The Dark Spire

(Writers statement: All images used in this story are taken from Google Images, they are not intended to violate any and all copyright laws and holdings. If a formal request is made to me then I shall willingly remove them and if necessary completely remove the story entirely. It is solely for amusement and enjoyment and not for any profit.) 


Prologue:

Some say that in ages past, beings of incomprehensible power once walked the world as we know it. A race of beings that transcended the laws of magic and could bend the very magic of the world to their will allowing them to perform feats that others could only see in dreams. It is said they could manipulate the weather with a simple wave of their hand without the need to usher the words of a spell, Others speak of their power to crush a persons heart as if it was within their hands.

But above all that was their unfathomable power of creation, it is recorded in the writings of ancient chroniclers from all across the known world that it was these beings that are responsible for the creation of many creatures, monsters and evils. Ranging from the tall, strong, slow witted Trolls to the seductive, beautiful, manipulative succubus.

And yet for all their power and immortality, one day.

They Vanished

All but one who still holds his power hidden from the world in his Spire both above and below. Where he rules his following of monsters, demons, creatures and corrupted mortals whilst down below in the Netherworld, the world beneath as we mortals refer as, vast cavern chambers and tunnels house a city unlike any other.

As the world advanced forward from the dark ages and into the time of kingdoms and empires, the Spire remained silent to the extant that as the millennia passed on and on people of all walks of life began to believe it did not even exist and then eventually forgot it completely. Just as he wished for his plans are made in years, decades, centuries, millennia, his plans go beyond the short term but the longest possible, until he is able to know exactly what is to happen before the event that sparks it all begins.


The Dark Spire?:

Once a mighty fortress of the greatest and purist forms of magic, the Spire was the seat upon which all the Ancient ones sat and ruled over the world towards the greater goal of harmony and peace. Standing atop a lonely mountain in an near open expanse of land with a vast and near bottomless lake on one side which was connected by rivers to the sea, a near never ending forest on the other. 

The Spire stands alone with a range of battlements and defences in place that make it an impenetrable fortress on its own, never mind the fact that the Spire is protected by a series of unknown magics that ensure that no sorcerer or witch can perform actions without the consent of the Master of the Spire.

It is said that when the Ancients vanished, the lands around the Spire decayed at a rate never before seen, where once open prairies and ever beautiful flowers glistened under the sun. Came a field of blackened dirt, soil and ash. Only with the power of the Great One did the land heal which is what made many beasts, beings and monsters flock to the Spire. 

Now the Spire acts as the home of the Great One himself where he rules from his Throne and when not there he often retreats into his private chambers at the highest point of the Tower. The Spire also holds the private quarters of all the Chosen Lieutenants of the Great One who not only act upon the orders of the Great One but also when asked give him Council and act as Advisors so that he may make informed decisions.


The Netherworld?:

Although the Spire might appear to be a single tower standing above the earth, it in fact has "roots" that dwell far beneath it, where the Netherworld exists, or to the more mortal tongue "The World Beneath" where vast cavern chambers and tunnels create an entire world illuminated by the ever flowing lava and magma rivers and lakes.

Here in these endless chambers, caverns and tunnels those who have pledged themselves to the Master of the Spire, Ruler of the Netherworld and rightful Overlord of this World have built a city that rivals all that sit above, always illuminated by the ever flowing lava rivers, built magically and manually from solid rock and stone the city of the Nether holds all that its inhabitants require, from markets to taverns and inns, in a single chamber however lies the great Forges where machines create vast quantities of the finest weapons and armours for the vast army of the Spire.


The Forges:

In the very bowls of the Netherworld, where the larva flows into slow moving lakes and pools, it is here that the Netherworld forges conduct their work. Harvested by specially made wheels that constantly collect the lava from the magma lake before dumping it into their connected vats. Where with some magical construction, the Lava is altered into various metals and minerals that the Netherworld and the Tower requires. This allows the Tower and the Netherworld to exist without the need of trade, as the Forges are able to produce any and all metals and minerals that are ever needed and the constant flowing of the Lava and Magma mean an infinite supply. 

One of the largest of the forges is the Steel and Iron works, which by its name alters the Lava into Iron and steel and then into the actual final product of the solid metal before being passed on to the Forge Smithies who craft anything to do with that particular metal, whether it be farming or mining tool, hammers and nails, or weapons of war.

Under close guard and constant regulation is the treasury which fashions gold and silver from the Lava flows, producing items of importance and trade but also the golden coins that make up the Netherworlds currency. All of which is transported to the Netherworlds version of the bank who maintain the standards of the currency as well as provide a safe location for the citizens of the Netherworld and the tower to house their finances.


The Mausoleum:

Within the depths of the Dark Spire, at the point where the upper and lower sections meet at the Crust of the Earth, lays the Mausoleum to the Ancients. Although there are no bodies entombed within the Mausoleum, as the tombs were built to honour the lost Ancients. The Master of the Spire had the Mausoleum built to honour those who he called his family, since he had no bodies to bury he instead had life sized statues of the Ancients constructed with each having the perfect likeness of them all.

Upon the statues wear the armour and clothing that individuals once would have worn in life. Always guarded to ensure none be tempted to steal the artifacts that once belonged to the Lost Ancients, it is common to see the Master visiting his brethren of old as well as those the Ancients created coming to offer prayers to those that created them.


The Master:

The last of his kind, the last of the Ancient beings that brought forth an age of wonder upon the world. The Last giver of life and gifts that are now all squandered by petty mortals.

Aguilar the Immortal King, Master of the Dark Spire, Ruler of the Netherworld and rightful Overlord of this World, sits above all others. A being of incomprehensible, immeasurable power and ability his gift of magic challenges creation itself as does the mercy and care in which he gives his subjects. Some akin him to a tyrant, a Dark Lord of Evil who seeks only utter destruction of the mortal world, yet this is far from it, Lord Aguilar seeks only Peace, Order and Prosperity for all regardless of whom they may be.

It is his ambition of restoring order upon the world, and if that means he must perform terrible acts then so be it. But he never seeks to punish those who do not deserve it and never because of an unjust law or with brutal punishments that are harsher than requires, all the Laws and punishments he places on those under him are honoured by those he rules. 

He is a being of understanding and comprehension, always planning far forward, never seeking short term gains instead of the long term goal. Lord Aguilar instead measures his plans, schemes or machinations in the longest possible, when required he might concoct a scheme that could take years if not decades for all the pieces to fall into place, yet they always seem to do so at great wonder of his Lieutenants.

It is rare that Lord Aguilar will leave the Dark Spire, and even when he does it is usually to travel among those he rules over, within the vastness of the Netherworld or across the farms and forest around the Tower. Having pleasant conversing with his subjects on how their lives are transpiring and what could be done to improve it for the future.

When he finds some personal time, it is said that he enjoys the company of his "Lieutenants" with whom he would often dine with vast banquets alongside. Either that or he will find some solace amidst the vast library that is held in the tower, a giant circular room with countless floors, all holding a copy of each and every book ever written and every play ever concocted.


Who are the Servants?:

Many serve the Master of the Dark Spire, Ruler of the Netherworld and rightful Overlord of the world, yet there are those who rise above all others for they are the ones that were the first, the first creations of the All Powerful beings.


Vampires: Countess Serina

The first to be spoken off is the "Eldest" of two siblings, Serina, the "Oldest" and most powerful of any and all Vampires, it is said that the undead blood suckers could only "Dream" of matching her abilities and power.

When most look upon her they see a young girl when without her makeup could be easily mistaken as young as 16, yet for those who believe to be as weak as such meet a fate as grizzly as any who face such monsters.

Not much is known of her origins, some say that she was infected by a strange curse when she was 16 and was forced out by her village. Others say that she was cast out for her interest and use of evil, dark, accursed magic that had the necessity of human blood. The Aptly named Blood magic, of which turned her into a basic vampiric entity.

Regardless however she was protected by her younger brother, who helped her to escape the clutches of religious fanatics for many years, however her powers only grew by the day until she could not be hidden anymore. Her Brother died trying to protect her in some stories, in others it is believed that she killed him in a fit of vampiric hunger. Yet again regardless it is recorded that they were found by the "Ancient Ones" who offered them not only safety but also powers beyond their comprehension. 

Serina was turned through unknown magics into the greatest of the Vampires and was granted powers beyond any that would follow her. Despite this however there are stories of her being challenged by older Vampires who had already been around in the world before her, yet she easily bested all those who challenged her and more importantly to her at least  the choice of the "Ancient Ones". Those who challenged her discovered that they could not land any blow upon her, as she was the most powerful, she had command over them denying them any ability to resist anything she did, meaning those that tried to take her place whether by force or manipulation could only watch as she ripped them apart piece by piece as punishment.

It is often believed that she had constant arguments, disagreements and bouts with her Brother, often over minor matters and decisions. Yet to any who observe such moments and who know them better always remember that they will get over the matter easily for as any sibling will understand that in their position. 

"They have been through too much to truly despise each other".

Serina rules over the Vampires on behalf of the Lord, ensuring that they not only abide by the laws, rules, instructions, commands set down upon them. But also that they uphold the plans put into their care by the Lord and see them through. Most commonly the Vampires intertwine themselves in the upper echelons of society most commonly the gentry and nobility. For despite the common superstition, Vampires are able to survive in sunlight but weaken themselves doing so and only become recognisable to the mortal gaze when they desire.

For the most part she remains at the Dark Spire, working from her private rooms. Overseeing the countless vampire covens that work under her orders on behalf of the great one, yet when not there she enjoys visiting her personal villa in the heart of the Solaris Empire. Enjoying her "Summer home" whilst overseeing the vampires working the vineyard around it, whilst obviously partaking in the tastings of the wine her grapes produce.


Werewolves: Boss Velkus

Leading the Werewolves like that of a leader of the criminal underworld, comes Velkus technically the younger of the two siblings, he was born after his sister Serina but after her use of blood magic was uncovered  he was the only one to defend her. For this he was cast out by their village and forced into hiding in order to help her.

In doing so they fled into the forests and fell in with a group of bandits, in exchange for sanctuary Velkus started working for them, to the point that he became an accepted member of the gang. This meant that not only did the siblings get the gold they needed for things they needed but the killings committed by the bandits meant a steady supply of blood for his sister.

Yet as the years went on, Velkus began to grow up to the point that by the time he was 28 he realised that sooner or later he wouldn't be around to help keep his sister safe. By this point he was the leader of his own band of "Foresters" (nickname for forest dwelling bandits) who called themselves the wolves after the name of the woods "Wolfs wood". Sadly things only grew worse as Serina's blood hunger only grew worse until it could no longer be hidden as his own following of criminals turned on them both. 

Velkus was struck with an arrow to his shoulder, with the arrow covered in the deadly poison extracted from the Wolfsbane flower. A toxin so extreme that only one person has ever been recorded surviving being poisoned and even then that person only suffered from a single drop of the poison in their wine. In an effort to save her brother Serina bit into her own arm and tried to make him drink her blood, in a desperate attempt to turn him into a Vampire like her. Sadly it failed.

When the Ancient ones found them, they gifted Velkus with new life, due to the presence of both Wolfsbane poison which holds a connection magically to the Wolf howl star constellation. Where the flowers of the wolfsbane only bloom when all nine stars light up perfectly, Velkus was magically bound to the wolf. As such he became the most powerful of the Werewolves, a chief of sorts who could command the already existing werewolves as an Alpha would command those in a pack. Add on the vampiric blood bonded to the poison Velkus was also gifted immortality like his sister which was enhanced by the Ancient ones magics.

Now he commands the various packs of Werewolves in the Spire and Netherworld, ruling over them as  criminal boss would rule over his gang. He treats his packs as he would a gang of thieves, as werewolves despite the humanity they hold onto are prone to action and are quick tempered when not controlled by a leader. Under the Lord of the Spire, Velkus works the criminal underworld for a variety of causes for the Dark Spire, from some "Gangs" income in the form of gold, intelligence from well placed spies, muscle for when a certain matter needs dealing with.

A bit of an outcast by his own self, Velkus tends to work on his "Criminal" enterprises from a hidden location deep within the frozen mountains of the North, where safe from prying eyes. Some deem that he has built a nation of his own for the werewolves. But never forgoes his duty for the Master of the Spire, although he spends much of his time in his hidden fortress, he never forgets his duties to the Dark Spire. And even with all this he still holds to his Brotherly duties of protecting and watching out for his "Big sister", who always argues with him over everything, whether it be minor or important matters.


Necromance: General Kolazar

Necromance other wise known as Undead, are the creations of dark magics that corrupt the very essence of life itself, for the most part the Necromance are shambling husks that only follow commands, the most common are skeletons that have been reanimated from battlefields, graves etc. Yet there are a few that go beyond such existence.

Chief among them is Kolazar, the General of the Undead Legions.

Kolazars history and origins are shrouded in mystery, none know who he was before he became a necromance. Due to his skill in battle and experience in commanding armies it can be assumed that he was a leader of armies in life just as he is in death.

Yet unlike other Necromance he is completely sentient, capable of higher thought and understandings, including the power of speech which can be done without any movement of the bones that make up his skull leading some to believe that the skull was not his and that he was once headless. According to some, Kolazar was a proud warrior and a revered leader in a vast army, yet when his success lead him to gaining a great number of enemies within the nobility of the Kingdom he served loyally. All of whom were jealous of his successes and popularity among the populace, said nobles wanted to remove him in a humiliating way.

During a battle that could decide a devastating war between two kingdoms, they left him and his army to die. However instead of going onto the next life, it turned out that the betrayal had been done with the use of powerful magics, which was noticed by the Ancient Ones. Who collected his soul as the magic disallowed Kolazar from going into the next life, they offered to him a chance of a new life, a chance of leading a new army and if the need arose the chance to exact revenge on the Nobles who betrayed him.

Kolazar willingly accepted and swore his soul to the Spire until the end of the universe, In service of the Spire Kolazar became the General of the vast armies of skeletal Necromances that were housed in the Netherworld and guarded the Dark Spire. As time went on Kolazar "repealed" his desire for vengeance and replaced it with the desire to continue service to the Spire.

With the disappearance of the Ancient Ones, leaving only one, he renewed his pledge of service and loyalty, swearing to follow the Ruler of the Netherworld, Master of the Spire and rightful Overlord of the World unto the end of days, riding either his skeletal or undead horse ahead of his legion of Necromance.


The Wraiths: Pure-Wind

Similar in existence to the Necromance, are the Wraiths but on a different level entirely, whilst the Necromance are the reanimated bodies of those that were once alive and have past on (Excluding Kolazar). The Wraiths were never either, for they are beings that dwell in the oblivion between the living and the dead, since they are not alive they cannot die but since they cannot die then they are unable to experience what life brings.

Always clad in black robes, hooded and cloaked with only the whites of their eyes visible to any onlooker, Wraiths are incredibly agile, strong and versatile.  Created by the Great one in the early decades after the disappearance of the other Ancients, their purpose was clear, to act in the shadows in service of the Master of the Spire.

This can be in a variety of forms, on the one hand they may only act as the secretive protection of certain individuals that the Master has placed under his protection. They may serve as spies on any who is named by the master when the usual means of collecting information cannot be performed by anyone else in his service. And when the need arises they serve as the Masters most proficient Assassins, killing anyone that the Masters has marked for death, it is said that an army of bodyguards cannot stop a Wraith from performing his or her task. 

Each Wraith is slightly different in ability just as any individuals would, yet when it comes to the physical presence each Wraith is almost identical to the others since they all wear the same "Armour". The only way to differentiate them from each other is to find the weapon they use, for each one prefers a specific weapon, one uses a Khopesh type sword, another a spear, another a broadsword and so on.

But as with the others under the Rule of the Great One, one stands out and acts as the most trusted of the Wraiths, he is Pure-Wind who is often regarded by some as the long death, from the fact that he has never missed with his bow and arrow. Whilst most Wraiths remain silent when spoken too, which has lead some to think they cannot speak, Pure-Wind is able too but in a deep and somewhat terrifying voice and usually only when at the Masters request. Often he only speaks the words given to him by the Master, such as when he eliminated a target in front of another Lieutenant and said "The Master thanks you for your continued loyalty".


Lizards: Chiefs

Although not exactly a race of beings that the Ancient Ones intended on hosting, centuries of racial violence and millennia of tension between the Reptilian folk of the world, lead to the exodus of several tribes to the Spire.

After the disappearance of the Ancient ones, many of the Reptilian tribes believed the Spire to be empty and thought they could claim it as a stronghold for their people.  Yet when they arrived with their families, they encountered an army of Necromances, Demons, Vampires, Werewolves and others monsters waiting for them. The Master of the Spire offered them a choice, they could try and fight after which he would resurrect their corpses into his Necromance army, they could turn around and go back where they came from. 

Or they could swear their loyalty to him from that moment until the End of time itself, knowing that the other two choices would result in the utter obliteration of their people, the chiefs all got down on their knees and pledged themselves and their tribes to the Spire. Afterwards however instead of the expected enslavement, the Lizard folk instead were treated with respect, care and equality. They were allowed to live among the others creatures and species in the vast city within the Netherworld, the Chiefs were treated with honour with one being chosen as lieutenant answerable only to the Master of the Spire.

Now the Lizard Folk serve in a variety of forms, they serve a citizens of the Netherworld, they serve as blacksmiths in the forges, farmers and ranchers on the lands around the Spire not as slave labour but as equals among those who already work in such professions. Their warriors act as scouts and Guerrilla fighters in the Spires Armies when needed.

Lizard Folk come in various sizes and shapes depending on their heritage, those who come from the swamps are more akin to crocodilians and other larger reptiles. Whilst those that come from the more desert areas are smaller and skinnier most of the time they are no bigger than the highest goblin. Regardless though they hold true to the beliefs of their ancestors, where they continue the worship of a Reptilian deity known to them as Sobe, who they believed gave life to everything with scaled skin.


Demons: Commander Arnz-Kul-Darr

The original inhabitants of the Netherworld, they were creation of the Master of the Dark Spire upon the discovery of the Netherworld during the construction of the Spire by Necromances. The Demons being creatures born of shadow, ash and flames can be said are forged not born. Due to their magical essence they are able to walk through the larva lakes and rivers that illuminate the Netherworld which when added with their immense strength and curiosity make them deadly opponents in battle. They often look upon the Ancient ones and the Master of the tower as gods whom they worship with extreme intent, often offering to surrender their lives should they fail in task

Commander of the Demons is Arnz-Kul-Darr the first of the Demons to be created, a powerful being who seeks only to serve his Master and Ruler. Like others of his kind Arnz-Kul-Darr holds the Master in great esteem on the level as one would hold a God. When he failed a minor task and the Master deemed a light punishment needed, Arnz-Kul-Darr readily accepted and wilfully lay in a stream of cold water which to demons is on a par with being placed in a pool of excessively corrosive acid without making a single sound.

Such can be understood as in the aftermath of the disappearance of the other Ancients, Arnz-Kul-Darr, is more determined to serve the Master of the Tower. Whom he believes to have chosen to stay in the mortal world and as such is grateful to his Master.

In battle Arnz-Kul-Darr commands the demons in what for mortals would be suicidal assaults, yet to Demons is deemed battling little more than insects wielding his sword of fire . Arnz-Kul-Darr often dons his distinctive armour whether he is in battle or not to better differentiate him from the Other Demons, as it is easy to mistake one for another. Yet for him it is often unnecessary as he is the only Demon to be granted the power of flite thanks to the immense wings given to him on his creation.


Succubi: Mistress Lilith

Often looked on as Demons in their own right, the Succubi are far from it, for while the Demons are forged, the Succubi are born. Created in the dawn age of the world, by The Great One Himself, the Succubi were created to act as the first spies for the Dark Spire, just as the Demons would serve as the original warriors.

First among them is Mistress Lilith the leader of the Succubi of the Netherworld and the Dark Spire, an immortal woman of incredible beauty that is often regarded as the most beautiful of the Spire and one of the most fiercest in her Loyalty to the Great One. 

So much so that when one of her fellow Succubi mistakenly made a snide comment on the Great Ones newest Law on the introduction of a new race joining their growing City. Lilith dragged that Succubi before the Great One and asked what severity of punishment the "Woman" should be put through for her insolence. Although the Great One declared the matter unnecessary, it forever proved to the others the strength of her loyalty and "Love" for the Great One. Lilith also has a very strong attachment and extreme level of care for the Leader of the Great Ones Praetorian guard Nerissa, which has lead to some interesting rumours over the nature of their relationship

Although she very rarely leaves the Dark Spire and joins the other Succubi in the expansive city in the Netherworld. She is sometimes requested to lead "Missions" on orders of the Great One personally and ensure that the mission is successful, these are often tasks that require a great skill in seduction and "Persuasion". 

Whilst many of the Succubi live peaceful lives within the City of the Netherworld, a great number actively serve the Dark Spire and the Master. They join the Bee Folk in the service as maids, cleaners, cooks and servants and should the Spire have important visitors, they are often asked to ensure that the "Guests" are kept comfortably and have their needs seen too.


Dark Elves: Prince Zannir

Exiles from the now long fallen Elven kingdom of Alesia, the Dark elves are lead by Zannir who lead his people from the exile to the wishes of the Ancient Ones who gifted them sanctuary in exchange for their loyalty. Zannir is often regarded as prideful but sternly loyal to those who believes worthy of it, often requiring them either besting him personally who have performed an action that has shown him worth.

Being a Dark Elf however does not mean that he is without the machinations of his people, the Dark Elves were caste out for their use of "Dark" Magics for the purpose of political and military gain, something that the High Elves deem corrupting. According to the histories when the Dark elves were uncovered a brutal civil war erupted which only ended with the Surrender of those the High Elves deemed "Corrupted" and exiled them all. 

Now they live and serve within the Netherworld as well as assist in the Guarding of the Dark Spire both above and below the crust of the Earth, where their skills as crossbowmen and fierce determination serve the Spire well. In battle they serve again as long range infantry but can and do go into the battle when ordered. Like the Demons the Dark Elves regard the Master of the Dark Spire, Ruler of the Netherworld and rightful Overlord of the Earth as a living god whom they worship with great reverence, however unlike the Demons who regard the Great One as the "Maker", the Dark Elves refer to the Great One as "The Saviour" when not speaking in person.

Zannir serves this purpose with vigour, often leading the charges personally wielding a sword in one hand and his repeating crossbow in the other. Often shouting "For the Spire, for the Nether, For Our Lord!". Such actions often find him in discussions with others such as Kolazar who believes his charges to be suicidal that his Dark Elves can be killed whereas the Necromance are already dead and can easily be replaced. Zannir counters this by stating the religious fervour that he and his people hold the Great One, stating that the "Saviour" not only helped them but granted them a new lease of life and for that his people would gladly give their lives if it meant the Great One would achieve his plans.


Spider-lings: Brood Father/Brood Mother

From the depths of ancient and dark forests are the Spider-lings, a peculiar "Race" of beings that are as they appear in their name. They are spiders of greater size, some being the size of small horses, but those of certain position of authority such as Brood Fathers or Brood Mothers are usually the size of elephants.

Despite their appearance one must never assume them to be savage and brutish monsters that care merely for sating their hunger. For the Spider-lings are of higher thought and entirely sentient, capable of speech and complex planning. Yet must always remember that just because they are capable of such they are safe to interact with. Stories from across the world tell of travellers that encountered broods within the deep forests being utterly wiped out, their bodies entombed in webs for the brood to feast on.

Such tales made many drive the creatures from their lands and territories, in fact entire kingdoms conducted Purges against the Spider-lings alongside other non human species they deemed "Other". Countless Broods were wiped out their nests put to torch, in this time the Great One brought the survivors to the Dark Spire and granted them the forests nearby to establish a new Hollow in which they could live. Although they were no longer to hunt, the Great One made clear that they could join the other creatures of the Netherworld and the City it held. Soon Spider-lings could be found among the farms around the Spire even working shops in the Markets.

After a few decades, the Spider-ling Brood Fathers and Mothers all pledged Eternal loyalty of their race to the Great One not only for saving them from Extinction but also for the new life The Great One had gifted them.


Minotaur's: Herd-master Os'Zu

Hailing from the great stepped grasslands of the South west, Minotaur's are regarded as fierce, strong, stubborn, pig headed and some of the worst manners you can imagine. But also known for their strength and stamina in running long distances, some saying that a herd could run 50 miles in a day and still have plenty of energy and strength for a battle at the end.

In the past there were hundreds of Herds wandering the steppe living simple lives in family groups, minding their herds of goats and sheep which they relied greatly on for their food. However when Humans came upon the world, several Khans began to vie for control of the land bringing not only cattle but horses which began to pressure the Minotaur's for grazing lands. After a few decades the Herds became fewer and fewer, until the Great One intervened and offered sanctuary which was readily greeted and accepted. Many of the Minotaur's now live and work in a place of relative comfort working the farms around the Spire and raising the herds of livestock.

Yet in War they act as a force of heavy infantry capable of breaking even the strongest front line.

Now under the singular Leadership of Herd-Master Os'Zu who was chosen by the Great One to represent his people when required. Like others of his kind, Os'Zu is regarded by his fellow Lieutenants as brash, stubborn, quick to aggression, a bit slow at times. But they also remark him as loyal, understanding and at times Honourable. He however regards himself as one of the strongest of the Great Ones warriors. Like the other Lieutenants Os'Zu has living quarters in the Dark Spire.


Bee-Folk: Queen Cleopatra

A peculiar race of beings (No pun intended) The bee-Folk come the vast untamed forests of the South East where they once lived in numerous hives, collecting pollen and nectar from the range of flowers that lined the edges of the trees or within the expanse of clearing that dot the forest.

Despite living and working like their name sake, the Bee-folk are somewhat humanoid, they possess human like bodies, but have two small antennae on their heads, as well as the distinct bee abdomen where a human would have their bottom. Add on the insect wings that they use as their primary form of movement, they are often regarded as beautiful creatures, mostly because males are only born when the need for a Queen to mate comes to pass.

Meaning the most common to be seen are the workers who are all sterile females, only the queen is permitted to have children. Under the Rule of the Great One is Queen Cleopatra, a Queen of extreme beauty who has lived for countless centuries ruling her hive as her own kingdom, though beautiful her beauty has been known to slip when she feels enraged. However she graciously pledged her loyalty, service and life to the Great One after the Great One performed a magical spell that saved her hive from a deadly plague.

Now her Hive mostly act as some of the finest builders of the Netherworld, whilst also acting as "Maids" among the Dark Spire. The Queen herself very rarely leaves the Spire as all her needs are attended too by her "Daughters".



Sirens:

Originally created by the Ancient Ones in an effort to bring beauty and music to the endless ocean, the Sirens at first did not actively serve the Ancient Ones directly but performed all that they were by their actions, using their magical voices in song to calm oceans that were treacherous.

Yet when the Ancients disappeared their purpose shifted as mortals began to traverse the waves, killing and harvesting from the Oceans they had helped to create. Enraged the Sirens began a solo war against the Mortal world that were abusing the world they believed the Ancient Ones or "Orchestrators" had built for all to behold. They began to turn their music into more nefarious purpose, using their entrancing voices to lure ships and sailors to their grim deaths.

Soon though this aggressive nature became more normal for the Sirens who began to lure sailors and ships to their deaths not to protect the oceans. But to feast on the flesh they killed, which more and more ships began to disappear soon even the poorest fishermen were being killed and devoured. Such actions only made them more conspicuous to the mortals who soon turned brutality against them, with one Kingdom performing a great Purge against the Sirens.

Those that survived fled into the unknown reaches of the ocean where they encountered a representative of the Great One, who after seeing what had happened to them offered them a new home in the great lake they lay next to the Spire. They readily accepted not only out of desperation but realisation that an "Orchestrator" was still alive and thus their purpose to serve them was alive also.

Now they work in the growing of plants that can only really grow in shallow and deep waters, many of which are those that are of importance for medicines and elixirs. As well as this they work the fish farms in the heart of the lake, where as other nations would rely on simple fishing to bring in fresh foods from the rivers, lakes and seas. The Sirens instead use their knowledge of life in the water to successfully perform the same actions as farmers on land perform with livestock.


Trolls: Bolgarualakat (Bolg for Short)

Also called Ogres within some Kingdoms, Trolls are often remarked as being slow and dull witted, yet this is merely a false flag for their own survival. It is unknown when, but at some point after the Disappearance of the Ancient Ones Trolls learned to disguise themselves as dumb brutes, that could neither talk or truly think. 

This allowed them greater freedom as most Kingdoms, Empires, Nations etc. Regard them as simple beasts of the wilds and when Trolls do attack, be it merchant caravans, farms or isolated villages, such matters are also deemed unimportant to those of authority.

Yet Trolls in truth are sentient, whilst not as Intelligent as others such as Giants, Minotaur's or Spider-lings. They are capable of complex thinking and a great level of speech, yet their throats deny them quick wording and often Trolls use alternatives, such as Slang to define something, for instance "Take Water"  means literally "Go get something to drink" with the word water representing all fluids.

Such wording even comes into the matter of their names, although Trolls have long names in earnest, they tend to shorten them when required. Trolls have the habit of only speaking words only if the need is present as it takes them time to produce the words properly and clearly so they do so slowly, thus they only talk in long sentences if it means taking the time to say it. This comes even with their names, when Trolls are discussing among themselves they do so clearly and slowly with their full names, but when conversing with others they would use a shortened version of their name and their quick talk of slangs and alternatives for the purpose of ease and time.

It is primarily for this reason that the Trolls do not have one of their own among the Masters inner circle of advisors and Lieutenants. This was entirely their own choice before any judge the decisions of the Great One, they instead are represented in opinions by the Impos who share a long history of companionship with the Trolls.

Those in service of the Dark Spire serve in a variety of roles and purposes, whilst some are ordinary citizens, often aiding the Netherworld or farms with their strength. Others take more purposeful roles working as warriors in the Great Ones army when needed, which comes into several roles such as pulling heavy loads, helping the construction of various machine etc. And of course fighting in the front lines, donning plated armour on their arms, chests, legs and heads whilst wielding spike clubs.


Giants:

The tallest race of beings in the known world, the giants are as high as three story buildings and are incredibly strong capable of crashing through wood built houses and buildings as if they were petty branches on a bush.

According to legends the Giants were a culture of their own, living in small communes that they called their own, living their own beliefs freely. Across the forest, mountains and valleys the Giants prospered peacefully alongside the Elves and the Dwarves, at times the Giants would even live alongside the other two in the world. Elven architecture has been credited with the construction strength of the Giants.

However when the Celts arrived, the Giants like the Elves were driven away from the homes they had constructed and the monoliths that held their ancient memories. Whilst the Celts took credit for their construction it was truly the Giants that built them, not as a means of religious ceremony or worship but as a means of holding onto their history and culture. For the Giants hold their history in the form of stories, which are preserved on the Monoliths as carvings onto the rock. Yet when the Celts arrived and laid claim to them much of their history was lost and with it their culture.

Thousands of years later a curse was placed on the Giants population via the use of dark magics by an order of religious cultists which secretly holds power to this day. The Curse destroyed much of the intelligence of the Giants, turning them from a race of beings with culture, speech and wisdom into brutish barbarians that spoke only a language of grunts and garbled mumbles. The resulting violence lead to a purge, entire communes were either wiped out or enslaved by the newly established human nations.

Those that survived the slaughter were brought to the Dark spire, here they were graciously accepted by the cultures that had come under the protection of the great one. Though they were still brutish in their actions, the Master made a plea to them in the name of their ancestors, using his power the Master allowed them to regain some of their intelligence, although the curse holds strong denying them the same levels of intelligence as before. They still spoke the language of growls and mumbles they were able to regain the knowledge of their culture, as a thanks the Giants of the Spire created the first Monolith in over 7,000 years upon which they carved the story of how the Master helped them to rebuild their culture.

Now in service of the Dark Spire and its Master, the Giants were granted an area of hills and forests all to themselves within the confines of the Dark Lands, here they have begun the process of rebuilding their culture to the same standards as their ancestors. All the while providing aid to all the citizens of the Spire and the Netherworld using their profound strength to help everyday tasks go much simpler.

When required however they are all too willing to join the armies of the Dark Spire in defence of their new home, where they are divided into two distinct groups. There are those who perform actions such aiding in the construction of fortifications, defences, war machines and heavy lifting. Others however don armour made by the giants themselves in honour of their ancestors, that covers their mouths and noses, portions of their arms and parts of their legs. Whilst their upper torsos are protected by either nothing at all to show their courage or by tough leather shirts and garments, these are warriors who charge into the enemy as a shock force of soldiers wielding massive spears or huge axes.


Orclans: Chief Batlug

More commonly called Orcs by the greater populace, Orclans are a fierce breed of warriors that were originally created by the Ancient Ones to serve as protectors of the outlands, defending the innocent from the dangers of the world. They lived and served for such a purpose with determination for centuries.

However when the Ancient Ones disappeared the world around them changed, the people that they once protected vigorously began to turn on them. Orclan Strongholds were taken from them by new kingdoms and empires, that sought to use them for their own gains, the Orclan themselves were branded monsters and barbarians that had been preying on the people of the outlands for eons. Such propaganda was successful as villages that once would have greeted Orclan warriors instead tried to either force them out or flat out kill them.

In desperation the Orclans went into Exile, until one day when in their encampment a message arrived carried by an Impos, inviting them to a place of safety where they could renew their lives in service of the Great One. The Leader Chief Batlug readily agreed and brought his people to the Spire and readily pledged himself and his people in service of the Last Creator.

Now Batlug serves as a commander of the Great Ones armies, acting as the second to Kolazar when required. But when not in times of war or battle, Batlug remains a warrior, he was tasked with ensuring that law and order is maintained within the Netherworld. A task which he takes very seriously, but understands the need for diversity, so he ensures that his Peacekeepers are comprised of all the races and creatures under the Protection of the Spire.

He wishes to live up to the teachings of the Master of the Spire, by showing that even though they are all very different it doesn't mean that any one race, species or culture is dominant over the others.


Impos: Old Cenrid

More commonly referred to as Goblins, the Impos are small, thin and ungainly creatures from the depths of the world. Originally created by the Ancient Ones to be a force of labour for their constructs, they soon grew into great numbers and spread out once the Ancients gave them their freedom to live as they wished. Many found themselves living in places of their own creation deep beneath the earth in cavern and tunnels of the mountains.

Yet when the world changed, they were gradually forced out by mortals seeking the wealth of the world, in gems, metals and gold. Slowly they found themselves being pushed further down into the earth, not many managed to escape back to the surface, those that did fled to the one place that they thought they could be safe.

On their arrival they found the Spire relatively quiet than previously thought, the Ancient Ones had vanished, with only one and their creations remaining. The oldest of their kind Cenrid declared that he would remain with the Master of the Spire and serve him in whatever manner wished of him, all of the Impos followed remaining and helping in the reconstruction of the Spire above and the Netherworld below. Where they once lived in the hundreds they now live within the expansive city of the Netherworld in the thousands if not tens of thousands living in ways they could never have imagined in the great length of their history.

Old Cenrid now continues to serve as an advisor to the Master of the Spire, alongside the
various other Lieutenants chosen to represent their people. Cenrid is however a cautious individual often advising restraint and patience when certain events occur in the world, deeming that they must first wait until a full picture is visible and all options open. 

They are found everywhere in each industry from the farms above, to the great forges in the depths of the Larva flows, to shops and markets, to the old tasks of construction where the vast majority of the population work. Despite their roles in the society of the Netherworld, the Great One refuses to see them treated with foul demeanour or harm. Declaring laws that ensure that no race, creature or beast was to be treated foully or harshly, whilst also issuing laws denouncing and forsaking the enslavement of anyone or anything that holds intelligence.

Due to their numbers the Impos almost have an entire cavern all to themselves, nick named Goblin town by the residents of the Netherworld the Impos included. The town is a mitch match of wooden walk ways, homes, shops and other buildings all built along the cavern walls and giant stalagmites hanging from the ceiling.


Sprigs:

Created for the singular purpose of bringing life to the emptiness of the world at the dawn of time, the Ancient Ones gifted the Sprigs with some creation themselves. Sprigs are Immortal, all female and are capable of creating plant life where ever they go, it is said that when ever a Sprig takes a step flowers grow in their wake. It is even said that they are able to hear the plants talking to each other, whilst they have explained that some plants are just that, some such as Red wood trees are able to speak to one another.

In time they began to work together and created the expansive forests of the world, yet this beauty was not enjoyed by everyone. Mortals began tearing up the world for their own ideas of beauty, open plains of grass and flowers were churned up into blood soaked battlefields. The forests they spent years growing were cut down so mortals could make houses, bridges, castles and machines of war.

When the Ancient Ones disappeared, the Sprigs grew enraged not at their creators but at the mortals that they had spent millennia building a beautiful world for. Where once the Sprigs were peaceful and pacifistic, they became aggressive and warlike, fiercely defending the forests they called their home, brutally killing any who dared to bring harm to them.

Looked on as no better than monsters, the creations of evil sorcerers a witch hunt ensued in some parts of the world by a religious order of fanatics, whose sole aim was to utterly destroy anything that their Religion deemed "OTHER".  Entire forests were put to the torch in an effort to wipe out the Sprigs, those who survived heard through their magic they learned of continued existence of one of their creators and all travelled to the Spire.

Now they live within the nearby forest alongside the Spider-lings, venturing out when it is time to fertilize the soil around the Spire for the farms to grow the crops needed for all to live in prosperity. They also grow an orchard where not only fruits such as apples, pears, mandarin oranges and grapes are grown, but also trees they have created solely for the uses of timber and lumber.


Draconis: Golvurthur

Drakes, Dragons, Draconis, Leviathans all are the same thing regardless of where they are from, what they breath, fire or ice. Draconis are sentient beings that were among the first Creations of the Ancient Ones, when the Ancient disappeared however the Draconis felt lost, for they did not know their purpose in the world just as the Great One.  For this they remained close to the Dark Spire continuing to patrol the world around it for any intruders.

Despite what some say Draconis are not large, great, towering monsters, Draconis are actually not extremely large, though their wings give the impression of a large monster from a distance or by the silhouette. Their bodies are actually rather small with long necks and tails and two back legs for when they come to land and rest.

They are often seen flying around the Dark Spire or the surrounding area, continuing their constant patrols for any would be intruders. Though some have ventured further out into the world where they act as a kind of messenger on behalf of the Great One, whom sends them to seek out those who are being offered a new place to live under his rule.

In times of War and Battle, the Draconis act as scouts and airborne attackers against the enemy. Using their magical abilities to spew forth an element, such as Fire, Ice, Terror (Which incites fear on those struck by it), Earth (Opening and closing chasms in the earth) and Wind (Great gusts of Wind) upon the enemy forces. Usually done when the enemy is in either retreat or bringing in more troops into the actual fighting.


Arcs: Samael

Created by the Ancient Ones the Arcs were sent forth into the world with the intent on teaching all mortals from the Elves to the Dwarves in the beauty of peace, prosperity and goodwill to all which they dove into with intent. 

However mortals being mortals soon began to see different ideas of what peace, prosperity and goodwill was to them.  As cultures began to spread and religious beliefs took hold, the Arcs began to feel fear as they saw a number of mortal cultures and religions take hold of the idea that the Arcs were living gods and required human sacrifice to keep the cycle of life.

Terrified the Arcs tried to stop this cruelty and convinced a number of cultures to reform
themselves in a new light. But a greater number felt betrayed by their so called gods, deeming them to be false, liars and devils, sensing this weakness a number of greedy, power hungry individuals influenced the populace in a Crusade against the so called false gods and those that worshipped them.

Not wanting blood on their hands by their words or by their actions the Arcs under Samael fled back to the one place they would find solace and sanctuary. Now under the rule of the Great One, they serve as Emissaries, ambassadors and diplomats when the time is called for, which they experience and ability to speak all languages fluently comes in great help.


Deer Women: Roe

The creation of the natural world, Deer Women are in some aspects similar to Succubi but are often regarded as more pleasant and forth coming. In the days of old the Ancient ones created the Sprigs to bring forth life in the form of plants. Then after a few decades they created the Deer Women and the Satyrs to join them, both held the bodies of humans but with the legs of animals such as Goats for the Satyrs and deer for the Women. On a certain note, Deer women are actually able to breed with other races but only ever produce daughters as Deer Women, where as when they once bred with Satyrs they would have had either satyr sons or deer daughters.

The Satyrs and their Deer women brides were tasked to bring life in the form of animals into the forests, hills and mountains. Both took very different identities though, the Deer women found comfort in bringing small and gentle animals, such as rabbits, birds, squirrels and deer. Whilst the Satyrs sought to bring impressive, powerful beasts such as bears, wolves, moose and in some places like in the far north Mammoths. 

But with disappearance of the Ancients, the Satyrs and their brides began to divide even further, the Deer women wanted to withdraw from the world and treat the mortals with an element of respect as long as they returned the same respect. The Satyrs on the other hand wanted to defend their creations to the bitter end, which only lead to a subsequent purge, as they were already few in number, the Satyrs under their last Leader called Pan, were all killed by soldiers whilst trying to defend their sanctum.

The Deer women survived and managed to escape from the purge finding shelter in the deepest depths of the forest, among people who worshipped those they deemed Gods of Nature. From here they made their way back to the Dark Spire in the hope of finding safety.

Under the leadership of Roe, the Deer Women were welcomed back by the Master of the Spire who allowed them to build a home for themselves alongside the Minotaurs, Lizard Folk and Spider-lings. Which was gladly accepted, Roe took the majority of her people into the forest where they established a small settlement for themselves. 


The Coven: Lady Jeneria

In ages past a mysterious gathering of magical users came together in an ancient elven fortress hidden deep within the Mountains. Theirs was the position that magic could even be used to attain a means of spiritual enlightenment or understanding, where many of the sorcerers and sorceresses would meditate harnessing their magic in an attempt to Transend the mortal world and gain a deeper knowledge of the next

This Coven offered its services to local villages, healing the sick and wounded and using their magics to improve the crops and the fertility of their livestock. And for many generations life was peaceful, but things must always change. For soon in the time of the most destructive purges committed by human nations and groups seeking to exert more control over the world.

In one such purge they deemed the Coven to be a group of maniacal and heretical magical users that used magic in fragrant disregard of the so called "Laws" . Which technically did not exist in the actual laws of the various nations but were noted in "recently uncovered religious writings". The Coven itself was utterly destroyed with very few managing to escape, it was here that an Ambassador for the Great One came and offered them all sanctuary within the Netherworld and the Spire. With nowhere else to go the Coven agreed and soon became a common sight among the citizens of the Netherworld with their members walking the streets in their distinct robes and gowns. 

Under the leadership of Lady Jeneria the coven is now organised as more as a Guild than a religious organisation, but they still hold true to their original ideals of learning the magics of the world whilst also seeking a greater understanding of the worlds beyond. But now they take a greater role in interacting with the world around them in a manner of kindness and generosity rather than be a semi reclusive coven of magic using monks. 

When called on however the Coven is quick to answer the call of the Great One, with whom they shall assist him in the use of incredibly powerful spells. As well as aid in the defence of the Spire where they use powerful spells both on the defensive and offensive, shooting great balls of fire and death upon the enemy or using barrier magics to block incoming projectiles.


The Dwarves: Venitar

As the world changed with humans becoming more and more dominant in the world, many cultures and races began to feel a greater level of discrimination and segregation. The Elves had lost much of their world, only One kingdom of many still holding strong, but for the Dwarves things were slightly different.

Whilst a great number of their fortress cities had managed to remain their own, those that were smaller. Such as their colonies were less defended and were easy prey to the greed driven hearts of humans, many of these colonies were sacked, burned, destroyed or stolen from the dwarves, with the some of the survivors fleeing for safety of the great cities further away. But some continued to run further afield, with a number finding their way to the protected lands around the Dark Spire.

Here the refugees were granted sanctuary by the Great One and were allowed to remain under his protection. All their needs were heeded and given, where before they had been forced to ration their food, now they had plenty to share among each other. Where once they lived tattered and torn tents or misshapen shelters that could not hold back the cold, now they were being housed in proper homes where warmth was always found, allowing those who were sick or weak to rest their wary souls.

After seeing the prosperity of those who already lived among the lands under the rule of the Dark Spire, all chose to remain and swore their allegiance to the Master of the Spire. Now the strong and stout Dwarves that once fled their homelands so long ago, have chosen to forgo their ancestral name and now declare themselves either Spire Dwarves or Nether Dwarves. Now their skills in the smelting and crafting have been a great boon to the all in the Netherworld and lands around the Spire. In peace their work in the mighty forges is rivalled only by their brethren across the world, fashioning items of great beauty and strength whilst in War their work in metal comes in great aid for the forging of all kinds of weapons and armours and obviously in the machines of war.


Hell-Hounds:

The original guardians of the Dark Spire, Hell-hounds are large black canines with red eyes that vary in size with some being the size of the average wolf, but some reaching the size of a full grown stallion. Despite their size though they are canines to the core, fiercely loyal to their Master, to the point that they would react to even a word that could be conceived as a threat or insult.

During the time of the Ancient Ones, the Hell-hounds patrolled the wilderness around the Dark Spire as well as its halls ensuring that any intruder was sniffed out and dealt with. But after their disappearance, all the Hounds found themselves in the singular service of the Master alone. Now though despite continuing their service as guardians and protectors, Hell-hounds are more akin to companions of those who live in the Netherworld and the Dark Spire acting in the same way as mortals would act with their pets.


Guardians:

There are two kinds of Guardians in service of the Master of the Dark Spire, most common are those that resemble statues. Such Guardians are found atop the columns that line the bridge that is the only way to the main gate of the Dark Spire, others stand along the bridge itself as well as on the Battlements of the Spire and its various halls. When they sense an unlawful entrance of the Dark Spire via the bridge they will drop down, either detaining or eliminating the Intruders. 

These Guardians were the original protectors of the Dark Spire which in the time of the Ancient Ones, served as their sanctum, they were created with the ability to rebuild themselves upon destruction, so if defeated they would reform at their original post, even if they were only pebbles.  Now the Guardians are very rarely called on in defence of the Spire, often remaining at their post in solid form becoming statues in all but actuality. When called on however they form a solid column that stretches across the bridge leading to the main gate.

Other Guardians however are much more menacing, these guardians are the creations of the Great One alone, forged from metals from the depths of the Netherworld enhanced by unknown magics and shaped into machines of varying sizes, some the size of a human others are far taller capable of looking a giant in the Eye, despite moving on all fours. These Guardians serve in three specific locations, one being the Treasury, one being the Mausoleum and finally the Entrance hall of the Dark Spire after the Main gate. Where a single Automaton Guardian nicknamed Archelon by the Master, who stands watch of the hall challenging any who dare to enter. 

Any Intruder must answer his questions with absolute honesty, "Who Dares to Enter the Spire of the Master?" and "For what purpose do you enter the Spire of the Master?", if answered honestly Archelon and the other Guardians shall let them pass. But as is the common occurrence with those intrude on another's home, should they lie on both questions, Archelon and the other guardians would react in just cause.


Praetorians:


The personal guards of the Master of the Spire, Ruler of the Netherworld and rightful Overlord of the World. Created with the singular purpose of defending the Great One himself as well as his personal chambers, the Throne Room and the "Mausoleum". All but two are empty beings with no souls and no voices, their armour hides their bodies perfectly ensuring that no skin could be seen. Their faces hidden by intimidating masks and even if one was to look close enough they would not even see eyes behind them.

Some say that they have a language of their own where they are able to pass on messages, orders and warnings to each other. Yet none have ever heard even a whisper from behind their masks, leading some to think it to be hidden in the means of their creation, so they do not make a sound because they are linked together by Magics.

They are fiercely loyal to the Master of the Spire, thanks to the means of their creation the standard Praetorian requires nothing. They never sleep, never eat, never drink, this means that wherever they are, they shall remain their until ordered to do something other, mostly taking a new task in Service of the Master. Exact numbers are not entirely known but it is guessed by some that there is roughly 500 at any one point.

As for the two that are different from the rest, come the officers, acting as the second in command is Centurion Pleidus, who is different for a variety of reasons. Unlike those under his command, he has a voice for obvious reasons that allow him to give out orders when required but also to voice his actions to the Great One as well as to his Commander. Another odd difference between him and his more common brethren is the distinct appearance of skin and flesh on his body where visible.

Above him however stands the only Praetorian that holds a true face to her name.

Nerissa commander of the praetorian Guard of the Master of the Spire, a strong, determined and fiercely loyal follower of the Master of the Spire. Not much is known of her past, some believe she was a mortal before being taken in by the Master who granted her not only Immortality but command of his personal guards, others say that she was in fact the half born daughter of the Great One and Lilith the Succubus. Mostly due to the level of care and clear attachment that three have for each other.

What is known is her dogged determination to ensure that her duty is upheld and that the task given to the praetorian is not taken lightly.

Whilst she is the Commander of the Praetorian, she is also the Bodyguard of the Great One, wherever her goes she goes within mere feet of him. Ensuring that none regardless of who they might be, even those who are technically loyal to the Master and the Spire. Whenever the Dark Spire has visitors such as Emissaries from the Mortal world as she refers it as, she stand proudly by the Throne and makes the declaration of whom the visitors stand before as well as ensuring that they meet the proper standards of bowing before their better.


Kingdoms, Empires and Nations:

Surrounding the world of the Dark Spire and standing above the endless caverns of the Netherworld, exists the world of the mortals. 

The term mortal is often regarded by those of the Netherworld and the Dark Spire to anyone who live beyond the care of the Great One, such a reference is for Humans, Elves, Dwarves, Halflings and various others. Such races live in their own nations, kingdoms and empires, but Humans are by far the most powerful and most numerous in Numbers and Nations.


Kingdom of All-Ellum:

Situated between the coast of Ere-gian in the west and the Alkar Mountain to the east the Glamdrrrin mountains in the south and the Morgal moors to the North, the Kingdom of All-Ellum is regarded by some nations to be a strong and powerful kingdom ruled by a long line of kings, but sadly with a history of corruption. Just as with other kingdoms and nations, the King does not have a vast army under his direct control at all times.

Whilst laws and declarations are under the direct control of the King himself, his army is made up of troops that are controlled by the various nobles of the Kingdom. Which often makes time a great enemy during the initial outbreak of war, as it takes the Kingdom a considerable amount of time to properly gather its army as well as for the King to decide who will be the General in charge of the campaign.

In ages past the Kingdom did not have any laws on regards of slavery, yet in recent years under the careful rule of King Alfredus the 3rd, such laws banning the enslavement of peoples have begun to enforced across the Kingdom, the King although heavily against the trade he had to make the point to his nobles that such a trade is not as profitable as it once was. Yet still hundreds if not thousands of enslaved are still held across the Kingdom. Yet the Enslavement of non human races and those deemed of none human levelled intelligence is still legal under the law and is likely to never be changed.

All-Ellum is also often engaged with constant wars and border clashes with its more powerful neighbour The Solarium Empire. With whom the Kingdom often fights wars of defence against as the Empire tries to push its sphere of influence into new lands. For this reason a string of castles and forts line the border between the two.

The Kingdom of All-Ellum is often renowned in the Realms of Men for the elite heavy cavalry and longbow men which make up a great deal of the Royal host, (Kings relatively small personal army). Which usually serve under the direct command of the King. In peace these cavalry and archers serve as enforcers of the law, either patrolling the roads or scouring the forests for bandits and Rebels.

In recent years the Kingdom of All-Ellum has begun to make itself out as the defiant symbol of resistance against the expansion of the Solaris Empire. To this end they have attempted to solidify their alliance with the Celtic kingdom on its southern "Border" and gain the support of the other Gaelic and Gervan kingdoms further North. With mixed success, although small kingdoms and fiefdoms have wilfully allowed themselves to become apart of the All-Ellum field of influence, many are just as mistrustful of All-Ellum as they are with the Empire. So much so that on some occasions the All-Ellum have attempted to forcibly bring these nations into their growing "Alliance" the Joltnar are an example of this.

In terms of their economy the Kingdom favours greatly on a variety of sources, yet the truth wealth of the Kingdom is focused on Three pillars that solidify the royal treasury. The Nobility that hold vast swaths of land or Fiefs under their authority whilst also holding positions at the Royal court. The Gentry who are private land owners that do not come under the direct authority of the various nobles but do not have a direct presence in the Kings court or inner circle. Then finally the Church of the Holy Sword, the Kingdoms sole religious faith, that serve in two forms they are permitted to hold property from which they are able to receive rents whilst also being excused from certain taxations.

When it comes to matters of other races and cultures, the All-Ellum are divided in what their opinions are, some nobles and gentry deem that trade with others races such as the Dwarves in the Mountains, the Elvar in the East and the Jorganmun in the far north, to them such dealings would bring greater wealth to them and the Kingdom as a whole. However others deem that such would lead to others wanting better rights in a Human Nation, by allowing greater freedoms for those they believe to be lesser then others will want the same, like the Werewolves who the All-Ellum keep locked up in a special prison, and the Giants who like in other kingdoms along the coast are enslaved and believed to be nothing but barbaric brutes with no more intelligence than a dog.


The Solarium Empire:

Among the Kingdoms that can be found between the Coast of Eri-Gian, the Colodar mountain range in the far east, the Elriker desert of the far south and the Glamdrrrin mountains of the North. The Empire of Solaris reigns supreme, regarded by most chroniclers of the realms within said ranges as the most powerful of the Human dominated nations.

The Solarium Empire was founded over 500 years ago when a singular city state by both diplomacy and military annexation folded several neighbours into a single Empire under its control. And since the Empire has expanded borders in three directions, North, West and East ever since, relying more and more on it militant power to expand its sphere of influence. In the past the Empire relied on both militant power and diplomacy to expand its borders, however as its power increased, smaller kingdoms or city states often surrendered without a fight or need of any diplomatic effort. Such nations were granted some degree of autonomy within the Empire but were still required to give tribute in the form of taxes as well as provide soldiers for the Empire when called on. At the time of these writings, the Empire consists of 11 provinces of varying sizes and well over five "Client" or Vassal states.

In recent Generations the Solarium Empire and All-Ellum have become embroiled in constant wars, border skirmishers and clandestine actions, as the two nations stand in each others way, the Kingdom of All-Ellum wanting to solidify its power among the other independent kingdoms and the Empire wanting to expand further North.

The Solarium Empire is a Constitutional monarchy, with an Emperor as the head of state, yet for the grandeur and prestige of the position, the role of Emperor is largely ceremonial with true power being held in the Solaris Senate, where elected representatives debate and vote on all matters of state. Yet to honour the traditions of the past, the Emperor is held as the speaker of the Senate, ensuring that the Senators gathered remain civil during debates and can decide when the debate is over and call the vote. After a law or declaration is agreed upon it is only regarded legal once it holds both the Emperors signature and official seal.

Whereas other Kingdoms would focus on strength of heavy forces, such as cavalry, the Solarium Empire instead diversifies its army with numbers. Most important however is the use of strong disciplined units of heavy and light infantry that are constantly trained and refined to serve is various roles, whether in peace or in war. These units are at the ready for any order when they come, at peace the Army and its soldiers serve in local garrisons in cities, towns and villages patrolling and keeping the peace. In war they are cohesive army that relies on its training and discipline and great numbers to gain an advantage.

In the terms of the combined armies of the Empire and its various client states, is often dependent on the situation of the Empire as as whole. For despite the numerous wars and skirmishers the Empire has experienced with the Kingdom of All-Ellum and its "Alliance", the Empire has never deemed it necessary to unleash the full power of its armies which alongside those of their client states can number many tens of thousands in a normal year. But can be far greater when required, going so far as entering the hundreds of thousands.

Within the boundaries of the Empire Enslavement is a crime that is punishable by the same sentence, within the Solaris Empire, Slavery is not permitted by is permittable on a lesser scale as a form of punishment for a crime. Even then a person is not set for life as a slave but instead is sentence to "Labour" for a certain amount of time, this can be a few days or several years. As well as this those who are "Enslaved" are not allowed to be transported beyond the borders of the provinces, states or the Empire itself. Nor can they be sold off and purchased to others as other slaves would be elsewhere in the world, for once their date of release has passed they are legally free peoples once again. Though many a noble have received severe punishments from the Imperial courts for deliberately withholding or illegally altering the Enslaved time served from the authorities.

To date the only race that is bound by the term of slavery are the Giants after centuries of trouble committed by the race on the provinces. Now nearly the entire giant population in the borders of the Solaris Empire are enslaved, either working laborious tasks or performing as contestants in the Gladiatorial arenas.

One must not hold the ideal that because the empire of Solaris is respectable when it comes to its provinces and its various client states that it is a peaceful nation. Before the creation of the Imperial Senate, the throne of the Emperor was always at risk of danger, for in the original days of the Empire the so called senate was actually a council of advisors from the different provinces. Whose sole purpose was to advise the Emperor or Empress on the matters in their region and what they think would be best, however the ultimate decision was that of the one who sat on the throne.

But throughout the Empires early years, the throne was rocked by numerous attempts of usurpation from rival noble families who believed they had a claim to it over that of the current ruler. For this reason the early Emperors often had to use brutal force to ensure that their reign remained solid and uncontested which is one reason why groups such as the Circle were created. Things were so bad that throughout its years, the Empire has been rocked by countless political murders and corruption scandals, dozens of unsuccessful military coups, an untold number of munities in its armies and five full scale civil wars including one that very nearly destroyed the Empire entirely. 

It was under Emperor Leticus the 3rd that the Empire was put through a series of crucial reforms that put an end to the Emperors strangle hold on the political powers of the Empire. Leticus wilfully surrendered the power of the Emperor to the reformed Solaris Senate that would now serve as the true power of the Empires law creation and reform. Since then the Empires position on the world has become more firm as it no longer requires to be in constant fear of political troubles of the history of Civil wars and attempts for the throne.

Since these reforms the Empires strength has only grown, in the political sense as the Senate which started off with a gathering of twenty members from various provinces now consists of well over one hundred and fifty members from each of the provinces and client states. This structured system of governance for the Empire is reinforced with regional governors for the provinces and the semi independent Rulers of the various client states who oversee the day to day matters of each region.  This system works in two ways, on the one hand the local governance allows the Senate to focus on matters that effect the Empire as a whole. Whilst also granting a safety net in the event of an event that would result in the Senate or Emperor being unable to perform their duties, thus allowing the Empire to be able to stay somewhat unified until the Senate and Emperor can once again perform their duties.

Such a structure aids greatly in the economy of the Empire, with taxes coming from the various provinces and client states. Unlike other nations and kingdoms however where the taxes are fixed for each and every individual, guild and noble, the Empire recognises the difference in economic ability for certain states or provinces. To this end the Empire has a constantly shifting tax system depending on the prosperity and wealth of each province or Client state, those lesser off than others were expected to pay tax or tribute lesser than those who are able to pay greater levels. This allows the Empires various regions, provinces and client states to be able to maintain their prosperity and provide better for its citizens.

When it comes to citizens there is a great level of interpretation on that particular wording, for the rights of citizens are legally equal. However some citizens are restricted by very specific laws that hinder them greatly and announce themselves for discrimination. Most notable are the Werewolves, who in the Solaris Empire among all the provinces and Client States are required under law to be registered by the authorities. This is deemed to be for both the protection of the Werewolves themselves and the wider populace, however for many Werewolves they believe it to be in service of everyone else.

These laws are very precise, a Werewolf must make themselves known when "Applying" for any form of employment, when they go before the courts for any reason such as witness. And despite the fact that such is nonsense all Werewolves must report to a reservation on the night of the Full moon, as everyone believe that Werewolves cannot control themselves on such nights. The Empire created Reservations, walled off areas of wilderness that are strictly controlled and patrolled by specialised forces of the Empire who all use weapons coated in Sliveron oil that is a powerful poison to werewolves. Here in the reservations a Werewolf must stay in the full break of the dawn in following day.

These laws often mean that Werewolves and other non human species, Elves, dwarves, orclans, Impos, Centaurs, Minotaurs etc. Meet a great amount of discrimination and hardship with many being forced to take work in low paying jobs that often come under their skills and experiences, yet due to the discrimination many refuse to give them better jobs preferring them to perform back breaking work. The Empire has begun to notice this however with the Senate often discussing these matters on a near constant basis and recognising the constant inequality as the cause for non humans to join rebel groups such as the Haelus for the Elves, the Draugr for the Werewolves and the Gunnar for the Impos and Orclans.


The Kingdom of Frankia:

To the east of the Kingdom of All-Ellum across the mountains on the fertile plains of Elendar was the once most powerful of the Elven kingdoms. The now infamous Kingdom of Alesia, now however these plains and fertile farms are controlled firmly by the Kingdom of Frankia.

The Franks as they are referred too as by outsiders, consider themselves more respectful when it comes to non humans, whereas in other kingdoms and nations, any non human is quick to face racial bigotry, slurs, discrimination and segregation whether they be Elf, Dwarf, Lizard or Minotaur. But the Franks are more open, allowing all peoples to travel freely through the realm as the kingdom holds greatly on its freedom of trade. Due to the great Dwarven city states in close proximity trade proves greatly beneficial to all parties.

Ruled by the long line of the De-Valois family for centuries, whose ancestor and founder of the Kingdom, Augustus De-Valois wrestled control of the territory from a brutal collection of warlords that brutally oppressed all peoples, human or not. The De-Valois took the oppurtunity when the most powerful of the Warlords a Celt called Conall was assassinated and the other warlords began fighting amongs themselves, which weakened them enough for the Franks to move in.

Ruled by a long line of De-Valois kings and queens the realm has continued to prosper with people flocking to the Kingdom in the hope of a better life where serfdom and slavery is reserved only as a form of punishment for crimes. It is said that the Capital city of the Franks, literally Frankia is renowned for its splendour and beauty to every sense. Where the streets are filled with merchant and traders from across the region the cobblestone floors cleaned hourly and the Royal castle and its great garden in constant bloom of every colour by flowers of all kinds. 

But no mistake must be made, the Franks are a hard people as enemies from each direction have learned. In ages past the Kingdom of All-Ellum decided to try and annex territory from the newly formed Frankia, thinking of a quick and easy victory against a weak new nation, the All-Ellum learned quickly that the Franks wanted to keep what they had built. The Frankian wars lasted over 100 years with the heavy infantry of the Franks holding back constant attempts by the All-Ellum Cavalry and armies to push into the heartland. This was also aided by their close neighbour and ally the Veio with whom the Franks hold a strong friendship with.

There are some who believe that the Franks clandestinely support the Joltnar Rebels in their efforts by providing sanctuary as well as arms and supplies. And not just the Joltnar, the All-Ellum believe that the Franks are actively supporting groups that seek to subvert the Kingdoms strength, yet whenever discussed in person the Franks make clear that its All-Ellums own laws that perform such actions.

Whereas the Franks do not have any fear of such, whilst there are groups of Haelus Elven groups within their borders, such groups are not a constant threat as they are in other parts of the world. Mostly due to the Franks being more open with their cultural differences, the Kingdom of Frankia have no qualms what so ever in granting equal rights for non human races and cultures, whilst for safety certain laws are in effect for the protection of everyone. Similar in the Empire Werewolves must go to reservations during the full moon, yet unlike there where they face discrimination in Frankia they do not have to register nor do they face any difficulty in gaining employment. Such an ideology has granted the Kingdom of the Franks a level of peace that makes its neighbours somewhat jealous since that peace grants them greater prosperity. Add on the fact that the Franks sit close to another powerful nation, then the amount of wealth that flow through the kingdom via trade means that life is very rarely hard for the Franks.


The Dwarf Kingdom of Orzam:

In ages past, there was the City of Alesia, its markets known far and wide from the Frozen north, to the Hot sands of the south, from the great ocean in the west to the Great Drogolon Gorge in the East. All due to the great bounties of forms that flowed through it, from the finest garbs and silks, to the most expertly crafted pieces of art. Which despite the change in rule from Elves to Men remains to this day peaceful and prosperous.

For this city and the Elven kingdom around it now the territories of the Franks, sat a few minutes away from the Immense gates of one of the Greatest Kingdoms in the known world, the massive city of Orzam. Home and stronghold of the Lutian Dwarves who rule as Kings in the Mountains and the mightiest of the Dwarven kingdoms. The Dwarves here live in utter surety, never doubting even for a moment that their home will remain safe, for it is said that a thousand times armies from the world have tried to breach its walls and its gates.

And a thousand times have they stood strong, including the now infamous six hundred day siege by the Celts during the time of the Celtic Invasions.

The Great city is one of legend, built deep within the mountain and stretching out in those around it, this fortress city is unlike any one would see any where else. With vast stair cases and bridges stretching across perfectly carved caverns connecting the entire city with one another, halls capable so tall and so wide that  five hundred men could stand upon each others shoulders and not reach the other side. The Wealth of the Dwarves lay in the world around them, in the very earth itself, in every precious gem carefully extracted from the rock and in vast swathes of metals and even rivers and lakes of gold and silver that almost glow in the torches and candles in the immense caverns.

In ancient times the Dwarves could be found in cities and colonies across the continent with these various Dwarven kingdoms living in harmony with one another trading on an almost daily basis and not only with each other but with others. Sadly with the arrival of Humans on the continent times began to change as colonies began to be overtaken by the greed of humans who sought to claim the treasures the Dwarves had mined and forged for centuries. Now Orzam remains the last of the Great Dwarven Kingdoms, as many of the others had begun to starve as their trade was choked by the human kingdoms or actively stolen. 


The Rusvien Clanship:

A nation of Demi humans that are located to the North of the Kingdom of Frankia, the Rusvien are a blend of Human, Dwarven and Elven blood. Who cling to their mixed heritage and honour their ancestors, it is said that their ancestors were of the Rohatan who had settled the region many thousands of years before. Now a nation of their own the Rusvien are a strong independent people, unified into various clans across the Taiga forests and grasslands.

When one imagines clans they would hold the image of groups of people fighting each other over various matters, not the Rusvien, although each clan or family as they prefer to be called is ruled by a lord or chieftain they are unified by a king. These Kings are almost always from Clan Fa_arda, which is the most powerful of the Clans, however that does not mean that a king holds all the power. For the Rusvien a King can only rule by the will of the other families, any news laws or decisions must be agreed on by the chiefs of the other families, that includes going to war. 

But usually such events are called on and agreed by all the families because whenever the Rusvien go to war it is because it is not one clan or another at stake but because the reason for war affects them all. Such came into play when during the height of power for the Celtic kingdoms, one Celtic nation tried to expand its power in the direction of the Rusvien with many Rusvient being taken into slavery. For the Rusvien such is a severe crime and demanded a response, the King of the day Jarldus Faarda called on the clans for war and promised that they would rescue their families. As well as promising that if they had been harmed then they would leave only when those responsible were broken and shattered like ice in the summer.

Since then very few have tried to move against the Rusvien, which is only added on by the truth that there is very little of value. With the only thing that is of any value in the Rusvien Clanship is the routes to and from the Dwarven cities in the illuman mountains in the North.


The Amitka Clans:

To the south of the Franks and the Joltnar, south east of the All-Ellum and east of the Solarium Empire, lies the Jesuan savannahs. It is here that a strong and fiercely defiant race of Demi Humans (A mix of human and Elven blood) live and fight.

The Amitka Clans as they are regarded by the wider world, the Amitka are not a truly unified people, whilst it is known that the different clans will come together peacefully they do not have a single leader, in fact. The actual purpose of a gathering as it is known is for the sole purpose of the Leaders of each clan to discuss matters amongst themselves whilst also allowing for the clans to trade among each other.

Primarily the Amitka tend to keep to themselves roaming the Jesuan with their herds of livestock never staying in one place for more than a few days. Enough time for them to allow their livestock to graze, yet a strange custom dictates each action they focus on, apparently is it is considered disrespectful for a Amitka not to wear something from a kill whether animal or not. This is due to the belief of spirits, the Amitka believe that all living things have spirits and that it is an individuals purpose to carry on living for the spirit of the they have killed. 

Not out of honour but gratitude, they deem that when they kill an animal to be food then they must give thanks to the animal for the food it will give their families but also apologies that they had to do it. So they will take a bone from the animal or person they have killed to remind them of what they have done and the promise they made to the spirit of that animal or person. That they will honour their sacrifice and continue living with cause.

According to their spiritual beliefs, they believe in a series of nameless gods that gifted the world with life and gifted spirits to each and every being and animal that lived upon it. However they do hold a tale of a time of darkness and hardship when animals disappeared and life grew ever harder so hard in fact that out of 1,000 clans only 50 survived. They believe this was a time in which the Gods became divided, some seeking to protect life and others wishing to take it away.


The Celtic Kingdom:

Situated literally between a rock and a hard place, the Celts are a small kingdom caught between the Northward bound Solarium Empire and the steadfast All-Ellum. 

The Celts had previously been a close ally of the All-Ellum, holding a strong defensive alliance with them when the Empire began to expand further and further North. The Two shared a great victory when the heavy cavalry of the All-Ellum broke the Solaris ranks and the light infantry of the Celts exploited the breach and then attacked the rear. But the alliance fractured when the All-Ellum didn't send help when the Empire attacked the Celtic homelands. A great chunk of the kingdom was surrendered to the Empire in a peace treaty and since then a tenuous peace holds between them, yet many Celts no longer trust their old ally to the North East.

In ages past the Celts were the dominate culture on this continent, for thousands of years theirs could be found from the western ocean to the deserts of the south and as far east as the Drogolon gorge. With hundreds of small Celtic kingdoms ruled by kings, chiefs and warlords holding lands that were once held by the Elves, who had been driven east. During this time of Domination, the Celts are credited in creating a series of monoliths and megaliths some larger than even the giants such as the great standing stones on the hill, a circle of fifty massive expertly carved boulders that were once a place of religious importance.

Sadly this time at the top came to an end when new cultures began to arrive from all directions, from the north the ancestors of the All-Ellum pushed in on the fertile fields and forests of the lands between the Ocean and the Alkar Mountains which held the most powerful of the Celtic kingdoms. From the East the Franks defeated the Celtic Warlords after many years of brutal warfare and then from the South the Solarium Empire began to creep closer and closer until they had taken the last mainland kingdom of the Celts. Those that Survived all these wars fled to Oilean.

Here on a Island and a small stretch of coastline on the mainland, the Celts continue to hold on to is left of their sovereignty. As previously stated the Celts were once allied to the All-Ellum, but now the Celts have only a single goal to hold onto what they have left. And try and continue their culture for better or worse. Yet many of the Elders those who speak to the Gods believe that a time of upheavel is coming a time known as the "An Cogadh mu dheireadh" literally translated it means the Last War. The time when the Gods will battle for the future of the universe.


Earldoms of Northum:

Located to the south of the Kingdom of All-Ellum, within the gap of Nortui, a large landscape that is surrounded by the Glamdrrin mountains. The Northum are a people protected by the mountains around them, the difference of the mountains grants them a level of security that only nature can provide, whilst the mountain pass that leads North to All-Ellum remains open year round, the southern pass is only usable for two to three months each year. In the winter the pass become covered in snow and ice and in the summer heavy rains make the road through too dangerous to follow along the slopes.

For countless centuries these open fields were fought over by numerous Earls that sought to dominate the region and maintain their own power. But as the story goes a single Earl recognised the bloodbath the land was trapped in and gathered together all the Earls and divided the land equally between them, each would rule as they saw fit and would respect those of the others. Since then despite some arguments and conflicts between the different Earls they have managed to prevent the bloodbath of the past.

Before the rise of the Solaris Empire, the All-Ellum and Northum were in almost constant war, mostly due to the Northum having a strong hold over a the cultivation of a unique plant that was bought in great quantities by the All-Ellum nobles. The plant was none other than herbal leaves that were used in a variety of drinks from Ale to tea, not wanting to pay the prices the Northum demanded the All-Ellum nobles pressed for war to force the Northum to give cheaper deals. Things however are not as easy as such when the All-Ellum attempted an invasion but were stopped in the mountain passes, where their heavy cavalry and longbows were useless in the passes.

Now though the two hold a strong alliance against the expansion of the Empire from the south, this alliance grants both powers a strong position to resist expansion. The All-Ellum are able to concentrate their strength on their own border whilst the Northum can focus on defending the southern pass. And despite their history the Northum were willing to be more open to their dealings for their teas and now their mead. With the vast open fields filled with flowers and blossoms it is a heaven for bees, with the Earldom having meaderies across the nation with numerous beehives within them producing honey by the day.


The Vatgar Nation:

Other wise known as the People of the Moors, the Vatgar are nation of humans that live the swamps, moors and marshes of the Vatgarin, a region of land that divides the Kingdom of All-Ellum with the lands further north. To their east is the Kingdom of the Cornval, a small stretch of solid, flat ground divides their two nations, but for the most part neither of the two want anything to really do with each other.

The Vatgar live in small villages that are propped up on stilts that keep the homes and walkways above away from the water where vicious predators are known to swim. If one was to ask if the Vatgar have cities, the first thing they would say would be "What is a city?", even if one was to explain what a city is, the Vatgar would look upon that person like they were telling a fairy tale. The Vatgar are a practical and realistic people, they have no time for such matters, although they have a king, there is never really any fuss or ceremony over it.

Everyday life for the Vatgar is a struggle, they do not have the open spaces and fields for the cultivation of crops, even if they did the soil is so muddy and boggy that it would be impossible to cultivate. So for this the Vatgar are primarily hunter gatherers, each small village tending to the area around them, the best source of food comes from the amount of fish that fill the various water ways and channels. Fish is so important that within the heart of each village is a fish farm as is regarded, in the same manner that farmers in other kingdoms would raise chickens, geese and other birds for food and eggs, the Vatgar raise fish for the same reason.

Since everyday is hard for them they have little interest in the outside world, though some Vatgar have left the swamps and bogs to find different lives. Those who remain never really care for the outside world, they have no armies, no armouries, no weapons beyond simple bows, fishing tridents and knives for carving. When the Kingdom of All-Ellum began to form an Alliance against Solaris expansion, they attempted to buy the Vatgar into it, when asked what they wanted in exchange.

Their king simply said "Where our hearts truly lie.... is in peace and quiet". The Vatgar are quite content to ignore and be ignored by the rest of the world.


Kingdom of the Cornval:

A cousin of sorts to the Celts, the Cornval came from the same cultural group of ancestors as the Celts and Saeton. However the Cornval  were one of the last of their ancestral group to travel during the Great Migration thousands of years ago, so they found it some what harder to establish themselves on a continent with already solidified kingdoms and nations.

This is the primary reason that the Cornval found themselves nestled into a very hilly country covered in forests that made it slightly difficult for them to begin at first. Now they are a nation of small townships each lead by a chief who in turn pledge their allegiance to a King who is elected. Unlike other nations where kings and rulers are born into their position, the King of the Cornval is chosen from amongst the Chiefs of each town and village. This method has served them well as the argument of heritage and birth rights never come into play when a King dies. Add on the fact that a tradition has been held despite not being law, when the Current King dies those of his bloodline, so his sons, brothers etc, are excluded from being permitted to being the next king.

This tradition is believed to be a memory of their ancestry where a ruler had to prove their worth before truly becoming the King. Now though it is a mismatch of popularity and proof of strength, will and honour, the Cornval are a strong people with a keen sense of respect, this respect goes into evert facet of their culture, Respect even comes into the matter of killing.  For instance should a person murder another and shows no respect to the person they have just killed then they will be punished more severely. Often being sent into Exile.

Which for the forests and hills around them is considered a death sentence in all but name, as the forest of the Cornval are filled with creatures such as feral werewolf packs, as well as other vicious creatures. Due to these threats, the Cornval are renowned hunters and woodsmen, with those who leave their walled off towns or villages and go into the trees know every path and route around them and where they go.

Such knowledge aids them deeply in war, due to their subsistence farming the Cornval very, very, very rarely conduct wars of aggression, to do so means leaving their homes and their farms for long periods that must be harvested to ensure their people don't go hungry. In war the Cornval use their knowledge of the forests and hills to their advantage, by knowing every path and route through their lands, they can easily circumnavigate the armies of their enemy and perform large scale darting attacks against their exposed flanks and rear.

In recent years the Cornval have become embittered with the Kingdom of All-Ellum who have been pressuring the Cornval to join their growing "Alliance" against the expansion of the Solaris Empire. But whenever asked the Cornval kings and chiefs always say the same.

"The Empire is beyond our borders, they are no concern of ours"


The Alta:

A sea faring people known for their sailors and warriors, the Alta do not truly have a homeland, instead they wander the ocean in various flotillas that comprise in the same manner as a small village. When near to coastal towns, cities or villages they would set up temporary camps in protected coves or shores from which they would live whilst peddling their trades in the region.

Due to their constant moving from place to place they are often trading exotic goods, such as furs from the north and spices from the South. All such trade is welcomed in every location they find themselves, yet the mistrust always means that they are never actually allowed inside the cities or towns they come across.

Although it is common to see flotillas traveling across the seas and oceans, smaller flotillas of Alta have begun to go further inland traveling the rivers and lakes of the interior. Yet despite this all Alta have a love of water and tend to stay close, so much so that a common saying is that if you encounter an Alta then water is close by.

At the same time the Flotillas are sometimes hired as a whole to act as escorts for merchant convoys fearing pirates. For Despit the Alta being peaceful they are not afraid of a fight when the need arises, their warriors are strong and capable, regarded as some of the best ocean going fighters in the world. 

Even when not protecting ships or their flotillas, the Alta who are hard warriors or tall and strong can find work in the cities and towns. Often as bouncers for taverns and inns or bodyguards for the rich and powerful.

None know exactly what happened to the Altas' homeland, some say that they come from a land far out to sea that was swallowed by the Ocean when the gods grew angry.


The Confederacy of the Coast:

See Mercenaries and Thieves - Coastal Raiders


The Rohatan:

The First humans to land on the continent were refugees fleeing persecution from their ancient homelands, those people were graciously accepted among the Elven kingdoms that once were present across the continent. The Rohatan were allowed to settle the lands and even be given sanctum, which in Elven culture means that they do not have to pay any tax or tariff until such a time they are properly settled. 

The Rohatan were gracious and respectful, holding to the old gods of the Earth and the spirits of Nature. Establishing various villages across the continent deep within the forests and woodlands, due to their belief of neutrality the Rohatan were left alone when the Celts came and conquered the Elven Kingdoms.

Now though the Rohatan are Demi humans with every single one having at least some Elven blood, these days they keep well away from the wider world only ever coming down from the forest villages to trade and only ever with other villages they never enter large towns or cities.  Renowned for their skills in hunting and tracking they are by far some of the best woodsmen (or women) on the continent capable of moving through the forests with utter silence yet being able to uncover even the feintest of marks of a track. Some however look on the Rohatan as untrustworthy as they often allow sanctuary for non humans, mostly werewolves, Goblins and Lizard Folk. It is the Rohatan that gave sanctuary to the Deer Women during the purge that wiped out the Satyrs and gave them protection during their travel to the Dark Spire.

Now days the Rohatan are more reclusive preferring again to keep to themselves and refrain from becoming involved in the wider world.


The Saeton:

One of the Client States of the Solarium Empire the Saeton were a strong and independent Kingdom for years and were fierce rivals of the Old Celtic nations. 

The Saeton came to the Continent during the Great Migration when various human cultures began to move onto the continent and displace the already existing cultures and races, mainly the Elves and Celts. They landed on the Shores of Re-esta which is a large area to the south of the Kingdom of All-Ellum and the Celtic Kingdom, once ashore they quickly defeated the local Celtic king and laid claim to the region.

Yet in a strange twist of fate, the Celts and the Saeton are actually descended from the same ancestral nation, yet they took two very different paths. According to the histories the two sides were divided on cultural grounds, the Celts sticking to the ancient beliefs whilst the Saeton considered themselves more reformists and sought to unify under a single ruler. The Celts not wanting this migrated across the seas to the Continent whilst the Saeton remained until a cataclysm forced them to make the same journey.

In ages past Saeton was a Monarchy with power held by a King or Queen as the central authority which worked effectively as the Kingdom was relatively small when compared to their neighbours but the fierceness of their army ensured their continued sovereignty. However as the Empire moved closer, the Saeton were caught in a tight decision, to the North the Kingdom of All-Ellum was pressing on their northern border as well as was siding with the Celts in previous wars and to the South the Empire was closing in.

Mistrustful of the Celts and the All-Ellum the Queen of the time began to open talks with the reigning emperor of Solaris. Although Saeton heavy shields were some of the finest and had aided the countries defence numerous times with their solid shield wall formations such would not hold up against the overwhelming numbers of the Empire or the combined forces of the Celts and All-Ellum. So in exchange for subjugation as a client state, in which the royal family would continue to govern as royalty but under the authority of the Emperor as well as much kinder tribute to the Empire, the Solarium Empire would ensure the protection of the Saeton Kingdom.


The Kingdom of Veio:

Just to the East of the Franks are the Veio a nation renowned for its laws of chivalry that all who join its army must promise to uphold. The Veio and the Franks are sibling nations coming from the same ancestry many thousands of years ago, whilst the Franks went west and drove back the Celts, the Veio went east and settled in the Eastern tropics near the Drogolon gorge.

Here the Veio established their nation of what they deemed understanding, for while other nations would focus on the position of their neighbours the Veio are more concerned at matters at home. It is very rare that the Veio ever send their armies beyond their borders. And most of the time when they do it is usually to support their ally the Franks in their skirmishes with All-Ellum or any other would be threat. Instead the Veio army remains at home preserving the peace and protecting their people from threats, for the Veio chivalry is key to their military. Any who wish to serve must pledge themselves to the code of Chivalry that they must live by when in service of the Kingdom.

[ The Code is clear.

Courage. 

A warrior of Veio must have the courage of heart to undertake tasks which are difficult and unglamorous and accept the sacrifices involved.

Justice.

A Warrior of Veio holds themselves to the highest standard of behaviour and must uphold and respect the law regardless of the cost to themselves.

Mercy.

A Warrior of Veio must show mercy in all forms whether by the sword or by the word creating a sense of peace rather than endangering others.

Generosity.

In times of hardship a Warrior of Veio must be willing to give to those who are in greater need.

Hope.

Hope is present everyday and is found in the outlook of a warriors demeanour, a warrior of Veio must be a shield for others and inspire those around them.]

These five codes are found not only in the laws of chivalry that their army lives by but also within their everyday laws and customs. The Veio were among the first of the human nations to offer peace and aid to the Elven peoples, providing them with shelter, food and medicine for those wishing it. For this reason the Veio are the only human nation that the Nationalist Elvar are willing to openly trade with.

At home the Veio are cultivators of crops found around the world, from grain and corn to others that are not as common, such as mushrooms, sugar cane, watermelons etc. The more tropical environment of the Kingdom often leads to a good steady rain fall that is neither to hard nor to soft with the run off from the Mountains bringing in fresh nutrients that keep the soil healthy and viable.


The Hellen City States:

On the southern borders of the Solaris Empire, sits a varied collection of various city states that are now unified under the rule of the Empire with all but two of the cities being ruled as Client states. Before the Empire came however these cities were constantly fighting amongst themselves for lands, territories and power, despite the fact that they are technically unified under the same language, military doctrine and even religious beliefs.  All following the doctrine of the Six mighty gods and their children, Zeron and his wife Mearia rule over all gods from the stars and skies, Polaris and his wife Isil rule the waves of the Oceans and Hadrus and Personia in the world beneath rule over the dead.

There are Forty Nine city states ranging in size and worth, however the focus of many is often found in those few cities that held influence over others. All these states lie on the southern border of the Solaris Empire and act as a divide between the Empire itself and the fierce Elriker Desert to the south.


The City of Athenai:

Situated on the western coast of the continent, Athenai was regarded as the most advanced maritime of the various cities, mostly due to the position of the city on the coast with a vast natural harbour at its core. But to even call it one city can be taken at a grain of salt, for in truth the city now was actually two cities combined into one by a long stretch of defensive walls that connected two together.

In land was Athenai itself surrounded by rich fertile fields whilst the long walls on either side of a great road known as a Highway, lead to the city of Pyrum which was once an independent city state of its own until Athenai annexed it through marriage. Now the two cities are linked forever. Athenai is the heart of a mighty empire of trade with the cities vast fleet of merchantmen constantly importing and exporting goods from as far a field as the Jorgamun in the far north. 

When it comes to trade however Athenai is renowned for two distinct traits, first among them is a collection of fine wines from some of the best vineyards on the continent. With Athenai Wines being found in every palace, every court, every festival and every party hosted by rich and noble. The second is the growth of special dyes for colouring of cloths and fabrics as well as for the use in painting, with the state growing special plants that once harvested can be used to make specific colourings, with blue being the cities favourite and its signature.

This vast merchant navy however is supported by a fleet of equal military might, protecting the city itself and ensuring the safety of the waters around its harbour and those of its allies. The city holds a fleet of mighty war galleys manned by seamen second only to that of their only rival at sea the Navus.

Athenai voluntarily joined the Solaris Empire after facing a dilemma, at the time of the encroachment of the Empire. Athenai was engaged in a 3 year long war with its main rival Pelos whilst also having to try and fight a rebellion in Navus. After a year of fighting, Athenai realised that their once proud fleet of Galleys were no match for the combined fleets of swift Navus Triremes and the strong war galleys of the Empire. Not able to fight a war on multiple fronts they chose the best option. They approached the Empire and began negotiations for their inclusion into the Empire, out of respect for their position the Empire granted them client status but on very specific terms, Athenai would recognise the sovereignty of Navus and would be restricted to its borders before it had annexed it.

Despite it being a Client of the Empire, this has not held back some animosity with its great rival of Pelos nor Navus.


The City of Pelos:

A city is a loose term for Pelos, for the people who live in the state the word city can be anything, for them their city is a large town with no defences, no walls, no towers, no defence of any kind.

Pelos sits in a protected region where two valleys come together each holding a river that just as the valley comes into one form at its end. This grants the Pelos a strong soil for the growth of crops and access to the mountainous valleys a viable source of various metals and minerals that make them a strong force.

The Pelosian are a people of fierce determination, in other cities and nations across the world, a child belongs to a family. But in Pelos when a child reaches a certain age they become property of the state, both girls and boys are put into system of schooling unlike any other. The Girls are allowed to stay with their families but must attend a state sponsored education where they are taught reading and writing as well as gymnastics and athletics. The boys on the other hand are put into a fierce schooling that whilst teaches reading and writing these are secondary to the physical education that is focused on warfare.

Pelos train their sons to be soldiers from a young age, with the state controlling it all, from the age of 8 a boy might not see his family for years. As they are sent to a school where they are taught how to use various weapons and how to live whilst on campaign, often deliberately starved they are encouraged to steal food and if caught punished by rod and lash, not for stealing.

But for being caught.

Once passing this education they are allowed to return home and live ordinary lives, but must be ready for the call should it arise. When this call is made all men of fighting age are expected to report to their regional camp and done their weapons and armour for war, those who don't and do not have a valid reason for not answering the call are harassed by the population as cowards and traitors. So proud are the Pelos on the strength of their men at arms that on one occasion a king was performing a diplomatic visit to the city state of Capricus. The rulers of the city presented the newest defensive walls that had been finished around the city for its protection, on his observation the Pelosian king stated "What lovely women's quarters", when asked in return where are Pelos's walls, the king pointed to his bodyguards a force of one hundred Pelos warriors.

Pelos was the very last city state to join the Solaris Empire, joining after Emperor Valus the 8th recognised the fierce bravery of the Pelos people after a battle he witnessed, he opened talks and offered to them Client status. Knowing they couldn't hold out much longer on their own, the Pelos agreed and became a willing and eventual extremely loyal member of the Empires Client states. With it become a client state the system of education for the young was slightly changed as per the terms of them joining the Empire. Whilst the young would still go into the state sponsored education, the brutal methods were abolished and instead of beginning at age 8 the teaching would start at 12.

This has not stopped the Pelos however with the state being regarded as the provider of the Empires greatest army, for as with all Client states under the Solaris Empire Pelos must give a portion of troops when the Empire goes to war. Whilst most client states in the region would provide a reasonable portion, Pelos often sends over two thirds of its entire army.


Romus:

Sitting closest to the Solaris Empire is the city state of Romus it was the first of all states to voluntarily join as a Client state. It is a place that is renowned for something very different that the other city states of the region. Whilst others focus on their military strength or that of their navies, merchants or treasuries.

Romus is noted for being the birth place of some of the worlds most memorable scholars, poets, playwrights, philosophers, astronomers, mathematicians etc. This comes as no surprise for the citizens themselves as in their religion Romus was the son of Zeron and was the God of knowledge and truth, with the city taking him as their Patron god. Whilst they still hold onto a military for the safety of its citizens the city prefers diplomacy like any other in parts of the world holds various markets and enterprises but such places are not as well visited as the three main centres of the cities fame.

One is the great Library of Auxurus named after its founder, the Library is believed to be the largest collection of all knowledge from across the world. From the original writings of the philosopher Sokra to the first plays of Shakenveir, beyond them is a copy of every book that the library can get a hold of or copies of every play ever written even those never before performed. Those wishing to learn anything are often told to go to the Library, with people in other nations saying that the Library is often the place for Philosophers to wonder "Why?"

Another is the College of the triumvus, where some of the greatest minds of the world combined their collective knowledge to learn of the world. Whilst in other cities when a person dies they are to be interred directly with not other action being done upon them, but in Romus the person before death may gift their bodies for science. As well as this the College holds other focuses of research such as the study of cultures and languages with classes being held where "Students" are able to learn languages from those who know them. Quite literally the College focuses on "What and How?"

The Final place of fame is the Observatory on the Hill, where the finest astronomers of the land perform close observation of the heavens, the sun, the stars and the moon. Although the city is still a firm believer of their religious faith. The Romus Astronomers believe that the bodies in the sky, the stars, moon and sun are not direct deities but instead of things of the natural world. It is thanks to the Astronomers of Romus that many are able to navigate at Sea via the use of the stars as their map.


The Navus:

A fierce nation of seafarers that were once the masters of the southern oceans until the rise of the Athenai. Navus are believed to be the first of the city states to be established during the Great Migration thousands of years ago and for a time they dominated the waters of the southern oceans, with their triremes being the strongest and fastest of all the cities. 

They hold this in regard to their strong worship of Polarlis the Ruler of the oceans, who according to legend wielded a mighty trident. For this reason many Navus warriors and seamen get tattoos of either god himself or of the trident to try and gain some of his favour and protection. For centuries the Navus controlled the ocean bound trade routes that linked the southern oceans with those of the growing kingdoms and nations further north. With them having some of the best ships cities that lacked a navy or merchant ships would often form trade agreements with Navus to get their goods out easier.

Things changed however when Athenai began to build up is own navy and fleet of merchants, over several generations the two kept up a constant squabbling over who would control the shipping routes across the coast with Athenai having larger and more powerful ships that outmatched the triremes of Navus, the wars were mostly one sided. Eventually the Navus fleet was crippled and their harbour was blockaded. With no other option Navus finally surrendered and became a subject state of Athenai.

It was only when the Solaris Empire started to move southwards that Navus took a gamble, the city rose up in rebellion and ousted the Athenai governor and troops. With Athenai distracted with fighting the Pelos and the approach of the Solaris, Athenai was in no position to respond. Eventually they learned that the Solaris Empire had approached the Navus with the offer of help in exchange for the Navus becoming a client state. 


The Jorgamun:

Far to the North, in the cold, hard, frigid lands of snow and ice, where winters last over half the year and the Summers last relatively few. Beyond the borders of any nation remains one of the last Ancient Cultures from the old days. The Jorgamun are an oddity when it comes to other cultures and races, for the Jorgamun do not have a fear of the cold instead they prefer it. So much so that if any try to venture far south the changes in temperature can lead to them dying by overheating, limiting them to the far North where they hold dominion.

A race of beings that are described as tall and strong peoples, the average height for a Jorgamun is roughly three metres with others reaching four and even five. This is known by fact as it was recorded by an academic traveller who observed a Jorgamun staring into the face of a full grown polar bear that was standing on its hind legs.

Whereas other people would have to wear all kinds of thick clothing and furs to cope with the cold, the Jorgamun can walk around with barely clothing, their standard clothing has the same thickness and density as the simplest clothes in the warmer climates. Little is known of their cultural practices as most consider them freaks of nature or strange monsters, yet those that have looked into them discover a richness in legends and myths. One such legend tells of the Gods battling amongst themselves over the path of the future, the tale is that the Gods grew upset and enraged at how mortals were treating their gifts and intended on wiping out all life to start again. But one known to the Jorgamun as the "Faith seeker" challenged them and defeated the mistrustful gods in a great battle.

They believe that one day the Gods that sought to wipe out all life shall one day return and challenge the "Faith seeker" for the fate of the Universe.

Fiercely independent, the Jorgamun have defended their "Kingdom" for countless millennia, resisting invasions from nearly every culture, race, nation and empire. Yet one must never assume that they are a people prone to aggression and violence, this is not the case for the Jorgamun are always willing to help those who are in need of help or sanctuary, whether they are wary travellers lost in the wilderness or wandering merchants. These days the Jorganmun are left alone with many in the world having no interest in a race of beings that live in a frozen wasteland, yet one can always find a part of the Jorganmun with the rich and powerful.

For the greatest trade of the Jorgamun is their furs and pelts which can be found in every wealthy home and upon every rich noble wishing to show off their fashionable sense or prestige. Living in the hard cold north makes the Jorgamun close to some of the most sought after furs and pelts that can be found no where else in the known world. But some of these same beasts the Jorganmun treat differently, just as people in other parts of the world domesticate beasts for war, livestock and burden. The Jorgamun do the same, the same vicious Ice Bears whose furs they trade are the same that they domesticate for all purposes from hunting to warfare, with some tales even going so far as telling people that the Jorgaman actually ride the largest in battle like horses in the south.


The Adammar:

Situated to the south of the Sultanate of Perilious and east of the Amitka controlled Jesuan is a hilly country of mysteries, here it is said that great battles of old are literally etched into the earth itself. Yet none are able to truly pass through these hills. For within them a fierce breed of warriors of unknown origin rule.

The Adammar are a race of unknown beings, since none have ever seen them without their distinctive horned helmets, none know what they look like or if the horns on the helmets are decoration or actual horns from their heads. What is known is that they are fiercely territorial and extremely isolationist, the Adammar are the only nation in the known world that does not conduct any trade with any other kingdom or nation on the continent. 

In fact the only people that ever encounter them properly up close are those who "Run the gauntlet" as it is known, trying to cross the lands within the Adammar "Kingdom" without their permission. Those who do so are often never seen or heard from ever again. Many generations ago, the Sultanate of Perilious managed to "Negotiate" a treaty of passage with the Adammar, merchants would be allowed to pass through Adammar in order to get to the other side of the Drogolon Gorge, however they must stay on the clearly marked path that leads through the hills. Those who try to take a short cut or take a different route are in violation of the treaty and as such are not under its protection, thus become trespassers and are treated as such.

Besides the eyewitnesses who see Adammar warriors standing atop the cliffs overlooking the road that is allowed for outsiders to traverse according to the treaty with their horned helmets and distinct spears. No one has ever truly seen the Adammar race in any form, they are never seen beyond the borders of their "Kingdom", the Negotiation by the Sultanate was done within their borders and during that time none of the Adammari "Diplomats" who all were wearing armour spoke of anything else.

To this day the Adammar are a reclusive, isolationist, extremist culture that has remained as they wished with none even daring to try and move against them.


The Elvar:

At the Drogolon Gorge, sits two castles connected by a stone bridge stretched across the Gorge. This is all that is left of the splendour of the Elves, in ages past the Elven Kingdoms stretched from the Gorge to the ocean living in relative peace and prosperity. Until the arrival of the Celts who drove the Elven nations east to the Gorge, here at the Drogolon fortress the last free Elves calling themselves the Elvar made their final stand and successfully resisted the Celts.

Now the the free elves continue to live as their ancestors did yet on a much lesser scale and ability. Under Queen Marmara the Elvar established an independent Kingdom that has stood the test of time and remains independent despite the efforts of various would be conquerors. After the Great Migration the Elvar became more and more extreme in their beliefs. Whereas in the past the Elves were known for their openness when it came to all races, now the Elvar are hardened Supremacists with a singular belief that it is their duty to Pacify and Purify the Continent of all those who do not belong on it, primarily humans.

To this end the Elvar have established a series of elite corps that serve their goals, one is the Drogolon Guard, an elite force of warriors that serve the singular purpose of defending the Kingdom and ensuring that law and order is upheld which includes that active enforcement of ensuring that no human enters their kingdom. Another is the Closed Eye Corps, which acts as the secret police of the Kingdom actively seeking out those that are considered enemies of the Elven people.

Then their is the open eye, which is the secret service of the kingdom actively operating in every known kingdom on the Continent, where spy masters work in the shadows each responsible for a vast network of spies that relay information back to the Elvar. Who then decided on whether or not appropriate action is needed, is so then they will send out the Anarchy Corps, who work as assassins, saboteurs, arsonists and various other roles, all with the singular purpose of creating havoc for the human dominated nations.

Their position at the Drogolon Gorge grants them a position of importance and control as the Gorge is often known as the Divide. As it separates the continent east and west any wanting to travel from one side to the other either has to go the long way around the Gorge by going North into the frozen wastes or even further south into the lands dominated by the vicious and isolationist Adammar. So the Elvar dominate the quickest route for trade on the continent, which they jealously guard allowing only Elves and specific non humans to cross.

There have been many a rumour however that the Elvar secretly supporting the growing rebellious factions across the Continent in an effort to weaken the Human controlled nations and lands across the world. Most notably the Haelus bands that scour the countryside attacking those that they catch along the roads or isolated villages, this is held by many Northern Kingdoms such as the All-Ellum, Northum, Vatgar and Cornval who believe the growing strength of the Haelus as proof.

Until the day that they are able to retake the lands of their ancestors however the Elvar are determined to remain strong and rebuild the power of the Elves so that they are ready for when as they put it "The War that shall decide the fate of our race" arrives.


The Zinj :

Located far to the East is a realm of people with almost little information, all that is known of them is that they are Race of humans from the far east that established themselves beyond the Drogolon Gorge and are very rarely seen further west.

What is properly known is that they are a strong and hardy people with a great skill in metal works, which has lead some Mortals to believe that they are a race of Demi Humans that of Dwarven descent, yet this is utterly false. But was has been confirmed is the strength of the army which relies on a strong, solid line of heavy spearmen arranged into what they refer to as the phalanx. Where the shields are interlocked so each individual protects the one next to them as well as themselves, whilst using solid spears to strike at the enemy from behind the shields. 

These Phalanxes are always several ranks deep, often 6 rows of men pressing into the one in front ready for when the word comes. On a signal the front row will break and move between the gaps between the men behind and take up position at the rear, the second line will then take their place and fight for a few minutes before doing the same manoeuvre. The purpose of this is so that each line does not become too exhausted constantly fighting and allows a constant pressing on the enemy troops in the front by rested troops.

As stated they very rarely venture beyond their own borders, but what is true that they have a peace treaty and non aggression pact with the Elvar. Where the two nations agreed to not involve themselves in either internal or external affairs, meaning the Elvar promise not to attack the Zinj, who in turn promise not to involve themselves in any wars the Elvar conduct.

On a cultural matter the only thing that is definitive is their belief in Dragons to be law bringers of the gods. They believe that anyone killed by a Dragon was guilty of performing an action that the Gods deemed unlawful, so they often offer gifts in the form of precious items and the finest foods to Dragons within their borders as a token of trust.


The Sotum:

Far to the south of any of the great nations of the continent, lies the Elriker Desert, a great expanse of rocks and sandy deserts mixed with dry savannah. In ages past these lands were once the centre of an ancient kingdom of Humans that built great monuments as tall as mountains what people call Pyramids.

Now though this great nation has faded into the greatest mystery of the region, yet that does not mean that the land is not inhabited or uncivilised. Where once there was one great single kingdom within this part of the continent now stand two, one is the Kingdom of the Sotum, who inhabited the more savannah regions of the Elriker where water is somewhat more plentiful. The Sotum are the ones that most people are common to come into contact with as their traders and merchants are common in kingdoms further north.

This is thanks to their expertise and use of the waters of the rivers to allow for the growth of huge quantities of grain which they trade to kingdoms everywhere from their rivals to the south to their larger neighbours in the North. This constant trading of grain has granted the Sotum a level of protection as many Kingdoms have become somewhat unwilling to go to war with them out of fear of the grain merchants refusing to trade. Yet this does not mean that they are unwilling to fight when the time comes as constant conflicts with their southern rivals hardened them into fierce chariot users and stout light spearmen.

The actual cause of the division between the Dekura and the Sotum dates back to an ancient schism over whom is the actual descendent of the Ancient Civilisation and can lay claim to the heritage. The Sotum believe they are the rightful claimants as they rulers are able to trace their heritage back to the ancient kings and continue to hold and protect the various writings from the ancient times.


Dekura:

Whilst the Sotum sit along the rivers and savannah the other kingdom in the Elriker, the other finds life significantly more difficult as they instead have established theirs within the desert itself. 

The Dekura are a nation of Desert peoples that have established a series of townships, villages and settlements around naturally occurring fresh water springs and Oasis across the Elriker interior. A landscape where there are two highly treasured commodities water and salt, one of which is their greatest source of trade. Living around the fresh water springs that come from the rock of the mountains and deep beneath the sandy deserts salt is the only thing that the Dekura are able to properly trade with outsiders, so by law it is heavily regulated.

Each settlement and town has a different type of salt and a different means of extracting it, some use drying pools where water is poured and then evaporated by the sun leaving the salt. Others use specially made clothes that allows water through but not salt, yet despite the differences in variety the salt is heavily traded across the known world where it used in all forms from feeding of animals to the preservation of meat and fish.

The actual cause of the division between the Dekura and the Sotum dates back to an ancient schism over whom is the actual descendent of the Ancient Civilisation and can lay claim to the heritage. The Dekura believe it is theirs by right as they hold to the ancient spiritual beliefs of their ancestors and continue to watch over and protect the tombs of the ancient kings which they claim Sotum have pillaged in the past and would do so again.


The Jaqen:

A small city that sits on the western coast of the Elriker desert the Jaqen are a blend of Desert warriors, sea farers and river boaters. With no real territory some regard their city Jaqar as a blend between a free market town and a pirate port, as it is often noted that ships belonging to pirates and smugglers are seen within its harbour uncontested.

As a culture the Jaqen are a blend themselves, some believing they are a mix of both their neighbours the Northern Sotum and the Desert living Dekura. With the Jaqen often acting as the mediators of trade between the two since the mistrust and animosity between the two often means that direct trade is impossible. So just as it is common for pirates and smugglers to be found in the harbour, it is just as common to find Dekura trade caravans and Sotum river boats in the markets.

Many question how such a freeport can exist without any trying to remove the annoyance it must provide. Yet the answer is just as clear as the Elriker Desert itself, Water. Although River boats do come into the city, they are not small but large barges that have come along the coast as there are no rivers that come any where near the city. The nearest source of fresh water around the city is close to four days ride by camel, with large wells within the city providing it all the water is requires for drinking. Thus to try and lay siege to the city is considered suicide by many.

Add on the fact that the Jaqen raiding fleet is a fierce enemy to fight due to their suicidal assaults and fierce warriors. Any military fleet that approaches the harbour is faced with a extreme battle against a fierce foe that has no qualms about dying, the Jaqen explain this fierceness by saying "We have stared death in the face so what do we have to fear".  According to legend the Jaqen warriors undergo an initiation where they intake a strong venom from the Hydrus viper that takes them to the brink of death before a medicine is given to them, bringing them back. This is a reason why the Hydrus Viper is a symbol of the Jaqen often showed proudly on their sails and even on the ships themselves.


Sultanate of Perilious:

To the south of the Franks and west of the Elvar is another race of humans, the Perilious.

During the time of the great migration, the ancestors of the Perilious came from lands further from the south seeking better farmlands after their original homelands became unfarmable for their population. Now their stronghold is the eastern shore of the vast inland sea, the almuhit fi aljibal or the Ocean in the Mountains, this inland sea is a massive body of water that connects the territories of the Franks, Perilious and the Solaris Empire.

With a portion of the northern coastline being controlled by the Kingdom of Frankia, the southwestern coast under the Empire and the Eastern coast under the Sultanate. It is primarily by the Almuhit which is the shortened name for the sea, that the Perilious conduct their trade, using ships called Dhows to transport sacks of spices and other items to other nations.

The Sultanate is a strong nation with a determined army that use weapons not really known in other parts of the world. In other lands the use of heavy and strong armours mean that certain weapons are preferred over others, but in the lands of the Sultanate curved blades known as Scimitars are preferred mostly due to how hot it can get in their lands thus making thick armour more a hindrance than a help.

For the most part the Perilious have managed to stay out of the affairs of the world, tending to keep to itself dealing with internal matters. But they have on occasion been caught in skirmishers with their neighbours, often the Solaris in the west and the Elvar in the east.


City state of Texilous:

Not far from the capital city of the Solaris Empire, lies a semi independent city of history and religious fervour.

Texilous is a city of relative size when compared to others throughout the world, for not much really goes on within it. Unlike city states across the Solaris Empire or small kingdoms elsewhere the city is just that a city, it does not control any of the lands surrouding it all of that is the territory of the Empire. Texilous is founded on religion, with the focus being the Temple of Texel the legendary pantheon of gods that thwarted evil at the Dawn of Time and drove the demon hordes into the void.

The Temple of Texel is such importance to the city that one can say the city is actually ruled by the Temple and its various orders. Despite the fact that the City is actually meant to be ruled by a council of elders, who decide the matters of state, but for many generations the Temple has slowly seeped further and further into dominating the political aspects of the city. In ages past the city was renowned as a place of worship for all faiths, now though under the Temple of Texel none may enter who are not of the faith. This includes any that the Temple deem to be other, thousands of years before the rise of the Empire it was the city of Texilous that lead most if not all of the purges against non humans across the continent. With the temple taking charge.

Now despite the city technically being free under the Empire and allowed to govern itself under the position of Religious freedom, the city is little more than a puppet of the Temple, with even its small force of guards being forced to submit to the religious orders of the Temple.


The Khanate:

In the far south of the Continent is the Elriker desert and to the surprise of those who do not know it there are civilisations beyond it further south. One being the loose collection of various semi nomadic tribes which despite being of the same culture and beliefs the tribes are constantly fighting amongst themselves for territory to feed their herds of livestock and horses.

The lands upon which they all live is collectively called the Khanate as the title for a leader of several allied tribes is regarded as a Khan. But that does not mean that the Khan has any real control over any tribe beside his own, he is merely their leader in times of battle and talks with others, any attempt by a Khan to become the Khan of khans has always failed with them being killed in battle or assassinated by a rival.

The size of each tribe also differs with some being as large as 1,000 or more and some less than 30. And since the tribes are always constantly fighting amongst each other then on some occasions small tribes might band together in the hope of protecting themselves from larger ones. Often these engagements are a circle of violence, one tribe raids the settlement of another taking items of value as well as slaves, livestock and horses, that Tribe will then retaliate and perform the same actions their attackers had done unto them.

The people of the Khanate are some of the finest horsemen in the known world, although its is believed they couldn't best the mighty heavy horse of the All-Ellum. The Khanate prefer light cavalry with their horses more for sturdiness and stamina than sheer strength like others would such horses grant them manoeuvrability which in turn allows them to gain a better position for their lighting strikes with their curve blade and strong spears.

Or allows them to avoid direct combat with them circling around and around whilst letting loose a constant flurry of arrows whilst at full gallop.


Factions, Rebels and Political Groups:

One must never assume that the world is perfect and peaceful, wars come and peace reigns indeed between kingdoms and empires. But that does not mean that they are peaceful within, across the world in all forms factions and groups have risen and have fallen that sought to change the world.


The Haelus:

Not all Elves are considered civilised, some even in the times of the Elven Kingdoms were considered Barbarians by others of their own kind. Although not truly unified the name Haelus  refers to all the barbaric Elven tribes across the world regardless of their location, language or culture.

In ancient times these Haelus tribes were little more than a nuisance for the Elven Kingdoms as they often raided trade caravans or merchant groups traveling in the wilderness, yet despite this they remained relatively peaceful preferring to keep to themselves. Yet after both the arrival of the Celts and the Great Migration the Haelus became more and more militant as their attacks began to spread further and further afield. 

Instead of a few missing merchants, they began to actively attack unprotected villages and towns killing and burning anything and everything they could. On some occasions they even attacked isolated outposts of various kingdoms killing all the soldiers within in the dead of night. They are also believed to be more numerous than in the days of old as many Elves fleeing persecution and racial discrimination fled and joined them thus bolstering their numbers.

Little is known of their culture and history as they are known for always leaving no survivors when possible, during one attack the only survivor was a child that had played dead to avoid being found. The Child described them to be a gathering of barbarians wearing the bones of animals, monsters and even people as armour, this is believed to be a means of intimidation to frighten their enemies. Which they enhance with the brutality they treated some of the slain, those killed are often found hanging from trees or nailed to posts with runes carved into their flesh, their eyes, tongues, ears and hearts missing.

Whilst little is known of their culture, even less is known of their goals and aims, some believe that their ultimate goal is anarchy and chaos. Others believe that they seek to restore the world to the time before kingdoms and empires, when the ancient gods ruled. Some learned men believe that they seek to restore the ancestral rule of the Ancient Elves, which some question due to them being indiscriminate in their attacks.


The Joltnar Rebels:

A collection of humans, elves and other non humans, the Joltnar were originally a small tribe that farmed the Joltnum gap, which is a break between the Alkar Mountains to the North and the Jaltnaruth mountains in the south. The kingdom of All-Ellum annexed the territory centuries before and the Joltnar were unable to resist the greater power of the All-Ellum.

Despite this though the Joltnar attempted numerous failed rebellions against the "Oppressor" from the West. Each rebellion ultimately failed as the Joltnar could never muster a large enough force to effectively fight the heavy cavalry and long bowmen of the All-Ellum.

But things changed when small bands of rebels began fighting a guerrilla war against the occupation, with the target being the nobility and the estates they hold. Often ending with these estates going up in flames with the profits that would have come with the lands around it taken in the fire. The Joltnar have become so successful in their guerrilla campaign that many nobles in the region left the estates they hold in the region and moved to more peaceful estates leaving the management of their lands to a confidant.

It is common to come upon the remains of Joltnar raids or ambushes with some refusing to stop out of fear of coming under attack themselves. Besides the fact that the Joltnar fight in small Guerrilla bands and are believed to work in sleeper cells, often rising and disbanding as and when needed. Greatly supported by the Joltnar population, the people provide all kinds of aid to the rebels, it is believed they pass on not only information, but food, supplies and when required hiding places. They also find sanctuary with Werewolf packs in the forests, goblin enclaves in the mountains even giants that escaped slavery, who provide aid and often join the rebels in their raids and attacks.

Due to the growing effectiveness of the Joltnar rebels however, many All-Ellum nobles believe that the Franks are providing aid to the rebels to destabilise the kingdom and open the door for an invasion.


The Samoiy:

Separating the the world of the Jorganmun and the cultures to the south are numerous snow covered mountains, vast swathes of ocean covered in ice, pine forest filled valleys. Yet these lands are the homes of no nation, empire or kingdom, No these lands are regarded only as what they are, the Samoiy lands.

The Samoiy are a race of Demi humans [Jorganmun, human and elvish bloodlines] who are fiercely protective of their lands, they actively attack any who dare to cross their lands without their permission often in very brutal means. Many akin them to mere arctic bandits and robbers stealing what they can't get themselves, yet this is only a partial truth. The Samoiy despite their brutal actions to outsiders, are able to stop fighting when the time comes, as well as recognising the necessity of diplomacy when the time comes.

Merchants seeking to head north and trade with the Jorganmun must pass through their territory to this end. When doing so the merchants in question will perform an action that makes it clear for the Samoiy that do not wish to trespass without cause. Often this entails taking a portion of what they are trading out into the wilderness around their camp and leaving for the Samoiy who are undoubtedly watching. If accepted the next morning it shall be gone and the Merchants may go on their way without incident, for they can move knowing they are protected.

One thing of note must be said though about the samoiy even they hold fear for that which they cannot contend with. For within their lands is the so called Palace of Sval or Wolf in their language, where the Draugr hold power, even the Samoiy know not to mess with the Draugr Werewolves. Often present gifts to them as a mean of appeasement in the hopes of continued peace, this can be what they have been given by travelling merchants, fur pelts, seal, walrus and whale meat and even captives they have taken during attacks. 

All in the hope that the Draugr leave them alone and stay in their part of the Arctic.


The Circle of Truth:

Credited by many people throughout the Solarium Empire for the progression of the Empire in all forms, from the reformation of the system of governance to the successful implementation of dozens of laws and acts into fruition.

Founded centuries before, the Circle of Truth was established by a collection of Scholars, Sorcerers and Sorceresses that treated the Circle as little more than a guild of the learned. Where information and knowledge could be exchanged between cultures and ideologies, something that many Emperors of the time challenged as some began to see themselves as living gods or the descendants of Gods.

So to this end they declared the Circle of truth unlawful and heretical, dozens of scholars, sorcerers, witches and even innocent people were executed for made up crimes. It got so bad that some influential figures of the Imperial court used the hysteria to have their enemies put to death by planting evidence or seeding doubt of their true loyalties. 

Despite this the Circle of Truth continued but in a new form, with countless nobles and senators offering aid and sanctuary at great risk. The Circle was reformed 10 years after the purge began no longer in grandeur but instead in a disused storage building within the capital slums. Here in secret the survivors met with leading Senators, governors and even rulers of client states to hash out their plans for reforms politically and culturally.

This work was slow and long until one day a young Emperor, Leticus the third came to the throne and was a reformer of culture and ideology. Believing the time had come, the Circle presented publicly to the Emperor the now infamous petition of 50, requesting for the reforming of the Imperial Senate under a new constitution, the repealing of laws against freedom of worship and understanding and the re-evaluation of the Magical use laws.

The Emperor agreed and began with the help of the Circle to reform the system of governance the Empire uses to the one that exists today. As well as this the Emperor granted the Circle of Truth the confirmation as a Guild of Scholars under his protection and even gifted the guild his grand summer villa just outside the city as their headquarters.

Now the Circle has returned to its role as a Guild of scholars, astrologists, magical users and even philosophers, but to a certain extent they continue their work in politics as advisors. The advisors of every Imperial Governor, Client State Ruler and even the Emperors themselves have come from the Circle of Truth due to their knowledge and in more recent times strict neutrality.


The Cala-den Resistance:

Centuries ago Cala-Den was a proud and strong independent city state that prospered on maritime trade with its harbour constantly loading and unloading merchant vessels from across the ocean. Ruled over by a council of nine elders, which voted on all matters of state, the city and the territory it controlled prospered for centuries thanks to the prosperous trade of Sotum grain and Dekura Salt which often went out in large merchant convoys.

But sadly that ended when the Solarium Empire came into power and began to expand, the Cala-den refused to surrender and fought a brutal siege that lasted for months. The garrison and militia fought tenaciously against the far greater Imperial armies, however at some point the Empire managed to get a foot hold in the city. From there, the Cala-den didn't stand a chance as they did not have the numbers for street fighting. 

Now the city and its lands are an Imperial Province with Imperial troops patrolling its streets even to this day. Unlike in other cities captured and subjugated, where the streets are patrolled by Vigilies, that are more city watch and guards than soldiers who are more for enforcing law and keeping the peace than actually fighting battles. The Empire was forced to keep a continuous garrison of soldiers due to the actions of the Cala-den resistance.

This group of guerrilla fighters have been fighting for years, striking from the shadows of the alleyways, leaping down from the tops of buildings onto Imperial troops or their supporters, throwing small explosive bombs, setting fires in pro empire busineses. Before darting back into the crowds never to be seen again, it is believed that these insurgents are all locals of the cities various districts due to their knowledge of all the twists, turns, alleys, streets and short cuts. Due to the city being made up of numerous districts it is believed that the Resistance works in a similar manner with various cells working a single district with a unknown location acting as a headquarters for the group as a whole. 

In the short term their goal is to cause constant harassment and chaos for the Empire by killing their soldiers, hijacking their supply convoys through the city, assassinating officiall and other "collaborators" whilst also destroying their properties. They are so successful in this that many Imperials believe that if one is sent to Cala-den then it is a punishment. All attempts at capturing a member of the Resistance have failed as every time a member is about to be captured or is successfully captured they "Martyr" themselves.

In the long run however the Resistance hopes to instigate a wider rebellion among the population or perhaps even an uprising to bring forth a new age of independence for the Cala-den. As the slogans sympathisers paint on walls say "We have fought for a hundred years and will for a thousand more".


The Ebavar Consul:

Fighting for a similar cause to the Cala-den, the Ebavar were a kingdom that resisted the Empires expansion before and ultimately failed.

Yet unlike the Cala-den who seek to restore their independence through the use of violence and rebellion, with the overall goal of instigating an uprising. The Ebavar have a much longer plan in effect, instead of using violence they would use their voices and their diplomacy, the Ebavar Consul intend of taking the first step.

Instead of instant independence which they deem to dangerous and too chaotic without long term thinking. The Consul instead seek to use the efforts of diplomacy to convince the Solarium Empire to grant them the right of what they call self governance, where instead of being a Province in the Empire it would instead become a Client state under it. With its own laws and Rulership under their royal family returned to it.

To achieve this they intent on renewing the Ebavar culture and tradition, which after many centuries under the Empire have slowly begun to be forgotten. They hope that by renewing this then the wider population will begin to take pride in their ancestry and their culture once again and join their voices with that of the consul in the wish of self rule. The group itself is made up of several influential Ebavar nobles, figures and even members of the now "defunct" royal family.


The Celt Rebellion:

In recent years the regions consisting of the various Hellen cities have begun to experience a rebellion within its population. Although the exact place of the rebellion is never going to be known as it is impossible for the Empire to identify a single city state that is disheartened with being part of the Empire. However evidence was soon uncovered that the rebellion is not of the Hellenic peoples of the various city states, but is instead made up of groups of Celts that had been sheltering in the mountains for centuries.

Believing that the various city states had weakened themselves under the Empire and were now seeing their chance to try and reclaim the lands for the Celtic people had come. They perform hit and run attacks against both the Hellen city states and the Empire in an effort to make them concede and give the lands back the Celts, whom they believe are the rightful owners of the lands the Empire holds. 

Although the rebellion is believed to have started among the Hellen states, the actions of Celtic insurgents has spread across much of the Empire, most especially in the Empires newest province of Celiavestis "Land of the Celts" in the old Solaris tongue where Celtic warriors perform hit and run attacks in the hills and forests of the province. However unlike the Rebellion in the south the Celiavestis rebels are more co-ordinated and battle hardened it is believed by the Solaris Legion that some may be veterans of the Great Northern War.


The Draugr:

Deep within the frozen lands that the Samoiy bands roam, wander and defend, lies a series of mountains known only as the Frost Fangs, for their resemblance to the way that they look like a series of fangs covered in ice and snow. These are mountains that even the Samoiy and the Jorgamun prefer to avoid when possible, the reason is not because of a dangerous monster or a ancient evil.

But something that many are already well aware of in other parts of the known world, for the Frost Fangs and the frozen coastline that is stretched along it are the "Domain" of the Draugr. In other parts of the world, Werewolves are treated less than second class citizen and in others they are locked up in prisons for just being werewolves. And for this reason those who are "afflicted" with the Lycantant curse, live in constant fear of what they are and ever afraid of losing control, becoming feral. Yet the Draugr are different, they have accepted themselves as Werewolves and accept the fact that they are no longer humans and can never live as humans ever again. During a purge generations ago the original Draugr resisted and eventually fled to the frozen north, there they found the ruins of a broken and long forgotten Dwarven colony. With much work and effort they rebuilt it into a stronghold for their kind, ever since the Palace of Sval as it is known to the Samoiy and the Draugr has become a safe haven for werewolves wishing to live freely away from the persecution they face elsewhere.

From a small number the Draugr grew rapidly, at the time of this writing. They number in the many hundreds with more joining every year. Standing at the forefront of the Palace steps however is a stature of great importance to the Draugr and all Lycantant kind, the statue with its arms raised in defiance is that of the legendary "Deity" Set, a being of ancient legends with the head of a canine like creature. According to legends Set was the progenitor of the Lycanthropy curse/affliction, for this reason many of the Temple of Texel regard him a demonic spirit whilst the Werewolves in the Palace of Sval regard him as their patron god who gifted a form of his power to those he deemed worthy at the beginning of time.

The vast bounty of the frozen world allows them to live without any fear of the outside world nor need of it, in the Frost Fang and the coastline they hunt all the meat they could ever need from moose and caribou, to seal and walrus. Just like their Samoiy neighbours the Draugr defend their palace and the mountains with ferocity and determination, numerous times the temple of Texel attempted an assault on the Palace of Sval in an effort to forever purge the world of Lycantants. Yet every attempt was left in slaughter for their order of Iron Fist, with the bodies being picked clean by arctic scavengers and feral Lycantants, the bones of the dead are taken by the Draugr and used to decorate their armours as a means of both intimidation and announcement.

They wear the bones of those killed as a warning and a message telling people of how many have tried and failed.


The Rebellion of the Giants:

Not all Giants were content to live in enslavement, a small number chose to resist their oppression. Despite the lessened intelligence brought on by a horrible curse many thousands of years before and the rapid enslavement of their entire race across the world, Some still remembered what it was to be free.

The initial rebellion began within the underworld of the Arena in the heart of the Solarium Empire, in the prosperous city of Capui which held nearly monthly gladiatorial games which kept the Sacramentum Gladiatorum busy as well as the Giants Slavers who had to ensure that those Giants killed in the sport were replaced with fresh beasts. However in the dungeon like workings beneath the actual arena a small group of enslaved giants decided to make a move for their freedom taking weapons and armour they turned on the guards above and successfully broke through the dungeon doors.

Once out on the open street the escaped giants caused havoc as they pushed towards the nearest city gate, despite the city of Capui having strong defences including ballista's atop the towers along the walls, all these defences were facing outwards and worse hadn't been used in generations. Opening the gates, the Giants fled into the wilderness with many fearing the outcome that would follow for the local villages.

Yet nothing occurred, the Escaped Giants vanished into the hills and forests for months, despite numerous searches by Mercenaries and the Imperial Legions. It wasn't until roughly a year later that the Escapee revealed themselves attacking a slave convoy in the Kingdom of All-Ellum, one "Transporting Giants", leaving no survivors the "Rebels" and their newest recruits once again vanished into the wilderness.

On occasion the Rebels show themselves again, often launching attacks against Slavers, their encampments, towns and villages that are harbouring slaves or slavers. Yet unlike other rebellions that are focused in a region or nation, the Rebellion of the Giants is across the known world, in each and every nation that permits or is active in the enslavement of the Giants, regardless of their flag.


Cult of Kaylem:

To the wider opinion the Cult of Kaylem sounds like a group of religious fanatics, which to an extent can be understood, but must be said with a pinch of salt. Although the group are indeed religious to call them fanatics is somewhat false.

The Cult of Kaylem is a religious order that worship the Goddess "Heila" the mother of Death and by extension her son the god Detra the god of death, the god that comes as the counter to life, they deem her to be a necessity for the continuation of life for without death, life cannot continue. For this reason they serve her as bringers of death, the Cult of Kaylem are by far some of the best assassins for hire in the known world. Capable of eliminating their given target by a variety of means which they have honed for generations, whether it be poison, magic, blade or any other method.

Despite efforts to confine them, they are regarded by many nations as a legal religious order and are protected by certain laws. Yet their temple of Heila is found in only one place, the ancient city of Alesia where it sits alone with no houses or shops within a 100 metre radius around it. Here within the halls and catacombs below, the Cult train their recruits, hone their skills and offer prayer to the mother of Death. According to some stories, they train their recruits from the minute of their birth and once they are initiated they are brainwashed and sent out into the world where they would wait for the word to come that they had target to eliminate.

Yet they are not without understanding and respect, it has been said that before truly eliminating a target they allow that individual or individuals to perform final actions such as a final prayer and even to write letters to their loved ones before death. On one occasion in a twist of fate, the last action of one individual was to hire the same assassin to kill the one responsible for their contract.


Mercenaries, Thieves and Guilds:

Despite the best efforts of every nation in the world, crime and corruption are still a common place throughout the Continent. Mostly in the form of simple gangs and groups of bandits in the wilderness robing random people as they travel, or pickpockets and murderers in the city streets. Yet on some occasions an organisation shall arise in a different form not seeking easy gold in the form of theft and crime but through the old profession of warriors for Hire.


Guild of Thieves:

A relatively recent edition in the world of the criminal underworld, but one that is growing swiftly across the various Kingdoms of the Continent. Its actual founding is completely unknown just as no one knows exactly where the Guild of thieves started, some claim it began within the slums of the All-Ellums capital city. Yet some claim it began truly in the back room of an inn that sits in the heart of Solaris the capital of the Solarium Empire.

But regardless of where it began the Guild of thieves has spread rapidly with "Branches" in nearly every major city of the great kingdoms. Where most crimes can be linked directly or indirectly to them, whether that be smuggling of illegal goods and people, the active robbery of the rich and powerful or the workings of some of the most popular Brothels and infamous black markets. To make matters clearer these are not ragged thieves, many members of the Guild wear more a hallmark uniform which identifies them but also allowing them to disappear into the crowds when needed.

When it comes to leadership no one knows exactly who is the Guilds leader, even those who sit high in positions of power in the Guild such as Guild Masters who oversee an individual branch never really know who is in charge. Some believe a shadowy figure secretly manages the Guild on a global scale never showing themselves to the world and only ever speaking through proxies and encoded messages.

Yet in a strange mix, the Guild of Thieves considers itself an actual guild with a code of law that all its members are to live by. First among them is that stealing from the unfortunate is strictly forbidden only those that a rich and powerful are to be targeted. As well as this the Guild of Thieves is believed to have actively supported the poor, destitute and homeless in the cities they operate whether that mean giving some of their stolen gold or by providing food and shelter to those who need it.

It is for this reason that many Kingdoms struggle to rid themselves of the Guild of Thieves as many people don't want to give information of their whereabouts and whenever the authorities do get such information by the time they get to so called "Hideout" they find it long deserted.


The Varaganian Guard:

A relatively small group of Mercenaries from the far south, primarily made up of Sotum warriors that have left their homeland to earn a easy fortune with their skills. The Varaganian Guard tend very much to be hired mostly by travelling merchants in the south where the group is often found. 

But on occasions they are hired by the rulers of the Kingdom of Sotum or the Solarium Empire in times of war against other nations or troublesome bands of bandits or rebels. On a single occasion the Solarium Empire paid the Varaganian to join them in a war of conquest against the Celtic nations to the North. The Varaganian were credited with breaking a Celtic cavalry charge which was trying to out flank the Empires army, for this they were paid double their contract agreed on.

After this day the Varaganian grew in size from a small company of around 100 soldiers to close to a small army of 600.



The Foresters:

A loose term regarding any criminal group working within the depths of the forests of the world, there is no single organisation that can regarded as the Foresters as they are just ordinary criminals with no real aim other than making easy gold and living life however they want. Some of these bands can be small in number with just a few members, others however have been likened to small settlements of criminals living without any care in the world.

But the life of a Forester is not always easy, for hiding in the deepest parts of the forest means that is common for Foresters to be wiped out by dangerous beasts, creatures and monsters. Many Forester hideouts have been found with remains scattered about or the bodies drained of all life.

Yet despite this whenever a forester band is caught, disappears or is taken care of, another is quick to take its place either in the same place or somewhere else entirely.


The Lion Guard:

A growing group of mercenaries from the Kingdom of All-Ellum, the Lion guard are made up of former knights and men at arms numbering close to 200 mounted knights and roughly 300 men at arms that served in the Royal host and now have become soldiers for hire in a variety of forms.

Often they are hired by nobles that are dealing with problems with bandits, beasts, monsters or other creatures that are making life difficult for them or their businesses. So many akin the Lion Guard as more akin to trouble solvers that true mercenaries. 

Yet war comes to the Kingdom, no one challenges their ability in combat and their ability to sway a battle in the favour of the side they are working for. A strange tradition has held in All-Ellum that people know when war is coming as the King would hire the Lion Guard to bolster his Royal host with experienced veterans. A tradition that has lead to many nobles taking the hint that when the King hires them then they need to be ready to rally their forces.


Brotherhood of Chaos:

Whilst some would regard them as Mercenaries, others would liken them to Criminals and others to Anarchists. 

For the Brotherhood of Chaos is a force of around 600 hardened and brutal fighters from across the world, however the majority of them are of Celtic descent. Many believe that the Celtic Kingdom grants them sanctuary and safety in exchange for the brotherhood supporting them in times of war and causing trouble for their enemies.


As when not hired by anyone, the Brotherhood becomes a roaming force of brutal men who cause trouble wherever they go. Villages are known to have been burned down by them, the women treated horribly, men killed, food stolen and items of value taken. The treatment of people by the Brotherhood often leads to people offering gold and even slaves in exchange for mercy. 

That is correct the Brotherhood are known slavers, which is why the most common contract for them is the protection of slave markets and slave merchants as they travel. Often the mere presence of the brotherhood of Chaos is good enough to scare off any would be freedom fighters that intend on "Freeing" the slaves.


The Followers of Achille:

Whilst the Brotherhood are vile barbarians that cause more damage than good, there is another roaming group of Mercenaries that live up to much more lofty beliefs. 

Such are the Followers of Achille. In ages past a renowned warrior known as Achille became famed through the Kingdom of the Franks, the Joltnar tribe, the Amitka and even the Elvar for his treatment of the innocent and his staunch position of defending them. Before his death he trained a series of apprentices on these beliefs and his unique skills in fighting, when he passed, these apprentices formed the Followers of Achille.

The followers are mercenaries with a conscience they are very carefully with which contracts and which patrons they worked for. They only ever fight to protect the innocent often going out of their way to do so even if that means no reward, which is an often occurrence for them. Because the Followers help those in need without asking for anything in exchange, though many places and people who they have helped give them food and shelter whenever they pass by.


The Coastal Raiders:

The oceans of the West are never truly safe, excluding the obvious dangers of squalls and monsters, the real threat that many consider most common is the ever present threat of the Coastal Raiders.

Operating from a large island at the heart of an archipelago of several small islets the Coastal raiders are by far the largest collection of pirates in the known world. With every ship traveling along the coast having to keep a good watch day and night to be ready for the constant danger of a surprise attack. None know exactly how many there are, but the best estimate is close to several thousand operating from around 100 or more ships of varying sizes. However there is a life line for some wishing to travel by sea if one pays a "Tributary" tax to the Coastal Raiders then their ships will never attack. The Tribute can be a payment of Gold or a percentage of the cargo the ship is carrying, this is something that many deem  the least expensive option open to them.

The island they use as their base was formerly a colony built during the Great Migration, where ships would pass through to resupply whilst traveling west to east and vice versa. But when the trade ships stopped passing by the colony decayed and many were forced into piracy to support their families. Now the Island supports a town with all the amenities that would be found in any bustling town flowing with gold in other parts of the world, with shops of varying goods, brothels and taverns large and small. 

Whilst its harbour is constantly busy with Raider ships loading or unloading their cargo, at the same time merchant seeking goods that they usually could not hope to get at reasonable prices are common visitors, paying good money for the cargos of captured vessels.

If one was to ask a Coastal raider they wouldn't consider themselves criminals but warriors fighting for the continued prosperity of their island nation. That's right the Coastal Raiders consider themselves an entirely independent nation with their own government and laws, the system they have is a confederacy where the various captains of vessels that on the island at the time would meet in an old castle on a hill overlooking the harbour and town where they vote on matters of state. And since the Captains of the ships are chosen by popular vote and must prove themselves as effective leaders or else be voted out by their crews, this makes the "Coastal Confederacy" the only truly democratic nation in the known world.

And since the Island is separate from the rest of the world, the Coastal have their own culture and beliefs. At the heart of their ancestry is the belief in a god called Qurzatrom and a Goddess called Qualsatruk that hold the titles as King and Queen of the Oceans who are both depicted as Sharks. The Coastal often have ceremonies giving offerings to their deities in the hope of prosperity for their Island and the people who live on it.


The Cuirassier:

By far the most well known group of mercenaries in the Solarium Empire has to be the Cuirassier, who are renowned for their experience in mounted combat and swiftness with their weapons.

Although not exactly much is known of their history, they are the only real mercenary band in the known world with a formal headquarters. During the years of the 18th Emperor, the Cuirassier formerly petitioned to be recognised as an official guild in the Empire and as such be granted certain rights, which included the right to hold property for the purpose of use. The petition was granted and the Cuirassier purchased an old military fort outside the city of Solaris which had plenty of space for their men, stables for the horses and was walled off with portcullis gates.

This location now serves as their headquarters where the commanders of the Guild meet to discuss matters as well as the training of new recruits. in the years since its recognition as a guild, the number of members grew extensively now the Cuirassier number just over 700 full members and just as many supporters (cooks, cleaners, secretaries, stable hands, armourers etc.). 

In times of peace the Guild is often hired as the personal bodyguards of the rich and powerful in the various cities of the Empire as well as serving as additional mounted escorts for the said rich and powerful and for merchants travelling across empire. When in times of war however the Empire often hires the Cuirassier to support their more infantry based armies with mounted scouts and cavalry that can go toe to toe with more battle hardened mounted enemies (Mostly the All-Ellum mounted Knights).


Priesthood of the Temple of Texel:

Those who undertake the vows of chastity, loyalty and eternal vigilance are men and women who are of the Priesthood of the Temple of Texel. The Priesthood of the Temple of Texel are men and women who have sworn themselves in service of the Temple of the Gods of the plain of Texel, this mostly includes the worship of said gods and the upkeep of the Temple and the Headquarters of the Order of the Iron Fist. As members of the Priesthood, all who join must surrender not only their worldly goods and possessions to the Temple but even surrender their old lives. For the Priesthood once a person has taken their vows then their lives start again, from then on in service of the Temple.

Whilst in service of the Temple a priest or priestess could perform any number of duties, from simple tasks of cleaning, cooking etc. Or in other cases they could depending on their skill sets may help in performing more complex tasks, such as the upkeeping of the Temple records, the healing of the sick and various other actions. In all cases however the Priesthood all wear similar garbs and clothing that identify them from other orders of the Temple, for the Priesthood those who have sworn the vows are given white robes with golden masks and partial chest plates that signify their position in the order.

Some say that the Priesthood was the first embodiment of the Temple of Texel as many still hold true to the original teachings of helping those in need who ask for it. However as the generations have gone on the temple has become and more extreme in their views on non humans. With the Priesthood performing sermons that call on humanity to purge itself of the impurities of the world and to cleanse itself of the sins of the past.


The Order of the Iron Fist:

Whilst the priethood of the Temple of Texel are looked on as the speakers of the Temple, it is another order that is looked on as the Muscle and Fist.

The Order of the Iron Fist, or the Fists of Iron, are the strong militant wing of the Temple of Texel their duties vary depending on the circumstances. Originally the Order was established to defend the Temple itself and those within after the City of Texilous was sacked and the temple looted. Overtime however the Fists of Iron grew in number and became more of an army unto themselves with hundreds if not thousands of members scattered across the various kingdoms, the untold hundreds if not thousands of purges committed by humanity on various races and creatures can all be connected to the Fists of Iron whom either were directly responsible or pressured nations into committing them. Even in this day and age, the Fists of Iron commit heinous acts in the name of the Temple, their primary focus is the purging and cleansing of anything the temple declares heretical, impure or demonic, basically anything that they deem other.

Easily recognisable by their white robes and dark iron masks and gauntlets, the Fists of Iron are found everywhere, the only nation that does not grant them any access is the Elvar who actively kill them on site. In recent years the Fists of Iron have begun to double their efforts in the "Purifying" of humanity of those "Afflicted" with Demonic curses such Werewolves. Even in the Solaris Empire where being a werewolf is allowed but regulated, the Fists of Iron have been known to lynch suspected werewolves even those who are not actual werewolves. Some are outright killed on the spot, others are dragged into places that the Temple control or own where they are submitted to extreme tortures. 


The Mage-ai of the Temple:

Whilst the Temple of Texel are renowned in parts of the world for their views on the restriction of magic and those that use it, they do not however restrict all magical use. In a twist of hypocrisy the Temple does permit the use of Magic as long as it is in service of the Temple itself, however these sorcerers, mages, wizards or witches are all heavily monitored and heavily indoctrinated into the teachings and faith of the Temple.

As with other orders of the Temple the Mage-ai are too, wearing distinct silver masks with red robes. However they are required to wear small braclets at all times that allow the Temple to know exactly where they are at all times. Yet for the most part the Mage-ai very rarely leave the temple itself, within it they perform ceremonies and conduct permitted spells that aid the other orders in their duties. For the Priesthood, the Mage-ai use their magics to aid in the upkeep of the temple and the grounds around it, whilst for the Fists of Iron they perform observation spells in groups that allow the seer to look beyond the horizon and find those that are "Violating the will of the Gods".


The Medicum Banking Guild:

Starting as a small bank among the Medicum family who were initially poor peasants working the mills and farms, the families patriarch saved up enough gold from various jobs to start a small banking service among his fellow workers. With the focus not being on the position of loans for a percentage on return, but instead the focus would be on profit from trade.

Meaning instead of giving money and then expecting money in return the Medicum bank would instead give money to those wishing to make an opportunity for example the beginnings of a new enterprise or the expansion of an already existing one. In exchange for the loan to start such the Bank would receive a percentage of the profits from the business, for example a plantation seeks to expand, the bank would give the loan and then receive a percentage on what the plantation makes each season. Eventually though the Medicum bank would actively own some businesses such as a Vineyard in Athenai, a mining operation in Pelos and several Merchant Warehouses in the Solaris Capital which they would lease out.

Since this system was new, the Medicum bank grew in size and wealth rapidly, although it couldn't reach the size of the already existing Banking Guilds throughout the Empire. Until again it revolutionised the Banking practice, where the Bank would not only give out loans, but also would actively provide safe harbour for wealth. Previously the rich and powerful often horded their wealth in their homes nestled away in secure vaults within their mansions, however the Medicum bank offered a new method, by the means of Accounts an individual could deposit an amount into their account and the bank would hold it in a secure vault under their protection.

In exchange the Bank would claim a dividend at the end of each month, this can vary depending on the type of account a holder uses. As well as this the Medicum came up with the way of moving money around without actual exchanging of coins, they created Credit, documents that permit the transfer of wealth from one account to another. For example should a person not have the necessary gold on their person to purchase something then a credit slip may be given with the exact amount being written upon it with both parties signing it. The person owed can then go to a branch of the Bank and present the Credit slip and the bank will either withdraw the amount from said account or transfer it over to the owed party.

This method was so revolutionary that it attracted the interest of the Emperor, Emperor Agalon the 2nd, the fortieth emperor of Solaris. Who was interested in turning the Empire system of economy to such a method, the Senate agreed but the Bank was not formally recognised and many who supported the existing guilds attempted to prevent it but the by a majority vote the Medicum Bank was recognised as a true Guild and the Senate officially opened the Imperial Accounts, where all taxes from the provinces and client states would pass.


Sacramentum Gladiatorum:

Although the practice of slavery is unlawful in the Solaris Empire, there are elements of its past still holding true. One is the tradition of Gladiatorial tournaments, competitions and games with the grand Coliseum in the capital, as well as the renowned chariot races within the hippodrome. Yet unlike in the past where these games would have been made up of enslaved gladiators who had been purchased by a Gladiator school or Ludus, all the Gladiators within the Empire now are volunteers seeking fame and fortune.

Although many are loners who prefer to claim the glory for themselves, there is a legally recognised guild of Gladiators, the Sacramentum Gladiatorum is that very organisation. A guild founded in the aftermath of the outlawing of Slavery as a practice in the Empire, the Sacramentum was established by a gathering of over one hundred gladiators that had been granted their freedom after the ban. Not knowing any other life beyond the Arena they founded the guild and set up their school, with many of the founders being glorified champions the training of new Gladiators became easy as did the renown of the Guild.

Now the Guild holds over nine hundred gladiators of various ranks and specialisation in their ranks, with wealth coming to the Guild each day as many try to use the guilds expertise in the Arena and the popularity of the games as a means of gaining favour with the populace.

But that does not mean that the Guild is not without rules, to become a full member of the "Brotherhood" as the members refer to it as, a Gladiator must pass a test of strength and will where they must go toe to toe with a champion and hold their own, they do not have to win but be able to fight at the most on equal terms. After that they are sworn in by recanting the oath, which is the exact same for all members and despite some changes is similar to the vow that enslaved Gladiators swore too in ages past.

"I commit my flesh, my mind and my will to the honour and glory of this Guild and to the memory of its founders.    

I swear to allow my flesh to be burned, my body chained, my bones beaten and broken and swear my life to die by the sword in pursuit of honour in the Arena"

Upon the declaration of this oath, the old tradition of branding the mark of the Guild is upheld. Both to honour the sacrifices of the Gladiators before who died as slaves but also to act as a reminder for the member that they may never forget their oath.



Events of History:

Throughout history there have been events that have forever shaped the future of our world, such times are often actions that bring brutality and destruction. Some are times of hope and peace rather than hate and war.

These great events are marked in the world of those cultures that experienced them and are remembered to this day in festivals, memorials and other such events.


The Rohatan Migration:

Many claim that humans came to the continent many thousands upon thousands of years ago, yet that is not the case, there are many races of humans some have been on the continent for as long as it has existed just in far away lands. 

But the true first humans to come to the lands where magical races and creatures held dominion was a time before time was even calculated by humans at least. The Ancient Elven records refer to the time as the 3rd Age of Olardrim or the Old Star, it was during this time that the Elven kingdoms of the land granted to the race of humans fleeing from somewhere, sanctuary.

One thing is known of the migration, they came across onto the map by the land route from some unknown location. The only means of transportation beside the actual act of walking the Rhohatan have are simple canoes and small boats, so scholars have determined that wherever the Rhohatan originally came from it must have been from a location where they could migrate from on foot with ease.


The Celtic Invasion:

Noted as the first arrival of "True Humans", the invasion of the Celts occurred four and half thousand years before the Great Migration. The initial invasion on the coast of Eri-gian was brutal enough, but the true blood bath was to come.

The Initial invasion began at various points when a great number of Celtic warlords landed on the coast and overran the defenceless Elven towns and cities. A great number of Elves were massacred in the slaughter, entire towns were wiped out some put to the torch in the ensuing orgy of destruction. After establishing themselves along the coastlines many Celtic warlords pressed on with their conquests whilst others chose to stay at the coast and build cities of their own, often on the ruins of the Elven towns and cities.

Meanwhile further inland, Celtic armies ravished the landscape, with the Elves retreating at nearly every chance. Centuries of peace and prosperity that came with it the Elven kingdoms had lost much of their martial prowess, without armies large enough or strong enough to fight the Celtic invaders, the Elves were forced to rebuild from scratch a military. However any attempt at this came to failure as the Invaders pushed further and further inland which forced the Elves further and further back. Many cities and towns actually surrendered to the Celts in the misguided hope that the action of the surrender would negate the brutality the invaders commit against their people.

The Worst of these brutal sackings was the now infamous sacking of Alesia where the city was set afire by destructive uses of powerful fire magics. With nearly the entire population of the city being burned alive in the firestorms created, those who survived fled to their friends and allies in Orzam. What followed was the Legendary six hundred day siege of Orzam by the Celts.

The final battle of the Celtic Invasion was the renowned Siege of the Drogolon bridge fortress, where the last of the free elves gathered together and made their final stand. With many losses they were able to successfully repel the Celtic invaders and hold onto some form of their sovereignty and heritage. But not unopposed, For the next four and half thousand years the Elves of the Drologon gorge are constantly set upon by Celtic warlords and nations trying desperately to end the reign of the Elven kingdoms once and for all.

And for the duration of these Four and a half thousand years, the Celtic culture would be the dominate force in this region of the known world.


The Sacking of Alesia:

In the lands east of the Alkar Mountains was once an Elven kingdom unlike any other, its greatest city was the famed Alesia. A City of the most expertly carved rock and marble crafted by the splendour of the Dwarves in friendship of their Elven neighbour's, the cities markets were known far and wide, always full of the bounties of all the world.

Considered at the time to be the greatest, most prosperous and most beautiful of all the Elven Kingdoms, Alesia was unmatched. With great archways into the city itself, for it had been many generations since the city had experienced any form of conflict, instead of mighty fortress gates of multiple layers made from solid oak and reinforced with metal. The city had great marbled archways that allowed all to enter the city no matter their race or culture.

But slowly the days turned sour and the empty nights closed in. The first warning came as hundreds of thousands of their kin arrived within a matter of days fleeing the invasion of the Celts to the west. The city streets once filled with splendour and beauty were now filling with fear, pain and loss as refugees crammed into the city for sanctuary and aid.

One morning the most brutal act ever committed upon the elves soon came, the first they heard was a noise like a hurricane coming in from the west. The Hot dry wind broke into every street and house, for soon the great city horns began to bellow and the bells started to ring out in echoes like never before. Within seconds great waves of fire began raining down upon the city. The most feared, most brutal, most vile of all the Celtic warlords of their age. Keln had come. Keln in his hay day had managed to unify over four hundred Celtic Clans and tribes into his "Empire" and now with the combination of all these clans and tribes and every warrior they had as well as those of his own tribe decided to take the so called golden apple of the land.

Using brutal ancient magics that created great firestorms and explosions of flame the apply named "Dragons fury" magic. Keln unleashed his fury on the Elves using a small force of experienced magical users he saved his true army consisting of over 100,000 warriors back. As his magicians unleashed constant fire upon the city, he and his army merely watched and listened to the screams of the dying or burning, it was only when the city fell silent after over four hours of fire did a portion of the army charge forth and begin the true sacking of the city.

Such wanton death was dealt upon the world that bloody day, for this city of Elves was nothing to Keln.

His eye was set on another far greater prize.


The Six Hundred Day Siege of Orzam:

In the immediate aftermath of the Sacking of Alesia, the Celtic warlord Keln bane of the Elves started the longest known siege in recorded history.

Upon his successful destruction of Alesia and its occupation, Keln began his greater plan of taking the great Dwarven city of Orzam nearby. With a strong army behind and the use of powerful magic users, Keln was very confident in his ambition of taking the greatest prize of all in the known continent. The assault began immediately with his army wiping out any elves that failed to reach the great gates of Orzam where the Dwarves had given sanctuary to those who get beyond them in time.

Once his position was secure, Keln brought forth his siege engines, mighty siege towers, battering rams and simple catapult. Within the first weeks, he launched over nine assaults against the mighty walls of Orzam all the while facing greater and greater casualties to his once mighty army after each attack. Of the nine attempts to breach the wall or the gate of the city, nine times his army was driven back, changing tactics, he instead to focus on the long game choosing to starve out the defenders of the city, weakening them to the point he could launch another attack.

But after two years, he had gotten no closer to taking the great city, enraged and growing more and more unstable he ordered those magic users he still had to use Dragons fury once again. The last of the magic users heeded their lord and without the numbers to sustain the spell efficiently they were all killed in the performing of the spells incantation. Yet the singular blast of fire it created did what no assault had achieved, the blast of fire and smoke had broken open the great Orzam gates.

Believing victory to finally be close, Keln ordered his army to take the city regardless of the cost, but to the surprise of all the Dwarves and the Elven survivors within charged out to face the enemy head on. The ensuing battle was as bloody and brutal as it was long, lasting most of the remaining day and into the night, yet by the break of the dawn it was clear that the Celts had lost the battle, the Dwarves and their Elven allies had held the city of Orzam.

The night after the counter attack, the Celts retreated to their encampment in the ruins of Alesia fearing further attacks from the Dwarves. It is said that upon his arrival in the ruins, Keln was so shocked at his first ever defeat that he begged his followers to build his funeral pyre going so far as to shout it aloud for all to hear. The order was not heeded however instead he was ushered into his tent after he tried to crawl into a raging fire himself, as some scholars refer today, Keln did not die in the siege of Orzam, but may well have done. Before the Siege Keln was known for never losing a battle now this myth of invincibility had been shattered.

A year later Keln would try again to take the city, but once again he would fail after only a few months. Two years later, Keln would die in the very city he had once burned and sacked, after his death the empire he had built collapsed with no one able to hold the different tribes together. Orzam would never again face such a threat as Keln, though many would try.


The Great Migration:

Roughly two thousand years after the arrival of the Celts on the shores of the known map, a series of events that would forever change the make up of the map and bring about the end of the Celtic domination.

What occurred is to date an great unknown, for each culture the matter was different, for some the entire world that they lived within was changed for the worse or the landscape was changed so much that to remain would be suicidal. In any event different races of humans began to encroach on the continent from nearly every direction, from across the seas came the ancestors of the All-Ellum, the Cornval, the Vatgar, the Northum and various other smaller groups.

Whilst from the east came the ancestors of the Franks and Veio, from the south came the predecessors of the nations and states that would one day become the Solaris Empire. From the south East the various tribes that would become the Sultanate of Perilious encroached from far south of the Drogolon gorge.

With this great influx of cultures and the disunity of their various kingdoms and nations, the Celts were in a precarious position.


The Fall of the Celts:

With so many new peoples coming closer and closer to their lands, the Celtic kingdoms knew only one outcome was likely, all out war.

At first the Celtic kingdoms were able to resist such incursions of these new comers, however such victories were small and only at the initial beginnings of the Great Migration. As more and more people from these different parts of the world arrived with each day, the Celtic supremacy in warfare quickly shifted what made matters worse was these new comers came with weapons not of iron but stronger steel, not only were the Celts surrounded but were outmatched.

What made matters worse was the clear lack of co-ordination between the different kingdoms and tribes which made any unified front against the Migration impossible. Even as more arrived, some Celtic kingdoms remained embroiled in their own petty squabbles and wars, which lead to many defeats against the new comers. In the East the lack of unity granted the Franks to press home their advantage and claim a great portion of land south of Alesia whilst further east, the Veio ancestors drove the Celts west.

In the south the various newcomers overwhelmed the different kingdoms piece by piece, some of the greater Celtic kings attempted to establish an alliance against the invaders. Yet the history of disagreements and feuds made such attempts all but impossible, while some were able to band together and resist successfully these were only further north near the Glamdrrin mountains. In this same region the Celts old rival the Saeton also arrived and overtook the region where they landed cutting off the Celts north and south, some consider this moment that the Celts understood they could not resist for much longer.

The final nail in the coffin for the Celts was the fall of the Great Kingdom of Iceni, by far the most powerful of the Celtic nations, the Iceni dominated the area that is now the Kingdom of All-Ellum. Yet their power was in their foot soldiers and their chariots, when the precursors of the All-Ellum arrived on the scene, the battles were fierce and fairly one sided.

Believing they could win the war however, the Iceni gathered all their warriors into a single force for a surprise attack against the invaders. The plan was to attack the enemy encampment during the height of the winter where it was hoped the invaders would be weakened by the cold. Yet the plan was full of problems, before even reaching the enemy encampment, the Iceni warriors were weakened by the cold themselves as well as many years of constant battles, even the amount of food they had was dwindling despite strict rationing.

The surprise attack never happened, as they were marching out of a forest back into open country the Celtic army came face to face with the entire army of their enemy with strong mounted units already charging towards them at high speed with infantry and archers coming up behind. According to legend a single Celtic warrior cried out "We've got no chance" at the sight of the vast force coming towards them. The Following battle was over long before nightfall, despite putting up a fierce fight, the Celtic warriors were no match for the force of cavalry that outnumbered them. Of the six thousand Celtic warriors that entered the battle only a few hundred escaped the carnage the rest were either all killed or taken prisoner.

Within months the Iceni Kingdom fell to the invaders who proclaimed themselves the Kingdom of All-Ellum. With the last of the great Celtic kingdoms now lost, the survivors fled to the Glamdrrin mountains and the Island fortress of Oilean. Here on this Island and the small territories on the mainland just opposite remained the last of the Celtic kingdoms.


The Giant War:

Whilst the Elves held dominion of the Continents open grasslands and beautiful meadows and the dwarves held control over the interior of the Mountains, the hills and forests belong in part to another much different race of beings, they were the Giants. People told tales of the Giants for hundreds of years often by word of mouth of how they were shy beings that preferred to keep to themselves away from the newcomers, the Elves told the new human rulers the same information they had given the Celts, telling them that they had a long standing peace with the Giants across the world.

They told that the Giants despite their enormity, were very generous and kind people who liked to help people they came across. One Elven woman told the King of All-Ellum that when she was a child whilst out playing she ended up losing her way and couldn't find her way home. She explained that she nestled herself into some tree roots and cried because she was so afraid. When a Giant came through the trees and asked what was wrong and helped her get home safely.

They detailed though that many centuries before a group of Celtic magical users tried to harness the power of the Giants against the arrival of these different cultures coming from across the world. What occurred however was that the Giants lost much of their intelligence and became more barbaric and quick to violence when they felt threatened, so the Elves on behalf of the Celtic kings created a peace between them, the Giants would be left alone in the hills and forests of the world whilst they would stay away and give the Giants would have solitude they want. The Elves begged the King of All-Ellum to uphold this peace and respect the Giants.

However this never came, after a group of settlers established a village in the wilderness with focus being the cutting down of trees for lumber. After a number months the village prospered from the trade of quality lumber, when the village fell silent for no apparent reason, it was investigated and it was discovered that the entire village was destroyed with giant footprints around the area. 

With anger filling the population the Kingdom of All-Ellum and later other nations and kingdoms began to launch a series of campaigns against the Giants. In these Campaigns the kingdoms and nations performed two actions the elimination of the threat the Giants presented whilst also capturing Giants for the purpose of enslavement. Over five years the Giants resisted fiercely with tens of thousands being killed on the side of the humans and many hundreds of the Giants, however their strength and size couldn't grant them victory against human numbers nor the power of the Human Ballistae. The population of Giants across the Continent were decimated by this war, their settlements were destroyed, their populations either outright killed or captured.

To date the Giants as a race are a species that lives in Enslavement, living day to day by working laborious actions on behalf of their human masters. Their children are sold off when they come of age and for the worse, in the eyes of Scholars and those who feel sorry for the Giant beings, they lost much of their identity when during the destruction of their settlements or "Dens" any knowledge of their culture and history was lost with them.

Recently however many have renamed this particular conflict as the First Giant War, this in reaction of the Giants Rebellion which plagues the continent and any who have enslaved Giants.


The Founding of Solaris:

The founding of the largest nation of humans anywhere in the known world, the Solaris Empire was founded in a chaotic time of death and destruction. 

Before the Empire was founded the various cities of what is now the heartland of Solaris was embroiled in near endless wars of domination, Solaris was one such city with its army constantly engaging in endless battles with those its neighbours. At the time the city was ruled by a line of Kings with a council of nobles offering advice and counsel, one king however had a dream of ending the constant bloodshed.

To put this plan was to begin with a simple matter of diplomacy, where he married his eldest daughter to the son of one his rivals. This meant that both cities were to cease any hostilities as was the tradition, but the King of the time engaged in a series of efforts to unify the two cities into one nation. After many years of discussions it only came true when the king of that city passed away and the crown was taken by the husband of the kings daughter, who intrigued of the idea agreed to the prospect and the two cities unified.

Over many years even after the death of the king, his daughter and her husband continued his dream and after a many years which included diplomacy and when that failed, military might and power. The two rulers were able to unify the different cities under one banner and their grandson would be crowned as the first Emperor of the Empire of Solarium.


The All-Ellum Civil war:

Despite being a strong nation north of the Glamdrrin mountains, All-Ellum is not a truly stable nation when compared to others. Since the founding of the Kingdom the nation has had a number of troublesome times in its history.

The worst was the civil war that the nation was caught in years before the 1st war with the Empire, the cause can be found in a series of reasons. The primary however is the indecision on the line of succession following the death of the King, legally the King did not have an heir, although he did have an son born out of wedlock before he became king.

This resulted in a division between east and west for the Kingdom in the east are the nobles that supported the Young man who was born from wedlock, who had garnered enough support through the revealing of a letter from the King to a close confidant naming the young man as the chosen heir. And those nobles in the west who supported the claim of the previous kings nephew who was his closest legal relative. The war was not one of great battles and sieges, which were present but not on the same level as ordinary wars, instead the war was mostly made up of skirmishers.

Mostly was because the various nobles did not want to devastate the kingdom too much as quite a lot of their wealth was invested in the kingdom itself. So not wanting to lose their income they preferred to limit the fighting when possible, until the siege of Levarl, a major city that supported the western faction. Wanting to deal a critical blow to the opposing side of the war, the Eastern nobles lead by their King with their entire army laid siege to the city, due to the importance of the city, the Western faction lead by their chosen king chose to go and relieve the besieged.

Choosing to catch the enemy unaware they decided to go not by land but instead by sea, in the hope of attacking from the less prepared Northern flank of the Eastern faction. However their fleet of ships were seen by a supporter of the Eastern faction a lowly peasant who told the Eastern All-Ellum about what was coming. Choosing to let the enemy come ashore, the Eastern King chose to entrap the trappers, it is said that he spent hours with other nobles going over a series of maps trying to find the location they would likely land.

When the location was identified, they marched out leaving a strong enough force at the city to convey that the main army was still present. When the western army began to disembark after three days at seam the Eastern All-Ellum launched their assault, beginning with a rain of arrows from their longbows then a charge of the heavy cavalry across the beach into the enemy. The western All-Ellum forces were disorganised after disembarking, many were still seasick or tired from the travel, were unable to put together an effect form of resistance to the attack. 

The battle lasted a few hours but ended with an clear Eastern victory as the majority of the Western All-Ellum army was killed or captured with the Western King among the dead having drowned during an desperate attempt to get back to the ships. With the death of their chosen king and their army crippled the Western All-Ellum surrendered and the surviving nobles pledged themselves to the new King.


The 1st Northern War:

Around the same time that the Kingdom of All-Ellum was embroiled in civil war, further south the Solaris Empire was beginning to make moves to begin their northern expansion. 

Having already achieved the support and loyalty of the Kingdom of Saeton as a client state, the Empire began making preparations to move on the Kingdom of the Celts which was situated between the Solaris Empire and the Kingdom of All-Ellum. The last Celtic kingdom was situated in a large gap between the Coast of Eri-gian and the Glamdrrin mountains this open stretch of ground is considered the only way to move large numbers of people throughout the year, despite the forests and hills.

Before any judge the Solaris for going straight to war, they had attempted diplomatic efforts in trying to get the Celtic Kingdom to either join the Empire as a Client state or a established peace treaty on behalf of their new client state Saeton. However the Celts never gave any terms for either but multiple incursions by Celtic raiders gave the Empire pause, the Emperor of the time decided that there was no other choice and ordered preparations for war with the Celts.

The Invasion was swift and decisive, although the Celts at this point were still not a truly unified nation but instead a confederacy of different tribes and minor kingdoms that had agreed to work together. This Confederacy made it difficult for the Celts as a whole to organise an effective defence against the Solaris and the Saeton, despite fierce resistance in their strongholds or Caers, these locations soon found themselves isolated as the vast armies of the Empire meant that whilst one Legion laid siege others could continue pushing forwards. In desperation the Celts put into plan a destructive plan of scorched earth, systematically destroying their own lands to deny any resource to the enemy, be it shelter, mines, smithies even the crops in the fields.

The defining battle of the 1st Northern war came at the Siege of Caer Velus, one of the largest Celtic Stronghold remaining on the continent. The Fortress was renowned and famed for never being breached in its long history, here the Celts hoped that the fortresses strong defences would be able to resist the power of the Imperial Legions long enough for help to come. Long before the Empires arrival, the Celts sent out riders in a desperate bid to find any who were willing to help them in their time of need.

Weeks later the Fortresses fame was put to the test when the Empire began launching a series of attacks against the walls of the outer layer of defences with catapults, ballistae, siege towers and battering rams. After a fierce amount of fighting the Empire was able to breach the first line of defence that was the outer wall, forcing them to retreat behind the second wall. With food and supplies dwindling for not only was the fortress housing a host of warriors but also people that had fled for safety from the out laying villages and settlements. Matters were only worse as the constant attacks by the Empire meant that the number of defenders still capable of fighting dwindled, many feared what was to come, However aid arrived that night.

The Empire was caught unawares by the arrival of a huge force of All-Ellum heavy cavalry that had broken through into the heart of their camp. With no forewarning of the attack coming and with their forces stretched out across the area surrounding the Fortress they were unable to organise any attempt to fight back. Recognising that his army could not fight a battle spread out in such a manner, the General ordered his army to withdraw so they could regroup. The All-Ellum came to the aid of the Celts when they recognised that the Empire was going to continue expanding and they preferred that there be another nation between the Empire and their nation.

For the next three months the All-Ellum and the Celts managed to successfully resist further advancements of the Empire into the Kingdom of the Celts. So much so that eventually the Emperor had no choice for the Empire to begin efforts for a peace treaty with the two Kingdoms. Six months later after much negotiation the three signed a formal peace treaty that was agreeable to all, the Celts were to cease the raids and incursions by the forces into the lands controlled by the Saeton who in turn would recognise the legitimacy of the Celtic Kingdom for the foreseeable future.


Founding of the Northern Alliance:

In the immediate aftermath of the Battle of Caer Velus, the Celts were in a critical state, much of their teritory had been decimated by the various battles with the Empire, many villages had been destroyed in the Scorched earth campaign. They reorganised their respective nations, the different tribes and clans came together to create a unified confederacy that would work to ensure that whether at peace or at war their people remained unified.

Yet even then they understood that alone their nation could not resist another invasion by the Empire and given their weakened state every tribe knew another war was going to come, the only question was when.

They were not alone in this position, the Kingdom of All-Ellum understood that once the Empire had "Pacified" the Celts then the next likely target would their kingdom. Recognising this and noting that the only reason his army had victory at Caer Velus was because the Solaris were occupied and caught unawares. The King of the time Artumis the third formally recognised the Kingdom of the Celts as a sovereign nation and pledged his support for its continued existence. This act marked the beginning of formal negotiations of a mutual defence pact between the two, however only on certain elements of defence, the treaty only stated that the two nations would come to the aid of the other if attacked by the Empire it made no mention of any other nation.

To aid in the mutual defence, both nations supported the construction of a series of small fortifications across the border regions. From these fortified locations small garrisons of All-Ellum cavalry and longbowmen supported by Celtic infantry could patrol the border and provide the first line of defence in the event of attack. Despite the importance of the idea, both kingdoms understood that such forts were not be permanently held but were to only slow the Empire to grant the Alliance time.

The Northern Alliance became official six years after the end of the first Northern war, after the kingdoms of the Celts, All-Ellum and the Earldoms of Northum all signed a treaty unifying them in the eyes of the world, a treaty that demanded all those who signed to resist the expansion of the Solaris Empire and to aid those that resist it. Since then the Alliance has "Expanded" with many minor northern states, nations, tribes and kingdoms "Voluntarily" joining the Kingdom of All-Ellum and the alliance in hopes of mutual protection.


The 2nd Northern War:

The Second war came not long after the first, feeling shamed by the defeat of his armies and the humiliation he himself believed he now was being held in the eyes of the world. The Emperor gave immediate orders for the preparation of a new invasion of the Northern realms, this time he intended with his generals a pincer attack consisting of two armies and the navy.

The Navy was to come along the coast past the Celtic lands and perform an invasion by sea into the All-Ellum, whilst the first army group would press into the Celtic heartland and take Caer Velus, the site of their defeat merely five years before. Finally a the second army would swing in through the Glamdrrin mountains and take the fight to the Nortum, the plan was intended to break up the alliance by making it so that none of it primary members could aid to on another. Then the Empire could focus their attention on one at a time before delivering the final blow to win the war with absolute and total victory for them.

Though the planning was upheld and the preparations were all performed dutifully by its orchestrators, the fault lay not with the plan but with the actual implementation of the plan itself. Just as before the Empires invasion was a success thanks to well placed timing that caught the various Alliance forts along the border completely unaware. Though the Northern Alliance had expected another war they did not expect it so soon, many of the forts were not properly manned and a number were incomplete leaving it impossible for the forts to properly slow the invasion.

With the assault into the Celtic kingdom going well, problems came elsewhere with the Invasion of Northum facing  gruelling resistance in the mountain pass that is the only path for the army to enter the actual Earldom. Within the narrow corridor of the valley the Empires numerical advantage was a mute point and the constant observation of the weather and the terrain made time a major factor, once the rains set in the route through the mountains would become unpassable by the mud. Worse was the presence of heavy storms along the coast that meant the planned invasion of the Kingdom of All-Ellum had to be held back until the skies cleared and the waves died down enough for the fleet to actually leave port never mind attempt to land troops. Eventually the plan was called off and the troops that would have gone on the ships were sent to the Celtic front.

This cancellation mean that the All-Ellum were able to field their entire army to provide aid for their allies, to the Northum they sent several companies of experienced longbowmen to aid in the defence of the Mountain pass. Whilst the main force went back into the Celtic Kingdom, though the chosen commander Lord Visco Jurrel knew that unlike before they would not have the element of surprise. With the Celts helping him, he planned out each battle carefully trying to use the combined strengths of their forces, in one such battle he had the All-Ellum cavalry create a breach in Imperial lines which then was taken advantage of by Celtic infantry.

For two years the war kept going on with neither side being able to break the other, the All-Ellum, Celts and Northum managed to prevent the Empire from pressing further north after holding them at the River Kelkries that ran through the heart of the Celtic Kingdom. But they were unable to perform a decisive act capable of making a move capable of breaking through the Solaris Legions in a manner that would allow them to being pushing them back. Whilst the Solaris legions managed to hold onto the ground they had managed to gain thus far including the complete encirclement of Caer Velus yet again. Yet their position was hampered by the lack of supplies, again the Celts had conducted a scorched earth campaign that forced the Solaris to be limited by the supply lines which were now stretched not by distance but by constant raids by Celtic guerrilla fighters.

The End came with the kingdoms making the move to try and break the deadlock, launching an attack in the dead of night against the combined forces of the Solaris Empire. They hoped that by crossing the river in the night and securing the other bank they could put a makeshift bridge in place that would allow them to get more troops across. Yet the fighting on the banks of the river proved more and more brutal as the lines of battle disintegrated with people fighting across the river shore and onto the upper bank. By the following morning the Kingdoms had pulled back but not before leaving a great number of their dead and wounded on the opposite bank or floating in the river. It is said that the battle was so bloody for all sides, that the mud and sand of the bank and the field next to it was painted red for weeks and the river so filled with bodies that the water would not flow.

The Kingdoms had thrown everything into the fray and despite putting up a good fight were unable to breach the enemy position. The new Emperor officially began negotiations for a new peace treaty, three months later a treaty was signed the Solaris gained control of what was the borderlands of the Solaris and the Celts. Whilst the Kingdoms gained an agreed truce to last fifty years, a truce that would be held by both sides regardless of intent or provocation, for fifty years neither side was allowed to conduct any aggression against the other.


The Frankian Wars:

Despite speaking much about freedom and independence the Kingdom of All-Ellum is filled with hypocrisy, with many accusing the kingdom in actively forcing smaller tribes and kingdoms into either becoming a part of the so called Northern Alliance, or actually joining the Kingdom itself.

One of those Tribes was the Joltnar tribe of the Joltnum gap between the Glamdrrin Mountains in the south and the Alkar Mountains to the North. Initially the Joltnar and the All-Ellum were cordial in their relations, the Joltnar were an independent tribe and minor in their respective powers. The All-Ellum cared little for the small tribe as far as they were concerned the tribe was a buffer between them and the growing Kingdom of Frankia. But when the Northern Alliance began to grow in size and strength with many smaller kingdoms and tribes "Joining", the All-Ellum reconsidered the position of the Joltnar.  At first they were inclined to join the Alliance but when they refused the All-Ellum actively invaded the small tribe and subjugated the Joltnar into the Kingdom.

And the All-Ellum began pressing their new neighbour in the Franks to "Join" the Northern Alliance, but yet again a refusal came, This is important as during the time of the Subjugation, the Jotlnar attempted an active rebellion against All-Ellum, the rebellion was quickly put down. And many nobles began to question how such a rebellion could come about with no provocation or warning, some began to point out that the Joltnar and the Franks once had a close friendship in the past and many claimed that the Franks must have aided the rebellion.

Despite the lack of Evidence that the Franks were involved, the Kingdom of All-Ellum chose to engage in active war against the Franks. All-Ellum troops crossed the border and attacked several villages across the border regions, meeting limited resistance it was deemed that they had caught the Franks unawares, this was untrue for the Franks were aware of the potential invasion and made preparations. None of the All-Ellum noticed the lack of people in some of the villages they captured.

Weeks later, the All-Ellum came face to face with the whole Frankian army at the river town of Xelet, a small town that sits around a single bridge that crossed the river. The Franks were in control of the town and that meant that the bridge as well, the All-Ellum needed that bridge and chose to engage the enemy. The Fighting lasted for several hours but the Franks with their heavy infantry with their long billhooks and halberds managing to hold off the All-Ellum cavalry and their position in the town granted them some protection from the long bows.

Pulling back the All-Ellum were not in any position for a full fledged war with a well prepared enemy, they had been expecting to face a small force on the border after which they would solidify their position and await reinforcements. Yet it had been weeks and no reinforcements had come, a message was received and the commander of the army discovered that the Franks and All-Ellum had called a temporary truce, weeks earlier and had neglected to tell them.

A Peace was forged but only for a short period of time, once the Franks had reorganised, they launched a counter attack to break the occupation of their territories and reclaim them. This backwards and forwards followed for nearly a century and became renowned as the Hundred Years War, yet eventually the All-Ellum were in not position to keep on fighting as the so called alliance was being pressed elsewhere and All-Ellum were failing to uphold the terms of the Northern Alliance Treaty.


The Great Northern War:

Whilst the Kingdom of All-Ellum was facing trouble solidifying their position in the world of the so called Northern Alliance, the Solaris Empire too had undergone a series of upheavals and changes. Where once the Empire held under the authority of the Emperors, now they were held in the political power of the Senate and its elected members.

Now the Empire was looking at the world of the Alliance, instead of seeing a strong enemy, they were now looking at the various kingdoms of the Celts and the Northum as alone. All-Ellum was entangled with their own wars against the Joltnar and the Franks, many senators began speaking about finishing what the Empire started a century ago, but the majority were against this, they pointed out that the Solaris Empire was still recovering from the massive civil war that had ended only a few years before.

But sadly these arguments came mute when the Celts seeing an opportunity to reclaim some of the lands that had been given to the Empire in the peace treaty a hundred years before. Recognising that the Empire was still recovering from its civil war and under the belief that the Northern Alliance would join them in the campaign made preparations to launch an invasion of their own. This invasion was quick with their infantry making moves to reclaim several small formerly Celtic tribal forts and towns, facing very little resistance, the Celts deemed the campaign to be going well after facing only small depleted garrisons.

Meanwhile back in the Solaris heartland, the Senate motioned and passed an emergency order of formation, calling on all the Solaris Legions and the armies of their Client states to amass and defend the Empire. The force was so large that it was deemed to be numbering close to over a hundred thousand soldiers, despite the many weeks if not months to amass, the armies moved into position along the Saeton-Celtic Border. As a single force, the giant army crossed the shallow river that marked the Border between the two.

Swiftly the Celtic invasion was pressed back and driven to the line that was pointed out as the border by the previous peace treaty, yet the Empire did not stop. Instead they kept going forward, the Senate had decided to cease the threat of the Celts once and for all, as despite the treaty that had held small Celtic bands had been causing trouble along the border for years. Now with a massive army coming at them, the Celts called on their allies for help, yet none came.

All-Ellum claimed that they were in no position to provide aid as they were too engrossed with their own conflict with the Franks and at the moment were not hosting negotiations. The Northum gave a more reasonable response to the call for aid, they stated that the terms of the Northern Alliance was that they were inclined to send help in "Defending each other from any Aggression of the Solaris Empire". The noted aggression and defence as the main point, as far as the Northum were concerned the Celts instigated the war by attacking the Empire first and as such the Northum did not have to do anything.

Now facing the entire might of the Empire, the Celts were no match. 

Within a few months the Celts lost much of their mainland territories with even the infamous Caer Velus falling to the combined armies of the Empire. After a number of one sided battles the Celts were forced to retreat closer and closer to the coastline, it was at this point that finally the other nations of the Northern Alliance finally came to help the Celts. Despite not being able to directly join with the remaining Celtic armies fighting along the coastline, the All-Ellum managed to open a second front along their border and the Northum sent troops to join with them. Now with multiple armies on different fronts the Solaris were forced to divide their forces in order to properly combat the new fresh armies coming against them.

This gave the Celts some breathing room to reorganise their own forces, but even with this support from their allies, they were unable to field a large enough army to fight the Solaris effectively. For the most part they remained trapped in their fortresses and towns along the coast, staying behind the walls and defending the last strongholds on the mainland. Meanwhile elsewhere in the war, the All-Ellum attempted a counter attack to break the Solaris positions in Celtic lands and give them an opening to gain a land route to the Celtic strongholds. However despite the strength of their entire army trying to push them the Empire held strong on numerous occasions, one reason was because the All-Ellum were weakened by nearly a century of constant war with the Franks.

The Kingdom itself was stricken with a lack of manpower for the same reason, a hundred years of almost constant fighting meant that the number of abled bodies men was far lower than ever before. Even the use of War Giants couldn't provide an effective solution, for the Empire had learned how to resist such creatures, using large mobile ballistae to take the giants down before they can do too much damage.

After six years the Allies were at the breaking point, needing a decisive blow against the Empire, the All-Ellum decided to put everything into one single strike that they hoped would force the Empire to ask for talks. Their plan was to push into Celtic lands now occupied by the Empire and retake Caer Velus from them, if successful then they would regain a solid stronghold in the occupied territories and use to push the Empire out entirely. The Celts were onboard with the plan mustering what forces they could for the assault without leaving their forts and towns undefended, however the Northum were concerned as Caer Velus was in the heart of the occupied territories, they noted that if anything was to happen then the allies would be in a dangerous position.

Regardless the Alliance went all out for the mighty fortress, what occurred was a disaster, the combined armies of the alliance were routed and a great number captured. Despite managing to get to the fortress, the Alliance began laying siege but soon found themselves surrounded by the combined armies of the Empire. Pelos heavy spearmen  alongside Saeton heavy shields, imperial legions outnumbered them greatly and matters were made worse when the Celts were forced to retreat due to news of attacks from Imperial forces by sea on their few remaining towns and forts on the coast.

The remaining All-Ellum and Northum army was utterly crippled by the battle, of those that managed to escape the battle outisde the walls of Caer Velus, only a small number managed to safely return to the All-Ellum border a greater number were captured by the Empire during their retreat. With their armies crippled the Kingdom of All-Ellum and Northum formally sued for peace with the Empire, the Celts followed soon after.  The terms were heavy the Celts were allowed to hold onto their lands along the coast but the Interior was now a formal province of the Solarium Empire. The Kingdoms of All-Ellum and Northum were to sign Non aggression pacts formally declaring that they will not engage in any wars against the Empire in the future regardless of intent.

The Great Northern war was by far the bloodiest war in recorded history with a combined number of dead numbering in the close to one hundred thousand if not more, This was far greater than both the previous Northern wars combined. In the aftermath the Celts chose to leave the Northern Alliance entirely deeming that the other members had failed to uphold the terms of the Alliance when the war began. The All-Ellum on the other hand worked all the more harder to strengthen the Northern Alliance, trying to pressure other kingdoms and nations to join the Alliance in preparation of a what they believe will be the most likely a second Great War.


Beasts, Monsters and Creatures:

Our world is somewhat similar to yours, we have creatures you would be used too, such as elephants, sharks, tigers, deer, gazelle etc. But we also have other greater beasts.

Keepers of the Dead:

Deep within the heart of the Elriker desert is a series of hills, mountains and cliffs of solid rock that come together in the creation of many valleys, gulley's and gorges. To the ancients of the Elriker desert, the Dekura and the Sotum this is known as the Valley of the Kings, for in the times of their ancients predecessors these rocks housed the tombs of the Ancient Kings.

It is said that these tombs are encrusted with treasures and filled with vast swaths of gold and jewels, many have gone in search of these ancient tombs for the Dekura in the hopes of protecting them, for outsiders it is in the hope of plundering them of their treasures. However for those thinking of gaining easy wealth a warning must be made, while many have gone into those rocks, many never return and those that do tell stories of strange beings watching them from the high cliffs.  

Strange beings wrapped in cloth that move like strange abominations, when attempted to look upon directly they would disappear from view only returning when those seeking them had turned away, to appear only the corner of their eyes. Those that do not return are often discovered later all dead as if caught in an ambush, often with their heads missing or placed on rocks nearby.

To the Dekura and the Sotum these strange creatures are the Imhota Khadesha, or the Keepers of the dead, in some tales they tell. The keepers of the dead are the creation magic users who served the lost civilisation, creatures made from the body parts of dead souls brought back to life with strange magics now lost to time.  The keepers exist only to perform a single task, the protection and preservation of the Royal tombs, ensuring that they remain safely locked away that their now long dead kings may live on in the afterlife in peace. Many say that the Keepers are demonic spirits caught between the two plains of oblivion, as one scholar remarked "They are not of the living so they cannot die, yet since they cannot die they cannot feel as the living do."


Lycantants:

Lycantants, Lycans, Wolfgarns, Svallers, Werewolves they are all the same thing, People from all walks of life that have become "Infected" "Afflicted" with the Lycanthropy curse. Individuals who are cursed to live two lives for the remainder of theirs, one as normal humans and one as a monstrous creature that is a blend of human and wolf.

For the entirety of history the world has been plagued by Lycanthropy, whether it was small bands of criminals taking the lycan curse to become better highway robbers or raiders, or the unfortunate souls that become afflicted  during these events. To date there is only one way to become a Lycantant and that is to be bitten by a Lycantant in wolf form and live to tell the tale, for the bite delivers the curse directly the body and one the next full moon the person bitten will go through their first change.

Contrary to popular and legal belief the full moon only has power over the Lycantants on their first turn, after they performed their first transformation the control is lost and the individual chooses when they wish. Although it is noted that a person in extreme emotional state can lose some control and turn in a fit of rage.

In ages past Lycantants were treated with distain and brutality, however in many nations now Lycantants are granted some semblence of a normal life. The Solaris Empire allows them to live freely but must be registered under the law and have to go to a reservation on nights of the full moon. The reason for this is due to the fact that despite the distain, segregation and discrimination many Lycantants are invited into the armies of various kingdoms where their wolf form comes into play when needed. A small group can become in effect a shock force of soldiers for them in battle.

When it comes to Lycantants there are two types, those that have control over their curse and uphold the law to the letter of their respective nation. And then there is the Feral, a lycantant who has lost control of their curse either by allowing the curse to overtake them or put themselves into a position where the "Wolf Within" takes over permanently. 


Werewolves: Ferals

Broken creatures of grotesque form, Feral Werewolves are those afflicted with Lycanthropy and are never able to return to their human form and are considered by far some of the most dangerous creatures to be found in the wilds of the known world. The reason being is due to the clear danger they pose to every living person on the planet, Feral werewolves are easily recognisable from their more controlled brethren, as they are much skinnier in their bodies and limbs. 

To date no one knows exactly how Feral werewolves come to be, there are many theories as to why some scientific such as the theory of a Romus Scholar. He believes that it is a matter of health for the "Subject" if in good health then the person afflicted will be able to maintain control of the curse however if they are not in good health such as suffering from starvation then the "Wolf within" will take over in order to save itself. Some however think it is a matter of of the mind, the stronger the mind is then the easy it is for the person to maintain who they are however those of a weak mind find it much harder and find themselves becoming Feral.

Religious elements are divided too, those of a moderate nature believe it is a matter of the spirit, as long as the spirit remains strong and resists the temptations of the more monstrous side of the Lycantant curse then they shall remain safe. However the more zealous types of the religious faiths believe that there is no difference, that sooner or later regardless of the reason a Lycantant will eventually become a feral.

But regardless of how, Feral Werewolves are danger to everyone they encounter, with a great number being found in every wilderness from the frozen north to the more desert south. When in the wilderness, animals such as bears, wolves, mountain lions etc, should they hear people their first instinct will be to avoid them and stay away. But for a Feral Werewolf they hear what is their next meal and will hunt it down with extreme fervour, it is often common for travellers to go missing or trade caravans to be attacked in the night with members of their party going missing. To this end a number of Kingdoms often spend much money with constant patrols of their armies to protect the roads most at risk, however in many cases these very patrols are attacked with many disappearing completely.

There are rumours in the old underground tunnels and sewers of many cities Feral Lycantants dwell feeding on the scraps that come from above or on the abudance of rats that thrive in the dank dark decrepid sewers.

For Lycantants who are not Feral, becoming one is believed to be a fate worse than death, stories tell that when they lose control and become a feral they their human side is able to watch everything happening but not have any power to stop what is being done. Many werewolves have committed suicide out the sheer fear that they are becoming Feral. Within the special prisons of the Kingdom of All-Ellum many imprisoned Lycantants become feral due to the conditions of such prisons, making the job of keeping them locked up all the more dangerous.


Vampires:

Homines Noctis, Scourge of the fallen sun, Bloodsuckers, Valacken, Starsev just as in the case of the Lycantants Vampires go by many names in the world. They are humans afflicted by a strong ancient curse that was believed to be have been created many thousands of years ago by dark sorcerers seeking what some call the power beyond all else.

To never face Death.

However the Curse backfired upon them forcing them to become the first Vampires whilst they were indeed immortal in the sense of us mortals, they were forever cursed to live in the darkness of the soul. Despite the common misconception, Vampires are able to walk in direct sunlight but the action severely weakens them as long as a single portion of skin is touched by the sun then they are no stronger or faster than a normal human. But in the shadows or in the darkness of the Night their full strength returns allowing them the strength of twenty men and the speed of a bird in flight as some describe it.

Today Vampires are illegal in every nation in the known world, since their need to feed on human blood makes them more dangerous in the eyes of Mortal rulers and law makers unlike the werewolves that are only a complete threat when in their other form. Vampires are a threat regardless of where they are or who they are. In centuries past the Temple of Texel or more specifically the Fists of Iron have committed a number of brutal purges across the world all in an effort to wipe out the Vampire scourge, one speaker of the temple declared that "Only the Gods can grant immortality". During these purges anyone suspected of being a Vampire was either killed on sight or executed before having their bodies thrown into massive bonfires that burned for weeks at a time. According to the sources the last Vampires fled North where they established their own nation in a mountain fortress, here in seclusion they resisted several attempts by the Iron Fists to end them once and for all. 

However the end came not through the iron and steel of humans but through the teeth and claws of their so called ancient enemy the Werewolves, it is said that the Draugr Werewolves of the frost fangs attacked the Vampire stronghold and set the entire keep ablaze. Those vampires that survived scattered once again to the four winds where they remain in hiding to this day.


Centaurs:

Although Centaurs are sentient beings capable of speech and wisdom, they refuse to compare themselves to the level of human beings. Centaurs tend to keep themselves away from nations and kingdoms preferring to live quietly in the wilderness with the majority of the Centaurs tending to remain in the grasslands alongside the Amitka and further south in the lands of the Khanate.

But why this difference, the Centaurs are strong believers in the divinity of the stars, but not on a par of the Gods themselves. The Centaurs believe that although the stars never truly move in the night sky they are able to tell the tales yet to come, translation the future. To most people the stars look the same each night, but to the Centaurs with experience in such matters each night is never the same, the composition of the stars, the brightness of certain stars in certain constellations conveys a foretelling of the future.  Some astronomers in the city of Romus have attempted to copy this technique, with mixed results, the reason is believed to be the infinite number of possibilities.

For the Centaurs have names and descriptions for every star, every one of its places and its level of brightness, as such entire volumes can be filled with what they represent each night. But Centaurs can read these messages in minutes whilst a human eye and mind may take weeks to decipher the message the stars are telling. This knowledge is often contradicted by the technological level of the Centaurs, who remain to this day as hunter gatherers never staying in one location for more than a few days before moving on. Hunting only with basic bows and simple arrows which can not compare to the iron weapons of lesser nations and the steel of the more powerful.


Giants:

Tall beings that resemble humans in every respect despite their enormous size, giants range in height but the average are roughly tall enough to look upon the top of three story houses. Regarded by the various peoples of the world as brutish barbarians that cause nothing but havoc wherever they travel, Giants are held responsible for a great amount of damage in all the kingdoms even those that are much fairer to non humans.

Often these attacks by giants are on farms and small villages where a giant or several attack, destroying homes to steal livestock for themselves. Often using trees, large branches and even large boulders as weapons, some have been seen with makeshift weapons and armour mostly those stolen from people, this can be makeshift spears from sharpened trees or simple stone axes. Regardless of the weapon the Giants are fierce creatures that can take on many hundreds of men, it is said that a single giant is equal to a hundred men at arms if not more. So often, small armies are sent out when Giants cause trouble in some kingdoms.

However despite their fierceness as combatants, many human nations have taken to enslaving the Giant race, the Solaris Empire and the Kingdom of All-Ellum being the largest. For the Solaris, the giants are used as source of labour for the carrying of heavy loads and for construction as Giants are incredibly strong, however they are also used in the Gladiatorial arenas where groups of gladiators take on armour clad giants in contests.

For the Kingdom of All-Ellum however, things are shifting. In the past the kingdom was just like the Empire using the Giants as slave labour for heavy lifting and building, but for some years the Kingdom has been using "Trained Giants" as what they refer to as "War Beasts".  Using the Giants not only a slave labour but as weapons of war, clad in armour and with some weapons they are sent in suicidal charges against the enemy with brutal results.

These days most of the Giant population live enslaved yet it is said that some still live in the remote regions of the mountains, where they live in small communes as they did in ages past. To date the only Kingdom to have constant trouble with Giants is the Kingdom of Cornval where by living in the forests have trouble with Giants on frequent occasions.


Ice Bears:

In the furthest reaches of the North, in the frozen world where summers are excessively short for the people living within it, predators can be found everywhere, on the frozen sea ice polar bears wander the snow covered ice. On land packs of wolves hunt year round and brown bears roam during the relatively short summer months before either moving south or retreating into hibernation.

But these predators even the mighty polar bear are quick to surrender to the Norths legendary Ice Bears, these gigantic bears dwarf their polar cousins in size and power. Ice bears are their own branch of the Ursine family tree, breaking away from the polar many tens of thousands of years ago, whilst polar bears prefer to hunt on the sea ice, brown bears sticking to the land and sleeping during the winter. Ice Bears enjoy both hunting both at sea and on land throughout the year, it is said that even the mighty mammoths fear them. Despite their size however they are noted as being rather intelligent when compared to other bears across the world. Going so far as to be able to solve complex puzzles and problems in their search for food, a test was actually done on a subject bear by scholars with the aid of the Jorgamun. The Bear was given a puzzle with a special treat within, the scholars timed the bear and were surprised when the animal figured it out in a few minutes.


This level of intelligence aids them greatly in the wild, during certain times of the year when the Mammoth herds perform their seasonal migration south, the Ice Bears have been observed banding together to hunt. Although they prefer to hunt alone, they are not anti social as other bears are, despite not really sharing they are believed to work together to take down some of the mammoth to eat, Once the hunt is over they would go their own separate ways.

But things are different for some Ice Bears, whilst it is unknown when or how, the Jorgamun people of the frozen north managed to domesticate Ice bears for a variety of reasons. On the one hand they a tall and strong predators and serve as excellent guardians of their settlements ensuring no danger enters. But they also serve the Jorgamun as hunting animals and in times of trouble as beasts of war, where the Jorgamun don special armour onto them and ride them into battle.


Sabre Cats:

The top predators of the Jesuan savannah, these big cats are the largest cat in the known world weighing up to 400 kilograms as adults, they are built for the hunting and killing of large prey animals. Everything about them is for this type of prey, they have large stocky bodies with strong muscular forelimbs and their infamous sabre teeth for the final killing blow.

Originally it is believed by scholars of the wild world, the world was once home to various forms of sabre cats of varying size in both bodies and in sabre teeth. However now "The" sabre cats of the Jesuan Savannah are all that is left of their kind.  A strange oddity for the world of felines, Sabre cats are quite social animals, with the only loners being roaming males, with the females living in groups of up to 12 full grown females and their offspring. Each group has only one or two full grown males at any one time these males defend the territory and mate with the females but sooner or later they are challenged by outside males. If successful these outsiders will take the current males place and perform the same actions as their predecessors.

For the most part Sabre cats tend to keep to themselves, they are not as dangerous as other big cats in the world. The reason is because of the understanding of scholars who believe that healthy sabre cats do not see humans as a viable source of food when compared to other animals of similar size. In other words, Sabre cats see us as skinny animals that do not provide much meat for the effort. This is also brought on by the fact that the infamous sabre teeth of the cats are quite fragile and can be easily broken add the boney bodies of humans make it somewhat risky for them to feed. Even on large prey the Sabre cats are limited by their sabres, their size limits the ability for them to feed, since the sabres make it too difficult to feed where there is bone so the cats are limited to the fleshier parts of the carcass so when compared to the amount of meat they can get from a larger animal humans are not much worth.


Gelakills:

Giant flightless birds, the Gelakills are a strange mix of cranes, storks and birds of prey, incredibly tall with the largest being over four metres tall from head to toe. Found in much of the southern portion of the continent, Gelakills are often found on the open steppe plains of the Khanate and across the Jesuan Savannah, in the Khanate they are regarded as the top predators of the area.

But in the Jesuan they were originally the top predators but were replaced when the Sabre cats came onto the scene. Now in the savannah and scrub forests around it, whilst they are still predators. They are no longer top of the pecking order and are often found around the kill sites of the Sabre cats just waiting for the cats to finish so they can take possession of the carcass once the cats have eaten what their sabres allow.

Their longs legs grant them incredible speed and the light weight bodies and bones grant them advantages over their mammalian adversaries, allowing them to run faster and longer. But this light weight body and bone structure make them more prone to damage, so when faced with a Sabre cat or more dangerous prey, the birds tend to back down.


Sailerkavs:

Within the Elriker desert life is excessively hard for all life, so the predators have to be just as hard in order to survive. The most powerful and feared is the Sailerkav, a giant reptile related to lizards but much much larger, a full grown male being close to four and half metres from nose to tail.

The most obvious hallmark of the Sailerkav is the distinctive sail along its back, which is believed to be use as a form of temperature control, when they warm up they turn their bodies so the sail is in full view of the sun. With numerous blood vessels within the sail it quickly warms up the body, when wanting to cool down they turn away from the sun and into the wind allowing the blood to cool.

Ferocious predators, the Sailerkav is known to eat anything it can get is jaws on, the form of predation that is use by them is regarded by scholars as Extenvous preservation and the Sailerkav is the only predator to focus on this manner of survival. Since in the desert environment of the Elriker desert one never knows when the next meal may come a Sailerkav will not miss any opportunity to hunt but will always do so that is focused on the preservation of energy, if they know they are not going to catch their potential prey then they will let it pass and conserve precious energy for a meal they have a chance of getting.

Unlike other predators elsewhere in the world Sailerkavs are not territorial and constantly wander around the landscape, as being glued to one location means only certain death as prey is always on the move and water is only in the scattered oasis. The only time the Sailerkavs do not hunt or move is during the night when their bodies go into a state of preservation, without the sun to heat their bodies they focus again on the preservation of energy.


Coadums:

A common sight along the beaches of the southern half of the continent, Coadums are similar to seals and sealions in other parts of the world in the manner of the way they live. They fish in the waters of the oceans off the coast and use the sand and rock beaches to haul out and rest when needed.

Coadums are a strange creature, no one knows exactly what they are, they are not reptiles nor are they mammals or birds yet they have a similar existence to other aquatic animals. Everything about Coadums is unique, from the number of bones in their long necks, the four flippers they use for locomotion in the water even the fact that to aid them in buoyancy they swallow pebbles, grit and small stones to weigh them down when swimming.

Living in large groups or pods, they use protected coves and rock shores for hauling (resting), where land predators cannot get to them. Because on land they are vulnerable since they are painfully slow with their flippers pulling their large eight metre long on the rocks and sand. Despite their large size, their heads are relatively small in comparison but they can open their mouths very wide allowing them to grab hold of fish very easily with their long Sharpe interlocking teeth.


Kovalus:

A strange mix of birds and reptiles, Kovalus are found along the edges of the inland sea Almuhit fi aljibal, here in the warm weather of the open scrub forests and mountain valleys, the Kovalus thrive as hunters and scavengers.

Kovalus are believed to be the descendants of a species that in turn are the ancestors of modern birds, the closest relative of the Kovalus is believed to be the taller Gelakills further south. Yet the Kovalus are a strange creature in themselves, although they are believed to be related to birds due to the lesser weight of their bones as well as their structure similar to birds of prey. They have certain physiology that links them to reptiles, they have bone jaws with teeth and bones within their tales, which are found within reptiles.

Mostly solitary, Kovalus are territorial but not in fierceness or extremes it is common for territories to overlap and intermingle, yet that does not mean they are openly social. When Kovalus meet it is a flip of the coin on how they will react to the meeting, if it is an individual they know they won't turn to aggression but instead just look at each other until one moves away. If it is one they don't know then they will show signs of aggression such as the lowering of their heads with their mouths open, the same pose they take before launching an ambush on prey.

But when it comes to people Kovalus are of little threat, even hunters out in the wilderness note that when they see Kovalus, the creatures tend to just sit and watch patiently either because the hunters have killed something and the creature is waiting for them to leave or they just move on. Even in places where Kovalus have taken livestock, people have little fear of the predator, because whenever they come across it even in the night the creature would prefer the term "Discretion is the better part of valour".

 

Koada:

In the swamps of the Vatgar nation, there is a valid reason for the people to have huts raised up from the ground and away from the water. The greatest reason is the Koada, a strange mammalian species that lives and hunts like a crocodile, they swim in the waters, they rest on the banks, they lie in ambush.

Koada are a species that is believed to be similar to the animals that bridged the gap between terrestrial animals to those that live in the seas and oceans. The Koada themselves have barely changed in untold millions of years, they are larger than the average crocodile that are found among the waterways of the swamps. They have powerful muscles in their limbs and an odd manner of locomotion, unlike the crocodiles and fish in the water that move their bodies side to side theirs move up and down similar to whales and dolphins.

But they are still powerful predators, with strong powerful jaws that can crush bone easily and lightning fast reactions that allow them to launch ambushes either from within the water or from the reeds and bushes around the shore. Yet they are somewhat faster enough to catch large fish in the waterways but this is rare as they prefer to wait for larger prey to come to them rather than waste energy on a mouthful of fish. In essence they have the same body plan to crocodiles and behave in the same manner of living, making them crocodilian like mammals.


Veudos:

The most common wanderer of the Elriker desert, Veudos are an ancient type of reptile from a time long long ago. They are a strange beast, noted for their slow movements having to almost waddle in their movements swinging their shoulder back and forth as they go forwards. Veudos are however a resilient species, capable of going for days without a drink of water and with strong forward facing tusks that allow them to dig up roots and tubers from the desert soil, so even away from fresh growth they can still find food.

Noted as the nomads of the desert, they wander almost aimlessly across the desert landscape in the endless search for food and water. They are however often seen moving away from sources of water after a period of time mostly due to the plant growth around those water sources being depleted and needing time to regrow. 

So the Veudos are known as everlasting migrators, never staying in a single location nor area for more than a few days, after which they move on in search of another water source with fresh lush growth. In the wet season the Veudos gather around the few rivers that enter the Elriker heartland, these rivers are utterly dry in the dry season but flow during the wet. It is during these periods that the Veudos undertake their nesting periods and raise their young when water is plentiful and food is bountiful. 

Despite their slow nature however, never assume that they are docile, Veudos use their tusks for digging but they are not afraid to use them in defence of themselves or their young, as many hunters have experienced first hand. Even the mighty Sailerkavs know not to mess with full grown and healthy Veudos, instead such predators wait in ambush for surprise or pick off the sick or slow.


Tilians:

While the Veudos are by far some of the biggest permanent residence of the Elriker, a person is certainly never far way from the smallest and most numerous.

The small Tillians are found at every oasis, river, stream and spring from the heartlands of the Dekura to the fertile outlands of the Sotum. They are small burrowing creatures that live in colonies, each burrow is maintained by a mated pair though the colony never shies away from sharing their living space should danger come to pass only the pair that built are allowed to stay full time. Within their burrows the Tillians are safe not only from predators but also from the intense heat of the Desert sun, even if the heat begins to get to them, they have a simple solution dig a little deeper into the cooler soil.

Quick on their feet, the Tillians never stray far from their burrows during the day, even when they do venture forth it is never within a quick dash away from a place of safety and never for too long. They will dart out grab a piece of foliage from the brush or from reeds or to snatch a quick gulp of water before back into their burrows. To the Sotum and Dekura these little creatures are a blend between pleasant neighbours to annoying pests, for the Sotum they enjoy their little scurrying friends but don't like it when they burrow into their fields or chew on their crops.

For the Dekura however they are pleasant allies in the desert wilderness, Tillians only establish their burrows and eventually "Colonies" where there permenant sources of water. They never stay in locations where water is quick to dry up, so if one finds Tillians scurrying around then there is a source of water close by.


Perosk:

Across the known continent mammals hold sway and dominance over the world of nature, but not equally. Whilst the Sabre cats hold dominion over the Jesuan grasslands and its surrounding scrub forests, in other parts of the known world the canines hold the power.

Chief among these are the Perosk a giant species of canine that is roughly two point five to three metres from nose to tail and have a long powerful skull. Yet to call Perosk a canine is a misinterpretation, although they are related to canines they aren't actually part of that family tree. They instead are their own family tree that is linked to that of the canines, scholars are uncertain how exactly the two are linked and when the division came to be but the differences are clear. Perosk are more powerful hunters with far greater strength in jaws muscles, with adult being able to crunch through the thigh bones of some of the largest animals as if they were sticks from a branch. This is one reason that scholars believe they are so big, the fat from the bone marrow allowed them to gain the stronger bite and the larger bodies.

Often regarded as some of the most successful hunters of the animal kingdom, the average hunt success comes to approximately one out of three whilst the average for others such as the Sabre cats being one in six or seven. They live in small family groups of twenty to thirty individuals of varying ages, ruled over by a dominant female whose decisions are final. Each of these "Clans" hunt within a specifically define territory which they defend veraciously from any intrusion from outsiders or wanderers (those kicked out of clans). Perosk are found in many nations, the majority live within the borders of the Sultanate and the Elvar, but some clans are known to live within the boundaries of the Solaris Empire, the kingdoms of Veio and the Franks.


Endoltheriums:

Noted as one of the largest animals to walk the world to date, the Endoltheriums are massive creatures that dwarf even giraffe and elephants. With a shoulder height of five metres for females and nine for males, approximately nine metres from nose to tail for females and twelve for males, they are true giants.

Found across the Jesuan Grasslands and the borders of the Elriker Desert where food is more plentiful. Although they are seen in small gatherings of up thirteen individuals of varying ages and sexes, they are not herd animals, preferring to wander around as loners, the only ones who don't live alone are mothers and their calves. When they are seen in groups it is usually because they are all gathering around a fresh water source or plentiful food.

Males are considerably bigger than the females which is attributed to the fierce combative nature of the males when it comes to the mating season which occurs during the early months of spring just after the first rains of the raining season. During this time the males are often drawn into severe clashes between one another where the males perform contests of strength and endurance, by slamming their heads into the sides of their opponents, until finally one backs down.

They are great nomads, often wandering the landscape never staying in one location for more than a few days. They are often spotted in the border lands of the Solaris Empire, the Sultanate, the Jesuan grasslands and the more fertile lands of the Elriker Desert. In most of these territories they are regarded as both sights to see but also destructive forces that cause nothing but annoyance to farmers, as they move through farmlands either feeding on the crops themselves or crushing them underfoot.

Yet for the Amitka they are vital source of transport for their nomadic lifestyle, for the tribes of the Amitka the Endoltheriums with proper saddles are capable of carrying a great amount of materials and even those who are struggling such as the young, the old and the ill.


Mammoths:

In the frozen reaches on the Northern lands, Mammoths are the largest creatures to roam the snow covered wastelands, renowned for their distinct blanket of hair that covers there entire bodies, Mammoths are built for the cold environments.

Mammoths are social creatures that live in herds of varying sizes, as small as six or as large as thirty, each herd is lead by an old female or matriarch it is she who decides when and where the herd goes as her years of experience and memories grant her the best ability to lead. Each herd is a mismatch of females that are all somewhat related to each other, males live alone once they reach maturity and only interact with females during mating. Telling the difference between males and females is easy when full grown, males have larger tusks that curve over and overlap each other whilst females have less featured tusks.

Despite being built for the cold mammoths are not entirely safe when it comes to cold winters, each year all Mammoths perform two migrations, one in the spring and one in the autumn. In the summer they spend their days further north where they spend their days enjoying the bounty of the open grasslands. Summers in the far north are somewhat peculiar for the duration of the summer, the weather is somewhat more pleasant with midnight suns being common during these times the Mammoths actually have a shorter layer of fur that keeps them warm but not too much that they overheat. On the open plains the Mammoths have little to fear, the only real predators there are the nomadic Samoiy who only come onto the plains to hunt the smaller animals, such as deer, moose and bison.

But when autumn comes the Mammoths are left alone after all other animals have moved south, however the open plains do not provide safety from wind chills that can go as far as minus fifty degrees even they have to move south where they take shelter in the less exposed valleys of the mountains. There in the pine forests, the mammoths take shelter for the winter until after the first thaw of spring that they wait before beginning their spring migration north back onto the open plains. On both occasions however there is always a threat, when moving south the mammoths are prone to threats such as Ice Bears, but when moving north they are potential targets for Jorgamun hunting parties.


Avarlum Whales:

Many would assume that the top predators in the ocean would be the various species of sharks that patrol the waters around the coast or in the emptiness of the ocean.

But no, the true top predator is in fact a whale, the Avarlum is species of whale that unlike others that are large and relatively peaceful, the Avarlum are fierce and tenacious predators that hunt even the sharks. With long streamlined bodies they despite their size they are capable of lightning bolts of speed that allow them to catch even the fastest dolphins.

Living as loners Avarlums patrol the waters across the known ocean, from the coastlines of the continent to the open ocean depths. Sailors often catch sight of them as they come up to the surface to breath but also in strange actions where they catch the tail of a shark and then breach the surface and fling the shark into the air. No one knows exactly why they do this, one theory is that it stuns the sharks making it safer to kill them, yet this cannot be proven as the Avarlum are significantly larger than the sharks.

For the most part the Avarlum are of no real threat to people out at sea, whilst they are known to cause trouble to smaller vessels they are not actually hunting but are in fact showing a level of intelligence. In this case curiosity and intrigue, the whales are known to approach ships and boats of varying sizes often, mostly to see what the strangers in their habitat are doing.


Jokad:

With the Vatgar nation there are very few large animals like in other parts of the world, the only exception of the notion is the Jokad. These large mammals are common among the swamps and waterways where they feed on the mineral rich plant life that grows abundantly among the different waterways of the swamp.

The primary reason for the lack of large animals among the Swamps of the Vatgarin, is due to the lack of open ground, even when standing on solid ground the viability of space is actually lessened as plants cover such places with a vigor. oddly enough the most open space and open country is in the flooded bogs and open water ways, this is where the Jokad live in the buffer zones between the "Islands" and the water, relying on their huge size and the strong legs to help them in moving around. Their size is the key to their success, not only does it defend them from predators, but means that in many cases they don't need to swim to get across the swamps but are able to walk through the waterways in search of food.

They live in small groups of around five or six individuals of varying ages, to date no group any larger than six have been seen. The primary reason is due to the distances they have to cross in search of food, in larger groups it would be more difficult to travel effectively.

Even when they do need to swim adults are to big for any predators in the water, in fact the only threat adults face is from the Vatgar who hunt them for their meat, hides and bones. The Vatgar use everything they can get from these animals to help them in surviving the Vatgarin, the meat feeds them, the hides are turned into clothes and the bones are used for tools and fuel.


Jokal:

A cousin of the Jokad, the Jokal prefers to live in the Jesuan Grasslands where unlike their cousins that have nothing to fear, the Jokal have much to be afraid of, be it Sabre cats or Gelakills.

Another major difference between the Jokal and their swamp cousins is their means of movement, the Jokad have flat feet similar to rhinos anmd elephants but for the Jokal only their hind feet are like this, their front limbs however are more akin to hand like hooks, where they walk on their knuckles to keep the long sharp claws safe. They use these claws to hook branches from tall trees to be pulled down so they can get the fresher and less thorn ridden leaves from higher up.

These same claws are also a means of protection, when threatened the Jokal will rear up on their hinds legs, spreading their arms out with their claws in view ready to swing them across against any would be attacker. During such occasions, the Jokal groups will circle up to protect their back ensuring that no danger can get behind them. These groups are somewhat larger than the Jokad but not by much, often they number only a dozen no more than twelve to fifteen.


Belias:

When it comes to insects there are not that many of considerable size in the world, most are simple insects and bugs that common in the world. However there is one creature that challenges the position that all insect and other bugs are small insignificant creatures.

That creature is the Belias, a giant millipede like creature that is twice as long as a full grown man, they are capable of rearing up to look a person directly in the eye and are wide enough that a mans chest can cover its back. Yet for the most part they remain flat on the ground, what's more is that despite their immense size of the Belias they are strictly vegetarians using their huge mandibles to strip plants around them. But when threatened they have been known to use those same mandibles to defend themselves causing horrific wounds, which is understandable when one considers that those mandibles are able to strip bark from trees with ease.

Found in two locations of the world, they are divided into two species, the largest species is the Southern Belias that lives around the rivers and oases of the Elriker Desert where size matters more when dealing with large predators. So not only are the Southern Belias larger, they have much tougher exoskeletons to give them better protection from the large predators that roam the desert.

In the North, the Belias species found among the water ways of the Vatgarin swamps are smaller than their southern cousins. Here in the swamps the Belias rely more on movement and flexibility to survive rather than strong armour, the northern Belias is also noted as being the only insect to be able to swim. A strange adaptation for this is that their legs are not perfect points as with their southern cousins but are somewhat flatter and stronger giving them the ability to swim and grant strength capable of pulling through the mud of the swamps.


Crovodius:

Along the coastline of the Elriker and among its vast river and streams, one would expect to find Crocodiles patrolling the water. Which they do bu dominion of these waters is held by their larger cousins the Crovodius, these giant reptiles are stronger and more powerful than their normal cousins. The Average smaller size of Crovodius comes to over 6 metres from nose to tail with some being much larger, going as far as 8 to even 9 metres if not more, but such larger sizes are rare.

These creatures have a preference for large prey from Veudos to Sailerkavs, yet when pressed they are known to take cattle that come to close to the riverbanks and when food is very scarce they will try for smaller prey including humans. They have a strange adaptation that helps them in holding onto their prey once they've caught it, a strange curve top jaw, at the snout the jaw turns inwards slightly giving a small hook like appearance. This grants them greater grip when holding onto their prey. They also have strong leg bones and muscles so unlike their smaller crocodile cousins that almost drag themselves along the soil and sand, Crovodius are able to lift themselves up and almost straighten their legs when moving to and from the water.

Although they are not particularly social animals when it comes to personal space and the sharing of food, they are often found congregating in numbers on the river banks of larger rivers where there is more space for them bask in the sun. 


Rhicol:

Giants in their own right, by far the largest species of Rhino in the known world has to be the Rhicol of the East. Found across the Jesuan Grassland and scrubland and even further east towards the Drogolon Gorge, these creatures are huge twice as large as any rhino elsewhere.

Although they are huge, they are strict herbivores that prefer living around the scrublands and light forests of their range, they lack the distinct grazing teeth of other herbivores. Instead they have a lip that is very dexterous and is able to loop under itself allowing a form of grip, so they reach for a portion of a bush or shrub use their lip to grab what they want and they break the piece off and start chewing.

The only thing that challenges their size and strength is the Endoltheriums but even they know not to mess with an angry Rhicol. They live in herds of up to ten adults and their young but bulls have been known to wander around in solitude instead of remaining with a single herd it s these bulls that are the most dangerous. Despite the danger of predators being null and void for full grown adults, when alone the Rhicol are fiercely defensive in nature and will charge any animal they deem a threat that gets too close.

Their size is the key to their success with powerful muscles to drive them forwards with sudden bursts of speed and their huge bulk to give weight to their attack all focused around their distinctive and oddly shaped horn is reinforced bone. But the true purpose of the Horn is to flaunt, the males use the horns not as weapons against each other but as a means of showing off their prime, the Larger the Horn the more healthy and prime the animal is.

Rhicol are very dangerous to people when they are around, as previously stated the males will defend themselves ferociously when their alone. But Herds can be much worse, if they deem a danger to be present then they will actively defend their young vigorously, this can include either encircling their young to keep them safe or actively driving off or killing the perceived threat either by brute force or by trampling.




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