Second Iteration

Developed by • The Design Mechanism • From a Creation by Tom Zunder Gwenthia As seen from High Orbit Visible are the continents of Gwailan (northernmost) and Thurian (southernmost). Clearly visible in the east of Thurian are the lands of Parkhesh, Nhi-Tual and Quatzadua. Southern Zathuria and central Gara-Dien are visible in the centralcloud-break. To the north-west, the islands of Cromaigne and Spiria can be seen. Barely visible, and almost in the centre of the picture, is the Red Orb, one of Gwenthia’s seven moons. The Dark Orb, or Black Moon, can be seen on each page of this book—even though it disappeared from Gwenthia’s skies thousands of years ago.. Map by Colin Driver Introduction

ELCOME TO GWENTHIA. This book describes the world of Gwenthia: its geography, its peoples, its Creative Commons W history, its politics, its gods, and its possibilities. The Attribution-NonCommercial-ShareAlike 2.0 concept behind Gwenthia evolved at ‘The Tavern’ (http://tavern.zunder.org.uk/) as a shared world similar to You are free: Chaosium’s old Questworld project of the late 1980s. Beginning · to copy, distribute, display, and perform the work with a simple map, Tavern members quickly staked land claims and began the co-operative process of developing cultures, · to make derivative works peoples, creatures and conflicts to fill those lands and influence Under the following conditions: others. Gwenthia was rapidly born, and is still in a state of development. Attribution. You must give the original author credit. Although designed with BRP in mind, Gwenthia is designed to Non-commercial. You may not use this work for commercial work with any set of roleplaying rules or mechanics: ready- purposes. published, hybrid or home-grown. Share Alike. If you alter, transform, or build upon this work, you The intention of this book is to draw together the basic settings of may distribute the resulting work only under a license identical to Gwenthia and present them in one place for gamers to use for this one. their own campaigns. All material is published under the Creative For any reuse or distribution, you must make clear to others the Commons licence (see sidebar), and can be freely used in a license terms of this work. gaming context. Any of these conditions can be waived if you get permission from About This Book the copyright holder This is the second edition of the Gwenthia: The Guide. It is Your fair use and other rights are in no way affected by the greatly expanded and revised, with new information, settings, above. details, timeline, history and secrets. If you have the first edition, you’ll find much is similar, but quite a lot is different—for example… Credits and Ownership Gwailan Union Gwenthia is the creation of Tom Zunder and developed by The The Gwailan Union has been removed from this book as we no Design Mechanism, whose contributors are: longer have the author’s permission to use the material. This has AurUrbis & Badlands Tom Zunder obviously had consequences for the timeline and history of Gwenthia, as well as impacting on the development of the Cromaigne Lawrence Whitaker continent of Gwailan. Durustan Stuart Mousir-Harrison Religion Gara-Dien Charles Green and Religion has been greatly expanded and clarified. You will find Stuart Mousir-Harrison more information on the Church of Gwenth, the Church of the Meravaenia Nick Middleton Chain, the Octaminists, The Evening Culture, and other cults and Nhi-Tual Nathan Baron factions. Parkhesh David Gordon Secrets Quatzadua Colin Driver Some of Gwenthia’s design secrets are included for Spiria Darren Driver Gamesmasters who need to know more about the world when planning their adventures. Some of these secrets are hints; others Zathuria Simon Bray are more explicit. Use them wisely. Maps With sincere thanks and recognition to Pete Nash for subsequent Bigger, better and clearer. In fact, that goes for all the illustrations development work. contained in this book... Layout and Design: Lawrence Whitaker and Tom Zunder Artwork: Simon Bray, Colin Driver and Richard Huber (whose work is used as part of the Dover Pictorial Archive Service agreement) The third section is reserved for Gamesmasters, and contains Finding your Way Around secrets and inside information to help GMs prepare campaigns Gwenthia based within Gwenthia. You should be able to gain a good feeling for Gwenthia just by This book contains a lot of information; much more than the first reading the first section. The settings chapters take you deep into edition. The Design Mechanism has therefore taken the a particular region or country, expanding on material found in the opportunity to reorganise and restructure the material in order to first section. Only read the third section if you are intending to make it clearer to use. run games within Gwenthia—the information it contains is This book falls roughly into three sections. The first section designed to be revealed during play, and reading this material as a provides an overview of Gwenthia: its geography, people, player, rather than as a GM, may spoil your enjoyment of the religions and history. The second section takes a detailed look at setting. the major nations of Thurian, Gwailan and the northern islands.

Table of Contents

Page The World of Gwenthia 5 Religion and Crusade 11 History - Ancient & Modern 21 AurUrbis 30 Badlands 37 Cromaigne 39 Gara Dien 47 Meraveania 57 Nhi Tual 69 Parkhesh 78 Quatzadua 86 Spiria 94 Zathuria 97 The World of Gwenthia

HE PLANET OF GWENTHIA is roughly Earth-sized landmass is in the tropics. AurUrbis has a temperate coastal and orbits its sun at a similar distance. A Gwenthian day climate, warm in winter and humid in summer. Temperatures Tis 32 hours long; not a result of a slower rotation, but due hover around 3-4 degrees Celsius in winter, with occasional to magical forces unleashed when one of the planet’s moons fell snowfall, and rise to an average of 24-26 degrees Celsius in the several thousand years ago. Gwenthia has seven moons, or orbs, summer. Autumn sees continued high temperatures combined and whilst these satellites appear to be moon-like, they are, in fact, with high rainfall, Spring is windy and temperatures rise either beings (which are worshipped as gods across progressively, averaging 12-15 degrees Celsius. The Mountains of Gwenthia) or are the homes of supernatural entities. Thus, the Gold have an alpine climate. The New Province has similar moons do not exert the same influence over the planetary tides weather on the coast, but harsher winters and hotter summer in and atmosphere found with Earth’s moon. the wooded hinterland. The continent of Gwenthia, subdivided into the northern Nhi Tual is drier than might be expected, as is the Quatzaduan landmass of Gwailan and the southern landmass of Thurian, is so coast. This is due to the presence of Eserrian (the landmass to the named by few in the continent itself. The names come from the east-south east) which blocks a warm ocean current. This lack of writings of Talthwyn Maptalker, itinerant bard and geographer warmth, coupled with the extreme height of the mountains and from the distant lands of Kumree. Flitting from nation to nation, highlands explains the severe cold of the Meravaenian Plateau, from court to court, Talthwyn appeared to treat the difficulties of despite the fact it straddles the equator. Gara-Dien is at about the terrain and distance as mere trifles. His much copied and latitude of West Africa, but probably somewhat cooler and drier. plagiarised works include Three Krarnaks and a Caravan Barge, Parkhesh if taken on average is as dry as dust. The south west Geografica Gwentha and the voluminous History of the Gwailan consists of the arid Red Desert (dotted with oases). Along the Vendetta Wars. Talthwyn's works were compiled across a century north east and north run a chain of mountains which feed rivers and a half, a lifespan beyond so few that it has been suggested that to the coast and the hot interior. To the South East is a parched fraud and impersonation may have played a greater part in Savannah. The rivers leading in land feed small lakes. The strip of Talthwyn's latter days – or that he sported Cromaignian ancestry. land along the north and east coast is lush with woods and rich His volumes have been reproduced by quill-wielding pastures. Rivers provide irrigation for the land and terraced farms philosophers, lead poisoned typesetters and recited to kings and are common, giving a hanging gardens feel to the coast of priests by harlequinned troubadours. Parkhesh. Climate The Gwenthian Calendar Gwenthia is an earth-like setting, and the temperature and climate Gwenthia has two major calendars, the Old and the New. reflect this. To allow for easy comparison by our readers we have used expressly Earth analogues to convey meaning. The Old is Octaminist, following the patterns of the old Order before the Fall. Each day is 32 hours long, divided into 8 watches The Climate of Gwailan is broadly similar to that Eurasia. The named for the Orbs in the sky. The 8th watch, which is the only north coast experiences temperatures and weather on a parallel time when the sky is fully dark, is the Black Watch. This is a time with the Baltic, or slightly cooler, chilled by a cold current running of the creatures of the night. from the east along the north coast of the Sea of Granite. Although the coasts never freeze there is a seasonal risk of drifting Each week is 8 days long, each named for the Orbs, as they are ice. Once clear of the north coast this current does not follow the known locally. Each month has 8 weeks, again, each named for western coast but returns north. The great lakes around which are the Orbs, as they are known locally. Each year is 8 months, or 64 based the nations of the Gwailan Union may freeze depending on weeks or 512 days long. This calendar was denounced as heretical their depth – effectively blocking maritime traffic to the centre of by the Human Church of Gwenthia some 995 New Years ago, the Union. The east coast of Gwailan benefits from the fading and the New Calendar was proposed. end of a warm current from the tropics, and experiences a climate not dissimilar to the Canadian Pacific Coast or western Europe. The New Calendar follows the seasons more closely. The New Year consists of 7 months each of 35 days (each of 5 weeks of 7 Cromaigne and Spiria are both rather cooler than would be days) and a shorter 8th month (the Dark Month) lasting 10 days. suggested by their latitudes. Menerain in Cromaigne is about the The 8th month is despised and full of dark portents. So the new latitude of Madrid, with an expected "Irish" climate, while year is (7x35days) + 10 = 245 days of normal months plus 10 days Montemphis in Spiria is about the latitude of London with an of the Dark Month. It was found that the new year was better expected "Scottish" climate. Neither island benefits from any served as having 255 days rather than 256 because of the seasons warm oceanic currents heading north from the equator, due to the and measurements of the solstices and equinoxes. presence of the continent of Sianthor off to the south-west. The New Calendar venerates the Seven Gods of the Moons and The Climate of Thurian is noticeably warmer since much of the the Five Messengers as well as vilifying the Devourer. The 8th month is a sacred time - where the followers of the Human Church of Gwenthia re-enact the end of the Golden Age and the Fall of the Dark Orb. The beginning of each year would then be celebrated with joy as the world passes into a new year after enduring the attempted rising of the 8th god. People Croman (Cromaigne) Gwenthia supports many races. Most are derived from human Cromans (Homo sapiens cromanis) stock, but there are clear signs of evolutionary development, are unique to the island ofCromaigne mutation, cross-fertilisation and genetic engineering. and are the result of centuries of interbreeding between pure-strain Arboreal (Quatzadua) humans of the ancient Meravae Empire, and the humanoid Arboreals (Homo sapiens Forerunners. Croman are human arborealis), make up the majority like in physicality but differ in certain of the population found in the key respects: they all have six fingers thick Western jungles of on each hand; enjoy life-spans Quatzadua. It is rumoured that the greater than the human norm (150— race is the result of the first 200 years of age is common), and Zathurian experiment in evolving they are resistant to disease and general illness. intelligent life from the native primitives, although they are Cromans are, by nature, reserved and thoughtful. Haste is a rare considered to be human. trait in a Croman, and cool patience and deliberation a common commodity. Many see the Croman as cold, unemotional beings, Pure-breds are easily recognisable but this is an uncharitable view. They are passionate about the by their wide eyes and long arms. arts, philosophy, commerce and, in the kingdom of Amerain, Standing at only around five feet etiquette and history. With close friends and confident they are on their short legs, these light-boned hominids are equally at open, happy and gregarious, but keep such displays masked for home on the ground or in the trees. Their sharp eyesight, coupled normal social discourse. with their ability to easily traverse the tree-line, make them much sought after by mariners; though by nature, most have a natural aversion to the ocean. In speech they tend to use the common Forerunner (Extinct) Quatzaduan tongue, although in private they still use their own The origin of the Forerunners is unknown, but they were clearly “short-speak”; a medley of calls, clicks and whistles which are not human, although were human-like. Essentially the reminiscent of the native fauna and said to carry for miles when Forerunners were a slave-race of the Ancients and were, in required. Arboreals tend to be more secular than other humans themselves, powerful magicians. When humans first arrived in but some do frequent towns and cities. Gwenthia, ostensibly to destroy the Forerunners, the two species allied, and formed the Meravae Empire that dominated most of A Brief Guide to the Nations of Gwenthia AurUrbis Cromaigne rather than its land area. What Durustan lacks in overt power it makes up in The seat of learning and culture in Gwenthia, Home to the kingdoms of Amerain, Menerain economic influence. The Kastu are the AurUrbis spans the continents of Thurian and and Spharain, Cromaigne is sophisticated, primary Gwenthain suppliers of highest Gwailan at the Golden Isthmus. Its physical insular, and enthralled to its violent history. The three kingdoms of the island have very quality, but low volume, metals as well as division is mirrored in the two species that possessing impressive skills in the make-up the population: the black-skinned, different characteristics and cultures which are, diminutive prodigies that are the KiMentis, and seemingly, in conflict with each other. In production of complex chemicals. They the tall, fair-haired, KiDelan. A complex addition, Cromaigne is home to countless spirits would rather mint other countries' coins relationship exists between the two, but and manifestations of nature. Many were than supply them with basic metals in bulk. AurUrban society exhibits levels of peace and trapped or imprisoned by the Evening Culture, sophistication that are found nowhere else on and remain so to the present times. Others the planet. have simply taken to hiding from humankind, Gara-Dien so damaged are they by their experiences. Gara-Dien is a lush, hilly and mountainous Badlands Durustan region, with extensive forests rising to the Bordering AurUrbis, Meravaenia and Parkhesh, central heights, and fertile, grassy plains to this is bandit country—rugged and dangerous, Durustan does not, at present, play a the north and along the coast to the south. and filled with all manner of villainy, mutation, prominent role in Gwenthia. It’s influence vile sorcery, and -intent. is more in keeping with its population, The Harmonious Empire (as it is styled) is a Thurian for almost 5,000 years. Iqari (Cromaigne & Elsewhere) Within the Meravae Empire, interbreeding between humans and At first glance the Iqari appear to be a cross Forerunners was forbidden (although between giant raptors and (giant) humans. clearly possible). However, when the Standing at more than two point five meters dissidents known as The Evening in height, Iqari are daunting just for their Culture broke away from the Empire, size. The muscular arms and hugely and colonised the island of Cromaigne, developed torso are humanoid, but from the interbreeding took place between them, waist down and neck up they are bird like. A and the Croman race was the result. pair of wings extends from complex, over- developed shoulder blades, and a fan of tail feathers extends As a distinct species, the Forerunners behind. Female Iqari retain breasts although they provide no have disappeared from Gwenthia, with the last of their kind nutritional benefit whilst raising chicks. departing with the disappearance of the Meravae Empire 2,200 years ago. Iqari can fly using their massive wings. Adult wingspan is typically between 22-26 feet for both males and females. The shoulder- Humans mounted wings are extremely powerful, requiring a massively deep chest to mount the strongest muscles in the body. Humans (homo sapiens sapiens) were brought to Gwenthia to destroy the An Iqari can launch itself from a standing position, achieving Forerunners, but instead formed an rapid height very quickly; however such manoeuvres are strenuous alliance with them and prospered. They and Iqari prefer to launch themselves from high ledges. They take are now the dominant species, and racial advantage of uplifts and thermals to save energy, and can glide for variations are common. It is, perhaps, hours at a time without flapping. The most skilful flyers can the human ability to adapt to, and achieve speeds of over thirty kilometres per hour by gliding, and influence, the environment, that has led twice this by actively beating their wings. Iqari cannot hover. to the experimentation that has created Iqari are most frequently found in Cromaigne, where they the various sub-species such as the dominate the central mountains of the island. However, Iqari Arboreals, Croman, Shades and Tharux. colonies are found further afield, such as in the mountains of AurUrbis. mostly human nation bent on spreading its this culture. Also, the smaller Kitar Island as to constitute a sub-species of human. style of government, faith, and martial has been taboo for centuries, and only Of the various nations within the Meravaenia prowess to the entire known world. Each within the past year have Exploration region, the Republic of Telbrin is the most child brought up within the Empire is, at Teams been able to even get to it. Their vibrant and outgoing. Its people are natural least in theory, taught that the Jade Path, findings have not been made public, but explorers (some would say thieves), the state religion and system of are rumoured to be gruesome. thaumaturgists (some would say sorcerers of the government, is as close to perfect as worst kind) and merchants (some would say humans are able to get. As such, it is the Meravaenia crooks). Telbrin is expansionist, adventurous, and quite prepared for confrontation—although Empire’s holy duty to the Lady of Doors? Occupying the central plateau of the Thurian it seems to have avoided major clashes thus far. to spread her faith amongst the rest of the continent, Meravaenia is, in fact, a collection of Some speculate, but do not openly voice, the loose republics and independent nation states. world, whether the people on the receiving similarities with the long-departed Meravae The name for this region (and as a consequence, end want it or not. The holy mission of Empire... educating the populace is performed by the for its peoples) is a misnomer, and refers to the famous Jade College from its massive extinct Meravae Empire that occupied this area—and beyond—for almost five thousand Nhi-Tual headquarters in the capital city of Moorvia years. The people of the plateau never refer to Land of the Goddess, Khur-Ishida, Nhi-Tual is Gara’dien was built upon the ruins of a themselves as Meravae, but rather to their a harsh, barren land that is home to several very much older civilization, and countless relics particular region, such as the Republic of different tribes of humans. Once a fertile and Telbrin, Xantir, or the High Kingdom. prosperous land, the Tual rejected the ‘’ of that culture are still buried beneath the rulers who provided such bounty and embraced verdant soils of the grasslands and the This is an essentially human region, although instead the newly arrived Goddess, who inland desert. Scholars speculate that the the mountain-dwelling people of the High promised true paradise only after a life of desert has something to do with the fall of Kingdom are so adapted to their environment harsh environment of the desert. Lapithians (Spiria) Numerous tribes now exist across the Lapithians are a race of mountain Red Desert, each with their own dwelling, bi-pedal humanoids that allegiance to the policital entities are mostly found in Spiria (the bordering the Red Desert. The jealously spiritual center of the entire guard the ruines of the Ancients which Lapithian race) and the Mountains of sit on what were once islands in the Gold in AurUrbis. They are on Lagoon. They're internecine wars have average 6 feet tall, have long snouts, proved advantagous to Parkheshi long and thin tongues, grey fur, large imperial desire, but many Nomads still humanoid hands and acidic saliva. remember the betrayal of Maluja who corrupted a number of the They also live to about 80 years old tribes. Some of these Sand Free Nomads have settled in Duresh, on average and many worship the Khalesh, Tukresh and other provinces of Greater Parkhesh. Mountain God. Many become blacksmiths or armourers and rank amongst the finest in Gwenthia for these particular crafts. Shades (Quatzadua) Lapithians are heavily reliant on mountains for neutrients, and Shades (Homo sapiens chameleus) are a therefore Lapithian settlements are commonly found by sub-species of human residing in mountainsides (around Mt Oreas for example). They feed on Quatzadua. Originally the children of small insects, which they usually snatch up from small cracks in the first Tarazon (see the chapter on the mountain using their long tongues, and rock minerals which Quatzadua for more details), the race still are broken down by the Lapithian's acidic saliva. This strange diet breeds true in Terexta and Xzanpthia. naturally causes caves to form in the mountainsides they feed on, More wide-spread than Arboreals, which female Lapithians use as a temporary home during their Shades are found in all regions of pregnancy, as nutrients are readily available to them when needed. Quatzadua. Also referred to by some as "the bright ones"(due to the females’ golden-red pallor when in Red Desert Nomads (Parkhesh) season), both names derive from the races’ natural ability to subtly change their skin-tone to match their surroundings (a useful ability Believed to be the Servitor Race that was served the Forerunners - where minimal clothing is required). Where it not for this ability who lived in the idylic lagoon that is now the Red Desert. Some (along with the six proto-filaments growing over the ears and into 5000 years ago they were aquatic but have since adapted to the the hair-line), Shades would look all but human. hardship and toil. bodies perform many servant-like chores (Nhiaquat being a notable example) but who or throughout the country, and and entire what created them remains unanswered. It is The people of Nhi Tual are semi-nomadic, mummified armies are maintained to defend the thought (though not proved) that family groups intrinsically xenophobic, and vehemently city leagues. of Arboreals did not have the level of protective of their goddess and way of life. technology required at the time and humans Outsiders are viewed, at best, with suspicion Quatzadua were too busy fighting for survival to have and, in the worst case (the Parkheshi, in created such fetes. particular), with utter hatred. At the far south of the Thurian continent lies Quatzadua. Around three thousand years ago, rumours that Parkhesh The country is a juxtaposition of high Quatzads were worshiping The Earth God Once a province of the mighty Meravae mountains, steaming tropical jungles, high spread to the surrounding countries; carried by Empire, Parkesh is, in reality, a collection of pampas and sub-tropical grass and wetland. Due traders willing to travel to Taxica in the East city-states that surround the vast Red Desert of to its high southern cliffs, along with its distance and Pazzoxa in the West. the interior. Parkhesh has a long, complex, and from the central hub of activity, the country lay Shortly after this time the Shade race entered violent history. It has seen four civil wars, and largely undisturbed (and indeed ignored) until the picture. It is rumoured that they are the the rise and fall of the powerful around 3,000 years ago. Occasional travellers offspring of the first Tarazon, as their ability to prophet/sorcerer Maluja. However, the most from the neighbouring lands of Nhi-Tual and change their skin-tone to match their curious—and, some find, disturbing aspect of Gara-Dien left their mark to a small degree but background and vestigial signs of head-tendrils Parkhesh—is the treatment of the dead. the high mountains and impenetrable Jungles is reminiscent of the lords of Zathur. Indeed, the Parkhesh believe that death is no thwarted further colonisation. That civilisation barrier to continued usefulness, and have existed before this time is beyond question Spiria developed complex magics to reanimate the though, as ancient ruins abound within both the dead and put them to social use. Mummified Western Jungles and along the Thexadin River North of Cromaigne, the island of Spiria is home to the rock-eating Lapithians, and the vast Ramovens? is made up of a warrior heirachy, and is extremely Tharux (Zathuria and Elsewhere) militaristic in its make up. The Tarovens are landworkers, farmers The Tharux are a rich dark brown and petty crafters. Finally the Domvens are landless peasants, who skinned people, noted for their slim rely upon to good will of their masters for survival. Slaves are a frames, tall stature and quick common sight in all Tharux clans, all castes apart from the movements. They are great thinkers Domvens maintain slaves in their households. and have a natural affinity with More detail on Tharuxi and their affinity with technology can be found in the science and technology, a gift they Zathurian chapter. claim was bestowed upon them by their Zathurian overlords. Their eyes Zathurians (Zathurian Arcologies) are black, as is there hair (which many of them shave off or braid into The Zathurians are an alien race, not locks in emanation of the Zathurian native to Gwenthia. Their true origins head tendrils). Long necks, small are only known to themselves, but heads and thin limbs are their ideal of beauty and many Tharux they are called the ‘Children of the use neck rings to extend their throats to a pleasing length. It is Moons' by many cultures. They are a also common for women to cut their earlobes into pleasant forms. xenophobic and agoraphobic race Amongst men the ideal form is to possess a large head, with long that dwell in sealed cities of great age stretched earlobes, both being a sign of intelligence and wisdom. and advanced technology. They have Head moulding is common amongst both genders, and many access to devices and knowledge far older Tharux can have greatly lengthened skulls (this practice is of beyond the rest of Gwenthia; they are course enforced by parents on their children). Some Tharux carry masters of science, and yet they seem Zathurian genes, possessing the nictacting membranes found in to dwell in a state of arcane stasis, certain Zathurian castes, or the ability to adjust skin colour. never progressing in their development. This emphasis on appearance has lead to a caste system developing amongst the Tharux. The ruling nobles form the highest caste or Zamogeb, their inbreeding has lead to them developing extremely Zathurian like characteristics, they rule the clans which form the backbone of the nation. The next social rank is the Hagovens?, made of thinkers, scientists and engineers. The

Mount Oreas—venerated by the Lapithians. servants and talk directly with the gods, yet fear to tread beyond the taboo laden borders of the The Lapithians are completely peaceful people, Zathuri Marg. The Tharux are city dwellers that and are thus often overlooked in the affairs of believe the Zathurians to be deities of great the world. This has worked completely to power, their small towns and cities litter the Spiria’s advantage; it has been allowed to focus Tharagax region, but are mere shadows of the on its religion and quiet dedication to Mount arcologies of their masters, yet are extremely Oreas utterly unhindered. beautiful with their white washed walls, ornate tiles, glittering temples and masterfully devised Zathuria gardens. are Zathur is a land of three distinct cultures living There are also lesser peoples within the domain together in an uncomfortable symbiosis. It of Zathur, most notably the psychic Ghazazi proclaims itself to be the most ancient land in and the enslaved mountain people known as the all the world, ruled by immortals that remember Tegreet. They each have their own roles to play when the gods walked upon the earth and man in the future of Zathur, yet mostly remain flew in the heavens like seraphim amongst the unseen from the eyes of the casual visitor. stars. It is a land of radical juxtapositions, the ancient Zathurians live amongst colossal and impossible cities that defy the technology? of the rest of Gwenthia, and yet they are trapped within them by the fear of mortality. They have powers and abilities that make them godlike to all around them; they are served by inhuman Religion & Crusade

HETHER PRAYING QUIETLEY to the great Bull Across Thurian missionaries from the mysterious lands of God in the Sacred Horn Temple of Urthan, or Gwailan preach millenial and apocalyptic messages. The W dancing with one's ancestors in the faraway city of Righteous Ascendant priests in their red leather gear preach that Denipatakano in Kitar, Gwenthia has diverse and varied they are the Geneweavers themselves, awaiting the coming of the theologies. Talthwyn was most fascinated to trace the links and One True God and that all must live lives of poverty and purity in strands that were shared by the world's religions; as with most preparation for this apocalyptic day. Fortunately for the syncretists he stretched this beyond all meaning or sense. missionaries they are known as great scribes and as such their odd Gwenthia has various strands and themes in religion, with views are viewed with humour and tolerance, although small Northern Thurian having a common thread based in original groups of acolytes are known across the land polytheism, worshipping the 8 Orbs (Octaminist) and the subsequent revolutionary AurUrban Church of Gwenthia which On Gods and Men deposed the Eighth Orb in the Octaminist Crusades in it's home Gods are real. They do move mountains, send storms, bring peace territory of AurUrbis, Cromaigne and Meravaenia. Despite the and love, appear at battles and strike foes. Priests who are attempts of the Hectaminists they were unable to end thousands apostate cease to be able to perform miracles, worshippers who of years of Octaminism in Parkhesh. are pious and pure go to their god's afterlife. Gods are, however, The key surviving example of Octaminist faith in Thurian is in local. The Xemarch Turtle of New Province is not quite the same Parkhesh and is the Octaminist Church. as Xemarch Lonely Sigh of Kaipor. The syncretic theologian Kurg Grace spoke of this in her Treatise of a Theologian outside of Time; Examples of the Hectaminist faiths, many of which are showing some deities seem self-aware of this localisation, especially the the influence of syncretism include: greatest and most worshipped, others are blissfully unaware and · AurUrban Church of Gwenthia, the root church only found seem in fact to be separate spirits sharing a name and little more. in AurUrbis. Religions are sometimes separate to deities. The Gwenthian Gnostics practice religion but disdain gods, saying there is a · Human Church of Gwenthia, the heretical but friendly higher being above all the petty deities, cloaked in Heaven and offshoot of the first church, strong in parts of Cromaigne, only reachable through meditation. Few publically renounce all Meravaenia and western Badlands. religion, but some scandalous aristocrats and intelligentsia sometimes attract notoriety by hinting at it. · Churches Of The Chain, dominant in Meravaenia Religions wield considerable wealth, magic, cultural resources and In Nhi-Tual the tribespeople and city dwellers worship the science in much of Gwenthia. Some act for good, some act for Dragon Goddess Khur-Ishida who defeated the Seven False self interest, few actively work for evil. Conflicts defined as good Gods around 3000 BP. The religion is essentially monotheistic in versus evil or moral versus immoral are inevitable difference of that it denounces all other deities as false. opinion about the underlying ideologies, or are smokscreens to Further south in Quatzadua the people worship the cthonic Earth cover a practical real world conflict over power or wealth. God through the intercession of the Tarazon, part high priest, part avatar. They reject all other gods, but retain the mystical path The Adoration of the Zathurians of the warrior that is the The Cult of Murazcoatl. According to Tharux belief there are seven Great Celestial Lords Gwenthian Gnosticism is prevalent as small cults in Northern of the Zathurians, who rule over their land from their golden Thurian and is viewed with suspicion by the masses. It is largely cities. They are immortal entities who bestow blessings upon the tolerated as a non evangelising minority within the main religous people. They came to Gwenthia to liberate the people from the traditions, except in Nhi-Tual where it is seen as demon worship. oppression of the Eight Orbs who enslaved the world. Each The Jade Path of Gara-Dien teaches that profession and one's role Great Celestial Lord has a particular emnity for one of the orbs in society is interlinked with one's religous duty and observance. and seeks to pull it down from heaven. The greatest hero of the This state religion has largely replaced earlier animist and pantheist Tharux Mythology is Ghulmash, who destroyed the physical body traditions. of Nytag the Eighth Orb and dragged it from heaven, for his actions he ascended beyond the universe into glory. All of religion in Zathur is centred on worshipping the alien beings that are the Zathurians. From the Zharaan Animist The Other Great Celestial Lords are. Tradition to the The Adoration of the Zathurians, all worship is · Zatrang, Sailor of the Star Seas directed to these creatures. Outsiders view this with great cynicism, but to a Tharux the divinity of the Zathurians is · Khornur, Lord of the Comet undoubted. · Maduk, Breaker of Heavens · Onet, Walker of the Night Cromaignian kingdom of Menerain after the First Octaminist Crusade and was evangelised across Gwenthia by the devout · Jekarra, Dreaming Warrior Menerainian monks who became known as the Earth-Seers. It · Misapur, The Wisdom of the Cosmos became widespread in the Meravae Empire during the Second Octaminist Crusade, where it syncretised with local beliefs, the · Khranpur, The Holy Aura older Octaminist Church and influenced the Churches of the Each has a Golden City (or arcology) named after them. Chain. The militant arm of the faith are members of the Knights of the Rose, but ironically the most lauded haghunter of all, Prince yrGael is not a member of the faith (owing to the fact that he The AurUrban Church of Gwenthia denies the existence of all gods). The AurUrban Church of Gwenthia is a polytheistic faith that worships the Goddess Gwenthia as the inspiration that helped The Church of the Chain humans free themselves from the oppression of the Devourer after he had stolen the human race from their rightful home. They The Churches of the Chain also known as the Children of Xantir, honour the Seven Orbs as the husbands of Gwenthia who aided the Xantiric sects or the Churches of the Seven the humans to free themselves. The faith is open, tolerant and The cultures of the Plateau of Meravaenia all adhere to some form welcoming to other species as children on the Seven, but keeps of the Church of the Great Chain of Being, a belief that the seven initiation and membership limited to pure bred humans and the Orbs somehow represent or embody certain fundamental aspects KiMentas who serve Her. The Human Church of Gwenthia is a of existence which together are the links of creation that make friendly schism. existence possible: AurUrbans are devout worshippers of Gwenthia as the Earth The Anchor of the Chain: Mother. The KiMentas form the priesthood, the High Temple is both at and is the City of Gwenth in the Mountains of Gold. · Mother Gwenth Within that each city favours one of the Seven Gods of the The Links of the Chain: Moons as it's patron deity, and views it as the Husband God of Gwenth in that city, to AurUrbans all the Seven Gods are male. · Lady of Stone?: Rock, Purple Gwenthia has seven celestial bodies, known in AurUrbis as Moon Husbands. Seven can be seen clearly in the sky, and an eighth is · Lady of Air?: Wind, Orange believed to exist but to be dark. The Moon Husbands are the · Father of Fires?: Sun, Yellow husbands of Gwenth, who freed humans from the evil Eighth Moon God. The Eighth Moon is Dark, its occupant cast down for · Lord of Waters?: Sea, Blue his role as the Devourer, the bringer of the Void. The Dark God, Devourer, Fallen One is worshipped and propitiated only by dark · Weaver of Mists?: Mist, Grey and death cults. It is said by the KiMentas that when the Devourer was cast down from the Sky he shattered into 47376 · The Green?: Plants pieces, and that should people turn to sin again those 47376 pieces will come together and the Fallen One will rise again. · The Red?: Predator, Prey and Carrion The core catechism of AurUrban faith is: '' “We are the Lost, the The Companions of the Chain Stolen, those brought to Gwenthia by the Fallen One and made to toil for It as slaves. We, who with the Seven, contacted the · Teller: Direct Dominance, Giving Orders, Conflict and inneffable Goddess Gwenthia and drove the Devourer from the Revenge Heavens and freed human kind with the aid of the KiMentas who · Hunter: Subtle Dominance, Manipulation and Survival turned against the Devourer and drove him from the Sky.”'' The Church was the prime mover in the overthrow of the · Talker: Trade, Communication, Co-Operation Octaminist Church and the Octaminist Crusades. · Knower: Knowledge, Learning, also Sorcery and hidden The Human Church of Gwenthia wisdom Unlike the AurUrban version of the faith, any sapient species may · Dancer: Sky and Spirit join the priesthood and each community of worshippers view all That which is outside the Chain, the Broken Link temples as equal (this has been known to be viewed differently by some kings and priests). The Church was founded in the · Void: Darkness and Devourer in Thurian belief systems, and quit clearly in pre-Octaminist Crusade beliefs of the region was the Eighth link of the Great Civilised folk (or those who like to think of themselves as such) Chain... throughout the Plateau worship the Great Chain of Being and in general most favour the Church of the Lady of Air, or the Lady of Dancer? is a mercurial figure in Xantiric theology, largely Stone (also sometimes known as Mother Gwenth). The links of marginalized and ignored, but a central figure in folk myths and the Chain are regarded as abstract forces / principles and although old wives tales throughout the plateau and the primary myth ascribed a gender in some cases are not viewed as figure amongst the Merav Nation, being both the first Shaman anthropomorphic personifications particularly. The Companions and the primary ancestral figure of all the tribes, each of which is are similarly viewed as somewhat abstract, but more like governed by a Hand (Teller, Hunter, Talker, Knower, Dancer) of archetypes, and astrologers of the Chain can (apparently) predict Elders. much about a person's life based on precise charting of the position of the Orbs and the Companions at the time of their The Earth God of Quatzadua birth. This practice is not part of official church doctrine, but it is Rumours of The Earth-God of Quatzadua reached the rest of the remarkable how many organisational structures in Plateau cultures Thurian continent around 3,000 years ago, although he had use a unit of five... undoubtedly been worshipped in the land prior to this as his The tribes of the High Kingdoms pay most direct attention to the church was already well established. Red and Green, but their shamanic tradition is markedly different Little is known of this deity apart from his ability to bless his to the Churches of the Red and Green found in the rest of the followers with fertility (for themselves, their livestock and their Plateau, and heavily influenced by the Companions of the Chain. crops), provide them with rich ores or smite the land with Indeed, the Republic of Telbrin is becoming openly hostile to the withering plagues. violent rights of the Beast Cults in the Hallex River Valley, and the Kol-shek d’Vanan has indicated his displeasure as well. In Early temples to this deity were no more than open-cast mines, general, the Republic is moving increasingly towards a secular where the God's riches were reaped by his followers. Later state and the Churches of the Chain are increasingly marginalized examples are more lavish. Some being shaped into amphitheatres – but the first overt hostility has been against the Beast Cults so or inverted pyramids and covered with paintings and carvings. the other churches have perhaps not realised the extent to which Surrounding the temples are ornately carved pillars or pagodas. It that hostility is symptomatic of wider anti-religious sentiment in is rumoured that some of the faces carved into these act as the the Consulate of the Republic. Whilst Telbrin, like most of the eyes of the God, allowing him to monitor both his subjects and followers of the Xantiric theology of the Great Chain, are their level of piety. respectful of the Kol-shek d’Vanan, the seven Churches of the The Earth God also provides guidance for his people of Chain in the Republic are independent of the direct authority of Quatzadua through his mouth-piece the “God’s chosen” or the Kol-shek d’Vanan. Tarazon; his sole representative on Gwenthia. Xantir teaches that the spirit (“that which is bound by the chain”) The Priesthood is made up of the Senate and the fanatical Word- must be free to move along the chain at death – all sects teach the Bearers. Words of Releasing the Spirit, to be said over a dead body and which cause the body to burn to ash, releasing the spirit to The latter travel the land spreading the true word of God which is continue in the cycles of the chain. All the Meravae Plateau tattooed into their skin, to avoid any ambiguity. cultures regard life clinging (spirits remaining housed in dead flesh) with great repugnance. The spirits of the Honoured Dead Octaminist Philosophy of Parkhesh however (those ancestral spirits released from the shackles of material existence that choose to return to guide their The Octaminist Church worships the full 8 Orbs . Believed to descendants) are treated with great reverence and much folklore have been purged in the Octaminist Crusades the religion is now revolves around the ambiguities and difficulties of placating angry found openly only in parts of Parkhesh. There is a mistaken belief or upset ancestral spirits. Even the poorest family will have a that the Octaminist Church only worships the eighth orb. This is shrine to their ancestors, and woes betide the family abandoned not true. Of all the churches it is the most holistic. It venerates the by (or that abandons) their Honoured Dead. seven moons, the eighth moon, the Five Messengers (visible as the five brightest stars in the Gwenthian niht sky) and Goddess Void (also known as The Dark, Darkness, The Devourer, The Gwenthia herself. Eater of All and a variety of other names) is feared and reviled throughout the plateau, although in Telbrin is generally regarded Although the eighth moon was destroyed, to Parkheshi, it still as a “metaphor” rather than a reality. It is generally identified exists. Its material form is not present but its spiritual form is still with/conflates the Night and the Dark God so often found as potent. Octaminists see the Moons almost as a large squabbling family, wrought with sibling rivalry. Octaminists transformation of the four warriors into the four Dragons of Nhi believe that the moons are both malign and benign, and Tual. sometimes those aspects are worshipped by the same people. It is promised that Tual upon their deaths, their is The seven moons are associated with seven spirits with a more transformed into a Dragon of great power that flies to the powerful eighth spirit (now free of it's body). The Five Celestial Court, and takesup residence there, in true paradise, Messengers weave their way between the seven moons allowing awaiting the time when the final battle is upon the world, and the seven spirits to manifest on Gwenthia and to communicate Khur-Ishida calls upon the Dragon-kin to deliver the world into a with Gwenthians. Only the eighth moon does not require the new, golden age. Messengers to interact with people directly (and there is even a The Lazmastu Path heretical group of Octaminsts who believe the Five Messengers are the Eigth Moon). Harken to the words of the Master Lazmastu and be fruitful. "To each reward in proportion to attainment. Khur-Ishida, Dragon Goddess He who takes what is, and makes the most excellent, receives the most excellent. The Dragon Goddess, Khur-Ishida, is worshipped exclusively in He who takes what is, and makes the least valuable, receives the least Nhi-Tual. In the Distant past, the Tual were ruled by Seven valuable." , who demanded to be worshipped as Gods. In return, Nhi-Tual (which means Land of Tual), was kept vibrant and fertile. Thanks to the reign of the Seven False Gods, the Tual The orthodox practice among the Kastu of Durustan is the became a technologically advanced people, building great cities following of The Lazmastu Path, often referred to as "The Most and wondrous machines. The rule of the Seven False Gods went Excellent Way." This is followed by the vast majority of the unabated for thousands of years, despite several rebellions, Kastu, and most of the Doru, although their forms are almost incursions by other nations, and the Crusades against the Night always admixed with, or even dominated by, numerous smaller, Hag. and far more personal practices. Such heterodoxy is ignored by most Kastu as long as social order and productivity are not But four warriors rose up against the Seven False Gods, and adversely affected. overthrew them, with the help of mysterious Goddess, Khur- Ishida, who appeared in Nhi-Tual shortly after the eighth moon Lazmastu's Path sets out the obligations, responsibilities, rights disintegrated in the sky. Their reward was to be transformed into and doctrines required for the pursuit of excellence. It is a the four Guardian Dragons of Nhi-Tual, and all Tual believe that complimentary mixture of practices, philosophies and modes of they may be given the Dragon mantle when they die. The Tual behaviour and while it provides a rule for daily living the Path thus believe Goddess brings eternal life, allowing all Tual to itself is ambiguous about many issues that might be classed as ascend to the heavens as dragons and to join her in her Celestial "religious", such as the nature of worship, faith, ethical behaviour Court. and what happens after this life. Correct practice (orthopraxy) is valued far above correct belief (orthodoxy). Khur-Ishida appeared around 3,000 years ago, when a great Comet fell from the sky and into the sea off the coast of Lô-Tual. Rewards for devotion and use of skill are definitely of this world, What arose from the waters was a beautiful sight to all that beheld with the highest achievers being portrayed as exemplars and it. According to the scriptures, it was a large silver dragon; its tail paragons, effectively ruling Durustan in the form of the "Body of stretched for over a mile, and its shadow plunged the island into Virtue." Rosanarab the Satirist quipped that there were as many darkness. This dragon was the Goddess Khur-Ishida. competing interpretations, and hence Sects of the Lazmastu Path, that each one found in Hokulkastun could have a representative in Then followed what the Tual call the War of Restitution, when the Body of Virtue! the follows of Khur-Ishida waged war on the seven false gods. The goddess called forth seven warriors (one from each of the Irrespective of the speicifics of each sect it is a religious duty and seven tribes). She empowered them with the ability to defeat the the highest virtue to produce the best from available resources, seven false gods. This war came to ahead at the Battle of Kha- and, wherever possible, to recycle the relics of the Forerunners Sanata; the bloodiest battle of the war. After the battle was won and Geneweavers. This is a basic part of the Kastu psyche as they by the Khur-Ishida followers, the seven false gods manifested were quite literally tailor-made to produce the best possible from themselves within the walls of the city! whatever raw materials are available, which in the years after the fall of the Geneweavers included much within the rubble. It was after that that Khur-Ishida herself appeared, and in one breath, she blew fire over the city, utterly destroying it. The Tual There are three competing strands of thought within which all of watched as the seven false gods burst into flame, before they were the multitudinous sects of path fall. reduced to ash. The Testament of Khur-Ishida ends with the Some sects are theistic, holding to the existence of a supreme God, who is often portrayed as distant and largely unknowable. Most of this group view this God as the creator who set the world The Jade Path of Gara’Dien in motion and then left those he had created to look after it. The The state religion of the Gara’dien comes in two forms: The Righteous Ascendant Movement hold a rather extreme form of Worker’s Path and The Warrior’s Path. Both paths are seen as this position. integral to society, and are given equal, but firmly separate, The majority of sects are agnostic - the nature and very existence standing. It is common knowledge that everyone exists to operate of deities cannot be proven nor disproved; if they do exist they within one of these two paths, and only certain rare people can are unknowable. The Sages of Hypotet belong to this school. switch paths during their lives. People naturally fall towards one of these paths, which means that your life is pre-ordained. (Critics The remaining sects are decidedly atheistic - convinced of the of the Gara'Dien decry this as a social control mechanism.) logical proof of the non-existence of a supreme deity and any Walking any of the paths is considered to be the worship of the subsidiary supernatural powers. The Devouring Realists? are one Lady of Doors, the goddess that brought Gara’dien to Gwenthia. such sect. If a person can walk the Jade Path long enough, the Lady will Thus even among the theists the general mood among the Kastu send them through a door in space, so that her worship can is towards a non-interventionist supreme deity. spread to other worlds. Discussions about the nature of the Orbs are similar, varying from By far, the vast majority of people walk the Worker’s path. This a personification of each as a supernatural demi-urge among the tradition trains people to perform any tasks that aren’t directly theists (who see the Dark One as the personification of Pride and involved in fighting for conquest. This includes such jobs as Vengeance and point to the power and personhood of the Star smithing, farming, and husbandry. It also includes surprising Child as evidence for their case) through to personless and occupations, like government positions, clergy and craftspeople. essentially randomly existing sources of natural power among the There is also a Magician’s Path in the Path of the Worker, where atheists. As always the agnostics hold a middle view, they might students learn magic not specifically related to battlefield use well be supernatural, but they are ultimately beyond philosophical (research, investigation, other practical uses, although some understanding, as is the issue of whether they possess sapience. offensive magic is taught.) The dominant argument concerning the hereafter is that just as Since there is mandatory military training for almost everyone in the old is recycled into the new, so it is right and proper for the Gara’dien, the basic precepts of the Warrior’s path are well body’s components to be employed to the wider benefit of the known. However, those that choose to stay on it can become rest, which is the staple of the Devouring Realists?. Property is warriors of almost godlike ability. They are weapons of the similarly dispensed, although it may be redeemed by kin for the Empire, used to enforce its ideals through might of arms and payment of a fee judged to be of equivalent value. While most energy. theistic and agnostic practitioners believe in the existence of a The Jade Path’s religious teachings are that each person walks a soul, which is refined through various life-times until it reaches blessed jade path during their life, and the energy they great and purity and passes beyond, the atheists tend to see no need for any give off as they grow feeds those around them and also feeds the existence beyond sight and deny the existence of a soul. archetypal demigod called the Lord or Lady of that particular Worship and devotion are practiced daily by most believers in the path. For example, the Lord of the Path of the Soldier is called simple and reverent pursuit of their labours. However to outsiders Marturu, a figure of dark armour and strength of arms. Those that most of the Kastu seem to engage in no acts of worship walk his path are given aid in battle, and are said to be able to whatsoever and the only religious activity is attributed to the few overcome any odds. All of these Lords and Ladies in turn petition Doru who gather around shrines of small size, or more occasional their favoured followers to the Lords of the two main paths. in larger venues. These shrines and temple complexes are stylised workshops, created to allow the unproductive, or slightly The Night Hag eccentric, a framework for religious duty and devotion. Such acts When the eighth moon fell and was destroyed, the Night Hag of worship will always involve the creation, either corporately, or came to envelop the world. She brought true darkness and the by each individual, of some artefact, product or work of art. In sweetest dreams to those who would open their hearts and minds some cases this may extend to engagement in sexual intercourse in to her embrace. She also brought her Night Spwn—warped an attempt to "create" a unique new life. This is not seen as creatures that ooze from the pure darkness to do the bidding of prostitution or somehow distasteful, far from it, since the genesis those dearest to the Night Hag’s heart. of life remains a mystery, held in awe and reverence, and still inexplicable. Thus those who attempt to engage in procreation are This relationship between people and the Night Hag, established seen in a better light than many others. That said, however, the in rituals and dreams that always take place during the four hours practice is not particularly widespread. of the Black Watch, is central to the religious philosophy of the Evening Culture, and is still practiced today, although Niht Hag follow the sun. His realm is Karvarian, the island to the south east worship is strictly forbidden—often on pain of death—in many of Cromaigne, and is still his domain, although no one has set countries. foot there since the fall of the Evening Culture. Karvarian is a truly terrible place: dark clouds wreathe the land, even during the The central view of the religion is that the Night Hag is trying to brightest of suns, and the land is blasted, black and barren. At the reassemble the eighth moon and restore him to the sky where he centre of the isle is The Monastery, where Evening Culture monks will become ascendant over the other moons. As the eighth dedicated their lives to Duke Maligaunt, flayed the skin from their moon’s body is scattered across Gwenthia, and many parts are bones, and clad themselves in black iron in respect of the Scythe. hidden, agents are needed to search for, and restore, the body to an ascendant state. To do this, the Night Hag offers dreams of Duke Maligaunt's power is restricted to Karvarian, but deep pleasure and ecstasy to those who open their minds to her occasionally his agents walk abroad and spread the wyrd of The embrace. Other rewards quickly follow: the attentions of one of Scythe across Gwenthia, particularly where the sun shines the Night Hag’s seven children, and the power to summon and brightest. Maligaunt teaches that light is death, and only shadows command the Night Spawn. bring solace. The Dark Orb was dark because it was life triumphant, absorbing all in its power. Light exposes the lies and The Evening Culture embraced this task and, at first, used the the corruption; darkness is purity and truth. To suffer is to learn, power to find and collect shards of moon rock from across and to understand is to suffer. Gwenthia. But as its power grew, it became corrupt, and took to enslaving the spirits of Cromaigne, twisting them into vehicles for Some claim that Duke Maligaunt's daughter is Khur Ishida who the Night Spawn. It also decided to destroy the results of its own now commands Nhi Tual, for they share similar beliefs. The procreation—the Croman—which chose not to share in the Niht incestuous offspring of their relationship were the dragons who Hag’s practices, and sought to free the spirits enslaved by the now flock to Khur Ishida's celestial court, which is held deep Evening Culture. within Karvarian's catacombs, a place of dread chambers and the sharp-eyed lizards whose scales are of the blackest iron and the It was this purge of its own children that led to the first Crusade, darkest hearts. Maligaunt commands them now as Night Spawn, and the subsequent downfall of both the Evening Culture, and and Cromaignian scholars and watchers of Night Hag lore have worship of the Night Hag as a major religion. told of the dragons circling Karvarian's peaks as Duke Maligaunt The most sinister aspect of the religion sees the Night Hag stands atop, commanding the spread of the Night Hag's hours worshipped as a goddess in her own right, manifesting most often across the planet. as an immense writhing hagfish whose slime coats Gwenthia with Duchess Kharonata: The Seductress; Giver of Pleasures and a period of utter darkness and allows her Night Spawn to be Tearer of Hearts. She is all things to all men and all women, and summoned forth or walk free. However, it is more common for all who gaze upon her are consumed by lust. Her promise is the her seven children (which are considered princes and princesses Dark Orgy of the Kharonata Halls, where her faithful are of the Night Spawn, and capable to assuming human form) to be transported each night during the Black Watch, carried by her worshipped, as it is easier to disguise the true nature of the centipede-like Night Spawn to take part in the mating rituals that veneration. provide unparalleled pleasure. Kharonata’s consort is Saa’h, the The Night Hag’s children are: Watcher. Duke Jhyr: master of machines and metal. His teachings helped Di-Guer: The Dark Moon trickster. Di-Guer’s mission is to walk the Evening Culture to build their vast, blasphemous laboratories abroad and seduce those who reject the Night Hag into beneath the city they named in his honour—Jhyrain. welcoming her power through guile, stealth and falsehood. Di- Guer is the only Night Hag Prince who maintains a corporeal Duchess Sybillis: Sybillis is often represented by a faceless form. His essence was bound to the body of a hunchbacked female demon with a single pendulous breast. In her left hand she young man from Menerain by the Evening Culture, and he is able carries the seven moons of Gwenthia (often depicted as crushing to pass for a human with little effort (although his supernatural them) and in her right, a noose from which hangs a rag-doll, powers are only evident during the Black Watch). Every word representing the goddess Gwenth. Her worshippers are Di-Guer utters is a falsehood; every action an illusion, and his predominantly female. nature is utmost treachery. A highly effective servant of the Night Sybillis was the foremost female goddess of The Evening Culture, Hag. and was summoned to destroy the Octaminist Crusade at the The Unbending Ghire of Ghel: The Unbending Gire of Ghel is Battle of Jhyrain. neither man nor woman. It is a living essence; a philosophy with Duke Maligaunt: Duke Maligaunt, the third of the Night Hag's sentience, and that philosophy is bent towards the destruction of children, is also known as The Scythe. His power is to rend the the Seven Moons. Those who welcome The Unbending Gire of night to metal and wield it thus against the light and those who Ghel are rendered insane, but are blessed with the infernal knowledge of the exact nature of the seven moons, their agenda and their purpose. Some heptaminist and octaminist magicians The First Crusade have tried to contain the Unbending Ghire within their minds, but The First Octaminist Crusade was launched around 3200BP none have succeeded. against the Evening Culture when it was learned, principally in It is claimed that the entire understanding of the Gire can be AurUrbis, that the Evening Culture was intent on eridicating the drawn in a single rune that exists through several dimensions. 'true' Cromaignians - a people that the Evening Culture had Only those who have gained the Unbending Gire of Ghel’s created itself through the interbreeding between Meravae humans, insight can know this rune and replicate it. and Forerunners. Intent on ending this genocide, the Octaminist Crusade had two clear goals: destruction of the Night Hag- Duke Saa'h: The Watcher. His representation is a single eye with worshipping Evening Culture, and the liberation of the eight pupils—one to watch each Moon. He is the consort of Cromaignian race. Although a part of the Meravae Empire and Duchess Kharonata and watches over her Dark Orgies, drinking- supported by that state, the Crusade was primarily a religious one in the energy that permits his essence to witness all happenings, launched by the radical AurUrban Church of Gwenthia. everywhere and at every time. Saa’h’s followers gain a similar ability; to perceive things that have either happened or will The Crusaders invaded Cromaigne in the north and west and happen, at great distance. swept through the country, slaughtering the Evening Culture and its Night Spawn allies wherever they were encountered. The Each of the seven major children opposes one of the seven Evening Culture fought a ferocious defensive battle, and the moons, and both the Night Hag and Duchess Sybillis oppose the Octaminist Crusaders were not without casualties. At the Battle of Goddess Gwenthia. Amerain, the Evening Culture summoned a horde of Night Spawn soldiers and, such was their horrific nature, a thousand The Octaminist Crusades crusaders went instantly mad at the sight of their opponent. But There were three Octaminist Crusades in Gwenthian history. the Evening Culture could not sustain control over their demon These were crusades against the beliefs of Octaminism, particularly allies, and, eventually, the city of Amerain was liberated. The those of the Evening Culture, led by the radical AurUrban Church Crusaders found several hundred Cromaignian prisoners in the of Gwenthia. The Crusades moved from well intentioned military laboratories beneath Amerain’s streets. Most were insane or actions to a period of peace keeping to the realpolitik of unable to communicate; but one, who claimed to be a prince of occupation and withdrawal. the Cromaigne, had survived some of the most extreme of the Evening Culture’s experiments and had retained his sanity. His name was yrGael, and in the seasons following the fall of

YrGael

It is possible that I am immortal. It is possible that I am mad. As I write these words, I can measure my life in and committed some of them myself). I still thrill to a millennia. I was born when the Evening Culture ruled lover’s touch and a full, sensuous kiss; I still shiver in Cromaigne, and I witnessed the horrors of the Night the cold and perspire in the heat. I still wander in the Blind Plague, the Great Ice Darkness and the night air and stare, awestruck, at the stars and the Octaminist Crusades. Empires have risen and fallen moons (even though I have visited many of them). I during my lifetime, and I have seen civilisation reach still welcome the rain, beating on my pale, parched its cold, cruel heights only to crumble back to simpler, skin. kinder days. I have watched my own people rise, develop and diminish, and I have watched enemies, My purpose is, and has always been, to rend this friends, lovers and children born, live and then die. world from the Night Hag’s grip. It is to free the Spirit Children of Gwenth and bring all races – My tears, and laughter with it, dried long ago. I have ethereal and corporeal – together into one tribe. It is sampled all emotions and exhausted them. But I am to free Gwenthia from the madness of the Orbs and not finished with life; not yet. For life has not give its people the freedom of decision and choice. If finished with me. the price of such freedom is for me to stretch my existence beyond the laws of time and space, then it is I watch the world’s passing, and I continue to learn worth paying. If the price is to be misunderstood, from it. Old and mad I might be, but I learned a hated and feared, I will pay it. Even when my life still thousand years ago that this world can surprise and matched that of normal people I was viewed with fear delight even the weariest heart and mind. I take and suspicion. Now that I am close to four thousand pleasure in watching the new-born and listening to years old, I no longer care how I am viewed. But I do their laughter. The atrocities people commit still have clarity of vision and purpose. I see the world as grieve me (and even though I have seen them before it has been, is, and will be. I no longer need counsel, Amerain, he became a symbol of the True Cromaignians and KiMentas agreed. This was a precedent they came to regret since rallied them to him. YrGael joined with the Crusaders and helped the Menerain faith became the roots of the Human Church Of to lead the fight to the Evening Culture capital of Jhyrain where Gwenthia which Menerain missionaries spread and which has the fiercest and most decisive battle of the crusade took place. become the dominant religion worshipping the Goddess Gwenth Jhyrain fell after three days of fighting, and the Evening Culture outside of AurUrbis. KiMentas do not dwell in Menerain, save for was destroyed, Prince yrGael leading the resulting massacre. Some an amabassador. Evening Culture survivors managed to flee, using sorcery and Spharain is a city that came under the control of the charismatic other means of escape, but did not bank on yrGael’s tenacity: the yrGael quickly. He swiftly thanked the liberators whilst also Prince of Spharain spent the next one hundred years tracking arming his people and rapidly seizing control. Despite subtle down and destroying the last of the Evening Culture witches. suggestions from advisors he carved a religious and political It was after the crusade that the realpolitik of the occupation by course for his state that was independent of AurUrbis and yet AurUrbis forces led to the fracturing of the Cromaigne state into which agreed fanatically with their opposition to Ocatmiinism. three. The AurUrban authorities sought to lead the liberated This sympathy of belief and yet parallel power structures has peoples into the worship of the Goddess Gwenthia within the marked relations between Spharain and AurUrbis ever since. AurUrban Church Of Gwenthia, but not all took kindly to KiMentas guidance despite gratitude to them for ending the The Second Crusade tyranny of the Evening Culture. The Second Octaminist Crusade was a direct consequence of Amerain adopted the caste based view of life that AurUrbis AurUrban radical theology and the hatred of Prince yrGael for follows, but one where the role of the new species that was Night Hag worshippers and all Octaminists. After the First Cromaignians has to fit into the structure. Ever pragmatic, Octaminist Crusade and the destruction of the Evening Culture, KiMentas advised the people of Amerain and to this day the city KiMentas priests turned their atention to the heart of the Meravae is the only remaining centre of the AurUrban Church Of Empire where they suspected underground Night Hag cults and Gwenthia outside AurUrbis. Only seven KiMentas dwell in the opposed the continued worship of the Eighth Orb by the city, acting as the high priests of the high temple to the Goddess established Octaminists. The debate over theology was still Gwenth. civilised, but when the powerful figure of yrGael of Spharain Menerain was also grateful to the AurUrban forces and adopted presented himself at the Emperor's court, a militant force of the same religion. They were less happy with the guidance of Cromaignians was at the disposal of the revolutionaries. KiMentas and after time agitated for the acceptance of others into Through the force of yrGael's personality and the political skills of the priesthood. Given the racial nature of the people the the KiMentas priests, the Emperor called for a crusade against the or approval, or forgiveness. Blessed with a hard- the physical into something designed to withstand age, thousand years from now, or even four million – there heart, and clear understanding, I will fight until my disease and decay. And when it became apparent to will be a reckoning between us; for I will be no one’s last earthly breath for this world and everything that the shasteen that fighting me was useless, we turned puppet. resides within it. to negotiation. Bargains were struck. Compromises made. One day, I would surrender myself unto them How do I see myself? How did I come to be this way? utterly, but only when my life’s work was finished, I am life. I am Cromaigne. I am Gwenthia. I am The Evening Culture made me this way. Deep in and I would be judge of when that day came. yrGael. their Conditioning Vaults they took those who dared I had learned, you see, that, to the shasteen, time has I led Cromaigne from the terror of the Evening oppose their rule and set about fashioning examples no meaning, because they occupy all parts of time; its to other would-be rebels. Some of my kin were Culture. I opposed the laws and rules of the curves and angles, its loops, pits and stairways, Crusaders who would take the land I liberated. I led grafted into machines, or had machines grafted into simultaneously. The shasteen intellect, pure and them. Others were merged with fettered and tortured the fight against those who sought to undermine the rational, cannot differentiate betweens seconds, peace of Cromaigne. I uncovered and hunted-down spirits, and slowly consumed as a consequence. One, minutes, days, centuries or millennia. To them, only my sister, was impregnated by Night Spawn, and the the remnants of the Evening Culture who poisoned totality of being is important, and when promised it, the ears and of decent men and sought to bring foul, diseased offspring set-loose in the Jhyrain sewers they can be controlled. to mutate and become something altogether awful back the Daylight Darkness. and pitiful. And so I gained my immortality. I walked with the Spirits of Cromaigne and found For me, they reserved the shasteen. Forced into me By body is suffused by the shasteen. My bones, my ways to free them. I travelled to the fourth and sixth through surgery and sorcery, the shasteen blood, my flesh is theirs. They patiently watch me moons and conversed with their souls. I travelled consciousness sought to take control of my body and from behind my own eyes, absorbing my experiences, beyond the Five Messengers to distant stars and mind, leaving me a living, stringless puppet. I can feel my travels and my interpretations. And so the flesh confronted the Progenitors in a storm of steel. I it now, a billion single intellects gathered into one prevails, as does the mind and the spirit; the shasteen found and lost the Twisted Sword of Fate. I have culture offering me a serene existence without pain or grant me life, and, one day, I will make-good on my killed my sister, my cousins, nephews, nieces and wanting if only I would surrender my flesh to them. promise to them. grandchildren. I have wept for my deeds but relished At first we fought, mind against a billion, tiny minds, in the infamy. I have slept for a hundred years at a and all the while they modified my being, hardening And when that day is reached – perhaps another four time and still not found peace. I have seen my dreams internal enemies of the state, those who "worshypped darke cultes and discovery of large gold deposits in the isthmus, deposits which evil goddes". The Knights of the Rose and the Haghunters moved have since given it the name of the Golden Isthmus and the against pockets of hag worship across the Empire, and often Mountains of Gold. Lapithians had started work with KiMentas against members of the establihed religion that KiMentas priests and KiDelan in mining the metal, and the Empire demanded it's could argue were heretics. The Second Crusade was fought in city tax revenues. Forces marched from the capital along the Hallex streets, mountain strongholds, in torture chambers as well as in River? and met determined resistance from a large army made up pitched battles and sieges against nobles who declared themselves of all seven city states citizens. The Merav forces were driven good Octaminists but had been denounced as dark cultists. back. For over 50 years the crusade rolled back and forth across the It was at this point that Prince yrGael of Spharain? made one of Empire, and as it did new groups emerged in positions of his rare visits to court. An ally of the AurUrbis states for hundreds strength. Many converted to the Human Church of Gwenthia of years, he broke with them and stated that their greed has led spread by Menerain missionaries, and others to the Churches of them to make false accusations and that the Emperor was pure, the Chain, both seen as acceptable by the witchfinders. The but that corrupt advisors from the deserts and coastlines of Crusade ended as the radicalism of the priests came into conflict Parkhesh had insinuated the practices of the Octaminist Church with the interests of the ruling class, who had settled their into the Empire once again. He slew most of the Emperor's underlying political issues with their 'heretical' kindred and saw no advisors, and declared that for his own safey the Emperor would need for further turmoil and chaos. As they re-asserted control withdraw from public life. yrGael would act as 'Protector' and and the decadence of the Empire re-emerged, yrGael sickened of guide the Empire. the conflict and returned to Cromaigne, the second Crusade was The AurUrban army struck all along the coast of the Sea of Brass, over. seizing the cities of the Parkheshi and putting their priests to the sword and reconsecrating their temples to the Goddess Gwenthia. The Third Crusade The Knights of the Rose and the Meravae army struck through "Thatt wich starts glittering ends tarnished and besmirched, such wass the tayl the grasslands south west of the coastline, aided by Red Desert of the Crusade of the Sands" - Talthwyn Maptalker Nomads from the south. At first the campaign went well, indeed the citizens of the coast were dumbfounded to be accused by The Third Crusade against Octaminism started around 2,900 years fellows from the Empire they thought to be part of. Few put up ago, when AurUrbis declared that the Meravae Empire had fallen resistance, and priests of the old church were slauhtered in the into withcraft and heresy, and that no longer could the city states streets as the armies started to lose discipline. As they did so the bow their heads to the Emperor. The Empire responded that this locals started to exploit the huge distances that lay between declaration had less to do with religion than to do with the recent defensible towns. Hit and run raids by dusky guerillas plagued the become the stuff of , and my nightmares place of dark gloom and shapes that cannot exist on the surface. Now listen children, and listen well. By morning the city had made solid. I have peered into the heart of the Many in his group said that he should turn back, but he was a grown strangely quiet. Not the quiet of people who have enjoyed Goddess Gwenth and seen for myself that she is, like greedy man and had heard of the great artefacts that the themselves too greatly, but an eerie quiet in which even dogs and all Gods, hollow, shallow and alone. I have loved and Ancients left behind, such as the Sceptre of Bronze Ruin. So he birds uttered not a sound. The silence endured, all day and all lost more than any man alive or who has ever lived. whipped his men and drove them into the dank tunnels covered night until the third day after Arsharbath had returned, and as they were in moss and lichen that glowed in the cthonian then the city rose and shambled forth from the walls, their bodies I will take the pieces of Cromaigne and make them crypt. infected with the Shasteen lichen, their brains eaten from the one. When all else fails, Cromaigne shall stand, inside, and their new masters rising the walking dead as they defiant against the Goddess, the Orbs and the Only one, Rubarsham, crept away in the dark and skulked to stumbled and spread the Shasteen Horror from town to town, Messengers. the surface. Many called him a coward, but he only said, "A from state to state, from husband to wife , from mother to child. dead man wears no medals". Which is true, save in Parkhesh, I would do all these things, and more, without regret. but most were glad that Rubarsham left shortly therafter. It took over a hundred years for the Shasteen Horrors to be I am yrGael. Anyway, few noticed since Arsharbath returned soon after. eradicated from these lands, and even now there are tales of outbreaks in distant villages or mining communities. 'Tis said The tomb robber was alone, his companions lost, and he walked that even the Geneweavers themselves had to help to protect the with a steady glazed look in his eye. Few would have spoken to strange folk of Gwailan and all because one man was too greedy The Shasteen him, save that in his hand he held a diamond of such size that Gather round children and let me tell you of the Horror that to turn away when unnatural danger loomed and because a as he walked down the street none could do else but gaze at it's town forgot to wash behind its ears... was the Shasteen.. flawless cut and size. None noticed the lichen that grew on Many years ago, after the Fall but before the Meravae left these Arsharbath's neck, or that it covered most of his body beneath So he whipped his men and drove them into the dank tunnels lands, a man named Arsharbath led a group of tomb robbers his robes, or that his eyes now glowed green with just the covered as they were in moss and lichen that glowed in the deep into the ground to look for treasure and loot to steal from slightest hint of inner light. As they jostled to see or even seize cthonian crypt. the long dead. Know then that Arsharbath was a bad man, the diamond none noticed the spores that drifted from his mouth and settled on their skin. That night, to great jubilation, Only one, Rubarsham, crept away in the dark and skulked to and know that his actions led to doom for men and women and the surface. Many called him a coward, but he only said, "A children beyond counting.. Arsharbath mumbled that he gave the gem to city. Parties and celebrations broke out and the strangely quiet adventurer was dead man wears no medals". Which is true, save in Parkhesh, Deep in the depths Arsharbath found an Ancients tomb, a carried around the city on a platform. but most were glad that Rubarsham left shortly therafter. Anyway, few noticed since Arsharbath returned soon after. KiDelan and Cromaignian fighters. KiMentas priests and Imperial tax collectors found the locals would pray as instructed and hand their taxes to legal authority, but that hidden congregations still worshipped The Invisible Lord and that revenues fell as the economy started to move underground and out of sight. After 5 years the impetus had gone out of all crusading. The crusaders started to settle and defend towns whilst the vast expanses reverted to local control. After a few more years the KiMentas started to leave and in thirty years the KiDelan had intermarried and were effectively indistinguishable from the locals. Meanwhile the growing conflict between AurUrbis and the Meravae Empire had led to a collapse of alliance and a series of ongoing border wars known as the Gold Wars which ended in AurUrban independence when yrGael made one of his odd disappearances and the Empire fell into internal conflict. Thus did the third and least honourable crusade end.

The tomb robber was alone, his companions lost, and he walked outbreaks in distant villages or mining communities. 'Tis said with a steady glazed look in his eye. Few would have spoken to that even the Geneweavers themselves had to help to protect the him, save that in his hand he held a diamond of such size that strange folk of Gwailan and all because one man was too greedy as he walked down the street none could do else but gaze at it's to turn away when unnatural danger loomed and because a flawless cut and size. None noticed the lichen that grew on town forgot to wash behind its ears... Arsharbath's neck, or that it covered most of his body beneath his robes, or that his eyes now glowed green with just the slightest hint of inner light. As they jostled to see or even seize the diamond none noticed the spores that drifted from his mouth and settled on their skin. That night, to great jubilation, Arsharbath mumbled that he gave the gem to city. Parties and celebrations broke out and the strangely quiet adventurer was carried around the city on a platform. Now listen children, and listen well. By morning the city had grown strangely quiet. Not the quiet of people who have enjoyed themselves too greatly, but an eerie quiet in which even dogs and birds uttered not a sound. The silence endured, all day and all night until the third day after Arsharbath had returned, and then the city rose and shambled forth from the walls, their bodies infected with the Shasteen lichen, their brains eaten from the inside, and their new masters rising the walking dead as they stumbled and spread the Shasteen Horror from town to town, from state to state, from husband to wife , from mother to child. It took over a hundred years for the Shasteen Horrors to be eradicated from these lands, and even now there are tales of History : Ancient & Modern

wenthian history is defined by several different races, not elder races such as the Ancients and Forerunners, although their all of them native to the world: the Ancients, the actions (and the results of their actions) are clearly documented in GZathurians, the Forerunners, the She-eth, Humans and the a variety of philosophical texts (the clearest, and least seemingly Orbs. A series of conflicts, played across 10,000 years, and biased, being the ‘Chronicles of the Falls’ by the KiMentis of involving each of the above, led to present-day Gwenthia and AurUrbis). What is understood is that, whilst Gwenthia enjoys a defined its character. From the conflicts arose the inheritor races: period of peace, it is likely to be short-lived. As the KiMentis the Croman, the Tharux, the KiMentis, and others. Over the have continually observed, history forms patterns, and patterns course of this 10,000 year period, empires have risen and fallen, recur. Whilst Gwenthia enjoys relative peace now, history dictates some leaving their indelible mark, and some lost without trace. that conflict is unavoidable and will not be far away. The world in this, the present age of Gwenthia, is relatively peaceful. There has been no major international war for many years, and expansion of national interests has revolved around trade and not blood shed. The timeline illustrates the complexity of the inter-relationships between the different races (see below) of Gwenthia across ten millennia. Wars and rebellions have been fought for noble causes such as freedom from slavery and freedom for self-expression; whilst others have been shaped by pure greed, national interest, and even the personal agendas of the Gods. The end result has been to create a highly diverse set of societies across the islands and continents that are naturally suspicious of the intentions of others. Zathuria, for all its long history, remains enigmatic and closed to many; Quatzadua, with its strange customs and devotion to its Earth God, is a place of secrets and high social stratification. Cromaigne is insular and directionless, shunning even the worship of Gods, and Nhi-Tual, once a land of paradise, actively destroyed its worship of the Seven Gods that brought prosperity in favour of worshipping a Goddess who advocates toil and hardship. History has thus been hard on Gwenthia. Few current sages and historians claim to understand the natures and motivations of the

worked in concert to influence events on Gwenthia. any of the rotational physics of the world. This Whether the moons are the homes of Gods, or Gods additional four-hour period of night is one of almost The Elder Races themselves, is not fully understood – although complete darkness. Nocturnal creatures are not active It would seem that Gwenthia has long been attractive humans, through Zathurian manipulation, tried to during it; the stars are dimmed in the sky; dreams are to visitors from other worlds, from this universe and gain such answers when they developed their ability to deep and often at their most disturbing; and, during others, and, the Elder Races would appear to be walk in the heavens. The orbs have been worshipped this period, the presence of the Night Hag is most colonists or invaders, depending on one’s point of by many Gwenthian cultures throughout history, keenly apparent. view. Of the current races, humans predominate, but either singularly or collectively, and continue to be are not native to Gwenthia; neither are the worshipped. Wars have been fought over whether The Night Hag is the Meravae term for what appears Zathurians, who we know through recorded history singular or pantheistic worship should predominate, to be an aspect of the Dark Orb. In other cultures the travelled through the stars. However the origins of and even pantheists have fought amongst themselves Night Hag is known as The Dark Goddess, The the two major races that inhabited Gwenthia before in deciding which of the orbs is the greatest power. Shade Lady of Pain, The Redeemer, and many other Zathurians arrived – the Ancients and the variations upon a theme. Many claim to see the Night Forerunners – are unknown. Both were clearly The most shocking of all the events concerning the Hag in their dreams, a huge, writhing hagfish-like powerful, and the Ancients enslaved the Forerunners; orbs occurred when the darkest of the moons was creature that writhes in the void, her slime oozing what we know of them is described below. But what drawn from the sky by the Forerunners, its fall slowed darkness across the planet and releasing her spawn to of the Orbs that circle Gwenthia? Their power by the Ancients, until it disintegrated and spread itself terrorise Gwenthia. The Night Spawn, as they are predates even the Ancients, and it is with them that across the face of the planet. Until that time, the known, are certainly very real. Powerful, magical, we must start. influence of the orbs had been subtle; but, when the fearsome, demon-like creatures of myriad shapes and Dark Orb disintegrated, Gwenthia underwent a sizes appear during this four-hour period and walk drastic and disturbing change. abroad. Their agenda is utterly unclear, but most The Moons and the Night Spawn hate those who walk in the daylight and First, the length of the Gwenthian night increased by will attack, and try to kill, any they find abroad in their Night Hag four hours. This was not because the world started to territory. spin more slowly on its axis; some unfathomable Until 5,000 years ago, Gwenthia had eight moons, or power within the Dark Orb extended the period of The Night Hag has been worshipped throughout the orbs. It has long been recognised that each moon darkness by an additional four hours without affecting last 5,000 years, almost always in secret, and those possesses its own powers, and those powers have 991 NC: Fifth Parkhesh Civil War begins after Annexe region Timeline rebels after a Temple to Matikhot (Dark aspect of the Dark Orb The history provided here is subject to a great deal of debate and uncertainty. Temple) is erected in one of their cities. The facts in many respects are unclear, and different interpretations have been 990 NC: Alliance occurs between Olakha faction (Light aspect of offered by many different sources. Most Gwenthian scholars, and especially the Dark Orb Temple) and Ralashon faction (Orange Orb those of the Guild of Aviators in Amerain and the various Monastic Orders Temple) in Parkhesh City. Bikhon faction given control of military of the Human Church of Gwenth, maintain that most of the Old Calendar by request of Olakha faction, government remaining in Ralashon history is unreliable and a mixture of myth, half-truths, exaggerations and faction power. out-right lies. Others, and especially the scholars of Spharain, maintain that history has been charted with startling accuracy, but that events before the Fall 990 NC: She-Eth invasion force appear on Lo Tual. Chli-Mestis of the Eighth Moon are of questionable accuracy. Han beings the Steel Wheel Jihad in the Badlands. Increased Parkheshi military activity occurs on the border of Parkhesh with Dates are either shown as -BP (Before Present) or as NC (New Calendar). the Badlands to protect the city of Spiderport. The transition from Old Calendar and New Calendar is ignored by most Gwenthians (Parkheshi excepted who still use the Octamanist Calendar 962 NC: After 22 years frantic and secret experimentation (and numerous deaths), the Telbrin Aerial Fleet is first deployed, on a The standard 'present' for the Gwenthia world is 995 NC. "Good will embassy" to Renbril and Mull. A Parkheshi special force is caught trying to steal one of the airboats, all are impaled New Calendar on the city walls of Mull for all to see (their heads sent to 994 NC: Bobanagaradinena ("true-mouth of Gara-Dien") is Spiderport with a note). proclaimed "King of An Kitar" and charged by the Jade Empire 962 NC: Sherba declared new High Priest of Spiria with taking control of the as-yet unconquered two-thirds of the largest Kitar isle, Kitarinik. 956 NC: Political unrest in Renbril peaks with an attempted revolution, savagely suppressed by the local legion of the Republic 993 NC: Apparition of Maluja seen in the Parkhesh City Forum. Cohorts. The Undead soldiers in the mortuary barracks are restless and some break out to wander the streets of Parkhesh City. Legion 940 NC: Telbrin scholars discover Serin wood and the secret of NCOs spend a week rounding up the stray undead. Meravae Skyships. 992 NC: Menerain sends mercenaries to fight She-Eth on Lo 903 NC: New Settlement founded by AurUrban expeditionary Tual. force. Indigenous mongrel humans are captured and settled in slave farms to begin the process of civilisation. KiDelan army who have confessed to achieving expertise in their some way, part of that mystery. As to what the worship claim to be able to commune with the Night Ancients looked like, even more ambiguity occurs. The The Forerunners Hag, and communicate, summon and, sometimes, Zathurians describe them as ‘giants’, ‘spirits’ and control her Night Spawn. These priests and ‘fallen gods’ in different texts, sometimes deliberately The Forerunners were not a single species but a priestesses of darkness claim that the Night Hag’s aim confusing all three and sometimes being highly collective of species that worked together for is total dominion over Gwenthia, and the destruction specific. The Meravae scholar Vhastensis Chro notes: common purposes. Culturally, they were extremely of the seven orbs which allowed her to fall to the “If they once had bodies, they long ago dispensed with them. advanced, and did not go by the name ‘Forerunner’ earth below. Most cultures outlaw worship of the Instead, when they needed physical form, they used all manner of (although that term is now used extensively by Night Hag and, during the period of the Crusades, her vessels, constructed of flesh and bone, and sometimes stone or Gwenthians to describe them). They encompassed worshippers (much more widespread then) were metal, that they would later discard like soiled clothing. But, to many different races, some of which were at least hunted-down and slaughtered by the Octaminists and, a fault, they were hideous.” humanlike, if not actually human. And they were most later, Prince yrGael of the Cromaignian kingdom of certainly powerful, with the ability to manipulate Spharain. Where the Night Hag is still worshipped, it They were also powerful: magicians and scientists, physical matter and energy at cellular and molecular is in the secretive of ways, and always during the they controlled fearful powers that may or may not levels. Indeed, some of the species that formed part period of the Hag’s greatest strength. have led to their exile. They enjoyed enslaving races of the Forerunner collective may have been they considered to be lesser than themselves, and then engineered to fulfil a particular function or need, but stealing (or ‘borrowing’, as the Zathurians were embraced on roughly equal terms as their The Ancients diplomatically describe it), their powers and creators. One such example are the Geneweavers, achievements. and it is believed that many of their creations form the No records exist that describe either how the basis of Gwenthia’s current flora and fauna – some Ancients came to Gwenthia, or what they looked like. The Ancients declined with as much mystery as their more successful than others. According to Zathurian and Meravae Empire appearance, and there are few, if any direct legacies of scholars, the Ancients were exiled to Gwenthia, their empire. But their name and deeds endure, and The Forerunners were enslaved by the Ancients, who implying that they did not originate on the planet and, shaped Gwenthia into its current form. Without the clearly wished to exploit their powers and abilities. perhaps, not even from the same universe. Why they Ancients, the world might have been barren and This slavery lasted thousands of years, and predates were exiled, and what held them in exile, is unclear; lifeless. even the earliest events described in the timeline. although it would seem that the eight moons were, in Slavery is rarely benevolent, and benevolence seems to officers oversee the programme and the establishment of road, strongholds in the Badlands near to Whiteport (also known as canal and watch tower networks. Spiderport) as reprisals for besieging Whiteport. The Legion is never heard of again. This military mismanagement allows the 891 NC: Fourth Parkhesh Civil War comes to an end after the Bikhon Party take over. The Bikhon high priest, Shakhan si- ruling Bikhon faction (Red Orb Temple) is toppled from power Khalatan orders a build up of military forces in all provences. by the Ralashon faction (Orange Orb Temple). Shumtira and Duresh are given devolved power and local dignitaries are given 882 NC: Mutant army sweeps into Parkheshi annex of White governorships to appease the peoples. Spider River and lays siege to Spiderport. Siege lifted by Parkheshi Galleons arriving with sizeable Undead Legionary force. The new 890 NC: The Mutant Wars come to an end with Parkhesh governor renames the city as Whiteport in honour of the Light withdrawing from Afkhan - the military campaign a disgrace. aspect of Olakha. 886 NC: Aggressive overtures are made towards Kaipor. 880 NC: Renbril annexed by the Republic of Telbrin Numerous islands in the Pirate's Teeth are attacked and the Corsairs are harrassed. An undead fleet of Corsairs appears from 880 NC: AurUrbis and Republic of Telbrin break off diplomatic nowhere and destroys a Parkheshi fleet. Shakhan gives up on relations after intractable disagreements over the long term future Kaipor and pulls back the fleet blockade around the Pirate's Teeth of Renbril. KiMentis withdrew from Telbrin in protest, leaving a to police the shipping lanes closer to the coast of Parkhesh. small KiDelan delegation. 885 NC: The Mutant Wars in Badlands begin when Parkhesh 879 NC: Tovril and Shelkan formally petition to join the Republic sends numerous legions to occupy the Badlands in the region of Telbrin known as Afkhan. A protracted war lasts for five years. The island 875 NC: Second Siege of Renbril: Republic Cohorts and of Shumtira is taken back by force and a heavy military force left AurUrban forces from Mull lay siege to the city of Renbril. to garrison the island. Guerillas hold out in the interior. Mutant forces are rapidly driven back to the Badlands but the 884 NC: Fourth Parkhesh Civil War begins which enflames the remaining population fight a bitter resistance for a further sixth Dureshi City States to the South East of Parkhesh. Forces months before capitulating. sympathetic to Khalesh break away from Parkhesh. Legions are 873 NC: Siege of Renbril lifted by large mutant army that sweeps sent to crush the uprising, and lands west of Duresh are annexed out of the Badlands, punches through Modrin’s Line (despite the once again in a protracted war. Uprisings in Shumtira reach fever Republic's efforts, in a woeful state) and lifts the siege, only to pitch when the island's city states hang the Parkheshi Governor. promptly occupy the city itself. 883 NC: The XXIV Undead Legion is sent to attack Mutant 872 NC: The First Siege of Renbril; Republic Cohorts and units have been alien to the Ancients, but, however power that would influence forever Gwenthia’s steal the secret of Star Walking, and tried to touch the beneficial or benign the relationship, it took the development. gods themselves, their actions were a blasphemy and Forerunners a great deal of time to either consider, or resulted in the Eighth Moon being murdered and cast initiate, rebellion against their masters. And it would from heaven. The Zathurians were forced to turn take several efforts for the Forerunners to break their The Zathurians upon the humans is a bloody and holy war, every shackles. The arrival of the Zathurians, and the The Zathurians are an alien race, not native to piece of human technology was destroyed and men orders from the Ancients to free them from the Gwenthia. Their true origins are only known to were cast back into the forest. Then the great city of power of the Orbs, bound the Forerunner Collective themselves, but they are called the ‘Children of the men was destroyed by a heavenly bolt, and became together as never before. They realised massive Moons’ by many cultures. They are a xenophobic and the Aktalar Desert. Over the aeons the Zathurians energies to perform the task, and, seeing their agoraphobic race that dwell in sealed cities of great have sought-out the pieces of the Eighth Moon in an potential, rebelled against their masters. While their age and advanced technology. They have access to attempt to return his body to the heavens. They have overall rebellion was ill-timed and failed, they did devices and knowledge far beyond the rest of never forgiven men for their treachery, but still succeed in implementing new magics derived from Gwenthia; they are masters of science, and yet they enslave them as useful tools. the freeing of the Zathurians. Working together they seem to dwell in a state of arcane stasis, never achieved partial control of the 8th Moon and sought progressing in their development. to bring it down to the Gwenthian surface, before The She-Eth their rebellion was savagely quelled by the Ancients, It seems that the Zathurians mourn the loss of their The reptilian, serpent-like She-Eth may have been on despite the Zathurian-instigated attacks of the She- ability to travel the heavens, and that is their only Gwenthia before the Ancients arrived, or arrived with Eth. desire, to leave the world and return to their home. them; their precise origins are unclear. They certainly The Zathurians claim that when they came to controlled an empire of sorts in the Thurian When humankind arrived on Gwenthia – intended to Gwenthia all men were but primitives dwelling in break the power of the Forerunner’s power over the continent, and had access to semi-sorcerous trees. Zathurians their science to upgrade them and technology that made them formidable warriors. It is Eighth Moon – the most unexpected events occurred. educate them, until humans stood as equals with their Humans joined with the Forerunners and formed possible that, until they were lured into rebelling masters. The Zathurians talk of an idyllic period, against the Ancients by the Zathurians, they were a what came to be known as the Meravae Empire. This known as the Era of Joy, when the two races worked momentous event signalled the eventual fall of the peaceful race. If so, the Ancients’ punishment – the together in harmony, and Gwenthia was filled with confiscation and destruction of their very souls – Ancients, and a consolidation of the Collective’s their combined wonders. However, humans tried to from Tovril and Shalkan siege to Renbril and make efforts to signed between Parkheshi and Khalian forces. Secretly historians reinforce Modrin’s Line on the basis of evidence of Renbrili believe it is because the use of the fragment of moon rock was not overtures to warlords of the Badlands. thwarted. It is widely believed that the temporal power of Parkhesh is enhanced by the presence of the piece of the Dark 870 NC: Fall of Shalkan to combined Republic and Tovrili force. Orb. North East Thurian braces itself for an onslaught of activity When the fate of the last true Doge of Shalkan is made public, the from Parkhesh which never happens. A period of peace ensues citizens of the city riot and lynch any Renbrili they can find. The across Parkhesh as the once warlike city league seeks to make occupying forces do not intervene. amends for previous transgressions and aggression. The ruling 865 NC: The City Wars in the Upper Hallex River Valley. Renbril dynasty of the Eighth College is toppled from power as the manages to place a puppet as Doge of Shalkan , and attacks the Second College linked to the Worship of Ralashon the Orange Republic from two sides, assuming Tovril will stand aloof. Moon gains ascendancy. The cult of the Eighth Moon is eclipsed for many years. 839 NC: Third Parkhesh Civil War ends. 752 NC: NC: Maluja and the Eighth College manage to foil the 837 NC: After decades of relatively peaceful coexistence conflict yearly sabotage of their magical ritual and complete the ritual of flares between Kitar natives and independent settlers from the attunement. Maluja vanishes from history and no longer takes part League of Jinnahn in Gara-Dien. These Gara-Dien citizens appeal in the political decisions of Parkhesh. The Lighthouse of Maluja to the Harmonious Empire for assistance, and with remarkable shines with an incredible light. Rumour that an Inner Circle of the speed the Great Armada leaves mainland Gara-Dien to begin the Eighth College is set up in the Eighth College, no one knows who Conquest of the Isles of the Kitar. is a member of this inner circle but it is believed to be the power 834 NC: Third Parkhesh Civil War begins after the eight factions behind the Parkheshi throne. Foreign espionage fails to find out in Parkheshi politics refuse to compromise. The Matikhot faction more information. Maluja attains apotheosis and is declared a occupies the forum with Undead soldiers and fighting between Saint. different legions of the Parkhesh Empire is seen in Parkhesh City. 737 NC: The Lighthouse of Maluja is built in Parkhesh City This hasn't happened since the time of Maluja's rise to power. Harbour, but it's light is not ignited for another 15 years. 821 NC: Written word adopted for common useage in Quatzadua. 736 NC: The Dark Moon Ritual is restarted and sabotaged for a 794 NC: City State of Tovril signs a mutual defence and second time. This happens every year for the next sixteen years. preferential trade treaty with the burgeoning Republic of Telbrin 735 NC: Telbrin annexes city of Helbricht, declaration of the 753 NC: The Second Parkhesh Civil War comes to end. A truce is Republic of Telbrin. In Parkhesh, The Dark Moon Ritual of created a bitter and tormented race. The She-Eth Humankind was clearly very powerful in those distant retreated from Gwenthia (either deep beneath its years, in terms of knowledge and sorcery, but surface, or to another pocket of the multiverse), and following manipulation by the Zathurians, when a remained there until only recently, when hordes of select group of humans gained the ability to ‘walk in She-Eth warrior-slaves have invaded the peaceful the heavens’, it was clear (to the Zathurians, at least), island of Lo Tual, intent on its destruction. that humankind might become too powerful. It has been speculated that the Zathurians themselves caused the Eighth Orb to explode, knowing that this Humans would curtail humankind’s growing powers. Humankind was summoned to Gwenthia 7,000 years Certainly, after the Orb’s destruction, humankind saw ago by the Eighth Moon, ostensibly to break the their magical knowledge dwindle and fade – although powerful magics of the Forerunners who were perhaps the Zathurians did not foresee that the drawing the orb towards the surface of the planet. powers released by the Eighth Moon as it exploded Whatever plans the Dark Moon had for humankind, would, in time, release far worse effects and spread they went awry, because, instead of opposing the them far and wide across Gwenthia. Forerunners, humans joined with it in alliance, essentially breaking the Eighth Moon’s influence over Gwenthia. In time, humans and Forerunners merged their cultures into what would become known as the Meravae Empire. This empire controlled most of Thurian for almost five thousand years during which time humankind began to proliferate on Gwenthia, spreading beyond the Thurian continent and even across the oceans. Attunement is begun where Maluja consecrates the piece of the rebel against Parkhesh City League with help from Shalkan and Dark Orb in a ritual that takes the eight days of the Dark Month Tovril city states and Takôda mercenaries. The Khalian League is of the year (the last month of the New Calendar consisting of ten set up helped with weapons and expertise from AurUrbis and days). The ritual is interrupted by foreign forces and Maluja has to Tenbril with weapons carried via the Loparankwari. Some Red wait another year to begin it again. Desert Nomad tribes join the Khalian League in it's fight against Maluja. The Red Desert descends into another bitter tribal war, 734 NC: A Parkheshi geological expedition finds a huge piece of one of many countless others that have occurred through out the the Eighth Orb in the Red Desert. After great expense, aid and history of Gwenthia since the fall of the Dark Orb. hinderance by Red Desert Nomads, and expenditure of military resources, the piece of moon rock is secured and carried by land 569 NC: First reports of Lady Sybillis, a daughter of the Night all the way to Parkhesh City - taking a year in total. The Red Hag, infecting the dreams of Cromaignian women. Desert Nomads fall into a bitter war again which sparkes the 540 NC: New Calendar of Gwenthia adopted by decree Ta- Second Parkhesh Civil War - scholars believe that this war was a Tarazon III of Quatzadua. precipitation of the discovery of the fragment of the Dark Orb and that the Khalesh City States and foreign powers sought to 519 NC: Duke Maligaunt, a son of Night Hag, seizes control of stop the use of this fragment by Maluja. Karvarian. 695 NC: Telbrin scholars discover ruins of Caer Abrin. 518 NC: Prince yrGael sends troops to Karvarian in search of Blue Sword of Fate. Of the seven sent, only one returns, endlessly 682 NC: The First Parkhesh Civil War comes to an end when an laughing. united force of Red Desert Nomads, led by Farkwhat, and seven Parkhesh legions forces a truce on the Khalesh City States. The 487 NC: Corsair's War comes to the end when the Blue Sword of Khalesh City League swears a non-aggression pact with Parkhesh Fate is stolen from Kaipor, Maluja suspected. Truce is signed with in return for access to ancient ruins in the desert nearby. Kaipor. Many corsairs hide amongst the numerous islands named the Pirate's Teeth. Maluja the Pirates and numerous 681 NC: The south eastern part of the Red Desert is united under ships of undead pirates plagues the region to the present day. a single ruler, Farkhwat, who swears allegiance to Parkhesh and Sightings of Zambala return to a low number. Maluja. 479 NC: In final phase of the Corsair's War Maluja orders the 674 NC: Theurgist Gara-Dien crowns Prince Tangjin as ruler of invasion of Kaipor which proves to be more problematic than the Oxore Dominion, in a splendid ceremony within Maragrim anticipated. Numerous Parkhesh Galleons are sunk by the nimble City. It is the first and last known occasion when any non-Oxore fleet of Corsairs. has been permitted within the city. After the ceremony, and in the sight of the crowds gathered at Penumbra Town, the Theurgist 461 NC: Blue Sword of Fate found in Pirate's Teeth Islands, ascended a magical stairway before departing through the Green triggering the Corsair's War. Parkhesh begins to build a navy to Door. While rumours of his re-appearance have been rife ever help protect shipping and trade. Many blame this year for the rise since they have never been confirmed, leading many to speculate of Parkhesh sea power. The next twenty six years show increased that he has finally moved on and is serving the Lady of Doors in fighting between Parkhesh and he Corsairs but the Corsairs are another dimension. aided by an unknown third party and resist the Parkheshi aggression. Many sightings of the patron saint of sailors, Zambala, 670 NC: NhiaQuat city refounded by eastern Quatzaduans and is made, his ship aiding those harrassed by pirates. Hôkurik 443 NC: Star Child, reportedly murdered by her Renbril 666 NC: Bridge of Jet created by KiMentas priests over the Cut of custodians, appears in Hokulkastun. Ashkar linking the continents of Thurian and Gwailan with a major land link for the first time. 419 NC: Renbril launches surprise assault on Mull, which holds one of the Twisted Swords of Fate. 652 NC: The First Parkhesh Civil War. Parkhesh launches an offensive to reclaim the Khalian City States in what is now called 388 NC: Northern Alliance sends Heroes to quest for the Star Khalesh and a bitter civil war between Parkheshi forces and the Child in Thurian's deserts. Khaleshi ensues which lasts on and off to this day. Parkheshi military might is tied up with this seemingly fruitless war which 382 NC: City of Tovril forces, lead by the Children of the Fire, Parkhesh seems dedicated to throwing resources at. By now the drive Parkhesh City League from Upper Valley of the Blue Khalian City states had opened trade with the Nhi-Tualian and Serpent River. War lasts for three years leaving some of Khalesh Telbrini forever cutting the ties that previously existed with ravaged and Parkhesh sues for peace. Period of peace starts on Parkhesh. Upper Valley of the Blue Serpent River and trade is reinstated. 651 NC: Khalian city states (in South West Parkhesh) successfully 362 NC: Shasteen Horrors break out in Gwailan: Northern Alliance formed due to the destruction of the city of Patara. Renbril territory. Known in later years as Modrin's Line. Not to be outdone, Parkhesh begins a similar project (The Parkhesh Wall) 340 NC: The Twelve Twisted Swords of Fate scattered by Sages with a chain of forts along the border with the Badlands, it's of Hypotet (see below). priority is to secure the strategically important harbour of 321 NC: The Dark Magus arises in Gara-Dien, hunting Tainted Spiderport at the mouth of the White Spider River. Silver. War ensues in Nilman Desert. 232 NC: Mutant Wars ends with AurUrban forces driving the 309 NC: The Taxican Rebellion in Quatzadua. Army of Mutants into what becomes the Badlands. The area is devastated magically and as a viable place of habitation. 305 NC: Power of the Demon Song released in Gwailan. Chaos and confusion spreads to neighbouring nations. 230 NC: During the Mutant Wars, City States of Upper Hallex River effectively secede from Parkhesh. Parkhesh sets up neutral 300 NC: Shikün tribe of Nhi-Tual launch first jihad against zone as buffer while it consolidates its border. This region Parkhesh. Warriors are lost in Red Desert. becomes the Badlands (see NC 232). 295 NC: Parkhesh launches an offensive from Khalesh and 226 NC: Craxshal Geneweaver leads the Army of Mutants from annexes the previously independent Upper Valley of the Blue Durustan into AurUrbis, after defeat at the Battle of Chaliko Serpent River with undead Legions. Refugees flee to Nhi-Tual and Gorge. Llama Tribes bringing tales of necromancy. Temples and Magic colleges are raided. Relics sent to Parkhesh City. 221 NC: City States of the Upper Hallex River Valley attempt to secede from Parkhesh, Doru exiles support Parkhesh regime. 265 NC: Nhi-Tual discover Tainted Silver and begin to use its Parkesh begins brutal suppression of dissidants. Non-octaminist affinity to slay Sorcerers. supporters are crucified in public. Religious relics are spirited away 242 NC: Modrin's Line completed. to Parkhesh City. 240 NC: Parkhesh Wall abandoned. The wall was never finished 220 NC: Unprecedented eclipse of the Sun, all orbs aligned. The after the architect, Harkash fo-Sulukhan, is found disembowled Black Watch is at its most potent since its increased activity in along with his court at Spiderport. Maluja sends Inquiry to hunt NC201, nightspawn run riot. Maluja communes with other assassins down. Badlands Mutants suspected. However Spiderport Octaminist supporters around the world. After the eclipse, the remains secured and it's access reinforced. Black Watch is lessened in Quatzadia, Parkhesh and some other regions of Gwenthia. 234 NC: Modrin, war-marshal of Renbril orders the construction of a wall, blocking the southern routes from the Badlands in to 206 NC: Sacred blood of The Invisible Lord found by Cult of

The metal blades are silver coloured and are quite vile ways. The remaining Sages went underground plain and unadorned. The tips are coloured though hiding from the affects of the Demon Song and all The Twisted and each sword has a different colour. What is known Gwailan harbours closed to all shipping. Even the is that the swords are indestructable. They have been Black Ships of Menerain fled the area, sailing down to Swords of Fate thrown inside volcanoes, dropped into oceans [the the Golden Sea. It is unknown where the Twelve Twisted Swords of swords float like driftwood] and had attempts to snap Fate came from, who built them or their exact them with heavy loads with the swords braced on a purpose is. What is known is that when all twelve are fulcrum. In all cases the swords have withstood the Only when the Head Sage, Badol, confronted the brought together and arcane rituals performed, the trails and remain unscathed. source of the Demon Song did it end. After years of Demon Song is released. study Badol scattered the Twelve Twisted Swords of Fate he found at the source of the Demon Song to The Demon Song prevent it from occurring again. Very little is known about the Demon Song, what Each individual sword is almost three metres long and started it, what ended it and why it happened. What is has an unusual shaped blade. The shape of the blade known is the devastation it caused when it was un- is curved and wide and only one edge is razor sharp. leashed across the whole of Gwailan in 305 NC. The The other edge of the blade is thicker and rounded sky darkened with storms that raged across the land. YrGael and the Blue blunt. The tip is sharp but isn't pointed but again Cities crumbed, armies routed, shipping was sunk, and rounded. The cross-section of the blade looks like a creatures of the Night Hag stalked the night. The Sword shallow tear-drop. The bottom third 'twists' ninety dead were seen roaming the land doing what they did In 518 NC, Prince yrGael emerged from a sixty-year degrees towards the handle. On every sword the in life and the people were in panic. Strange vessels meditation during which he scoured the Nowhen handle is different from its companions. They have were seen aboard, ships that bear no resemblance to Lands for clues relating to certain treasures or secrets lugs sticking out and some have sections missing. All any Gwenthian shipping but were always followed by relating to Gwenthia: the Star Child's enemies; the the handles have writing carved into the metal in an the foul keening sound that gives its name to the De- Stone Throne of the Green Moon?; and the Twisted unknown script. mon Song. Blue Sword of Fate. During his meditation he was directed by the strange and beautiful Handmaidens Key members of the Sages of Hypotet were killed in who claimed to be the custodians of the Twelve Rathkur in Red Desert. Maluja dispatches five legions to secure Dominate in a hard-fought 12 year campaign. ChentPin is the sacred spring from the unsympathetic Red Desert Nomads. subsequently appointed Imperial Governor of the Xunli Freehold. Parkheshi Edict exiles the Cult of Rathkur from Parkhesh League 140 NC: Parkhesh city-state wars begin, aided by Tharux weapons thus driving them deeper into the Red Desert and other lands. and Zharaan Mercs. 205 NC: Annual Sacred Orean metal auction begins in Montarul. 134 NC: Mount Kravchul erupts, following discovery of Meravae 201 NC: The Red Desert Nomads wars reach a high with an tombs, and the disgusting view of large flying ceatures around the overall ruler for the Red Desert asserting his power from this summit. time. The dynasty does not outlast his lifespan. With the help of 126 NC: Rasen claims independent government but Zathurian the Red Desert Nomads, Maluja discovers an ancient temple in living ships crush the flames of freedom. the Red Desert. Using the Bronze Sceptre of Ruin he raises an undead army and with a combined force of Red Desert Nomads 104 NC: Sea Demons rise, attacking the North West part of and Undead Legions conquers the Khalian city states. The Black Thuria, and Cromaigne, before retreating to the Weeping Sea. Watch is said to become more potent, culminating with the eclipse of the sun in 220NC. 5 NC: Plague revisits Thuria, many turn to the Sisters of Blood for aid. 174 NC: Shipping vanishes in Golden Sea, Black Ships blamed. 172 NC: Parkhesh city-state wars end in a massacre - Sceptre of Old Calendar Bronze Ruin captured by Maluja. -995 years BP and 0 NC: The Old Calendar is denounced as heretical by the Human Church of Gwenthia and the New 165 NC: Aran leads Parkhesh City League and seizes Upper Calendar is proposed. Hallex River. Aran brings back an unknown relic which brings down a upon his empire. -1,000 years BP: The Tharux try to steal Cromaigne secrets from Jhyrain, but are foiled by Kastun ambassador. 155 NC: Aran, son of Arrik, rides into Parkesh city, bearing the Sceptre of Bronze Ruin. Aran ushers in a period of peace and -1,250 years BP: Zathur and Mererain jointly govern Rasen, prosperity which lasts for ten years. ousting AurUrbis settlement. In Thurian, Theurgist Gara'Dien institutes Emerald Compact, Harmonious Empire founded. 146 NC: In response to years of intermittent and impudent raiding and slaving through the thinly settled Xunli tribal lands -1,500 years BP: Churches of the Chain declares crusade against General ChentPin, himself a Xunli convert to the Jade Path, raises The Cult of Rathkul but can't seem to find it. the Gara-Dien Imperial Corps and conquers the Sheshaan

Twisted Swords of Fate, and he was led to the island by Duke Maligaunt, or if yrGael, in his dealings with of Karvarian where the erstwhile Blue Sword was now the Handmaidens in the Nowhen Lands, was in the keeping of Duke Maligaunt. spitefully, and most cruelly, tricked. Upon emerging from his meditation, yrGael The Sages of Hypotet summoned to him his finest Knights of the Rose and The Nowhen Lands The Sages of Hypotet are a Durustani religious sect of sent them to retrieve the Blue Sword. This was the Between the physical presence of Gwenthia, and the The Lazmastu Path, dedicated to the production of most dangerous task possible, because it sent yrGael's physical presences of the Seven Orbs, lie the Nowhen the highest quality weapons. Most who meet their warriors into the very heart of the realm of one of the Lands. This domain is free from the Night Hag's in- products meet their doom by them. Night Spawn princes. The seven heroes of the Rose fluence and is claimed to be a place of heroes, funda- sought several protective charms from across mental truths, and waking dreams. Certain sorcerers Very little is known about them outside Durustan Gwenthia, and, after a year of preparation, sailed to claim to be able to enter the Nowhen Lands at will, except for their involvement in the scattering the Karvarian and into the heart of absolute darkness. seeking either specific knowledge or a simple wish to Twelve Twisted Swords of Fate. Some sources claim escape to a place where their powers are unique and the sages made them, others that they discovered Precisely a year and a day later, one of the Black Ships cannot be corrupted by the Night Hag and her chil- them, and others still that they cursed them and of Menerain appeared in Spharain's harbour, its only dren. whoever might hold them. passenger being the Knight of the Rose, Bhregun. His body had been lacerated from head to foot in a It is said that gods and men are alike here, and the strange, geometric fashion and the wounds glowed Nowhen Lands are home to some who were once with a disturbing yellow light. His eyes had been gods or who will be in the future. Some of these burned from his skull, and his body shook beings have been named: The Handmaidens, Strossheim of uncontrollably. But more chilling was the laughter: an La'ash; The Brittle Uncle; The Azure Lady of Sorrow. incessant, insane laughter that only ceased when yrGael himself, eyes filled with tears, brought mercy Those who have charted the Nowhen Lands state that to the poor, mad, hero. they mirror Gwenthia physically, although the cities and countries familiar to Gwenthians are unheard of. And the Blue Sword of Fate? It remains unfound - The Seven Orbs still cluster the skies, but of the and none can tell if it resides on Karvarian, controlled Eighth, there is neither sign nor memory. -1,750 years BP: Vendetta wars start in Gwailan and end in -2,900 years BP: Guerrilla warfare erupts between Charrux River tragedy. Northern- trade with Thurian disrupted. Valley folk and Tharux. -1,750 years BP: Over a century of strife ends as the surviving -2,900 years BP: AurUrban and Cromaigne forces wage the Third elements of the Xantiric Theocracy agree to the founding of the Octaminist Crusade in Parkhesh. They are aided by a coup d'etat Confederation of the Children of Xantir . The nascent Confedracy in the Meravae court by Prince yrGael, and a coalition formed is immediately tested nearly to destruction by the Ensellati Horde. from the Red Desert Nomads and the Outlanders of the Gwailan nations. AurUrbis occupies Parkhesh with Red Desert Nomads -1,875 years BP: Xantiric Theocracy collapses in to civil war. help. -2,000 years BP: Insectoid Swarm (Hash-Takk) ravages -3,000 years BP: The Earth God rises in Quatzadua. A Zathurian Quatzadua, sent by Zathurians seeking retribution for their Charioteer, sent to investigate the Arboreals (Zathur's first missing Charioteer. The city of Xzanpthia is destroyed in the creation), vanishes. Khur-Ishida appears in Nhi-Tual and process. The Ripper Plague is called by the Earth God and overthrows rule of Seven False Gods. destroys the invaders who cannot enter the Archology discovered in Xzanpthia. -3,100 years BP: Prince yrGael of Cromaigne leads the witchhunts against the last remnants of the Evening Culture. (The Second -2,100 years BP: AurUrbis implements Great Trade Conclave, Octaminist Crusade). Cromaigne split into three kingdoms by Kastu arrive unexpectedly. KiMentas occupation force.) -2,150 years BP: Rise of the Xantiric Theocracy, a militant -3,200 years: The First Octaminist Crusade brings about the theocratic dictatorship lead by the Kol-shek d’Vanan, living destruction of the Evening Culture. It ends with the intervention reincarantion of the divine Xantir, in the western Plateau region. of the free people of Cromaigne. -2,200 years BP: Meravae vanish from Gwenthia. Tharux loot the -3,300 years BP: Various crusades engulf Thurian, whipped-up by cities. Zathurian wiles. First Tharux cross Charrux River – surveying the -2,250 years BP: Exodus of Slaves as human population flees the land and people. collapse of civil society in the heartlands of the Meravae Empire. -3,400 years BP: Gwailan’s humans go into hiding, and some Rise of the Prophet Xantir, who leads his followers west towards migrate to Spiria, the island north of Cromaigne, majority of Iqari Zathuria: they are all believed annihilated. driven from the island. -2,300 years BP: Agreements between Cromaigne and Spiria are -3,500 years BP: On Cromaigne, the Evening Culture summons made as Meravae Empire falls. horses to the island. Above Gwenthia, the seven Orbs (which may -2,300 years BP: Central volcano erupts in Dragon Peaks. or may not have controlled or guided the wars beneath them) Gwenthia plunged into Great Ice Darkness which lasts a decade. reach an amnesty, and nations re-build. The Plains Wars rage along the Charrux River Valley, which ultimately lead to the -2,400 years BP: Geneweavers stir in Gwailan in response to ancestors of the Zharaan being driven north into vassalage in Shasteen attacks. Zathuria. -2,500 years BP: The Tharux discover a network of hidden -4,000 years BP: Aur Urbis emerges on the Golden Isthmus. The Meravaenian Catacombs and unwittingly release the Shasteen Seven False Gods first appear in Nhi-Tual. Horrors. -4,000 years BP: The different races of Gwenthia go to war over -2,600 years BP: The Tharux, a human race in thrall to the the Dark Orb debris; some wanting to control the powers it Zathurians, are driven from Nhi Tual by the Night-Blind Plague. confers, and others wanting to destroy its remains. More and Population of Charrux River Valley virtually eradicated. more debris is discovered and secreted away. -2,700 years BP: The Cult of Rathkul appears in the east; it seems -4, 500 years BP: The debris of the Eighth Orb, which lost. disintegrated before reaching the surface of Gwenthia, is -2,800 years BP: The Tharux appear in Nhi-Tual and initiate trade discovered all across the planet. At around this time, the power of with the Tual natives. the Night Hag begins to assert itself and some begin to worship this dark deity—which is deemed to be but one aspect of the -2,800 years BP: Lord Xocotal the head-hunter forms The Dark Orb. The Meravae Empire expels a growing sect of Night Quatzaduan Cult of Murazcoatl. Hag worshippers. This sect, calling itself The Evening Culture, -2,900 years BP: Some Lapithian groups migrate to the Gold flees to the western islands and settles the southerly isles, which it Mountains in AurUrbis, and the Gold Wars begin between names Cromaigne and Karvarian. AurUrbis and Meravae. -5,000 years BP: Something causes the Dark Orb to explode, unleashing strange changes across the world. The Fall of the Dark Orb is a major event for most cultures. In Gwailan, the Geneweavers, under Zathurian tutelage, come to power, ruling most of the continent. But the Geneweavers rule is not to last, and they are defeated in a war with the Meravae Empire. Tual and his family leave Meravae Empire to follow the Seven stars. -6,000 years BP: Through the interference of both the Zathurians and Eighth Orb, humans develop the ability to ‘walk the heavens‘, and seek to steal the Gods' powers. -6,000 years BP: Humans, who now proliferate, are scrutinised by both the inquisitive Zathurian Minds, and also surreptitiously modified by the Dark Orb as it continues its fall. During this time, humans spread north from Thurian to the continent of Gwailan. Around this time the Arborials may have been created. -7,000 years BP: The Forerunners once again rise to challenge the Ancients. Slowly descending towards Gwenthia, the Eighth Orb summons Human magicians to break the Forerunners magic. From across the universe Humans hear the call of the Dark Orb and travel to Gwenthia. However, upon arrival, Humans do not, as expected, battle against the Forerunners. Instead, the two become allies and fight against the Ancients together, eventually defeating them completely. The Forerunner/Human alliance becomes known as the Meravae Empire. -8,000 years BP: The Zathurians seal their cities to prevent reprisal attacks by the Ancients. The Ancients dominate Gwenthia for the next thousand years. -9,000 years BP: The Zathurians have watched the Forerunners’ rebellion against the Ancients carefully, and, for reasons unknown, side with the enslaved Forerunners. Using their own powers of guile and command, the Zathurians persuade the reptilian She-Eth to launch a surprise attack on the Ancients. The attack is repelled, and the Ancients destroy the souls of the She-Eth race, condemning their physical forms to wander the void between life and death. -9,000 years BP: The Forerunners, seeking liberation from the Ancients, launch their rebellion. The rebellion fails, and the Forerunners, for their treachery, find their slavery deepened and made worse by the Ancients. In frustration at their worsened situation, the Forerunners use their powers of prayer to summon the Dark Orb of Gwenthia, and the moon begins its descent towards the surface of the planet. However the Ancients are not without their own powers and, whilst they cannot prevent the Eighth Orb from descending, they do manage to slow its progress. -10,000 years BP: Zathurian’s travel through space and divert to Gwenthia, lured by the planet’s eight Orbs. However, the Ancients, watching from Gwenthia’s surface, call upon the power of the Forerunners to assist the trapped Zathurians, and the power of the Orbs is broken. The Zathurians thus arrive on Gwenthia. AurUrbis The Golden Lands

urUrbis sits on the Golden Isthmus that runs from the Gwenthian southern continent of Thurian up to the Where Continents Divide Anorthern continent of Gwailan . The New Province of The Golden Isthmus joins the southern continent of Thuria with AurUrbis lies on the mainland of Gwailan. The isthmus is bi- the northern continent of Gwailan. It has been, for over 4000 sected North and South by the Mountains of Gold. To the West years, home to the KiMentas people and the city states that make of the isthmus is the Konastorm Sea; to the East is the Sea of up the AurUrban nation. The isthmus is broken only at the point Brass. it joints Gwailan where a narrow strait of suicidal ravines and gorges swirls between the Konastorm Sea to the West and the Sea The coasts of the Golden Isthmus are heavily cultivated and of Brass to the East. This strait is known as the Cut of Ashkar, a highly populated. The Mountains of Gold are cultivated in the reference to the sword of the Dark God which reputedly cut the foothills using terraces, designed to slow or prevent the rapid run- gash in the land in prehistory. Over the strait lies the Bridge of Jet. off of irrigation water. The land is formed into multiple terraces, giving a stepped appearance. Higher the landscape is alpine and Cut of Ashkar sparsely populated save for in the City of Gwent. In the North of A narrow strait of suicidal ravines and gorges that swirl from the AurUrbis, on the sub continent of Gwailan proper, the flat plain is Konastorm Sea to the West to the Sea of Brass to the East. This densely wooded and populated by small settlements. strait is known as the Cut of Ashkar in reference to the sword of the Dark God which reputedly cut the gash in the land in AurUrbis has a temperate coastal climate, warm in winter and prehistory. Over the strait lies the Bridge of Jet. humid in summer. Temperatures hover around 3-4 degrees Celsius in winter, with occasional snowfall, and rise to an average Bridge of Jet of 24-26 degrees Celsius in the summer. Autumn sees continued A vastly wide bridge of pure jet brought forth from the earth by high temperatures combined with high rainfall, spring is windy KiMentas priests over the Cut of Ashkar in 666 NC to allow their and temperatures rise progressively, averaging 12-15 degrees troops to subjugate and begin the settlement of New Province. Celsius. The New Province of AurUrbis is the northern territory of that The Mountains of Gold have an alpine climate. The New state, lying wholly on the continent of Gwailan whereas AurUrbis Province has similar weather on the coast, but harsher winters and proper lies on the Golden Isthmus, technically on the continent of hotter summer in the wooded hinterland. Thurian. The territory has been progressively colonised by KiDelan and

Doers and Thinkers KiDelan Singular and plural: KiDelan, pronounced 'KeeDellan?' Not a species but a culturally defined ethnic group amongst Humans. The KiDelan are 'those that do' in AurUrbis and they concentrate on physical activity and prow- ess. They often seem less intelligent than most humans to outsiders, yet also in great physical shape and health. There is great diversity amongst the KiDelan, each city has a distinctive racial type, some dark skinned, some fair-haired, and each distinctive to it's home city. AurUrbis is a nation of strong healthy people, they seem somehow protected from illness or deformity, even the poor are robust in body and health. This seems to be curtailed by a tragically short lifespan, few citizens see their fortieth year. The KiDelan rule the Federation that is AurUrbis and are a brave, passionate and artistic people. KiMentas settlers since 666 NC when the Bridge of Jet allowed 5% Mongrel (New Province) large scale military incursions viable. The main urban centre is 4% KiMentas New Settlement which for cultural and political reasons isn't not 1% Others regarded as a city by the nation. High in the alpine passes of the Mountains of Gold lies the The total population of AurUrbis is some 1 million people, with ancient and brooding city of Gwenth? deidicated to the Goddess high urban populations but most living in intensively farmed Gwenthia. Unlike most AurUrbis cities it is built of black volcanic agricultural villages. stone, largely basalt and jet, and the buildings are low, rarely above two storeys even for the main temples. Carved and built into the Political Structure stone of the mountain, the city has a labyrinth of caverns, cellars, markets, streets and libraries underground. The city is unlike any AurUrbis is a political Federation in which city states run most other in AurUrbis in that the population is 90% KiMentas, the affairs independently under the broad guidance of the Golden small dark figures dominate and run the city. There is little Council, which sits in the City of Gwenth in the Mountains of industry and every day pack animals trudge up to the city to Gold. The New Province is different in that it is ruled by the deliver food and goods from the hinterland. Council directly, with an administration and military forces dedicated to it. Culture and Peoples The Golden Council of AurUrbis is the body that oversees the broad guidance of the AurUrbis federal state. It can set overall AurUrbis is populated dominantly by two sentient species, one is foreign and defence policy, raise and command the City of the KiDelan (a human sub species) and the other is the KiMentas, Gwenth militia, oversee the New Settlement in the New Province, a race whose origins are shrouded in mystery. In the Mountains of and to arbitrate in disputes between cities. The council is made up Gold live small communities of Lapithians who mine alongside of 7 KiDelan and 1 KiMentas. The 7 humans are selected in the 8 small KiDelan groups and under the gaze of small schools of Iqari yearly Octathlon in which the seven greatest athletes amongst the who roost in the highest peaks. In the New Province live non KiDelan are chosen in competition. The KiMentas delegate is KiDelan humans known as ‘Mongrels’. Most AurUrban cities agreed by consensus amongst the high priesthood of AurUrbis in have small ex patriate communities of other races and humans. closed session. The population breaks down roughly as: In 995 NC the council resides at Urthan and its membership is: 90% KiDelan Sed SaUrthos, Urthan making and doing. KiMentas reach maturity in two Tar SaBellator, Duxi KiMentas years, and appear to live for hundreds of years. The Lin AquanSon, Aquos only sign of age are white tattoos that are made upon Fri SiVinum, Urthan Singular and plural: KiMentas, pronounced 'KeeMenntass' their faces and shoulders as they gain recognition within their scholarly society. Kai SiTextor, Mull The KiMentas are 'those that think' in AurUrbis and Sho SaSchola, Debello are a short humanoid race, with ebony black skin, no body hair, no apparent genitalia or mammalian Hoi SaCursor, Aeros features. They have a circular mouth, two eyes with Lin TaCurar, Gwenth black irises that fill the orbs and make the pupils almost impossible to see. They have no nose or ears but a composite sensory array on their elongated Cities and Regions chins. They are not in any way human, as their The eight cities of AurUrbis are dedicated to internal anatomy shows. KiMentas are physically weak, have heightened senses both auditory, visual, the particular worship of each of the Seven chemical and possibly some kind of telepathy. Gods of the Moons , the Eighth (the City of The KiMentas are, however, borne to human Gwenth) to the worship of the Goddess mothers, amongst the KiDelan, 'those that make' in Gwenthia herself. Every 64 Old Years one the city states of AurUrbis. KiMentas young are born of the Seven Moon Cities is razed to the to human mothers , despite there being no sexual acts ground and then rebuilt. The city chosen is between the mother and any of the Black Folk as they are often known. It is regarded as a great honour to the winner of the most AurUrbis Octathlons bear a KiMentas child, who is taken to the nearest since the last Renewal. The design chosen is KiMentas to be raised. that of the KiMentas elected as the Most KiMentas perform all intellectual roles in AurUrbis Considered at the Renewal Enclave. society, scribes, healers, lawyers, engineers etc. They are most adept at this task and have a social symbiotic Four cities hold to the Octathlon model that relationship with the human population who focus on they hold biennial contests based on the same model, with the winners taking office as the High The cities of AurUrbis are: Councillors of the city for the next two years. Three are ruled by High Councils composed from the Masters of the City Guilds, City of Gwenth, dedicated to the Goddess and one (Urthan) is a hereditary principality. Gwenthia. AurUrbis is a major manufactory state. It imports spices, furs, High in the alpine passes of the Mountains of Gold lays the amber, timber, ivory, ores, silver, gold and other raw materials ancient and brooding city of Gwenth dedicated to the Goddess from across Gwenthia. In the cities are manufactured fine clothes, Gwenthia. Unlike most AurUrbis cities it is built of black volcanic weapons, jewellery, luxury ceramics, cutlery, wines and spirits. stone, largely basalt and jet, and the buildings are low, rarely above AurUrbis merchants are some of the most cunning in the world, a two storeys even for the main temples. Carved and built into the KiMentas trader is usually competing with a sly Parkheshi stone of the mountain, the city has a labyrinth of caverns, cellars, merchant. Much of trade is seaborne and the nations of the seas markets, streets and libraries underground. The city is unlike any compete in the Octaminist Clipper Race. other in AurUrbis in that the population is 90% KiMentas; the small dark figures dominate and run the city. There is little There is a settlement in the New Province which some foreigners industry and every day pack animals trudge up to the city to might call a city, it is not, to the AurUrbans there are 8 cities, there deliver food and goods from the hinterland. can never be any more. It is simply known as the New Settlement. Urthan dedicated to Aeros, dedicated to Aeran, the Orange Moon Husband, and Aeros is a city in AurUrbis of tall long limbed KiDelan well Urthos the Red Moon known for their running skills. The city produces glassware and Husband. pottery of such quality that princes in far off lands have sold children into slavery to own it. Urthan dedicated to the Urthos Copyright Richard Huber Richard Copyright 1981 the Red Moon Husband. Urthan Mull, dedicated to Zhar, the Yellow Moon is a river port city in AurUrbis along the Hallex River that runs Husband. from the Republic of Telbrin to Mull, is a city in the south west of AurUrbis lying alongside the the Sea of Brass in the south east Hallex River and the border of the Badlands. The citizens of Mull of the country. The city lies on are known for their fashion in the last hundred years of wearing high ground alongside the river full masks at all times in public. Of short squat build with raven and provides services and taxes hair the people of Mull are know to have cunning temperaments The Night Hag river merchants who come and are experts at the raising, harvesting and weaving of silk. upstream from the city of Mull or downstream from the city of Aquos. The citizens of Mull worship Zhar, the Yellow Moon Husband. The city is populated by red-haired KiDelan given to passionate Mull lies on the main trade route from Meravaenia and in times tempers and war. Many generals have come from Urthan. The city past has been fought over by Merav and Parkheshi invaders. A is a hereditary principality ruled by the SaUrthos family. In 995 full military garrison is based at Mull, including a cabal of NC the current Prince of Urthan is the aging Lar SaUrthos. The KiMentas wizards skilled in combating possible Telbrin air city has a strong military garrison which defends the AurUrbis attacks. border from incursions from the Badlands. A chapter of the Aquos, dedicated to Aquan, the Green Haghunters operates from the city and is headed by Sed SaUrthos, the heir to the city. Located near natural iron ore and limestone Moon Husband. deposits the city manufactures some of the finest steel weapons in Aquos, dedicated to Aquan , the Green Moon Husband , port city the world, as well as extensive ranges of ironware. in AurUrbis on the Sea of Brass , this is a city of traders, merchants, rogues and entrepreneurs. Known for their webbed Aeros, dedicated to Aeran, the Orange fingers and toes, Aqosians are short, lithe and highly robust. As Moon Husband. well as a major trading power, Aquos also manufactures all ships in the AurUrban Eastern Fleet.

favoured, this is a soft language on the KiMentas priest, a trade name taken at the Lidin tongue. Past and future are denoted by age of 12, and the city name, which is only The written form of Lidin uses a strangely simple prefacing a sentence with a time used with foreigners or abroad. Personal shifting set of characters which only marker. In English this would be like names are not differentiated between KiMentas can read, and which they seem saying “In the past I walk along street” or gender, trade names are. Names seem to to decline to teach to others. KiDelan do “Tomorrow I visit my uncle”. Despite it's have less significance to AurUrbans than not choose to read and write, relying on simplicity Lidin can express a full range of other cultures who place great emphasis on KiMentas to handle such boring matters. emotions and concepts when used by a naming conventions. Scribes from other nations have suggested KiMentas. Personal pronouns in Lidin are: Examples are: that the script is a ruse or some kind of Personal pronouns in Lidin are: cipher, even those who have learnt Lidin Kim SaVerr Aeros, Kim is a glassblower from the fluently can make no headway with it. English Lidin English Lidin city of Aeros. Tam SaFerro Urthan, Tam is an ironworker from the city of Urthan. Om SiTexo Lidin is a common trade language in the I Ee We Vi Mull, Om is a female weaver from the city of Mull. Sea of Brass and Northern Thurian, it is You Fo You Pa Other personal names include Toe, Sif, Tal, Gil, also written phonetically by non KiMentas Gim, Jom, etc.. writers using other scripts and alphabets, He Sa They Ki often Parkheshi. She Si [When looking for trade names you can use Earth Latin verbs, prefaced by Sa for a man or Si for Lidin uses simple words and three tenses, It Ta woman, Ta for a KiMentas.] past, present and future. Soft consonants Names are a simple monosyllable personal or open vowels at the ends of words are name, given to the child by the local Adludo, dedicated to Sharvan, the Blue hard to develop defensive technologies to keep invaders at bay. Debello has limited agriculture, the villages nearby are fortified Moon Husband. and defensive, but excels at the manufacture of engines of war Adludo , dedicated to Sharvan , the Blue Moon Husband , is a and industry. Both the engines and their products such as cutlery, vibrant port in AurUrbis on the Konastorm Sea , a city of fisher armaments, and kitchenware are exported across AurUrbis and folk, whale hunters who roam up above Northern Gwailan , and beyond. merchants who trade with the aloof Cromaignians and alien By strange irony Debello is also a gathering place for many Zathurians . Adludori are dark haired, olive skinned, short and merchants seeking to gain the secrets of the Tharux Traders. wiry. Adludori are well known for their jests, japes and bawdy When the Three Brother King's send forth their announcements humour. Adludo builds all the AurUrban naval ships of the of that the Tharux are selling their goods, such as guns , Western Fleet. gunpowder and Grind Wagons , people flock to Debello with Duxi, dedicated to Dux, the Indigo Moon great wagon trains of silver, slaves and exotic goods. Thankfully such proclamations are rare. Husband. Duxi, dedicated to the Dux, the Indigo Moon Husband, is a city Religion in AurUrbis of blonde short people, known to be dour and penny The main religion is the AurUrban Church of Gwenthia, a pinching. Duxi is an agricultural centre, and exports exquisite polytheistic faith that worships the Goddess Gwenthia and the wines, spirits, dried meats, as well as tailored clothes and bulk Seven Gods of the Moons. Others exist, the Human Church of cloth, both wool and linen. Gwenthia is tolerated amongst foreigners, and the Churches of Debello, dedicated to Debell, the Violet the Chain are accepted as a tale of the Seven Gods 'abroad'. All worship of the Dark God or the Night Hag is suppressed Moon Husband. vigorously, and yet seems growing amongst KiDelan in the poorer Debello is a city in AurUrbis dedicated to the Debell, the Violet and richer parts of society. Moon Husband. Located on the Fretum estuary is the city closest The AurUrban Church of Gwenthia is a polytheistic faith that to the lands of the Zathurians. As such it has a long history of worships the Goddess Gwenthia as the inspiration that helped combating and defeating the alien incursions of those odd people. humans free themselves from the oppression of the Devourer Debello is always built low and defensively with multiple walls, after he had stolen the human race from their rightful home. They high watchtowers and KiMentas engineers and sorcerers work honour the Seven Orbs as the husbands of Parkheshi, Gwailan Union and Cromaigne Gwenthia who aided the humans to free The Octaminist Clipper merchants. Most others will not put to sea themselves. The faith is open, tolerant and Race during the competition, unless they are welcoming to other species as children on the taking part. Seven, but keeps initiation and membership Every 16 New Year (8 Old Year), there is limited to pure bred humans and the KiMentas the Octaminist Clipper race, where some of There is most certainly rivalry in the who serve her. The Human Church of Gwenthia the fastest merchant vessels race around the Octaminist Clipper Race. Amerain builds Sea of Brass from Parkhesh City to the city fine ships, and has entered one of its finest is a friendly schism. of Duxi in AurUrbis, carrying 10 tonnes of racing clippers 'Argamon's Seal' in the past AurUrbans are devout worshippers of Gwenthia purest Parkheshi intigro. Who can carry the two contests - narrowly losing in each race. as the Earth Mother. The KiMentas form the spices the fastest is the official point of the Amerain has every intention of winning the competition, the prize is the ashes of the next race, and its shipwrights are busily priesthood; the High Temple is both at and is the bones of the black pirate, Zambala engaged in ways of refining the 'Seal's' City of Gwenth in the Mountains of Gold. Within Whichever city wins the race plays host to capabilities to ensure victory. that each city favours one of the Seven Gods of the shrine of Zambala where the rogue is the Moons as its patron deity, and views it as the honoured for his final act, that of rescuing a “But why is it that the mysterious Black Ships, that Husband God of Gwenth in that city, to child of the prince of [???] from a devious port themselves close to Menerain Harbour, and have AurUrbans all the Seven Gods are male. and cunning pair of trained QuatzHunds. no known crew, seemingly taken an interest in the Many merchants pay pilgrimage to his Octamonist Clipper Race? For the past three races, Gwenthia has seven celestial bodies, known in shrine. Zambala is said to be an aspect of the ten Black Ships have been spied in the open AurUrbis as Seven Gods of the Moon Husbands. one of the 8 Lords (though all of the 8 cults waters where the race takes place, maintaining a Seven can be seen clearly in the sky, and an eighth discreet distance, as thought watching proceedings? lay claim to him). During the race, the is believed to exist but to be dark. The Moon Parkheshi galleons, AurUrban frigates and At the conclusion of each race, they return to Menerain, assuming again their silent, sinister vigil Husbands are the husbands of Gwenth, who Gwailan Union ships are not allowed to freed humans from the evil Eighth Moon God. assist in any fracas between any merchants. over Cromaigne waters.” - Telgrin KiMaritim, The race is hotly contested by AurUrban, Merchant at Large. The Eighth Moon is Dark, its occupant cast down for his role as the Devourer, the bringer of the Void. The Dark God, Devourer, Fallen One is worshipped and Aeran the Runner is the Moon Husband of the Goddess propitiated only by dark and death cults. It is said by the Gwenthia most associated with speed, determination and athletics KiMentas that when the Devourer was cast down from the Sky he and is the patron god of the city of Aeros in AurUrbis . After the shattered into 47376 pieces, and that should people turn to sin Fall Of The Dark Orb when the Night Spawn crawled from the again those 47376 pieces will come together and the Fallen One Sea of Brass and slithered and stumbled toward the Goddess in will rise again. the City of Gwenth it was Aeran who set off to warn the Goddess and all the people, running like the wind and reaching the city in The Orbs are worshipped by the people of AurUrbis in the no more than a single hour although the distance was more than a AurUrban Church Of Gwenthia as husband gods to the Goddess horse could gallop in a week. Thus does Aeran always hold a place Gwenthia, each Moon Husband allied to a city. Most men in in his heart for those who exert themselves in physical tasks for AurUrbis worship a Moon Husband, not always the one the service of others. Many KiDelan worship Urthos across associated with their city, and there is friendly rivalry between the AurUrbis, but he is also called on by messengers, heralds, cults. Women worship the Goddess Gwenthia in some form, save merchants, athletes and sportsmen. for some who choose to worship a Moon Husband more for reasons of trade or preference. Many farmers concentrate on Zhar, the Masked Tailor is a contemplative and skilled god, worshipping the Goddess directly. Only KiMentas may be priests, tales tell of how he won the Goddess Gwenthia 's heart with and they can do so without necessarily meeting the skill beautiful clothes, skilled hands and the careful manipulation of his requirements, replacing the skills with more priestly skills where rivals. After the Fall Of The Dark Orb when the Night Hag appropriate. threatened the Goddess, Aquan's love for her was so great that he made masks all his brothers and he wore them as well as the The core catechism of AurUrban faith is: Goddess. When the Hag came she killed and slew many of Zhar’s brothers but the Goddess was safe. Many tailors, craftsmen, jewellers and artificers worship Zhar, and so do young and old men who wish to dress well and seduce their lovers. Aquan the Swimmer is the Green Moon Husband of the Goddess Gwenthia most associated with sea, trade and fishing. Aquan is shown as a merman, with the distinctive webbed fingers The Church was the prime mover in the overthrow of the of the citizens of Aquos in AurUrbis . After the Fall Of The Dark Octaminist Church and the Octaminist Crusades. Orb when the Night Hag threatened the Goddess, Aquan's love for her was so great that he became a giant barracuda and hunted The Goddess Gwenthia down and ate the Night Spawn as they swam towards the The Goddess Gwenthia is the deification of Gwenthia. An Earth Goddess. In doing so Aquan has had trouble with his stomach Mother who led Humans and/or KiMentas from the slavery of ever since, as such those who are troubled with chronic ailments the Dark God, bringing the Eighth Orb crashing to the ground. often call on him for help. Many sailors and fishermen worship The Goddess is integral in the religions of AurUrbis, Meravaenia Aquan across AurUrbis, but he is also called on by merchants and and the Khalesh. She is worshipped by the Aur Urban Church Of healers. Gwenthia, the Human Church of Gwenthia, the Churches Of The Sharvan, the Jester and Friend is a jolly and convivial god, tales Chain and the Khalesh Religion. tell of how he won the Goddess Gwenthia 's heart with humour, laughter and friendship. After the Fall Of The Dark Orb when the The Seven Moon Husbands Night Hag threatened the Goddess, Sharvan's love for her was so Urthos the Bull God is the Moon Husband of the Goddess great that he hid the Goddess behind his great belly and when the Gwenthia most associated with passion and war and is the patron Hag came he laughed at her and belittled her with jokes and jeers, god of the city of Urthan in AurUrbis . After the Fall of the Dark he befriended many of the Night Spawn and made them whole Orb when the Night Hag threatened the Goddess, Urthos' love again, under his laughter the Hag shrank and shrank but as she did for her was so great that he roared and bellowed and took the so she lashed out with sarcasm and to this day Sharvan has a form of a great bull and charged the minions of the night, goring maudlin side that can come out once in his cups. Many publicans, and trampling them. When he reached the Hag he gored her in vintners, inn keepers, cooks worship Sharvan, and so do young the stomach, but in doing so he was seared and scarred. Thus and old men who like to laugh, drink and be good companions does Urthos always hold a place in his heart for those crippled or and friends. hurt in war or defence. Many warriors worship Urthos across AurUrbis, but he is also called on by dancers, singers, lovers and Dux, the Farmer is a thin and careful god, tales tell of how he orators. won the Goddess Gwenthia 's heart with productive soil and a careful eye on expenses. After the Fall Of The Dark Orb when the Night Hag seemingly developed for thought above artifice. This strikes a threatened the deep chord within. Spharain, whilst not engaging in mercantile Goddess, Dux's love trade, is very keen to exchange ideas - of philosophy, history and for her was so great religion. Prince yrGael has despatched emissaries to AurUrbis that he buried the with precisely this intention - much to Menerain's concern, as they Goddess in his beet have been strangely cut-out of the high level AurUrban/Spharain field and when the Hag discussions. came he refused t let Parkhesh is one of AurUrbis’ major trading partners and also the her on his land until nation that has been to war most often with the city states. The she had paid him a toll, olive skinned Parkheshi are often seen in Aquos and other eastern when she offered him cities in AurUrbis, where they compete well for goods and coin he spent so long services. Imports from Parkhesh include the exquisite intigro counting out the spice that AurUrbans have become as used to using in food as the change that the Parkheshi themselves. Currently tension is rising between the Goddess escaped. The Parkheshi and Aquos over a band of Parkheshi pirates who have Hag cursed him and to Copyright Richard Hubert 1981 Hubert Richard Copyright been preying on shipping in the Sea of Brass from pirate ports this day Sharvan has an believed to be in Parkheshi waters. Parkheshi are viewed with Debell, the Defender unwholesome love for great suspicion as natural economic and military rivals, but also coin, which he often due to the failed Third Crusade and the slide of Parkhesh back hoards and treats as if it had real value and was not a simple tool into Octaminist beliefs. for trade. Many farmers worship Dux, and so do those who trade, mint and handle money. AurUrbis views the upcoming Republic of Telbrin with both a great deal of respect for their strong social structure and Debell, the Defender is a robust god wielding a shield and hand government, but also a cautious fear that the state could threaten weapon. Tales tell of how he won the Goddess Gwenthia 's heart AurUrban borders if it continues to develop military power as it with his silent loyalty and protective manner. After the Fall Of has been recently. The development of Telbrini skyships has been The Dark Orb when the Night Hag threatened the Goddess, most worrying to the Golden Council and KiMentas engineers are Debell’s love for her was so great that he planted his feet in the known to be working on the problem now. Fretum Estuary and took a cloud from the sky to use as a shield. The Hag and her Spawn crawled from the sea and battered on Famous Individuals Debell's shield until his legs and body were buried in the mud and all that could be seen was his shield and head. Even to this day The Prince of Urthan in 995 is Lar SaUrthos, a large red-haired Debell is known to position himself too statically and get stuck general who has served in AurUrban campaigns in the Badlands when he tries to move again. Many warriors worship Debell, and and against the Tharux with valour and distinction. Now 55 years also those who are builders, carers for children, and guards. old he is losing his strength and the KiMentas of the city have warned that soon his days will be over. The family of SaUrthos International Relations has ruled the city of Urthan from 789 NC to the present 995 NC. They took it upon themselves to protect the city when the AurUrbans often have an arrogant attitude to outsiders; the previous council failed to defend the citizens from renewed KiMentas have a paternalistic and patronising attitude to humanity outbreaks of Shasteen Horrors. Lar’s heir apparent is Sed that is benevolent but eventually tiring. Much of AurUrban SaUrthos, head of the local Haghunters chapter, member of the influence in the past has fallen prey to this attitude but also the Golden Council and sworn enemy of Chli-Mestis-Han and his reluctance of KiMentas to dwell outside of the Golden Isthmus. Steel Wheelers. AurUrbis led the great Octaminist Crusade which destroyed the Evening Culture. Now the AurUrban state and church train and send forth the Haghunters , an elite body of men and women dedicated to rooting out and destroying dark cults across Thurian. Menerain has traded with AurUrbis for almost two centuries, and the rival kingdom of Amerain is attempting to forge direct trade links, rather than rely on the overpriced imports Menerain is happy to sell. Cromaigne finds AurUrbis to be a reliable, if somewhat odd, trading partner.

The KiMentas are fascinating to the Cromaignians: a race Badlands Bandit Country

he Badlands lie on the north coast of Thurian, east of neighbouring areas. Many pirates sail from the Marash Coast to AurUrbis, west of Parkhesh and north of Meravaenia. The plague shipping in the Sea of Brass. land is a blasted wilderness of marshland and blighted T Mutants and warped humanoids eke out a murderous life in the hills. The region has been fought over repeatedly in Thurian Badlands. It is said that a Zathurian sorcerer dwelt there in ancient history, and the battle magic unleashed across the terrain have times; that an Evening Culture sorcerer dwells there still, and that altered it. Rain falls heavily in the winter, creating quagmires, and the Army of Mutants had it's last stand in the Badlands. On the the sun draws it out in the summer to produce a humid borders exiled and outlaw Parkhesh, AurUrban and Meravaenian atmosphere. Strange magical storms rage across the area for days, robbers and rogues mingle in shanty towns. and whirlwinds and other freakishly magical weather episodes are common. The Badlands is the main producer of Tanzgrin Root, a mild euphoric, and Badlands Root, a related and yet highly intoxicating The region is a border zone between three major powers, and is and addictive drug. under the control of none. Petty bandits elevate themselves to the status of princes and use the regions as a base to mount raids into Of note is the King Of The Snake Hill, Turgan Grotskiller, a vicious mutant leader but sane, and Chli-Mestis-Han, an insane To the east lies the White Spider River, which passes from Night Hag cultist. Parkhesh through the Badlands to the Sea. This area was annexed by Parkhesh many years ago and the town of Spiderport was Lidin, Traders Cant and Parkhsi are spoken widely, as are many established at the mouth of the White Spider River. The river acts others from across the world. Currency is largely stolen, although as a natural border and troops patrol the northern bank and lands the King of the Snake Hill has a working mint that produces to keep out mutants. A number of small forts were built along the adulterated coins. river to act as staging posts and look outs. they form part of the People in the Badlands are either deeply irreligous or fanatically incomplete Parkhesh Wall which stretches for two thirds of the devout. Mystical, apocalyptic and dark cults often find Parkhesh-Badland border. A legion of Undead once set off from congregations amongst the scum of Thurian, often they are Spiderport into the Badlands never to be seen again. genuine, often they are just more thieves on the make. The Badlands southern border, with the Republic of Telbrin, is Border raids from the neighbouring states are not uncommon, relatively well defined, as along much of its length runs Modrin's and cult hunters such as the Haghunters often infiltrate the area to Line, a chain of simple fortifications linked by a broad wall built in track down and eliminate Dark God worshippers. the early days of the City States of the Upper Hallex River to repel the raiders from the Badlands. As often an impediment to One notable region of the Badlands is the Rust Valley, a desolate punitive raids into the Badlands as it has been a defence against gorge criss-crossed by seasonal rivers, known locally as Slime raids from the Badlands, Modrin's Line has changed hands on a Adders, due to their propensity to appear from nowhere as great number of occassions and continues to be the source of tensions muddy surges that strike dead any foolish enough to be camping between Telbrin, AurUrbis and Parkhesh. within their rock strewn banks. Rust Valley gains its name from the huge rotting hulks of nine Tharux Grind Wagons, which have sat here for the last twenty years. It is believed that they were destined for Parkesh but never made it, being overcome by Badlands natives. Several families of bandits have taken over the monstrous vehicles cabins as their lairs, though none have yet mastered the mechanisms to get the great machines to work again. The large number of burial cairns around each machine suggests this is not for want of trying! The Tharux have never attempted to reclaim their lost treasures, perhaps because they have forgotten about them, or because they have great faith in their booby traps. Bad Men of the Badlands The King of Snake Hill Chli-Mestis-Han The Steel Wheelers Otherwise known as Turgen Grotskill, a Chli-Mestis-Han, a warlord of the Badlands Through some insane sorcery of Chli- dirty, violent mutant who rules a dirty and Night Hag worshipper rules from his Mestis-Han these most depraved of violent den of piracy and scum on the enchanted Wagon of Doom, a giant Badlands Night Hag worshippers have Marash Coast. When Chli-Mestis-Han sent enchanted wagon of 30 wheels and iron undergone crude chirurgery and their lower an emissary to discuss a temporary halt in skin which has navigated the Badlands long halves replaced by a single steel wheel upon their vendetta, Grotskill had the fellow before any can remember. Chli-Mestis-Han which they can move at speeds faster than turned inside out, dipped in salt, and and his Steel Wheelers seized the Wagon the swiftest Khamul or Shamul. returned to Chli-Mestis-Han still alive. some five years ago (990 NC) and have begun a crazed crusade of evil that is Turgen Grotskill’s savagery is thus horrifying even to the numbed sensibilities legendary, and his name is surrounded by of the inhabitants. Tall and lithe, it is said rumours of the nastiest, most unpleasant that Chli-Mestis-Han has the hips of a kinds. Yet he remains an enemy of the woman, the locks of a dancer, the muscles Night Hag, and has been known to aid of a wrestler and the voice of a man. Knights of the Rose and other Haghunters He/she is sworn enemy of the King of the who have ventured into the Badlands to Snake Hill. root-out the like of Chli-Mestis-Han and other Night Hag renegades. Cromaigne Isle of Three Kingdoms

ROMAIGNE’S PAST IS one of violence and struggle. Its The Island is green and fertile, with a wide sweep of central plains present is one of uncertainty and confusion as its three perfectly suited to agriculture, and rolling hills forging out to the Ckingdoms attempt to reconcile their separate ways of life coasts that are perfect for rearing sheep, goats and other livestock with the legacy of the Evening Culture. that take to the high ground. Cromaigne’s history starts with the Evening Culture; the island In the north, the land is undulating, gentle and thickly forested, provided them with sanctuary from the ostracism of the Meravae especially in the north east, where forest does not break for Empire. But the island has a much deeper history that precedes several hundred kilometres. Wild life is especially plentiful – red the Evening Culture and is known to only a few (specifically the deer, boar, fox, otter, beaver, squirrel and wolves, for example – KiMentas and Prince yrGael of Spharain). but the Great Forest is also home to many small settlements hidden amongst the trees. For thousands of years before the Evening Culture arrived, Cromaigne was inhabited by the Iqari of the central mountains, In the south east, two huge escarpments burst from the landscape the birds and beasts of the forests and moors, and the nature and plough their way, wave-like, towards the southern shores. spirits that personified every forest, river, stream, rock, mountain The larger of the two, known as ‘The Shifts’ is characterised by a peak and moorland of the island. The spirits drifted between their vast, natural marshland on the northern side of the escarpment own world and the physical world, using Cromaigne as the that is eerily beautiful and extremely dangerous. Not only does channel. Their very presence was intensely magical, and their the marsh contain treacherous bogs and quicksand, it is home – lifeforce precisely what was needed to power the levels of sorcery so it is said – to a race of half- that dwell in the deepest the Evening Culture was experimenting with. recesses of the marsh and control the ebb and flow of the mists that cling to the ground. It is believed that the Evening Culture was deliberately guided to Cromaigne (then known simply as The Green Land) by the Night The island has few natural threats to its inhabitants. The Iqari – Hag herself, so that the spirits of the island could be exploited to fierce, man/eagle creatures – inhabit the highest of Cromaigne’s her own, twisted ends. Whether this is true or not, the Evening mountains, Scarclimb Rise, and hunt both animals and, Culture pursued a policy of exploitation with utter abandon, and occasionally, Cromaignians; but they tend not venture far from used its sorcerous talents to capture, imprison and enslave the their mountainous territories. peaceful nature spirits, turning their intrinsic magic to power the Cromaigne is not volcanically active, and neither is it subject to Evening Culture’s schemes and machinations. earth quakes or tremors. The western sea lashes the coastline Cromaigne is thus a land that is forever associated with power— mercilessly throughout the year, but the temperate climate does magical and otherwise. The spirits; the Evening Culture’s pursuit not lead to hurricanes or tidal waves, and thus, the island of of the Night Hag; Prince yrGael—close to four thousand years Cromaigne is green, pleasant, and a rich harvest for its occupants. old and perhaps immortal; the power of the Human Church of Gwenthia; the seat of the Crusades; and the Croman people The Climate themselves: long-lived, survivors, and deeply aware of their past and how it has been shaped. In many ways Gwenthia is unsure of The island is humid, and it is common for overcast skies, drizzle how to view Cromaigne. It respects its history and special for days on end, and thick inland and coastal mists. But, when the properties, and with Menerain as the seat of the Human Church sun punctures the cloud, it casts brilliant rays on a country that is of Gwenthia, is a place of pilgrimage and reverence for many. Yet breathtakingly beautiful. The mountainous central territories have on the otherhand, Cromaigne is distrusted, and especially insular deep, green valleys, countless lakes, and imposing cliffs that create Spharain which doggedly refuses to integrate with Gwenthian small pockets of shelter that are idyllic in their natural simplicity. society at large, despite a thousand years of shared cause and Green against green concern. A thousand shades of green growing Against the grey of sea and stone The Geography Surf on rock, river against reed, restless And flowing to a point, a presence I saw an island, lush and green, break through the mists as the boat cut Reflected in deep faces, deep waters towards the great port of Menerain. Captain Küžür, standing close, asked for And secrets to tell, in hushed voices my opinion. “A land of beauty,” I said, for no other words would come. Gentle against the green And the grey of sea and stone “Beauty.” The captain sighed and rubbed at his eyes: he had not slept since we’d driven away the pirate vessel that had attempted to sink us. “Beauty, From ‘A Song of Cromaigne’ (author unknown) aye. But beware, my friend. Cromaigne has a dark heart. Darker than you or I can possibly know.” From the Journals of Ranyart Finn, Traveller and Wordsmith. Where two ‘i’s are found together, the pronunciation is EYE-een; The Language(s) and ‘a’s, AY-arn. I’jiin is thus pronounced Ye-JEYE-een and I like to think that I have a way with language; an understanding of its I’ajaan Ye-Ah-JAY-arn. nuances and idiosyncrasies, but nothing could have prepared me for the aural Names assault of the tongues of Cromaigne. In its formal state, poetry and music; in its colloquial, a sing-song rapture. But to study it! To learn its rules! On Names are many and varied. Male names tend to end in a hard that, I must admit to being tone-deaf. consonant, such as ‘l’, ‘b’, ‘g’ or ‘k’, and female names in soft consonants or vowels – but this is never a hard and fast rule. From the Journals of Ranyart Finn, Traveller and Wordsmith. Cromaignians speak two languages: the island-wide language of The Kingdoms I’jiin is a ‘formal’ language, used for official texts, academic study, Cromaigne is divided into three kingdoms. These were, originally, trade, contracts, and so forth. It is a soft, sibilant language with a purely administrative regions developed in the years after the First very formal grammatical structure, and has its basis in the formal Octaminist Crusade, to help rehabilitate the Croman after decades tongue of the Meravae Empire. of Evening Culture persecution. But with time, and political I’ajaan is the common, ‘informal’ language of the island and was scheming, the three regions—Amerain, Menerain and Spharain developed by the Cromaignians following the destruction of the (named for the three surviving cities) - became autonomous. This Evening Culture. It is based on I’jiin, but is much looser in transition was not without struggle. The KiMentas sought to grammatical form, and includes hard consonants to complement retain control of Amerain and used a combination of puppet the smoother, more poetical formal language. I’ajaan also rulers and the extensive, arcane, ‘Traditions’, to fashion a culture includes other Gwenthian influences (although heavily modified that appealed to the isolationist tendencies of the northern over the years), and a great deal of colloquialisms belonging to Cromaignians. In the eastern lands of Menerain, the Merevae each of the three kingdoms. I’ajaan is what all Cromaignians use Empire sought to take control, and largely succeeded for a short in everyday speech; however, dialects across the island period, only to find that the Croman of Menerain did not want differentiate and identify the speaker. The dialect of Amerain is a anything to do with the Meravae (which had largely stood back rounder, almost American-like dialect with a rising inflection at during the Evening Culture purges) and, instead, adopted some of the end of each sentence or statement. Menerain’s dialect is the more humanist teachings of Amerain. In the south, Spharain broader and flatter in sound, with many common constructions fell to the control of Prince yrGael, a man considered by many to abbreviated for convenience. Spharain’s dialect is a soft, rounded be Cromaigne’s saviour. YrGael rejected all notions of external brogue; quiet and precise, with little abbreviation and greater influence, arguing that Cromaigne should be one nation. This formality in pronunciation. single nation philosophy gained a huge deal of support amongst The Evening Culture Cromaigne’s history begins with the mighty Meravae The Evening Culture worshipped the Night Hag conditions. Finally, as the Cromaigne children Empire of central Thurian, and the sect within it that unhindered for 1,300 years. It built four great cities, became adults, it became highly apparent that they did called itself The Evening Culture. The members of the assisted by the magics of the Hag and her spawn, and not age at the same rate as human adults. The True Evening Culture were both Forerunner and Human, Forerunner and Human sect members began to Cromaignians, as they called themselves, aged much and were amongst the first to experience the vivid interbreed – something forbidden within the Meravae more slowly, although faculties of intelligence and dreams of the newly awoken Night Hag. Perhaps Empire. As their knowledge of the Night Hag grew, comprehension, developed at human rates. seduced by the promise of greater powers than even so did their capabilities, and beneath the surface of Cromaignians can thus reach much greater ages than the Meravae held; perhaps enslaved, the sect grew Cromaigne and Karvarian, the most powerful the human range: it is not uncommon for until it openly worshipped the Night Hag and learned members of the Evening Culture created laboratories Cromaignians to reach 150 years, and even 200 years how to summon and commune with the Night where science and sorcery became indistinguishable, has been achieved. Spawn, the Night Hag’s demon children. guided by the Night Hag’s immense knowledge. Very few recall what the Evening Culture created or Why ? The Evening Culture increased in membership and unleashed in its underground laboratories, but it was power, reaching into thousands (both Forerunner and truly terrible to behold, and many of the Evening The Evening Culture believed that it was acting as the Human) of members, its knowledge of the powers of Culture experimenters were driven utterly insane by herald for a new empire, controlled by the Night Hag, darkness developing to the point where the Emperor the results of their research. that would see the Dark Orb restored and the Seven himself realised that the Evening Culture posed a real Orbs defeated. This would be the Empire of the threat to his power. The Evening Culture was The results of Forerunner and Human interbreeding Night and, as every night is preceded by the evening, forcibly removed from the empire. Those who were far from horrifying, but no less intriguing. The so the Evening Culture took its name and philosophy. refused to leave were executed. The refugees fled children of the two species were human in west, travelling across the Sea of Circles until they appearance, save for several, notable, differences. reached the western isles. Two islands were First, all the children possessed six fingers on each colonised: the smaller was named Karvarian, and the hand. Second, it became rapidly apparent that the larger, Cromaigne. ‘Cromaigne’ children—known as Croman—were naturally resistant to most diseases and genetic the Croman, but was rejected by the KiMentas and Meravae, Amerain is ruled by a combination of forces. The ceremonial neither power wanting to lose the power they had established on head of the country is the royal family: the House of yrAzurt, the island. which relies on primogeniture for the selection of its monarchs. The monarchy is based in the fabulous Azurt palace on the What prevented Cromaigne-wide rebellion against the Crusaders northern side of Amerain City, and it extends patronage in the and Meravae was religion. Many Croman in the north and east shape of Duchies throughout the kingdom. The Dukes of had wholeheartedly adopted the Human Church of Gwenthia as a Duchesses of Amerain (and there are seven duchies), fulfil the religion. Conversely, YrGael and the Croman of Spharain, administrative duties of the kingdom. They are responsible for rejected not just the worship of Gwenthia, but the worship of all collecting taxes, maintaining a militia, and conducting local judicial gods. YrGael’s aim was to restore Cromaigne to the Spirits that duties. originally inhabited this land, and to many Croman, that was tantamount to heresy. While such deep-rooted divisions of belief The real power, however, is in the hands of the KiMentas. Ever prevail (and they are still as deep-rooted, if not more so, in since Amerain was established as a separate region of Cromaigne, present-day Cromaigne), Cromaigne would remain divided. seven KiMentas have been based in the kingdom, and specifically in the city of New Urthan, which was built to provide them with a Amerain semblance of comfort. The KiMentas are the High Priests of Gwenthia the Goddess in Cromaigne, and have very close links Occupying the north-west of the island, Amerain is hilly, heavily with the Human Church of Gwenth, based in Menerain. The forested in its northern regions, and has the most spectacular KiMentas exercise social control over the kingdom through the coastlines of the island along its western edge. It has three major mechanism of The Traditions. This is an immense series of codes cities: Amerain City, Foundation, and New Urthan. Amerain City of behaviour, law, lore and etiquette supposedly devised by the was built by the Evening Culture, and retains its ominous, Moon Husband Urthan himself. The Traditions codify most distinctive architectural style. The city overlooks a wide, deep, aspects of social interaction: types of greeting, forms of address, natural harbour that is fenced from the open sea by a line of small modes of behaviour, social and sexual taboos, criminal and civil islands. Foundation and New Urthan were built after the First law, religious observations, and standards to be observed within Octaminist Crusade, and are thus AurUrban in style and feel. society. Only the KiMentas know (and understand) every single New Urthan is an exact replica—almost down to individual Tradition intimately, and Amerainian society is generally expected bricks—of its sister city in AurUrbis, and was raised by KiMentas to understand the principles and essential requirements of the magic in the space of eight days. Traditions, rather than every word and detail. Still, all Ruling House Amerainians undertake rigorous study of The Traditions, and those with the deepest commands and understandings of them Croman Character and Psyche

Due to their long lifespan, Cromans live at an To outsiders, Cromans thus appear aloof and unhurried pace. The kind of urgency and bustle humourless, but this is a misleading perception. found elsewhere on Gwenthia is either curiously Cromans are fond of social interaction and laughter, absent or much less frenetic in the towns and cities of but their unhurried approach to life means that casual Cromaigne. Cromans are not prone to reach snap socialisation and jocularity does not come easily to decisions or to act without full consideration of the them. However, if time and patience is invested in facts, options and outcomes. Reaching decisions on developing a relationship with a Cromans, one trade, politics and even relatively straightforward inevitably finds a warm, loyal and considerate issues can take hours, days or even longer. Between friendship results. Cromaignians, this isn’t a problem; but for non- Cromans it can be frustrating and irritating – especially when the decision or answer appears to be clear-cut. By nature Cromans are very calm and quietly spoken. To hear a Croman raise his or her voice, or even lose his or her temper, is a rare occurrence and usually only after the most extreme provocation. Cromans place great store by their actions and most of their philosophies are based around thinking calmly and rationally about matters instead of leaping to conclusions or judgements that might prove to be ill- founded later. occupy some of the highest places in the seven Duchies, the Royal come to visit the Seven Moons Cathedral, the ports of Menerain’s Court, and in the service of the KiMentas in New Urthan. coasts hum with shipping activity, and with it, trade. Religion has been good to Menerain, and the wily merchants of the mercantile Society houses and the Illustrious Guild of Merchant Venturers, have Given the presence of The Traditions, one might expect Amerain taken full advantage of the opportunities. to be a dull, lifeless place that is beset by ritual and adherence to Ruling House the Law. Far from it; the cities bustle with life, enjoyment, and frequent celebration. Amerain enjoys extremely good relations Menerain is a true monarchy. Queen urLeyn has ruled for ninety with AurUrbis, and is a centre for AurUrban trade. KiDelan years and is a popular monarch. She has relaxed trade restrictions, merchants and settlers mingle with Croman freely, and the city of introduced measures to ease bargaining, and refuses to impose Foundation stages an annual recreation of the First Octaminist taxes on certain imports, knowing that such a lax approach makes Crusade during Founders’ Week. This is not some bloody affair, Menerain far more prosperous than without them. Under urLeyn, but rather an abstraction of the Crusade, using games and contests the Illustrious Guild of Merchant Venturers has truly flourished, to recreate the battles of the time. Athletes and aesthetes alike are becoming a trading power in its own right. Queen urLeyn takes drawn to Founders’ Week, and the attendees are now drawn from its counsel, but has a close cadre of political advisers of her own across Gwenthia making this a truly international celebration. that assist in the wise decisions Menerain has made consistently under her rule. Amerainian society is thus open and friendly, although it is law- abiding and driven by etiquette and social graces. Many leads are Menerain is, like Amerain, administered under a system of taken from AurUrbis, certainy in terms of dress and social Duchies. Unlike Amerain, Menerain operates to a feudal system: fashions, but the Croman traits of reserve and emotional lands are the property of the Queen, and worked, for payment, by repression are very much in evidence throughout the country. the populace. A seventh of their yield is paid to the Duke, who in turn pays a seventh to the Crown. In return, the Crown offers Relations with Menerain and Spharain protection and security to its people, and provides a just system of Although Amerain enjoys close relations with AurUrbis, it is laws and safeguards. somewhat jealous of the trading position occupied by Menerain, Society and the religious position it enjoys as the centre of the Human Church of Gwenth. There appears to be a growing feeling that Menerain society is cosmopolitan and progressive. Of all the Amerain is too much in AurUrbis’s shadow, matched with a people of Cromaigne, Menerainians are the most gregarious and distinctly growing animosity towards Menerain’s prosperity. least reserved. It’s taken several generations for this nature to Whilst relations are cordial, Amerainians see Menerainians develop, and the outside influence of wider Gwenthia has no somewhat as upstarts and imitators. In recent years, Menerain has doubt helped. Menerain fosters a spirit of achievement, and gained some significant wins during Founders’ Week, much to personal success that is founded partially on the teachings of the Amerain’s chagrin, and what was once friendly rivalry is becoming Human Church of Gwenth, but also on the harsh lessons of more than a little soured. Cromaigne’s history. Menerain does no want to be a pariah, like the Evening Culture, or pursue a single ideal, like Spharain, or be Spharain is viewed with absolute distrust. Spharainians are seen as enthralled to one nation, like Amerain. It wants to forge its own bigoted monoculturists that have failed to adapt to a changing destiny, and this philosophy is reflected in the ambitious attitudes world. The personality cult of Prince yrGael is viewed with found in Menerain’s society. disdain and suspicion, and there is no wish for Amerain to become part of yrGael’s ‘single kingdom of Cromaigne’. Political The streets of Menerain’s cities therefore bustle with activity and and trade relations do take place between the two kingdoms, but trade. People from across Gwenthia can be found: traders from they are, and always have been, strained, with neither kingdom Telbrin; sailors and rigging-hand Arboreals from Quatzadua; wily seeking to become sympathetic to the other’s views and beliefs. Parkheshi merchant princes; and the machine-clans of the Tharux. All are welcomed, and Menerain’s society thrives as a result. Menerain Relations with Menerain and Spharain Sprawling across the centre of Cromaigne, Menerain is a vibrant, Relations between the neighbouring kingdoms are tense. prosperous land that enjoys its religious status as the home of the Menerain believes itself to be the new, rightful, leader of the Human Church of Gwenth, and also its increasing status as an Cromaigne hegemony, challenging Spharain’s ancient position and international trading and political power. Amerain’s religious centralism. Menerain is openly disdainful (yet Much of this is due to Menerain’s active mercantile houses, such privately fearful) of Spharain’s conservatism, and constantly seeks as the sprawling Dro clan, which controls a great deal of shipping to undermine Amerain’s religous position by forging ever new and coastal trade. As many Heptaminists from across Gwenthia markets across Gwenthia. Evening Culture Influence and the two are indivisible. Despite the presence of the Human Church of Gwenth, disturning reports have emerged from Menerain of a variety of Ruling House Evening Culture-inspired sects that worship the Night Hag in There is no royal family in Spharain: simply Prince yrGael. He secret. For the Croman this is sheer, abhorrent, heresy. Such has refused to be known as King until Cromaigne is a single, reports are vague and based in hear-say rather than absolute fact, unified kingdom. There are no heirs and no claims to the throne; but so far, official denials of such eviol have been similarly vague only yrGael and the Council of the Seven. and casually dismissive. Society Both Amerain and Spharain have different reasons for establishing the truth behind these rumours, but ultimately the Spharain is insular. Economically and agriculturally, it is self- same goal. Political or mercantile dominance is one thing, but for sufficient. Its population is small - less than 1 million - and its that dominance to be supported by the sorcery of the Evening needs few. YrGael has gifted the lands of Spharain to his people, Culture would plunge Cromaign into civil war - with the likely and the Council ensures that taxes are fair and land allocated consequence of yet another, destructive, crusade. equally. Disputes are heard by the Sheriffs, itinerant magistrates appointed by the Council of Seven to ensure equality amongst the Spharain people. Socially, Spharainians are content to remain in their kingdom, and few travel widely. It is as though yrGael is Spharain is the only remaining province from the days of the nurturing them from a distance, protecting them with the power Evening Culture. It occupies the southern third of the island with of his personality and dreams. For the people of Spharain cleave control centred on the ancient citadel of Spharain itself. Spharain to yrGael’s ideal of a single Cromaigne, with the structures citadel is located in a wide lagoon and built on a series of some imposed by the crusaders dismantled, and Cromaignians free from fiftenn islands, interconnected by bridges and walkways that stem religion and outside influence. This ideal is ingrained in the back to the Evening Culture itself. The architecture is still that of Spharainian spirit, creating passionate, single-minded, obstinate the Evening Culture: high, complicated spires with intricate people, who are clearly at odds with their fellows in Amerain and carvings and flowing, interconnected runes. The citadel is Menerain. protected by a high curtain wall accessible by a single, massive gate, erected during the First Crusade. Relations with Amerain and Menerain Spharain is yrGael’s kingdom, and has been for 4,000 years. Relations with the neighouring kingdoms are cursory. Spharains YrGael is very, very rarely seen in public, and all day to day buys and sells little, and has rejected all notions of trade business is performed by the Council of Seven - ministers picked agreements, or free markets. Menerainian merchants are allowed by yrGael personally to administer the business of the kingdom to trade in Spharain, but the guilds and other structures that and protect Spharain from harm. The Council of Seven is said to support their powerbase are fobidden. be in constant psychic contact with yrGael, sharing his dreams The religious piety of Amerain is rejected outright. Spharain and taking instruction on all domestic and international affairs. worships no gods, and does not accept the Gwenthian church in The Council of Seven conducts all its business in yrGael’s name, The Croman Legislative

With the destruction of the Evening Culture, In a bid to resolve this stalemate, the KiMentas Legislative, and the result was the creation of the question of who should rule Cromaigne diplomats of the Crusader occupiers created the the northern kingdom of Amerain, which was lingered. Prince yrGael asserted that the Croman Legislative, and its intention was to administered by the Princess and a specially Octaminist Crusaders should leave, and let the reach a peaceful, but decisive, settlement on appointed group of KiMentas advisers (the Cromaignians take charge of their own fate. He how Cromaigne would be governed. KiRisan? - 'Those who think and guide') which was opposed by Princess Jharethen? of the continues to serve the Royal Family of Amerain northern lands of the island, who wanted the The Legislative took two years in its to this day. help of the Octaminists in reconstructing deliberations and failed utterly in its goals. Cromaigne and along Octaminist traditions. In Prince yrGael declared southern Cromaigne a As Cromaigne was separated into three the east of the island, Lord Menervar?, a separate kingdom - Spharain? - and Lord kingdoms, war naturally followed. Spharain victorious general of the Meravae Empire, and Menervar refused to relinquish any rights to his attacked Lord Menevar's lands in a series of ally of the crusaders, declared that he had no lands. He spent much of the time fortifying the bloody conflicts that saw Menevar's position intention of relinquishing the lands he had city of Menerain and creating a line of consolidated, and Prince yrGael's diminish. captured and would happily contest his position fortifications along his western and southern Eventually Prince yrGael agreed to a truce, and forcefully if necessary. borders (the Menervar Wall?, as these devoted his time to hunting down remnants of fortifications are known today). Only Princess the Evening Culture that had fled to both Jharethen reached agreement with the Croman Gwailan and Thurian, and to opposing the The Spirts of Cromaigne and the Spirit protected spirits of the Eagle-Men. When Father Scarclimb fell to the Evening Culture, much of the Iqari's protection was Purge compromised, and so began the war between the Evening Culture When the Evening Culture fled to Cromaigne, they found a and the Iqari that became known (to the Iqari) as the 'War of First verdant land that was the refuge of countless nature spirits; and Last?'. The final battle of the War of First and Last was the ethereal creatures that gave life and power to all that was the Battle of Falling Tears?, where the Iqari assisted in the destruction island itself. The spirits bathed the island in beauty and harmony of the Evening Culture during the Octamninist Crusade. It was and were strong in the ways of magic and understanding. their victory that brought to an end the Spirit Purge of Naturally, the Evening Culture had to enslave them. Cromaigne, although, even 1,500 years later, many of the island's spirits are still enslaved; some driven mad by their imprisonment, So began the Spirit Purge, which continued throughout the and others now corrupted totally to the Night Hag's cause. Evening Culture's dominance of Cromaigne and ended only with the Evening Culture's destruction at the hands of the first The Spirits Today Octaminist Crusade. Groups of sorcerer-warriors scoured the Following the destruction of the Evening Culture, many spirits island for signs of spirit focus and, upon finding them, carved the were released from bondage, only to dissipate with the trauma of Night Hag's runes and symbols into the spirits' contact points their ordeal. Many had been driven mad, and refused to be with the material world, thus slaving them to the will and released. Others fled the plane of Gwenthia, returning to their torments of the Night Hag and the Night Spawn. In this way the myriad homes parallel to Gwenthia’s realm. Evening Culture sorcerers gained the ability to command magic even at the height of the Moons or the brightest days of sun, and Many spirits returned to their Gwenthian refuges and lead quiet, the Night Spawn walked freely in the daylight hours. solitary lives, refusing contact with Croman or human, save for those who demonstrate the affinity to Spirit Walk. Some spirits No spirit was safe: Father Scarclimb, spirit of the Great are still trapped, held fast by Evening Culture runes and awaiting Mountains, took 800 years to enslave; Gashu'an, Lady of the rescue: no-one knows how many, or what their state of presence Great Lake, fell to treacheries from the tributary spirits of the will be when released. rivers who sought their own safety. The Grey Spirit of the southern escarpment fought for centuries and eventually departed The Human Church of Gwenth views the spirits as an the realm of Gwenthia, leaving behind the marshes of the Shifts, anachronism: a remnant of a Gwenthia long gone. These days, which are his tears. the spirits are remembered only in prayers and nursery rhymes by the Amerainians and Menerainians. Even the spirits of the Iqari were threatened; and as the Evening Culture grew in power, so they sought out the well-hidden and Yet in Spharain, the spirits are venerated. YrGael has made it a

Meravae Empire in its heartlands. Lord Menevar named his lands Menerain?, and it became a focal point for trade with the Meravae Empire and many other old and emerging Gwenthian nations. Amerain, under the rulership of Princess Jharethen and the KiRisan consolidated its links with AurUrbis and began the development of The Traditions?, which govern its society totally, and established the Human Church of Gwenthia as its formal religion. personal crusade to find and liberate all the spirits of Cromaigne, vociferously that it does not have a problem with Night Hag and return them to their lands. A united Cromaigne means a land Cultists; and, even if it did, it is more than capable of dealing with where flesh and spirit live together in harmony and shared power. them. Amerain, on the other hand, has unearthed evidence of cults in several of its settlements, and tries to keep the information As a consequence, Spharainains are taught that nature is to be secret – something the Knights of the Rose have exposed. The cherished and nurtured. Spirits are worshipped as trusted issue for both kingdoms is that the Knights of the Rose are a neighbours and friends. Shrines and offerings abount at those throwback to the Evening Culture Witch Hunts initiated by places where (sane) spirits are known to exist. Ghost Fences and yrGael following it’s demise – a period in Cromaignian history Snake Stiles mark those areas where spirits are insane or hostile. many would prefer to forget. And Spharain still identifies and trains Spirit Walkers - those who The Knights of the Rose maintain networks of agents in their seek-out the trapped and lost spirits and seek to guide them to areas of operation, and thus have access to a superb base of freedom. These individuals are naturally attuned to see the spirit information (and paranoia) to draw upon in their investigations. world and identify the nature, power and complexity of the spirits As Night Hag cultists sometimes have Night Spawn demons at of Cromaigne. As they grow in experience and stature, so they their command, the Knights are equipped with Dark Moon? grow in power as they learn to call upon the powers of their spirit fragments that provide a range of powers that are effective against allies. these monsters. The Knights of the Rose The Knights of the Rose contrast with the Haghunters of AurUrbis. Whilst believing in a common cause, they are sceptical Spharain maintains its own agency to investigate and track-down of each other. The Haghunters' scepticism is deeply-rooted, and Night Hag and Dark God Cultists: The Knights of the Rose. they refuse to believe that worship of the Night Hag ceased with These philosopher-warriors are hand-picked by Prince yrGael and the destruction of the Evening Culture; they also believe that charged with scouring Cromaigne for evidence of the Night Hag Prince yrGael has made secret bargains with the Night Hag in and destroying it. Despite not being recognised by either Amerain return for his extended life. The Knights of the Rose believe that or Menerain?, the Knights of the Rose still operate in these the Haghunters are ineffective and ill-equipped to deal with the kingdoms, usually in covert cells. Their presence, and the scale of horrors the Night Hag creates. In reality, these two agencies are power accorded to them by Prince yrGael, has created significant both very good at what they do, and share a ground that is more tensions between Spharain? and its neighbours. Menerain states common than they realise. guilty: someone is going to pay. Chulithor-wan commands more Roleplaying Ideas power than the King, so punishment is a moot point. No option then... the Game is Afoot! A Spirit to Die For A street vendor on Amerain city has a Spirit Map for sale. Possession of Spirit Maps has been illegal since yrGael wrenched power from the Evening Culture over a thousand years ago, and most these days are fakes. But this seems genuine. It also seems to point the way to the Enchainment Place of jhur-ghar-jhur-ghar - The Father In The Rocks - if so, it holds the key to one of the most powerful fettered spirits that the Evening Culture could never command. Whoever commands jhur-ghar-jhur-ghar commands, they say, the secret of the Seven Moons. That would explain all the AurUrban assassins, Knights of the Rose, and a dozen Hag Worshippers of Chli-Mestis Han's sect; but why is the Royal House of Queen urLeyn so interested? Falling Angel Coldacre Farm is like so many in the Scar foothills; isolated, small, nervous. When the Iqari attack, the people have learned to hide and let them winged bastards take a few cattle - better than losing a life. So what do you do when a wounded Iqari lands in your barn? What do you do when that Iqari tries to communicate? What do you do when that wounded Iqari defends you from the foothills bandits who prey on the lonely farms and saves your life? What do you do when man/bird and man begin to form an understanding? And what do you do when the Iqari Hunters come looking for some easy raptor blood? Lodestone Get me a present, she says. Get me shiny things. So I wander the canals of Spharain and find this jewelry barge with some strange black glinting things that REALLY catch my eye. Decent price. Buy one. She goes mad! Best sex ever! Now we're having nightmares. Now we're seeing writhing things in the dark. Sex is still great but becoming frantic, and the bite marks on my shoulder don't look like her mouth put them there. And I'm really afraid. House Party Chulithor-wan of the Amerain KiMentas is holding his annual house party. Various dignitaries from the High Guilds, the Middle Sects and the Low Quarters are invited. Archery, dance, poetry, fine food, fine wine and song are the orders of the weekend. And then the body is found in the Observatory, eyes burned out and telescope trained on the Green Moon. Suddenly Chulithor- wan has bolted the doors and is playing detective. Someone's Gara-Dien The Harmonious Empire

niquely, the Harmonious Empire of Gara-Dien does not however, are they beholden to the Petty Princedoms of take the name from the peoples who constitute it – in- Meravenia. stead it records the name of one of the most prominent U Where the Ellys river descends from the uplands there is the figures of Central Thurian history, Gara'Dien, often strange and un-natural Nilman Desert, a blasted region of coarse known as the Theurgist. The Empire owes its origins solely to his sands and gravels. No life can survive long in this harsh influence, genius and power, although he always pointed to the environment, undisturbed by wind or magical energy and home to one behind him, the divine being who sent him to Gwenthia – fearful legends of ghostly legions. The Lady of Doors. The Empire's approach to thought, magic and belief set it apart The source of the Ellys river is further east, high in the lands of from the other states and peoples of Thurian – a society driven by the Hash-Takk Marg, a mountainous region which is home to the the power of the idea. strange and disturbingly insectile Hash-Takk. It is a land pocked with (pre-dominantly dormant) volcanoes, bubbling-hot mud The Geography pools, geysers and hot springs, all contributing to the lingering smell of brimstone. Few humans live there. Gara-Dien is located in the western half of Thurian, sharing a common border with Zathuria along the course of the river Directly to the south of the Hash-Takk Marg are the rich lands of known to the Zathurians as the Charrux, and the Gara-Dien as the Felloxore River valley, where the Oxore built a mighty the Ellys. The lands draining into this river form a low, rolling kingdom in past centuries, and now serve as a buffer between the shallow bowl, ideal for the plains-dwelling nomads from which Empire and Quatzadua. Mistrust and ill-feelings between the the True Gara-Dien are descended. While the river has acted as Empire and its eastern neighbour leave this a tense and uneasy trade route, allowing the penetration of traders deep into the heart border. of the continent the plains have been the site of numerous battles Most of central Gara-Dien, that portion south of the Thurian and wars. plains, comprises deeply dissected plateaux, pierced with several Further to the east the Ellys river is overshadowed by the larger mountains, all of which are covered in lush forests and immense mountains of Meravenia, which are harsh and uninviting woods. Innumerable small rivers drain this region. Those which to the Gara-Dien peoples. Although there are a number of drain northwards feed the Viorxe, the Aenthkiang and the flourishing independent settlements to the north of the river they Sifthros, all tributaries of the Ellys. The Sahn, Huam, Shaa (itself do not fall under the direct authority of the Empire. Neither, fed by the Linbayan) and the Oxore (fed by the Aragra) all drain south into the Great Gara-Dien Bay. The descent south from the plateaux is noticeably easier than that to the north, resulting in a tight common identity between the peoples of the plateaux and those of the coastlands. Bordering the Great Gara-Dien Bay the southern coastlands are fertile and grassy, with the coastal plains merging almost imperceptibly into the lower steps of the inland plateaux. The natives of this coast look as much to the seas for their food and wealth as inland, and have given rise to skilled mariners, wily merchant adventurers and not a few slave traders. In recent years it is these mariners who have driven the Gara-Dien dreams of expansion to the Isles of the Kitar, not just confining themselves to the conquest of the numerous lesser islets, but the main land itself, Kitarinik. Issues of Temperature and Climate The Language(s) While each of the tribal groupings "Gara-Dien is at about the latitude of West Africa, but possibly from across the Empire subscribe cooler and probably somewhat drier." Average temperature in the to a broad language family in 20-3ooC range on the coasts and hills, reaching maybe the mid- accord with their ethnicity, the upper 30s in the northern savanna, and even higher in the Nilman harmonising nature of the Desert. Empire itself promotes a form taken predominantly from the The Peoples original members of the empire The Harmonious Empire of Gara-Dien covers a large area, and as and referred to simply as Gara- such contains numerous human tribal groups and one non-human Dien. Thus although there may species. The resident humans can be broadly divided into three be a number of languages spoken within each province it is in the geographically-based categories. These are the True Gara-Dien Citizen of Eastern (natives of the Charrux-Ellys River Valley), the Surlz, or Southern interest of all to learn this form as Gara-Dien (an inadequate term referring to the hill, mountain and it is a prerequisite for citizenship. coastal folk who were later in This official language is a technically precise one, like modern joining the Empire), and the native German. Multi-syllabic compound words are common, especially peoples of the Isles of the Kitar (a for specialized tools or items. For example, a sword might be group of spirit-worshipping tribal called a “sword,” but a greatsword would be called a “large sword peoples far from integrated within that is used to remove the heads from enemies at several paces.” the Empire). Spoken, it can sound harsh and guttural or soft of sibilant based There are a large number of sub- on inflection. It’s alphabet and vocabulary are both bloated and divisons within these groupings, convoluted, making it almost incomprehensible to non-native such as the Mid-Tai pygmy folk, speakers. As such, Gara-Diens have a flair for other languages, who are a sub-group of the True which they view as almost childish in their relative simplicity. Gara-Dien, not forgetting the Gara-Diens usually have large, complicated named composed of growing number of citizens referred their birth name (Roger), family or house name (Stevens), Gara-Dien Jade to as Mongrel Gara-Dien and occupation (the Blacksmith), caste (artisan), major arising from the mixing of tribal accomplishment (forger of the Sword “Bloodbane”) and populations in the burgeoning cities. nicknames (Foe-render). Each addition comprises part of the The average Gara-Dien is a mixture of smug superiority and a persons whole, real name, including nicknames. So, in the desire to make life “better” for non-citizens. They always want the example, this person’s full name would be “Roger Stevens, best for themselves, and are typically willing to go to lengths to Artisan, the Blacksmith who forged BloodBane, also known as get it. However, their society is progressive and allows much Foe Render.” What you would call such a person in every day life upward mobility; by following the precepts of the Jade Path, even would depend on what the speaker’s station was. Another artisan a slave can become a wealthy, influential person. They view would call him “Roger,” a nobleman might call him “Stevens,” expansion as their Birthright, and are stubborn when it comes to while his wife would call him anything she wanted. During conflicts. introductions, it is considered polite to only mention enough of your name to let the other person know what to call you (so if The non-human species are the Hash-Takk, alien creatures of you’ve got a million nicknames, you needn’t mention them all.) disturbing form and mind. Each Hash-Takk is different from any other, as their mixture of insect blood produces strange and It would appear that the Hash-Takk do not possess a native uneven hybrids. They are mostly bipedal, although quadra-and language as such, since as near as Imperial scholars can tell, the hexepedal Hash-Takk are known to exist. Their insect features are Hash-Takk don’t actually have names for each other, and only use carapace-like exoskeltons, diaphanous wings, segmented eyes, verbal communication when dealing with other species. It is generally beetle like shape and movement. Their more human assumed that they communicate with each other via some sort of features are of pale skin and hair, long slender fingers, tapered ears hive-mind or telepathy, but there has yet to be any serious study and small mouths. They speak in melodious whispers. Their about this. Individuals often adopt Gara-Dien words as names, minds are not as linear as human minds, and are capable of but do so seemingly at random. For example, a Hash-Takk might making leaps of logical and intuitive thinking that astound most have a use-name of “Pliers” or “Crowbar,” or even something like Imperial scholars. “Leather.” Those that have become Imperial citizens adopt the naming conventions of their new country, complete with appropriately lengthy nicknames. The Provinces of Gara-Dien The Ellys Confederacy, with its capital of Saareng, is the largest Political Structure navlacht of Gara-Dien, a vibrant mix of the fierce Lyshian nomads (sworn enemies to the Zharaan across the border in To allow the most efficient growth and government the Empire is Zathuria), the Bee People of the Honeyed Coast and lowlands and divided in a hierarchical manner, while taking account of ethnic the Chav-Chin tribe of the hills. The Lyshian nomads willingly variations. The Emperor presides over the Imperial Senate, whose raid the neighbours across the border for slaves, in support of senators (“darintang”, singular “darin”) are drawn from the eleven ancient custom and defiance of Imperial Policy, while the Chav- Imperial Provinces. These provinces (“navlacht”), and the one Chin are the guardians of the sacred mountain from which Imperial Protectorate, are accountable to the senate, and each Theurgist Gara'Dien is alleged to have departed this plane at the overseen by an Imperial Governor, directly appointed by the behest of the Lady of Doors (as opposed to his more public Emperor. departure outside Maragrim City). The ownership of the Charrux- The senate has the power and responsibility to propose laws and Ellys River delta, also known as the Great Sudeg Marsh, has been policies, which the Emperor, as ultimate authority, may approve, contested for centuries. However the ever watchful presence of veto or amend. The Emperor is also Commander-in-Chief of the the Black Angels, the so-called Charioteers of the Zathurians is military. The senate is a place of intense rivalry where individual enough to prevent direct military action. Senators often act under the table. There are a number of factions “The cradle of Gara-Dien”, The Primacy of Throseka is at work within the Senate, often cutting across provincial or separated from Ellys by the Viorxe river and dominated by the regional lines. Each Senator and the Emperor hold tremendous capital city of Moorvia. Beyond the cosmopolitan city, and its power, but are expected to keep the Harmonic Principles of extensively irrigated croplands and orchards, the small settlements justice and compassion in mind when making decisions. of the Tuoeka people dot the scrublands, while still paying their Each province is divided into a number of smaller units, the traditional homage to the Fifthros nomads (a group closely related regions (“xivlacht”), each of which is represented by a senator. to the Lyshian and sharing many traditions and customs). Typically each navlacht is composed of 4-8 xivlacht, and, Intermingled among the Tuoeka peoples are small communities of therefore, 4-8 senators. The smallest unit is the land division Tharux, descended from roving traders and, by and large, (“domosalio''), each of which is under the oversight of a apparently ignorant of their relation to their kin further north. commissioner, (“fu'geth”), who is accountable to the appropriate Iorxiland which spans the upper reaches of the Viorxe River is regional senator. home to the tribes of the Iorxi Confederacy, a small, widely- In addition, the reality of the process of assimilation of states and distributed tribal grouping whose guardian spirits were defeated in peoples into the Harmonious Empire has rendered large areas a magical contest by the theurgy of Gara’Dien, at the site of the which are technically within the Empire unrepresented at the land current capital, Viorsden. While the rule of the Harmonious division or even regional level, effectively rendering the residents Empire may have changed their faith perspective somewhat and as subject or protected peoples and not yet incorporated into the the educated Iorxi recognise the importance of balance, their empire as citizens. Naturally the Gara-Dien do not advertise this traditional way of life has remained largely unchanged. (And fact to outsiders as a general rule, although some provinces (such heavy-handed attempts to do so have led to bloody protests…) as the Xunli Freehold) mimic Imperial practice in assigning a Most of their agricultural practices emphasis the burning of tree guardian (“halpanxiv”, or “little father”) with equivalent cover to create the fertile ash which enriches the soil – something theoretical standing to a senator or commissioner, depending of this “destruction to bring fertility and life” ethic seems to have upon the area covered. Some of the most vicious politicking in the shaped their penal and authority systems. senate is over the formalisation of official regions or land The Amnuzan Junta rule a damaged land (where most magic divisions from these areas, as these threaten to endanger the seems to be reduced in power and effect). The Chamnu, a taciturn balance of power between the various factions. and war-like society hold power over a semi-nomadic mongrel Alongside this system are the Dominions, tributary states of the population (the admixture of local Mniäd, Tuoeka, Fifthros and Empire which are allowed a greater degree of autonomy. Their Tharux bloodlines). This was the area most affected by the Plains rulers are directly answerable to the Emperor alone. Typically this Wars and still bears the scars. The Chamnu, are not an ethnic form of governance is applied to powerful regimes that are not yet group so much as a meritocratic warrior elite and are based in the ready to be fully incorporated into the Empire, or more fortified city of Ninefold. These warriors are fanatic Gara-Dien commonly, where a degree of flexibility is in the Empire's loyalists, renowned for their bravery and loyalty. They await the interests. day that the Emperor will order them to swarm across the Ellys River and burn the Zathurian city of Demna to the ground, a day which many expect to be imminent. The navlacht's eastern border myth. Since the coming of the Jade Empire this rivalry has been is marked by the River Sifthros, the west by the Aenthkiang River. channelled into matters of trade and prestige, rather than of blood. One result of this is the splendour of their capital city, the Tyath County lies on the coast, adjoining the Ellys Confederacy, great Pnajinn Hua. Imperial Citizens from the League dominate and is comprised of the majority of the former Greater Tyath Gara-Dien's trading endeavours with the rest of Gwenthia. Their Magistracy. After their expulsion from the Honeyed Coast the ships are superior to all others in the Great Gara-Dien Bay (and Tyath joined the Empire (by choice) and the Magistrates still wield far beyond), much to the chagrin of the neighbouring Sheshaan. impressive day-to-day power from the city of Athsahnduk. Despite their past history of conflict the Tyath now enjoy far The Sheshaan Canonry built it's power on conquest and slavery, better relations with their neighbours than they ever did in pre- selling many such captives to their longtime allies, the Oxore. Imperial times. After centuries of such practices they were finally conquered by the Jade Empire by the forces raised by the Xunli general and Tiaen Hills Province is home to the pygmy Mid-tai hill people, convert General ChentPin after a hard fought campaign (146- who simply wish to be left alone. One of the earliest nations to 158). The Sheshaan have since redirected some of their energies follow the way of Gara’Dien they are secretive and little-known, into a centuries-long fight for dominance with the neighbouring guarding their borders against all comers. It is whispered that they League of Jinnahn. They are at a serious low point in this contest await the summons of the Theurge himself, when he returns to at present. Membership of the Empire and the ways of the Lady rule Gwenthia at the left hand of the Lady of Doors, and that only of Doors have not completely outlawed slavery, but have seriously then will their mighty power be revealed. Any Mid-tai known damaged the Sheshaan economy and confidence, and their large beyond their land are either powerful sorcerers or bedraggled fleet is in poor condition, as is their capital of Neshaanah Hurn, outcasts. Few who enter their lands return, although their headless reflecting their current poor fortunes. Worse still the recent spate corpses may be seen drifting down the river Aenthkiang into the of attacks on Sheshaan Slave ships is making matters worse... Charrux/Ellys basin. No formal capital has been designated for this province. Always thinly settled, the lands of the Xunli found new strength and identity after General ChentPin was awarded the post of In the central hills of Gara-Dien stands The Viridian. For many Imperial Governor of the newly-formed province, the Xunli years these lands were shunned by the tribes of Thurian, but now, Freehold after his successful defeat of the neighbouring with the coming of the Gara-Dien these forested hills have been Sheshaan. His mausoleum dominates the capital city of Isemidi. opened to settlement in a great experiment. Amidst the ancient ruins the landscape is being tamed and settled by colonists according to the wisdom of the Lady of Doors and the Theurgist The Dominions Gara'Dien. Leaving behind their previous cultural identities the While many of the Hash Takk follow the Jade Path and the brightest and best are building The Viridian, and its shining capital teachings of the Jade College, they are not technically-speaking Demegal. All know that The Viridian is a triumph of the Jade citizens of the Empire, as the lands of the Hash Takk Marg are Path, and it produces goods and agricultural produce of the counted as the oldest dominion. The Hash Takk queen is a highest order, yet it exports no particular items of artistic or personal ally of the emperor, not to mention having memories of cultural merit. Its inhabitants, when met beyond the navlacht, the Theurgist. In addition to controlling her realm she also rules seem contented and healthy, but are otherwise totally the relatively few hardy humans who dwell on the surface of her unremarkable, except that is, for their unstinting devotion to the inhospitable domain. In common with the other Dominions the Lady of Doors. Hash Takk have observer status at the Imperial Senate. The Koijo Pact is a land controlled by a number of City-Leagues, Second oldest is The Oxore Dominion having been a dedicated the most powerful of which is the City of Hako. This navlacht satellite of the Empire for over 300 years. After defeat in The may well be one of the oldest existing governmental organisations Baton Wars the Oxore have been allowed to retain an in the region and harbours an intense suspicion of the Tharux. No autonomous tributary status. This is a pragmatic response, rather one knows the origin of this, but certainly there have never been than a particularly generous one, not unknown in Gara-Dien any Tharuxi allowed within the walls of the City-States and the history. By allowing the Oxore Dominion to retain a degree of region escaped the horrors of the Night-Blind Plague, at least in autonomy Gara-Dien has a powerful satellite on its sensitive part due to this policy. The agricultural produce from the Pact is border with Quatzadua in the Ill Winds dispute. Any actions exported far and wide. undertaken by the Oxore are “plausibly deniable”, with the The League of Jinnahn is home to the adventuresome and Imperial consuls of each of the regions being protected from total wealthy Jinnahn, the mercantile adventurers ''par excellence'' of responsibility. The dominion is composed of three regions, which Gara-Dien. They have a centuries-long history of conflict with the are being closely modelled on the navlacht of the Empire. neighbouring Sheshaan peoples, the origins of which are lost in Lower Oxore was subjugated centuries ago and enjoys Empire can recommend courses of action it cannot compel slave strong links with the Sheshaan peoples. owners to do so. Some of the more enlightened masters are known to employ former or trainee Imperial Assessors to teach Upper Oxore marks the heartland of the dominion and certain portions of the Path, such as Body Harmony to their is ruled from the city-fortress of Maragrim City by Prince slaves, and thus to enhance the Dimensional Magic pool of the Tangjin, a fearsomely powerful warrior-magician, state without unduly diminishing their labour pool. reputed to be several centuries old even at the time he was affirmed as head of the dominion by The Theurgist Any slaves who do attempt to surreptitiously gain literacy are himself in 674. usually seriously punished by their masters, since once they achieve the required minimum standards they can appeal to the Chejit Province was a tributary kingdom at the time the nearest Imperial Assessor, who is empowered to grant provisional when Prince Tangjin was appointed by the Empire and citizenship on the spot. still retains the same ruling house to this day. This can be turned into a form of competition between slave and The Kingdom of An Kitar is the latest dominion, under the loyal non-slaveholding groups. The Liberty Brigades of the League of Kitar tribal leader Bobanagaradinena, who has been proclaimed as Jinnahn are known to subsidise certain branches of the Jade King of An Kitar and charged with the awesome responsibility for College within the neighbouring Sheshaan Canonry, giving them continuing the conquest and assimilation of the island from the the resources to house and keep provisional citizens until capital city of Balembarneho. citizenship is formally granted. The Economy Currency The Empire promotes a mixed economy, encouraging The standard currency is the Imperial Bunt, supplied by mints in competition in many cases while retaining a degree of control over most of the provincial capitals. Each bunt is solid and round, a range of basic items. The prices of those goods deemed to be about 2cm across and marked with the image of Gara'Dien's essential, such as staple foodstuffs, are pegged throughout the Epiphany on one side and a design dependent on it's Empire, subject to review every five years. With every such review denomination. One bunt coins are made of silver alloy and show there tend to be a number of items added or dropped from the the image of a citizen typical to the originating province. Similarly, list, at least partly as a result of senatorial jockeying to support ten bunt coins show an assegai, sword, drums and harp, each of the province's intrests. The practical upshot is that the symbolising the militrary and cultural strength of the Empire. One citizens and dependents of the Empire remain fed, and thus hundred bunt coins are of gold alloy and display the Emperor's content, while some goods are available at below market price to regalia, his circlet, staff and sceptre). the benefit of any who wish to purchase them from within or beyond the Empire, while others escape from the protected For smaller purchases each bunt is divided into 100 Rings, copper category and encourage entrepreneurial importers. based coins the same size as each bunt but with a hollow centre and simply insribed with “Gara-Dien” on the reverse and “1” on As befits a state that would control the world Gara-Dien dislikes the obverse. the need to import too many goods from outside, especially those it considers of vital strategic interest. Thus there are a number of a Dominions retain their own currencies, pegged to the bunt and tarifs imposed upon certain imported goods, the value and choice usually of similar design. of which are similarly imposed in five year cycles. The penalty for receiving and supplying such goods ranges in severity from a hefty Religion fine to death. The Jade Path. Slavery While many speak of the Jade Path in terms of the “state religion” The practice of slavery is not unknown within the Empire, of Gara-Dien the terminology is somewhat ambiguous; the Jade although its prevalence is slowly decreasing over time. This area Path being as much a philosophical and ritual practice as a represents where idealism and economics intersect. Slaves are still religious one. The practice of following the Path is akin to an act the most economical due to their reduced labour costs, and it is of worship, but in a very matter-of-fact manner. It is simply that illegal to keep a citizen as a slave. Imperial policy explicitly which is done rightly. While it is true that the Lady of Doors is encourages all residents to join the Jade Path, and thus become viewed as the focus of all devotion, mediated through the truth as citizens. Since part of the full teaching of the Jade Path is that of revealed by the one she sent, Theurgist Gara'Dien, and the lesser literacy, and literacy is a pre-condition of citizenship, most slaves Lords and Ladies (or demiurges), she herself is an enigmatic and are forbidden from attending the Jade College, and while the distant figure, and speculation about her nature and purposes are discouraged. The Theurge himself clearly taught that she is only to In every domosalio, and every town, there are at least two be known by those who succeed in the treading the Path to the externally appointed Imperial Assesors who maintain a branch of extent of leaving the known sphere through the Green Door, and the Jade College, part school and part temple. In some backwater they are precious few in number. These individuals are believed to villages, if there are any Assessors at all they will be lowly, but be chosen of the Lady of Doors as emissaries, so that her worship literate individuals, teaching to the best of their abilities from their can spread to other worlds. own home. In bigger cities the Colleges are correspondingly greater in size and grandeur, all seeking to emulate the The practice of The Jade Path comes in two forms: The Worker’s headquarters of the Jade College are located in Moorvia, reputedly Path and The Warrior’s Path. Both paths are seen as integral to the site of Gara'Dien's appearance. Known as The College of society, and are given equal, but firmly separate, standing. It is Colleges, this Jade College is vast and dominates the city - with common knowledge that everyone exists to operate within one of the Emperor's Palace and the Senate house located within its these two paths, and only certain rare people can switch paths precincts. during their lives. People naturally fall towards one of these paths, which means that life is pre-ordained - a practice which is decried Whatever its size the College is the place in which all are offered by both dissidents and external critics alike as little more than a instruction in the Jade Path at a given time on a given day. social control mechanism. Although attendance is not mandatory a surprisingly large proportion of the populace do attend, since the instruction tends The vast majority of people walk the Worker’s path. This tradition to be valuable and useful, if only as a chance to escape from the trains people to perform any tasks that are not directly involved in chores of work and meet friends and neighbours! fighting for conquest. This includes such jobs as smithing, farming, and husbandry. It also includes surprising occupations, Each family is presented with a copy of the basic precepts of the like government positions, religious orders and craftspeople. Jade Path in the form of Theurgist Gara'Dien's Concise Green There is also a Magician’s Path in the Path of the Worker, where Scroll, spare copies of which are freely available in the library. students learn magic not specifically related to battlefield use Larger branches of the College will have copies of his complete (research, investigation, other practical uses, although some work, the Great Jade Codex, available for reference. offensive magic is taught.) Since there is mandatory military training for almost everyone in The Old Faith. Gara-Dien, the basic precepts of the Warrior’s path are well While the Jade Path is the state religion of the Harmonious known. The martial training given to students includes mind and Empire, it is also an alien faith, brought to Gwenthia by the body control exercises, akin to terrestrial tai-chi, and rudimentary sorcerer Gara’Dien, the person from whom the empire and its weapons training. In all places the weapon taught is the people take their name. quarterstaff, although instruction in the spear is also widespread. During the Empire's early days of expansion, nomadic quahti & If a student shows promise (s)he receives the best instruction the dromal herders who lived in large family groups populated the Imperial Assessors can give, and free travel to the nearest large mainland of Thurian. These groups all had slightly different academy to train in the Path of the Warrior. Those that do so can religious faiths, but each faith was part of a larger central belief become warriors of almost godlike ability. They are weapons of system that began and was perpetrated by the nomads for the Empire, used to enforce its ideals through might of arms and generations. Fragments of these faiths still remain in the Empire. energy. However even the rest receive lectures on military theory, Imperial scholars collectively refer to these oppressed religions as which are largely wasted on people who have never fought, and “The Old Faith,” a disparaging term that implies that these faiths will never need to fight. are outdated and no longer valid. The Jade Path’s religious teachings are that each person walks a The Old Faith is a polytheistic religion. A tribal Totem, which was blessed jade path during their life, and the energy they great and typically seen as a personified force, oversaw each family group. give off as they grow feeds those around them and also feeds the You could, in theory, run into them at a gathering, or find them archetypal demiurge called the Lord or Lady of that particular wandering the grasslands and woods. These beings were expected path. For example, the Lord of the Path of the Soldier is called to protect the family and intercede with the 8 Orbs on behalf of Marturu, a figure of dark armour and strength of arms. Those that the family. In exchange for these services, the family would make walk his path are given aid in battle, and are said to be able to offerings to the totem, the nature of which would vary by the overcome any odds. All of these Lords and Ladies in turn petition needs of the Totem in question. The Totem was served by a series their favoured followers to the Lords of the two main paths. of attendant spirits, and by its human agents. What these agents The Jade College is the instrument by which the rudiments of were called varied from family to family, but they invariably the Harmonious Empire's ideology of the Jade Path is propagated wielded great power, both mystical and political. among the people. Also, the Orbs would send instructions to the Totems, who would tree described in the verse) but cannot perform the spell convey the instructions to their agents, who would in turn instruct themselves. Thus talented individuals may escape detection, either the family. In this way, people could be made to fulfil the will of by deliberate deception or simple garbled teaching - not to the gods. It is said that, when the 8th moon fell, all of the Totems mention the possibility of aptitude being activated later in life. that served it, and their families and attendant spirits, went to the Some are hidden by the Old Faith and made into Totemic underworld to join it. servants or taught the spirit language of the Kitar. Some even wind up on the Sorcerer’s Path from the Path of the Worker. The Empire holds its genesis in these nomadic groups. When Gara'Dien appeared out of the air, he gathered families around Some magic users, however, do not make it into one of the formal him and taught them his Path. The Totems said the Orbs were schools. These people are either terribly fortunate or sadly displeased at this turn of events, but Gara'Dien brought strange dangerous. They may continue to develop their magical skills, but and powerful weapons with him, and the nomads couldn’t stop are much more self directed. Without the safeguards of an the relentless expansion. They were subsumed into the Empire, established tradition, these mages can overextend themselves effectively destroyed and eaten. (indeed, almost all do at least once) and cause substantial harm as their magic rockets out of control. However, the Totem’s servants still live, spreading the will of the Orbs through the slums of the Empire, festering in hidden groves At its core, magic is the ability to take magical energy, and and dens, plotting and scheming their way into the hearts of good manipulate it with the mind towards an end function of some Imperial citizens. This, at least, is what the Jade College teaches, sort. It is also relational; magicians who know their targets and many of these groups have become as ruthless as the Imperial intimately will find it easier to channel energy into them, and will line declares. There are, however, tight cells of Old Faith be able to produce bigger effects with less expenditure of power. members who want only to live their lives and worship their Magicians also develop the ability to infuse a commonly used tool Totems in peace. or weapon with their own energy, so that, when striking someone with the weapon, or using the tool for its desired purpose, it Nevertheless, any person suspected of being a member of the Old counts as being “part” of the magician. Magicians who travel in Faith is typically arrested and tried. If found guilty, the penalties groups and know each other well can also use magic to augment are the same as for treason and sedition; Death by Hanging, individual group members, and the group as a whole. For this Burning or the Sword. Even if absolved of all charges, the victim’s reason, magicians on the same Path or of the same tradition find it good name is indelibly marked, which is sometimes worse than prudent to have a core group of fellows to act with, as well as being guilty. belonging to a larger organizing body that can collect dozen or Magic hundreds of magicians to produce staggering magical effects. The Gara-Dien view is that magic is an inborn trait that all Beyond that, everything is just theory. There are as many ways of humans, and most other races, can do instinctively from birth. using energy as there are people who can use it. Even within an However, while this skill is like any other, some people are much established tradition, individuals manipulate this energy in better at it than others. Most people have only a little natural different ways. talent, and cannot progress to greater magic. Anyone who shows The major magical traditions of The Jade Path are given below, real aptitude is capable of learning any of the different schools of both with their proper and their common titles. magic. Magical instruction in the local branches of the Jade College is The Path of The Warrior usually limited to the teaching of a set of eight spells rather more The Thrice-Sharp Instrument (The Weapons Masters). complicated than the common cantrips passed down from parents This tradition teaches that magic can be used to sharpen the mind and grandparents. This octet is taught by rote as a set of uplifting and prepare the body for combat. Magic energy is used to increase verses, with no mention being made of the purpose, other than the user’s fighting prowess. They train with all weapons known, general education. Magical aptitude will result in one or more of although most specialise in only a few. the spells working, and mark the individual out for further attention at a larger academy. Virtually any person living within The Falling Wrath Practice (The Battle Mages). the Empire who displays an aptitude for magic is immediately immersed in one of the Empire’s religious traditions, where their This tradition teaches that magicians are the masters of power too magical abilities are filtered through the religion’s world-view. immense for others to use. They channel energy to become arcane Usually the Assesors are not magically adept themselves. Rather engines of destruction. Others of this path prefer to be subtler. In they know what will result should an individual have the talent any case, these are magicians of action. (the most common being a simple illusion of the flowering Tcheri The Golden Harvesters Association (The Assassins). The best generals know that depriving an enemy force of its This secret society gains control of an area by using magic to commanders is the surest way to victory. The Assassins are the influence the political process. Their area of control is spreading tools for this sort of work. Members are trained in using magic to out, and cropping up in distant parts of the empire. They seem to get close enough to a target to attack, and to make sure the target be consolidation their power, but for what purpose? Members stays dead. tend to be charming and working their way into influential positions. The Hawk's Roving Eye (The Outriders). The masters of reconnaissance. Members of this tradition use History magic to gather information, to speed through enemy held lands, and to make sure what they know can get to those who need it. Theurgist Gara'Dien was destined to make an impact in the area, not least stemming from the manner of his arrival – high in the The Broken Cord Brotherhood (The Saboteurs). skies above Morvkraal, the ancient and holy site of the Fifthros nomads of central Thurian. Within three years of this epiphany Battles are not only won in the field, but in the disruption of the Theurgist, who was acclaimed by many as being “not of supplies and the sapping of morale. Members of this tradition are Gwenthia”, forged an alliance and instituted a pattern of worship skilled at sabotage and psychological magics. which today dominates a large swathe of the continent, and The School of Uncounted Dragons (The Artificers). proclaims its inevitable victory throughout the world. Members of this tradition are the alchemists of the time. They use While the existence of Gara-Dien can be dated to -1250 BP, with magic to create noxious globes of gas, siege engines, and the signing of the Emerald Compact in Morvkraal, records and clockwork or steam powered engines of war to aid the Empire. histories of the folk of the Charrux-Ellys Basin can be reliably traced back to around -3500 BP to the so-called Plains Wars and The Path of the Worker. the foundation of the Great Ellys Confederacy. Theurgist The Jade Perfume Masters (The Secret Police). Gara'Dien consciously modelled the Emerald Compact and the emerging Empire upon the remaining memories of the earlier A magically enhanced policing unit that helps keep an eye open on Confederacy, thus placing it within a line of greater history and enemies to the Empire. Not all members have magical talent, but prestige. those that do use their gifts to help ferret out the truth, no matter how occulted. The nascent empire quickly spread through the lands of the Charrux-Ellys basin, cementing the plains tribes of the Lyshian, The Flesh Weavers' Guild (The Healers). Tuoeka and Fifrthros in an iron alliance that won the allegiance of the like-minded and drove the hated Zathurian minions, the A sect dedicated to the health and well being of citizens of the Tharux, across the Ellys River and thus established a boundary Empire. They use magic to heal the body and the psyche. Their that has been firm to this day. Shortly after, in -1248 BP, the techniques are a closely guarded secret, and it seems as though Theurgist returned from a personal mission into the hills of the they use technology beyond the grasp of most of their patients. feared Mid-Tai, announcing the creation of the Taien Hills The Invisible Hand Societies (The Thieves). Province. Less than a decade after the Compact was signed (that is, by -1243 BP) the Empire covered the whole of the southern While not an officially recognised part of the Jade Path, there are a side of the Plains, as far upriver as the edge of the eerie Nilman number of thieves’ guilds that have been taking in runaway mages Desert. Pushing south, down to the coast the Lyshian, having and using their magical energies to fuel larceny and corruption. enthusiastically adopted the Path of the Warrior beside their The Benevolent Cloak (The Untaught). already war-like nature, finally subdued the Bee People of the Honeyed Coast and displaced their Tyath overlords in -1221 BP. This is the path taken by magically able people who study by It did not take long for the neighbouring Tyath people to themselves, or go into a Path that doesn’t have a magical tradition. acknowledge the prosperity and power of the Jade Path, resulting Also called The Sorcerer’s Path, a term which is coming into in the “palace coup” which overthrew the Prime Magistrate of the favour by the increasing presence of pro-Sorcery magician lobby Tyath and the appointment of his brother as Imperial Governor. in the Senate. They reject the assertion that they’re somehow This acquisition marked end of the initial phase of imperial inferior. In most of the Empire, Untaught who do not walk growth and ushered in a time of consolidation and internal another Path are seen as dangerous weapons that can explode at growth, as well as the establishment of formal relationships any moment. between the Gara-Dien and the Hash-Takk of the inhospitable The Shadow Masters (The Body Politic). mountains to the east. The next two centuries were years of peace and development for perhaps hunting down Fallen Totem agents) to high-powered (a the Empire, as the institutions and practices taught by Gara-Dien group of Jade Path Warriors seeking out the Empire’s enemies.) were gradually put into place, such as the spread of the Jade Adventure Seed: Readin', Writin', 'Rithmetic, and Redemption! A College. Nevertheless, by 120 the Sheshaan Dominate, a Jinnahn Liberty Brigade seeks scholars to infiltrate Sheshaan slave militaristic and slave-holding society to the south-east, was a farms and plantations to educate the slaves in the rudiments of the growing menace to regional stability. In 146 ChentPin, a convert Jade Path, and warriors who will assist the slaves in contacting the to the Jade Path from the neighbouring Xunli tribe, brokered the Imperial Assessors. intervention of the Empire into the low-level war in which the Xunli & Sheshaan were engaged. The power of the Sheshaan was There are a few main things to consider when deciding on a Gara- broken, resulting in the admission of both groups into the Dien campaign: Empire, with General ChentPin as the first Imperial Governor of the Xunli Freehold. The mercantile League of Jinnahn, alarmed at Politics. the greater economic success of their neighbours and rivals, the The setting is rife with the best and worst sort of political Sheshaan, formally embraced the Jade Path in 165. The manoeuvring and machinations. Players might be diplomats in a landlocked Koijo Pact, responding to a combination of economic foreign country, trying to convince the powers that be to aid in a pressure, missionary activity and political opportunism joined the military effort, or perhaps play a role in discovering which Empire as a self-governing dominion in 248, before joining as a Imperial Senators has designs for the Emperor’s Throne. province following the plebiscite 50 years later. War. After this period of expansion the empire once again entered into As an Empire built on conquest, invasion and retribution are a time of peaceful internal growth as districts and land divisions constant threats. Players might be grunts trying to make their were organised through the newly-acquired territories, the only way to the front, or members of an elite Warrior Path unit notable incident being the magical “Wager War” between the Brin fighting for the Empire’s growth. and Erifest Schools of the so-called Assassins' Path. In a dispute to determine internal supremacy the schools engaged in a Desperation. campaign against the very spirits of Iorxiland, culminating in the Perhaps the players are Hash-Takk sorcerers, trying to hold on to intervention of the Theurge himself and the subsequent their minds while seeking out secrets from their fallen civilisation, annexation of the Iorxi Confederacy in 461, not to mention the or Fallen Totem agents who want to establish a worship base for discrediting of both the schools. their Totem before it drive them mad. More recent growth has not been driven by any single discernible Rebellion. plan. The Baton Wars between the Empire and the Oxore It is not just among the Kitar, that there are reservations about resulted (in 674) in the foundation of the Oxore Dominion and being made part of the Empire. Perhaps the PCs are part of the the subsequent ascension of the Theurge. To mark the 1000th underground rebellion effort, or Imperial investigators looking anniversary of the Empire the Viridian was created in 745 as an for dissident groups. experiment and demonstration of the virtues of the Jade Path in lands formerly held in superstitious awe by many of the local Exploration. peoples. The last major phase of expansion was initiated in 837 There are vast tracks of land in the Empire that have not been when after decades of relatively peaceful coexistence conflict thoroughly explored and documented. Indeed the Viridian was flared between Kitar natives and independent settlers from the built upon the remains of an ancient civilisation, and their ruins League of Jinnahn in Gara-Dien. These Gara-Dien citizens still dot the land and delve far underground. Who knows what appealed to the Harmonious Empire for assistance, and with relics from ages past still lie in wait, ready to be plucked from remarkable speed the Great Armada left mainland Gara-Dien to darkness and brought back into the light of the present day? Do begin the Conquest of the Isles of the Kitar, a process which is terrors lurk beneath the soil, waiting for freedom to rend and slay? still to be completed, leading many to contemplate the real state of the power of the Empire. A spiritual journey. The Empire is a land of many faiths and paths to enlightenment. While many live their lives of toil and sweat, many others walk the Roleplaying Ideas world seeking knowledge, salvation, or just a place in the larger Gara-Dien is designed with versatility in mind. There are enough world. Are the PCs warriors seeking to be the perfect weapon, different races, factions and ideologies in place that a character is agents desiring true intimacy with their Totems, or spirit talkers spoiled for choices. This also give the GM great flexibility about who wish to elevate their own spirit to the god-like levels of what sort of game he or she wishes to run. The setting supports power found in other spirits, either for the good of the Kitar or both low-powered gaming (regular people serving the Empire, personal gain? Will you eventually gain perfection and let the Lady of Doors move them to another world to spread their faith? The nature of magic. Magic is a strong presence in Gara-Dien, and it exists in many forms. Are the players magically adept, and if so, how does this Talent for energy manipulation manifest? Evading Pursuit. The characters might be wanted for a number of reasons, and existing with the Empire is difficult of Imperial forces are seeking them. Will they run to the frontier, or hide in plain sight? Meravaenia The Roof of the World

t the heart of the continent of Thurian lies the vast them for the sake of their own aggrandisement, depending on Meravae Plateau, bounded by towering mountains to the ones point of view. They have printing presses (hand carved Anorth and south, steep cliffs to the west and narrow wooden type), Skyships (recently developed from knowledge valleys to the east. Once the seat of an ancient inhuman Empire recovered from Meravae sites on the high plateau), passable steel (the Meravae Empire), for millennia seen as a backwater and (Western Europe, circa 1400) and are currently considering obstacle to trade and commerce across the continent, and equipping elements of the Cohorts, the volunteer military of the occasionally as the source of religious fanatics and barbarian Republic, with early chargers (simple pre-cursor of the matchlock, hordes, the last half millennia has seen the emergence of a new the first musket): once they can reliably forge larger barrels, they power, the Republic of Telbrin, and changed the wider worlds will have the capability to make cannons, and will have added a perception of the Meravae Plateau forever. The Telbrini have new capability to their formidable, if small, army. found strength and knowledge by delving deep into their past. The Republic of Telbrin itself seems ripe for external conflict: it This has brought them unprecedented economic wealth and seems inevitable that it will clash with either Parkhesh (with contact with the nations of Gwenthia: a new age of prosperity and whom cultural, geographical and historical antagonisms run deep) enlightenment has dawned for the inhabitants of the crossroads of and or Gara-Dien (given their expansionist nature and the mutual the world. problem of the Petty Princedoms region of the Plateau), and border squabbles with AurUrbis have been a feature of relations Overview along Modrin's Line. At present relations are cordial with AurUrbis: both are involved, discretely, in supporting the Khalesh The Republic of Telbrin occupies the upper reaches of the Hallex via a trade route through the City of Shalkan and the River, with the Confederation of the Children of Xantir occupying Loparankwari. the north-western plateau, just east of the Manas Mountains. The dizzying heights between, including the towering peak of Mount Internally the Republic suffers the “old” tension between the Keril (one of the natural wonders of Gwenthia) are the home of mercantile adventurism of the Great Houses and the conservatism the High Kingdom folk, the tribes of the Merav Nation. The of the Churches and Cohorts, and this is being complicated by central plateau is divided up into many petty principalities and new divisions between the orthodox faithful of the Churches and “kingdoms”, some no more than a fortified village. These are the new secularist (currently in the ascendant). And while debates known, somewhat unflatteringly, as the Petty Princedoms. The rage in the Moot and Senate (and in the Philosophical Clubs, further south and west the more lawless, but also sparsely Cohorts mess halls and the House refectories), the Republic of populated the plateau becomes. The Smoking Hills, where the Telbrin’s rampant embrace of technology such as the waterwheel, Dragon Peaks with their active volcanism really begin, is a baleful edges the Republic towards an industrial revolution whilst country, rarely travelled and mostly shunned by the plateau folk. generating a new underclass of the disenfranchised and impoverished; some rabble rousers, pamphleteers and The people of the plateau are almost universally human, albeit the revolutionaries even claim that this is deliberate, part of some Mountain Folk (as human population of the high mountains are sinister plan by dark forces that have subverted the very known) are so well adapted to their mountain home that they government of the Republic itself. suffer reverse altitude sickness at anything approaching sea level. The people of the Upper Hallex River Valley and other lowing The Children of Xantir on the one hand seem as old as the laying parts of the region are known as River Folk or Valley Folk. mountains they inhabit - there have been religious houses in these There are pockets of non-humans rumoured to dwell in the high lonely valleys for millennia, the prayers wheels endlessly spinning valleys, but even the Republic of Telbrin isn’t heavily populated, out a thread of words entreating salvation and mercy through the and the high plateau boasts some remarkably strange wildlife unending years. The political landscape and history of Xantir, the (theorised to be left over from Meravae Zoological collections). It High Kingdoms and Petty Princedoms, and indeed the City States is now generally accepted that there is an Iqari population on of the Upper Hallex River Valley (Now united as the Republic of Mount Keril, although details are sketchy, and what relations are Telbrin) are tempestuous and complex, and indeed poorly like between the ferocious flying beings and their human understood. "neighbours" is unknown. On the Plateau, the status quo is in turmoil. The Telbrin Cohorts The Republic of Telbrin is young, vibrant, assertive: a nation are pushing ever west and north. Relations with the High newly forged in the heat of innovation and discovery with its eyes Kingdoms appear civil, but those who know the Merav Nation to the future but grounded with a sense of respect for the history well are worried that the tribes have withdrawn guides and of its forebears and a true appreciation of natural justice and the seasonal workers from the latest Telbrini expeditions, and confess right of men to freedom, commerce and just self-governance free themselves worried over rumours that the Conclave of Tribes has of tyranny and oppression...... or possibly they are grave-robbing been called for the first time in generations for High Summer. opportunists bent on imposing their views on everyone around Within the Confederation of the Children of Xantir, tensions run high over how to respond on the one hand to the Republic of The Meravae Empire Telbrin’s overtures of friendship (a pretext for access to records and Meravae ruins within Confederacy lands in most peoples A political entity, centred on the Meravae Plateau of central opinions) and rumours of Telbrini approaches to individual states Thurian that dominated Thurian history between 7000BP and of the confederation; and on the other hand, the bandit raids from 2300BP, apparently run by the non-human (but distinctly the Petty Princedoms have risen to an unprecedented level in humanoid) Meravae, a Forerunner people. recent years. Added to which, a major theological dispute has The bulk of the empires population seems to have been human, arisen amongst the clerics of the Xantiric Sects (regarding the but scholars remain fiercely divided as to the exact relationship poverty or otherwise of Xantir) and words like “heresy” are being between the Meravae and the humans within the empire. Whilst bandied about. And now rumours have spread of a new warlord the term "slave" is often used (and found in the few extant texts) in the Petty Princedoms who claims a divine right to conquest and it appears to be an old usage from a non-Meravae language. to whom an increasing number of the scattered polities bordering Indeed, some scholars have suggested that it was originally the Gara-Dien and the Smoking Hills are bowing. Ancients term for the Forerunners, transliterated in to Ur-Merav. That all these lands were, millennia ago, the heart of the Meravae The Empire was founded in prehistory as part of the ancient Empire, is not disputed, and that Caer Abrin, high on the flanks conflicts between the Ancients, the Forerunners and the Eighth of Mount Keril, was their capital seems, given Telbrini finds in the Orb. It is said that 7000 years ago the Forerunners rose again to two centuries they have held and excavated Caer Abrin, equally challenge the Ancients, and that in response the Dark Orb called certain. But who or what the Meravae were, what happened to across the omniverse to Humans to aid him. On arrival the trigger the fall of their empire, these are unknown to the general human magicians betrayed their summoner and sided with the populace, and generally the topic of myth. Many expeditions, both Forerunners, and this alliance, which is believed to have beaten government sanctioned and not, seek the next major discovery the Ancients, was to become the Meravae Empire. Another major amidst Meravae ruins both on the Plateau and beyond. Forerunner race, the Geneweavers, took an increasingly anti- The Republic of Telbrin is NOT the first "successor" state to the human stance and moved from autonomy to secession from the Meravae to arise on the Roof of the World, and at less than three Forerunner Collective, which increasingly became the Meravae centuries old it isn't even the longest lived. But its enthusiasm, Empire centred on the Meravae Plateau. Thus the dominant rampant commercialism and (some say) ruthless exporting of cultures in Thurian and Gwailan around 5000 years ago were the ideas makes it far more dangerous, or likely to survive and prosper Zathurian arcologies and Meravae Empire in Thurian and the (depending on point of view). The Telbrini will trade with anyone, Geneweavers in Gwailan. The two Forerunner forces warred and appear to bear no grudges for any historical slights that may extensively, and although Telbrini and AurUrban records record have been dealt in the past... at least, that's the official position: that the Empire won, there is no evidence of extensive Republic citizens from tribes with old conflicts however don't domination or colonization of the northern continent. The seem entirely comfortable with the new regimes banning of Geneweavers continue to be a major force on the northern revenge and feuding (traditions with a LONG history amongst the continent, so perhaps the conflict was more a stalemate on tribes of the Roof of the World...). And the Tharux Traders are continental lines. accorded at best a chilly welcome in most of the lands that follow The Empire extended from the Golden Isthmus where a new the Church of the Chain, which still promulgates the 3rd Kol- species emerged (4000 years ago) to build the province that shek’s prohibition on members of the faith entering Zathur. That eventually became the nation of AurUrbis. Around 5000 years ago decree has in Telbrin itself been recently enshrined in civil law, the Tual are reported to have left the Empire to follow the Seven but whether as a sop to the hard line conservative elements within Stars, so it can be assumed that the lands of the Eastern Thurian the Churches of the Chain, or for other reasons is unclear. were not part of the Empire. At some stage the lands that later Very little info is easily available about the Meravae in the present: become Parkhesh were part of the Empire, certainly by the time the Republic of Telbrin has beaten a path to the door of anyone of the Third Octaminist Crusade. It is not know if the lands that who advertised such knowledge and shadowy factions within the are now Quatzadua or Gara-Dien were ever formally or Telbrin government are tireless in their quest to eliminate any informally part of the Empire. source of information about what really happened to cause the The religion of the Empire, certainly by the fifth millennium BP, Meravae Empire to collapse... was Octaminist, given the known religious split between the Empire proper and the radical AurUrban Church of Gwenthia. To what extent these traditions continue in the practices of the Churches of the Chain is unclear. The corrupt practices of the Evening Culture worshipping the Night Hag emerged in the Empire some 4,500 years ago. The cultists were expelled to settle Cromaigne, but the tales of Prince yrGael and the later two Nations of Meravaenia Octaminist Crusades suggest that Dark Moon worship was endemic in the society even if suppressed officially. Confederation of the Children of Equally problematic is the exact political structure and division of Xantir power within the empire. The emperor was Meravae and always from one bloodline: but the degree to which the Meravae, even at The Confederation grew out of the shattered remains of the the height of the empire (for example during the war with the Xantiric Theocracy after it spectacularly imploded some 1800 Geneweavers circa 5000BP) actually "ruled" is unclear. The years ago. Its founding date is hard to tie down, but most scholars overwhelming majority of persons identified from the scant agree that it pre-dates the Ensellati Horde by a century or so; archaeological (and even scanter historical records) as actually others have seen the Confederation as a delayed reaction to the 'doing' anything are humans "doing the will of the Emperor". And Horde, and argue that its founding is much closer to 1500 years often those opposing the empire, such as Tual, appear to have ago. Telbrini scholars remain frustrated that the most fruitful been human as well. Even in the twilight of the Empire, its most records for research, those of the Children of Xantir, remain active agents appear to have been humans; albeit the Evening closed to them. Culture was unquestionably Meravae in origin and some figures The Confederation is not a unified polity, but rather a loose are clearly Meravae. confederation of tens, possibly over a hundred, small states which The Empire was riven by schism and rebellion from about 3,200 share the common feature that a religious sect of the Church of BP when the AurUrbis city-states declared effective autonomy the Chain has special political pre-eminence (they might directly and began the First Octaminist Crusade to end the Evening rule in one state, and in the next valley over be merely the prime Culture. This autonomy and growing power was further enhanced advisors to a feudal King), and that all those sects respect the when Prince yrGael of Spharain came to court in 3,100 BP and authority of the spiritual power of the Kol-shek d’Vanan, the started a personal crusade against dark cultists with the active divine living heir of Xantir who (as part of a particularly baroque support of KiMentas priests. By 2,900 this has become outright peace treaty negotiated some ten centuries past) must spend at rebellion with AurUrbis forces occupying Parkhesh and yrGael least 12 (but no than 56) days at a time in each of seven of overthrowing the Emperor and tearing down all temples of the the major principalities of the confederation each year. Octaminist Church. The society was in decline and by 2,250 BP The Confederation itself is little more than a gaggle of diplomats with the Exodus of Slaves the Empire was a spent force. from the most powerful principalities that troops around the high mountain valleys in the train of the current Kol-shek, with little Wonders of the Meravae Empire supported, given its relatively hostile and The Ruins Of Caer inaccessible location? No roads lead to Caer The Astrava Bridge Abrin, something that still baffles Telbrini Where the River Astrav (also known as the Blue Abrin scholars, as even with Skyships, the city would Serpent River) tumbles down from the high surely have needed roads? The Ruins of Caer Abrin were discovered by plateau of Meravaenia to form the northern explorers from Telbrin some 300 years ago on Also known as The Ruins of Light due to the border between Nhi-Tual and Telbrin lies the the High Plateau and were believed by them to intensity of sunlight at this altitude, the Ruined largest civil engineering work in Thurian (outside be the seat of the Meravae Empire before its fall City is an eerie and baffling legacy - more Zathur): the half completed Astrava Bridge. It and the mysterious disappearance of the Meravae comprehensible than The Astrava Bridge and yet leaps out in a single gravity defying curve of over two thousand years ago. The largest intact more troubling: there are no recognisable flawless marble across the Astrava Falls where ruins of that era known to survive in Thurian, temples, and as with other Meravae sites, the river plunges down from the high plateau and Caer Abrin was also apparently largely disquieting echoes of architectural styles and stops halfway across, forever incomplete, most untouched by the looting that followed the decorative motifs seen elsewhere on Gwenthia. striking reminder of the mysterious fate of the disappearance of the Meravae race and scoured The region of the High Plateau around the ruins Meravae... most other Meravae sites clean. is also home to the largest concentrations of Important questions remain unanswered about "crypto-zoological anomalies" as Yashin Caer Abrin: how did the ruins of a metropolis Daibrun Oltan Halvas, has called them: surviving that once sported a population of some quarter escapees from Meravae zoological collections of a million souls remain undiscovered so long? abandoned during the fall of the Meravae How was such a large metropolitan population Empire or later when the Meravae themselves vanished. real direct power, no standing military force to speak of and usually largely ignored by the Princes, Dictators, Holy Leaders and History and Character Despots of the various disparate principalities of the To this day the Children of Xantir, whilst theoretically at least Confederation and High Kingdoms. politically united in a loose confederation, are still divided, almost Since the great crusade initiated by the 6th Kol-shek, some 1500 village by village, in to slightly variant sects of the Church of the years ago, which brought most of the modern Meravae plateau Great Chain, although most acknowledge the spiritual power of into the faith of the Great Chain, at least for a while, the Kol-shek the Kol-shek d’Vanan. has directly intervened in Confederation Politics only three times. Whilst the Confederation never achieved sufficient coherence to On every occasion, the Confederation has overnight turned in to a form a military threat to the other peoples of the plateau, the remarkably unified, determined body. missionaries of the 6th Kol-shek d’Vanan were an invasion none expected, nor thought to counter until far too late. Ostensibly a Names in the Confederacy Crusade against the “heretical” Cult of Rathkul, dispassionate scholars now believe the crusade of 1500 years ago was always a Amongst the secular folk of the Confederation of the Children of plain and simple religious annexation by the ambitious Kol-Shek. Xantir, names are fairly simple. One is named for ones village, any The Church of the Great Chain thus spread throughout the distinction to separate one within the village (if there are two plateau and is now the dominant religion throughout the region wood carvers for example), and then a personal name. So and most acknowledge the Kol-shek d’Vanan as the ultimate Cerynwyd, who has a face like the back end of a bus and is one leader of the faith; in general however, outside the confederation, the four hunters from the Village of Galstaff, is called Galstaff religion is not as all consuming and does not dominate people’s Hunter Cerynwyd the Ugly. Within a community, where it would lives in quite the fashion it does amongst Xantir’s Children. But be unambiguous, the polity and role are used (“Galstaff Hunter, throughout the former Meravae heartlands, one is never far from your opinion?”), and amongst friends the use name and descriptor the rattle of the prayer wheels and the constant flutter of the would be used: “Cerynwyd the Ugly you old goat, you owe me a prayer flags. skin of fermented Yak’s milk!” In general the ecclesiastical population of Children of Xantir abandon their given personal names when they enter a religious house, and are universally The High Kingdoms known by the sect name, house name and station within sect (with ‘The High Kingdoms’ is a rather deprecating Telbrini joke at the a numeric descriptor to distinguish between them). So a expense of the northern clans of the Plateau region, who survive wandering Monk from the Eternal Veil sect’s House of Cheltin in the bitter cold and harsh conditions of the high Keril with the rank of Novitiate (and at the time he left that house, the Mountains at little more than subsistence level. Primitive hunter- fifth such novitiate) would be Eternal Veil Cheltin Novitiate-Five. gatherers at first appearance, they trade exotic skins and their skills as guides for metal tools and the like from the lowlands, and The Confederacy Economy tenaciously guard the secrets of the high mountain homes – including the hidden valleys where they farm various crops and The Confederation and those states of the Petty Princedoms raise herds of hardy mountain goats and Munath (a smaller, stable enough to consider trade are generally pre-industrial hardier variant of the Sui’Th found in northern Nhi-Tual). The economies, relying on labour intensive methods. Hand weaving is Kingdoms are actually seven tribes (named for the links of the the usual method of producing cloth and it is died in small Great Chain) scattered through the high mountain valleys. Each batches, producing the distinctive multicoloured clothes of the tribe is ruled by a Chieftain, who is advised by the Hand of Elders plateau. Wood is much sort after in trade, with the plateau itself named for the Five Messengers (Teller, Hunter, Talker, Knower producing skins, copper, ice and fulgurites. and Dancer). The tribes collectively refer to themselves as the The Children of Xantir have a bizarre hodgepodge of coinage, Merav Nation, albeit it is nearly 200 years since the nation was tokens and promissory notes, although the “Church coin” is gathered in conclave, and even in high summer it is unusual to see universally accepted. This consists of heptagonal metal tokens, more than a single tribe gathered in a given valley. with a hole in the centre, in alloys colloquially known as copper The Tribes of the Merav Nation are skilled hunters and tenacious (cl), brass (brl), bronze (bzl) or silver links (sl). One silver link is mountain folk, but they have little time for deceit or conniving: worth seven bronze links or forty-nine brass links or three they live in an environment where such double dealing can be hundred and forty three copper links. (1sl=7bzl=49brl=343cl). fatal, and see no honour in such behaviour. Blood feuds and None of the coins is pure metal (they would be too soft in some personal duels are common, but within strictly codified lines, and cases) and have knurled edges to help avoid counterfeiting. shedding blood of tribes folk outside the sanctified times, or more general warfare, is unheard of amongst the tribes (and its existence plateau. Wood is much sort after in trade, with the plateau itself amongst the lowlanders taken as proof that such folk are all mad, producing skins, copper, ice and fulgurites. living so far away from the Ladies of Air and Rock). The Petty Princedoms currencies are if anything even more Names amongst the High Kingdom chaotic than the Confederations, given the frequent collapses of ‘central’ authority. Barter is very common, and usage of Church The Folk of the High Kingdoms (or the Merav Nation, as they and Telbrini coins is more common than the local currency style themselves) name folk for their Tribe, Clan within the Tribe, (whatever it is…), except of course in those polities where use of Mothers given name and their own given Name. Whilst travelling foreign currency can get one executed. on the Plateau one might be formally introduced to Mist Snow Leopard Heralva Xian, a warrior named Xian born of a woman Naming in the Princedoms whose given name was Heralva, of the Snow Leopard Clan in the Tribe of Mist. The tribes are named for the Links of the Great Amongst the folk of the Petty Princedoms names are a simple Chain, and the Clans usually for their Totem Animal. Informally matter. One is named for ones village, any distinction to separate within a nuclear family one might use sibling status or given name, one within the village (if there are two wood carvers for example), with emphasis showing degree of familiarity etc: so Xian’s brother and then a personal name. In this they follow the same pattern as might address him as either “Xian” or “Third-son”. Within ones the Confederacy of the Children of Xantir. clan, the typical usage is Mothers Name, Own Name, so our Snow Leopard warrior would be “Heralva Xian”. Telbrin Telbrin or more formally, The Republic of Telbrin, is a recent Economy of the Merav nation state that has emerged from the City State of Telbrin in the The High Kingdoms have no currency, understanding only barter. Upper Hallex River Valley in the last few centuries. It now lays The Merav nation dress in and trade mainly furs and skins to the claim to the entirety of the Upper Hallex, as far north as the lowlands, and show little interest in most trade good, even salt and (recalcitrant) City State of Renbril and has for some time been other commodities not easily found in the high mountains. Good pushing west onto the high plateau of Meravaenia. The City States steel, especially in the form of knife blades are highly prised of the Upper Hallex River Valley freed themselves by various however, as are sea shells for some inexplicable reason. means (including violent revolution, peaceful protest and sheer patience) from domination by Parkhesh (whose attention was The Petty Princedoms elsewhere) some six hundred years ago. They rapidly established a thriving community of independent city-states bound together by The Petty Princedoms of the Central Plateau region combine the trade and shared ideologies of democracy and individual rights of worst aspects of the Confederation of the Children of Xantir, the citizens. Predictably, this harmony lasted precisely as long as the past of the Upper Hallex City States and the caricature of the equally good harvests, and then the Hallex states fell to bickering High Kingdoms: a group of tiny, mostly feudal, kingdoms, and skirmishing amongst themselves. With Telbrin’s annexation endlessly squabbling over tiny scraps of barely fertile ground, of Helbricht, the Telbrin political model began to subsume that of forever squandering lives and resources on petty jealousies and the other states and is now dominant, even in the three city states imagined slights to little gain and much suffering. The Kol-shek is that joined the Republic later. paid lip service to here, but these lands are little better than bandit kingdoms. The more westerly occasionally raid in to the Gara- Government Dien region, but more often turn their attention northwards towards the Children of Xantir or the ever-encroaching western The structure of the Telbrin state is a republic with a bicameral border of the Republic of Telbrin. The presence of Dragons, the system (Common Moot and Senate) with an executive branch Hash-Takk and the ill reputation of the Smoking Hills discourage (Consul Primus). The executive is elected by the two branches of any adventures south and east towards Nhi-Tual or Quatzadua. the legislature from an aristocratic elite (the Five Houses) with the approval of the military (Cohorts). This system was codified in the The Princedoms Economy Declaration of Telbrin, written some 260 years ago. As in the Confederation, those states of the Petty Princedoms The Common Moot represents the interest of the stable enough to consider trade are generally pre-industrial common “free citizens” (those of no recognised house) economies, relying on labour intensive methods. Hand weaving is and sits for one month a year in late spring/early the usual method of producing cloth and it is died in small summer. Its role is to review the matters passed by the batches, producing the distinctive multicoloured clothes of the Senate and Consulate the previous summer and either accept or protest them. Protest is common, change of legislation is not. The Senate represents the interests of the Five Houses, have had in recent years cause to regret this as the Consulate the Churches (each of the Seven Churches of the Chain (enthusiastically backed by the Great Houses) elected to create a has representation in the Senate) and the Cohorts (the new structure, independent of the Cohorts entirely, to build, army of the Republic: retired Hlegio automatically get a operate, maintain and man the Telbrin Sky Fleet; despite seat in the Senate). The upper house sits for three vehement Cohort protests that the Sky Fleet should be properly months a year and approves legislation, can veto integrated in to the defence forces of the Republic. That certain decisions of the Moot, ratifies the choice of vice-Consuls Skyships have been seen leaving port with Maniples on board has and call the Consulate or Consul Primus to account or to fuelled speculation that some rapprochement has been reached resign. between the crusty Hlegio of the Cohorts and the dashing Sky Marshall of the Fleet. The Consul Primus is elected from one of the Five Houses by the Senate and approved by the following Note that there is no distinction in Telbrin between new (i.e. Moot. The term of a Consul is indeterminate, the post is “young”, “recent”) Houses who have achieved their status at the behest of the Senate and as such any Consul can through mercantile enterprise and the established (i.e. “older”, be asked to stand down or be impeached. Political reality “historic”) Houses that chart their roots back to the early days of and the disposition of the military has a great effect on the Republic (and in several cases beyond). Trade has always been the term of Consuls. a respectable livelihood and age is not an automatic passport to respect. Heritage on the other hand, does have some weight: the Economy and Culture five Founding Houses (also known as the Great Houses) have a unique and special status in Telbrin politics and culture. Telbrin is primarily a mercantile power, and is largely driven by thoughts of profit and aggrandisement, although even here the tendency is to think of ones House before ones self. The Telbrin Cohorts are a standing army of well-paid volunteers with an Mountain Folk enviable reputation for the quality of their training and equipment. One of two broad ethnic types of human found throughout the They are however not numerous enough to support more Meravaenia region. The Mountain Folk are found predominantly aggressive adventures by the Telbrin government, and are among the High Kingdom tribes and on the Plateau itself. They notoriously conservative. Merchant Houses have largely given up are generally short, stout, with almost exclusively black hair and trying to persuade the Cohorts to defend their mercantile brown eyes, physically well adapted to their harsh homeland and enterprises, and Telbrini Merchants make extensive use of capable of incredible feats of endurance in the biting cold and thin mercenaries to protect their foreign ventures (and several houses air of the high valleys. Mountain Folk that travel far a field can actually run Mercenary Companies as a business). The Cohorts Telbrini Cohorts This section outlines the organisation of recruiting difficulties. Overall, the Cohorts are thus has 711 men (including officers). The the legions of the Telbrini land based around 7% under strength. The totals given in legion consists of 7 cohorts, and is commanded armed forces, also referred to as “the the two sub-sections below are of fighting men. by an Hlgeio (legate) with a staff of 14 men (7 Cohorts”, “the Blue and Green” or “the There is a substantial requirement for support Jostan and 7 Selgaunt). A legion should staff. therefore have 4991 men (including officers). Blues”, although the latter term is strictly a reference to the infantry legions. Infantry Legion In general, the typical Legionaries in the Infantry will be equipped with lamellar hauberks There are two types of legion; infantry and An infantry legion should be made up as with ring mail trews and sleeves and a full helm cavalry. Often legions are paired, one of each follows: Each legion is divided into cohorts, and carrying a halberd (or short re-curve bows if type working together. Equally, it is not which are in turn divided into maniples. A archers) with a falchion and buckler as back up uncommon for a legion (or paired cavalry and maniple consists of 140 men (organised in 10 side-arms. The Infantry legions are referred to infantry legions) to be dispersed over a wide files of 14 men). A maniple is commanded by a as the “blues”, due to the distinctive colour of theatre, especially the Blues who can (and often Coasantl (corporal), giving a total of 141 men. the oil-quenched steel used in Infantry munition are) broken down in to single maniples to Each file within the maniple has a Coas (file lamellar hauberks. deploy to specific locations. This structure is leader) and his second (il-Coas), responsible for what is known as the “Telbrini model army” the other 12 (and theoretically capable of Cavalry Legion and was instigated in the City of Telbrin’s forces splitting the file in to two half-files, one each some 350 years ago and used as the basis for the under the Coas and il-Coas. A cohort consists A cavalry legion is much smaller than an Republics military since the declaration of the of 5 maniples. It is commanded by a Jostan infantry legion, reflecting the expense and Republic. It should be noted that as of 995NC (captain), with an il-Jostan (junior captain) and 4 scarcity of combat trained Lopar. The Telbrini all of the legions are under staffed owing to Selgaunts (sergeants) to assist him. A cohort Cohorts are at present deeply sceptical of have real difficulties adapting to the thicker air and temperatures campaigning brought the rest of the Upper Hallex cities in to the away from the plateau and are in general not great travellers: albeit Republic within a century and a half. they make the best crews for Telbrin Skyships. Mountain Folk are notoriously superstitious. Helbricht Helbricht is the second city of the Republic of Telbrin and was River Folk the first of the City States of the Upper Hallex River to join the The River Folk or Valley Folk are the second major human ethnic nascent Republic some 260 years ago; albeit "join" is generally type typical of the Meravaenia region. They are generally tall, lithe accepted as a euphemism for "black-mailed under threat of of build and tend towards straight hair and light colourings, military action after a generation of political manoeuvring and although their close kinship with the Mountain Folk shows in the intermarriage between key Great Houses in Telbrin and predominance of black hair and their slightly “Han” appearance. Helbricht". The treaty that detailed the union of the two cities is They are found in greatest numbers throughout the central known as the Declaration of Helbricht and is accepted as the plateau and the Upper Hallex River valley and represent the founding document of the Republic. “mixed” population descended from the original inhabitants and Renbril the Meravae Empire's human population. In general, River Folk display a degree of inquisitiveness and adaptability greater than Renbril is the most northerly of the cities of the Republic of their Mountain Folk kin, but are perhaps not quite as hardy or Telbrin, close to the northern borders with AurUrbis and the well suited to the extreme conditions of the high valleys. Badlands. Notorious for its involvement in (some would argue precipitation of) the "Sword Wars" of the 3rd Century NC when it City States of the Upper Hallex River launched an assault on the southern AurUrbis city of Mull, Renbril has always been the most warlike and aggressive of the The City States of the Upper Hallex River were a number of Cities of the Hallex River Valley, being a leading force in the independent, human city states that arose from the mingling of secession from Parkhesh in 221 NC and frequently leading or the river cultures and the mountain folk in the upper reaches of launching its own expeditions in to the Badlands. Renbril was the Hallex River to the east of Meravaenia. Freed from conquered by joint AurUrban and Telbrini military action in domination by Parkhesh after a series of bloody secession wars 875NC and (over AurUrban objections) the city was annexed by begun in 221NC, they existed as a loose association, as often in the Republic in 880NC. conflict as allied against their common enemies until the City State of Telbrin annexed the neighbouring City of Helbricht, leading to Modrins Line the Declaration of Helbricht and the founding of the Republic of Modrin's Line is a continuous wall, some 400km long that runs Telbrin, in 735NC. Subsequent political, economic and military eastward from the city of Mull in AurUrbis and roughly defines

“horses”, and have as yet no experience of them to the distinctive short green capes issued to Cavalry: in a military context. The smallest discrete unit cavalry in a cavalry legion is a file of seven mounted The Merav Light Company soldiers, lead by a Coasantl or il-Coasantl. Two Order of Battle as at 995NC The Hallex Heavy Company such files form a maniple of 14 riders, with the The Telbrin Guard Coasantl in command, seconded by an il- The Cohorts of Telbrin currently consist of Coasantl. Five maniples form a cohort of 75 seven legions: four infantry and three men and mounts, including a command group Cavalry. The Legions are: Telbrin Skyships of one Jostan and four Selgaunt. 7 cavalry Infantry: Cohorts comprise a standard Cavalry legion, Telbrini scholars had long suspected that the again led by an Hlegio with seven Jostan and The Hammer (1st Legion) – Northern Meravae possessed some means of practical seven Selgaunt. This gives a total of 540 men border and Badlands operations rapid transport. Research led to the discovery of (including officers) in a Cavalry legion. The Hallex River Valley Irregulars (2nd the remarkable properties of Serin wood and eventually to practical Skyships. The Republic In general, the typical Legionaries in the cavalry Legion) – Home defence in Republic Air Fleet is the worst kept secret in modern day will be equipped with lamellar hauberks with The Helbricht Company (3rd Legion) – Thurian politics. ring mail trews and sleeves and a full helm and Southern and Eastern borders (and perhaps carrying a Light lance (or short re-curve bows if beyond) archers), with a cavalry Falchion and Buckler as The Fourth Legion (Modrin’s Legion) – a back up side arm. The cavalry legions have “Plateau posting”. traditionally been referred as the “greens”, due the border of the Badlands and Telbrin. It was built by the war leader Modrin of Renbril, to defend the City States of the Upper Geographical Features Hallex River from raiders from Badlands between 234 and 242 NC. Meravae Plateau Shalkan The Meravae Plateau dominates the northern centre of the continent of Thurian, forming a vast table of land in the middle of Easternmost of the great cities of the Republic of Telbrin, also the chain of mountains that runs from the Golden Isthmus in the known as the City of Proud Knives, heavily influenced by north to the very southern tip of the continent in Quatzadua Loparankwari culture. A city of transitions from the relatively between the Falls of Cozar and Corxax Sound. Like the High sheltered and fertile Hallex River valley to the arid grass lands of Pampas region that occupies a similar position in the southern the Western Plains region of Parkhesh. Shalkan marks the half of Thurian, the Meravae Plateau is a large region of elevated southernmost extent of easy navigation on the Hallex, and then terrain. Unlike the pampas however, the plateau is not widely only by shallow draft riverboats. Southwards the river is too regarded as particularly hospitable and has a wider variety of savage and unpredictable, trapped in steep gorges and coursing terrain, from the towering peaks of the Manas Mountains and through extensive rapids and cascades as it rushes down from the Keril Mountains in the north to the active volcanism of the mountains. It is also a city of cultural transition, its streets Astrava Mountains that divides the plateau from the High Pampas thronging with the robed tribes folk of the Loparankwari and in or the twisted vales of the great glacial valley that divides the recent years merchants from further a field. Shalkan petitioned to Mana and Keril Mountains and the wide tundra of the central formally join the Republic in 879NC, nine years after the Republic plateau. and allied forces from Tovril liberated the city from occupation by the forces of Renbril. Mount Keril Tovril High in northern Thurian stands the headstone of Meravaenia, or the anchor of the Golden Isthmus, depending on point of view. Southernmost of the great cities of the Republic of Telbrin, also The northern most of the great peaks of the Keril Mountains that known as the City of Stairs and The City of Granite, Tovril has a form the plateau, Mount Keril literally dwarfs all the other unique character. The cities of the Republic are usual mountains in the known world. Local legends say that its peak characterised as cities of the Hallex river valley – Tovril is a kisses the Orbs as they pass. And certainly unsupported humans mountain city, the river (not the Hallex, but a tributary) being cannot survive even on its "lower" slopes. The Merav Nation tribe entirely un-navigable. Tovrili are renowned as miners and crafters folk regard the mountain as holy ground, and discourage outsiders of metal and stone. They are also regarded as more superstitious from trespassing. There are unsubstantiated observations of and parochial by the other cities of the Republic – not extensive ruins at over 8000m (estimated by observation from a unreasonably given the large segment of the cities population that much lower altitude) by Telbrini explorers before they were is Mountain Folk. Tovril allied itself to Telbrin in 794NC and abducted by Merav Nation tribe folk. formally joined the Republic in 879. Loparankwari Astrava River Name on the Meravae Plateau for the river whose upper reaches The tribes who live on the plateau that borders the west of the forms the Republic of Telbrin's border with Nhi-Tual. Also Red Desert and the east of Meravaenia are known by the Lopar known to the Khal as the Blue Serpent River and the Tual as the beasts they ride. The Loparankwari (Lopharkwan by the Parkheshi Kha'ta'la River, as the lower reaches form the border between and Khaleshi) are the descendants of a group of people who Parkhesh and Nhi-Tual. Astrava is believed related to the Ur- migrated eastwards from the high plateaus. The Red Desert Merav root for “dragon”. stopped their migration so they settled in a wide plain of arid grasslands where they live off the Lopar. The city of Shalkan (Easternmost of the cities of the Republic of Telbrin) is the only Flora and Fauna city that many Loparankwari will ever visit, though southern tribes and caravan guards will venture to the Khaleshi cities (notably Aerial Fauna Of The Meravae Khalut). Many Loparankwari are hired to guard the caravans that carry silk from Khalesh to Shalkan and the trade goods from Plateau Shalkan to Khalesh (including weapons for the Khaleshi to fight The Meravae Plateau, for all its extremes of altitude, supports a the Parkeshi). surprising variety of life. Whilst the domesticated (and semi-wild) flocks of Lamox dominate the "civilised" regions of the high plateau, and the lower reaches boast herds of the hardy mountain herbivorous members of the Aerial Fauna of the Plateau, Lopar, long ago imported (possibly unintentionally) from swarming in "flocks" or "shoals" of hundreds and more at 3- Quatzadua, in the less settled regions of the plateau many strange 3500m around sources of water and stands of Serin Trees, the creatures are known to survive: legacy of by gone times, fruit of which are their primary food source. Most Sipperlins are descendants of zoological specimens escaped from Meravae small, 3-18cm in length, typically around 9cm. Flat in body shape, collections with the fall of the Meravae Empire, or the result of they have two eyes on raised stalks at the front of the head for some mad sorcerers tampering with the Chain of Being. binocular vision and a recessed beak for teasing out berries from shrubs and trees. Sipperlins are exotically coloured with a wide One sub group of species is well known across much of the variety of skin patterns and colouration. There are unconfirmed plateau, but only above 3000m: a whole ecology of flying creatures reports of chameleon like sub-species that can change their that most strongly resemble fish of the ray or skate type thrive in markings to impersonate other species. Several subspecies build the thin mountain air, grazing on the hardy mountain grass and nests, mostly in inaccessible locations, although some ground shrubs, predating on each other and the mountain Lamox. dwelling species have been reported. Although most species rely Telbrini scholars have yet to exhaustively catalogue the creatures on numbers and flocking behaviour to protect them from and some expeditions to the plateau have made outrageous claims predators, some can be quite aggressive and have been known to regarding large, and as yet unclassified, specimens that are hotly mob perceived threats. Several hundred beaks can inflict debated in the Philosophical Clubs of Telbrin. considerable damage, making them a known risk to lone travellers All the species so far recorded share some basic characteristics: who blunder in to a nesting shoal. they are found, as previously noted, only above 3000m and are exceptionally rare below 3500m. The smaller herbivorous species Seskerlin seem particularly fond of the Serin Tree, and a number of other as yet unclassified shrubs native to the high plateau. The carnivorous Seskerlin are larger, more aggressive and carnivorous relatives of and scavenging species favour the aerial herbivores, but will also the Sipperlins. Three main subspecies of Seskerlin have so far prey on birds (which are somewhat scarce on the plateau) and been classified by Telbrin scholars: land bound creatures (Lamox flocks are known to be a favourite), The True Seskerlin: the first species identified, a lone predator including it has recently been acknowledged (after the sensational that typically reaches 40-50cm and predominantly preys on return of the Shelvrin Expedition) unwary humans. All the fauna Sipperlins, although will scavenge to supplement its diet. have a weirdly translucent flesh vaguely reminiscent of glass or Raven's Seskerlin: a pack predator, typically only 25-30cm in gelatine that unless correctly treated decays rapidly after the length. It is one of the fastest of the aerial fauna and possessed creature’s death in to a foul smelling slime. Correctly preserved (a of both a sharp hooked beak and barbs at the end its "wings" technique of the Merav Nation tribes) it sets in to a firm almost hook prey. cheese like consistency and some species are edible. The skins of The High Mountain Seskerlin: one specimen has been brought some species produce (again when properly treated) a fine, down from the high Plateau of something recognisably translucent and iridescent leather-like material. Other species can Seskerlin in body form, but 1.2m in length. It is speculated to provide a tougher material suited to making armour, and which be another lone predator. What it preys upon is a mystery. the Merav Tribes are known occasionally to fashion somehow in to rigid translucent plates to form remarkably effective personal armour. Jolvedrins Killer Those species so far recognised are: Jolvedrin's Killer is an unusual ambush killer that specialises in trapping Sipperlins. Unlike its prey Jolvedrin's Killer has a muted • Sipperlins colouring and camouflaging markings that allow it to lie in wait, • Seskerlin concealed amongst foliage or an outcrop until such time as prey • Jolvedrin's Killer passes by. It then sprays a unique mucous from glands either side • Hunter of the Air of its mouth onto the victim. This forms a sticky mass on contact Unconfirmed reports have also mentioned: with air, trapping the prey for the Killer to consume at leisure. • Dancers of the Clouds The slime is strong and sticky, but atrophies in to a brittle form • Old Man of the Sky after a few hours. Some species are rumoured to produce a toxic • Arboreal Cephalopod or envenomed form of slime. This is unconfirmed as are reports of Merav tribesmen eating the slime... Sipperlins Sipperlins are not a single species but rather a group of related species with similar characteristics. They are the smallest considerable distances, the accounts seem to indicate that these Hunter of the Air creatures prefer the cover of trees and undergrowth. Several Although no specimen has yet been seen whole by reliable expeditions have attempted to search for specimens, and whilst witnesses, the Merav Tribesman refer to a large predatory species none have as yet been secured, serious scholars concede that it and have shown teeth and other hard body parts from an aerial remains a possibility. species that is estimated to bulk roughly equivalent to a large wolf or smaller big cat in size. From the teeth and bones seen, it is Religions of the Plateau assumed to be a fast, sleek killer, roughly analogous to a shark or Manta Ray, with the typical "flat" body shape. Several Telbrini The cultures of the Plateau of Meravaenia are Hectaminist and expeditions are currently outfitting to attempt to secure a whole all adhere to some form of the Church of the Great Chain of and, if possible, live specimen for study. Being. They share a belief that the seven Orbs somehow represent or embody certain fundamental aspects of existence Dancers of the Clouds which together are the links of creation that make existence possible. Merav Tribal accounts, and unreliable witness statements from the higher altitudes of the Confederation of Xantir and Petty Churches of the Chain Kingdoms, speak of a large (dolphin or porpoise sized) omnivorous or possibly herbivorous creature that frequents the The Churches of the Chain are also known as the Children of higher altitudes (a lower threshold of around 3750m is estimated Xantir, the Xantiric sects or the Churches of the Seven. from the evidence) - fast, playful and curious, these creatures The Anchor of the Chain: feature prominently in Merav Tribal folk tales and are clearly identified with Dancer, the folk-hero unique to the High • Mother Gwenth Kingdoms baroque shamanistic (and possibly Octaminist) take on the Great Chain of Being common to religious beliefs throughout The Links of the Chain: the region. Credence is give to the tribal accounts as such a • Lady of Stone: Rock, Purple species would logical provide possible prey for the Hunter of the • Lady of Air: Wind, Orange Air • Father of Fires: Sun, Yellow • Lord of Waters: Sea, Blue Old Man of the Sky • Weaver of Mists: Mist, Grey • The Green: Plants Even more circumstantial than the evidence for the Dancers of • The Red: Predator, Prey and Carrion the Clouds, most serious scholars believe the tales of the Old Man The Companions of the Chain of the Sky to be just tales. Leaving aside the plausibility of an aerial creature some two meters from nose to base of tail that • Teller: Direct Dominance, Giving Orders, Conflict and Revenge resides only above 4000m, the folk tales frequently refer to these • Hunter: Subtle Dominance, Manipulation and Survival creatures also appearing as unnaturally tall old men, wrapped in • Talker: Trade, Communication, Co-Operation long cloaks, but to date no material evidence has been found to • Knower: Knowledge, Learning, also Sorcery and hidden wisdom support these stories. Since the Merav Tribes guard the reported • Dancer: Sky and Spirit range of these creatures (the slopes of Mount Keril), few That which is outside the Chain, the Broken Link expeditions have had a chance to confirm the stories. • Void: Darkness and Devourer Arboreal Cephalopod Civilised folk (or those who like to think of themselves as such) If it exists, the Arboreal Cephalopod is certainly the strangest throughout the Plateau worship the Great Chain of Being and in creature on the plateau. Telbrini scholars however, as with other general most favour the Church of the Lady of Air, or the Lady of claims, maintain a healthy scepticism, supported by the absence of Stone (also sometimes known as Mother Gwenth). The links of any specimens, despite numerous expeditions to the High Plateau the Chain are regarded as abstract forces / principles and although region. If this creature (or group of species) exist, they are a ascribed a gender in some cases are not viewed as variety of mollusc-like creature with many (probably at least six, anthropomorphic personifications particularly. The Companions may be as many as twelve) tentacles that serve as both ambulatory are similarly viewed as somewhat abstract, but more like and manipulator appendages (there may be some differentiation archetypes and astrologers of the Chain can (apparently) predict by role, but oral accounts are imprecise) and are arranged at the much about a person's life based on precise charting of the base of a large (medium sized pig equivalent) ovoid body, position of the Orbs and the Companions at the time of their surrounding a sharp beak. Although capable of gliding birth. This practice is not part of official church doctrine, but it is remarkable how many organisational structures in Plateau cultures use a unit of five. Children of the Fire The tribes of the High Kingdoms pay most direct attention to the The Righteous Order of the Children of the Fire are a martial Red and Green, but their shamanic tradition is markedly different order in the Republic of Telbrin affiliated with the Church of the to the Churches of the Red and Green found in the rest of the Father of Fires (the Yellow Orb). It was established in the Plateau, and heavily influenced by the Companions of the Chain. Meravae Empire after the imposition of the Church of Gwenthia Indeed, the Republic of Telbrin is becoming openly hostile to the on the population of the Empire by the KiMentas as a result of violent rights of the Beast Cults in the Hallex River Valley, and the Third Crusade. The order was originally formed as a sister the Kol-shek d’Vanan has indicated his displeasure as well. In group to the HagHunters of AurUrbis, concentrating on fanatical general, the Republic is moving increasingly towards a secular opposition to "life-clinging" and other forms of Necromancy. The state and the Churches of the Chain are increasingly marginalized order is dedicated to the cleansing fire of the Father of Fires and – but the first overt hostility has been against the Beast Cults so believes that Gwenthia must pass through fire to be redeemed and the other churches have perhaps not realised the extent to which the great chain reforged. Publicly (and internally amongst the that hostility is symptomatic of wider anti-religious sentiment in lower orders of Novices and Lay Children) this means eliminating the Consulate of the Republic. Whilst Telbrin, like most of the all traces of the Night Hag and its spawn from the surface of followers of the Xantiric theology of the Great Chain, are Gwenthia. The true elite of the order (in what are known as the respectful of the Kol-shek d’Vanan, the seven Churches of the "Hidden Hands") believe that doing this will actually allow the Chain in the Republic are independent of the direct authority of Yellow Orb to heal his brother the Dark Orb, and thus restore the the Kol-shek d’Vanan. Chain. Xantir teaches that the spirit (“that which is bound by the chain”) The order itself has no priests but maintains an ascetic tradition must be free to move along the chain at death – all sects teach the and could be characterised as an order of warrior monks. It Words of Releasing the Spirit, to be said over a dead body and organises itself in companies of five Children: a commander, a which cause the body to burn to ash, releasing the spirit to scout, a 'speaker' (communications), ‘scholar’ (intelligence) and a continue in the cycles of the chain. All the Meravae Plateau jack of all trades fifth. A 'hand' is publicly seven companies (35) cultures regard life clinging (spirits remaining housed in dead and at full strength the official commissioned strength of the flesh) with great repugnance. The spirits of the Honoured Dead order is 'a hand of hands' (245), ignoring ancillary staff and however (those ancestral spirits released from the shackles of Novice and Lay Children not yet qualified to leave the Orders material existence that choose to return to guide their training Houses. In fact, there are also the companies of the descendants) are treated with great reverence and much folklore hidden hands, such that the actual strength is 320 operational revolves around the ambiguities and difficulties of placating angry troops (an eighth company in each hand, plus the secret Eighth or upset ancestral spirits. Even the poorest family will have a Hand forming the hidden 'hand of hands' of an additional 75). shrine to their ancestors, and woes betide the family abandoned by (or that abandons) their Honoured Dead. Languages of the Region Void (also known as The Dark, Darkness, The Devourer, The Eater of All and a variety of other names) is feared and reviled Ur-Merav throughout the plateau, although in Telbrin is generally regarded Ur-Merav is a dead language: known only through scholarly as a “metaphor” rather than a reality. It is generally identified conjecture and fragmentary inscriptions. Several modern with/conflates the Night Hag and the Dark God so often found languages of the Plateau region are derived from it: Priest Tongue in Thurian belief systems, and quit clearly in pre-Octaminist in particular. Crusade beliefs of the region was the Eighth link of the Great Chain... Ur-Keril Dancer is a mercurial figure in Xantiric theology, largely Ur-Keril is conjectured by Telbrini scholars to have been the root marginalized and ignored, but a central figure in folk myths and language of the human slave population of the Meravae Empire, old wives tales throughout the plateau and the primary myth and is thus the parent language of several of the languages and figure amongst the Merav Nation, being both the first Shaman dialects of the Meravae Plateau. and the primary ancestral figure of all the tribes, each of which is governed by a Hand (Teller, Hunter, Talker, Knower, Dancer) of Elders. Priest Tongue The only full language in current use derived from Ur-Merav, is the Priest Tongue of the Confederation of the Children of Xantir, in which the Holy Scriptures of the Churches of the Chain are Traders Cant that blends Lidin, Priest Tongue, Telbrinese and written, and which is used for all official documents of the faith elements of as yet unidentified languages (perhaps Elucen or more and things like prayer flags etc. This language appears to have likely the mysterious Tribal Tongue of the Merav Nation tribes) is been remarkably stable for a considerable period of time as far as the common means of communication. The two varieties of Telbrini scholars can estimate (texts discovered in ruins from the Traders Cant are largely incompatible, although fluent Lidin Ensellati Horde era, some 1800 years ago appear virtually identical speakers have some chance of making themselves understood in to modern texts in usage), although most of the Confederation of either, suggesting that actually Lidin may be the root language of the Children of Xantir (the innumerable religious sects of the both (or the most recent linguistic overlay). Church of the Chain) are deeply hostile to allowing Telbrini scholars access to their holy books for appropriate study. Scholar Elucen Tongue as it is also known is a complex, tonally sensitive language with a complex glyph based written form that is notoriously hard Elucen is language of whistles, as much a signalling system to to master. The quality of writing can have importance in certain communicate across the high mountain valleys as a true language, religious and formal social contexts (applying for a merchant albeit it helps explain, to some degree, how rapidly news travels alliance, proposals of marriage etc) and throughout the amongst the tribes of the High Kingdom. Confederation and Republic talented calligraphers can command high salaries. Tribal Tongue The Tribal Tongue of the tribes of the High Kingdoms? is Telbrinese forbidden to those not of the tribes, and little is known of it by Ur-Keril has innumerable derivatives, although it is itself also a lowland scholars – but it is conjectured to have similarities to dead language, and many of its children have drifted a great Priest Tongue and is thus believed to be another derivative of Ur- distance from their roots. The most commonly encountered Ur- Merav Keril derived language is Telbrinese, or River Tongue, the official language of the Republic of Telbrin and the predominant lingua franca of the Upper Hallex River Valley for the last thousand years. River Tongue is a fast, clipped language of short distinct phones often concatenated in to apparently long single word multi-syllabic statements, but actually possessed of a predominance of low syllable count words. Mountain folk joke about River folk gabbling; River folk say there isn’t enough air in the high mountains for the Mountain folk to talk at a sensible speed and think. Traders Cant Traders Cant is the name for a number of languages of similar function, and in some cases related linguistic roots, found throughout Thurian in lands once ruled by the Meravae Empire. All have their roots at least partly in the dead language of the Empire, Ur-Merav, but have mingled with other languages to create a wide variety of disparate languages that are effectively distinct, despite their common origins. The two languages most often referred to as Traders Cant are spoken along the Hallex River Valley and in neighbouring regions. Common in the lower reaches of the Hallex River Valley and in the Badlands is one form of Traders Cant, an ugly polyglot mix of Ur-Merav, Telbrinese and Lidin with many loan words from Parkhsi that barely functions as a general language but has immense richness and subtlety for the pursuit of the best price for a brace of Yak or the merits a bundle of hunting javelins. It is also quite effective for insults and intimidation. In the Upper reaches of the Hallex River Valley, and on to the Meravae plateau itself, another variant of Nhi Tual The Dragon Chosen

hi-Tual nestles between the realms of Meravaenia, with their harsh environment. Despite the hardship of their Parkhesh and Quatzadua, in eastern Thurian. An island, existence, they are a well NLô-Tual, is part of the Tual lands and is located a kilome- educated people, being tre or so off the east coast in the wide bay of the Golden Sea. It is taught skills and crafts a dry and barren land, battered by harsh winds and extremes of from early age. The land heat and cold, but was once lush and verdant, with an abundance is hot and semi-arid, and of crops, fruits and wildlife to support its people, the Tual. the Tual people scratch a Watched by the Seven, the gods who ensured Nhi-Tual was a land meagre living by driving of plenty, the Tual grew and prospered. livestock along feeding trails. Around 3,000 years ago, the Goddess Khur-Ishida came to Nhi- The Tual are semi- Tual and challenged the Seven, exposing them as trickster demons nomads and split into that had beguiled the Tual and led them away from the only true four tribes: Shikün, path to enlightenment and happiness. She drove the Seven from Hôkurik, Mutsümo, and Nhi Tual and returned the land to its rightful state: hard, harsh Takôda, with each tribe and unforgiving, a place of winds, drought, and the constant consisting of several different Clans. There are a handful of threat of famine. And now, the Tual give thanks to this most permanent settlements along the Nhi-Gha River, which are no benevolent Goddess, for helping the scales to fall from their eyes, more than villages made of simple primitive wooden structures, and understand that life is never without suffering, and that every surrounded by a wooden palisade. Each settlement is controlled scrap of food and drop of water must be fought for with sweat, by one of the many Clans, who only grant access to the village to tears and blood. kinsman and recognised traders. Since the land along the river is A detailed history of the Tual people can be found under the more fertile, and rife with vegetation, a few Tual have set up History of the Nhi-Tual. permanent farmsteads, but these are rare. Where the Nhi-Gha River meets the sea, there is one major seaport, called Gha-Shasta. The People This is the main hub of the river; where goods from all over Nhi- Tual are gathered for trade and barter. The Tual are a hardy and vigilant race of humans, living in the lowlands and flats of Nhi Tual. They are of stocky build, with Each tribe controls a region of Nhi-Tual, and possesses its own black hair, usually worn cropped, and a skin with a reddish hue. unique customs and beliefs. The tribes, through the clan structure, They are sturdy, used to a life of toil and conflict, and wrestling have the military might, or economical power, to maintain control over the smaller, lesser Clans. The only thing the Clans have in common is the worship of the Goddess Khur-Ishida. The Shikün tribe is the smallest numerically. They believe in racial purity and are unbending in their beliefs, unwilling to accept even the slightest change. This makes them rather insular and xenophobic. They are devout in the worship of the Goddess, imposing their religious view points on others, and are quick to put heretics to death. The second of the tribes, Hôkurik, is the largest and most cosmopolitan. They are looked down upon by the others, because they are quick to adopt new customs and to accept outsiders. Quite a lot of their customs have been inherited through marriage and trade with people from Quatzadua. It is believed by the other Tual that the city of Nhiaquat was founded by members of this tribe. The Hôkurik dwell in the southern and central regions of Nhi-Tual, in regions less suitable for agriculture. This past to a number of small tribes being wiped out in a terrible has forced them to drive cattle along feeding trails, which often bloodbath. Since many of them hold no allegiance they have been brings them into confrontation with the other tribes. These known to swap their loyalty to meetings can often be bloody, and has forced the Hôkurik to another in the blink of an eye. Usually, trade their meagre livestock and belongings to hire mercenaries because they are threatened, paid off, for protection. or they feel that they will better off with the new ally. Mutsümo are known as the River People. They dwell along the banks of the Nhi-Gha River, and on the coastal regions of Nhi- Tual. They are excellent fishermen and boatmen, but poor Tual Lifestyle warriors. They have built up an economical power based on their The Tual are a hardy race, scraping a resources. They control much of the trade along the Nhi-Gha living from the harsh environment, in River, levering a hefty duty to those merchants that wish to do which they live. Many of the Tual business. It was the Mutsümo that built the town of Gha-Shasta would be considered poor, and living on the mouth of the Nhi-Gha River, creating a hub for river- in poverty, to the more civilised eyes. trade. The other tribes have become envious of the wealth that Any onlooker drawing such a conclusion would be mistaken, as Mutsümo has acquired, often plotting to bring them down. It is the Tual are abundant spiritually, and care little for wealth or only fear that prevents them from doing this, as Mutsümo can use material gain. The Tual are content to live this way, as the its economical might to buy mercenaries. teachings of Khur-Ishida tell them that happiness comes through toil and labour. Takôda are a militaristic people. These are the true warriors of the Tual. As infants, boys are trained in the arts of archery and Not all the Tual are nomads. It is true that some are semi- swordsmanship. They are excellent riders, taming and riding the nomadic. But a lot of the Tual live in permanent settlements, Targheth Lizards that live on the plains. They are the most especially where there is fresh water. A few settlements have Nomadic of the people, and make a living as Mercenaries, hiring sprung up along the Nhi-Gha River. Not all of these settlements themselves out to the other tribes. At sometime or other in the were built by the river people, the Mutsümo, but by other Tual in past, each of the other clans has hired members of Takôda. They search of fresh water, or because the trade is well developed along believe in honour, living their lives by a strict code of conduct. the river. It is true that the Mutsümo control the rivers. But they But this hasn’t stopped them in the past from butchering women prefer to live on their houses-boats, moving up and down the and children. Women of Takôda are the ones that choose their river, chasing the fish-stock. The people of the Mutsümo spend husbands. Not the other way around. Usually the most powerful much of their day fishing. If they are not casting their nets, they of the eligible women will select the strongest and bravest of all are repairing them, or mending their boats. the warriors. The settlements inland tend to be small villages, farmsteads, or Finally, there are the Monks of Lô-Tual. The Monks live a simple forts. There are no sprawling cities in Nhi-Tual. The richest of the lifestyle, spending much of their time in prayer to Khur-Ishida. Tual live either on lavish estates, or in the unofficial capital, Gha- The Monks do not hold allegiance to any particular clan. They Shasta. There are those that do dwell with the ancient ruins of the welcome one and all to the island of Lô-Tual, even traders from long forgotten Tual cities. But such people are shunned, and other nations such as Quatzadua, Gara-Dien and even Spiria. The looked upon as heretics and blasphemers. In the desert that Monks of Lô-Tual would never trade with the Parkhesh or the covers the eastern regions of Nhi-Tual, only the nomads live, Tharux. The Parkhesh are devils, and insult the Sleeping (the Tual driving their Targheth lizards along the feeding trails and in the term for the dead), raising them from their eternal slumber as mountains in the west, the Sui’th herders scratch a living on the slaves. The Tharux were blighted by the power of the Night-Blind bleak slopes. One of the few tribes that build permanent Plague, which the Monks believe was sent by Khur-Ishida, as a settlements is the militaristic Takôda. These are usually forts, and sign of their wickedness. However, many Monks believe that the are built in areas to safeguard the Takôda’s own interests. Many recent She-Eth incursion on Lô-Tual is a sign that they are settlements have sprung up around these forts, and are built by becoming complacent, and too reliant on material wealth. This has members of the other tribes, usually for mutual trade and led to the rise of a new Cult, who sees the invading She-Eth as a protection. This is good business for Takôda, who can control the sign of redemption. trade in the area, and raise taxes for their military campaigns. When not on campaign, warriors of the Takôda will carry out There are many smaller, lesser tribes. However, they are not large duties, such as building, herding animals, and farming. enough to control vast territories, or hold economical or military power. They associate with one of the four larger tribes depending Settlements belonging to the Shikün tribe are normally built up on the region they inhabit. Often, they are forced to choose sides around shrines and temples to the Khur-Ishida. Being a very in disputes between the main tribes, which have often led in the zealot people, the act of worship takes precedence over all other activities. So temples and shrines are always at the centre of mercenaries, to keep the She-Eth threat at bay. Like many Tual, Shikün society. It is a meeting place, where the Shikün come the monks believe in spiritual wealth, and the rewards the afterlife together to discuss important matters that affect the settlement. A has to offer. They believe that greed and corruption is blasphemy deep, booming bell, the signal for the call to prayer, can often be in the eyes of Khur-Ishida. But they do encourage open trade, for heard ringing out from a Shikün village. All Shikün pray at least the prosperity of the Tual people as a whole. three times a day: at dawn, at midday, and finally at dusk. Prayer takes priority over food or work. Anyone who breaks this “Impure” Metal tradition turns their back on the blessings offered by Khur-Ishida. Since all metal is seen as impure, the priests of Khur-Ishida decree Being the most cosmopolitan of all the Tual, the Hôkurik have that the Tual are forbidden to handle or even use anything made adopted a lot of the traditions from the other tribes. The same from metal. Where this strange tradition originated from is not could be said about their settlements. Each village will have a clear, but some outsiders speculate it may have something to do shrine or temple, a market place for trade, and even a fortified with Tuals past use of Tainted Silver. Any Tual who even touches structure for a militia to be stationed. Some settlements even have anything made from metal is automatically considered unclean. permanent structures, built from stone. The further south you Only those who have been ritually cleansed by the priests of travel, foreign influences start to creep into Hôkurik settlements, Khur-Ishida can handle metal. However, this has led the Tual to especially close to the boarder of Quatzadua. It is quite common find alternatives to using metal, such as Targheth bone or tusks, to find shrines to the Earth God in the boarder settlements, and bamboo, and sometimes even stone. for intermarriage between the two peoples. The majority of the All metal must be ritually cleansed before they can be handled by Hôkurik are farmers or herders; so many farmsteads surround others. This is a lengthy ceremony, and takes many days to these southerly settlements. perform. The person who wishes to handle the metal has to be cleansed first, using specially prepared oils, before bathing in Trade and Economics sanctified water. During this process, prayers are said over the Since most of the population are farmers of one variety or person. Once the ceremony ends, the Tual can handle the metal, another, the basis of all trade in Nhi-Tual is agriculture. This which he places in a specially prepared bowl to be sanctified for ranges from crops, such as cereal and bamboo, to livestock, hide, use. The metal is left in the bowl of purified water overnight, or meat. This produce is transported all over Nhi-Tual, via while priests watch on offering up prayers to Khur-Ishida. At first caravans, to wherever it is needed the most. A lot of it ends up at light, the metal can be removed and then taken to a specially Gha-Shasta, to be later transported to Topax for trade with prepared room in the temple. merchants from other nations. Since fresh water can be rare in Depending what the metal is to be used for, the next ceremony some places, it can often become a vital piece of bargaining will vary. Prayers are offered up as the metal is melted. To the power. The Mutsümo have taken advantage of this, and exchange priests, melting the metal is just as much as the purification fresh-water for precious minerals and natural resources. This has ceremony, as they believe that metal is only pure in its molten led to the Mutsümo accumulating vast wealth, which they use for form. Once the metal is to be cast, forged into weapons, or trade with foreign merchants. minted into coins, specific prayers are offered up. This depends Since only a handful of Tual use any form of currency, most of on the purpose of the metal. Once the metal has been turned into the goods are bartered for. A village will often exchange plentiful its desired shape, it is cleaned once again in water, before it leaves goods they have for another they are lacking. Only in the major the temple. settlements, such as Gha-Shasta is money used. The coin used in Nhi-Tual is the Rhül, a large circular coin, made from silver, with Tual Technology a square hole cut into the centre. The larger the hole is, the less Due to the belief that metal is impure, and the denouement of value the coin has, (due to the amount of silver used in its Tharux machines, many believe that the Tual are technologically minting). The coin isn’t widely accepted for various reasons, as backward. This is not the case, however. The Tual have found many Tual would rather barter the goods they want, in exchange ways around the absence of metal, by using Targheth bone and for what they have to offer. To make matters worse, metal is cartilage. Targheth bone is extremely strong, and can be turned considered impure, and many refuse to even handle coins. into a variety of different things, from arrow points to cutlery. There is a saying amongst the Tual, "Never trust a money lender." The cartilage is extremely flexible, whilst retaining a similar strength to the bone, making it good material for things such as The monks of Lô-Tual do not believe in profiteering. It is true composite bows. that they do tax the traders that come to Topax, but it is not for finical gain. Usually this money is used to restore old temples, or Metal weapons are forbidden and can only be carried by those to build new ones. In recent months, it has been used to pay for who have been purified by priests of Khur-Ishida. It is very rare to find someone carrying a blade made of metal. Those that do Each settlement, with the exception of Gha-Shasta, is governed are considered to be people of high prestige and honour, and by a Headman. Each Headman is selected by their respective clan usually bear a dragon name. Any Tual who handles a metal Elder, and is responsible for the day to day running of their weapon and has not been cleansed, is seen as unclean, and community. It is their job to make sure that everyone in their immediately cast out from Tual society. village adheres to the laws of the clan, and do the work they are supposed to be. They have to make decisions that affect their The most commonly found weapons amongst the Tual are bows village, remediate in disputes, and enforce any decrees passed and spears. These are made from either wood, bamboo, or down by the Elder. The position is very important and failure can Targheth bone, or a combination of the three. The majority of be costly for the Headman; who can be quickly replaced if bladed weapons are usually finished off with a lacquer transported necessary. from Spiria. Prized composite bows are highly sort after, as the Targheth cartilage and bone increases the firepower and range, The Constable is responsible for the law and order. It is their duty making it superior to a bow made from wood is to keep the peace, punish wrong doers, and or bamboo. organise the defence of their community. Each Constable is selected by their clan Elder, and Targheth tusks are just the right length and answers directly to the Headman of their shape for making into scimitars and as the village. They are usually in charge of the local ivory is especially tough, can be sharpened to militia, and are responsible for selecting a superb edge. Especially fine examples - deputies to help them enforce the law. Their known as Targu blades - fetch massive sums other duty is to act as arbiter, deciding the in some parts of Gwenthia. Of course, only innocence and guilt of anyone thought to have the females have tusks, and as females are committed a crime, and pass down a sentence prized, Targu blades can be rare. The Targu Copyright 198 1 Richard Huber. on those found guilty. blade is the chosen weapon of a Warrior of Kh’Nhar. One is often presented to a Finally, Gha-Shasta is governed by a Warrior, by his Master, after he has Magistrate. The Magistrate is probably the most completed his Apprenticeship. powerful man in all of Nhi-Tual, if not the richest. As the governor of one of the busiest The Hierarchy of sea ports, the Magistrate controls all city business and commerce, raking-in a huge fortune through taxes. The Magistrate is duly the Tual elected by Clan Elders of the city, and serves Throughout the Tual tribes, the makeup of for a seven year term. Corruption is rife and the hierarchy is very similar. Each tribe is many elections are rigged, with voters being made up of their respective clans, which are bought off. Usually this means that only the governed by an Elder, who answer directly to richest and most influential can run for the tribe’s Chieftain. The Chieftain is the Magistrate. most powerful member of the tribe, and is the overall ruler. The Chieftain is selected by the various clan Elders, and is taken from Language one of their number. This is a life long position, which demands There are three principle languages: the first is Ishid, which is a respect from all within the tribe. derivation of the Quatzaduan language, and spoken by the majority of Tual. The second are the clan dialects. Each clan has The Elder is responsible for the running of their particular clan, its own dialect, but they are similar to one another, and can be and is usually elected from the oldest or wisest of its members. usually understood by members of other Clans. The Clan The Elder is the leader of their clan. Their word is law. They language is used in communicating formal clan affairs and for command the respect of the lowliest peasant to the mightiest ceremonies; the everyday language is Ishid. The final language is warrior. Different tribes will have different ways of electing Celestial, or the tongue of the Dragons. It is said that Khur-Ishida someone to the position. In the Shikün tribe, the clan Elder is spoke it, and the Monks of Lô-Tual are fluent in it. Not many selected from the most powerful of the priests. In the Mutsümo it Tual can speak this rather strange dialect, which is made up of a is the richest member of the clan. Amongst the Takôda, it is the high pitched hissing and spitting. But there are rumours of it most prestigious of the warriors that is elected and in the Hôkurik being spoken by the She-Eth invaders. the position of Elder is hereditary. invulnerability. The Shasteen can turn a fatal wound into a Names superficial one, allowing its host to escape death. This is the Names consist of three parts: the family name, the given name, reason why Shado Kun is long-lived and Daku Arashi has and the Clan name. Family names are no more than two syllables: survived many duels. Both men cover their faces with cowls or a stressed consonant followed by a short, vowel/consonant masks to disguise the greenish pallor which would betray the combination (T’sua; H’sha; V’esk, for example). Given names are Shasteen presence. three syllables and softer (Shaleena, Junatas, Korhinir, for example). The Clan name is simply the name of the particular Khar-Jigeren T’sua Shikün Clan of birth (for example, Hasta, Kotu, Mosata) People that have proven themselves in life, such as great warriors, high priests, Khar-Jigeren T’sua is the military leader of the Shikün tribe. He is chieftains, will often have a Dragon Name. The Dragon Name is a tall man, even for a Tual, and sports many hair-braids, always three syllables: Khar for males, followed by an annex representing his many achievements in battle. He is also a master (Khar-Shadasher; Khar-Jigeren) and Khur for females, again of Kh’Nhar, and believes in the ancient traditions of the martial followed by a three syllable annex. A typical name might thus be: art. Recently has he taken an apprentice, but only after he had Shaleena T’sua Kotu In most cases, the given name is the usual voiced objections to the school being opened on the island of Lô- name used, but sometimes the full title or even the Clan name Tual. Currently, Khur-Jigeren T’sua is believed to be on Lô-Tual, might be used, depending on the import of the situation. A typical conducting the on going battle against the She-Eth. Dragon name could be: Khur-Jigeren T’sua Shikün. Hidden Secrets: Being opposed to the School to train Kh’Nhar, Khur-Jigeren T’sua plans to bring it down any way he can. His Nhi-Tual Personalities fanatical view point as led him to perform some rather under- handed tactics, such as murdering a vocal priest who was a strong Shado Kun supporter for the School. (Many blamed a She-Eth attack for the priest’s death). What his next move will be is still unclear to his A resident of Lô-Tual, the mysterious Shado Kun claims to be a followers. But whatever it will be, it will be bloody. spiritual leader of the Shikün. The very few people that have meet him say that he is very pious about his beliefs in Khur-Ishida. It is rumoured that he is a master of an ancient martial art, known as Khar-Shadasher Kotu Takôda Kh’Nhar. He is often flanked by his protégé, Daku Arashi (see Khar-Shadasher Kotu was chosen to head the school of Kh’Nhar, below), his right-arm and trusted friend. Shado Kun has never because of his priestly upbringing, as the son of a Warrior-Priest. shown his face in public, and speaks only through Daku Arashi. He is a pious man, but also a formidable warrior, being a Spiteful rumours claim that Shado Kun is in fact the Dark Magus. Grandmaster of Kh’Nhar. His rival is none other than Khar- Nothing has been proven, however. Jigeren T’sua, and the two have never seen eye to eye. This rift Daku Arashi Shikün Daku Arashi is a master of the ancient Tual martial art of Kh’Nhar. He has earned a fierce reputation through surviving over one hundred duels. This has earned him the nickname Hando Chi, The Blooded Hand. He is a member of the Shikün tribe, and believed to be a devout follower of the teachings of Khur-Ishida. In deference to both his nickname and the battle of Kha-Sanata, he wears a suit of red leather and bamboo armour. Despite heavy scarring to his face, he radiates a charisma that commands respect. Due in some measure to this scarring, he speaks rarely and then only in a soft husky voice. He is the loyal protector of Shado Kun, and he is never far from his mentor’s side Hidden Secrets: Both Shado Kun and Daku Arashi have been infected with the Shasteen Horror. How this happened is a mystery, as they rarely stray from their temple. Whatever the ambitions are of these collective entities is also unknown. So far their intentions appear peaceful, aiding the Tual in their struggle against the She-Eth. The Shasteen grant their hosts with limited between the two men has only grown wider, ever since Khar- allowing all Tual to ascend to the heavens as dragons and to join Shadasher decided to head up the School on Lô-Tual. But Khar- her in her Celestial Court. Jigeren would never dare to openly challenge Khar-Shadasher. Khar-Shadasher Kotu prefers his priestly pursuits to his military Dragons of Nhi Tual lifestyle, and has taken up permanent residence on Lô-Tual. The Gold Dragon of the Sun, whose light shines down during the Hidden Secrets: In the past Khar-Shadasher Kotu was a drunk. day; the Silver Dragon of the Winds, who breathes life into Nhi- He drank heavily of both wine and beer and was often found Tual ; the Red Dragon of the Mountains; and the Blue Dragon of passed out in one of the local drinking houses. This shameful the Sea, that washes away the impurities of the people. Upon secret is not known to many, including is rival, Khar-Jigeren death, the Tual believe that the soul is transformed into a dragon T’sua. If the truth ever got out, the shame would dishonour Khar- of great power that flies to the Celestial Court and takes-up Shadasher. This is the reason why he wishes to pursuit a priestly residence in true paradise, awaiting the time when the final battle existence, so that he can stay clear of any impure influences, such is upon the world, and Khur-Ishida calls upon the Dragon-kin to as alcohol. deliver the world into a new, golden age. Khur Ishida’s Awakening Cult of the Metal Grinders In the Distant past, the Tual were ruled by Seven Demons, who One of the consequences of the Lô-Tual rejection of the Tharux demanded to be worshipped as Gods. In return, Nhi-Tual (which Traders is that Nhi-Tual has been prohibited from accessing the means Land of Tual), was kept vibrant and fertile. Thanks to the advanced technology of those people. No sane minded reign of the Seven False Gods, the Tual became a technologically Gwenthian would sell Tharux machinery to a Nhi-Tual for fear of advanced people, building great cities and wondrous machines. Zathurian repercussions. This has condemned the people of the The rule of the Seven False Gods went unabated for thousands of land to scrabble around in a dark age culture of technological years, despite several rebellions, incursions by other nations, and poverty. To the Monks this is a blessing. They are clear that the Crusades against the Night Hag. But four warriors rose up Tharux machines are blasphemous and must be destroyed. The against the Seven False Gods, and overthrew them, with the help Cult of the Metal Grinders (Cha-Ead) seeks to actively smash of mysterious Goddess, Khur-Ishida, who appeared in Nhi Tual foreign inventions that enter Nhi-Tual's borders. Their numbers shortly after the eighth moon disintegrated in the sky. are normally drawn from the Shikün clan. The only way into the The Tual realised that they had been tricked by the seven false cult is by invitation. They wish to keep their ranks pure. Only the gods into believing that the world was a nurturing place, when in most holy and fanatical are allowed to join. reality, it was harsh and bleak, only overcome by toil and struggle. Awoken from a dream, the Tual would no longer accept any other International Relations Gods, save for Khur-Ishida (or Dragon Mother). After the four During the rule of the false gods, the borders of Nhi-Tual were warriors drove out the false gods, Khur-Ishida transformed them closed to all outsiders. When the Goddess came, the Tual opened into the four Guardian Dragons of the Tual. The four major clans their borders to the rest of the world although not all nations were of today are made up of their direct descendants. to their liking. The Hôkurik have had good relations with After the Awakening, the Tual people left their cities and Quatzadua, allowing them free access to their borders, and it has technology behind (which had become symbols of their been known for the Takôda to trade with the Khal in southern decadence), and became nomadic. The Tual returned to the Parkhesh. On the island of Lo-Tual, the Monks welcome traders simple life, scratching meagre livings by driving their bipedal from as far away as Spiria. Targheth along the feeding trails, or cultivating what little fertile The majority of the Tual distrust Parkhesh, who raise the dead as land there was. For the next thousand years, the Tual moved from mindless slaves, denying them their Dragon death-right, and the area to area, rarely settling in any one given place. Zathurians, who the priests of Khur-Ishida claim to be the enemies of the Mother Dragon, and servants of the false gods. Religion Indeed, Tharux traders from Zathur were driven away by the For thousands of years, the Tual were forced to worship the deadly Night Blind Plague, sent by Khur-Ishida as a warning. Seven Demons. When Khur-Ishida came down from the havens, she chose seven warriors, and empowered them with the ability to Magic overthrow the Seven. The four surviving warriors reward was to It is forbidden for the Tual to practice any sort of magic, under be transformed into the four Guardian Dragons of Nhi-Tual, and the teachings of Khur-Ishida. Many Tual break this law, and study all Tual believe that they may be given the Dragon mantle when in secret (like the Dark Magus and his circle of apprentices). Of they die. The Tual thus believe Goddess brings eternal life, course such people are seen as heretics. It is believed that the power of the Dark Magus is taken from various sources; from Orb. The Tual were quick to build temples around the stones, and She-Eth artefacts, to secrets stolen from the Seven False Gods. great cities around the temples. The first great Tual Kingdom was Other practitioners of magic are likely to have gained their born. For 500 years, the Tual people paid homage to the Seven knowledge with the help of outsiders. Rumours have it that one or Stars, worshipping the fragments like gods, and offering up two Parkheshi or Quatzaduan sorcerers are willing to teach a Tual sacrifices to them. Then came the time the Tual called The War of their secrets. the Stars. Only Kh’Nhar comes close to any form of magic. This is an Around -4,000 BP, all the races of Gwenthia went to war with ancient marital art that employs the use of “Ki” like abilities, each other, to either to gain control of the fragments of Eighth which draws upon a persons inner strength. The technique was Orb, or to destroy them. For many years, Nhi-Tual was at peace. first employed by the priests of Khur-Ishida for meditative The war never once spilled over into Nhi-Tual. This changed purposes, but later grew into a martial art. Many priests still however, when a Tual pilgrim was captured in western Nhi-Tual, practice Kh’Nhar, but it is now mainly used by a chosen few by a Meravae war band seeking pieces of the Eighth Orb. After warriors. Those that practice Kh’Nhar have been seen performing being subjected to torture, the pilgrim revealed the existence of fantastic feats, such as leaping great distances, cutting arrows from the Seven Stars. The war band Chieftain decided to march on the out of the air, and even subduing an opponent with a single touch. nearest city. For the first time in 500 years, the Tual people were to encounter History of the Nhi-Tual an outside threat. The Tual were a peaceful people, and didn’t Tual history begins with a period known as the exodus. Around possess many weapons, or have a standing army. All they could do -5,000 BP, a small group of refugees left the Meravae Empire, and was close the gates of the first city, and offer up prayers to the headed out into the unknown parts of the Thurian continent. Seven Stars. The war band lay siege to the city and, for many They had seen a sign in the heavens, the destruction of the Eighth weeks, pelted the walls and inhabitants with rocks from their Orb, and they followed what they called the Seven Stars. They catapults. The people within the walls were starving, and disease travelled for many decades, following the Seven Stars, not slowly ravaged the population. knowing where it would lead them. In the seventh week, things changed for the worse. The wall to The refugees were led by a man called Tual, the Astral Magus, for the city was breached by a hundred warriors from the war band. he had studied the heavens all his life. Those who followed him Facing very little resistance, they cut their way through the were his seven children, his fifty-four grandchildren, and his one inhabitants. Their intention was to reach the gates and open them. hundred and twenty three great-grandchildren. They were However, they miscalculated their route, and found themselves in accompanied by their wives, retainers, servants, and bodyguards. the Temple of the Star. Awe-stuck by what they found there, the warriors lowered their guard, and they were struck down by the Tual’s descendants continued to follow the Seven Stars long after fanatical priests. As the last one lay dying, he reached out and the death of Tual himself. In fact it was 500 years before they touched the Orb Fragment, with his bloody hand would reach their destination. By then, Tual’s family had become a small Nation, which comprised of seven tribes. They witnessed It is written in the ancient scriptures that the stone drank his they seven stars fall to earth in an uninhabited region of the blood, began to crack, and broke open to reveal the first of the Thurian continent. This was the place the Tual believed that the Seven Demons. It is written that he was wreathed in flame, carried Stars were leading them too. The land they entered was bleak and a spear of jet, and wore a crown of silver. The First Demon barren. There was little vegetation, and only strange, bipedal offered the Tual people victory over their enemies, if they would lizards occupied the plains. bow down and worship him. The priests immediately did. It was after this, the First Demon is said to have marched out of the city The Meravae Empire had not colonised this small part of the and slaughtered the war band. world. The Tual people believed it was because of its harsh and fruitless environment. Little did they know, the land that would The First Demon told the Tual how to summon his Six Brothers. become their home, had once been the homeland of the soulless Like the first, the blood of the enemy was spilled over the six Shé-Eth. Remnants of the She-Eth empire were scattered all over other Dark Orb fragments, and in turn a Demon appeared. Each, the land they dubbed Nhi-Tual, (Land of the Tual). But the Tual like the first, wanted to be worshiped like the Stones before them. could salvage nothing of use. In return, they would protect the Tual from their enemies. Fanatical as they were, the priests agreed. However, a small group The leaders of the Tual people decided that the seven tribes of Priests felt that there was something wrong. Deep down, they should split and search out the Seven Stars. Each tribe travelled knew that the Seven Demons were false gods, and did not deserve the length and breadth of Nhi-Tual, trying to locate where the the worship they were being offered. Seven Stars had fallen. One by one, the tribes discovered the stars, little knowing that they were, in fact, fragments of the Eighth The priests retreated from Nhi-Tual, and set sail on a small boat. Prince yrGael personally slew the three generals in combat, which A terrible storm erupted, and the boat and its passengers were lead to the Khur-Ishida defeat that day. Upon hearing the defeat washed up on the shores of a small, uninhabited island. There of the three armies, and their kinsmen, the remaining four they found a mountainous paradise, covered in lush green warriors became even more determined to rid their homeland of vegetation. The water was pure, and the food was bountiful. It the seven false gods. was this moment that the priests realised that the true world was What followed a year later was the Battle of Kha-Sanata; the harsh, and that the power of the seven false gods was but an bloodiest battle of the war. The city was the base of Prince yrGael illusion. It was nature that provided for the people, and not the and his Army of Cromaigne and AurUrban forces. This gods. formidable force was the only thing that stood in the way of the Over the next 500 years, army after army marched into Nhi-Tual, Khur-Ishida followers and over throwing the seven false gods. in search of Dark Orb debris. Each in turn was either driven away The four armies of Khur-Ishida lay siege to the mighty city, and or massacred by the Seven Demons. After the wars came to an for waited for yrGael and his forces to enter battle. When the two end, an era of peace began for the Tual, under the ruler-ship of huge armies finally clashed, it was a bloody affair. The death toll the Seven Demons. This period is called by the Tual today, as the on both sides was tremendous. Years of Blindness. During this period, the Tual prospered, and In the Khur-Ishida scriptures, one of the four warriors, Takôda, their Kingdom flourished. It became green and lush, and there duelled with Prince yrGael. Whether the next part is accurate, it is was an abundance of raw material. The Seven cities thrived, and unclear. It is written that during the fight, Takôda cut off yrGael’s grew into bustling metropolises. The Tual built marvellous sword hand. Historians do believe that yrGael was gravely machines, and created many strange wonders. The Tual wanted wounded, and was forced from the field of battle. This event for nothing. However, this was also a period of isolation. No one changed the course of the battle. Leaderless, Prince yrGael’s army dared venture into Nhi-Tual, as rumours of the Seven Demons of was quickly defeated. But as victory was in the grasp of the Khur- Death were widespread on the other side of the boarder. Ishida followers, the seven false gods manifested themselves This peace prospered for 200 years, until a Crusading army within the walls of the city. marched into Nhi-Tual. It is said in the Tual scriptures, that the From all accounts, the seven false gods laughed, before the sky Crusaders were turned to stone. There remains are said to be very turned black as night. The ground shook with a powerful standing stones, in the valley known as The Plain of Stones. earthquake, and a mighty wind raced across the battlefield. There followed another period of Isolation. In the many years that Fearing that it was the power of the seven demons, those who Monks remained on the island of Lô-Tual, they prayed that a stood living on the battlefield trembled. But those who did dare to messiah would come down from heaven, and liberate the Tual glance upwards were met by the sight of a silver dragon: Khur- people. About -3,000 BP, of dedicated prayer and patients, a great Ishida herself. In one breath, she blew fire over the city, utterly Comet fell from the sky and into the sea. What arose from the destroying it. The Tual watched as the seven false gods burst into waters was a beautiful sight to all that beheld it. According to the flame, before they were reduced to ash. scriptures, it was a large silver dragon; its tail stretched for over a the four warriors into the four Dragons of Nhi-Tual: the Gold mile, and its shadow plunged the island into darkness. This dragon Dragon of the Sun, whose light shines down during the day; the was the Goddess Khur-Ishida. Silver Dragon of the Winds, who breathes life into Nhi-Tual; the Then followed what the Tual call the War of Restitution, when Red Dragon of the Mountains; and the Blue Dragon of the Sea, the follows of Khur-Ishida waged war on the seven false gods. that washes away the impurities of the people. It also promises the The goddess called forth warriors from each of the seven tribes. Tual that upon their death, the soul is transformed into a Dragon She empowered them with the ability to defeat the seven false of great power that flies to the Celestial Court, and takes up gods. The seven warriors returned to the mainland, to gather residence there, in true paradise, awaiting the time when the final support for their cause. Many flocked to the banners of the seven battle is upon the world, and Khur-Ishida calls upon the Dragon- warriors, and seven armies came into existence. Then the war kin to deliver the world into a new, golden age. After this, Khur- began. There followed a decade of brutal warfare between the Ishida ascended back to the Celestial Court. follows of Khur-Ishida and the seven false gods. The once fertile plains of Nhi-Tual started to die. What was left In the scriptures it is written that Prince yrGael of Cromaigne had been ravaged by a decade of war. The truth had been shown came to Nhi-Tual, and sided with the seven false gods, to them by Khur-Ishida: the world was a cruel place, and survival proclaiming that Khur-Ishida was a version of the Night Hag. He was born through toil and struggle. The survivors left the cities, called upon the Tual to follow his banner, and strike down the and gathered under the protection of the war warriors. However, heretics worshipping her. The scripture speaks of a great battle, each had differing ideas of how to make a living, and how to where three of the seven armies were defeated. Many believe that worship Khur-Ishida. This led to the dividing of the Tual people; each choosing a separate path to take. This was the birth of the That they died trying to save the souls of the Parkhesh. None of four tribes of Nhi-Tual. the Tual knew the true story, as no one survived from the long march into the Red Desert. Believing the Parkhesh armies to be The island of Lô-Tual then became a religious centre for the Tual. invincible, the Tual never crossed into the Red Desert again. Pilgrims from all over Nhi-Tual would make the journey to the Instead, the Tual purists would brutally kill anyone they thought sacred site where Khur-Ishida first appeared. The Monks built to be from Parkhesh, or crossed over the northern Nhi-Tual monasteries, shrines, and even a religious centre; a settlement border. However, despite succumbing to such a terrible fate, the filled with temples called Nhi-Ishida. The Monks chose to lead a dead Parkhesh were buried in the traditions of the Ishidaian faith, peaceful existence, spending much of their time in study, thus granting them a chance to ascend to the Celestial Court. meditation, and prayer. The Monks would mediate in the disputes between the tribes, and offer consul for travellers and pilgrims. In the south, things were different. Trade with the native The island became a sign of unity for the Tual. Quatzaduans had flourished, and peaceful relations between them and Hôkurik were cemented. This led to the construction of a Not many insignificant events were written down by the Tual. permanent settlement, Nhiaquat, over the boarder in Quatzadua. Out of a small handful of such incidences, only one is Both peoples lived peacefully, side by side, co-existing and trading remembered. That is the birth of a very small and insignificant their goods. This custom continues to this day, and has led to cult, called The Cult of Rathkul. The cult became a joke amongst inter- marriage between Quatzadua citizens and members of the Tual, and even to the present day, it is the butt of Tual jokes. Hôkurik. As quickly as it surfaced, The Cult of Rathkul vanished. But there are many tales still told to this day, from speculation to what Over the last few centuries, Nhi-Tual has been relatively peaceful. happened to the cult, to why the cult arose in the first place. The There has been civil unrest between the dominate clans, due to biggest question asked by the Tual is: why were they lost? This has their cultural differences, and their differing view points. These become a hot topic of debate amongst the Monks of Lô-Tual. often have a peaceful conclusion, but sometimes can lead to bloody confrontations. The peace is kept by the Monks of Lô- Over the next few centuries, many nations came to trade with the Tual, who use the principles of the Ishidaian faith to keep order, Tual, including the Tharux. Trade with the Tharux went unabated which unites the Clans. In recent years, a new enemy has arisen, for decades, until Khur-Ishida discovered that the foreigners were one that is a threat to all Tual: the She-Eth. This has unified the under the thrall the Zathurians. In her vengeance, Khur-Ishida clans against one common enemy. struck them down with the Night-Blight Plague, and they were driven from Nhi-Tual. After this, many traders feared going into Nhi- Tual. To the Tual, trade was important. It was a lifeline in the desolate world. During this period, the Monks of Lô-Tual opened the island to traders. They built a harbour and the small settlement of Topax, allowing for merchant ships to dock, and do business with Tual traders. Thanks to this, the island prospered, and many people came from as far away as Spiria. Unfortunately, this led to the first encounter with the Parkhesh. After seeing their ships filled with the walking-dead, the Monks were horrified. The Parkhesh were denying the souls their birthright to descend to the Celestial Court. Faced with such as terrifying concept, the Monks refused to trade with the Parkhesh. They even turned violent and attacked the ships. Word quickly spread of the Parkhesh to the mainland. The leaders of Shikün quickly whipped up support for a Crusade against the Parkhesh, and many pilgrims, warriors, and priests travelled to the northern borders of Parkhesh. There they formed a massive army, and marched into the Red Desert. Ill prepared for such a journey, the Crusaders never met the Parkhesh in battle. All succumbed to the Red Desert, dying from thirst, diseases, or the blistering heat. Many other Crusaders followed, but none of them returned. It is written in history that all the Crusaders were defeated in battle. Parkhesh Ancient and Octaminist

human race of peoples who have no love for the Parkheshi. It Parkhesh makes for a fractious land. Below is a map showing the different arkhesh is in north east of the continent of Thurian - caught political areas. Note that the islands of Kaipor and Shumtira are in a war at one end, but peaceful at the other. To the north equivalent in size to England on Earth (that's without Wales and Pof this region, is the province of Parkhesh itself, the Scotland). dominant human power of the region. To foreigners, the whole region including the province of Parkhesh, the Red Desert, The Geography and Climate Duresh, Ju'Gara, Phasarna, Tu'Kresh, Shumtira, the Loparankwari Parkhesh is a large state of heterogeneous geographic nature. Lands and Khalesh are all known as Parkhesh. Indeed at one time Running along the north and east coast are various chains of in the ancient past this region was a unified province of the mountains (The Zotcharakh Olakha – literally the Backbone of Meravaenian Empire. The authorities in Parkhesh City still like to Olakaha) which feed rivers to the land on either side. On the believe that they hold sway over parts of the Red Desert, but that north and north-east coast the city states, dominated by Parkhesh has always belonged to the mysterious and ancient nonhuman City, live off the produce from lush fertile strips of land. To the peoples known as the Red Desert Nomads. To the west of the south-west is the arid Red Desert, a large basin of rolling red Red Desert are grass plains which sweep up to the Meravae dunes where an inland sea once lay. However, microclimates are Plateau, where the Lopar Riders (who call themselves the sustained near the mountains, along the coast, and oases in the Loparankwari) make their home. To the South East lies the Red Desert. City States dot the wide River Kha’ta’la (The Blue province of Duresh, settled by the exiles from Durustan who Serpent) bordering with Nhi-Tual, its climate similar to Egyptian came here long ago after an epic voyage to find a new homeland. Nile valley on Earth. Further city states lie on the south-east coast They partially displaced and intermixed with the indigenous Lo- and around the large island of Shumtira (derived from a non- Tak barbarian tribes. In the inner heart of Duresh live the Ralami, Parkheshi name) off the south east coast of Parkhesh. The inland and some tribes of the Yakhmi, both nonhuman races whose slopes and valleys of the mountain chains are home to tribes of numbers are in sharp decline. To the South and South West of the peoples who owe allegiance to Parkhesh City. In the south east is Red Desert lies Khalesh which broke away from Parkhesh a few a wild bush like land very akin to the outback of Australia and the centuries ago; the Parkhesh City League has currently annexed Savannah of Africa. To the west of the Red Desert are dry but part of their lands on the border with Duresh. Off the coast to the fertile plains which rise up to the Meravae Plateau. south east, is the large island of Shumtira - peopled by another The Flora and Fauna At first glance, most of Parkhesh may seem to be lifeless, but the Oases abound with insects, reptiles, birds and small mammals, and even the desert has an ecology. Zoologists at the University Of Parkhesh City are still wondering how so much life managed to brave the deserts to reach the Oases. The answer lies with the Red Desert Nomads who actively foster life in the Oases and the history of the Red Desert. At one time all the Red Desert was a lagoon with many tropical islands which are now sites of ancient ruins. These oases are sacred shrines to the past. Life has always been there and the oases are still islands, islands in a desert. In the South East, in Duresh, the vegetation is much more bush like. On the coasts the City States have groves of olive like trees which they press for an oil that they use for lamps, food and other uses. Animals include the Dureshi Buck and Dureshi Hog. Before the appearance of horses in the stables of the elite, imported from Cromaigne at extreme cost, the only animal for fast travel was the Shamuul. The Shamuul is a sleeker cousin to the Khamuul, faster, more agile, smaller and more elegant, but without the of a polyglot of peoples now collectively known as the Dureshi (they are exiles from Durustan), on the crossroads of trade routes, who pay tribute to Parkhesh City in return for protection. These cities are allowed much freedom by Parkhesh City and are, for all intents and purposes, autonomous states within the Parkhesh City League (or Empire).

The non human races in Red Desert Nomad Parkhesh are very unlike the human community. The Red water saving hump. As a consequence, the Shamuul requires Desert Nomads are some seven to eight feet tall with web feet frequent watering. In the West the Loparankwari ride the llama- and fingers. They are descended from an amphibious race who like Lopar, larger than the Terran species. swam in the warm lagoon that is now the desert. . Along the east Up in Tu'Kresh, Ju'Gresh and Phasarna, heavily irrigated lands coast of Parkhesh and the Pirates’ Teeth live the Zimkhlor, provide lush agricultural terraces and lands sloping down to the descendants of the amphibian race who once lived in the lagoon. ocean. In Tu'Kresh the spice Intigro is cultivated. In Duresh there are the Yakhmi who are lion like centaurs (human torso on a lions body) and the Ralmi who have three In Khalesh, herds of Targarth lizards can be found along the forms each unable to mate with one another but all having once banks of the Blue Serpent River and in some cases these lizards been one people split by a curse (a lion form, a humanoid lion have been domesticated and used as meat animals or beasts of form and a human form). The Ralame and Yakhme despise each burden. These creatures are sacred in Nhi-Tual, a potential source other, the latter believing themselves the purer form of a race that of conflict on the few occasions Tual and Khaleshi meet. both descended from. The People The Language and Names The peoples are varied in stock. To the north and east the people Parkhsi is the spoken tongue of the Parkh peoples who originate are much more olive in skin tone (like in appearance). from the north of Parkhesh. It became the main Parkhesh These people are an old race called the Parkh, with Parkhesh City language some 800 years ago during the dominance of Parkhesh being their cultural capital. This is the region that is rightfully City in the Parkhesh City League but an older archaic form of called Parkhesh, the heartland of what used to be the Parkhesh Parkhsi was used back when the whole region was a province of City League. The southern river cities of Khalesh the Meravaenian Empire. Khalian is a mix of old have traded with the Parkh for millennia but they Nhi-Tual languages mixed with Parkhsi and are more Mongolian in appearance, calling Meravaenian and Loparankwari speech. themselves the Khal (Blue or River People) and share many cultural traits in common with the The Parkhsi script is cursive, made of many curved Nhi-Tual to the south, though they pride lines and dots (similar to Terran or Ancient themselves in their independence from that state Egyptian Hieratic). Spoken Parkhsi is also much (helped by living on the north of a very wide like Arabic or ancient Egyptian with a stress on the river). They became part of the part of the penultimate syllable like in Spanish. The ‘Kh’ is like Parkhesh City League about 800 years ago but the Scottish ‘Ch’ in Loch. Parkhesh is pronounced regained their freedom through bloody rebellion Par-Khesh with stress on Par. Khal is Kh-al with about 350 years ago. stress on Kh, though Khatala is Kh-a-ta-la. Shumtira is Shum-ti-ra. Zotcharakh Olakha is Zot- The south-eastern corner of Parkhesh is peopled cha-rakh O-la-kha. Most of the peoples of this use by a dark skinned hardy folk known as the Lo-Tak the cursive script, except the Nomads who have an (the tribe from which the conqueror Aran hailed), oral tradition without writing consisting of their various tribes who live in a Savannah like bush Parkhsi Male own language. environment. The south-eastern city states consist Middle Parkheshi speech consists of words that are generally is usually too involved with domestic affairs to get involved with contractions of phrases in High Speech. Where High speech will any other sovereign power. always pronounce the separate words in a phrase, Middle Speech will make a word out of a phrase. Phrases are contracted by the The Regions, Provinces, dropping of vowels or the dropping of an ending. The word for Lord in a phrase – Khaot – can have the ‘ot’ dropped to form Kha, or the ‘a’ dropped to produce Khot. Both Kha and Khot Kingdoms and Cities mean Lord but only when they form part of a contracted phrase. Parkhesh consists of eight regions (nine if you include the A Parkheshi will always pronounce the word Lord on it’s own as autonomous Loparankwari). These make up Greater Parkhesh, a Khaot (unless they are from the lower classes who are not land that outsiders recognise as an entity more often than the educated enough to know the difference). Laziness in the language constituent parts! is shown in the dropping of ‘Kh’ and ‘a’ from Ma'tikh'khaot to form Matikhot. Parkheshi names sound very much like Arabic Parkhesh City League and Turkish. Parkheshi names tend to be 2 or 3 syllables in length. The five provinces of The Parkhesh City League (sometimes called the Parkhesh Empire) are Parkhesh, Tu'Kresh, Ju'gresh, Political Structure and Duresh and Phasarna, which are the original City States that formed the Parkhesh City League under the conqueror Aran. The History League also includes the internal regions which sit between the Up until about 850 years ago, Parkhesh was a fractured region Zotcharakh Olakha mountains. Parkhesh itself is the Imperial with many city states which coalesced into City Leagues for Capital of the Parkhesh City League situated on the southern mutual protection, but all that changed 850 years ago when the coast of the Sea of Brass on the north east of Thurian. Many conqueror Aran managed to unite the Duresh region along with travellers have been amazed by the beautiful minarets, large the east, north east and north of Parkhesh in a series of campaigns squares with fountains, canals and Parkhesh gardens. known as the Parkhesh City State Wars. At about 800 years ago the self appointed Prophet King Maluja added Khalesh to the Duresh Province Parkhesh dominance and then Shumtira was added shortly after Although a loyal part of the Parkhesh City League, the South East that. A period of peace reigned in this region up till 350 years ago province of Duresh is so populous and far from the northern when Khalesh overthrew Parkhesh rule and started what is known Parkhesh cities that it enjoys considerable autonomy. It consists of as the Parkhesh Civil Wars. the City States of Khasan, Duresh City, Dara'lea, Harsan, Dizhun, Parkhesh City, is situated on a river mouth on the north coast of Caran, Khilzuda, Dhilkhan and Matan. Khasan is the Parkheshi Thurian and it soon became apparent that each Province needed administrative capital of Duresh, though Duresh City is seen by to have an administrative capital, Parkhesh City was too far away the locals as the capital (it was the city first conquered by Aran). for effective rule. However, the peoples of the South of Parkhesh still have ideas of their own and bandits and such still roam the southern desert of Parkhesh and the inner valleys of the Zotcharakh Olakha mountains close to the Red Desert. Those that owe allegiance to the Parkhesh League are formidable desert fighters - guarding the caravans of desert beasts of burden from the occasional Red Desert Nomad raid. Every year there is a Meet of the League at Parkhesh City. All debate their taxes and how much men and resources they will contribute to the League. Much politicking takes place, but it seems to work. It has been known for Parkhesh to send an undead legion to bring a recalcitrant city state to heel. An unfortunate waste of resources from a Parkheshi point of view as the dead from the besieged are usually beyond the point of mummification and thus useless in the army. The two main strengths of Parkhesh is in it's Navy and in it's Legions of Undead. The Navy (originally a merchant fleet now military in nature) is a vast group of fleets dominated by their War Galleons which often spat with other navies. However, Parkhesh Parkhesh City stopped their migration so they settled in a wide plain of arid Shumtira grasslands where they live off the Lopar. The city of Shalkan The Island of Shumtira lies off the south eastern coast of Greater (Easternmost of the cities of the Republic of Telbrin) is the only Parkhesh with various cities of its own. The people here are a mix city that many Loparankwari will ever visit, though southern tribes of Parkheshi, Khalesh and Quatzaduan, Nhi-Tual, interbred with and caravan guards will venture to the Khaleshi cities (notably a short hairy indigenous race whose primitive interior homeland Khalut). Many Loparankwari are hired to guard the caravans that has not been pacified. Shumtira has a key role as a trading post for carry silk from Khalesh to Shalkan and the trade goods from coastal trade from and to Quatzadua and on to Gara-Dien. The Shalkan to Khalesh (including weapons for the Khaleshi to fight wild hinterland also provides a steady flow of skins, furs, exotic the Parkheshi). raw materials for drugs and medicines, all primitive products no longer found on the mainland. International Relations Parkhesh has strained relations with nearly all its neighbours, and Khal City State if it was not for its huge size and internal conflicts it would strain Whilst outsiders often do not understand it, the Khalesh people them further. The nation detests and fears the Zathurians. Nhi- are not Parkheshi, and view themselves as an independent state. Tual despises nearly all Parkheshi even though Parkheshi have Just north of Khalesh is the Red Desert and Nhi-Tual is to the nothing against Nhi-Tual, except the Khalians who are distant south (above the cliffs to the southern border of Khalesh). This is kinsmen. AurUrbis and Meravae are involved in supporting Khal the nation through which the lower Blue Serpent River flows. It is in it’s war against Parkhesh. Having said that, merchant ties with a lush land inundated with silt when the Blue Serpent River bursts Parkhesh abound between Cromaigne, AurUrbis, southern Nhi- it's bank every spring. The peoples of Khalesh are dark tanned Tual and further afield. with mongoloid appearance. A peoples of much intermingling, they were once conquered by the Parkheshi but rebelled and have Economy fought an almost constant war (with long periods of truce) with The north and north east Parkhesh provinces produce spices Parkhesh. During the 450 years of Parkheshi rule, their language (such as Intigro), grains (like rice) and fruits of varying kinds. The was suppressed so that the majority of the populace speak a lush fertile terraces provide a green and fertile land in stark pidgin form of Parkhsi, with other languages and some original contrast to the arid interior of Parkhesh. Oil was first found in Khalian words, often called Khalsi by the Parkheshi. They are Parkhesh, where pools of it are found in the Red Desert, it has a Hectaminists and are doctrinally as well as racially different to the religious significance in Parkhesh where they believe it is the Parkhesh. The Khal have various treaties with the Red Desert blood of Olakha, the 8th Orb. Parkheshi have come to this belief Nomads, trade with the Loparankwari to the west of the Red because of the spectra of light seen on the film of oil and in Desert, and trade with Telbrin. Some contact is with the Nhi-Tual Octaminist belief, the destruction of the 8th Orb was precipitated but it is very limited. by that of the seven other orbs. Parkheshi forces have used it on occasion in warfare but with much ceremony and magic. Oil can Red Desert be found in other parts of the world but in very small quantities and requiring quite a bit of engineering to secure it, thus only the The Red Desert belongs to an ancient race, The Red Desert Tharux nations have learned to extract it from the crust of Nomads, who once served the Forerunners. A law unto Gwenthia. themselves these peoples shift allegiance like the desert sands. The Parkheshi may consider them part of their territory it is not clear Trade occurs across Parkhesh. Caravans wind their way from the that the Nomads view it the same way. Parkhesh has used the South to the mountains to the north, reaching Parkhesh City via a Nomads on various occasions as mercenaries or as a buffer number of passes. Merchant ships ply the seas to the east and against foreign invaders. Oil has been recovered from open pools north of Parkhesh and trade routes reach Quatzadua to the south in the Red Desert by intrepid explorers, many of whom have and Aur Urbis to the north and beyond. The Parkhesh navy is disappeared without a word. The Nomads do not help such very strong, consisting of large Battle Galleons which guard the exploitation, some suspect they secretly oppose it. shipping lanes and patrol the Pirate’s Teeth, a string of islands scattered from north east Parkhesh to the island of Kaipor. Every Loparankwari 8 years the Octaminist Clipper race is held between all the nations of the East of Thurian and from the northern continent. Some of The Loparankwari are the Lopar riding tribes who live on the the fastest merchant vessels race around the Sea of Brass from plateau that borders the west of the Red Desert and the east of Parkhesh City to the city of Duxi in AurUrbis, carrying 10 tonnes Meravaenia. The Loparankwari (Lopharkwan by the Parkheshi of purest Parkhesh Intigro. Who can carry the spices the fastest is and Khaleshi) are the descendants of a group of people who the official point of the competition, the prize is the ashes of the migrated eastwards from the high plateaus. The Red Desert bones of the black pirate, Zambala. Zambala is said to be one of seven colours are seen as reflection on the surface of Oil which is the aspects of the The Invisible Lord. believed to be the blood of the eighth Moon. Parkhesh tries to control the amount of goods reaching more Red - Bikhon - Fauna sphere and God of Insects, Infestations and northern climes by sea from the southern states, but all seafaring War. Red is the colour of blood and the life giving fluid. Blood is nations have a naval force. The KiDelan of AurUrbis can as easily spilt in war. God of insects and infestations – it is Bikhon who is travel via the western route - something which the Parkheshi also the bringer of diseases, bringer of pestilence and plague. A would prefer to discourage. The Parkheshi War Galleons are dour god but also a God with the joy of life. The hunter and the pretty ponderous against nimble small merchant vessels but have hunted, the joy of spring, and the misery of winter. a significant arsenal and fighting force against a flotilla of ships Orange - Ralashon - Flesh/Body - I Parkhesh the skin tone is a meaning harm to any of Parkheshi ports or trade routes. The deep browny red - almost orange. Orange is used in Parkhesh to Parkheshi merchant vessels are smaller than the Galleons and portray the gods’ skin. Statues in temples have orange gold for though they might pack the odd gunpowder device, they would their skin. Ralashon is god of courtesans and those who seek to much rather compete with the trading competition than fight. affect the minds of people. Often given a feminine aspect as a doe The Khal City States rely on the rich alluvial deposits of the giving birth. The midwife and a fertility goddess. Kha'ta'la river. They have an agricultural economy with meats Yellow/gold - Yakhmetra - Fire sphere - A war god in some parts such as the Khamuul, sheep and river fish. Currently their sea of Parkhesh associated with the torching of enemy strongholds. route has been blockaded on and off by Parkhesh for 350 years so This god is associated with the anger of fire, the blaze of a bush they trade mostly with Nhi-Tual, Meravae, the Loparankwari, fire in the heat of summer. Closely associated with the Sun, a Quatzadua, the Nomads and distant AurUrbis. body with no direct religious significance in the orb-centric society Currency of Gwenthia. God of civilisation, the small sun in the hearth. A god of blacksmiths (who also worship Olakha) as he is the rage of Parkheshi coinage varies from province to province, but the Gold the furnace. He is the blazing sun in the desert, brings light to Signet is the main coin. Parkhesh has invented paper money in plant life, banishes the night hag and vampires from day. He is the form of IOUs. A limited quantity of this cash is issued by the also the trickster, mercurial and deviant, ever shifting, showing his various Parkhesh banks (all owned by mercantile families). light here and then there. Almost like illusion – he plays with Precious metals are still the best way to transport or store wealth. light. His female aspect is the warm bosom. Religion Green - Gibrash - Plants sphere - closely aligned with Blue and and Black. God of agriculture and horticulture. Also the despoiler Parkhesh City League of history, the expanding bush and the seeming hatred of the plant life for the ruins of civilisations. It is Gibrash who is invoked The Parkheshi Religion is actively Octaminist. They worship the to blot out events from history. God of farmers, healers (because eight moons and view the Dark Moon as still extant yet invisible. of healing plants) and anyone who has dealings with plant life. An Parkshi Octaminists acknowledge sixteen moon related deities – elemental god – not very clear in it’s communication. All who two for each moon. For them the Dark Moon is seen as being the tend plants are blessed by him. God of gardens and palace moon with two diametrically opposed halves. grounds, the tree lined boulevards of civilisation. His female Black - Matikhot/Olakha - Earth sphere aspect is the goddess of blossom and of spring. Without Gibrash most of humanity would starve. Red - Bikhon - Fauna sphere. Orange - Ralashon - Sphere of the Flesh Blue - Zim'a'al - Water sphere includes the sea. Goddess of the Yellow/gold - Yakhmetra - Fire sphere spiteful sea and of sailors. Merciless lady of the depths. She is Green - Gibrash - Sphere of Plants sacrificed to before leaving land and while at sea. Except at the Dark Watch when Olakha is sacrificed to. Zim'a'al is also the one Blue - Zim'a'al - Sphere of all Water who quenches one's thirst, the god of Oases in the desert. She Indigo - Khalut - Air Sphere also provides the cool plazas in the towns and cities as her Violet - Stakhat - Keeper of the Dead fountains provide cool spray to cool the air. She is also the god of Black - Matikhot/Olakha - Earth sphere - In Parkhesh this sphere merchants who rely on her waters to pass in their ships. Bringer is also given the colours Silver/crystal/white and is identified with of winter in the high mountains, she is the maker of ice and the eighth Moon - which all other cultures see as being Dark or glaciers and together with Khalut can make the cold climes having no colour. Parkhesh see the eighth sphere as the Master of inhospitable. all Magic. Octaminist priests see the proof of this in that the other Indigo - Parzhur - Air Sphere - identified with the heavens / stars - also identified with sky - bringer of rain - seen as former consort of the 8th Moon as it's full glory is revealed at night. You can see the true nature of Air when the sun is set. The colour of twilight The Third Crusade was waged in Parkhesh against the Octaminist and the sky at night. God of storms and tempests, but is also Church in the northern Parkheshi city states (at that time part of the worshiped by sailors to provide wind in the sails. Without Khalut Meravaenian Empire). The Crusade was quite ineffectual and yet it no one could breath. Birds rely on her for flight. The provider of forced the Octaminist church to adopt a Hectaminist cover. To that cool breezes but also responsible for the cold of the night. Khalut end and to this day Parkheshi will often talk of the Invisible Lord as is also the ice maiden - the bringer of the cold winds in the a euphemism for Matikhot/Olakha, and any Parkheshi abroad is mountains. She stole the ability to produce water via rain, from very careful to avoid discussing the eight way nature of their beliefs. Zim'a'al. They now despise each other. Khal Religion Violet - Stakhat - Spirit/Keeper of the Dead - in opposition to 8th The Khal are Hectaminsts who fled from Nhi-Tual when Khur- Moon who allows the veil between the dead and living to fall Ishida expelled the worship of the Seven Demons (orbs). They away. The Parkheshi don't believe that the souls of the dead go to worship the benign aspects of the Seven Orbs in much the same a mythical underworld - that realm belongs to Matikhot (not way as the people of Meravaenia alongside the Goddess Gwenth, Olakha who is in charge of the Earth and not the Underworld) Khalut the Ancestor God of the Khal people and Olakha the who is the god of the hell like underworld. God of illusions and Benign God. The Khal lived under Parkheshi occupation for some the spirit realm – the astral plane. When priests travel in spirit time and in a mirror of the Third Crusade were forced into form they travel in the realm of Stakhat. Octaminism. To this day some Khal temples have altars to the 8th Orb, but this Orb is associated with Khur-Ishida and ritually Gwenthia – is the Earth mother. There are two aspects to her – shunned by the Khal. wife to Olakha as the holy parents – Earth Mother and Earth Father – but there is a sinister side to her. She is also married to Khalut is the Ancestor God of the Khalesh people, husband to the Matikhot as the Witch of Hell, the barren yet fertile mistress of Goddess Gwenth and father to Olakha the Benign God. He rides Matikhot. It is her who the Parkheshi believe is the Night Hag – the heaven in the Indigo Orb and protects his children from above. in her association with Matikhot. She is the great mutator, the Khalut is also father to the Night Hag who he fathered against his spawner of beastmen and weird creatures of the night. She rides will when a succubus came and sucked his seed from at the time of the Dark Watch with Matikhot. the Great Ice Darkness. Khalut is the ancestral father of all Khalesh The four maidens are the female aspect of Gibrash and Ralashon Olakha is seen as a benign god in Khalesh and not linked to the 8th – as the maidens, the full bodied bloom of Yakhmetra and Orb. This is in keeping with the belief that Olakha is the progeny Gwenthia, and the old hag of Gwenthia married to Matikhot. of Gwenth and Khalut. The Night Hag and Matikhot are seen to be evil twins, half sister and half brother of Olakha, and their There are Five Messengers, they are identified with interactions worshippers are ostracised and stoned on sight. Those that between people - to express the fact that they are messengers. worshipped such malign entities were exiled and fled up the Blue They are independent of the 8: Serpent River to the Upper Valley beyond Khalesh, somewhere in War, (domination by aggressive means); Gara-Dien or Meravaenia. Seduction (domination by subtle means); Other Religions Trade/diplomacy (co-operation); It is simply not known if the Red Desert Nomads have religion at Knowledge, (communication or education); all. The Shumtiran primitives have suitably primitive shamanistic Sorcery (inner knowledge uncommunicated). and totemistics beliefs. The minority religions of note in Parkhesh The Parkheshi hold the eight moons, five messengers, and are a small but vibrant Hectaminist flock in the northern city states Gwenthia herself as the fourteen Gods. Each God has a number within the Human Church of Gwenthia, and the Parkheshi of saints associated with it oversees a part of everyday life. Each Gnostics. saint has a number of orders. Nearly every Saint has one or more military orders associated with it and a number of minor orders or The Undead in Parkhesh guilds. Examples of orders: The Parkheshi faith believes that the body has 2 souls. The Mind soul and the Body soul. It is the mind soul which departs the body Order of the Scarlet Scimitars - military. and enters into blessed communion with the eternal saints. The Order of the Silken Veil - courtesans. Body soul is that which makes the body stay alive and it is not Watchers of the Night - Night Guard. considered to be as important as the Mind soul. It is the body soul Guardians of the Gates of Dawn- The Day Guard. which is used to reanimate the dead, as it lingers in a corpse for 8 Order of the Severed Skull - One of the Mercenary Orders. days after the death of a person. Order of Matikhot – Undead Legion. Generally, the Parkheshi do not see the use of the dead for mili- tary purposes as corrupt. They see the bodies of those that are low first Order to be established and has some of the earliest Legions in class as expendable resources. Mummification was practiced to be founded in the Parkheshi empire. The Order of the Severed long ago (2000 years ago, at least according to written records), Skull is an order set up originally for Mercenaries containing the and it became widely practiced as the City States grew in wealth. 34th Foreign Legion, which consists of non-Parkheshi soldiers Maluja, was the first Mortuary Priest to use arcane means to ani- (those not from the province of Parkhesh) seeking to become mate the dead so that he created the first Legion of the Dead citizens of Parkhesh - and contained the Legions drawn from the about 800 years ago (which lead to the rise in influence of the different Cities in the Parkheshi City League. With time, as each Temple of Matikhot over the City States). Each successive 'King' city became part of the Parkheshi Empire (still called the has utilised these loyal forces to varying effect in the later dynas- Parkheshi City League) the Legions still stayed within the Order ties, adding to the undead legions. The bodies of the low caste are of the Severed Skull. The order of Matikhot was set up by the the ones used for undead legions and as the undead rowers of the First Prophet King, Maluja, and caters for all the Undead Legions. Galleons. These are also filled with the ranks of dead foreigners The military also provide the engineering skills for the Parkheshi who are slain on the battlefield. The bodies of those who are con- Empire and are responsible for building and roads. sidered to be high born, or even who are rich enough to pay for exemption from mummification, have their bodies burnt on pyres. People of Note The ashes of those of high status are placed in canopic jars which either form part of the travelling tabernacles of the Legions or are Maluja interred in the bow of a galleon - the galleon then being named after that person. The burning of a body is seen as a way to release Maluja was one of a long line of Prophet Kings. He first began his the body soul from the decay that is inevitable if the body was career in the priesthood as a follower of Olakha but at 30 he allowed to rot. The ceremony performed at the cremation cap- changed allegiance and joined the Temple of Matikhot to become tures the body soul and it forms a spiritual complex with the ashes a Mortuary Priest. He rose rapidly through the temple hierarchy, of the deceased. abandoning his priestly career to become a Temple Sorcerer by entering the eighth College where he studied the darker arts of Sorcery deriving from the Dark Orb's malign aspect. He soon Magic caught the eye of a newly appointed Grand Master, Vazhan who Each order or professional Guild provides personal magic named him as one of the new council of master mages in the provided to it via the Saint and God associated with it. Warriors eighth College, which only consists of eight sorcerers led by the will have access to fighting magic, Courtesans to love magic, College Grandmaster. When the Grandmaster died, a contest was tailors to magic that will aid their trade, and so forth. The magic is held among the council of eight. Only the survivor of the contest localised. More powerful magics are wrought by the Seven became the Grandmaster so as long as two Masters of the Inner Colleges of Priest-Mages using Parkheshi Sorcery. Each college, College were abroad, the position could not be filled. Only one associated with one of the eight orbs can create powerful magics could survive and the rest had join Matikhot in the Underworld, related to that orb. In Parkhesh, all the seven visible orbs are seen for such powerful sorcerer priests would constantly seek to as aspects of the eighth Orb - the Invisible Lord who is also undermine their peer who had become the new Grandmaster. As associated with Gwenthia with which it merged when it fell to soon as the new Grandmaster had been appointed then eight new Gwenthia. To Parkheshi the seven orbs are slaves to the eighth, so masters were admitted to be trained by the new pontiff to replace their magics and influence are slaves to the eighth Orb. The him when he should pass to the Blessed Underworld. All would temple of Matikhot has the secret eighth college which has access be trained in the potent shard magics which relied on shards of to the magics which only the eighth Orb can provide - the Shard moon rock from the fallen Dark Orb, more valuable than the Magic. Maluja was a member of this College. largest cut jewel, or the most precious metal. Military Arak As mentioned in above, most Parkheshi civilian life revolves Arak was a great chieftain who united the Lotak during the arrival around the Parkheshi Orders and the patronage of a particular of the Dureshi back in . The father of Aran he was cut down by a saint. This permeates through to military life as well. Orders will Doru phalanx during a battle that saw his son take the throne. He have one or more Parkheshi Legions attached to it. The number is believed to have found the Bronze Sceptre of Ruin in an ancient of a Legion denotes its age (the lower numbers being old Legions) Forerunner ruin. and can not be repeated or duplicated - when a Legion is destroyed it is struck from the lists (very much like the Roman Aran, son of Arak Legions). The Order of the Scarlet Scimitars is an order for Soldiers founded by Aran, and it consists of some 53 Legions. With the Bronze Sceptre of Ruin, found by his father, Aran took The Order of the Scarlet Scimitar has the honour of being the the throne of the united tribes of the Lotak in what is now Duresh. An astute man, and great general, he brought the Duresh City States to a honourable truce, allowing the Doru exiles and their Parkhesh allies to settle in the Lotak lands in return for mutual support against other hostile factions in the region, such as Nhi-Tual, Shumtiran raiders, Red Desert Nomads and the Khal to the west. He realised the power that the City Leagues would bring and he helped to create the Dureshi City States even though he was a barbarian king and fought in the Parkhesh City State wars which culminated with the taking of Parkhesh City. Aran was murdered in 172 NC by his camp followers. His united empire fell into the hands of the Temple of Matikhot. Quatzadua Land of the Earth God

uatzadua covers the southern region of the Thurian four year crop rotation in all, the last being fallow). The South- continent of Gwenthia. Lush tropical rainforest, eastern shores are home to the City of Taxica, which grew up as a Q high grassy heath-land and low-lying plains and place of barter but is now the main Easterly centre for export and deltas make up the majority of Quatzadua. And, whilst ancient trade. Lying in almost the last of the navigable ports heading west ruins dot the landscape, the culture is relatively young. Only in the before the central cliffs, this boasts a natural harbour which is past two thousand years have its disparate peoples come together sheltered from the prevailing Easterlies. under the common banner of the Earth-God. Under his guidance West-North-West of Taxica lays the City of Nhiaquat, which they have grown into a confident, inquisitive trading nation. nestles in a valley surrounded by the lightly forested foothills of Though not expansionist, they are happy to integrate other the High Pampas. On the first stretch of the Thexadin River cultures through peaceful means and ready to defend themselves navigable by larger vessels, the city is an amalgam of Quatzaduan when necessity dictates. and ancient Nhi-Tual architecture. From here, the Thexadin flows eastward and empties (eventually) into the Golden Sea. The mid- Geography section rises swiftly from Nhiaquat to a high, central undulating The country is a juxtaposition of high mountains, steaming plain (the High Pampas), which ends in the sheer cliffs to the tropical jungles, high pampas and sub-tropical grass and wetland. South; is covered by light rainforest to the North-East; thick To the East are verdant pasture and wetland. Fed by the water crevasse-filled rainforest to the West and rugged mountains and minerals washed down from the mountains and high pampas weaving Northward towards the high plateau of Maraevaenia. to the west, these do not see regular rainfall. Expansive freshwater Northward along this rugged trail lies the ancient city of Terexta. irrigation (including aqueducts) are used productively by the Home of the Xatahople (pronounced Zatahopple) League and the populace for the cultivation of rice, Pineapple, reed and hemp. Tarazon, a living God in his own right, as well as being the sole Arable land is also maintained for the cultivation of Maize, God representative of "The Earth God". This Temple/fortress is built Fruits (potatoes), and pasture for the long-haired Camelids (a into the slopes of Mount Terexta, from which it takes its name. species reminiscent of a short, long-haired llama) which are farmed both for their fine flaxen fur and for their meat (making a The Western lands mainly consist on deep rain-forest as well as Two varieties of Bullet Bulb have been engineered, both of which are triggered by the application of water. The Bullet Bulb proper the cities of Xzanpthia and Pazzoxa. The former is built on a site can be held in the palm of the hand and is the Quatzads weapon of religious significance; the latter is the main Western trading of choice. The aperture is inserted into a hollow metal tube port. All cities are linked by wellmaintained stone roads, with way- (originally bamboo, which led on numerous occasions to major side wells a common sight along their routes, as well as boarding splinter-damage injury) and fires a sharp lozenge-shaped seed. At establishments and the occasional tavern/Inn. ranges of under sixty feet, this can easily pierce the hide of a The main exports of this region include metal goods, sustainable Dromal (discussed below). The second variety produces a softwoods, spices, Citrus fruit and camelid products (such as beautiful lilac flower. The bulb is also much larger (around the wool, leather and ivory), as well as small quantities of coffee, size of a football) and so, less practical in combat. This fires glue cocoa and hardwood. which sets on impact. Whilst both are devastating weapons, they do not travel well and are unusable after around three to five The Climate months of storage. Quatzadua has a tropical climate and although temperatures tend Another plant of note is the Ground Pitcher. These thrive in light to remain fairly constant throughout the year, tropical storms are soil or boggy areas around rivers to the west of the High Pampas. not unknown in the west during the fall. This region also has a They grow below ground and can attain a size of about three feet. high level of humidity during the spring and summer months. A single camouflaged hole (enough to trap a foot and lower leg) is the only surface sign of these dangerous plants. Any living matter Above 2000ft, low cloud and cool rain are common from autumn falling into the interior are broken down by powerful acids, from through to late spring; especially around the central peaks and which these plants gain their nutrients. Xatahople league scouts High Pampas. The height of this region tends to attract rainfall, (see "the People(s)") have been known to seed unfriendly borders meaning that areas Eastward are drier; hence the North-Easterly with these. They are easily "sniffed-out" by QuatzHunds though. desert regions. A number of grasses and fruits are also cultivated. Amongst them The East of Quatzadua is less humid and enjoys a dry heat when are reed, hemp, Maize, potatoes, rice, coffee, cocoa, cineapple and exposed to South-Easterlies. In the main this is due to the desert citrus fruits. conditions north of the Thexadin River in Nhia-Nual. Good water supplies though keep it lush and green. Birds of note. The Mauk is a flightless seabird that Flora and Fauna stands at around 3.5' tall. Found in The varied geography of Quatzadua makes for numerous habitats, large rookeries on rocky outcrops each with their own unique ecosystem. For simplicity, only plants below the Southern Cliffs, these and animals of note are recorded here. sociable creatures are ungainly on land but powerful swimmers. Their Quatzads are born horticulturalists and have cultivated several bill is ideally suited to catching large plants over many centuries and put them to practical use. Cork, quantities of sand-eel and fish, up to Balsa and other softwoods endemic to Quatzadua are grown and the size of a mackerel. This bill can also deliver a vicious blow. As exported. So are some sustainable hardwoods. they were once hunted for their meat and eggs, they now have The natural environment of Rubber Trees (Hevea Quatzadiensis) are little trust in humans and have been know to attack en masse when threatened. low-lying regions of the Kafax River. These are now cultivated in many places. Rubber is vulcanised and used in the foundations of The Tagooer or Dagger Bird is said to be related to the Mauk. buildings to enable them to endure minor earthquakes. It is also This huge flightless bird (standing at 7') is now all but extinct in used (along with leather) to create flexible containers for bullet the wild. Its natural habitat is the deep jungles of Western bulbs. Quatzadua, where it feeds on small animals, fruit, nuts and carrion. Its decline has been due in equal part to hunting by Bullet Bulbs are a product of the Bromid plant. In the wild, these humans and QuatzHunds (see Mammals, below). All is not lost flower in the high canopy before dropping their bulbs onto the for this bird, however. Their survival has been assured in a semi- dry ground, far below. These bulbs are weighted and always fall domesticated form. Farmed in the Western lands, their flesh and with a sealed aperture facing upwards. High rainfall sets off a eggs are both treated as delicacies (some are fed a diet of mainly chemical reaction in them, at which point a sticky-coated seed is Pineapples to create a sweeter meat). Additionally, they are shot at high velocity back into the canopy; there to create a new sometimes used as steeds by Arboreals (see the People(s)). plant. Another bird of the Western jungles is the Thistle-Billed Macree. This colourful, large, tropical starling is highly prized for its much like sheep. Resident in both the High Pampas and the rich imitation skills; especially the male of the species. For although grassland to the East, they are farmed for their soft flesh and fine their song is completely innocuous in the local parlance, their fleece. mating calls bear a striking similarity to a deeply offensive obscenity in the tongue of the Nhi-Tual; which makes them highly People prised by the warrior caste. The term "Quatzaduan" can be applied to any of the human sub- Mammals of note. species residing within its borders. Confusingly however, it is also The Bellow-Head Pathoxa is a curios fresh-water dolphin uniquely used to differentiate true Homo sapiens from the Arboreal and found in the silted waters of the Kafax River. It is said to be Shade sub-species (two distinct but sexually compatible human nearly blind, relying on sonar to seek its prey. Perhaps the groups). Whatever the differing racial origins of Quatzaduan strangest thing about this aquatic mammal is the scaling on its humans, millennia of inter-breeding, along with climactic back, which is reminiscent of Pangolins, Khamuls and to a lesser conditions have evolved them into the recognisable peoples they extent Dromals (see below). are today; Tanned skin, dark hair and dark eyes being prevalent in all. That's not to say that there aren't differences in facial shape Standing at over four feet tall, the QuatzHund is a native and overall build, as shown by the following images. marsupial beast. Generally they hunt in mated pairs, and are cunning and vicious predators of any soft fleshed creatures. Often South-Western stock tend to be of slighter frame than those found tracking herds of Dromal, they also hunt wild pigs, found in the High Pampas and mountainous regions around Litopterns (strange gazelle-like Tapirs) and humans in the jungles Terexta, who are wide-shouldered and more stocky. In the North- of Quatzadua. Often raised from pups by Arboreals, mated pairs East and along the southern borders of Nhi-Tual, centuries of of QuatzHund make a fierce pair of fighting guards. The difficulty cross-border interaction has led to the populace having a more is catching a pregnant female QuatzHund to steal the pups from. eastern appearance and one would be hard-pressed indeed to differentiate between many of them and their northern The Dromal is neighbours. the natural prey of the The most wide-spread of the sub-species are the "Shades" (Homo QuatzHund. sapiens chameleus), who are found in Closely related all regions. Also referred to by to the fierce some as "the bright ones" (due to Khamul of the females' golden-red pallor Zathuria, these when in season), both names more docile derive from the races' natural beasts are found ability to subtly change their skin- wild across most tone to match their surroundings (a of the low-lying useful ability - where minimal open and lightly clothing is required). Where it not forested areas of for this ability (along with the six proto-filaments growing over the Thurian the ears and into the hair-line), Shades look all but human. It is continent. Many have been domesticated. They are prized as pack- rumoured that they are the children of the first Tarazon . animals, as well as for their meat, leather, ivory and milk, which is Arboreals (Homo sapiens arborealis), make up the majority of the made into a rich cheese. population found in the thick Western jungles. Pure-breds are In higher altitudes the Dromal is replaced by Llamas. Quatzads easily recognisable by their wide eyes and long arms. Standing at have bred these for thousands of years, so that now, along with only around five feet on their short legs, these light-boned the (now rare) wild Llama, two distinct breeds have been hominids are equally at home on the ground or in the trees. Their developed. sharp eyesight, coupled with their ability to easily traverse the tree- line, make them much sought after by mariners; though by nature, The Lopar could be mistaken at a distance for a horse, as they most have a natural aversion to the ocean. In speech they tend to have the same height and build. Used by both Quatzads and use the common Quatzaduan tongue, although in private they still Nhia-Tualians as steeds, some consider them more versatile than use their own "short-speak"; a medley of calls, clicks and whistles horses, as they are more sure-footed in rugged terrain and make which are reminiscent of the native fauna and said to carry for ideal pack animals. miles when required. The Lamox is the second species. These are shorter and herded Arboreals tend to be more secular but some do frequent towns and cities. Where the two races mingle, intermarriage is not tribes. unknown. Both in looks and abilities, their offspring range greatly, The nation of Gara-dien lies to the North-West, the Felloxor river some appearing no more than their common ancestor, Homo forming a natural boundary between the two. Relationships have sapiens. Others inherit abilities from both parents. The latter are always been strained, although peoples from the Oxore Dominion often persuaded to join the elite Xatahople league. Trained to the and their neighbours from the Sheshaan Canonry are tolerated peak of fitness and skilled in the use of both traditional and and even invited into the country (see Emerald Order). "natural" weaponry, they make up the private guard of "The Living God", as well as being highly prised scouts and soldiers in Quatzaduans have adopted Lidin as the language used during general. There are also rumours that an inner circle exists, made trade negotiations, peppered with the odd words of Parkheshi, up of highly intelligent assassins.Those that look like humans are and Merav Trader's Cant. However, Arboreals still prefer to use treated fairly in the major Cities (and as a consequence tend to their own tongue. congregate there) but still face occasional persecution and derision in some of the more remote settlements. Economy Names Bartering was the common currency until around 150 years ago; Suffixes normally denote the sex of a person; Ta- being male and and is still in use today by Na- being female. Therefore Arboreals dwelling deep in the western jungles today. Ta-Tarazon III would be male. With the coming of the written word, currency has evolved. Political Structure Originally, coinage was loosely based on the trinkets exchanged with visiting explorers in return Quatzadua is an Imperialistic Theocracy with a central puppet for goods. bicameralistic (locally elected representatives) Senate. A Senate will sit for five years and rubber-stamp the will of the Tarazon. Religion Within these five years, Senate members are also indoctrinated into the church and leave as priests of the "Earth-God". The Earth God and the Tarazon Families and Clans of the Arboreals living in heavily-rainforested The religion of the entire country is regulated by the priests of areas still have representatives but follow more of an Anarcho- "The Earth God". Early temples were no more than open-cast communistic lifestyle. For example, several groups may unite to mines, where the Gods riches were reaped by his followers. Later quickly build rope bridges across deep canyons or share locally examples are more lavish. Some being shaped into amphitheatres grown speciality foodstuffs. Large gatherings (or Moots) happen or inverted pyramids, surrounded by ornately carved pillars or every spring. Every fifth year they decide who amongst them will pagodas. next represent them in the Senate. The Earth God has provided guidance for his people of Quatzadua through his mouth-piece the "God's chosen" or International Relations "Tarazon"; his sole representative on Gwenthia. The Tarazon resides in Terexta and is instantly recognisable by his dark leathery To the East, Quatzadua trades with Parkhesh and the Gwailan skin and glowing red eyes. Union. Its North-Easterly neighbour Nhia-Tual is home to the Guarded by the desert nomads, known for attacking the trade caravans that travel Xatahople league and the between Parkhesh and Quatzadua. The sea route (via the Golden high priesthood, the Sea), is therefore preferable. Tarazon is blessed with an The most sympathetic of Nhia-Tual clans is to be found on the extremely long life-span island of Lô-Tual (know in parts of Quatzadua as Topax). (the current incumbent is Standing alone in the middle of the Golden Sea, this is their said to be over two spiritual home and their only real settlement. The monks welcome hundred years Quatzads but distrust Parkheshies, although it is used as a staging old).Although long lived, post for commerce between all three countries. no Tarazon has yet made his/her 400th birthday. Quatzadua also enjoys good relations with the "Lake People" of The first was warped in Terex-Gha on the Nhi-Gha river and in North-Eastern parts, his 372nd year into a Quatzad humans have nearly fully integrated with the Hôkurik, "Living Totem"; an oracle the largest and most cosmopolitan of the four major Nhi-Tualian of sorts, which resides to this day – unmoving - in The Temple of which attacks anything which stalks its shadow. a feral Iqari. A the Oracle in Xzanpthia. Upon the death of following Tarazons, story from the years before Terexta was built recounts a hunting the Senate have two great duties to perform. First, the old party of Lord Xocotal the head-taker. His expedition was chasing Tarazon is taken to Xzanpthia and the body laid to rest at the base a pack of QuatzHunds into the mountains, when they came upon of the Oracle (see People of Note). Secondly, they chose a a strange multi-hued creature slaughtering the carnivores. Before replacement from amongst their number. The candidate they could act, the furious animal assailed the human hunting (invariably a Shade), with much ceremony steps through Terexta's party, despite its many injuries from the `hunds. The savage "Smoking Mirror". If they are not deemed worthy by the Earth- onslaught killed all seven of his loyal bodyguard, till mortally God, then they disintegrate on contact with this. If they step wounded it faced Lord Xocotal alone. Having no place to run, the through successfully then they are accepted by their God and Lord decided to stand up to his nemesis and slashed with his jade become the next Tarazon. sword, as the murderous creature tore off his left arm in return. The age of a Tarazon can be deduced by visiting many of the Although mutilated, Lord Xocotal lived, and was deeply temples. Major historical events and religious teachings are kept impressed by the animal which had butchered both his entourage on permanent record there, in the form of wall paintings, murals and a pack of quatzHunds without hesitation or and pictograms (see below). Text has only been added over the acknowledgement of its wounds. He immediately ordered a shrine past 300 years. to be placed upon the mountain to mark the spot, and from then on trained all his personal head-hunters to fight like the creature The Priesthood is made up of the Senate and the fanatical Word- had. With warriors who each fought like five, Lord Xocotal Bearers. The latter travel the land spreading the true word of God started the great unification which eventually led to the formation which is tattooed into their skin, to avoid any ambiguity. of Quatzadua. According to the fragments left by Lord Xocotal, Prior to 540 years ago the Quatzads followed their own calendar no one knew the name of the strange animal so he named it based on the position of the sun and seven moons. The last himself; Murazcoatl, the fearless, feathered death. Tarazon changed this by decreeing that the common calendar of The secret philosophies of the cult continued to be passed down Gwenthia be observed. Each day is 32 hours long, divided into 8 through the head hunters of the region until the time of the first watches named for the Orbs in the sky. The 8th watch, which is Tarazon, when many were drafted into permanent armies. It is the only time when the sky is fully dark, is the Black Watch. This still actively practiced, with only trusted warriors being invited to is a time of the creatures of the night but revered equally with the join the cult if they display the right character. The tenets of the others in Quatzadua. cult are heavily based upon close study of Murazcoatl, and The Year consists of 7 months each of 35 days (each of 5 weeks chanted as a mantra during its rituals. Roughly translated, it goes; of 7 days) and a shorter 8th month (the Dark Month) lasting 10 days. The 8th month is a time for celebration in Quatzadua, as here it represents the darkness of the earth. To recap, the year is (7x35days) + 10 = 245 days of normal months plus 10 days of the Dark month. The Cult of Murazcoatl, the Fearless, Feathered Death In the northern mountains of Quatzadua lies the ancient city of Terexta. This city complex is built into the slopes of Mount Terexta, the highest peak in the area, and is home of the Tarazon, the sole representative of "The Earth God". But despite the authority of the Tarazon, other secretive sects worship in the mountains. Foremost amongst these is the cult of Murazcoatl, the Fearless Death. Originally created by the high altitude head hunters living in the region, the cult has slowly been subsumed by Eyes which never part from your foe, Heart which never beats with fear, Body the warriors of the Xatahople League – including members of the which never feels pain, Claws which never fail to taste blood, Mind which Tarazon's personal guard. never knows death, I am Murazcoatl The cult of Murazcoatl does not worship any deity, for that would With such a ferocious beast as its totem, the cult members are be unfaithful towards the Earth God. Instead the cult teaches the sorely tested during their membership and the incidence of stoic warrior path inspired by a strange animal, a vicious beast disappearances or fatal `accidents' is unusually high. However, the aspirant must defeat a quatzhund in single combat, and to achieve cult is prevalent in the upper echelons of those legions raised in third rank they must slay a mated pair. Both tests are conducted the mountain areas, and those who seek command rank usually by the cult and performed before the eyes of their brother become initiates if they wish to progress further. worshippers. Higher rank not only commands greater respect (and possible promotion in the military), but also allows access to Initiation is the first step. Only those who display bravery, skill further levels of martial training. and stoicism are invited to join, and only using veiled references in case the offer is refused. If accepted the aspirant is granted several Beyond initiate lies only the rank of priest. There is only a single weeks leave of absence for some plausible reason (death in the priest per shrine, and only those who have achieved third rank family, superior performance, legion holiday lottery, etc) and is may attempt to claim it. The test is simple. The initiate is thrown then taken with a group of other candidates to one of the many naked into Murazcoatl's pit armed with their preferred weapon. If secret shrines hidden in the mountains. The journey is made they survive they are deemed worthy of priesthood. A priest is blindfolded, and takes strenuous paths to increase the suffering of marked by having a specially cleaned and disinfected Murazcoatl the sightless. Any who complain about the treatment are marked feather placed under the flayed skin of their chest and the skin for later segregation. sewnback in place, a process during which they must utter no noise. After several days spent walking circuitous routes, the aspirants are finally delivered to the temple. Such buildings are small, and located near a croft which raises Lamox used for sacrifice to the Magic shrine's guardian spirit. At first a ceremony is held to induct the Incantations and books of spells are not the magic's found in applicants with the cult tenets, after which they are taken into the Quatzadua. The natives prefer instead the blessings of their shrine which comprises of a chamber and a large pit. Within the benefactor "The Earth God". This comes in the form of natural pit is the guardian spirit – a feral Iqari - which is deemed to be the magic; such as sleep poisons, projectile firing plants and the fruits physical manifestation of Murazcoatl. At this point all those of the soil. That's not to say that other magic's don't exist, it's just aspirants who complained during the harsh trek are then thrown that the populace are generally ignorant of them. into the pit, and the resulting carnage is used to educate the Many Arboreals, for example, prize amber talismans which remaining candidates as to Murazcoatl's prowess. contain preserved life forms. They believe that they are gifts from With this shocking start to their training, the aspirants are warned the Earth God and the wearer will be imbued with the abilities of that they have set foot on a path of no return, and their silence is the creature therein contained. Sadly, the majority of these have held in trust of their lives. They are then shown to sleeping no charm on them at all, although genuine examples do exist. quarters and allowed to rest in preparation for their trials. Any The most powerful "magic" is the preserve of the priesthood. who attempt to flee after this point are tracked down with trained Temples exist which contain strange "Smoking Mirrors" which are quatzhunds and torn limb from limb. The next days are spent held in great reverence and guarded fiercely. The one in Terexta is being taught cult fighting techniques inspired by Murazcoatl; such covered by two ornately decorated doors and only opened at the as the leaping death, the scything claw and the screeching terror. behest of the Tarazon or, following his death, a new candidate. The candidates are also taught that fearlessness is the key to success in battle, and that a brave death will allow the soul of the Another is in Xzanpthia and is said to lead to the afterlife. The warrior to be reborn as an avatar of Murazcoatl. They are trained prepared bodies of high-ranking officials are ceremoniously together as a team, and forced to rely upon each other to pushed through this particular mirror to join their God in the overcome challenges during the days. depths of the earth. Tarazons who have passed on however are treated differently (see Role-Playing Ideas). At the end of a week, the aspirants are tested. Separated, split into teams of two (carefully selected by the priest and higher initiates), the candidates are forced to prove their mettle by slaying their Quatzaduan Cities partner. This not only tests dedication, but also prevents the aspirant from ever informing on the cult, since they now have the Nhiaquat blood of a friend on their hands. It is a potent, and yet deeply The city of Nhiaquat lies on the southern banks of the Thexadin philosophical, ordeal which forces the survivors to many months River (which acts as a natural border between the countries of of self analysis afterwards. Those who complete the task are Quatzadua and Nhi-Tual). Although the city rests on the granted initiation, and have a many coloured feather tattooed Quatzaduan shore, it is thought that the city was built by the upon their upper arms. Those who refuse are fed to Murazcoatl. Hôkurik, the largest and most cosmopolitan of the four major The cult has three levels of initiate, indicated by the number of Nhi-Tualian desert nomad tribes. feathers in their tattoo. To gain the second rank of initiation the Being the oldest inhabited city of the region, it was all but Pazzoxa destroyed round 2,000 years ago by an invasion of Hash-Takk Pazzoxa is the most Westerly of the cities of Quatzadua. Starting from Gara-Dien (see time-line). Stirred-up by the Zathurians, the life as a fishing port, the natural wide but sheltered bay led to it true target of this attack was the destruction of their renegade evolving into the thriving and cosmopolitan trading centre found member Ta-Tarazon I. Although besieging and laying waste to the today. city, this objective was thwarted by their inability to penetrate his arcology, along with a decimating ripper-plague, rumoured to have Unlike Taxica in the East, Pazzoxa has had relatively few internal been sent by the Earth-God himself. struggles of its own. Though that is not to say it hasn't seen strife. It's proximity to the Gara-Dien border has led to it being besieged on numerous occasions and the city is in a constant state of alert. Quatzaduan Armies Sharing its defence with the local militia are several units of the There are thee main armies in Quatzadua, made up of the fell Obsidian Order. following parts: Taxica The Amber Order To the east of the high Southern cliffs of Quatzadua lies the last The Amber Order defends Eastern-Quatzadua, and includes the navigable port of Taxica. Rebuilt following its rebellion in 907 Quatzaduan navy and customs functions. Formed 308 years ago MC, the modern city is a thriving hub of commerce. Quatzaduan (908 MC) following the Taxican rebellion, the Amber Order even exports from as far a-field as the High Pampas leave here for to this day, maintain a strong presence in the city. destinations in Parkhesh and AurUrbis. The Emerald Order Despite the years that have past since its internal troubles, the Amber Order maintains a huge military presence here. Unlike the Amber and Obsidian Orders, the Emerald Order is an army of slavers, imported slaves and criminal chain-gangs. They Terexta work as sappers; building roads, bridges, aqueducts and forts. The Order was officially recognised in 722 NC but was in existence for The city complex of Terexta is built into the slopes of lofty Mount at least fifty years prior to this. It was originally made-up of Terexta in the northern mountains of Quatzadua. Close-by, the disaffected slaver types from the Oxore Dominion (who were Terex river runs east to Lake Terex-Gha in Nhi-Tual. Trade formally inducted into a tributary relationship with Gara-Dien in between the "Lake People" and the city is substantial and has been 674 NC) and their neighbours from the Sheshaan Canonry. built up over hundreds of years. Indeed their ranks are still bolstered from time to time by further Despite the city's geographic location (and the appearance of a émigrés from these conquered lands. fortress), Terexta could be considered the Spiritual centre of It is worth noting that whilst slavery of the indigenous population Quatzadua, as it is home to both the Tarazon, sole representative of Quatzadua and their neighbours in Nhi-Tual is punishable by of the Earth God and The Cult of Murazcoatl (the latter of death, the powers that be do not recognise the rights of imported whom's shrine is said to be its oldest building). slaves. Initiates of both use tatooing to denote rank and it is thought that The official line for the order's name is that it fits neatly with it was developed by the head-hunting tribes who once ruled the those of Amber and Obsidian, although most believe it to be a lands hereabout. Most famous of these was Lord Xocotal the veiled insult to Gara-Dien. head-taker, originator of The Cult of Murazcoatl. It is said that he started the great unification which eventually led to the formation The Obsidian Order of Quatzadua. The Obsidian Order act as both the police and the defenders of Xzampthia Western-Quatzadua. Being the oldest of the armies, it was founded by Lord Xocatal and counts amongst its leaders members Xzanpthia is a city of major religious significance to Quatzads as it of the Cult of Murazcoatl. Not surprisingly, only the hardiest of houses both The Oracle of Xzanpthia and a Smoking Mirror troops make it. The majority of Quatzaduans both fear and which leads to the afterlife. The city lies on the Kafax River respect it in equal measure. It is made up of Humans (around surrounded by the dense jungles of Western Quatzadua. The city's 40%), Arboreals (around 35%) and Shades (around 25%). origins lie over 3,000 years ago. It is home to the "Oracle", a column which contains the combined wisdom of the past Tarazons. People of Note

The Tarazon As "God's Chosen", the Tarazon breeds with humans. (the first was a Zathurian Charioteer). Offspring are the Shades. In Xzanpthia. The Oracle of Xzanpthia - The Oracle began life when the first Tarazon (a renegade Zathurian Charioteer) evolved into a pillar around 2, 520 years ago. In making him the first Tarazon, The Earth-God was able to change his genome, enabling him to mate with humans and father the Shade race. Within his own Arcology (now covered by a stepped pyramid), none but his offspring are able to approach. This has led to all following Tarazons being either Shade or Shade-Arboreal cross- breeds. Over time, the evolved column has grown. On the passing of each successive Tarazon, their bodies are placed at the base of the column and slowly subsumed – mind and soul - into it, leaving only an effigy of their faces, through which the Oracle occasionally speaks. Lord Xocatal Lord Xoxcatal is famed in Quatzadua as the man who brought unification to the country. Before the city of Terexta was built, he ordered a shrine to be placed upon the slopes of mount Terexta to mark the spot where he had fought the fearless Murazcoatl. With warriors who each fought like five, it is unsurprising that those who opposed the one armed head-taker were swiftly silenced. Despite this, he is fondly remembered as a man of peace. Spiria Home of the Mountain God

piria, the island neighbouring Cromaigne, is one of peaceful medium sized animals and attach themselves to tree roots, (and sometimes profitable) aspects. Being isolated from the leeching any nutrients they suck up. Regardless of this, some of Sother nations of Gwenthia, Spiria generally prospers by the settlements on Spiria (particularly Montemphis) purposely following its own political and social structures without the hassle plant Snap Trap seeds in neighbouring woods as a form of of bordering nations presenting conflicting ideas and lifestyles. defence from any attackers. For an Earth equivalent of Spiria, it would be a mixture of There is a large variety of wildlife in Spiria, but land based wildlife Scotland (for the climate and landscape) and Roman (for the tend to dwindle in numbers, particularly in the heavily wooded style in which most of the cities are built). The island is alive with areas around Mt Oreas (due to the high population of Snap Traps much of its land mass being covered for forests and mountainous, there). Wildlife includes squirrels, wolves, foxes, boars, beavers rocky areas. It may be because of this that the island is as sparsely (particularly on the River Elzix)... similar to that in Cromaigne. populated as it is, yet the cities thrive with social lively hood and Even Iqari are known to fly over to Mt Oreas. trade Sea creatures are few, but do exist, mostly around ports and Lake Atrox. These include extremely fresh water fish and small algae eating lizards that tend to stowaway on ships and feed off the moss that grows on them. Spiria is also prone to earthquakes, but not volcanic activities. Spiria rests on a fault line that runs horizontally through Gwenthia, hence its mountainous nature. This is another reason why Spiria is sparsely populated for the most part. The Climate Being a part of the northern hemisphere and close to the equator of Gwenthia, Spiria doesn’t have a set climate and its weather changes seasonally. It’s hot during summers and cold during winters, but not extreme in either case. Snowfall sometimes occurs earlier during the year, but settles very thinly. The People Although Spiria is known to be home to a small number of humans, the island is mostly populated by a race called Lapithians. Lapithians are bi-pedal mountain dwelling creatures that stand at an average height of just over six feet tall and are covered in longish fur (usually grey) except for around their mouth and nose, s. hands and feet. They have long snouts, big eyes, small ears and hands slightly bigger than that of a human. Lapithians also have The Geography long tongues Spiria is well known for its incredibly fertile soil and rare plant life. which they use to In fact, the fertility of the soil in Spiria is unusual as there’s no get into small obviously logical reason as to why the soil is so fertile because the cracks in most fertile soils are covered in forest areas, however, a lot of mountains and people believe that the source of this phenomena emanates from feed off small Mt Oreas as the majority of plant life on Spiria grows around it’s insects they find in base. This makes Spiria a popular choice for agriculture and them. If a Spirian fruits can vegetables are usually of some of the finest Lapithian fails to quality in Gwenthia and is often used in trades with other nations. find any insects Agricultural produce include sweet rubies (apples), potatoes, residing in the oranges, carrots, cabbages and grapes. mountain cracks, their saliva is capable to dissolving the salts in the mountain rock and they can use this as a form of sustenance. Although Spiria is well known for it’s wealth of high quality Over years, this can cause the rocks in the mountain to become agricultural produce, it is also known for its dangerous plant life brittle and this causes caves to form within the mountain face such as the parasitic Snap Traps, which are known to eat up to itself, which female Lapithians usually reside in during their pregnancy, as they have quick access to the nutrients needed to Names in Mountain tongue keep their babies healthy. Lapithians and their cities are the only ones that are generally The Lapithians and the Humans that live on Spiria have been given names in accordance to the Mountain tongue. These names known to co-exist, but only largely in Spiria’s capital city of generally follow one of two trends (or sometimes both). The first Montarul. Other than that, Lapithians and Humans generally keep and more common trend is that the names generally contain one to their own species. This is not because of racial hostility or or more S’s and/or “th” in their name somewhere. The second xenophobic tendencies, but more because of differences in social trend is usually reserved for Lapithian nobles and major cities, and structure. it’s where the name is made up of prefixes and suffixes of meanings used in the Mountain tongue. Names using the less The Languages common prefix/suffix method are generally vague in their There are two languages spoken within Spiria: Common and meaning and are only used as a rough guide to the background of Mountain tongue. Spiria is a known as a nation divided by the person or city involved, for example, Skepatis could mean language as the Humans rarely speak in Mountain tongue and the “Kingdom of virtue” if given as a name to a city, whereas if it was Lapithians seem to struggle with some of the pronunciations in given to a Lapithian, it could mean “Virtue of the kingdom”, and Common tongue. both meanings could also apply to a city or Lapithian with the name Virtuinion. Spelling Pronunciation Examples of names given by those speaking the Mountain tongue Shu SS-hue include names such as Spethia, Animtoris, Gorderyx, Elthis and She Sa-he Balthaxs. Sha Sa-ha Th Tee Eigh Ay Political Structure Each city/village of Spiria has its own governor or its equivalent, Words pronounced in Mountain tongue are usually pronounced which decide on any major political decisions that occur within very differently to how they would be in common tongue for the the city/village itself. Usually these governors will be accompanied most part, although there are a few similarities in the way some by councils of varying sizes to help them finalise on any major words are pronounced. decisions they need to make, however, smaller and more barbaric Spelling Letter cultures tend to be centralised solely around one particular figure of authority. Most governments within Spiria are friendly towards Ph F each other; however, some of the smaller villages are known to X K hold grudges over resource distribution or some other reason of On top of these spelling pronunciations, some spellings and similar relevance. letters are also pronounced as specific letters. Trade connections between different cities and villages are very For example, Montemphis would be pronounced “Mon-tem-fis” and Lake common, particularly those who gather a lot of a specific Atrox would be pronounced “At-rok”. resource, and are usually managed by council members of each government involved. Prefix Suffix Meaning Mont Eryx Mountain Montarul Gord Emphis Guardian The capital city of Montarul is the political central point in Spiria. Virtu Atis Virtue Whenever a political issue of such importance that it involves the Skep Inion Kingdom whole of Spiria arises, major government officials from different Cap Arul Capital cities come to Montarul to make a final decision on how these Auri Terra Earth issues are to be handled. These meetings usually consist of a good Anim Ferro Courage mixture of Humans and Lapithians, and are usually headed by Fili Auris Son High Priest Sherba or, if he’s not available at the time, another Iphi Ola Daughter member of the Mountain Temple. Other than these slight differences in pronunciation, Mountain tongue uses the same words as the common tongue does. International Relations The people of Spiria, particularly the Lapithian population are very sceptical of the Southern continent of Gwenthia due to the xenophobic nature of the Zathurians, who are located so near to are still many people in Spiria who believe the Mountain god is the Southern shores of the island, however, Spiria has strong trade not dead, but rather choosing a more natural physical state from connections to the Northern continent and Cromaigne. The which to take care of his people. Because of this, the Lapithians Lapithians, in particular those with connections with the (who are believed to be a direct creation of the Mountain god) Mountain Temple are very anxious to please the people of regard Mt Oreas as sacred ground and fanatically believe that only Cromaigne in hopes they will help them with their Iqari problem they should set foot on the mountain. on Mt Oreas. High up on Mt Oreas; facing Montarul lies the Mountain Temple, a place built by Lapithians as a shrine to their god. Within this Economy temple reside the clerics and sages of the Mountain god, as well as Spiria is a nation that thrives off trade between cities and nations. the Augwatey and the spiritual leader of Spiria, High Priest Although some of the finest goods go straight to the leaders of Sherba. Spiria’s communities, much of the population depends on its trade to make money. These trades very often include things such Magic as blacksmithing, masonry, building, seafaring and merchant, but Although magic isn’t practiced throughout most of Spiria that is the list is not limited to these particular trades. not to say that magic does not exist in Spiria. In fact, there are Most of the economy is handled by government officials. Trades many aspects of magic that exist throughout the lands of Spiria. It between cities and villages go through them, but particularly big is said by Vulcanologists that the earth in Spiria, particularly trades (especially trans-national trades) go through the Mountain around the base of Mt Oreas is incredibly and unusually fertile temple in Montarul, and even then, most merchant ships are only and full of nutrients that aren’t found in other parts of Gwenthia. authorised to leave from their ports. Whereas these same Vulcanologists put this down to previous volcanic activity within Mt Oreas centuries ago, the Lapithians Currency and the members of the mountain temple remain insistent that this is because of the Mountain God rewarding his worshippers Spiria doesn’t have a set name for their currency. Instead, for their faith in him. This unusually fertile soil has attracted merchants will call the currency by one of the types of coinage particular trades to move to Spiria for (most commonly they will call their currency the Regal). The further benefits and studies. Most coinage names go like below: notably are farmers, however, it has 1 Regal = 50 Imperials been known for Alchemists to move to cities and towns relatively close to Mt 1 Imperial = 10 Quartz Oreas to study and use the nutrients 1 Quartz = 10 Pennies found in the unique soil found in that area for their experiments. Most of A Regal is about 5cm in diameter, whereas an Imperial is about these alchemists try to secure homes at 3cm in diameter, a Quartz is about 2.5cm in diameter and a Penny Montarul so they can be as close to Mt is a mere 1.5cm in diameter. All coins appear a brass colour, Oreas as possible, however, if this is not possible, they will settle except for the Imperials which are silver. in Belinthus. In real-life equivalents, 1 Regal is the equivalent of about £25. As well as magic practitioners migrating into Spiria, it is known that High Priest Sherba and the other members of the mountain Religion temple possess magical properties. It’s not known to any specific Religion is the foundation of most of the Spirian societies and extent what these properties are, but many rumours say that they constitutes many of the laws and lifestyles on the island, have connections to the spirit of the Mountain God hidden deep particularly in Montarul and Montemphis. Specific beliefs vary within Mt Oreas, on which the Mountain Temple stands. between different people and different cultures; however, most of Sherba in particular also wears an around his neck called the island’s population (particularly the Lapithians) have a firm the “Eye of Oreas”. The amulet is about 9cm in width, 6.5cm in belief in the Mountain god of Spiria. According to the believers of height, looks to be pure gold and seems to glow a mysterious red the Mountain god, back in the dawn of Spiria’s birth, the colour. Members of the Mountain Temple claim that they forged Mountain god created all the landscapes and life on the island. this amulet from a mysterious metal they found deep within Mt During a particularly vicious battle, the Mountain god was badly Oreas which they believe was a part of the armour the Mountain injured and transferred his life force into Mt Oreas in order to God wore when in battles with other gods. Sherba has never been keep his island fertile and prosperous. Many people within seen without it around his neck. Gwenthia regard the Mountain god as a dead god; however, there the requests of the Mountain god as a prophet until something History else requires his presence. Kind, calm and wise is just a few words In the beginning of Spiria’s life, the Lapithians were the only that have been used to describe Sherba. known civilisation on the island. The Lapithians have always lived Sherba also has an eerie habit of knowing peoples true intentions as a peaceful community, totally devoted to their Mountain god when confronting them. Many say this is just one of the powers and good natured to anyone they met; however, there was a great granted to him by the great Mountain god, whilst other sceptical burden their race had to bare along with their settlement on the people put this down to incredibly good judgement. One thing is island: The Iqari. for certain though, nobody other than the members of the The Iqari used the Lapithian sacred grounds (Mt Oreas) as nests Mountain Temple and Sherba himself really knows much about and often dropped Lapithians from great heights, wiping out big him or his connections with the Mountain god and Mt Oreas. chunks of the race on each flight over from Cromaigne. In defence, the Lapithians were forced to forge weapons and armour The Augwatey and took up arms to defend themselves against their winged The Augwatey are seven warriors chosen by High Priest Sherba to attackers. For a while, this worked and the Lapithians endured a protect Mt Oreas from any defilers, such as the Iqari. They are period of great peace… that is until the Iqari learnt to use their chosen for their skill, courage and strong belief in their god and flight to drop boulders from a great height. are very often recruited from the Lapithian barracks set up in For decades, the Lapithian population suffered a decline in Montemphis. They are dressed in armour and cloth adorned with numbers. Many had lost hope until Humans from the northern the Mountain god’s symbol and are said to be vicious defenders of continent discovered Spiria for the first time. The Lapithians and Mt Oreas. the Humans set up an alliance and the Lapithians used designs the Humans had constructed for weapons to use against the Iqari, most notable are the ballistas. In light of this, many Humans decided to live in separate settlements in fear that they would constantly be attacked by Iqari. Some even took a major disliking to the Lapithians, seeing them as arrogant zealots worshipping a dead god and left them to their own devices. As time went by, the cities flourished, and the Lapithians had built the city of Montemphis (which is now the island’s military capital) as a training ground for Lapithian warriors and templars, leaving the rest of the population to revert back to their original, peaceful life. Spiria is still a growing nation, there are still many events yet to happen in it’s future. People of Note High Priest Sherba Sherba (Pronounced Sa-Herb-A in Mountain tongue) is the religious and political ruler of Montarul and all other Lapithian cities and towns within Spiria. Sherba resides in the Mountain Temple high up on Mt Oreas, overlooking the Spirian capital city of Montarul. He dresses in a white cloak made of the finest silks available within Spiria and brown undergarments, and always wears the Eye of Oreas around his neck, giving a mystical glow around his person. Sherba is rarely seen outside of the Mountain Temple, let alone outside of Montarul. Some Human non-believers of the Mountain god say this is arrogance on Sherba’s part, but many Lapithians (particularly those who have had the honour of having an audience with him) believe that this is because Sherba is fulfilling Zathuria Immortals & Manipulators

athuria is a land of three distinct cultures living together in itself is a place of myth, shrouded by impenetrable fogs and an uncomfortable symbiosis. It proclaims itself to be the haunted by the monstrous servants of the Zathurians. Only the Zmost ancient land in all the world, ruled by immortals that rare sailor-priests of the Zathurians cross from the holy city of remember when the gods walked upon the earth and man flew in Dhasham to Khranpur, were they enact their strange rituals the heavens like seraphim amongst the stars. amongst its ageless temples. The Konastorm Sea is mist shrouded and dangerous water, where Geography the only time clear skies are seen is prior to one of its torturous The realm of Zathuria occupies the north west corner of Thurian. sea storms. Many ships have been becalmed and lost in these It is bordered by the Sea of Circles to the north, the Great Ocean waters, and legends of sea devils, entrapping weeds and to the west, by Gara-Dien to the south, and shares eastern borders mysterious vanishing islands abound. Yet the hardy Tharux ply with AurUrbis and Meravaenia. The northern coast of Zathur these waters in their noisy clanking and smoking vessels, in search known as the Zathuri Marg, it is formed of smashed and broken of trade. rocks that tear at ship keels and are strewn with the remnants of To the far west of Zathuria the coastline is dominated by the ancient conflicts, lost civilisations and arcane ruins. Karamakan Desert, whose shifting sands have swallowed many a On the high cliffs above these deadly reefs stand the six of the shipwrecked sailor. The coast has become known as the Ship’s great cities of the Zathurians, each surrounded with torturous Graveyard, and its shore is littered with the bleached skeletons of forest and deadly wilderness, filled with all manner of exotic and vessels from all over Gwenthia. Those who survive the vast dunes lethal creatures. Their last city stands on the island of Khranpur, stagger into the windswept Charmedi, an expanse of rubble strewn hills, where little water flows, the only vegetation is thick called the Aurval Seeps. Only the marshland is traversable, as the forests of Tang Thorn and the winds scour the skin from the force of the river is too great to ford or sail, only the Clanking bone. Ships can cross it, however the Tharux have recently begun to construct a great bridge across the river, however so many slaves In the north-west of the land sits the impossibly vitrified desert of have died from Seep Rot that the project may never be Aktalar, a tortured landscape of blasted glass, where only the most completed. The Mana Mountains stand over Zathur like sombre pitiful creatures tread its burning surface. This region was formed rusty gods shrouded in cloak of crisp white cloud. The mountains when the gods turned their wrath upon the sinful city of the Sky are rich with mineral deposits , most notably iron, cinnabar and Touchers, a fanatical cult of men who believed it was their right to diamond. This combined with the gold deposits found in the walk amongst the heavens. The desert is like a shimmer cancer of Gorva Hills have been extensively mined by the Tharux. The baking death, the hottest regions of the desert is the great crater of Mana Mountains were once part of a great chain of volcanoes, the Akanda, where the air shimmers both day and night. The region largest of which blew its top and created the majority of the seems to cause severe mutation in anything trying to live in it, Konastorm Sea and the island of Khranpur. many of its weird and deadly fauna and flora are unknown in Gwenthia, and do not survive beyond the deserts borders. Yet Throughout their sparsely wooded sides can be found foul despite the trials of the environment people do come here, smelling sulphurs pools and steaming streams, that suggest that seeking for ancient secrets amongst the impossibly melted ruins of the mountains may only be sleeping and not yet dead! Throughout the land. Zathur can be found strange megalithic structures, creations of the Zathurians themselves, these structures form a complex The southern lands of Zathur are the Zharaghal, an arid grassland networks of invisible roads along which the Zathurians travel in where water is scarce and what does exist must be sought their Wind Chariots, it is taboo to travel along these pathways, but underground. The rocky plains, narrow valleys and wind blasted many people follow their routes in order to cross the land more hills are the home of the Zharaan nomads. Many herds of wild effectively. Khamul, Zagoro Gazelle, Zebrax and Jankabeest roam the land, hunted by the wily tribesmen. The large island north of the Zathuri Marg is called Rasen and is jointly governed with the Cromaignian kingdom of Menerain. The divide between the arid Zharaghal and more temperate Rasen is famed for its Great Market, the size of a small city, that Tharagax region is the Grieve Hills, a region of vertebrae like rock acts as the trading hub for most of Thurian and Gwailan, subject formations, many of which are riddle with ancient caves and to the consensual laws and tariffs of the Zathurian/Menerain sinkholes. The Central Tharagax region of Zathur is by trade council, The Rasen Concord. Given the Zathurians' comparison to surrounding lands an oasis of fertility and plenty. It reticence to involve themselves in mundane affairs (usually is criss-crossed with many rivers, and the well irrigated fields of handled by their proxies, the Tharux, Rasen is a successful and the Tharux can provide two harvests a year. Drought is a factor in dynamic example of Zathurian enterprise and shrewd the life cycle of the Tharux, but their fortified hill top cities are manipulation. well prepared. The region expands from the eastern hills of the Charmedi to the roots of the Mana Mountains in the east and encompasses the Gorva Hills, and Torendi coastlands. Most of Climate the land is flat grassland with occasional patches of forest, but The western coast of Zathur is blasted by powerful winds, the air agriculture dominates the regions around each city. At present the is unnaturally hot, and above the Aktalar is unbearable throughout lands of Zathur extend as far as the great rivers of Charrax in the the year, these same winds blast across the Zharagal making it south and Aurval in the east. The Charrax is a vast river, which warm here throughout the year, although temperatures can plunge moves slowly across the land, except when it floods, and then its below freezing during the winter nights. The north-east of Zathur great bores and torrents make is treacherous to all around. The is more temperate, with hot summers, and cool wetter winters. waters of the Charrax originate far beyond the borders of While the northern coasts are lashed by winds from the Zathuria, and it is used as a trade route by the Tharux and Konastorm Sea, this rain settles across the lands of the Tharagax. Zharaan alike. Its banks are home to several Tharux cities, but the many ruins along the rivers length suggest that another, possibly inhuman race once dominated the region. The People Zathurians The Great Sudeg Marsh is formed by the floodplains of the Charrax, it teems with wildlife, but most predominantly Black The Zathurians are an alien race, not native to Gwenthia. They Fever carrying mosquitoes. It is also the home to the Ghazazi claim to have ‘Strode across the cosmos to be here’. Their true People, a secretive folk, possibly descended from the Zharaan. origins are only known to themselves, but they are called the The Aurval River is a raging white water flow, which bursts from ‘Children of the Moons’ by many cultures. They are a xenophobic the Mana Mountains and then slows into an oozing marshland and agoraphobic race that dwell in sealed cities of great age and advanced technology. They have access to devices and knowledge The Zathurians are not human, but are humanoid. They come in far beyond the rest of Gwenthia; they are masters of science, and several different varieties. The skin of all Zathurians is black and yet they seem to dwell in a state of arcane stasis, never progressing stone like it is burnished with colour, much like the carapace of a in their development. Their equipment appears overly ornate, and black beetle, they are capable of changing this colour (seven an items function may be heavily concealed, or appear irrelevant colours in total) and with their sensitive eyes they can read each to the viewer. Their weapons seem crude, but are deadly in the others moods, leading people to believe that they are telepathic. hands of their warriors. They work in materials that seem organic The eyes of the Zathurians have seven nictitating membranes, or alien to the touch, their strange way stones are the most each capable of viewing a different colour of light, allowing for common example of their technology and can be found across good night vision. They are uncomfortable in normal Gwenthian Gwenthia. environments, preferring their bizarre self contained cities. A Zathurian who remains in his city does not age, although they may It seems that the Zathurians mourn the loss of their ability to physically develop and alter. However once they leave their cities travel the heavens, and that is their only desire, to leave the world the ravages of time soon attack their bodies. The most commonly and return to their home. The Zathurians claim that when they met caste is the Zachara or Charioteer, they are tall elegant came to Gwenthia that all men were but primitives dwelling in creatures, with long graceful necks and limbs, smallish heads, with trees. They used their science to upgrade them and educate them, a human like face, their heads are topped with fine wiry tendrils until humans stood as equals with their masters. The Zathurians that look like hair but move and sculpt themselves into elaborate talk of an idyllic period, known as the Era of Joy, when the two hairstyles. The fingers and toes of the Charioteers are capable of races worked together in harmony, and Gwenthia was filled with manipulating tools, but it is unseemly to use the feet. The their combined wonders. However, humans tried to steal the Charioteer is the fertile stage of the species; they leave the secret of Star Walking, and tried to touch the gods themselves, community to breed and to carry the messages of the higher their actions were a blasphemy and resulted in the Eighth Moon castes, at this stage the Zathurians visibly age and change form. being murdered and cast from heaven. The Zathurians were After some undefined period the Charioteer undergoes a forced to turn upon the humans is a bloody and holy war, every metamorphosis into one of three forms, either a Varda or piece of human technology was destroyed and men were cast back Warden, which is their warrior caste, a Zavaar or Savant which is into the forest. Then the great city of men was destroyed by a their intellectual caste or a Zazathiss or Heavenly, a defunct and heavenly bolt, and became the Aktalar Desert. Over the aeons the redundant caste. Zathurians have sought-out the pieces of the Eighth Moon in an attempt to return his body to the heavens. They have never The Wardens are burly forgiven men for their treachery, but still enslave them as useful creatures, with faces like tools. carved stone, their necks have all but disappeared into Throughout the aeons since their arrival the Zathurians have ruled colossal shoulder muscles over seven great nations, however they have become dissatisfied and their head tendrils all with each and have destroyed them. It seems that each of these but disappear. Their eyes are nations became technologically advanced from their close much larger and they have proximity to the Zathurians, which their masters allowed, but very acute movement there is some trigger in this process that causes the Zathurians to perception and night vision. descend upon their slaves like a plague of locusts. The Zathurians They fight with vicious seem to be extremely jealous of any race that seeks deeper hooked swords, ornate understanding of the cosmos, and through history they have been archaic spears or sometimes known to assail other nations to remove this knowledge, such strange weapons which can attacks are always absolutely lethal. Lesser purges are known such sear the flesh of their foes at as when they destroyed all the telescopes (and their creators, their a distance, they are families and their homes) fifty years ago. The relationship between thankfully rare. the Zathurians, Tharux and Zharaan’s remains relatively stable at present. Each year the Zathurians take slaves to serve them in The Savant is tall, their their cities from both people, these people are never heard from movements are very controlled and restricted. Their faces become again. They also seem to sow their seed amongst both nations, long, almost goat like and their head tendrils become rigid, maintaining control through subtle devices. They remain in the forming crowns above their heads. The Savant also develops eyes of both nations as living gods, a fact that is rarely dismissed noticeable earlobes, and a second series of tendrils that hang by most other nations of Gwenthia, and one it seems that the down from their chins. They are great thinkers and spend decades Zathurians are more than capable of proving. pondering deep secrets. They seem to issue commands to the Wardens and Charioteers. Many think they are the ruling class of the Zathurians, but this is incorrect. The next social rank is the Hagovens, made of thinkers, scientists and engineers. The Ramovens is made up of a warrior hierarchy, The Heavenly is a strange creature, its body is almost completely and is extremely militaristic in its make up. The Tarovens are fused, with no movement in its neck and wrists. The rest of the landworkers, farmers and petty crafters. Finally the Domvens are body becomes sheathed in a hard carapace from which multiple landless peasants, who rely upon to good will of their masters for tendrils extrude, the head tendrils become very long and whip like. survival. Foreign slaves are a common sight in all Tharux clans, all When a charioteer transforms into a Heavenly it instantly enters a castes apart from the Domvens maintain slaves in their coma like sleep and cannot be communicated with by any modern households. They have enslaved all the people of Zathuria, apart means. They are placed in great catacombs beneath the arcologies from the resilient Zharaan and their cousins the Ghazazi, however and left to their eternal slumber. The Zathurians believe that when this in not for want of trying. Slave markets are a common feature the time comes for them to walk in the heavens again the of their cities. Heavenly will be their guides. Tharux favour the wearing of ornate, tight fitting clothes, gold There are two more transformations known amongst these jewellery and flowing cloaks. They are a technologically strange creatures, Wardens sometimes change into the unmoving sophisticated culture; their warriors carry crudely rifled guns, use Guardians, which look like great black columns of carved organic ornate war machines and cannons against their enemies and don flesh, these can be found in and around all of the Arcologies. sturdy steel armour for war (when the hot weather allows). They Their powers are unknown, but believed to be deadly. The Savant have made good use of irrigation, water wheels and have begun to can also transform into the ruling caste, known simply as Thu or develop steam power, especially as a means of crude propulsion Thoughts, they become part of the living city on the island of for their Clanking Ships and Grind Wagons. They have developed Khranpur. Only the Zathurians have ever looked upon these rudimentary understandings of electricity, although its application organic entities, and even they do so with fear in their hearts. is strictly for religious purposes. Their knowledge of chemistry The Tharux City Folk and physics is possibly the most sophisticated amongst the humans of Gwenthia, and they are renowned as alchemists, and The Tharux are a rich dark brown are the only known producers of gun powder in all Gwenthia, skinned people, noted for their slim which has become their major export in these troubled times. frames, tall stature and quick However the Tharux are immensely secretive. They do not allow movements. They are great thinkers, anyone into their workshops, and if they do sell their technology and have a natural affinity with they disguise its working and function beneath deep layers of science and technology, a gift they superstition, religious hokum and some very nasty anti-tamper claim was bestowed upon them by booby traps. Those who purchase their machines often discover their Zathurian overlords. Their eyes that they have very limited life spans, and then the Tharux charge are black, as is there hair (which extortionate prices for the devices repair. many of them shave off or braid into locks in emanation of the Zathurian The Tharux greatly revere the Zathurians and each year offer head tendrils). Long necks, small forth their brightest children to serve their demi-god masters. heads and thin limbs are their ideal of beauty and many Tharux They hold great festivals in the honour of their lords. It is law that use neck rings to extend their throats to a pleasing length. It is no man may speak badly of the masters, and the penalties for such also common for women to cut their earlobes into pleasant forms. indiscretions are extremely harsh. Amongst men the ideal form is to possess a large head, with long stretched earlobes, both being a sign of intelligence and wisdom. The Zathuri Marg is deemed a holy land, taboo to enter on pain Head moulding is common amongst both genders, and many of death and the cities of the Zathurians are portals to heaven, older Zathurians can have greatly lengthened skulls, this practice is which are looked upon from the sea with great reverence and of course enforced by parents on their children. piety. The incursion of the Charioteers into Tharux lands, bedchambers and holy places is always believed to be acceptable Some Tharux carry Zathurian genes, and possess nictitating and just. If called to war the Tharux will rise to the challenge membranes or the ability to adjust skin colour, or perhaps natural without mutter or grumble, you and old alike, even if it means features that makes them more like the masters of the land, such certain death and hardship. children are destined for greatness. This emphasis on appearance has lead to a caste system developing amongst the Tharux. The The Zharaan Nomads ruling nobles form the highest caste, their inbreeding has lead to them developing extremely Zathurian like characteristics, they rule These surly brutish people are all of desert stock. Like the Tharux the clans which form the backbone of the nation. their skin tends to range from dark black to golden brown, with keen black eyes and strong hooked noses. They are a powerful, barrel chested people, heavily muscled, with well proportioned limbs. They are great survivalists; they have to be based on their The Languages harsh environment. Like the Tharux they to can display Zathurian Za’Laj – This is language of the Zathurians, it is an inhuman characteristics, however the role of a child born with these tongue that relies heavily on empathy, eyelid movement, body features varies greatly, if the features lead to strength and position and concepts beyond normal human comprehension. It increased survival then the child will live, some characteristics sounds like a fluctuating stream of screeches and clicks, and such as the ability to change skin colour will lead to the child conveys vast amounts of information in seconds. Some Tharux being adopted by the Zharaan’s animistic priesthood. However with high Zathurian characteristics in their gene pool can weak children are left to die. understand this language, but only one person, Thar Andamalaxx the great founder of the Tharux is ever to have reputedly spoken The Zharaan have a natural affinity with the wilderness, they are it. The written form of Za’Lai is even more complex than its uncomfortable in cities and towns. All Zharaan are trained to spoken form, and contains some characters so small that they are tame and herd the fearsome Khamul, a powerful armoured imperceptible to the human eye. camelid that is indigenous to Zathuria. The Zharaan are ever restless, travelling about the Zharaghal as the grazing and the Tha-Yux – The Language of the Tharux, it is a language of fast seasons lead them. Men and Women both have distinct, but flowing thoughts, interspersed with technical complexities that equally important roles in Zharaan society, but both can become make it difficult to understand. It caste maintains a vocabulary leaders. suited to their social and cultural needs. It written form is extremely effective for making mathematical and technical They hunt actively, wearing cured animal skins and living in notation, it is strangely cuneiform in nature. animal skin shelters. They only come to the cities of the Tharux to trade their meat and skins for metal or if a Tharux leader is Zharag – The language of the nomads is a strangely flowing seeking their employ as mercenaries, for they are feared warriors tongue, with beautiful musical overtones, and is well suited to renowned throughout Gwenthia. In times past the Zharaan made poetry and saga a like, it is a shame that only the Shaman’s of this war against the Tharux, now they live in a strange symbiotic truce, culture use it in such a manner. Zharag does not have a written which was forged by the Zathurians. Each year the Zharaan are form, but the Zharaan uses ornate symbolism to support their oral visited by a great floating obelisk, a servant of the Zathurians, it traditions. demands blood sacrifice, gives gifts of strange artefacts and takes special children to the Blessed and Gilded Cities of myth. The proclamations of the so called ‘Finger of the Gods’ have Political Structure immediate and long last effects upon the culture of the Zharaan, The Zathurians are above the petty politics of humans, their and no war chieftain would work against them. Sometimes the interactions with each other and those outside of the communities obelisk is escorted by black angels who enter the women’s huts seem unfathomable. If they act for or against another nation it is and bestow their blessings, when this the birthing of ‘special because of their own agendas and has nothing to do with feelings children’ increases ten fold. or relations with other. While they are the lords and masters of the Tahrux and Zharaan, they seem to treat them more as pets or children than as equals to debate with. Both races know the Lesser Peoples of Zathuria consequences of conflicting with the Children of the Moons, but Despite the strength of the three great nations of Zathuria, there to comprehend the actions of their masters they have deified exist several other cultures that dwell amongst them. The Ghazazi them, a role which the Zathurians seem to tolerate and some are secretive marsh dwellers, who seem to be descended from foreign commentators have suggest ‘relish’. The Tharux operate a Zharaan stock, yet never show any Zathurian traits in their feudal system, defined by their strong cultural castes. The genetics. They are renowned psychics and are famed for their Zathurians are at the top of this order, being defined as living prophecy, yet they are rarely seen preferring their primitive gods. However it is the Three Brother Kings and their lords that existence living in floating reed houses and ply the waters in dug control the actions of Tharux society, with the lower social ranks out canoes. having little autonomy. The Zharaan are a primitive tribal culture. War leaders, shamans and the tribal circle hold sway over the The Tegreet are a race of enslaved mountain men who serve the every day decisions of life, but like the Tharux they are swayed by Tharux in their iron mines. They maintain a strong culture of the whims of the Zathurians. music, religion and language, placing great emphasis on lineage and ancestry (which they trace through the female line). They are small folk, with pale brown/olive skin and remarkably straight Cities Of Zathuria hair. Their culture has been enslaved so long that they rarely seek Each Zathurian city seems to maintain its own identity and to escape or rebel against their masters. function within society. They seem isolated from each other as the inhabitants rarely travel between them, but this is due to the Zathurians ability to communicate over great distances. The city of Khranpur seems to be of great significance to them, this may be as a centre of religion or for some more obscure reason. There are three major regions of the Tharux nation, these are ruled over by the Three Brother Kings. The Kings came into power ninety-five years ago, and due to their high Zathurian characteristics have aged little since their ascension to power. Farux reigns over the western Tharux cities, including Cardaraz in the far south which is only accessible across the Zharagal Plain. This area known as the Faru Marj in his honour is renowned for the quality of its inventions. He travels regularly with his priestly retinue and vast array of courtesans to the holy cities of the Zathurians, he is the leader of the Tharux faith, and is seen as the controller of the soul of the country. Marax, controls the Maramarj, the central and coastal region of the land, he is exceptionally scholarly in his outlook, a renowned philosopher and prudent law maker. He travels little; remaining cloistered in the famed Gardak, Eye of Knowledge his sprawling capital. The Emlin Marj is ruled by Emlinada, and encompasses the eastern most cities. Emlinada invest a great amount of his energy into construction projects, such as the Aurval Bridge and the Mines of Har in the Mana Mountains. Like his brother one of his cities, Demna lies across the plains, but is more easily accessed. Emlinada is rumoured to be planning a great road from the city of Mascatta to Demna, which his nobles fear would lead to conflict with the Zharaan. However despite their differences the Three Brother Kings maintain and deep fraternity and closeness, which has made Tharux extremely stable. The Zharaan tribes are many, each deriving their name from a great ancestor, great act or totem. Their names change and flux as the generations pass and the tribes travel about their homelands. Sometimes a particular tribe seems to gain special dominance of their fellows or several tribes will ally together to combat a special foe, but such power is fleeting.