causing One Eye to become an outcast amongst his own people.
The boy became known as The Mute Mule as he spoke little and did much of One Eye’s and the tribes more menial labor. As the years passed One Eye noticed the boy possessed incredible strength and endurance. The tribe treated him as nothing more than a simple slave but to One Eye, he became the son he could never have. Even from his early years he showed interest to learn the ways of Orcs and excelled in everything that One Eye taught him. His interest to learn the Orcs Rites of Combat lead One Eye, who taught all Orcs to fight before he lost his, to teach Mute to fight in secret. When the boy reached maturity he was taller and stronger than most of the Orcs. He became more of a target of ridicule to the point where he was forced to use what One Eye taught him to defend himself by breaking the arm of the Chief's son. This caused the Chief to call a moot to decided what to do with Mute. One Eye claimed that the boy was special, he himself having seen visions from the gods declaring Mute to be his son and earning him the rites and status of a full tribesmen. Outraged the Chief told One Eye that either he kill Mute for his blasphemy or that he leave the tribe to live as a true outcast to all other orc tribes and take upon himself the accursed brand. One Eye declared that the choice was already made and taking the brand he burned the accursed eye into Mutes forehead who barely flinches before branding himself. The Chief declared that they have one day to gather their things and leave the camp before they are driven out.
That night while Mute was readying the horses to leave, the chief's son set upon their tent with a group of orcs, mortally wounding One Eye just as Mute returned to the tent to stop them. Mute dispatched them with such furiosity that the blood flowed out from the tent and the screams woke the rest of the tribe. He picked up One Eye and carried him out as the whole tribe watched, too scared by the fire in his eyes to stop him.
Mute walked and walked until he reached the Mountains of the Zenith. It was there that One Eye began to tell him of the visions he’s had and the vision he saw the day when they first met. To truly be free he tells Mute he must find his own path and make his own way, free of the burden of vengeance that One Eye started when he killed his parents. The Old way demands that a grudge be settled in combat and One Eye declared that Mute defend himself. Mute hesitated as One Eye began to goad him into fighting. Grabbing Mute by the throat, he began to crush him but Mute broke his hold and embraced him for once last time before crushing One Eye to death in his embrace.
From then on the story goes that Mute went from tribe to tribe challenging them in the Old Way. By defeating their leaders he gathered the tribes of men together, unifying much of the tribes of men and bringing about the Golden Age that lead to the formation of Zenith. It is said he was never defeated in battle and chose to lead by example. He established the old law and many of the laws of man still practiced have their roots steeped in his legend. When the great houses of man were established and humanity had reached its pinnacle, he realized he finished all that he set out to do and his path would continue on elsewhere. He left, and is thought to wander the world to this day.
Before the Great Purge, during the Time of Succession when Draioch and Durghiem succeeded, otherworldly creatures began to appear causing chaos and fear. They were known to attack people, eating some alive. Possessed with magical abilities they were a great scourge on the land and kingdom of Zenith. A group of heroes calling themselves the Shacklers explained that these beasts were the direct cause of magical abilities and users. Furthermore, these heroes had ways in which they could quell the problem but peace could only truly come if they purged magic completely from the land. This meant they needed to put an end to not only magic itself but those who used it. Through a secret rite they drew out the power of magic from the user, lobotomizing them in the process.
The most prominent belief that most humans hold is that they rose from the dew of the earth and gained enlightenment by consuming the Zenith Blossom Oil.
As humankind populated the world they formed larger groups of tribes. Early in the history of humankind the life of every person was viewed as sacred and they revered all life as such. As more and more tribes were formed they saw the need to establish a system of laws to settle grudges between separate tribes. Singular combat was used as the last resort to settle disputes. Later on this evolved into how tribes conquered other tribes to avoid mass bloodshed and eventually, after the establishment of Zenith, it is celebrated as the grand melee tournament in the capital city to this day.
After a rather dark age had ended, the tribes of man started to band together and establish the city of Zenith. In the early years it was a place of hope that other tribes could join to insure their survival and prosperity. As more and more tribes joined, the city became many cities until the great houses established Zenith as the capital and unified together as the kingdom of Zenith.
Symbol of the Eye. House of Gladiatorial Training. This house has been in control of Zenith since its first inception. They worship the shedding of blood in combat and practice their own form of blood magic. They view all other forms of magic as weak and refrain from using blood magic in combat.
Symbol of the Black Scepter. After the majority of the Onyx Floret Guard seceded from Zenith, the Remordeus took their place as the prime guards in the capital city though they protect the rich from the populace unlike the Onyx Floret Guard.
Spinitriae - Symbol is a Spindle of Black Thread. Gained their power through courtesans and dancers. Secret Cabal of Assassins and Alchemists.
Symbol of Golden Grain. The Lesser houses and tribes that formed Zenith are among the Rurals. There are more than one can count with many symbols and banners that represent them. Considered the lower class of society they eke out a meager living, surviving as best they can while being exploited by the rich ruling houses.
Symbol of Sword with a burning Hilt. Humans of the forest. In recent times they are viewed as a scourge against Zenith that needed to be quelled. They are at constant war with the Zeniths Legion Nord armies in minor skirmishes, using guerilla warfare like tactics to steal supplies. Many of the Sylvane have embedded themselves into the common areas of life within Zenith and the Northern Cities. There are rumors that they have infiltrated other houses in an attempt to overthrow the current rulers.
For centuries prior to today, Zenith was considered to have the finest military in the world. Over the years, due to wars and the decadence of its wealthy rulers, its greatness has waned and they have fallen out of power. However, the history and practices have remained intact and with its organization, equipment and ferocity; they remain a force to be reckoned with. The poorer populace within Zenith join the military in the hopes of achieving a better life through the promises of citizenry and wealth. Those promises, however, have been grossly exaggerated by the ruling class in an effort to gain vast troops.
The Legions are made up of 4 unique troops tasked with protecting the North, East, South, and West regions. Individually they each contain a unique culture all their own being originally established by 4 different Houses that have since grown by taking in smaller houses or travelers. It is important to note that the military itself is made up of several thousand heavy infantry and auxiliary units being standardized throughout the 4 Legions.
Tasked with protecting the borders between Zenith and its former colonies; Draioch and Durgheim. Practitioners of mountain warfare and supplemented by Draioch loyalists auxilla. The Hiberno Wall stretches most of the Northern frontier, staffed by Legio Nord.
Tasked with protecting the border between Zenith and Sahir. A tough border to protect as Zenith’s sweeping hillsides and grasslands begin to turn into brutal sand dunes and oasis. The Legionnaires who are stationed here tend to forsake the heavy armor for light chain and leather, to fight the pirates that plague the deserts of Sahir. Due to the recent, albeit brief, war with Harshorne, this garrison has vastly depleted numbers. However, they continue on with a strong hatred of Harshorne and Zenith defectors: The Onyx Floret Guard.
Tasked with protecting the Eastern borders of the Therian Tribes and the Mogatai Orc Empire. The standard heavy infantry is complimented by large amounts of light cavalry in order to protect incursions by possible renegade orc bands. One of the only Legion that is made up of over half as many other races especially Dwarves, Orcs and Therians. All of that makes the 4th legion one of the most culturally diverse of Zenith’s Legion resulting in some mistrust between them and the Capitol.
Tasked with keeping watch of the Forbodenwoad to the west as well as Il Paraonde. They are a diversely trained legion often culling their numbers from the other legions in an effort to secure the western borders since the war the Great Purge.
Lead by Othello Torstein, brother of Ondjuit Torstein. An elite military force designed to protect the rich from domestic and foreign threats. Chosen as children and taken into house Torstein they are trained in the ancient rites of combat. One can find renegade Finadainn from Draioch serving in this guard, Water Fencers from Il Paraonde, or even Sahir Dervishes who claim their heritage back to the original tribes of man and seek to honor their ancestors.
The Onyx Guard and Ondjuit Torstein were escorting a group of emissaries from Harshorne and a Wishling named Toren Zeni the victor of the most recent Grand Melee when they came under attack from the Sud Legion. Ondjuit’s brother did not survive but the rest of their group made it back to Harshorne. Ondjuit and the Onyx guard remained in Harshorne after getting word of the death of his brothers family and the rest of house Torstein at the hands of assassins. Given a parcel of land by Harshorne for bringing Toren home safely, he has become enamored with the Wishlings way of life and honor and has gone down the path of In Ambitus Sojourn.
People who have reached the pinnacle of their study are given the title Zeni. For instance, the great champion Richard Preston earned the title Zeni after becoming the winner of the Grand Melee.
(possibility of it changing color when removed from the ground) Is a golden stemmed black colored flower whose petals are known for their great beauty. It is native to the area around the city of Zenith. The seeds from the flower contain a potent healing property that if not prepared properly can result in a Hallucinogenic trip.
The tournament is held every year in celebration of the Old Way and is an opportunity for the lower class to win enough wealth to become an aristocrat.
Each month they celebrate the gods in a grandiose manner with feasts and parades in a weekend celebration usually on the 3rd weekend of the month.
Council of 7 titled Dux are elected by the Confederation Leaders Merchant Society of Il Paraonde
Who runs the kingdom:
The Council of Merchants
The council rules in favor of what is best for the people and cities that are a part of the Merchant Society or Paraonde
The kingdom of IL Paraonde is one of the most culturally diverse kingdoms on the Western Continent. It holds treaties and trade agreements with almost every kingdom on the Western Continent. They possess the means by which to travel to the West Continent as well as the sea charts and coordinates.
The Nation relies on the bounty of the sea as well as their ability and access to trade with all of those that are a part of the Merchant Society of Paraonde
The Nation of IL Paraonde allows the worship of any gods
Port city on the east most coast of the West Continent.
Humans, Djinn, and Alfar
Almost every race can be found to live with in the kingdom of IL Paraonde
IL Paraonde is one of the first nations to sign the pact to explore the eastern continent. The city of IL Paraonde provided the maps and coordinates to the White Republic ships as part of the pact.
Alfheimr– Their greatest ally and part of the original founders who helped established the city when the war of separation happened.
White Cloud Republic - Paid shipping fleets, sea monster slayers, and escorts to the New Continent.
All Cities/Nations that are a part of the Merchant Society of Paraonde
The kingdom of Il Paraonde is the largest city on the western coast on the continent of Gjof. The capital city resides directly at the mouth of the river Kykr Vatn that springs from beneath the Cradled Mountains of Alfheimr. From there it stretches for almost a hundred miles north and south of the river Kykr Vatn with over 12 fleets of ships varying from trade ships, fishing ships, a naval fleet, and ships for diplomatic convoys. The main port also has a dock specifically for the White Cloud Republic. This dock is where the ships headed to the new world are, and where those who are traveling to the new frontier will gather before setting sail.
The Kingdom itself is run by a council of wealthy merchants whose main concern is the health, wealth, and safety of the kingdom and all its citizens. The wealth and prosperity of the city has birthed some of the most accomplished and respected schools on the continent. These schools range from music and the arts to diplomacy and business; As such, many travel from around the world to learn at these schools and to enjoy the rich and diverse cultural atmosphere the port kingdom attracts. It is the city where dreams come true. Where a person can come with nothing and become rich.
The Kingdom of Il Paraonde is a tropical paradise where its citizen’s dress in bright flowing garments. Many of the cultural dress from around the many different kingdoms can be found here but with the flair and bright coloring that Il Paraonde is known for.
The History of Il Paraonde is not a very long one, though it is one of triumph and freedom. It was during the time of The War of Separation and The Great Purge that the kingdom of Il Paraonde was formed. Made up of the eastern cities of Zenith that fled and fought against Zenith. While originally formed by humans many others wishing to start a life far from the corruption and anti magic laws joined their cause and now live within the culturally diverse kingdom.
If there is way to make money in Il Paraonde then a Confederation exists for it.
Players are allowed to create their own faction as well family organization that sells goods or performs special services in Il Paraonde. All created factions must be approved by staff.
A confederation of local mercenary guilds as well as any mercenary guilds that choose to operate within Il Paraonde’s lands. The majority of them are honorable guilds who are very choosy in their contracts yet considered some of the finest in the world. They look down upon such mercenaries as the Iron Guard, however, do allow them representation of the Condotierri. The current representative to the Council of Merchants is
An organization of explorers, scholars, archaeologists and cartographers. Their mission is to chart and explore the world. They are often hired by people to do survey work, explore newly discovered tombs and more. It is oft rumored that the spymaster’s guild the Web of Ragno exists within using the Explorer’s Society as a front.
One of the most well known guild is The Wanderfoot Expedition company which is one of the most profitable and successful group that’s a part of the Explorer’s Society. This is why they were chosen as the first of the explorer guilds to venture to the new continent.