The Dark Knight: Blood and Fangs

 All image used in this are taken from Google Images, I do not wish to infringe or violate copyright law. If so requested I shall willingly remove them if done so by the copyright owner. This story is not for the purpose of profit and is meant only for entertainment.


Erinlindor:



Vampires:



When it comes to Vampires, they are all categorised into one of four placements each of which come with their own strengths and for some weaknesses. 

There are lower vampires which are mere mortals that have been turned into vampires, they are the lowest class of all, they have a fatal weakness to direct sunlight which burns their bodies to a scorched corpse. Then there are Higher Vampires who are mortals that have been turned but have managed to gain the strength needed to survive partial exposure to the sunlight meaning they can go in the sun but doing so makes them as weak as mortals. To become a higher vampire is an inexact science for it is merely the flip of a coin that decides whether someone becomes either when turned.

Both Lower and Higher Vampires however have great difficulty in the control of their thirst, when a vampire tastes blood they can easily lose control of themselves and can easily fall into a blood lust.

There the Ancients which are higher vampires that have passed a certain age and now have access to more powerful abilities and powers most of which include access to more deadly dark magics. To become an ancient, one must live past a certain age the primary belief being over 500 mortal years, however no one knows for certain. Though they have access to new magical abilities which include an immunity to Sunlight, the Ancients are still vulnerable to other dangers like Silver.

One of the greatest powers of the Ancients is their self control, since centuries of existence has given them time, all Ancient Vampires have managed to gain a form of control over themselves whenever they "Feed".

Elders are the greatest and most powerful class of Vampire and to the betterment of the world they are long extinct with some doubting they ever existed at all. What is known of the Elders was that they were not turned but born, which gave them incredible abilities that made them near invincible when compared to their lesser brethren. Such abilities included the power to use both forms of magic, light and dark since the natural laws of magic deem that only those with souls can use Magics of the light, since when becoming a vampire means one dies they lose their soul and lose their access to such magic.

But Elders can use both with ease and are able to perform spells far easier than any mortal, since centuries if not millennia of practice and honing of their skills mean they can perform spells without long incantations. There were two great and powerful abilities of the Elders which were denied to their lesser brethren, first was the power of the Bat, where the Vampire could perform a means of travel where their body would become a flock of dark bats and fly around until they had come to a stop.

The other was their greatest triumph the ability to survive without the blood lust where they lose control over themselves when they taste or smell blood, Elder Vampires were also able to partially survive on the same foods that fed mortals. Which meant Elders could live among mortals without ever showing a fang. Though the need for blood was still present, as they were still vampires and required blood in their diet to keep themselves in top condition.

One similarity between the Elders and the Ancients is the power of Smoke Flight, where thy are able to quite literally fly in the air with considerable speed. This form of magic is where the users body becomes a blend of their body and a dark smoke, as they fly around a small trail of smoke follows their true body resembling a burning projectile flying through the air. This magic is what lead to the myth and legend that vampires are able to turn themselves into a flock of dark bats and fly around the nightsky.

All Elder Vampires and much of the Ancients were all wiped out during the sacking of the Vampire Fortress Nightshade, those that survived were scattered, either seeking places to hide or were later hunted down and killed.  

Regardless however all vampires bare similar abilities though the higher a vampire is in the categories the more stronger these abilities are however enhanced as a vampire grows older, for example a vampire a thousand years old can easily best a 100 year old vampire.

Vampiric features depending on Category

Lesser: Strengths, weaknesses and features

  • Increased Strength, Speed and Agility
  • Enhanced Senses - Prestine vision even in Darkness, Sound, Smell, Taste and Touch
  • Advanced Healing of Wounds
  • Immunity from poisons and Disease
  • Eye colour Dependent on their Hunger
  • Pale Cold Skin
  • Larger more visible fangs
  • Broken Voice, more growl with pronunciations
  • Fatal aversion to Sunlight
  • Vulnerability to Pure Silver

Higher: Strength, Weaknesses and Features

  • Increased Strength, Speed, Agility
  • Enhanced Senses - Pristine Vision even in Darkness, Sound, Smell, Taste and Touch
  • Advanced Healing of injuries and Wounds
  • Immunity from Poisons and Disease
  • Eye Colour Dependent on Hunger
  • Slightly Pale skin
  • Slightly more visible fangs
  • Slight Aversion to Sunlight - direct contact with sunlight weakens them to the level of mortals
  • Vulnerability to Pure Silver

Ancients: Strengths, Weaknesses and Features

  • Increased Strength, Speed and Agility
  • Enhanced Senses - Pristine Vision even in Darkness, Sound, Smell, Taste and Touch
  • Advanced Healing of Injuries and Wounds
  • Immunity to Poisons and Disease
  • Capable of Performing Smoke Flight
  • Eye Colour dependent on Hunger
  • Slightly capable of hiding their fangs
  • Immunity to Sunlight unless weakened by extreme hunger or Major injury
  • Vulnerability to Pure Silver

Elders: Strengths, Weaknesses and Features

  • Increased Strength, Speed and Agility
  • Enhanced Senses - Pristine Vision even in Darkness, Sound, Smell, Taste and Touch
  • Advanced Healing of Injuries and Wounds possibly even fatal ones
  • Immunity to Poisons and Disease
  • Capable of Performing Smoke Flight
  • Eye Colour dependent on Hunger
  • Complete immunity to Sunlight
  • Capable of hiding their fangs
  • Able to partially survive on Mortal food
  • Access to high level magics


Werewolves:

The bitter enemy of the Vampires, werewolves and vampires have held a long standing blood feud since the beginning of time. No one knows exactly what started the feud and the subsequent war that saw both sides in constant warfare, some say that it was territory. Others claim that it was an offence one side committed on the other, the Vampires claim the werewolves committed it the werewolves say it was the Vampires. Some would even believe that its simply a matter of nature, that it was the natural element for both sides to despise the other.

The powers of the werewolves are clearly defined in their name, they are shapeshifters capable of turning into large man like wolf creatures. Contrary to popular belief however of the human world and the scholars who claim to be experts in Lycanthropy, Werewolves are not bound by the full moon, they are fully capable of turning whenever they wish. But the moon still holds considerable power over them, for the face of the moon dictates how powerful a werewolf is when they turn, the idea of the full moon comes from the fact that when the moon is at its fullest. A werewolf is at their strongest, but as the moon shifts and its faces change they will become weaker, when the moon is not visible in the sky they are at their most weakest until the faces return and the moon begins to shift back into its full face.

Like Vampires werewolves hold a strict hierarchal structure, as a whole they are divided into Clans who control a clearly defined territory which they protect from other clans and any other threat. The clans themselves are divided up into packs, which consist of families and friends, each Clan holds a leader who is chosen by different means either by being the strongest or the cleverest, while the packs are led by the oldest of their family. To become a werewolf there are two clear means of such, the first and most common is to be bitten by a werewolf in their wolf form which is when they can transmit their "Curse" onto another unless they are killed outright during the process and then of course there is the simple means of being born with the so called Lycanthroat curse. 

For obvious reasons there are clear signs and weaknesses when it comes to those "Afflicted with Lycanthropy"

Signs:

  • A greater tolerance to injury
  • Heightened senses notably smell and hearing
  • Discomfort to wolfsbane potion
  • Lack of willingness to be involved in night time actions

Weaknesses:

  • High concentrated doses of Wolfsbane potion
  • Vulnerability to Pure Silver

Regardless though werewolves and vampires fought each other in countless bouts and brutal warfare, that was until the Night Lord of the Vampires approached the most powerful of the werewolf clans the Blood Moon Clan and offered terms for a truce. Hesitant at first the two sides agreed and later a full fledged treaty was established that ensure lasting peace between them.

Similar in respect to the Vampires though, the Werewolves were nearly wiped out by humans during a series of vicious purges across Erinlindor. Like the vampires they managed to cling on by going into hiding, but unlike the Vampires who retreated into the shadows of the cities, the werewolves fled into the country finding safety in forests and hills.


Trolls:

Brutish, formidable, strong and barbaric are the most common words used by most people when referring to the race of the trolls, the common conception is that do not really know them is that Trolls are found only within the mountains of the world.

But in ages past Trolls were found across Erinlindor, from the Endless Sands of the South where the now Extinct Desert Trolls once roamed, to the still living Wood Trolls in the endless Forest of the world, Mountain Trolls in the valleys and hills, to the Snow Trolls that live beyond the Snow Line. Today though the Trolls are a shadow of their former self, once they had almost free roam of the land able to travel where they wished. But now the expansion of humans across Erinlindor has forced the Trolls to become more focused into certain regions, hence the belief that Trolls are only found in the Mountains.

The three still living sub races of trolls that cling on to this day are divided by their appearance and preference of where they live. Mountain Trolls are the most commonly known to the world thanks to the raids and attacks of the troll Alliance they are the largest of the three Troll sub races, both in size and muscle mass, they tend to a greyish colour however others have been known to be different colours in their skin including green and brown but their size always marks them as clear Mountain Trolls.

Despite the name however Mountain Trolls do not enjoy living high up mountains, they instead prefer to live in mountain gorges and valleys where they can show off their strength by lifting and throwing boulders and rocks when they have arguments with one another. The Mountain Trolls have a strong friendship with the much smaller Goblins, where both have a mutually beneficial relationship, the Goblins have a larger strong friend to help in building and defence while the Trolls have someone who can mine, refine and forge metals.

The next are the Wood Trolls who dwell within the forests of the world but now are restricted to mountain forests where in times past they were found in forests across Erinlindor. The best way to identify a wood troll to look at both the colour of their skin which is usually a light brown and the toughness of their skin. Wood Trolls are known for having very hard leathery skin as well as strong bone like horns and bumps on their heads and shoulders which they use both for fighting and for display.

The smallest of the troll sub races are the Snow trolls who are the trolls that like to live high up the mountains, often living in caves that exist beyond the snow line. Another name for the Snow trolls are the Abominable snowmen, as they are often seen walking the snow covered mountain passes and high up on the slopes. Recognised easily by their grey or white coloured fur that covers much of their bodies. Snow trolls are built for the cold and very rarely venture down from the Mountains thus why the only people that see them are those that live close to the mountain ranges such as herders and hunters. Despite this though they have been recorded as being members of the Troll Alliance wielding weapons of all kinds from pickaxes to rusted blades strapped to their arms.


Characters:

Valerion: The Lone Survivor

Race: Hominus Nocturn

Type: Elder Vampire

Age: Unknown

Magical Ability: Yes - Rank 10

Weapons:       

- Embelion - Long Sword - Enchanted with Ancient magics

- Blien Celusin - great dagger - Enchanted with Ancient Dark Elven Magics

- Foe - Hammer - Enchanted with Ancient Rune Magic

Occupation: Wandering Mercenary

A survivor through and through, Valerion is to the betterment of his knowledge, the sole surviving Elder Vampire in Erinlindor, having survived the brutal siege and sacking of Nightshade the legendary and infamous Vampire Fortress. However his survival came at a cost, when the attackers left they placed a powerful curse of the fortress not realising he was trapped inside the rubble.

This curse made it impossible for him to escape thus forcing him to suffer the agony of starvation, when he finally did manage to break free he was suffering from pains unbearable for any mortal. Ever since, for many decades he has chosen to keep his head down and try and remain inconspicuous staying on the move finding work as a wandering mercenary. As he feels that without a Night Lord to serve as he did in the past, then he is without a purpose so why try and do anything beyond existing.

As an Elder, Valerion has no fear for the sun, but to be safe and to help keep his appearance secret notably anything and everything that can identify him as a vampire he is careful with what is visible to the people around him. When he is in public he wears a distinct mask, set of armour and cloak to conceal himself, but when in private or among those who already know his true self he will remove the mask, which hides the most prominent feature that identifies him as a Vampire, due the sheer amount of time he was "entombed" he is force to live with distinct vampiric eyes with the reddish flame like colour. 

His work as a mercenary makes it easy for Valerion to get all that he requires, both in money but also in blood. When dealing with bandits, criminals and even monsters Valerion would when possible collect the blood of those he killed into a series of potion bottles for him to drink when needed. If questioned he would explain they contain a potion like remedy for a health problem he possess, which is a partial truth of course.

As an Elder Vampire, Valerion also has access to incredible magical abilities which can grant him the power to perform greater feats during his "Contracts", since he can use both light and dark, the powers he bares can give him more choices in his actions. He can perform advanced healing and remove powerful curses with relative ease whilst also be able to perform dark magics such as the creation of curses and the binding of monsters. Though for obvious reasons he tries to hide these abilities, avoid using them when possible as well as try and make himself appear less than he truly is.

These magics are increased and focused through his weapons, his Long sword, Embelion meaning Impaler in the old Vampire tongue holds powerful magic within its steel that allows it to used against other magical weapons and can even actively block incoming spells, add on the fact that the iron for the steel used in its creation known as Void Iron was collected from fallen stars giving it ineffably strength. His great dagger Blien Celusin "Blood collector" was enchanted during it forging like his sword, it is able to cut through enchantments such as magical barriers and allows its bearer to see through concealment spells, again the iron used to forge the needed steel came from fallen stars. It got its name from a smaller enchantment it holds that when used alongside an accompanying spell allows it to collect blood from any recently deceased corpse close by.

Foe, is the hammer that forged both these weapons and is often used as a weapon itself, though its initial purpose was to be used in the implementation of enchantments into weapons. Foe in the vampire tongue means forge, when it was crafted powerful runes were carved into it allowing it to be used in the implementation of spells and enchantments. Valerion primarily uses it now as an extension of his magic concentrating it through the hammer and its runes to make the spells perform more powerful and precise which comes in use when dealing with sensitive spells and magic.

Though he wishes to remain a secret out of fear of those who wiped out all those he cared for during the sacking of Nightshade, Valerion has come to find some comfort in his new gathering of companions who have their own problems and despite his wish to remain out of prying eyes. He feels that he can't just sit back and watch bad things happen when he know that he has the power to help.

" I couldn't just sit back and watch the world burn... knowing I had the power to do some good for once in my life "

A final point to make of the Elder vampire turned wanderer is when questioned why he never seeks to involve himself with other vampires or seek them out. When queried such by his companions he has also remarked that he has no wish to join his kind as he no longer wishes to be among those who like him are forced to live for eternity. He made the point of saying that Mortals have the hope of seeing those they have lost in time, but he does not have that luxury and is forced to continue living in the world "Without a Heart".

For despite his desire to remain isolated and alone, he was quick to allow others to join him along his travels. First a Dark Elf, then a Troll and then an Avar, for some its more clear as to why but from others its a question that puzzles.


Zeila: A Furry Little Friend

Species: Felis

Type: Felis Veila-Meera

Age: Unknown

Magical Ability: Yes - Rank 2

Occupation: Furry Companion

According to Ancient Elven tales and legends there are animals and creatures throughout the world that have a deep natural connection to magic, it is said that to meet such creatures is considered a great honour and depending on the creature or animal seen is either an omen of good or evil.

For the Felis Veil-Meera or in old Elvish "Starlight Cats" they are a creature with deep connection to both light and dark, with magic imbued into the very fur of their bodies and the feathers of their wings. Their name comes from when during the night when the stars and the moon are in perfect visibility the coats and wings of Felis Veila-Meera will illuminate the same stars in the sky. The portents of Felis Veila-Meera say that they only ever show themselves or approach beings "Of the Darkness yet hold the Hope of the Light within". But to ever have one as a true companion is unheard of as like other spiritual animals Felis Veila-Meera only ever prefer the company of themselves and their own kind.

Zeila is the exception having become a furry and cuddly travelling companion for Valerion after he showed a kindness to her, he rescued her when she was caught in a hunters trap, healed the cuts into her leg and gave her some food. Since then she has been a close and loving companion, she is often found laying across Valerions shoulders as they travel or walking alongside though mostly the former.

Her presence has been a great boon to Valerion often to those who know the legends of Spiritual animals would start treating him with more respect than he was used to in the past. But he cares little for such, like Zeila he is happy to have a companion who sticks by him, though he sometimes suspects that for Zeila its not just the companionship he offers but the fact that through Valerion she can get free food.


Mari-Anne: Vengeful Warrior

Race: Elven

Type: Dark Elven

Age: 28 years

Magical Ability: Yes - Rank 3

Weapons:

-Sacrament - Dark Elf Sword

Occupation: Warrior of the Hidden Hand

Born in a small forest village that lays on the South western borders of the Elven Kingdom where it lays closest to the Kingdom of Telmar and the Principality of Delun, Mari-Anne was born to a High Elven father and a Dark Elven mother. Similar to others like her the appearance of her birth determined what she would be defined as, since she was born akin to a Dark Elf she is considered in cultural terms to be a Dark Elf, with the distinct pale skin, dark hair and Dark Magic Essence that defines the Dark Elven Race.

From a young age, Mari-Anne showed an aptitude for a fighting spirit like her older brother and sister, sadly this aptitude became a bordering obsession when their village was raided by bandits who were after gold and more importantly slaves. During the raid many elves were taken prisoner by the bandits with others being killed including Mari-Annes brother who died protecting his sisters.

Following this loss Mari-Anne doubled down on her efforts to become a strong enough and capable warrior so that she could find those taken and bring them home. Eventually she was recognised for her zeal and determination so she was recruited for the infamous hidden hand, after more training and tutoring she was first tasked with internal security of the Kingdom where she took part in various missions including the uncovering and arrest of a human trader who had been supporting the slave trade as well the successful elimination of the Bandits that had raided her village though by this point their captives had been passed on to their buyers.

Wanting to find their lost kin Mari-Anne volunteered to go out into the other kingdoms to try and find those who were taken. Although lacking initial experience, Mari-Anne was allowed to leave the Elven Kingdom and continue her duty as a warrior of the Hidden Hand in protecting the Elven peoples beyond their borders. There with the aid of the various contacts and operatives the Hidden Hand have in place she eventually found her way to the Kingdom of Telmar where her investigation and search for the enslaved Elves went into high gear.

It was during one such investigation that she encountered Valerion who had been hired by local merchants to rid an important route of a band of cutthroats that had been harassing passing traders. The two forged a temporary alliance as the cutthroats were also involved in the kidnapping for the slave trade, though eventually the two forged a friendship and companionship with Valerion trusting her enough to show her his true face. An element of trust that Mari-Anne has honoured and understood, on recognising that Valerion is not like other Vampires.

Despite Valerions preference for wanting to remain secluded and hidden, Mari-Anne was quick to notice that once she had showed her face. The isolationist being was more than willing to allow her to tag along in his travels, something that has made her constantly question what made him change his mind.


Rogar: The Strong Armoured Brute

Race: Troll

Type: Mountain

Age: Over 60 years

Magical Ability: No

Weapons:

-Kilik - Trollish Great Sword

Occupation: Wandering Mercenary/ Outcast of the Troll Alliance

Obstinate, pig-headed, difficult, suspicious, secretive, with the worst manners one can possibly imagine are the usual opinions of Trolls in general and Rogar is a clear example of this. But to those who truly get to know him after a while they will learn other more impressive and heart warming sides to him and by extension his kind. To those they call friend, they are known to be incredibly brave, kind and loyal to a breathless fault.

In years prior Rogar was a proud and fierce warrior for his people serving proudly among the other warriors of the Troll Alliance, fighting to defend their small enclaves in the mountains from those that wished to do them harm. Rogar gained an element of infamy during his days as a warrior, with stories saying that he took on a company of armoured lancers solo and coming out with only a few scratches. 

But eventually Rogar began to be more of a danger to the Troll Alliance and the Elven Kingdom that gave them sanctuary, Rogar with a small band of Trolls and Goblins would conduct savage raids on villages within the Kingdoms that allowed the enslavement and brutal oppression of his kin, for this he was cast out of the Alliance and forced to become a wanderer.  Needing money to get food for himself, he took on work as hired muscle for any willing to pay him, often with his long great sword and armour he was hired by nobles wanting some brute force to deal with some problem they were facing.

This path eventually lead him to the Mercenary Guild, which was the only organisation that openly welcome non humans into their ranks including Trolls who often found work with the guild. During his time wandering around the kingdoms and nations taking work where he could, he encountered a strange masked warrior hooded, cloaked in black armour with a female elf as a companion. It was learned they had both been hired for the job of escorting some merchants from one location to another, when they were attacked Rogar became impressed with the skills of the two. 

He then asked if he could join them on their travels thinking that together they could get more for their work as they would officially be a Mercenary team. The two welcomed him and after some explanation and understanding Valerion revealed the truth of his self to Rogar who merely challenged him to an arm wrestle with Mari-Anne as the judge.

To this day he says that Valerion must have cheated.


Yaselen: The Spy from beyond the Mountains

Race: Avar

Type: Avar

Age: 27 Avary Years

Magical Ability: Yes - Rank 3

Weapons:

-Avari Short swords

Occupation: Wandering Avar - Member of the Harriel



A rarity in the lands of Erinlindor, Yaselen is one of the few Avar to travel beyond her distant homeland  and more so beyond the borders of the Elven Kingdom. Yaselen however is different as she was given a task by the leaders of the Avar People far away, although the cover story would be she was to be a simple wanderer learning of the world like others before her.

She was in fact sent out to gather information and send back regular reports on the workings of the world beyond the Avar homeland most especially of anything that could be now or in the future a threat to the Avar. Using secret magics she would send messages back home on everything she had encountered and witnessed during her travels. It was during one such wandering that she was halted by a band of Slavers seeking to take her to the markets, she resisted fiercely but was soon overpowered and tied up.

But rescue came through a masked and cloaked warrior alongside a Dark Elf and armoured troll, who swiftly defeated the slavers and released all those who had been kidnapped by them. Yaselen was grateful to the trio but queried why they had done so, they explained that officially they were working as mercenaries that had been hired to hunt down some criminals in the area. But in reality they were wishing to rescue elves who had been kidnapped.

Curious, she asked if she could travel along with them and join them in their adventures, the trio were more than willing to have an extra companion to join them. Yet Yaselen continued her duty reporting back to the Avar everything that had transpired and providing a new cover story for her travels which was welcomed. Since then she has become a good friend and full member of the group, though everyone was understanding of her secrets wanting to privacy even after Valerion gave her the truth of what he truly was.

Throughout it all however, Yaselen has remained herself, being the most quietest of the group even more so than Valerion who despite his private nature does include himself in conversations. Yaselen on the other hand tends to sit on her own even when it means being furthest from their camp fire and would only really talk to the others if she herself is spoken to, often with the least amount of words required. But slowly as she has become more comfortable she is starting to turn around and become more open about herself.


Fig: The Wise Old "Man"

Race: Giant

Type: Mountain

Age: 280 years

Magical Ability: No

Weapons:

-Walking Tree

Occupation: Wanderer/  Former Warrior of the Giants Conclave

Fig son of Fo brother Fu is by far one of the oldest Giants to remain in the lands of Erinlindor, despite the common conception of Giants, they do not have extended life spans when compared to humans at least not a great deal. Giants usually live up to no more than 150 for the most part, which makes Fig old even by the standards of the Giants.

In his youth Fig had fought alongside his fellow Giants in the Conclave in various battles to support the Elven Kingdom, he experienced first hand the brutality wrought upon his kin across the land in retaliation, hundreds killed and many more in chains. When peace finally came, he was exhausted with the constant fighting and bloodshed, with no real need for a warrior, he laid his club down and swore that he would never lift it again.

Following this day, he became a wanderer in the terms of the Giants, where instead of staying in one of the different Conclaves along the mountains of the Elven Kingdom or Valernor, he would roam the land and seeing all that lay beyond the horizon notably among the Drui tribes. This was his life until as he became older and older he would eventually make the journey to return to the Elven Kingdom after nearly a hundred years wandering around the world. Upon his return to the Conclaves he was welcomed as one would greet a mystic sage, since he was by this point the last surviving warrior of the great wars before the peace.

Despite his wish to be a normal old man the leaders of the Conclave responded saying " Your not just some old warrior.... through you we know what we lost because your saw it with your own eyes"

Even as a respected "Sage" of the Giants, Fig would enjoy more peaceful wanderings around the Elven Kingdom, which is where he came into contact with a trio of wandering "Mercenaries" consisting of a Dark Elf, A troll and a strange "human". They came together for a night of peaceful talking and storytelling, during which Valerion accidently let slip something from his memory that caught Fig's attention about the Lastr Giant King, Fum the Final. Questioning such a remark, Valerion was unable to conceive a convincing explanation and revealed himself to the old giant.

Although Valerion and the other expected violence, Fig merely continued questioning the Vampire on his knowledge of the Giants of old from before their fall. Valerion was more than willing to give what he knew which despite being great was nothing he explained to the knowledge that the Vampires once held. Fig became a friend to the Trio offering his advice to them whenever they needed it, even when on their travels away from the Elven Kingdom through message carrying birds he would give them his opinions and advice on what they should do.


The Night Lord: King in the Shadows

Race: Hominus Nocturn

Type: Elder

Age: Unknown

Magical Ability: Yes - Rank 10

Weapons:

-The Morningstar - The Weapon that holds the power of the Sun

Occupation: Until Disappearance - Lord of All Vampires

At some point countless millennia ago, the various Vampire Covens across Erinlindor were in constant warfare among themselves, with endless blood feuds being fought in the shadows. The Vampires of Erinlindor were divided in the most extreme manner, there were various Vampire Lords and Countess's vying for power against one another whilst also trying to maintain order in their own ranks by those wishing to obtain power for themselves. That was until an Elder Vampire came onto the scene and founded the Great Fortress of Nightshade deep within the Mountains of the same name, from this fortress he established an unofficial Vampire Kingdom from which he would rule.

Known only as the Night Lord no one knows who this Elder Vampire was with some stories saying that he was the first Vampire in existence and that all vampires in one form or another descend from him or his kin.

Over centuries he unified the different Covens and hideaways under his banner and forged the laws that all Vampires were expected to uphold:

  • All Vampires must swear an oath of loyalty to the Night Lord on the Nightshade Throne

  • Treason to the Nightshade Throne is crime unforgivable under Pain of Death
  • A Vampire cannot reveal the exact location of Nightshade, Under Pain of Death.

  • A Vampire must not Endanger the lives of others in their Coven under Pain of Death
  • A Vampire cannot kill another Vampire without lawful cause under Pain of Death

  • Willing Mortals for feeding are not to be harmed or killed under pain of Death.

  • Hunting, unwilling feeding or Killing of Mortals within the territories of Nightshade is forbidden under Pain of Death.

  • Under Pain of Death no Vampire shall violate the terms of the Treaty with the Werewolves.

  • Self Control must be maintained, A Vampire cannot allow their blood lust to rule them, failure to do so shall be punished by 10 years of Starvation.
  • A Master of a Coven is responsible for all those within, failure to uphold the law shall result in punishment of the Master as well as the one who committed the act.

  • All Mortals within the Territories of Nightshade are under the ultimate protection of the Night Lord.

  • All Breaches of the Law must be reported immediately, failure to do so is akin to Accessory to the crime and will be punished dependant on the Severity of the Crime.
  • False Claims of breaching the Law is a crime unto itself and punishable by 10 years of Starvation.

  • Except by the Will of the Night Lord, Vampires must never make Spectacles of themselves, failure to do so is punishable by 50 years Starvation.
  • A New Blood Vampire must be taught these laws upon creation failure to do so will result in punishment of the New Blood and their Creator, dependant on the Severity of the Crime.

These are just some of the Laws that were put into place by the Night Lord during his reign which lasted near several thousand years. Under him the power of the Vampires was solidified as the blood feuds were all put an end with the Covens unified with a shared system of laws that ensure that violence between covens shall never arise again.

He also established the system of Governance that the Vampires would hold onto for eons to come. A Hierarchy that remains partially in place to this day, the system is based on a simple series of levels of power and purpose. At its top was the Night Lord himself who served as the absolute ruler of all Vampires, below him were the Elders that served as his advisors, emissaries and generals. Underneath them were the Leaders of the different Covens, a coven being defined either by a region of a kingdom or a city within the Kingdom. The Covens were themselves divided into Houses which were vampires that shared a common ancestry such as a family.

This Hierarchal system of order meant that the Vampire race had a organised structure for ascension imbedded within their culture. As leadership was not defined by the powerful but instead by the will of the houses within that Coven, but with proper oversight by the Night Lord and his Court to ensure that whomever has the position is the one best suited for the job.  He even managed to end the near endless blood feud between werewolves and vampires which had been going on since before either side could even comprehend. Through a clearly defined treaty the Werewolves and Vampires

For thousands of years the Night Lord ruled from Nightshade not only the Vampires within the fortress walls or the covens across the land but also the mortals that chose to live in the lands around the Fortress where the hunting, killing and feeding of unwilling mortals was a crime. But even this mercy was not enough for some, nearly 1500 years ago a crusade was launched against the Vampires, with countless covens falling silent or being abandoned after coming under attack. Eventually even the mighty Fortress of Nightshade was besieged, during the following battle, sacking and abandoning of the fortress by the vampires.

The Night Lord vanished, with no one knowing what exactly happened to him, some say that he was killed during the battle, others believe that he was exiled to another dimension, Some claim that he remains there in his fortress chained to his throne so that he might never escape.


The Lady Lorraine: Power Hungry Countess

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Over 5,500 years - 39 years when turned

Magical Ability: Yes - Rank 5

Weapons:

-Evisilons - Eviscerates - Enchanted Swords

Occupation: Formerly Mistress/Advisor to the Night Lord - Self Proclaimed Countess of the Vampire Covens


Born into a prestigious and proud family of human nobles, Lorraine was managed from a young age to fit the image of her family name and their honour. Despite this however Lorraine contested this way of life and performed a series of actions that lead to her disgrace and borderline abandonment by her family.

At this point she had come into contact with the Vampire Covens of the world and had even visited the Fortress of Nightshade, where she was eventually turned and would later become the Night Lords, loyal mistress and lead advisor. Her duties were primarily to advise the Night Lord on matters regarding the mortal realms as well as the governing of the Vampire Covens, much to chagrin of the other Elder Vampires who believed that the position of the Lords lead advisor should be an Elder like him.

The Lady Lorraine was sent away from the Fortress of Nightshade prior to its Sacking, having been tasked to aid the Covens that were having to go into hiding or were fleeing discovery. This was her saving grace as this made her the Oldest Vampire to survive the Crusade against their kind as well as the Sacking of Nightshade. For countless days she was said to be immovable never once removing herself from her private chambers, some claimed that for hours they could hear her moans, groans and cries of pain. When she finally did exit her rooms, she readily took up the role of Countess and ever since has been trying to reunify the Vampire race back under one banner. Her night raven Banner.

However many Covens have refused to acknowledge her claim to the title and the role of Ruler of all Vampires, as the Night Lord was never confirmed to be dead and the obvious point was made that the Lady Lorraine was not an Elder Vampire and as such could never claim the Nightshade Throne. 

Due to this indecision, the Vampire Covens have once again broken into several leaders, the Lady Lorraine rules the Coven of Aramel and along the Empires Coast. Whilst other Covens control other regions of the Empire and obviously countless other Covens dot the land of Erinlindor reminiscent of the days before the Night Lord. But Lorraine is adamant in "Returning" the Vampire race to its former glory.


Masters of Vampire Covens:

Following the fall of Nightshade and the disappearance of the Night Lord, the Vampire race has been broken and divided although many still hold onto the Laws set down by the Night Lord. The lack of any unity between the different Covens means that Shadow Wars [warfare between different covens fought out of sight of the public] after thousands of years of peace. 

As defined by the Night Lord, a Coven was defined by a city and region not a nation, each Coven would be focused around a single city and would manage their affairs across that particular region only. A clear rule was placed however on regards of who could become a Coven Master, only an Ancient Vampire may become the master of a coven and above all else they must have proven ability in leadership. And Finally to be an official master of a coven they must swear an oath of loyalty to the Nightshade Throne and received its permission to govern under the Night Lords Name.

Now however the unity of these covens has not only decayed over time in a sense of Vampires as a race but also as a culture, with each Coven beginning to either adopt the culture of their "Host nation" or creating an adaptation of the Vampire Culture of their own.


Sir Telver Crest: The Book-Keeper

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Over 2,700 years - 47 years when turned

Magical Ability: No

Weapons: None

Occupation: Master of the Aramel Coven - Chief Advisor and Minister to the Lady Lorraine

Coven Stronghold: The Lorraine Villa- Fortified estate outside the City of Aramel

Coven Stance: Expansive - Wealthy in Gold and Property - Focused on expanding influence and control

Number of Coven Members: over 900 Vampires

An Ancient of many centuries, Sir Telver Crest was born to a now "Dead" noble family from the Empire of Aramel, the meaning of the word dead being that the noble line of the family ended when the last of their bloodline died without any children. Unofficially however Telver Crest and his wife had become Vampires and were respected members of the Aramel Coven [The Vampire Coven of the City of Aramel not the Empire as a Whole].

Over the Centuries Telver showed his aptitude for proper work especially book keeping and organisation, under the previous Master of the Aramel Coven, he was tasked to maintain the Coven ledgers and manage the various holdings its members controlled, such as lands and properties. In the case of Vampires it often meant hiding the true identities of  the owners and the transferring of such assets to another name, obviously the same Vampire but obviously under a new identity. His skill were shown when he was able to perform a sly move of book keeping, sales and purchases which ended with the Coven via proxy of course became the owner of one of the Empires many trading enterprises.

Thankfully during the Purges, the Empire was mostly spared with some covens falling silent and others having to join with the Aramel, thus making the Coven all the more stronger in numbers. Around this time the Night Lord sent aid in the form of his main advisor the Lady Lorraine, who took on the mantle of leadership organising the surviving covens to join together and become as One Coven. 

Recognising his ability and his loyalty Sir Telver Crest was chosen as the leader of this new Coven who took on the role to rebuild the Coven in complete secrecy. His skill in book keeping meant that he was able to hide the various members of the coven and ensure the coffers of the Coven remained secure. His duties became ever more important following the news that Nightshade had fallen to the armies of Mortals, Telver quickly realised that without any central authority the Covens would begin to tear themselves apart.

Believing that the authority could be salvaged he pledged his loyalty and that of the Aramel Coven to the Lady Lorraine declaring her to be the rightful Countess by default as she was the only surviving member of the Night Lords Court, the Ruler of All Vampires. 

Ever since that day though, Telver and the Aramel Coven have been forced to fight constant Shadow Wars against their Neighbours. Through much effort Telver and by default the Lady Lorraine have secured a small underworld kingdom, controlling much of the Empires Coastline, due to his loyalty and the growth of the Coven, the Lady Lorraine made him her Chief Advisor and Minister for all Affairs not of great importance. This includes ensuring the Coven maintains a steady stream of blood to all its members, for the purpose of fairness Blood is treated as tradable goods from cattle blood [cow, chicken, pig etc.] to willing mortal blood.



Arbas: The Quiet One

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Around 2,800 years - 58 years when turned

Magical Ability: yes Rank 2

Weapons: Elgeron Scimitar

Occupation: Master of the Elgeron Coven

Coven Stronghold: Arlden Bazaar- inside Arlden city.

Coven Stance: Defensive - Focused on the defence of their Coven from Aramel

Number of Coven Members: Around 100 Vampires

Concentrated in the city of Arlden, Arbas must contend with adversaries on multiple sides. From the North he has possible opponents from the Covens of the Velin, from the west he must contend with raids by the Agamel Coven. But his greatest problem sits to the north east.

The Ever growing power of the Aramel coven under the lady Lorraine, however Arbas has remained adamant that his does not recognise the authority of Lady Lorraine as the rightful ruler of the Vampire Race. Having been a loyal follower of the Night Lord, Arbas swore that he would only ever kneel before the rightful claimant of the Nightshade Throne. As well as that the only way he would ever kneel before the self proclaimed Countess in Aramel was only if his throat had been slit and his legs broken.

Over the centuries since the disappearance of the Night Lord, Arbas has been forced to endure countless shadow wars and taken part in several shadow battles against his kin.

Throughout it all though Arbas has maintained that the only way for his covens survival both from its enemies both mortal and immortal is remain hidden in the shadows. For this reason he maintains certain aspects of the Vampire Law set down by the Night Lord, members of the Arlden Coven cannot put others of their coven at risk, They must maintain self control of their "Thirst" and above all they cannot make a spectacle out of any action. By upholding this element of order, Arbas and the Arlden Coven have managed to maintain their secrecy and protect their coven stronghold hidden within the cities Grand Bazaar.

Whilst some would see it as an odd place for a stronghold, the true power of it is the openness and constant movement of people. Thus any Vampire Coven or house wishing to challenge the Arlden Coven and Arbas directly by attacking them in their stronghold must do so in full eye of the mortal populace.


Arveg: A Friend of the Werewolf

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Over 2,500 years - 38 years when turned

Magical Ability: Yes Rank 3

Weapons: Drui Spear and Drui broadsword

Occupation: Master of the Drui Coven

Coven Stronghold: Red Oak Fortress

Coven Stance: Pro-Active Aggressive - Actively fighting their enemies and protecting their allies

Number of Coven Members: Around 300 Vampires

Coven Master is a strange title to hold among the Drui, since the various tribes of the Drui do not have any true cities beside the Cavel, there is no real location to establish a formal Coven. But this has not stopped the Vampire race from establishing themselves among the different tribes, where the constant infighting and raiding allows for a relative ease in keeping themselves secretive and the bounty of the forests provide a steady source of animal blood.

Since the tribal settlements, towns and villages are not as well populated often no more than a few hundred per town. The Vampires among them have tended to look to the Forests and livestock for their nourishment both as it is more easily available and also to ensure the secrecy of their families.

To aid in the establishment of peace between these different Vampire families, the Night Lord promoted an Ancient to act as the Master of the Drui Vampires as if they were one single Coven rather than two, one for each of the Drui Territories. The role is now currently held by Arveg a Vampire with the heart of a warrior, before he was turned and given his immortality Arveg was a strong and capable warrior chief among the Drui tribes. 

Now he is caught in constant battles with his neighbours with him often being caught in blood feuds between Covens surrounding him. Most especially between those in Telmar, Galmar and Anderveil in the west and between the Elven Kingdom, Telmar and the Principality in the east. Only the ferocity and aggressiveness of he and his warriors have the Drui Coven maintained themselves, often with Arveg leading them in said ferocity.

On many occasions Arveg has been seen personally leading raids against not only other Vampire covens but also the human nations and kingdoms around Drui Lands. Coming out of his hidden "Castle" in the Drui lands, wielding either his spear and shield or with his favourite sword cutting down any who come against him. 

Despite his apparent ruthlessness however Arveg has been known to the Vampire world as the Lycantant Elovar "The Werewolf Lover".  Whilst many vampires still despise werewolves and some have even renewed the feud, Arveg is a friend to them, during the days of the Night Lord he was an unofficial ambassador to the Werewolf Clans negotiating issues as they arose on behalf of the Night Lord. Even now though in the current climate and difficulties Arveg maintains his friendship with the Werewolves claiming "We need friends not more enemies".


Aveline: The Artist

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Approximately 1,900 years - 19 years when turned

Magical Ability: Yes Rank 3

Weapons: Elven concealed Dagger

Occupation: Mistress of the Elven Coven

Coven Stronghold: The Night Gallery - in the city of Elenin Veil

Coven Stance: Isolation - focused on ensuring the security of the Coven

Number of Coven Members: around 400 Vampires

Unlike in other parts of the world, there are relatively few Vampiric families within the borders of the Elven Kingdom, despite this there is a true Coven that supersedes all within the Kingdom. Although the name is properly the Coven of the Elven Kingdom its true heart lies within the City of Elenin Veil where Aveline Regel holds "Court".

A rarity in herself, Aveline was born to an Elven Father and a human mother, but despite her mixed parentage she has spent very little time among Humans having been brought up enamoured in Elvish Culture. After she became a Vampire, she remained with the Coven of Elenin Veil and became a loyal servant the Night Lord acting as an representative between the Night Lord in Nightshade and the Coven. Due to this loyalty to both the throne and her Coven when she was old enough to become an Ancient it was decided that she would take on the Role of Mistress of the Coven.

Upon the fall of Nightshade and the disappearance of the Night Lord, the Coven of the Elven Kingdom was one of the few coven not to fall into ruin, mostly due to her efforts. Ever since those days the Coven of the Elven Kingdom has enjoyed relative peace though they are few in numbers, such is their saving grace. For other Vampire Covens do not believe them worth the effort, as well as this the constant observing of the Borders by the various Military Orders of the Elven Kingdom make it difficult for Battles to be fought in the Shadows.

Beyond such matters, Aveline has much patronage and love for the arts, often indulging in the watching of plays or the observing of pieces of art which are displayed in the beautiful Galleries within Elenin Veil. She also undertakes trips to Elenin Dun for the same purpose wishing to explore all artistic expressions and opinions. 


Avendus: The Wise

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Approximately 7,200 years - 64 years when turned

Magical Ability: No

Weapons: None

Occupation: Master of the Valernorian Coven

Coven Stronghold: Shadow Spire Estate - Outside the City of Valenor

Coven Stance: Defensive - Isolation - Intrigue and Deception

Number of Houses in the Coven: 7

Number of Coven Members: around 350 Vampires

One of the Oldest Ancients and one of the few who remembers the days before the unification of the Vampire race by the Night Lord, he is an adamant supporter of peace among the competitive Covens that remain today following the Crusade against them.  Under the Rule of the Night Lord, Avendus despite being blind in both eyes, was given the position of Master of the Coven and holds the record of longest reign in the role, something he carries with great pride and respect. 

Being a pure born Valernorian before he became a vampire, Avendus grew up in the splendour of the higher classes of society that most Valernorians experience and enjoy. Notably the relative peace and tranquillity their country has held throughout its history, this is something that Avendus has tried to maintain during his time as Master of the Coven.

In the aftermath of the Fall of Nightshade, Avendus unified all the Vampires within Valernor into a single Coven in order to protect them and ensure peace within the country he loves. During the following centuries he has kept close ties with other Covens across Erinlindor in an effort to prevent needless bloodshed that might spill over into Valernorian territory. And if any major or minor covens dare to try anything, Avendus despite his peaceful demeanour is not the type to shy away from "Unsheathing the Sword" should the need arise.


Belinor Vel: The Banker

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Around 2,800 years - 49 years when turned

Magical Ability: Yes Rank 2

Weapons: None

Occupation: Master of the Eastern Delun Coven in the Principality of Delun

Coven Stronghold: The Caledor Vineyard - outside the City of Delun

Coven Stance: Isolation - Focused on maintaining the isolation of the Coven from its enemies

Number of Coven Members: Around 160 Vampires

As Master of the Eastern Delun Coven, Belinor is caught in a position of danger and weakness, the Delun Coven is on of the weakest of the surviving Covens in Erinlindor, weak in terms of numbers and perception of power. But Belinor is not a fool, though the Delun Coven is indeed weakened in the numerical side of power they are however strong when it comes to their wealth.

Before his rise through the ranks of the Delun Coven, Belinor was known for his keen eye and his ruthlessness when it came to the world of Banking. Coming from a long line of bankers, Belinor spent a number of his human years learning the various twists and turns of the trade alongside how gold and silver can be used to do more than purchase things. As a vampire he continued this legacy establishing his own bank and using it as a cover for the Delun Coven to expand its influence via the use of carefully placed bribes that allow the Coven to maintain its secrecy, but most mortals believe that the money is because of questionable practices.

The addition of the money allows for the coven to cause trouble for its neighbours, mostly by hiring bandits, cutthroats and unprofessional mercenaries to do damage. These same mercenaries and cutthroats are also used when the coven requires certain obstacles removed from interfering with their legal or illegal enterprises that give them their wealth.


Carneillon: The Assassin

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Around 2,300 years - 24 years when turned

Magical Ability: Yes Rank 2

Weapons: Assassins Blade - short sword

Occupation: Master of the Telmar Coven in the Kingdom of Tenmar

Coven Stronghold: The Catacombs - underneath the city

Coven Stance: Secrecy - Concealment of Coven by targeted assassinations and underworld actions

Number of Coven Members: Around 150 Vampires

To most others in the Vampire world not much is known of the Master of the Telmar Coven, only his name Carneillon even before the fall of the Night Lord, the man himself was much of a mystery. During the reign of the Night Lord Carneillon wasn't even the Master of the Coven he was a member but not is true leader. But he was known among them by another name, "Faceless" as he had the uncanny mastery of disguise. He only became the master of the coven following the Purge in the Kingdoms that would become Tenmar, during the Crusade against Vampire kind. 

The Vampires of Tenmar were hit extremely bad from the purges across the Tenmar Kingdoms, entire houses were lost, whole Covens wiped out, they were almost extinct when news came that Nightshade had fallen. Carneillon by this point was the only surviving Ancient in the entire Kingdom he was automatically recognised as the Master of the Telmar Coven and chose discretion as the better part of valour and chose to have the Coven withdraw into the shadows. Rules were put into place that ensured that the Coven could not undergo any action that might endanger them in any form, entrances to their stronghold were intricately concealed and their operations kept in the shadows. 

Relocating their stronghold quite literally underground into the long abandoned catacombs that run underneath the city of Telmar, Carneillon chose that the Vampires needed to hide in order to survive. So for a thousand years the Telmar Coven has remained in the shadows operating in complete secrecy, whilst other covens may operate in secrecy which the Telmar Coven clearly does. But unlike other covens such as the Aramel, Delun and Ree-El Covens who use influence via bribes, blackmail, hired thugs etc. 

The Telmar Coven under Carneillon who is a master of the technique, use the shadows whenever a danger comes along that requires their attention for removal rather than bribe someone, blackmail them or hire mortals to do their dirty work, the Telmar perform strategic assassinations. Often leaving evidence that the target was killed by someone else thus defeating two opponents with one strike, this is a technique that has served Carneillon and the Telmar coven well not only by ensuring that they are able to resist the more numerous covens and houses that are scattered across the kingdom of Tenmar or the growing strength of covens in other nations.

But also ensure that the city remains blissfully unaware of the Vampires beneath their feet who operate various underground criminal "Rackets" to provide a surplus of gold, silver and blood. All of which is put back into the Coven enabling them to continue their mastery


Karina: A Shrewd Manipulator

Race: Hominus Nocturn

Type: Ancient Vampire

Age: around 2,390 years - 18 years when turned

Magical Ability: Yes - Rank 2

Weapons: Concealed Stiletto Dagger

Occupation: Mistress of the Ree-El Coven in the Eastern region of the Empire of Aramel

Coven Stronghold: The Flowering Rose Brothel - inside the city centre

Coven Stance: Defensive - focused on maintaining network of spies and influence

Number of Coven Members: Around 190 Vampires

To the outside world Karina is known as the young Madam of the Flowering Rose, by far the most profitable and popular brothel in the city of Ree-el. Coming from the profession herself, Karina was brought up in a more run down brothel elsewhere in the city when she was turned by a Vampiric Client, who in turn made her work in a Coven owned brothel.

Karina got her own back however once she had an understanding of the vampire laws, when she exposed her creator to the reigning master of the Coven for violations of the Law. These included failure to maintain control over his blood lust, failure to explain the Vampire laws as she had to learn them from others not her creator, worse still performing actions that could endanger the Coven, I.E regularly going out and feeding on unwilling mortals and consorting with prostitutes. Her creators crimes were deemed severe enough that the Master of the Coven deemed that he couldn't pass judgement, the creator was escorted to Nightshade for judgement by the Night Lord himself.

Over time Karina began to grow in cunning and shrewd manipulations, though she first continued working as a "Courtesan" for her Coven in their brothel. She soon began to show a knack for leadership and planning, whilst other members of the clan saw the Brothel as a means of getting in gold, silver and a secret place for willing blood donators to come. Karina found another use for the location and the profession, the gathering of information that could be used to "Influence" the city around them, why pay people to keep quiet or kill them when blackmail could be just as easy and less prone to attention.

Eventually though her cunning schemes and collection of information, Karina was able to obtain a picture of the city or Ree-El that no others could ever see. She knew all the dirty secrets of the rich and powerful, from the prominent members of the "Respectable" noble houses to the greedy merchantmen.  Soon all her scheming and manipulations came to use during the Crusade against Vampire Kind, she was able to allow the Coven to survive nearly virtually unscathed with loss of only a few houses.

Now as the Head of her Coven, she turned things around, from the Flowering Rose which after a great deal of expansion and improvement became the stronghold of the Ree-El Coven. On the surface it was a large building where a number of patrons could come and be serviced either for simple enjoyments such as massages, drinks and dances or more physical joys. But deep within and below was the true hold for the Ree-El Coven, where the vast spy network that Karina had built up over the centuries by having her coven either directly infiltrate by being maids, servants and bodyguards to the rich and powerful or through the gathering of information by the "Girls" in the Flowering rose.

Few major or minor covens nor vampire houses have attempted to make a move against Karina as they all know that they would have no hope of catching her by surprise.


Cortuk: The Ruthless Pirate

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Around 2,320 years - 29 years when turned

Magical Ability: Yes - Rank 1

Weapons: Agamel Broad Axed

Occupation: Master of the Agamel Coven

Coven Stronghold: Adavol bay

Coven Stance: Aggressive - actively attacking mortals and other Covens

Number of Coven Members: around 400 Vampires

Brutal, ruthless and destructive, these are just some of the many words that can be used to describe Cortuk master of the Agamel Coven. As stated many vampire covens either formed their own cultures or in order to keep secret they adopted the culture of the nation they were within, Cortuk took this very seriously. 

Agamel are the descendants of pirates and sea faring raiders, Cortuk took this too heart when he became the leader of the Agamel Coven, since Agamel never really ceased its tradition of raiding and pirating Cortuk found a useful source of income both in wealth and blood. Seizing a ship of his own with a crew of vampires to go along with it, Cortuk took to the seas for the needs of the Coven, launching raids against nations across the sea of Linderon not only targeting humans but also the other Vampire Covens.

From the Covens Stronghold of the Adavol Bay where a small village sits consisting of countless slaves that serve the Coven in their hilltop manor either as servants inside them, livestock for their blood or to be sold for a profit like anything else that Cortuk and the Coven take from their raids. Cortuk himself takes a great delight in the raids he leads wielding his broad axe wildly and viciously against anyone who gets too close in a fight. 

Although most Covens have somewhat chosen to loosely interprete the laws set down by the Night Lord, Cortuk and the Agamel Coven have complete contumacy for them. Either ignoring the laws in their full or flaggrently disregarding them and often mocking them, with Cortuk himself often being the focal point of such disrespect. As he believes that the Night Lord and his laws were what was holding the Vampires back from what they truly were the masters of this world. 

This was aided greatly through the Crusades against the Vampires, as Agamel didn't really commit to the Crusade as other nations did, instead they merely saw it as an opportunity. Since kingdoms and nations were focused on hunting Vampires they would be susceptible to attacks by Agamel Raiders, thus Cortuk managed to seize control of a reasonably strong Coven.


Amelia: Horse Mistress

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Around 2,550 - 32 years when turned

Magical Ability: No

Weapons: May-Cel Scimitar, Vampiric Crossbow

Occupation: Mistress of the May-Cel Coven

Coven Stronghold: Olive Grove Estate

Coven Stance: Focused on defending territory from minor covens

Number of Members in Coven: around 230 Vampires

Following the collapse of the unity between the Vampire Covens many were destroyed by their more larger counterparts and neighbours. But others like Amelia chose to retreat to a place that most would not think to look for Vampires, Among the new comers to Erinlindor. She led the remnants of her Coven and the survivors of others to a region on the southern shores of the sea of Linderon eventually the May-Cel arrived and established themselves there.

Amelia herself comes from the lands now recognised as the Kingdom of Helund where she was raised in the joy of horseback riding and fighting. Though in Helund society only the men are properly trained to be warriors, Amelia found the social norm to be foolish, so she trained herself. At some point she became a higher vampire and then an Ancient, her skill in horsemanship and the weapons that accompany it came of use during the bouts with mortals during the Crusade against Vampires.

After many skirmishers with the Order of the Dawn and their supporters, Amelia was forced to take on the role of the Mistress of the Coven after their stronghold was discovered and annihilated with no survivors. Recognising the danger in Helund she chose to take her coven away hoping to escape their attackers and find somewhere else where they might survive the purges. Now as the Mistress of the May-Cel Coven with their new stronghold properly established on an estate that the coven had gained control of, to those onlookers who don't know the truth the estate is the home of a rich family who grow olives which are either sold as they are or refined into oils and alcohols.

Much of Amelia's time however is focused on dealing with attacks by Cortuks coven where she leads her warriors on horseback against his forces when they land. Or the harassment of minor Covens that seek to challenge the May-Cel Coven.


Edervos: Guardian of the Coast

Race: Hominus Nocturn

Type: Ancient Vampire

Age: Around 2,900 years - 49 years when turned

Magical Ability: no

Weapons: Sword Sword and retractable arm blade

Occupation: Master of the Veilor Coven in Anderveil

Coven Stronghold: Onucor Castle

Coven Stance: Fortified - Concentrated on Feud with Agamel Coven

Number of Coven Members: Around 250 Vampires

A runaway slave turned vampire Edervos was captured and enslaved by the ancestors of the modern Agamel, from a young age he was forced to work upon their farms and plantations. During his teenage years he managed to escape and fled to a free port far to the east, he chose to go to the one place that actively tried to resist the Agamel raiders.

Whilst in Anderveil he took part in various patrols as a member of the Anderveil army and navy however the Anderveil were never willing to do what needed to be done and go after the Agamel in their own lands. Edervos found himself pushed out by the more moderate holders of power in the Anderveil hierarchy, at some point he met an ancient vampire who gave him an offer, in exchange for immortality Edervos was to put his skills to use in helping the Coven.

He accepted as it would grant him a new purpose and focus in life, to which he followed through with eagerness and determination, he aided in the Coven in the defence of its "Assets" against any troubles and later trained its warriors during the Crusade against Vampires. During the purge in Anderveil Edervos lead the coven in the defence of its current stronghold in the Ander hills north of the capital Veilor.

In the following centuries with the Covens fighting amongst each other Edervos's skills and experience became invaluable for the Coven which ultimately led him to become its Master a few years after the fall of Nightshade. Since there were no other Covens to survive in Anderveil Edervos knew full well that the Veilor Coven was in great need of security. So he made it his focus for the Coven to solidify itself in a fortified position, their stronghold was moved to the Onucor Castle to the east of Veilor which was a solid fortress on the coast.

But this position on the Coast has led to a constant trouble in the form of raids and attacks by the Agamel Coven under Cortuk, so for obvious reasons the Veilor Coven has a longstanding feud with the Agamel Coven as they are like Anderveil itself under constant threat of raids and attacks by Agamel.


Galmerrick: Northern Warrior

Race: Hominus Nocturn

Type: Ancient Vampire

Age: around 2,600 years - 27 years when turned

Magical Ability: no

Weapons: Galmar Longsword

Occupation: Master of the Oest Coven in the Kingdom of Galmar

Coven Stronghold: Goradel Castle

Coven Stance: Aggressive - Actively fighting shadow war with Werewolves

Number of Coven Members: about 240 Vampires


A determined hater of Werewolves, Galmerrick actively used to hunt them in service of the kingdoms that would one day become Galmar. However back in those days Galmar were various small fiefdoms and kings vying for power over the region, this constant fighting meant that monsters and beasts ran freely including werewolves. 

Seeking an advantage of his supernatural opponents, Galmerrick actively sought out the Vampires of Galmar and asked for them to turn him so that he might fight the werewolves with greater ability and success. At this time the Werewolf clans and Vampires were still technically at war with one another at least for a few more years. As a vampire Galmerrick managed took part in various shadow battles against his hated enemy, but then as he celebrated his 2nd year as a vampire word came from Nightshade that a peace treaty had been established that would be honoured between Vampires and Werewolves.

Feeling betrayed Galmerrick went into semi imposed exiles along with a number of other Vampires who felt that the treaty was a disgrace to their kind. Taking shelter in Goradel Castle far within the frozen mountains near the city of Oest where he remained angered at not being able to continue his vendetta against the werewolves. But then came the Purge in Galmar, with his small gathering being the only to remain in hiding and the Coven of Gelroot falling during an attack. The few survivors of various smaller covens fled to Goradel.

Once all sorted Galmerrick was chosen to be the Master of the New Oest Coven, he took on the role and focused his efforts to make the Coven a strong force in the region at least in the shadows. But once things had settled down he used the fall of Nightshade and the destruction of countless Covens to his advantage and lay the blame on the Werewolves. He claimed that their old enemy had given the mortals the location of their covens and their seat of Nightshade and led his Coven in a renewed war against the Werewolves.

To this day he believes that all Vampires who try and uphold the treaty to be traitors and that they are just as much his enemy as the werewolves. Leading him to have constant bouts with the Drui Coven.


Marcus Velut: the Stubborn One

Race: Hominus Nocturn

Type: Ancient Vampire

Age: around 4,950 years - 48 years when turned

Magical Ability: no

Weapons: Long Sword

Occupation: Master of the Western Delun Coven

Coven Stronghold: The Qunal Barracks

Coven Stance: Defensive - increasing number of Warriors

Number of Coven Members: around 490 Vampires

A born warrior Marcus was a renowned mercenary captain during his mortal years fighting for various lords and kings against one another for whomever would pay him the most. This changed however following a battle in which he was struck with an arrow that nearly pierced his heart but left him dying, a vampire who was present offered to turn the warrior into one.

Marcus accepted and was brought into the Seastros Coven, there his skills in combat and leadership came to be seen, with him leading successful attacks against the Werewolves of the region. For his loyalty and ability he was brought to the Night Lord who made Marcus an Honorary Captain of the Nightshade Guard, humbled and honoured he would follow the orders of the Night Lord however it went.

However during the Crusade against the Vampires he was sent with Lady Lorraine to aid the Covens that had been forced to flee or go into hiding. When news came of the Sacking of Nightshade as well as the loss of the Night Lord, Marcus felt sorrow and disgrace for he felt he had failed in his duty as a captain of the Guard, they he should have been there to help. When Lorraine revealed her intention to take the place of the Night Lord, Marcus refused and left with a gathering of loyal Vampires.

He settled in the Fortress coastal city of Seastros, his old stomping ground. With understanding the Delun way of life, Marcus re-established the Seastros Coven and began to rebuild in an abandoned military barracks that would become the Covens stronghold. When he learned of the growing strength of the Aramel Coven, he chose to become a blocking force and open challenger to the Claim of Lady Lorraine as Countess of all Vampires.

To this day Marcus continues to gather strength so that he might challenge the Aramel coven in an all out shadow war not just small skirmishes and battles in the shadows but all out war.



Antonia: The Queen of Thieves

Race: Hominus Nocturn

Type: Ancient Vampire

Age: around 2,400 years - 17 years when turned

Magical Ability: yes- Rank 3

Weapons: Dual Long daggers

Occupation: Mistress of the Velin Coven in the Republic of Velin

Coven Stronghold: The Sleeping Owl inn - plus cisterns below

Coven Stance: Concealment - Underworld Expansion

Number of Coven Members: around 60 Vampires

Being a young girl on the street of Velin is not the best way to grow up whether you are rich or poor, Antonia was the latter. Born to servants in the halls of the nobility and rich merchants, but at the age of 12 she was forced out of house and home following the death of her parents from an outbreak of plague. With no way to pay for food, she fell in with a band of thieves in the city, robbing from anyone they could to get the money they needed to buy food.

Eventually though her skills came to a challenge and failure, tossed into jail she met a Vampire serving a sentence there. This Vampire offered her immortality as well as the abilities of the Vampires if she helped him in getting something, it was here she learned that gold and silver were not the only things worth stealing.

As a member of the Coven she took her thievery to a new level sneaking into places on behalf of the Coven and finding information either by taking letters and documents or by eavesdropping on conversations through locked doors and windows.

Then came the purge in Velin as part of the Crusade against the Vampires, in Velin the entire city was blockaded by sea and the city surrounded by its army to ensure none could escape. Very few managed to survive retreating deep into the Sewers, Antonia among them chose to reestablish the Coven as a Criminal group in the cities "Underground". They established their stronghold in an inn the Coven managed to keep hold of in secret and expanded the cisterns below, here they would operate as a gang of thieves stealing from the rich and powerful. 

Not only items of worth but also information going back to the days where Antonia performed the same actions on behalf of the Coven. The only difference now was that instead of protecting the Coven it was about serving the Coven as a whole, as time went on the city would spread rumours of a King of thieves someone who could sneak into anywhere, steal anything.

Obviously none outside the Coven really know that the so called King of Thieves is actually a Queen.


Kingdoms and Empires:

Eons ago there were many races and cultures among the lands of Erinlindor ranging from the Elves to the Trolls, the Giants to the Mountain living Dwarves. Then mankind migrated from lands far to the south East, establishing new kingdoms, nations and states and forcing those already present to decay.

The Elves retreated to their greatest stronghold of what is now the Elven Kingdom whilst the Giants retreated into the forests and the Trolls into the mountains. And the Dwarves, no one knows exactly what happened to the dwarves, some claim they died out leaving only the remains of their cities and kingdoms, others say that they chose to leave Erinlindor and settle elsewhere away from the Humans.


Ships:

[Authors Notice:

Since most will not be able to understand what the names of certain vessels are I have put in this section so that readers like you can understand what I mean when I mention vessels like those below.]

Galley:

Outdated but still favoured for their relative ease in their construction and speed, modern galleys are no longer solely reliant on their oarsmen instead with more advanced sails as well as the placement of said sails, allow them to move without the need of the strength of the oars. Though outdated nearly every navy continue to use them because they can be easily manned, do not require any extensive training to operate and are very swift with little drag, their shallow draft also allows the smaller variants to travel partially up large rivers inland.

The Catch of course that unlike other larger vessel the number of soldiers they can carry is lesser, despite this though they are favoured by coastal pirates and raiders for their speed whilst also by local traders transporting goods along the coastlines.


Cog:

The simplest maritime vessel of the known world, the Cog is in essence a large floating structure with a massive sail for power. Simple and easy to maintain, the Cog has strength in it hold capable of transporting large amounts with relative ease, which is why it is favoured by merchantmen on the high seas as well as by the navies of Courts and Kingdoms.

Despite this though, the ships are still restrictive in their ability for travel, since the ability to manoeuvre is limited, Cogs are not able to travel away from the shore line where it relatively easier for the crew to reach shore should the need arise to abandon ship.



Hulk:

An adaptation of the Cog with more military purpose in mind, the Hulk is similar in shape and structure of the Cog but includes a forward defensive structure on the bow, this can be fitted with a form of artillery such as a ballista or even a small catapult to allow the ship to attack enemies from greater distances. Or can be left open to allow a greater number of archers to fire arrows from in relative safety.

Despite this though, the ships are still restrictive in their ability for travel, since the ability to manoeuvre is limited, Hulks are not able to travel away from the shore line where it relatively easier for the crew to reach shore should the need arise to abandon ship.




Carrack:

A ship Unique for the Empire of Aramel, the Carrack is the first proper modern ship meant for the open sea, Unlike the ancestors of all Humans who came on ships like the galley thousands of years before, which was deemed suicidal at the time. Carracks are built with travel in mind, the structure of the ships shape and structure gives it the strength to cut through waves in open waters, its rudder is now a solid piece with intricate mechanisms linking it to a wheel that can be turned giving greater control over the ships steering. 

Add on the fact that the ship is twice as large as any Hulk or Cog it can hold greater amounts of materials, supplies and of course people.





Anderveil:

Type of Nation: City State

Banner: Silver Star on a Dark Blue Background

Government: Council of 9 - elected nobility

Military Strength: Roughly 12,000 men including local militia at least

Naval Strength: Roughly 40 warships - 9 Hulk, 8 Cog, 23 War Galleys

Anti Slavery Laws: Slavery of Trolls, Lizardfolk, Beastfolk and Goblins permitted

Enslaved Races: Beast Folk, Goblin

Situated on the Northern Coast of the sea of Linderon, the Anderveil is an old city state dating back to the first Humans to come to the world following the efforts of human colonisation near 9,000 years ago. According to its history the city was once ruled by a king but following generations of corruption that surrounded the Kings as well as their failings to serve. A civil war erupted which ended only with the ousting of the last Anderveil King and the founding of the Council of 9, a group of 9 individuals that are all elected by the free peoples of the city and its territories.

These councillors are responsible for every action within the city and the outcome of their decisions rests on them all, as no member of the council can enact a policy or undergo an action without a clear majority vote in the council this includes the Declaration of War. Since their placement is close to the Northern Trade routes within the Sea of Linderon, they are a constant target for Agamel raiders and reavers seeking to take the wealth and goods of the state for themselves. 

For this reason the Anderveil have a string of fortifications and watchtowers along their coast where small garrisons of full time soldiers maintain a constant watch out to sea and give warning of Anderveil raiders. This has made the Anderveil a rarity among the mortal realms of Erinlindor as they are one of the few to have a full time military force, which is only strengthened by localised militias that can be called up to service when needed.


The Cavel:

Type of Nation: Kingdom

Banner: Bulls Skull upon a spear behind a shield

Government: Absolute Monarchy

Military Strength: Approximately 7,000 men at least

Naval Strength: None

Anti Slavery Laws: Punishment for Crime only

Enslaved Races: Dependent on Criminal Sentenced

One of the most powerful of the Drui Tribes, the Cavel have however ascended above the tribal life of their brethren and have earned an element of respect of the other Kingdoms and states across the land. Descended from the same Drui tribes that inhabited the territories not controlled by the other mortal realms, the Cavel came into the mountains of Caydel where they found a natural fortress within.

Caydel as it became known, was believed to have been built by the long lost race known as the Dwarves who inhabited the mountains eons ago but have long since disappeared from the world. Caydel was built deep into and onto the rock of a mountain plateau with various defences in place that make it impenetrable from any would be attacker, with a large gulley within its defences where a natural fresh water spring produces a pond and flowing stream supplying a constant source of fresh water for its inhabitants. It is said that the fortress can sustain itself for a 10 year siege if not more, though none have ever really lasted that long. 

Since its founding the Cavel have been willing and fair trade partners with the kingdom being a place of rest for travelling merchants along the coastline. Within their Kingdom a traveller can find good food, fresh clean water and relatively soft beds to sleep in before continuing on their journey by sea or by horse and cart.

Despite this element of peace though the Cavel are always on hand to resist their Drui neighbours who often send in raiding parties and invasions into their lands to claim a portion of the mineral wealth that the Caydel Mountains hold. This constant threat has made that the Cavel quick in the mustering of their army where other kingdoms could take weeks to muster their forces, the Cavel can muster a force of near 7,000 in a matter of days.


Kingdom of Galmar:

Type of Nation: Kingdom

Banner: Grey Wolf on a white background

Government: Absolute Monarchy

Military Strength: Around 18,000 men at least

Naval Strength: None

Anti Slavery Laws: None

Enslaved Races: Trolls, Goblins

According to the stories, the Kingdoms of Galmar and Tenmar were founded by two brothers who established their own kingdoms with the promise of a perpetual alliance between them. Though never proven the so called promise has been upheld for countless generations, despite a number of occasions when the two may come to blows against one another.

Situated in the north west of Erinlindor, the Galmar are stretched across the land, from the Nightshade mountains to the east all the way to the Ocean in the west.  Much of their Kingdom is made of countless woodlands and great forests which has made them experts in the art of woodwork and lumber with the same wood being used to craft the best Longbows in the known world. But since much of their kingdom is forested their is the ever present problem of Drui raiders and bandits using the same forest and woods as places to hide.

To counter this the Kingdom created the first ever force specific for the enforcement of the law within the forests, literally dubbed the Foresters. These men were chosen for their expert skill in combat not only with the sword but more importantly the long bow with the best among them being able to hit the bullseye at a hundred yards. Such expert enforcement of the law in the wilderness is not the only use for the Longbow however with their army being comprised nearly entirely of these expert archers. Such importance is the Longbow and archery in Galmar that a law demands that all men from the ages of 12 to 60 must surrender a day each week solely for training and practice.

Winters in Galmar are strong and tough for the unprepared, but the cold weather does hold some assistance for the people wishing to preserve their foods. In winter a common practice is that the common folk and even nobles in their castles will have their freshly slaughtered and butchered meat stored outside in the freezing cold where it is preserved better. Another practice is the strong smoking of fish so that it becomes dry and last considerably longer, yet again giving the people easier access to food during the long harsh winter months.


Kingdom of Helund

Type of Nation: Kingdom

Banner: Horseman on Golden background

Government: Absolute Monarchy

Military Strength: Around 10,000 men at least

Naval Strength: None

Anti Slavery Laws: Punishment for a Crime only

Enslaved Races: Dependent on Criminal sentenced

South of Vengar Forests upon the plains of Helion, sits the Kingdom of Helund home of the master horsemen of Erinlindor. The people of Helund are regarded by many to the best when it comes to Horses and horsemanship, all of which comes into play when war comes to their kingdom. 

Throughout Erinlindors history, the heavy cavalry of Helund have never been bested on the field of battle, where their charges have easily broken through the ranks of their enemies whilst horse archers ride at full gallop unleashing their arrows from the saddle.

Yet despite their fame for such strong cavalry, the Helund are not really a people of mighty builders and craftsmen, in fact much of their kingdom is made up of small villages and farm. With only one place that could be regarded as a city their royal capital of Helion which is constructed nearly entirely of wooden homes with thatched roofs, wooden palisade walls with stone foundations.

And for the most part the Helund tend to remain in peace within the borders of their kingdom only ever mustering their mighty horsemen when the need to defend their people and their realm comes to them. To date the Kingdom of Helund has never performed a war of aggression against its neighbours, which can be understood as most of the population are primarily farmers growing crops and raising cattle.


Kingdom of Tenmar:

Type of Nation: Kingdom

Banner: 3 white Lilies on a blue background

Government: Absolute Monarchy

Military Strength: approximately 25,000 men at least

Naval Strength: 150 warships - 9 Hulks, 16 Cogs, 125 War Galleys

Anti Slavery Laws: None

Enslaved Races: Elves, Beastfolk

According to the stories, the Kingdoms of Galmar and Tenmar were founded by two brothers who established their own kingdoms with the promise of a perpetual alliance between them. Though never proven the so called promise has been upheld for countless generations, despite a number of occasions when the two may come to blows against one another.

Since those days however the Kingdom of Tenmar has been marred with almost constant struggle both from enemies abroad and from internal squabbles. Throughout its years the Kingdom has faced internal strife, several civil wars, at least two major peasant revolts and localised rebellions. So to this end the Tenmar royalty put much effort into a strong military that could fight effectively and had more effectiveness than the levied militias that were called up during previous times of war.

This means that in Tenmar military training and practice is required under law where each man from the ages of 12 to 65 is expected to be trained and ready to be called to war at all times of the year. However this point of all times of the year has never really been enforced as no wars have ever been severe enough that requires the entire army to be amassed during the winter months or more specifcally during the planting and harvest seasons.

Although an absolute monarchy, the Kingdom of Tenmar is divided up between various noble houses and families that administer the Kingdoms laws on behalf of the King whilst also ensuring that taxes are collected and taken to the Royal treasury. And of course these same nobles receive a portion of said taxes to their house which they use to support their lifestyle and that of their families. Although effective administratively, the same noble houses that perform these duties often find themselves squabbling over various matters which often make it difficult to perform their expected duties.


King Balgrun 12th:

Race: Human

Type: Telmarin

Age: 53

Magical Ability: No

Years as Sovereign: 23 years - Crowned King at age of 30

Political Stance - Militaristic

Strong and determined, King Balgrun the 12th or Balgrun the Black came to the throne in a time of difficulty and upheaval following a civil war in which he overthrew his Cousin. His uncle King Ageron was regarded as a kind and just King who was known for his mercy. However this mercy was often abused by the various earls, lords and nobles of Tenmar, whenever the matter of their failing to ensure the proper taxes were paid to the crown, King Ageron was forgiving and would merely ask them to pay when they could.

Balgrun felt that such failure was an insult as he suspected that those who failed to pay their taxes even when given the so called extension were actually doing so deliberately to horde their wealth. Against his Uncles wishes, Balgrun and a following of loyal soldiers consisting of around 500 mounted knights and men at arms marched out and confronted the Lord of Balion on the western Borders. 

They entered his castle without invitation, curtesy or warning and actively searched for evidence of so called treasonous acts, at first the lord tried to cover up by trying to explain that he was having problems with Drui Raiders. But when his personal vault was discovered and forcibly broken into Balgrun discovered a vault, a small room sized vault with several chests of gold and silver inside. The Lord was immediately arrested and the contents of the Vault seized, Balgrun despite not having official authority declared that the lord of Balion was under arrest on a charge of treason.

But upon their return to Telmar, Balgrun learned of his Uncles passing, after three months of mourning his cousin was crowned and great hopes were in place for a regenerative leader. Sadly Balgruns Cousin Landrin the 4th was more concerned about his own wellbeing spending exorbitant amounts of his own pleasure. Balgrun recognising the kingdom needed strong leadership rallied a strong force and overthrew his Cousin forcing Landrin into Exile.

He was crowned Balgrun the 12th of Tenmar. The following day he declared that any and all outstanding debts to the Crown were to paid before the end of the year, there would be no extensions and failure to pay will be punished either by law or disgrace.

He got his name of Balrgun the Black following an attempted rebellion against his rule by the lord of Balion who sought to remove Balgrun and reinstate Landrin as King. Wanting to make clear his position, Balgrun gathered an army of near 10,000 men and marched on Balion once again. After laying siege and sacking the city, he ordered all who lead the rebellion to be executed according to the traitors law, to be hung, drawn and quartered and any who fought for the rebellion to be hung by their necks until dead and their bodies hung from the trees around and in the city. 

Ever since there have been very few attempts against him as everyone knows what would happen if they even attempted such an act. Despite this Balgrun is seen as a strong and capable King, since coming to the throne he has made clear his intentions to resist any outside force. His stance on having a strong military has kept the Kingdom safe for years, for the north and western regions Drui raids are far less common and along Agamel raiders are now very choosey as to where they raid.

But above all the growing influence of the Empire of Aramel is his primary focus, whilst Tenmar may have a strong army capable of beating the Aramel Legions as he has witness during a recent war between Tenmar and the Principality of Delun. Balgrun knows full well that his army is tied to the seasons, that the majority need to be back in Tenmar for the harvest.


The Principality of Delun:

Type of Nation: Principality

Banner: Grape Vine a circle on a green background

Government: Absolute Monarchy

Military Strength: Approximately 10,000 men

Naval Strength: 95 War ships - 5 Hulks, 40 Cogs, 50 War Galleys

Anti Slavery Laws: Punishment for a Crime only

Enslaved Races: Dependent on Criminal sentenced

A small nation situated between two eager powers, the Principality of Delun is placed in a dangerous situation, since to its west sits their old adversary in the Kingdom of Tenmar and to their East is the growing power of the Empire of Aramel. Since it cannot best the armies of either side, the Principality chose to become a defensive ally of the Empire of Aramel, since the Empire was more willing to be diplomatic and had a strong military.

The terms of the Alliance made it so that if Tenmar attacked Aramel or Delun then the other would have come to the aid of the one attacked. Which benefited Delun most as it gave them a solid ally on one side and a more cautious enemy on the other, as well as this the Alliance made it so that Delun could trade more freely within the Empire.

Since Delun has been remarked on many occasions to be the wine growing capital of Erinlindor, where various vineyards are found growing some of the finest grapes in the known world which in turn produce the most exquisite wines to be drunk. With Delun wines found in the courts, feasts, taverns and inns across Erinlindor, the Principality is a key player in the trading of those wines. With laws in place that make so that before sale or transport all wines produced must undergo an inspection to ensure that is found to be of proper standing and not lacking.

As traders, not warriors, the Delun and notably the Prince himself hold peaceful talks with those willing to heed them, notably among the Elves to their North. Though in old history the Elves and the Delun had been caught in wars for territory, they now stand as good friends and neighbours with Delun traders being a common sight along the Elven roads. A friendship which is backed up with the enforcement on the banning of Slavery within the borders of the Principality.


Crown Prince Niccolo Malervai

Race: Human

Type: Deluna

Age: 36

Magical Ability: No

Years as Sovereign: 15 years - Crowned Prince at the age of 21

Political Stance: Defensive

Formerly the Duke of Mialo in the North eastern region of Delun, Niccolo came to the role of Crown Prince following the passing of his older brother, Prince Marco Malicos during an outbreak of the Plague in the city of Delun itself. In fact because of this same plague Niccolo wasn't actually crowned according to tradition until the year after his Uncles death so that it would be certain of the cleanliness of the city.

As Crown Prince Niccolo was subjected to various matters of state and duty, first among them was the tradition of honouring the faith of the Water, Earth and Sun. Whilst Niccolo was to marry and have children as was the norm, he was first taken out into a special field of grape vines where he was to offer his first true prayers and fealty to the gods to ask for their blessing during his reign.

As Prince, Niccolo has shifted much of his focus from his personal ideas to the growth of his nation, he is known as a true renaissance man, becoming a loyal patron of arts, culture and science which soon flourished across Delun. Soon the Principality would be known not only for its Wines but also its position on scientific knowledge. Of course though not everyone agrees with his advancement of humanity, there have been seven attempts on his life during his reign, the closest of which was declared to be an act of sacrilege. 

During a service to the gods which Niccolo hosted each annually at the day of the new year, he was stabbed several times by hired assassins. He was barely able to survive as his guards managed to get him to safety and his physicians saved his life, when the identity of the one who hired the assassins was found. A short trial followed as no one was willing to hear the words of the person who believed their actions were justified. For despite being in a time of Renaissance the people of the Principality even those who didn't truly believe in the Gods deemed that to try and kill a man on protected ground was a crime unforgiveable.

Following this attempt, Niccolo has been more careful he secretly wears a simple but effective form of body armour on him whenever he is out in public. But regardless he enjoys visiting the art galleries and playwrights he sponsors.


The Elven Kingdom:

Type of Nation: Kingdom

Banner: Dark Crescent moon above a Golden Oak Tree

Government: Constitutional Monarchy

Military Strength: Approximately 18,000 men

Naval Strength: None

Anti Slavery Laws: Absolute forbidden, punishable by death

Enslaved Races: None

The last of the true Elven Kingdoms to survive the countless wars of eons past, the now solely named Elven Kingdom has long since forgotten its true Elvish name, with most Elves calling it Elenin meaning "Home". In ages past the Elven Kingdom was not a unified one, like the other ancient Elven realms the division was clear between those of the High Elves that practice the magical forms of the Light and the Dark Elves who undertook the more darker practices. Both however still hold the ancient power of the Elven life span, whilst most humans would be lucky to survive into their sixties and seventies, most elves can pass close to 290.

For countless centuries the two sides engaged in bloody wars and feuds over power and dominance, but when the world changed around them. With various small kingdoms and nations for both sides, yet when the world changed only two were able to put aside their differences and convey a united front against a common enemy. Through marriage, the King of the High Elves at the time Alucar the 9th and the Dark Elf Queen Morana the 12th with this union the two kingdoms were able to come together and repel any invader into their reunified nation. A tradition that remains strong to this day where regardless of whom is king and who is queen those who sit upon the Royal thrones have to be both High and Dark Elven.

Even after the fall of the other Elven realms, The Elven Kingdom has stood strong thanks to its determined and fierce resistance of its combined armies and magics. Yet the scars of these various wars and battles can still be found with various ruins still to be found along the old Elven roads.

Now the Kingdom holds strong and continues to be a safe haven for any fleeing persecution, with the rulers of the Kingdom offering sanctuary to the Giants, Trolls and Goblins who had been facing persecution, enslavement and at times extermination in other parts of the world.

Most within the Kingdom can be found within one of three places, first being the official capital of the Kingdom Elenin Veil "Home of Stars", in the former Dark Elf Capital now turned defensive fortress of Elenin Dun "Home of Darkness" or among the various villages and towns across the forested kingdom.

In recent years the Elven Kingdom has begun to open itself more to other nations, notably the Principality of Delun and the Empire of Aramel, whilst also strengthening their ongoing friendship with the Valernorians. With Delun and Aramel, the Elves seek allies and friends against the ongoing slave trade among which Elves are often traded even within nations where the trade is abolished.


King Lineas

Race: Elf

Type: High Elf

Age: 87

Magical Ability: No

Years as Sovereign: 9 years - Crowned King at the age of 78

 Political Stance - Diplomacy

Born among the noble High Elven blood lines, Lineas has witnessed first hand the advantages of the side of Diplomacy, at a young age he had been among the diplomatic groups sent by his Father, Aileas King of the Elves. He alongside his bride to be Marina had visited the Empire of Aramel, the Kingdom of Valernor and the Principality of Delun, seeing the prosperity the trade between these nations and the Elves.

He became more invested in the idea of Diplomatic efforts, when his father stepped down as King and physically placed the Royal Crowns upon his son and Daughter in law. Lineas swore to his people that he would never seek war if it could be avoided and that he would always speak the truth to them. He became the first Elven king to invite a foreign ruler to visit the royal palace in Elenin Veil, which the Emperor of Aramel Estis the 9th graciously accepted. 

During which visit the two declared to the gathered crowd the establishment of a perpetual treaty of peace and friendship between their two nations. Which was answered with roaring cheers.

Since that day Lineas has maintained his position of diplomacy despite the calls of many in his court that more direct action is required to combat the continued enslavement of their people across Erinlindor. But Lineas is adamant that the Kingdom is not capable of fighting a war on a scale as those in the past, that peaceful interaction and active diplomacy with the other nations is the answer going forward.

Though to those who truly know the King and Queen of the Elves, word spreads of constant bickering and arguments between the loving couple. For although Lineas truly does care for his wife and Queen he often feels that she goes behind his back and undertakes actions without his consent.


Queen Marina

Race: Elven

Type: Dark Elven

Age: 79

Magical Ability: Yes - Rank 2

Years as Sovereign: 9 years - Crowned Queen at the age of 70

Political Stance - Active through Secrecy and Espionage

Quite the opposite to her Husband and King, Marina was born to a influential Dark Elven Family, the Ruling governing family of Elenin Dun. She was betrothed to Lineas when the two of them were children as it was seen as tradition and advatagous to both families, the continuation of their noble lines. 

But Marina even young was seen as a wild card, Marina took excitement from sneaking out and having fun with her friends at night or during the day. But during one excepade out into the world, she witnessed first hand the ruthlessness of human slavers seeing raiders escaping the Kingdom with a cage of captured elves. When she became Queen alongside Lineas she took it upon herself to take greater efforts to protect the Elven people.

She increased the size of the Void Guard in the Mountains as well as the size of the Forest guard to provide greater protection for the Elves beyond the fortified cities and towns. But despite these efforts she was never really able to stop all Slavers, she pushed for her husband to be more active in his efforts. When she figured his opinion and stance she again took it upon herself, she had the Hidden hand perform more and more actions to combat the slave trade beyond the borders of the Kingdom, much to the chagrin of her husband. Even now as the Elven Kingdom tries to open itself up to the outside world Marina remains steadfast in her mission to end the enslavement of the Elves. 

Of course as always there are always rumours and gossip of royals and Marina is no different, there were many a rumour spread following a long absence 29 years ago. Marina was all but vanished from the world with no one knowing or explaining where she had gone, which lead to some speculation, when she returned she showed signs of difficulty and change. The greatest rumour was that she had a child out of wedlock and that the family wanted to keep it secret until after the birth of the child, which was apparently secreted away.

Some even say that the Queen still keeps a tender eye on the child she had.


The Kingdom of Valernor

Type of Nation: Kingdom

Banner: Nine Golden Stars above a circle of Elvish Runes

Government: Absolute Monarchy

Military Strength: approximately 10,000 men

Naval Strength: None

Anti Slavery Laws: Complete Abolition

Enslaved Races: None

No one knows when but at some point in ancient history the blood of Elves and Humans was moulded together to create a new race known as the Valernorians. These people can claim the heritage of Elves and Humans with some believing that they are the descendants of the first humans to come to Erinlindor before the founding of Kingdoms and nations.

But despite this mixed blood heritage the Valernorians hold closer to their Elven heritage, with their very capital being closer to the architecture of the old Elven kingdoms than those of the more modern human cities. With a great tower that acts a library houses various writings, from books and scrolls on all matters, from the accounts of history to poetry, philosophy to the various forms of Magic. This library makes Valernor a common "Pilgrimage" for scholars and magical learners such as the monks of the Temple of Magic.

In more recent times though the Kingdom has become a willing protectorate of the Empire of Aramel, where in exchange for a negotiated yearly tribute, the Empire promised to recognise the sovereignty of the Valernorians and the promise they would come to their aid if attacked. But one point of the Protectorate status is that the Valernorians were granted the right to hold onto their eternal defensive pact with the Elven Kingdom. Since the Kingdom sits beyond a small gathering of mountains and tries very hard to stay out of the political ramblings beyond its borders the Empire was willing to accept the request  and even honoured it later with an offer of a Defensive compact with the Elves only a generation later.


Empire of Aramel:

Type of Nation: Empire

Banner: Golden Dragon on a Red Canvas

Government: Constitutional Monarchy - Emperor as head of state - Senate with political power

Military Strength: Around 40,000 full time soldiers - another 20,000 reservists

Naval Strength: 190 warships: 60 Carracks, 30 Hulks, 43 Cogs, 57 War Galleys

Anti Slavery Laws: Complete abolition

Enslaved Races: None

A growing power in Erinlindor, the Empire of Aramel has grown ten fold in the space of just a few generations, starting from a small city state on the Eastern most shore of the Sea of Linderon. Now it stands as an ever expanding power in the East, overcoming challenges from other states and the swift conquest or peaceful annexation of its neighbours until it became what it is today.

That which gave it its power however is the system of military service that the Empire employs, unlike other nations and Kingdoms where a person is called up to serve in the army during times of war. The Empire undertakes a different method where it holds a full time veteran army which never disbands but instead is made up of paid volunteers. This method of military service means that when war comes, the Empire doesn't have to muster its armies from scratch but instead move them to where they are needed. So while their enemies are trying to get an army together, the Empire could be on the march towards its first target.

An addition to this is the expertise of its navy, the Empire of Aramel are the creators and owners of the Carrack class of vessel, a large ship that outclasses all other vessels with its thick hull, heavy armaments and crew compliment. Enabling the Empires navy to easily best those of its enemies with relative ease and since the growing trouble of the Agamel pirates and raiders, the Empire has chosen to invest more in the expansion of its naval force.

One final matter that makes the Empire strong is the structure of its government, whilst there is indeed an Emperor, the role and position is symbolic where the Emperor is only a figure head for the nation. Whilst true political power is held in an elected senate made up of 150 elected representatives from across the Empire thus ensuring that each region is properly represented in the decisions of the Empire. This method of governance allows the Empire to avoid the political imbalance of other nations.


Emperor Estis 9th

Race: Human

Type: Aramelin

Age: 56

Magical Ability: No

Years as Sovereign: 39 years - Crowned as Emperor at the age of 17

Political Stance - Diplomatic

The youngest crowned king or emperor in the history of the Aramelin peoples, Estis the 9th is seen as a modern and respected Emperor, graciously surrendering more powers of the Emperor to the Elected Senate, Following countless wars and skirmishes with its southern and western Neighbours.

Estis is profound believer in peace, having been schooled in the countless wars of the past and how bloody they were, Estis has ever since dreamed of a land in peace where people may prosper. But although he wished to see this dream come true, he also understands that he may never see the dream come to fruition and so holds the military power of Aramel at full strength and is not afraid to use it should the need come.

Since his coronation, Estis diplomatic side has shown true strength in the Empire, an example is in the Republic of Velin, once a determined rival that was conquered by his great grandfather and beaten down by both his grandfather and father following several failed rebellions. Estis decided to be gracious to its former enemy and granted the city state a level of autonomy in which it may continue to govern itself under the protection of the Empire, which has made him very popular in both the Empire and Velin, where each Doge of Velin upon their selection to the position first visits Estis to receive his permission to govern the city and swear their loyalty to the Emperor.

A further sign of his willingness to be merciful and diplomatic, Estis became the first ever human ruler to be granted the right of visitation to the Elven Palace. He graciously accepted and used the opportunity to solidify his Empires friendship with the Elven peoples, at the meeting he pledged his full moral, political and military support to the Elves wish to see their enslaved kin released. 

To aid in this action he has put much political pressure on the Kingdoms that still hold onto the action of enslaving Elves within their borders. With some fears that although he whilst he seeks peace, the Empire is gearing up for a war as the Aramel have increased the number of their infamous Carracks in their fleet, with many nations fearing it is them that are the target. 


Republic of Velin:

Type of Nation: City State

Banner: A Winged Golden Lion on a Blue background

Government: Republic - Elected individuals

Military Strength: Approximately 6,000 men

Naval Strength: 105 warships - 3 Hulks, 34 Cogs, 68 War Galleys

Anti Slavery Laws: Punishment for Crime Only

Enslaved Races: Dependent on Criminal sentenced

Formerly a free and strong independent city state, Venin is looked at as a city of art and culture built upon a collection of islands. With various canals that are interwoven through the city where a person can aboard a Gondola can go from one side of the city to the other relatively easy. 

It now stands as a loyal vassal of the Empire of Aramel after a decision was made within its great council conceding to the prospect over the idea of conquest by the Empire following a brutal war in which the city lost most of its fleet. Though a vassal the Republic was able to maintain some element of its system and culture, the city state was allowed to continue its governmental structure which consisted of three primary elected positions.

The Grand Council which consisted of 120 elected individuals mostly nobles who would discuss and vote on matters in regards of the day to day running of the Republic. Then there was the Council of Ten which served as the primary authority for more urgent matters, both however served under the Doge, who was an noble elected for life and would serve as the head of state, though elected for life a Doge could be voted out of office if it was deemed necessary. 

Since their turning to a Vassal under the Empire of Aramel, the city has actually found it a great boon to their economy. Since being a vassal places them as a part of the Empire they do not have to pay certain trading tithes as they had done in the past, so when selling goods or purchasing them they are paying more negotiable prices. In return the Empire has made the Republic its primary ship master, with the legendary "l'Arsenale" being where the Republic would build ships with impressive ease, swiftness and skill, but even now the Empire does not allow the Republic to build Aramel's legendary Carracks.


Elgeron:

Type of Nation: City State

Banner: A two headed black falcon on a grey background

Government: Republic

Military Strength: Around 14,000 men

Naval Strength: 20 warships - 2 Hulks, 15 Cogs, 3 War Galleys

Anti Slavery Laws: non human races

Enslaved Races: Elves, Beastfolk, Lizardfolk

A fierce and determine city state on the Southern Borders of the Empire of Aramel, but unlike its old neighbour the Republic of Velin. Elgeron has been adamant in its wish to remain independent from any outside power, since Velin becoming a Vassal, the Elgeron have strengthened themselves along their borders. With various strong fortifications lining the border with Watchtowers linking them together. These forts are to the Elgeron the only option to resist the Empire, since the nation lacks the manpower to resist the Empires vast armies.

But at the same time, the Elgeron use economics to resist the Empire, since their nation is renowned for their crops of vegetables and oil. Oil of Olives is considered a luxury for many places across Erinlindor, where it is used in the massaging of bodies to aid in healing and relaxation, but the oil of olives is also used as a form of greasing for the workings of certain machinery like heavy lift cranes.

So the Elgeron made a trading pact with the Empire, guaranteeing a fair price for all goods that their nations trades thus negating the danger of an attack on their nation. The opinion of their Council being that as long as the Empire feels that they have a good deal then the they will not seek to conquer them to get their hands on what they want.


Duchy of Agamel:

Type of Nation: City State

Banner: Trireme above two curved interlocked swords

Government: Duchy - Duke as head of state

Military Strength: Around 16,000 men

Naval Strength: 250 warships - 24 Hulks, 83 Cogs, 143 War Galleys

Anti Slavery Laws: None

Enslaved Races: Elves, Beast Folk, Trolls, Goblins

The descendants of sea faring raiders and pirates, the Duchy of Agamel was founded by the same pirates of their ancestry, due to the growing strength of the various kingdoms and nations of the world, the Pirates and raiders needed a unifying factor to make their way of life continue. Thus the most powerful of the Reavers known as Agavel brought all the pirates, raiders and reavers under his control and established a nation of their own with himself as the ruling Duke.

Now the Duchy of Agamel has grown from a large pirate stronghold to a nation of its own, with a system of laws, taxes, tithes, borders and its own military force. The state is still ruled by the heirs of Agavel though they now rule a complete nation that is still somewhat reliant on the actions of its raiders and reavers as their raids bring much wealth to the nation not only in gold and silver, but also in goods that are expensive in other ports but can be sold at cheaper prices in Agamel.

Officially the Duchy denounces the actions of such pirates and ocean going bandits and criminals but those in the city of Agamel know very well that those same criminals are soldiers and sailors of the cities army and fleet. Speaking of naval strength, the Agamel are the holders of the largest fleet in Erinlindor but numbers is not an exact science, although they have indeed the biggest fleet. The Fleet is not equal in its presentation of power, while they have more modern vessels like Cogs and Hulks, the true power of their fleet comes in the number of their War Galleys that are primarily used in their pirating and shore raids. Hence whenever war comes they fight at sea the same their raiders fight on land.

Take their enemy in swift surprise attack then retreat before larger forces come against them.

Some would ask why does no nation undertake an invasion of Agamel to finally cease these raiders, the answer comes in the fact that the location of Agamel gives it natural defences. The Rough and treacherous waters of the Aldurgrin Ocean to its west, the Arved Mountains to its east and the western reaches of the Endless Sands to its south. In all it is near impossible for any would be invader to get close enough to the city itself to lay siege, is harbour has a large metal chain stretching across its entrance to prevent any invading fleet from gaining entry. By land the city is guarded by three layers of defence, three solid stone walls with moats between them make taking the city by land even more impossible.


Sultanate of Haldi:

Type of Nation: Kingdom

Banner: Golden Crescent Moon on a white background

Government: Absolute Monarchy

Military Strength: Unknown

Naval Strength: Unknown

Anti Slavery Laws: Unknown

Enslaved Races: Unknown

Far to the South beyond the boundaries of Erinlindor is the Sultanate of Haldi, a kingdom that is very rarely seen or visited by any within Erinlindor. Mostly due to the extent one must travel to reach the true borders of its country, with some saying that a month a person could travel on horseback and not yet see the lands of the Haldi.

This mystery surrounds the Haldi with no one knowing exactly what system of laws they have beyond the fact that its a monarchy with a sultan at its head. The only real interaction with the Haldi is when traders come from the Sultanate mostly in trade caravans escorted by Haldi warriors.

Once they have sold their "Wares", the Haldi caravan will return back the way they came again.

 

The Drui:

Type of Nation: Tribal

Banner: Varies

Government: Varied

Military Strength: Varied

Naval Strength: None

Anti Slavery Laws: Only Giants Exempt for Religious Beliefs

Enslaved Races: Humans, Elves, Trolls, Goblins

Divided into two distinct branches, East and West the Drui are a collection of various tribal groups and clans that dominate the more remote regions of Erinlindor. Despite sharing a language, culture, heritage and religious beliefs the Drui have never been able to truly unify into a proper nation like others have.

Though alliances have been forged and betrayed, these are usually on the point of a common enemy in another tribe or band. The Drui are almost always fighting amongst each other whilst also performing raids against their more centralised neighbours where they seek to take items of worth. Often though these attacks are easily repelled by the strong armies of the Kingdoms which swiftly drive back the raiding parties back into the forests and hills that are their home.

The only thing that can be called a unifying element for the Drui is their shared religious belief which is focused around the Druids, who are believed to be the only ones capable of communing with the Gods. One strange oddity has been known however and shared, whilst the Drui are not above the taking of slaves they find the enslavement of Giants to be an affront to their gods. For the Drui believe that the Giants are the descendants of Gods that came to the Earth rather than staying in the other world and as such are protected by sacred laws.


May-Cel:

Type of Nation: City State

Banner: Black mare on an ochre background

Government: Monarchy

Military Strength: Roughly 8,000 men

Naval Strength: 62 Warships - 62 War Galleys

Anti Slavery Laws: None

Enslaved Races: Beastfolk

Former warlords and Nomads from beyond the Endless Sands, the May-Cel are relative new comers to Erinlindor having migrated from further south only a few hundred years ago. What caused the Migration is unknown as none of the May-Cel royalty have ever given a reason for the move to the new lands along the coast of the Sea of Linderon. 

But their placement has made them a vital trade point for merchants travelling along the coast whether they be on horse, camel or by ship and boat. All make stops in May-Cel to resupply and take on additional cargo for their journey, but beyond this the May-Cel tend to keep to themselves.

The only thing of note for the May-Cel is their expertise in light horsemanship, whilst the Kingdom of Helund can boast of their heavy cavalry. The May-Cel coming from a place where heavy armour and powerful horses are more a hinderance than a help, they find speed and manoeuvrability to be of greater import. Since the desert surrounding them and the powerful heat of the day makes heavy armour a danger to its wearer, the May-cel don light padded armour that allows for the passage of air between it and the wearer. 

Their horseman are known to be able to change direction swiftly and their horses can outrun both in speed and endurance any would be knight on horseback. This same speed gives them protection from Agamel raiders when they come ashore, as their cavalry can quickly ride out to meet them before they can do too much damage.


Avar:

Type of Nation: Unknown

Banner: Unknown

Government: Unknown

Military Strength: Unknown

Naval Strength: Unknown

Anti Slavery Laws: Unknown

Enslaved Races: Unknown

Travelling from far beyond the eastern borders of the Elven Kingdom, are a race of beings who are an almost complete unknown. The only thing that is known for certain is their appearance and their name, The Avar are a race of tall horned people with varied skin tones, ranging from silverish grey to a darker brown and even black.



They stand at nearly 6 feet tall for women and close to 8 for men, both are incredibly strong when compared to other mortals yet none have ever really been certain, both sexes have horns upon their heads, most have only a single pair but some have been known to have two sets. To see an Avar is considered a privilege as none have ever truly ventured beyond their distant homeland or the borders of the Elven Kingdom, those that do are often wanderers, travelling the land learning of the world as they go and rarely interact with those that they encounter.

The only real interaction with the rest of Erinlindor came centuries ago when a "Gavask" as he declared himself came to the Elven Kingdom with an entourage of "Gavus" or Warriors in the common tongue. Through hand gestures and translation through magically blessed parchments that allowed the Elven council and King to converse with the "Gavask", through these "Talks" the "Gavask" and the Elven Kingdom founded a basis of interaction.

The Avar would be granted to trade with the Elven Kingdom but would only accept goods for theirs, in essence they would refuse trade by coin. The only way an elven merchant could trade was if they had something the Avar wanted, this lead to a quid pro quo trade deal. Despite the willingness of other Merchants such as from the Valernorians, Empire and Delun offering to trade with the Avar, the Avar refuse without ever speaking a word. Its believed that they do this because the deal that was formed was that they would only ever trade with the Elves and no one else. 

As well as this the Elves promised to never seek the Avar home land and would never venture beyond an agreed line on a map to the east, besides these interactions the Avar very rarely leave their territory. No one is quite certain why the Avar are so secluded and reserved, though there are many theories, one the most commonly believed is that the Avar are fearful of outsiders and are cautious not wanting to place their home land at risk of any who bring danger.

Another theory is that they are xenophobic and despise any who are not Avar and look down on others, but this is hard to believe as the Avar act respectfully and show honour to the Elves they barter with during their trades. One final theory is that the Avar race had once experienced enslavement and had managed to break free, not wishing to place their people in danger of enslavement again the Avar fiercely defend their homeland so that they might never experience slavery again. This theory despite being contested has one point in its favour, when he visited the "Gavask" and his "Gavus" all had similar tattoos along their wrists which resembled the markings of chains.


Locations of Import:

[Only locations relevant to the story shall be properly described and explained.]


Nightshade:

Location: Druidai Mountains

Banner of Master: Black Winged Serpent in a circle of Runes

Type: Fortress

Built by: Vampires

Purpose: Stronghold and seat of power for the Vampire Race

Occupants: Abandoned

The mighty stronghold and citadel of the Vampire race, the fortress was built by the Night Lord to be a true home and centre of power for their race to rally around and act as his seat of power. The fortress was built over countless years and was designed to resist a siege. From its location atop a rocky peak within a secluded valley that was only accessible through a narrow corridor, various levels of defences were in place on the only route leading up to the true Fortress gate.

Should an attacker breach these defences they would have to fight their way past a storm of arrows with no area capable of supporting siege towers or proper siege ladders to get atop the walls. Even if the outer wall fell, they would then have to clear out the outer towers and then try and breach the citadel, which in itself was broken up with inner gates and solid doors.

Within its heart was the Great hall where the Night Throne was held, the place where the Night lord would hold court and act as a ruler and judge. It held large kitchens, armouries a huge number of rooms for guests and residents, yet these all remain empty.

Yet for any who wished to find the fortress there was no true path or road that could lead them, even the Vampires beyond the borders of the Region might lose their way when travelling there. To reach it means traversing through several valleys, gully's, mountainous forests and steep ravines, it is a literal island of habitation within the vast wilderness.

Surrounding the fortress within the neighbouring forests and valleys were several villages where mortals lived and worked, for those wondering why people would choose to live under the direct rule of Vampires, the laws were clear within the Region of Nightshade mortals could not be harmed or killed by Vampires. 

So for the mortals it was the safest place from Vampires and the region enjoyed peace and prosperity, the villagers grew crops and raised cattle, paid minor taxes to their Night Lord and were protected.  Some of these mortals even lived and worked within the Fortress as cooks, servants, some even served alongside the Vampires as part of their army fighting alongside them in battles both against other vampire covens during the efforts to unify them and later against invading mortals. There of course were those that went a step further, becoming willing victims for Vampire Hunger, though the rules were strict, they could "Donate" blood via bleeding themselves into glass bottles and alchemical flasks.

in a sense Nightshade is a miniature Vampire Kingdom hidden from the world, a feudal state that did not exist to the rest of world. And for thousands of years the region enjoyed much peace following the unification of the Vampires under the Night Lord, though eventually things changed.

During the Vampire Crusades, the Fortress was attacked and after over 3 years of battle was sacked all within were killed and their bodies burned, the mortals living within the outlaying villages were all executed as traitors to their own kind at least those that weren't were sold into slavery. To be safe a powerful curse was placed on the fortress by a renowned sorcerer who made it impossible for anything to live within the walls of the fortress, no vampire, mortal or even animal would be able to enter. For added benefit the sorcerer bound the curse to his blood, which only came to an end when his bloodline died out a thousand years later.

But even then the fear surrounding the Fortress and the stories of ghosts living within ensure that none ever wanted to go there even the Druids fear it to this day. Countless stories, tales, songs and legends continue about the mighty Nightshade, some say that the fortress is now a prison for the Night Lord who remains chained to his throne with powerful magical chains. Other stories recount the myth of the vast Depository hidden in the fortress, a literal treasure trove filled with knowledge, books and scrolls of magic, weapons of immeasurable power, sacred items, magical tools and items from across the world. But despite the wishes of many none dare to even attempt to enter the fortress.

Even those who wish to do so must first rediscover its location, as following the sacking of Nightshade it was agreed that all mentioning of its location should be destroyed that none may never tamper with the powerful magics entombed within.


Elenin Dun:

Location: Elven Kingdom

Type: Fortified City

Built by: The Dark Elves

Purpose: City and Defensive Fortress

Occupants: Approximately 70,000 Dark Elves, 360 Trolls, 3,500 Goblins, 60 Giants

An Ancient stronghold dating back thousands of years, Elenin Dun "Home of Darkness" was constructed eons ago during the Great Schism of the Elves before the arrival of Humans into Erinlindor. Originally the location was to be a major mining settlement, but over time the mines within the mountain were expanded into a city in its own right. 

During the Schism the Dark Elves seized the new city and renamed it Elenin Dun expanding it even further into the mountain, They improved the defences on the outside making the one entrance into the city a fierce structure. A long path being the only way up the mountain to the gate with high walls from which crossbow fire would reign down while Dark Elf shield and spear would block the way forward. Throughout the centuries Elenin Dun was expanded even further as Dark Elf realms fell to either their High Elven adversaries or the Human Newcomers. Now Elenin Dun is a city of true size, with tens of thousands living within the various halls built into the mountains.

With the Founding of the Elven Kingdom and the reunification of High and Dark Elves, Elenin Dun has become a vital mountain stronghold for the Kingdom as it sits close to the Southern Border it acts as the first major line of Defence for the Kingdom is times of peril. As well as the primary Headquarters of the Void Guard, a military force of Dark Elves that patrol the Mountains and man the various forts and watchtowers of the Barrie-Ell Mountains. 


Elenin Veil:

Location: Elven Kingdom

Type: City

Built by: The High Elves

Purpose: Capital City and refuge

Occupants: Approximately 100,000 Elves, over 100 Giants, roughly 200 Trolls, approximately 6,000 Goblins

Elenin Veil "Home of Stars" is the greatest city of the Elves anywhere in the world, built many thousands of years ago and has served as the host of the most powerful Elven royalty since history began to be recorded. During the Schism much of the city was damaged from the fighting but over time it slowly began to rebuild and would become the capital city of the Elven Kingdom following the reunification of the Elven people into a single nation once again.

Since then the City has only expanded being residents not only to Elves both High and Dark, but also Giants, Trolls and Goblins, all of whom were given sanctuary within the Elven Kingdom and are treated with kindness and respect. Thus making the city grow all the larger as need for suitable housing for the different races was required as promised them.

Built upon tall escarpment with steep cliffs on three sides, the city is built from the very stone surrounding it with intricate and delicate organisation to each and every street. Interwoven into the streets are open spaces for pleasant peace and solace with well cared for gardens growing hosting plants and flowers of all kinds.

Though defensible, with impressive fortifications and battlements, Elenin Veil has had little need for them since the time of the Schism. As no army has ever managed to get close enough to the capital capable of laying siege as the Elves defend their Kingdom fiercely. And even if they did the legendary prowess of the Starlight Guard would defend the walls and streets ferociously for each and every inch.


Aramel:

Location: Empire of Aramel

Type: Very Large City

Built by: Humans

Purpose: Capital City

Occupants: Approximately 400,000 humans, 25,000 Elves, 3,000 Goblins

By far the largest city in Erinlindor, the city is the making of nearly several hundred years of hard work, during its founding Aramel was little more than a small coastal town that was primarily fishing and partial trading. But as time went on the huge natural harbour invited more and more merchants vessels wanting to find shelter from the rough seas just beyond, eventually these ships brought a flurry of merchants from inland. And so very quickly a small town that stunk of fish oil and tar became a thriving boom trading town, where small jetties with simple fishing boats moored were replaced with Piers of stone and rock where large ships loaded or unloaded their cargo.

The wealth entering the town allowed it grow and become its own city within just a few generations and with their wealth the rulers of the city eventual established the Empire of Aramel.  Now at its height, the city stands at the centre of the strongest nation in Erinlindor  with a huge expanse of land making up the city with detailed planning and structure in place including comprehensive sewers for waste and aquaducts for the provision of fresh water to all its citizens. Whilst high up on Divine hill, the palace of the Emperor, hall of the Senate and the Temple of the Pantheon sit overlooking the city from all directions.


Tenmar:

Location: Kingdom of Tenmar

Type: Large City

Built by: Humans

Purpose: Capital City

Occupants: roughly 100,000 humans

Royal seat and capital of the Kingdom of Tenmar, the city is not of any real impressive structure or order, it is the same as many other cities east of the Principality of Delun. There is no real organisation or structure to the city, though there are wells for fresh water they are not properly maintained, the same is with the sewers with most of the population merely throwing their waste onto the already mucky streets.

Only in the upper sections away from the lower town where mostly peasants and simple folk reside, the streets are more clean, the air slightly more fresher. This is due to the fact that here live the richer and more influential individuals, notably the nobles of the city alongside the wealthy merchant masters. Yet in every corner of the city the evidence of the class division is fierce, The king in his castle above it all, the rich and powerful below him, the Peasants and simpletons in the lower town whilst among them all the enslaved peoples.


Delun:

Location: Principality of Delun

Type: Large City

Built by: Humans

Purpose: Capital City

Occupants: Approximately 82,000 Humans

The capital of the Principality of Delun, the city is actually the combination of two cities that grew to become unified. The only division between is the river Eisen that cuts through between them, today they are referred to as West Delun and East Delun obviously on which side of the river the city sits upon, but most consider them a single city.

The river that divides it, is the key point for the establishment of the cities foundation, since the River is a key means of travel and trade, placing the city along its banks merely made the best sense. Although the river is not large enough to appear on most maps it is still of import to the Principality, even given the fact that larger vessels are unable to reach the city even mercantile Triremes from the Sea of Linderon cannot reach the city. But instead merchant barges and smaller river boats are found within the docks of both sides of Delun, next to these docks are the merchant warehouses where merchants pay to have their stock temporally stored until it can be loaded onto outgoing barges.

Since the wealth coming from its trading has been handled properly by the Prince of Delun, the city enjoys a level of beauty. Whilst in the countryside, grape vines are grown for the sake of producing wine, within the city the vines that grow along the walls or across its archways and within its many the gardens. Are for the use of all within the city, such vines are the property of the state and their produce are available to all who wish to indulge in the taste of the ripe grapes.


Agamel:

Location: Duchy of Agamel

Type: Fortified City

Built by: original builders-the Elves, modern constructs- Humans

Purpose: Capital city and stronghold

Occupants: Approximately 7,500 humans


Velin:

Location: the Republic of Velin

Type: Large City

Built by: Original builder - the High Elves, Modern Constructs- Humans

Purpose: Capital city

Occupants: Around 24,000 Human permanent residence



Organisations and Factions:


Order of the Dawn:

Type of Faction/Organisation: Military Order

Banner: Rising Golden Sun on black background

Leadership: Grand Master

Strength: just Over 100 Hunters, roughly 40 supporting members

Races: Only Humans

Specialty/Focus: Hunting and killing of Monsters

In ages past the Order of the Dawn were a force unlike any other, they were formed during the time of the founding of the Human nations and Kingdoms. A group of knights, men at arms and foresters came together and trained each other in the art of killing monsters and beasts of all kinds regardless of size or ferocity. Over time they grew in size from a few dozen to hundreds and eventually thousands as the world was overcome with various monsters and beasts that appeared almost to prey on them.

With such support from the world, the Order of the Dawn began to learn from the creatures they killed and found a means of enhancing their abilities. At first they used the same skills in combat, armour, tools and weapons that kept them alive when fighting others like them, but to truly defeat monsters they required special gear, equipment, fighting methods etc.  Long swords were replaced with short swords and one handed axes, the Longbow was soon outclassed by the Orders version of a Crossbow, the thick heavy armour was replaced by simpler chainmail overlapped with leather to allow greater movement.

At some point the Order of the Dawn managed to convey enough support to organise a Crusade against what they deemed the most dangerous of Monsters, the Vampires. Across the world, Nations from the Galmar in the North to the Elgeron in the south, everyone except the Elven Kingdom began to conduct a series of purges with the intent of eliminating the Vampires in their borders. Thousands, tens of thousands were kileld all across Erinlindor, any suspicion that they were Vampires they were to be killed on the spot and their bodies taken to huge bonfires.

Eventually through "Luck" the Order learned of the location of the Vampire Fortress Nightshade, with the backing of countless nobles from Galmar, Tenmar and Anderveil. The Order was able to amass a huge army of nearly 60,000 strong alongside their own force of 10,000 hardened Hunters, together they marched on Nightshade and after three years of hard fightinh were able to breach its defences and completely sack the fortress killing all within.

Fearing the evil within though the Grand master of the Order ordered that a series of curses be placed upon it to ensure that the evil within remained locked inside and that nothing living or dead could claim such a fortress. With the aid of a powerful sorcerer powerful magics were utilised to ensure that no one could enter the Fortress, for added benefit the Sorcerer bound the Curse to his blood. As he neared his end the Order braced itself for the return of evil, but it never came.

Over the centuries the Order has become a shadow of its former self, since the threat of monsters such as Vampires had ended, the Werewolves had been driven away and monsters had become fewer and fewer as time passed. The need for the Order had gone with it, eventually even the Kingdoms that once backed them turned away wanting to focus more on their own problems. 

Though the Order continues its membership has gotten to the point that it is also on the brink of extinction with just over a hundred hunters with around 40 to 50 other members consisting of smiths, book keepers and magical users.


The Slavers Network:

Type of Faction/Organisation: Guild/Criminal Organisation

Banner: Circle of Chains

Leadership: Unknown

Strength: Unknown

Races: Only Humans

Specialty/Focus: Buying, Selling, "procuring", capturing of non humans for slavery

Slavery is a hotly contested subject among the various kingdoms and nations of Erinlindor, as whilst a number of kingdoms denounce it and have abolished it entirely. Others nations have no laws what so ever on the matter and actively permit the enslavement of those they deem to be other, notably Elves, Trolls and Goblins.

So initially in utter secrecy a gathering of individuals from underground criminal bosses and powerful nobles across the land created a network that would benefit the trade of slaves across the different nations. This would range from legal markets to the kidnapping of free non humans that would be sold into slavery at a profit, the provision of transport ships to carry "Shipments" across the sea of Linderon to markets on the other side. 

In other cases the network has its own muscle which holds the purpose of actively seeking out non humans for the markets. Usually said muscle would conduct illegal activities to obtain non humans for their employers, often conducting raids under the guise of bandits. Even into nations and kingdoms where the trade is illegal, including actively raiding villages in the Elven Kingdom to obtain captives to sell.

No one knows how large or expansive the network is, only that it must have extreme financial backing to properly maintain its organisation and connections across countless borders. In recent years three other organisations have begun an effort to destroy the Slavers Network across the land, their actions include the uncovering of illegal slavers within nations where slavery is illegal to actively attacking and releasing imprisoned slaves from illegal dens and legal slave markets.


The Hidden Hand:

Type of Faction/Organisation: Military Order

Banner: Black Hand with a dagger across from finger tip to wrist point down on a grey background

Leadership: The Hidden Speaker

Strength: Unknown

Races: Elves only

Specialty/Focus: Protection of Elven People and their culture within the Kingdom and out

The Secret Police of the Elven Kingdom, the Hidden Hand was established during the Kingdoms infancy with the precise role of ensuring the peace between the Elven peoples. However as time has gone on the Hidden Hand has been expanded on to serve both as a form of Policing their Kingdom through the hunting of criminals within their borders.

But also the active performing of espionage in the kingdoms and nations of others, this would include the performing of spying, sabotaging and if needed assassination of those that are deemed a threat to the Elven people across Erinlindor as well as the retrieval of any stolen artifacts, texts or relics that rightfully belong to the Elves. To this end the Hand have in their control various safe houses and havens across the world where its members may find sanctuary when away from the Kingdom. To be a member of the Hidden Hand is exceedingly difficult as one does not request to be a member but must instead be asked by the Hand itself to become one.

Even if asked then there is no guarantee that an initiate will pass the various trials and training practices that they are put through to decide whether or not they will be able to succeed in their expected duties. If they are successful then depending on what areas they excelled on they would be divided into one of two branches. Literally named the Open hand which perform duties within the Elven Kingdom and the Closed Hand who are the ones sent out into the world to undertake missions and clandestine actions.

In more recent years the Hidden Hand has become ever more focused on the elimination of the Slave Trade across Erinlindor. To this end numerous agents have been despatched to all corners of the world to undertake missions from the gathering of information to the active raiding of places where slaves are being held in an effort to free their captured kin. Such a focus was made due to the constant attacking of Elven Villages along the border by humans wanting to capture Elves to be sold into slavery.


The Starlight Guard:

Type of Faction/Organisation: Military Force

Banner: 9 Golden Star above the Elven Crown

Leadership: Lord Commander

Strength: 1,000

Races: Elves Only - High Elves

Specialty/Purpose: Defence of Elenin-Veil

The Protectors of the Ancient city, the Starlight Guard were originally founded as a counter to the Dark Elves during the Schism. Since the Dark Elves used more dangerous magics, the High Elves required a means of countering it, so the members of the Starlight guard all wear armour that actively repels dark magics and protects is wearer. 

Such armour requires lengthy and slow creation from the actual forging of the armour to the embedding of protective Runes and the enchanting with magics of the Light, thus the number of members of the Guards has always been limited. Despite the changing and enhancing of magical practices and stronger rune crafting methods, the Starlight Guard continue to wear the style of their ancestors as a form of paying homage to those who came before them. 

In recent times the Guard hold a more defensive purpose, alongside the normal soldiers of the Kingdoms army, they actively guard and protect the City of Elenin Veil from any and all threats. They say that to become a sworn member of the Guard is to sacrifice all, for once a warrior has undertook his or her oath then they are forever bound to the Guard. They relinquish all rights to family, they are not permitted to own property, the be married, to have children or anything else that would threaten their duty.


The Void Guard:

Type of Faction/Organisation: Military Force

Banner: White Skull looking down upon a pair of Mountains

Leadership: Lord Commander

Strength: Roughly 3,000

Races: Elves Only - Mostly Dark Elves

Specialty/Focus: Defence of the Mountain Border

As the Starlight Guard protect Elenin Veil, the Void guardians [void being the emptiness between the stars] protect the mountain borders of the Kingdom as a whole. Made up entirely of Dark Elf volunteers the Guardian don more modern version of the Ancestral armour that the Dark Elven warriors used in ages past. Similar in respect of the High Elven brethren the Guardians inscribed detailed and powerful runes onto their weapons and armour to give them added benefits in combat.

As stated the Guardians are bound to protect the mountain regions of the Elven Kingdom which stretch along its Western and Northern Borders. Though this may seem expansive the Guardians are able to focus their strength as there are very few routes through the mountains and the number of valleys and passes capable of allowing an army through can be counted on one hand. So the Guardians constructed a series of small forts and various watchtowers from which they are able to maintain a constant watch over the mountains and ensure their Kingdoms safety.

Renowned for their fierceness in battle and near suicidal attacks, the Guardians are sometimes believed by outsiders to be possessed or even brainwashed into performing such actions. But to those who know and understand the history of the Dark Elves, this philosophy of almost mindless attacks comes from their ancestral stance of no retreat nor surrender.


The Forest Rangers:

Type of Faction/Organisation: Military Force

Banner: Bow and Arrow between white trees

Leadership: Lord Commander

Strength: around 1,000 

Races: Elves only - Both Dark and High

Specialty/Focus: Patrolling and guarding of the Southern Border

As the Starlight Guard, protect the Palace and the Void Guardians maintain watch over the mountains, the Forest Rangers maintain a close watch of the Elven Kingdoms largest border to the south. With most of the Elven Kingdom consisting of forests both light and deep the need for a force to patrol and protect the land was seen almost immediately.

Although the Forest Rangers have the largest Border to protect they are focused, they are not to truly protect the border properly but instead to patrol it only. Their true strength of protection is of the vulnerable villages that lay in the forest near the border itself. Unlike the other military forces of the Elves, the Forest Rangers do not differentiate between High and Dark elves, both are permitted to join the Rangers as long as they show a skill in, tracking, hunting, combat both from a distance and up close and camouflage.

The rangers are known for their skill in ranged weapons with the finest and most experience archers and crossbowmen being found among their ranks. Whilst other military forces would actively attack any intruder, the Ranger prefer to ambush them as they travel through the forest, first picking them off with their arrows and bolts before moving in to deal the final blow. But since the border is so vast they are usually grouped into small units that normally are between 4 and 10, thus allowing them to stretch their limited forces across the length of the border.

Each of these units are expected to move freely and never be restricted by a single base to work from, although they do have various hidden camps throughout the forests which are known only to their fellow rangers. Within these hidden camps they are able to rest, recuperate, rearm and pass on information either to each other or onto the Capital via carrier pigeon.


The Giants Conclave:

Type of Faction/Organisation: Gathering

Banner: None

Leadership: the Speaker

Strength: a few hundreds

Races: Giants Only

Specialty/Focus: Protection and Preservation of the Giant Race and culture

As Giants began to be pushed out from other parts of Erinlindor, many found themselves being granted Sanctuary and safety among the Elves within their Kingdom. Grateful to the openness of their old friends, many giants chose to remain as loyal citizens of the Kingdom and live comfortable lives in Elven cities, towns and villages.

But for some this comfort is not enough as their kind often see cruelty from humans in other parts of Erinlindor, to counter this a number of Giant Elders in ages past formed the Conclave, a gathering of Giants from across Erinlindor that would work to ensure that the Giants do not fayed into the passage of time and history like the Dragons. Their long term goal is to see the culture of the Giants of old be reborn and rebuilt as it once was, but in the short term they wish to protect their heritage and culture by collecting it all in a place of safety within the Elven Kingdom.

As well as this the Conclave may often send out small parties of Giant Warriors to free their enslaved peoples in other parts of the land and bring the "home". Whilst at the same time aiding their Elvish friends in the defence of their realm, as the Conclave know that if it fell then the Giants would lose everything once again and many giants of the Conclave have given their lives in defence of the Elven Kingdom. With them regarding themselves as shock troopers, as a giant clad in armour wielding either huge clubs or immense iron weapons is a terrifying sight.


The Troll Alliance:

Type of Faction/Organisation: Militant

Banner: None

Leadership: various

Strength: varies by band from hundreds to a few dozen

Races: Trolls and Goblins only

Specialty/Focus: Preservation and liberation of Trolls and Goblins from enslavement

Just as the Giants formed a group to resist the oppression of the Humans, as did the Trolls and Goblins, but unlike the Giants that found safety among the Elves, the Troll Alliance is wholly independent and fierce in its protection of such.

From small fortified camps and strongholds deep in the mountains and forests, the Alliance sends out warriors to harass humans everywhere regardless of nation. The only places that do not see the Troll Alliance are the Elven Kingdom, the Empire and Aramel and the Kingdom of Valernor, as these three nations are known for their openness and fairness in regards of the Trolls and Goblins, though it is known that there is at least one Alliance stronghold in the Veldor Mountains and one or two in the Barrie-Ell mountains.

Its believed that there are several strongholds in the Nightshade Mountains, some in the Caydel Mountains,  one in the Anderveil Hills and a large stronghold in the Arved Mountains. Although the word alliance may spring forth a unified movement, which to an extent it is, the Troll Alliance has no central leadership with each Stronghold having its own leader. 

Although the different Strongholds are willing to work together for the common goal of the Alliance they have never been able to truly form a solid force or coalition. Their forces consisting of Trolls and Goblins wielding a variety of weapons, including mining tools such as pick axes and hammers, have been known to attack the estates of powerful nobles, raid merchant caravans, attack isolated villages and on some occasions even lay siege to and sack small castles and fortifications. All in the effort of freeing Trolls and Goblins from imprisonment, enslavement or to procure resources needed to keep themselves sustained.


The Court of Shadows:

Type of Faction/Organisation: Secret Society

Banner: Unknown

Leadership: Unknown

Strength: Unknown

Races: Unknown

Specialty/Focus: Unknown

Considered only rumour and hearsay, no one has ever proven the existence of this shadowy group though many believe to exist but without any real evidence. 

According to the stories around the Court of Shadows, it consists of powerful and influence people from across Erinlindor from all nations and kingdoms. This Court allegedly is the power behind all the crowns and rulers of the land, that they are the ones who control all the decisions that these ruler make whether it be a prince, king, emperor or Senate, the Court holds dominion over them all.

Literally nothing is known of the group, no one knows how many are within its membership, what their goals are, even the exact power they hold. The only thing that is certain, is the alleged symbol that the Court has, two winged serpents intertwined facing away from each other with fangs displayed.


The Temples of Magic:

Type of Faction/Organisation: Religious Order

Banner: White Pearl surrounded by White Runes

Leadership: Council of Elders

Strength: a few thousand

Race: primarily Humans and Elves

Specialty/Focus: Studying, teaching, practicing, Understanding of Magic as a means of Enlightenment

There are many groups, organisations and guilds that focus on the practicing of magic throughout Erinlindor however only one has ever truly been recognised and trusted with such practices throughout the various Nations. 

Easily recognised by their distinct robes, the Temples of Magic are an international religious group that are focused around the powers of Magic not just as a tool but as an instrument, the monks of temple believe that through the understanding of Magic and treating it with reverence and respect they can achieve spiritual enlightenment.

To this end the 12 temples that are scattered across Erinlindor are regarded as the best places to learn and study magic for any who wish to practice it. Although pacifists at heart the Monks of the Temple are known to defend themselves and the temples when required either through the use of magics meant for combat and battle or through the use of ordinary weapons such as swords. 

Although they are found in countless nations the Temples are overseen by no nation of kingdom, the leadership of the Temples is focused around individual Councils. Though the Temples are unified in their beliefs and shared leaders, each of the twelve temples has their own Council of Elders to lead those within their temples on day to day matters as well as choosing who will be given the right to either join them or learn from them.

Despite the opinion of many rulers who don't like the Temples being autonomous and not under their control, all want to make sure that their chosen Magical advisors and physicians come from those trained in the Temples and no where else.  Not only because of their knowledge and understanding of advanced magics, but also because the Monks are known for their determined position of neutrality, the Monks never taking sides in conflict or politics.


The Imperial Guard:

Type of Faction/Organisation: Military Force

Banner: 3 growing sprouts upon a shield

Leadership: Legatus

Strength: Exactly 2,000 men

Race: Humans Only

Specialty/Focus: Guarding of the City of Aramel and Protection of the Emperor

Dating back to the days when the Emperor was the sole power and authority within Aramel, even as the powers of the Emperor have been passed to the Imperial Senate and its elected representatives. The Imperial Guard remains as a force of soldiers that continue to protect the Emperor and by extension the City of Aramel itself.

In the past the Imperial Guard had to members of the most loyal soldiers or from among the families of nobility who saw it as an honour to have a son or brother among the guard. Now however the Guard has to be of the soldiers of the Aramel Legions that have shown promise, courage and honour in the face of impossible odds. Instead of sons of the powerful seeking honour, it is now treated with greater respect and honour for those who become members.

The emblem of the Guard comes from a story, one that is true, during the founding days of Aramel as a power in the east, the city was attacked and sacked. The Imperial Guard defended the steps of the Palace in three ranks, when the attackers came the ranks held firm and resisted their attackers three times on the fourth however they were overwhelmed and all killed. But their sacrifice allowed for the Emperor and the people to get to safety, when the battle was over and the enemy had left, the Arameli found the bodies of the 189 Imperial Guards who held the steps amidst the bodies of near 800 enemy dead. When the last guardsmen body was lifted it was said that three small sprouts had begun to grow through the steps.

The Arameli took it as a sign from the Gods, that the Guardsmen who had died had been taken by the Gods into the afterlife. The Reformed guard took the three Sprouts as their new emblem to honour those who fought and died that day, as well as starting the tradition of the Emperor swearing in and anointing new members on the date of what became known as the Last Stand of the Guard. 

And the three sprouts, they grew into three trees that became the heart of the Guards Garden where members of the Imperial guard who die while in the line of duty or whilst as an active member and even those who are Honourably discharged. Can have their ashes scattered after death an act that is seen as an honour for the guardsmen being laid to rest at the spot where their predecessors made their stand.


Mercenary Guild

Type of Faction/Organisation: Mercenary Guild

Banner: Twin swords upon a Shield

Leadership: Chief

Strength: a few thousand

Races: Humans

Specialty/Focus: Legal licencing of mercenaries and contracts

The only one of its kind, the Mercenary Guild is the only guild or organisation legally recognised across the different borders of Erinlindor where a person may find contracted work as a mercenary. Often the Guild Halls are converted inns and taverns where licenced members gather to meet up, rest and recuperate but mostly to have a drink.

Under the terms of the Guild those who hold Mercenary Licences are bound to a set of rules that are upheld by the Guild and are enforced by the nations who accept the guilds legitimacy. Members of the guild are not permitted to take on jobs that involve serving in armies of nations in times of war, though they can be bodyguards and protectors they cannot be directly involved in fighting said wars and conflicts.

For the most part members of the Guild are often hired through contracts which usually include the dealing with problems such as bandits, thieves, monsters etc. Or they can be hired to perform a task that is considered too dangerous for common people, this can include fighting a specific monster or investigating a matter that can be of importance,

To aid in the maintaining of structure, every Guild hall remains in close communication with each other via carrier pigeon, allowing all the Guild Chiefs to maintain their logs and books of all active members that hold the Guilds licence. This way if anyone wanting to cash in on the Guilds successes and pass themselves off as a member using a forged licence can be identified easily, as the names of all Mercenaries in the Guild are recorded and logged within the Guild Chiefs Log.


The Druids:

Type of Faction/Organisation: Religious group

Banner: None

Leadership: Unknown

Strength: Unknown

Races: Humans - Drui

Specialty/Focus: Religious practices and magical use of the Drui tribes

The spiritual leaders and speakers of the Gods for the Drui tribes and clans, the Druids are both revered and feared among the different Tribes. The Druids are an ancient religious group that perform all religious and spiritual matters for the Tribes, whether it be a birth, funeral or crowning of a Tribes new king. 

Though they are technically neutral when it comes to intertribal conflicts, the words of the Druids are still heard, should they declare such a conflict should end, then both sides will heed it. To this day none of the Drui have dared to challenge the powers of the Druids, for their magic is considered incalculable and incapable of challenge. As well as this the Druids hold the power of speaking, the ability that allegedly allows them to speak with the Gods a power they keep secret to only their own.

For these reasons if someone was to have cause to oppose the will of the Druids they would have little choice but to keep silent and follow. A cost however is clear for the Druids, the use of such magics in powerful ceremonies often lead to them having to pay a price. Often such a price is the alteration of their bodies, many of the Druids are misshapen in one form or another, some have teeth like those of animals, others have eyes as black as coal.

It is due to the Druids that of all races and species in the world, the Drui cannot enslave the Giants, it is said that according to the beliefs of the Drui. The Giants are the descendants of ancient gods and spirits that chose to live among the mortals and sacrifice their immortality to be amongst use, so the enslave them is to enslave gods. And can be seen as envoking war against the Gods themselves.


Magical Beasts, Creatures and Monsters:

Magic is exceptionally powerful and near incomparable, it is said that when magical scholars created a device capable of tracing magical items and artifacts through the identifying of Magic. The Device had a needle that would point in the direction of the nearest artifact, but instead the needle just span around and around.

For Magic is interwoven into the very fabric of the world itself, but even then there are creatures in the world where magic finds a more mortal hold of soughts.

 

Dragons:

Size: Immense

Danger Level: Rank 10 - Extreme Danger

Magical Powers: Rank 10 - Creature of Magic

Creation: Unknown

Habitat: Unknown

Status: Believed to be Extinct

The most powerful creature ever to roam the known world, the Dragons were a creature that was deemed impossible to categorise, some deemed them monsters for the manner in which they would swoop down and engulf large swathes of land in fire. Some considered them honourable beasts as they never attacked unless they were provoked or attacked first. Then of course there were those who believed the Dragons to be akin to Gods and deities, living spirits that roamed the land performing their divine rule over us mortals. 

But what exactly is true can never really be known, for Dragon disappeared countless centuries ago, once they were known to fly over the whole world not just in Erinlindor but everywhere. Yet No one has seen them since the days of the so called Dragon wars, where people sought to wipe out the Dragons as a whole. Great battles were said to have occurred between the Dragons, their worshippers and those that sought to end them.

From the few writings and sketches of that properly describe the Dragons as a whole, they were a species of varying form, some had large stocky bodies with only their two wings and hind legs, long tails whilst others were thinner with four legs alongside their wings. What is still remembered though is the power that the Dragons had over the world, to this day there are signs of the battles between mortal beings and Dragons. Places like the field of ash and flame where an entire valley remains to this day caught in endless layers of ash and still burning fires.

There are various theories as to what happened to the Dragons, some scholars believe that they were wiped out by those seeking to claim their imaginary treasure hordes. Others think that they died out as a result of the war with mortals, but there are some that think that they chose to leave Erinlindor altogether and find a new place to live. 

Which has lead to some to fear that one they shall return with a vengeance, while others offer prayers for their return. Creatures like the Lizardfolk who believed the Dragons to be true gods, who loyally served their Dragon Deities in the so called Dragon Wars.

In terms of Magic however Dragons superseded all living things in the magical presence they could give off. The Ancient elves deemed that Dragons were not creatures that could use magic but were off magic themselves, making them their own distinct power level in Elven scriptures they were known as "Creatures of Magic and Wonder" beasts that not even an army of the most powerful sorcerers could hope to challenge.


Unicorns:

Size: Medium

Danger Level: Rank 1 - No Danger

Magical Powers: Unknown - Creature of Light Magic

Creation: Unknown

Habitat: Unknown - Across Erinlindor

Status: Extant- Very Rare

Famed for their grace and beauty, Unicorns are greatly sought after for their extravagant beauty, but despite this they are extremely rare. It is said that a King bankrupted his kingdom in days past in a desperate attempt to find and capture one for his menagerie of beasts and by the end he only had rumours.

The reason is that Unicorns only ever truly reveal themselves to those that are pure of heart and approach those who are pure of heart and deed. Despite this to see a Unicorn is considered a true blessing with countless faiths all saying that to be given the honour of seeing one to be blessing from the gods.

To all who have seen them however they describe the same thing, a horse of the most perfect white with no marking or dirt upon its coat with a long mane and the distinct horn upon its head. They say the creature turned its head to look upon them before walking off out of sight once again, the High Elves believe that the Unicorns are the living embodiments of Light Magic and can perform magical feats that mortals can only dream of understanding.  One story claims that the reason Unicorns are so rarely seen is because they travel between this world and the next, only coming to the mortal plain of existence to seek out those who are pure of heart and deed. 

Others believe that the Unicorns act as guides between the mortal world and the afterlife, when a soul dies it is the Unicorns that take them on to Paradise.


Bicorns:

Size: Medium

Danger Level: Rank 5 - Dangerous if Provoked

Magical Powers: Unknown - Creature of Dark Magic

Creation: Unknown

Habitat: Unknown - Across Erinlindor

Status: Extant- Very Rare

The exact opposite of the Unicorn, the Bicorn is a creature tied closely to the powers of Dark Magic. Whilst Unicorns only ever show themselves to those who pure of heart and deed, the Bicorn only show themselves to those who are gripped by darkness in their future and approach those who have darkness imbued into their past.

Regardless though many say that the sighting of a Bicorn in an area is considered an omen of ill tidings, for the commoners in the fields the sighting is an omen of hard times to come. For Royals and nobility it either means an omen for war or death, but none have ever managed to confirm if such powers are that of the Bicorns or a simple matter of coincidence.

For the Dark Elves, the Bicorn is considered the living embodiment of the Dark Magics of the earth, for while Unicorns may use their magic only when needed. The Bicorn is more open in its use, it is said that on one occasion a noble was out hunting when he caught sight of a Bicorn and chose to hunt it for a trophy. The Creature chose not to flee and used its magics to kill all who had a weapon in the hunting party.

Only a servant survived and was unable to speak following what happened, search parties found only the bleached bones of the hunting party still wearing their clothes and hunting spears in hand.

From this many believe that while the Unicorns take souls to the Paradise after death, the Bicorns take those who have not earned their place in the heavens to a place with no name.


Griffins:

Size: Medium

Danger Level: Rank 4 - May attack if provoked

Magical Powers: none

Creation: Natural

Habitat: Hills and Valleys - Caydel, Nightshade and Barrie-Ell Mountains

Status: Extant - Rare - Possibly Endangered

A conversion of Eagle and Lion, the Griffin is a infamous creature for northern Erinlindor, featuring on the shields, crests and banners of various lords and nobles in countless Kingdoms. The reason for their fierceness and the embodiment of a strong honourable warrior.

But in truth the Griffin is a powerful predator of the Hills and Valleys, they like the high rocky mountains and hills for their perches, from which they can spot their prey with their keen eyesight and swoop down as swift as an arrow. They use their large talons on their front legs to kill either by sheer force of the impact or the piercing of blood vessels, after which they heave themselves back up into the air using both their wings and feline like back legs carrying their prize with them.

Griffins are renowned for their ferocity as hunters, but in more modern times they are endangered in the terms of scholars and are protected within the Elven Kingdom, Valernor and the Empire. As persecution by farmers wanting to protect their livestock from the supposed Griffins killing them lead to a number of Griffins being killed, They are now found around the Anderveil Hills, the Nightshade mountains, the Barrie-El Mountains and the Mountains of Veldor.

Should one ever come face to face with a Griffin, first it is important that you do not perform any action that marks you as prey. Do not lower yourself to the ground, do not try to hide and do not run. Just look it in the eye and back away slowly without making any loud noises, if the Griffin raises its wings and opens them, it means you are within its personal space and it wants you to back away now, again do not run just walk back at a normal pace.

If a Griffin is circling you in the sky do not run, even if you are with a flock of sheep or herd of cows, find cover either by getting in amongst some bushes or get in and among trees. Griffins have large wings and don't like confined space, if you are near trees then you are safe and don't have to do anything. Once the Griffin leaves just wait a few minutes before venturing out.


Pomera:

Size: Small

Danger Level: Rank 2 - can cause trouble if treated badly

Magical Powers: Rank 2

Creation: Natural

Habitat: Forests - Across Northern and Eastern Erinlindor

Status: Extant - Rare

A common occurrence for those who live in farms and villages across Erinlindor. They are small humanoid like creatures that like to dwell in forests near farmland or small villages. Those that see them say that Pomera are smaller than most children roughly standing as high as a grown mans knee with furry hands and feet, skinny arms and legs, with long hair and sometimes seen wearing a form of straw hat but no other element of clothing.

They are known to make a variety of sounds but tend to be heard performing whistling sounds and mimicking the songs of birds as they walk. Despite being very common, the Pomera are very shy creatures and try to avoid being seen when possible hence why they are mostly nocturnal retreating to their dwellings during the day. Most commonly it is the males of the species that are seen by people, as females prefer to live further in the forest in dwelling that are better hidden, possibly to protect their young.

Pomera's are considered both good and bad as the manner in which the creature interacts with those who dwell close by is solely dependent on the way in which the locals treat it, one scholar noted "It can be your best friend or your worst enemy". 

If those who live near its dwelling are kind to it and treat it with respect, it shall repay the kindness and cause no trouble and might even help in some way when people are sleeping. One record from the Principality of Delun details an account of a village elder in their nation, the Elder claims that his small village of around 30 people had a Pomera living within a nearby woodland.

He explained that they had heard of Pomera's causing trouble to those that treat them badly and so one night the villagers decided to leave a small gift for the creature near the edge of the woods, hoping the act would entice the Pomera would remain placid. No one saw the creature for many days, until one day one of the farmers was upset that his son had not done as he had asked and let them sheep out for grazing. He left to do it himself but discovered his sheep had escaped their pen only to find them in the field grazing. This farmer first believed his son had let them out, but then he saw the Pomera in a crouching sitting position with a stick in one hand on a nearby boulder that sat between the field and the forest, it was acting as if it was watching over the herd. Once the Pomera had seen the man, it stood up turned, jumped down from the boulder and disappeared back into the forest. Ever since the villagers have continued the tradition of leaving gifts for the Pomera and it in turn has repaid the kindness, either by keeping animals away from livestock or by leaving gifts of its own in the form of apples, acorns and honey in front of the doors of villagers houses.

Another Account from the Kingdom of Tenmar holds the warning of what happens if a Pomera is treated badly. Again a small village learned that a Pomera was dwelling close by and decided to force it away even though it had done no harm, for several days after their display of force against it there was no sign of the creature. But then over a period of several days a series of events struck the village, livestock would go missing, tools would be found broken, chickens found dead and then the head of a goat floating in their well. When the headmen of the village asked for help from a scholar, the reply simply came back saying "Each night leave a mug of ale out on a bench with some smoking pipe leaves then go to sleep". 

The village did just such for several nights during which the bad luck ceased and was soon replaced with good as they awoke one morning to find a portion of their grain already planted in the fields. When questioned how the Scholar replied "Be kind and he'll be nice, be bad and he'll be angry". To this day its become a common practice for farmers everywhere in Erinlindor to leave some small gift at night for Pomera's, even if they not sure there is one nearby.


Chupar:

Size: Small

Danger Level: Rank 2 - Avoids Humans - Hunts only Animals

Magical Powers: None

Creation: Natural

Habitat: Light Forest close to farmland - Across Erinlindor

Status: Extant - Rare - Becoming endangered

While the Hominus Nocturn (Vampires) are the deemed the bloodsuckers feared by mortals, it is the Chupar that are the Bloodsuckers who are feared by animals.

Chupar are the only known creature in the world beside the Vampires themselves to have vampiric feeding patterns, finding their source of nourishment from the blood of animals they hunt. Considered the bane of farmers everywhere as they are often blamed for the killing of livestock, goats, sheep, chickens, geese, young cattle even family pets, usually during the night hours when most are asleep.  For scholars the reason behind it is rather simple, in the woods and forests where the Chupar should be hunting for their food. The Chupar has a 1 in 5 chance of catching something to "Sink its teeth into", whereas on farmland they can come down from the forest grab an animal nearly every single night with little effort on its part.

Despite the opinion of Farmers however Chupar are not savage killing machines with no restraint, Chupar are known to perform actions akin to farming. They constantly move around their territory hunting in a small radius of their current location, after a few night hunts they will move to another area to avoid clearing out the prey in a single location. This includes the farms and livestock within that radius. Solitary hunters, they control their territory and defend it from any intrusion from other Chupar, they only come together during breeding and even then once the deed is done they separate, with females caring for the young until they are old enough to hunt for themselves.

Regardless though Chupar are of no threat to humans as they solely feed on the blood of animals and actively avoid humans whenever possible even when they are on a hunt. For those wishing to protect their livestock directly, it is advised to bring them into protect enclosures at night, but not simple fenced off areas as the Chupar will find a way in. Instead have your livestock within an enclosure protected by thick thorns all around, if the Chupar feels that the effort outweighs the reward it will look elsewhere for its meal. 

But if you want to stop them from coming into your villages period, there are very few methods proven to deter them properly. One is the use of large breeds of dog that can be let loose around the village where they scent mark the area as their territory and will challenge the Chupar if they smell it approaching the village. If the Chupar feels that the area has been claimed by another animal they may negate from hunting in the area for a while.


Treyvaium:

Size: Large

Danger Level: Rank 5 - May become aggressive if provoked

Magical Powers: unknown - Creature of Light Magic

Creation: Natural

Habitat: deep Forests - Across Erinlindor

Status: Extant - Rare

Quite literally living trees that are able to perform feet's meant only for sentient beings, they are able to talk to one another and even move freely of their own volition.

The Treyvaium are incredibly rare creatures that are very rarely seen by outsiders, though they are often seen or heard by hunters and woodcutters that venture deep into the forests of the world. They prefer to remain away from most beings living in seclusion within the deepest parts of untouched forests, some say that the Treyvaium perform actions such as the caring of the plants within the forests, using magic to help them grow.

Yet this has never been proven as Treyvaium avoid interacting with any other than their own kind, the most a person may hope achieve with a Treyvaium is to either catch a glimpse of them as they wander the forest, or see them standing and watching from between the trees. For those who live in proximity to forests where Treyvaium are known to dwell there are a few key points to make clear for safety.

First and fore most do not under any circumstances should you fell a tree that is alive and healthy deep within the Forest, the felling of a dead tree or the collecting of fire wood in the form of fallen branches and twigs along the edges of the forest is of no concern for a Treyvaium. But if someone was to try and cut down a healthy tree within the heart of a forest one can expect a Treyvaium to respond. This usually involves large things being thrown at the cutter or in more severe cases the Treyvaium actively attacking the people cutting down the trees. 

Countless bodies have been found through forests everywhere either having been flung and thrown or just crushed underfoot. In certain cultures notably the Drui and the Elves, the Treyvaium are the survivors of ancient spirits that were sent to the world to turn a grey and barren land into a beautiful garden.


Faie/Pix:

Size: Miniscule

Danger Level: Rank 1 - no aggression known

Magical Powers: Rank 7

Creation: Natural

Habitat: Ancient Forests - North and Eastern Erinlindor

Status: Extant - Very Rare

Small and beautiful these two names are actually one and the same as a species, but the two names come from their respective gender. Faie are the females and Pix are male, but they remain the same species.

Found within forests that have been around for tens of thousands of years, Faie are known for their beauty, small humanoid like creatures no bigger than a mans hand. They are known to be harmless to those that encounter them often flying around the heads and faces of those come into the area in which they live deep within hollow trees. As is often the case with Faie one is more likely to hear them than actual see them, female faie are known for performing the most elegant of musical sounds in the world.

Yet few ever really hear such music's as the Faie are very reclusive, they and the Pix prefer to remain in places that are very old, older than any kingdom or culture that exists this day. And since there are so few forests that can be called Ancient the possibility of hearing the Faie Music let alone actually seeing them is now incredibly rare.

There are some rumours and tales that the forests of the Elven Kingdom are classed as Ancient forests and are home to some of the last of the Faie species. Though since the Elves are very protective of their ancestry as well as the forests within their Kingdom, very few scholars have had the opportunity to explore their ancient forests.


Aqua-horse:

Size: Medium

Danger Level: Rank 2 - accidental only

Magical Powers: Unknown

Creation: Natural

Habitat: Shallow waters and Reefs - Sea of Linderon

Status: Extant - Common

A common sight for those who live near the coral reefs that dot the sea of Linderon, the Aqua-Horse or Hippocampus to scholars are a strange creature that somewhat defies known logic. It possess the body of both an dolphin like tail but the fore-body of a pale blue equine, thus making it difficult for scholars everywhere to figure out what exactly it is descended from.

Regardless though they are a pleasant sight for those who live alongside them, they tend to group together in herds from ten to twenty adults alongside their foals. They roam around the corals and sand banks grazing on salt grass, a form of grass like plant that grows in salt water and make certain parts of the coral reefs and sand bars resemble grassy plains found on land.

They do so by using their tails for balance and their finned fore-legs to move around as they graze, digging them into the sand and pulling their bodies along. But at times they are required to return to the surface to breath, which is the most common sighting, their heads popping up for a second as they take a strong breath. But when they are not grazing they are known to "perform" where they conduct leaps out of the water, which is thought to be young adults and foals playing or adult males showing off for the females.

Despite their placid nature, they are known to cause accident for small boats, when performing their leaps they often don't notice the small boats close by. So it is a common occurrence for those on the water either have a Aqua-Horse land in their boat or have their boat turned over.


Morilna: 

Size: Small

Danger Level: Rank 1 - No aggression

Magical Powers: Unknown

Creation: Natural

Habitat: Forests and grasslands - Across Erinlindor

Status: Extant - Common

An annoyance to some and a fascination for others, the Morilna is a small type of Woodpecker that is remarkable when compared to every other avian species in the world. Unlike other birds that perform songs that are somewhat unique for a certain branch of the Avian tree, the Morilna does just this but also mimics and copies other sounds it hears through out the forest.

These sounds can be anything, from the vocalisations of animals and beasts they have come across, the sounds of people performing tasks like the chopping of wood. Even in some cases the actual voices of those they hear, that is correct. Morilna are able to copy the voices of anyone they hear almost perfectly even their name Morilna is an mispronunciation of an old elvish words "Moreil" meaning "Mocker" and "Lnuar" meaning wood, in essence the Morilna in elven words is the "Wood Mocker" which is understood by the birds voice mimicry.

Morlina are found throughout Erinlindor in various woodlands and forests everywhere, where they are a common sight or sound for those who live close to the old growth trees that they like to use for their nests. Morlina's are known to have the system of mated pairs, where a male and female would stay together for the entirety of their lives. The pair uphold a territory of around 25 square Kilometres from which they would conduct the stereotypical action of burrowing with their beaks to get insects from inside the trees.

Although they are known as an annoyance, many hunters and woodsmen often find them to be a mixed blessing. Because when they hear the sounds the Birds make it can tell them what animals might be in the area, thus enabling them to either avoid possible dangers or know if the hunting for animals such as deer, boar, rabbit or pheasant is good.

Of course though in ancient times when humans first came to Erinlindor, they thought that Morina were animal spies sent by the Elves.


Nether Beings:

Size: Human Size

Danger Level: Rank 6 - Will perform curses if disturbed without cause

Magical Powers: Rank 6 - Dark Magics

Creation: Magical

Habitat: Haunted locations - Across Erinlindor

Status: Extant - Very Rare

Among the most feared of magical creations in Erinlindor, Nether Beings are dark manifestations of curses.

Nether Beings are not even truly alive, they have no true bodies either, if any was to try and look beneath their hoods or under the cloaks, they will find no body parts hidden beneath. Despite being around for untold thousands of years, no one knows exactly how Nether Beings are properly created, what is known is that the Nether Beings are the lost souls of the dead.

Nether Beings are only ever seen in and around places where evil acts have been committed, such acts could be anything from scenes of a crime to acts of brutality such as massacres. They are souls forever cursed to wander endlessly, because of the unjust nature of their deaths they are unable to move onto the next world. Some say that there are ways to release a Nether Being from their cursed existence but none have ever managed to prove if such methods work.

Certain groups such as the monks of the temples of magic often seek out the locations of nether beings in the hopes of aiding the poor souls find rest. The monks perform a series of "Binding spells", these grant the Nether Beings present some semblance of peace and allow who might live nearby to have some assurance that the creatures won't harm them. In territories and lands controlled by the Drui tribes, the locations where Nether Beings are known to wander are considered off limits to any and all. The Druids perform special rituals which end with the creation of a stone Cairn upon which magical Runes are carved that bind the Nether Beings to the site whilst also allowing the souls that create them to find rest.

However in both cases the point is always made to all who live even remotely near such places, they are warned to never go to there and above all not to disturb anything else they risk breaking the binding spells that hold the Nether Beings in rest. If any come into contact with a Nether Being, the most important thing to do is not to disturb anything, leave the area in a calm manner without moving anything as it is known for Nether Beings to attack and kill those who disturb their resting place.

The largest known gathering of Nether Beings is known to be in a valley of the Nightshade Mountains, at a place rather ominously called the Forest of the dead. Because it is said that thousands of years ago untold thousands of men, women and children were all killed there, with such an atrocity being committed, the number of Nether Beings is untenable.

Though one estimate was placed at around 20,000 individual Nether Beings still wandering the open plain that is their grave site.


Doroch:

Size: Small/Medium

Danger Level: Rank 9 - Will attack if ordered

Magical Powers: Rank 10 - Instant Death if touched

Creation: unnatural - Creation through Dark Magics

Habitat: none

Status: Illegal

Nether Beings are natural creations of magic, where the souls of the dead are unable to pass on into the afterlife, Doroch are similar but wholly different.

Unlike the Nether Beings which are defined by an action committed, the Doroch are the tormented souls of the dead that through illegal magics have been called back from the other world to kill on the orders of the one who called upon them. They fly around resembling skeletons in flight and pass through people as they were not there, any who come into direct contact with a Doroch are killed instantly, often leaving their corpse as cold as ice.

Though they can be repelled by light such as the sun and fires no blade or arrow can touch them, there is no way of killing a Doroch as they are already dead, only by killing the one who pulled them back into the world will they return back the other world. According to the writings of those that have survived encounters with Doroch, it is described that their skeletal ghosts cry out as they travel, some refer to it as a piercing cry as if souls are in pain.

Those in the magical arts explain that such cries are literal, as the souls have been pulled back into the mortal world against their wishes. Since they have no place in the mortal world they are in eternal pain and are crying out for an end to their torment.


Quel:

Size: Large

Danger Level: Rank 9 - See humans as prey - Certain Death if bitten

Magical Powers: None

Creation: Natural

Habitat: Deep Forests - North and Eastern Erinlindor

Status: Extant - Rare

The terror of the world, the most feared predator that walks Erinlindor, the Quel is a monster that even the most experience and veteran monster hunters fear. Even the elite members of the Order of the Dawn, the military order whose sole purpose is to hunt and kill monsters that threaten humans think twice before taking on such beasts.

The reason is two fold, first is the most obvious. Quel's are by far one of the largest predatory monsters in Erinlindor they are near three metres at the shoulder and over four metres long, despite its size its as fast as the swiftest horse and can match it in stamina, Its strength is said to greater than a bears and can throw even horses a distance. But the greatest danger lies in its venomous bite, even a scratch from one its many teeth will lead to a fatal amount of its venom being planted into the body.

Everyone that has even been bitten by a Quel has died regardless of the various attempts to save them, though potions and remedies may give time. The bite is always fatal, this deadliness has lead to the myth that the creature is an instrument of death and that the presence of a Quel is an omen of ill tidings.

Thankfully though Quel are very rare creatures tending to be found in the deepest recesses of vast forests where they build nests within caverns and very rarely venture beyond their hunting grounds. Though they have been known to venture out into open ground when hunting is scarce within the forest.


Beastfolk - Cyclops:

Size: Large

Danger Level: Rank 6 - Aggressive if seen

Magical Powers: None

Creation: Natural

Habitat: Varies

Status: Believed Extinct

In the lands of Elgeron and the Aramel Empire, creatures known to the world as Cyclops were known to have wandered in small tribalist groups consisting of around 15-30 individuals. These tribal bands were known to have been wanderers never truly settling in a single location for any length of time, the primary focus being the finding of food. 

The exact number of Cyclops tribes are unknown but its believed that in their hay day the number would have been near 600 tribes wandering the wilderness of Elgeron and Aramel. This would at best make the number of Cyclops as a whole to be in the area of 18,000 individuals of varying ages, making them an incredibly rare species when they were at their best. The Cyclops were known to be not as intelligent as their closest cousins the Giants nor as large, in size most Cyclops came to be around 10 foot tall whilst Giants could be as large as 20 foot. 

Technologically the Cyclops never went beyond the stone age, fashioning tools and weapons from various pieces of stone such as flint and obsidian as well as from the bones of animals. Among said bones the skulls of Elephants were used for both ceremonial purposes but also as a means of protecting the head when in combat. It was often said that they would swing giant poles with animal bones lashed to them or simple giant spears when hunting and fighting.

 The end of the Cyclops came from the arrival of humans into their region of the world, competition for resources, living space and freedom of movement meant that slowly the Cyclops began to be squeezed by the growing human kingdoms. Over time they found it more and more difficult to move around the region in search of food, the amount of available game for hunting was replaced with the greater numbers of livestock of which the Cyclops were blamed for stealing and killing.

Eventually as time progressed the number of sightings of the Cyclops declined swiftly and the finding of Cyclops skeletons and remains became higher and higher. Eventually it came to the point that it had been nearly a hundred years since the Cyclops had last been seen alive, they were declared by Scholars to be legally Extinct.

But even now possible sightings of Cyclops are reported but not believed in the far south.


Beastfolk - Garvug:

Size: Medium

Danger Level: Rank 5 - Aggressive if Provoked

Magical Powers: None

Creation: Natural

Habitat: Northern Mountains and Forests

Status: Extant - tribal - Enslavement Permitted

While the Cyclops with their single eye are believed extinct, a more peculiar creature remains wandering the Northern regions of Erinlindor. The Garvug are a strange mixture of different beasts, they have the head and legs of a large bull like creature and the body of a large human. Males of the species are known to stand at an average of 7 feet tall, with large horns upon their heads which are used for both fighting but also to show their virility.

Found in small groups across the Northern most regions of Erinlindor from the eastern most point of the kingdom of Galmar all the way to western borders of the Elven Kingdom. This swath of territory consists of the Noldor forest and the Noldor Tundra plains that sit just north of them. The forests are the home of various tribal groups that include on average 20 adults and youngsters but they are known to gather in larger numbers, these groups move on a migratory route that is defined by the seasons.

In the summer the Garvug live out on the open plains of the Tundra plains where they hunt the varied animals such as elk, moose, deer, muskox etc that come to enjoy the summer bounty on the grass covered plains. Then during the winter they retreat into either the Noldor forests or into the mountain valleys where they seek shelter from the harshest parts of the cold winters that hit the region.

Known for the savagery, the Garvug have no discernible language that any Scholar has managed to figure out with only a few words being understood such as Herd Master.  They are regarded as fierce and savage raiders of the world around them often to steal things such as weapons, tools, food and livestock. Many of their raids are often lead by a powerful warlord like Garvug who are referred to as Herd Masters, who comes to the position through strength mostly of their raw muscle power. In times of battle the Garvug are known to don the bones of large animals and wield large weapons such as broad-axes and other brutal weapons to sow fear among their enemies.

The strength of both the males and females, have made them prime targets for the slave trade among the kingdoms and nations that allow it. However since they are built for temperate environments. They are often found in the slave markets and under the control of nobles and powerful individuals among the Kingdom of Tenmar, Galmar, Anderveil and the Caydel.


Lizard Folk: Skink

Size: Small

Danger Level: Rank 2 - Avoids humans

Magical Powers: Shamans - Rank 2

Creation: Natural

Habitat: Deep Desert Oasis

Status: Numerous - Enslavement permitted

One of the two species that make the Lizardfolk race, both are found within the border of the Endless Desert but are defined not only by their size but also by where in the desert they prefer to dwell.

Skinks are the smaller of the two, most standing around 2 feet at the shoulder, but they tend to have a sloped spine giving them a slouched over appearance when they move. Skinks tend to be found more within the heartland of the desert where larger creatures are not as common and when they are seen they are nomadic. Divided into tribal bands which vary in number, the Skinks tend to be semi nomadic moving from oasis to oasis which hold the only sources of fresh, clean water within the desert.

From their encampments they harvest plants and roots from the dunes that surround such locations as well as perform hunting attempts at the different creatures that roam the sands. Such as the large and armoured Armadel which when successful provide them not only with meat to eat but also materials they use to build tools and shelters.

For hunting the Skinks do not rely on size or power, but with numbers and distance, they use weapons such as throwing spears, slingshots and venomous blow darts. Since they are small they try to swarm their chosen target for larger beasts usually old, sick or injured, killing the creature by pelting it to death. But in the case of Armadels they perform the persistence hunt, where once they have isolated their target, they will actively chase it to the point where it either collapses from exhaustion and they perform a final blow to kill it or it overheats and dies.

Regardless though the Skinks are known to be very spiritual, after a successful hunt, the hunters perform a series of rituals over the dead animal in the belief they are freeing its spirit, thus allowing it to return to the sands. As well as to offer a form of gratitude and apologies, they are grateful to the creature for it shall ensure the survival of their families but are also sorry for in doing so they had to take its life.

Like their larger cousins the Skinks are extremely common in slave markets all along the southern shores of the sea of Linderon, commonly used as a cheap labour force in performing tasks such as farming and building. This treatment has lead to the enslaved Skinks attempting numerous rebellions and uprisings against their masters with many managing to join the so called resistance, tribes of Lizard folk fighting to end the enslavement of their brethren.

The Sarveg and the Skinks both worship the Dragons as Gods and pray for their return to the world one day. It is said that during the Dragon Wars, the Skinks sided with the Dragons against those that challenged them, thousands of Skinks were killed fighting for their supposed gods. 


Lizard Folk: Sarveg

Size: Medium

Danger Level: Rank 5 - aggressive if provoked

Magical Powers: None

Creation: Natural

Habitat: Coastal Deserts and Rivers

Status: Numerous - Enslavement Permitted

The larger of the two Lizard folk species the Sarveg are considerably larger than their cousins the Skinks, which comes from their placement in the Desert. 

While the Skinks settled in semi permanent camps within the depths of the Endless Desert, the Sarveg instead are more at home along the side of rivers and coastlines where they are able to find more food for their larger bodies. While skinks resemble walking lizards, the Sarveg give the impression they are walking Dragons with their size, bulk and general appearance.

Their size also grant them a greater level of freedom and success in hunts, while the Skinks are only able to hunt the old, weak and sickly among the armadel herds and even then require overwhelming the beast with numbers. The Sarveg are able to go after the largest and don't require numbers but instead use raw power, they are known to charge their chosen target and physically wrestle it to the ground without weapons. Once pinned to the ground they finally pull their weapons and perform the killing blow. Again like the Skinks, the Sarveg are spiritual and perform similar rituals over the carcasses of the creatures they kill for food to release its spirit and give gratification and apologies for their actions to it.  

While a Skink camp might be in a single location for a few days, the Sarveg instead encamp for a number of weeks if not a whole season depending on where they settle. If near a solid and reliable source of water such as a river they might stay for a longer period as the waters would provide a bountiful supply of food in the form of fish and other animals. For those who live on the coast though, their camps are more permanent only moving away when harsh weather comes in from the sea. 

Like their cousins the Skinks, Sarveg are found among the slave markets of the South with many going for high prices, since they are wanted for their strength. Sarveg are used in a variety of ways as slaves, some are used for their sheer strength, performing heavy lifting and back breaking work to aid in other jobs. Or are even treated like pack animals and work beasts, being forced to carry heavy loads on their backs, pull carts and wagons and even ploughing fields. This treatment has lead to the enslaved Sarveg attempting numerous rebellions and uprisings against their masters with many managing to join the so called resistance, tribes of Lizard folk fighting to end the enslavement of their brethren.

The Sarveg and the Skinks both worship the Dragons as Gods and pray for their return to the world one day. It is said that during the Dragon Wars, the Sarveg sided with the Dragons against those that challenged them, thousands of Sarveg were killed fighting for their supposed gods. 



Cryptia:

Size: Human Size

Danger Level: Rank 8 - Actively Aggressive to unlawful intruders

Magical Powers: Rank 1 - regeneration

Creation: Unnatural - creation through Dark Magics

Habitat: Dark Elven Tombs

Status: Illegal

In ages past when the Elves were divided in two between the High and the Dark, both sort a means of gaining the upper hand over their opponents, whilst at the same time seeking a means of protecting that which they held dear.

Among such places for the Dark Elves were the underground tombs and crypts of their honoured fallen, for tradition for the Elves regardless of which side they were upon, a common practice was that the dead would be buried with an item of importance to them. For the Dark Elves this took another practice as the use of dark magic made many fearful of betrayel, so many dark Elven sorcerers placed curses upon their magical created weapons making it so that they were the only ones who could use them. But this didn't stop everyone from trying to steal from the ancient tombs.

So to end this crime, a group of sorcerers came together and used powerful dark magics to create Cryptia, a form of undead that would serve as the guardians of the tombs and protect everything inside them. The manner of creation has been forgotten by the Dark Elves though some believe that the sorcerers used a mixture of enchanting and rune carving to make skeletal remains rise again.

While some wish to try and examine if such is true, none have ever dared to or even succeeded, since the very force of magic that created them allows the Cryptia to regenerate themselves if harmed. Quite literally they are impossible to destroy, whilst other undead such as reanimated corpses can be killed by fire. Cryptia will simply resist such attacks and continue to perform their purpose.

Even after the end of the Schism between Dark and High Elves and the abandoning of the ancient tombs to the elements, the Cryptia continue to patrol of the underground tombs, crypts and catacombs where they were created.

Since the Schisms end though the study of the Cryptia with the intention of replicating the means of creating them. Has been made illegal on pain of death in the Elven Kingdom regardless of reasons why.


Rock Hold:

Size: Large

Danger Level: Rank 5 - Aggressive if deemed a danger to location

Magical powers: unknown

Creation: Unnatural - Creation through various magics

Habitat: None

Status: Illegal

As the Dark Elves created monsters to defend what mattered to them, so did the High Elves, yet for them it was not tombs and crypts but places of sacred import such as the Ancient Shrines and temples of the old gods.

Not wishing to corrupt such places with magics that might be alluded to the darkness, a High Elven Magical Forge Master (someone who creates items enchanted with Magic) instead harnessed the powers of the earth by some unknown means. He Created Rock Holds, creatures that would defend places that the High Elves believed of religious import, despite the opinions of many, the mages chose to create Rock Holds for the protection of the shrines and temples at first in the forests and later in the cities.

Rock Holds were created with two forms of magic, enchantment of the earth and nature and Magical runes. The combined method made Rock Holds incredibly large, immensely strong and near indestructible, various methods have been attempted against Rock Holds even powerful magics, but they are able to shrug off such attacks with ease. 

It is said that in the Elven histories the only mention of how a Rock hold could be destroyed  was if it was to "face the same power that created them".

According to the histories around the Rock Holds, the one who made them eventually had a change of heart and refused to create more, fearing that if he did they would be used as weapons of war. And when he passed he took the secret of how to create them to his grave as he never allowed any to learn from him not even his apprentices, so worried he was that before passing he even destroyed all his parchments on the Runes he used. 

No one has ever even managed to figure out how exactly he was able to harness the power of the Earth, those who have attempted to replicate such a feat have failed. Which has lead some to believe that it wasn't him but something he had that allowed him to do it.

Rock Holds are generally harmless, they will remain utterly motionless resembling large bulky statues. They only ever move when they sense that someone has approached or entered the shrine or temple with intent to either steal from it or do it harm. When they move the best option is to leave, Rock Holds are bound to the shrine they protect and are unable to leave them, once the threat has passed they return to their place and go back to being motionless.

Today Rock Holds are technically illegal in the Elven Kingdom, though those that were created during the Schism thousands of years ago still remain, watching over and guarding the shrines and temples as they have done for endless millennia. Research into the Rock Holds is also strictly forbidden and is agreed in various treaties between the Elves and the human nations, despite many wanting to know how they were made. Mostly in the hopes of making their own and use them against their enemies, many have tried to copy the Rock hold creation, but all attempts throughout the centuries have failed.

Either with the magic not taking hold or the creation instead becoming a monstrous creature referred to as a Golem.


Golem:

Size: Large

Danger Level: Rank 5 - aggressive if provoked

Magical Powers: None

Creation: Magical

Habitat: None

Status: Illegal

Rock holds are the creations of the High Elves when they were at their most powerful and even then only through the abilities of a Magical forge master.

Many sorcerers have attempted to copy the creation methods of the Rock Holds either for their own gain such as money and power or at the behest of a ruler who sought to use them against their enemies. As stated already with the Rock Holds, most attempts end in a clear and abrupt failure as none have been able to replicate the so called harnessing of the Power of the Earth.

Some have tried alternative methods such as magical rune carving or the embedding of magical items into the experiments. As always most end in a clear failure, but sometimes there is a measure of success, but only an extreme minor one. 

Though some have indeed managed to create something like the Rock Holds, where inanimate rocks and stone become a walking creature. The Monsters are not responsive to any commands and act in the same manner as a brutal monstrous beast would, many sorcerers have been killed by their so called creations.

Today Golems are exceedingly rare because they are not living things so they cannot reproduce, those that are spotted usually wandering the world are the escaped experiments of said sorcerers and magical users. Although relatively harmless Golems are known to attack if provoked, even something simple as shouting or crying out can lead to a Golem attacking a person. Hence why they are illegal.


Geller Catfish:

Size: Medium

Danger Level: Rank 4 - may cause severe body harm

Magical Powers: None

Creation: Natural

Habitat: Rivers and Lakes

Status: Common

Found in the deep muddy waters of rivers and lakes across Erinlindor, Geller Catfish are by far the largest known species of catfish in Erinlindor, with the largest being close to 4 metres long from the tip of the nose to the end of the tail, but the average is closer to 3 metres long. 

They are known to live in rivers and lakes that range in size and depth but they are more likely to be found in such locations with deep water and especially waters with calm currents they are never seen close to areas where water flows fast. They are capable of opening their toothless mouths very wide and yes technically Geller Catfish do not have teeth, what resembles teeth in their mouths are actually elements of their jaw bones that protrude from their gums. They use their barbels to detect vibrations within the water allowing them to find their prey wherever it may be hiding, they feed mostly on crustaceans, small fish and anything small enough to fit in their mouths.

They are wholly reliant on these barbels not only to help them find food, but also to see, Geller Catfish are completely blind despite having eyes. The same vibrations that enable them to find their prey are what allow them to see what is around them, its believed that by detecting vibrations Geller Catfish are able to see an almost complete 18o degrees ahead of them.

While not directly a danger to humans as they are unable to properly attack and even perform fatal injuries. Geller Catfish have been known to accidently attack people when they are hunting, dozens a year who go swimming or wadding through muddy waters have found themselves experiencing a strong bite to their legs from the size of the bite mark its very clear that a Geller was responsible.


Fin Snapper:

Size: Medium

Danger Level: Rank 4 - may cause severe body harm

Magical Powers: None

Creation: Natural

Habitat: Rivers and coastal waters

Status: Common

Swift hunters of the waters, Fin snappers get a quite literal name, their description is literally in their name. 

The large dorsal fin on their backs acts as a means of maintaining their position during their hunts, cutting through the water like a warm knife through butter. while their side fins act as both rudders to aid in the sudden changes of direction when sweeping through the waters at speed or to act as breaks when they have either caught their fish or have to give up.

Whilst speed helps, the real skill is their long slender jaws with razor sharp teeth which are used to catch their fish prey. Despite being around 2 to 3 metres long from nose to tail, Fin Snappers eat solely fish, big and small though it depends on the size of the Fin Snapper itself the smaller they are the smaller they choose in prey.

Size also defines where they can be found in parts of the world, Adult Fin snappers tend to be found closer to the sea in coastal reefs where they are less restricted by their size. But the young are found in the rivers and lakes inland where they are safe from most predators. Each year adults gather where rivers meet the sea in the brackish waters, females lay their eggs there and the males fertilize them, when the young hatch they swim in the opposite of their parents and only go to the sea as they get older.

For while the young are able to survive in both fresh and salt water, as they grow older they slowly lose the ability to survive in fresh water. Eventually their biology forces them to gradually move closer and closer to the sea and once they are passed that point they are unable to go back.

While they are not directly a danger to humans they have been known to take so called Exploratory bites on people, these are not meant for actual killings or feeding but to take a taste of what it is they have encountered. However there have been occasions where Fin snappers have taken actual bites on people swimming in the water though its thought these are accidental with the Fin Snapper being in the middle of a chase.


Armadel:

Size: Large

Danger Level: Rank 4 - May Attack if protecting young

Magical powers: None

Creation Natural

Habitat: Arid Plains and Deserts

Status: Common

In southern Erinlindor, the largest herbivorous creature is without a doubt the lumbering armoured Armadel. While it is clear that creatures such as the Elephant are somewhat larger in height, the Armadel beats them in length and weight.

living in small herds across the southern shores of the Sea of Linderon, Armadels are easily recognised from a distance from their distinct armoured bodies. Oddly enough when some look upon them it is hard to identify what animal family they belong too, but after much study of their biology. A century ago a biologist discovered their closest relatives, they are actually distant cousins of Turtles and Tortoises which when one remembers their thick shell like plates upon their bodies is suddenly clear.

Its unclear when or why but some evolutionists believe that the ancestors of the Armadel moved inland away from the ocean and were forced to adapt swiftly to the environment. 

The thick armour that covers their backs and head are meant to protect them from two dangers, the first being the sun, the shells make it so the heat of the sun does not hit them directly and obviously the plates protect them from any would be predator. 

Males have an added defence on the ends of their tails is a spike club made of reinforced bone, that they can swing very quickly against any danger to them or their herds. But the primary reason for the club is in fact to combat each other during the breeding season, where the males perform combative contests for the right to mate. 

Armadels are known for their toughness, being found wandering the Endless desert travelling from oasis to oasis, as well as in the Grass and shrublands of Endervos and Agamel. Their powerful beaked mouths and the battery of teeth inside allow them to eat very tough plant material found across the land. They have even been seen on some occasions rearing up onto their back legs to reach up and eat leaves and fruits that are out of reach of most other animals.

Relatively safe to humans, the Armadel generally ignore humans as they travel but adult will attack if they feel that a person has gotten too close or is seen as a threat to their calves. Key points to look out for is the movement of the adults and their young, if an adult was to rear up and look at you before slamming its fore limbs down then you are starting to get to close. If the adult start forming a circle like shape around the young then you have entered a secure space and the adult females are fearing your a threat. If a male starts slamming its tail onto the ground whilst looking at you, then it is best to start walking back slowly as this is the final warning and if you do not back away the males will charge.


Cobran Neck:

Size: Medium

Danger Level: Rank 6 - See humans as prey if hungry

Magical powers: None

Creation: Natural

Habitat: Arid Plains and Deserts

Status: Common

While the Armadel are indeed safe from most predators, such as Lions, Hyenas etc. One creature is known to make all beasts tremble in fear. The Cobran neck is the largest carnivore in the Endless desert and is built to survive.

They are strong enough to bring down even bull Armadel, though as solitary hunters they will never risk taking on a healthy animal but instead would choose to pick off the old, the sick and the young. With powerful fore limbs they use their strength to pin down their prey, then get themselves into a position where they can use their sabre teeth to take a pin point bite into the neck. At least that is the case with most prey, in the case of Adult Armadels they will perform a swift ambush, taking a single bite at a flesh part of the body and then waiting for the animal to slow from blood loss.

Cobran Necks are inhabitants of the Endless Desert and don't really travel beyond it, for their bodies are built for the hot weather of the sands. The Cobra like hoods they have on their necks serve two purposes, when they are performing a lot of movement or are out in the sun the hood which has "openings" allow small follicles to catch the air and release heat thus protecting them from overheating. 

They also serve as communication between their species, since blood flows into the hood, the skin pigment can shift from black to a blood red or pink colour. This is true when they come together to breed, where the males will show their vigour, health and vitality by showing off their blood filled hoods.

Generally Cobran Necks do not see Humans are worthy prey, as they are roughly the size of a horse. A Human is unlikely to provide sufficient meat to satisfy the needs of an adult Cobran Neck, but if that animal is starving or unable to hunt natural prey due to injury, disease etc. They will turn to man-eating in order to survive.


Helier Shark:

Size: Medium

Danger Level: Rank 6 - Can see humans as prey when in water and causing commotion

Magical Powers: None

Creation: Natural

Habitat: Coral Reefs in the sea of Linderon

Status: Common

The most common species of shark in the sea of Linderon, Helier Sharks can be found in all the coastal reefs and out into deep water.

Despite their size, Helier sharks are very selective with their hunting patterns and are known to have a truly wide variety of hunting choices. They hunt anything and everything within the waters of Linderon, seals, sea lions, fish large and small, Fin Snappers, turtles, squid, octopuses and Aqua Horses if they are young, old or sick.

But just because Helier Sharks are indeed powerful predators they are not the top of the food chain. Those who know the waters along the coastal reefs can recognise the reason for the sharks being within the heart of the reefs. Helier Sharks are just as much prey as they are predators, whenever the true top predator of the seas and oceans is in the area they like Aqua horses retreat into the heart of the coral reefs for protection.

For if caught out in open water or away from the protection of the reefs and corals they can easily be caught off guard and eaten by Depthers. 

For the most part Helier Sharks do not tend to see Humans as food, it is said by some scholars that they do not like the taste of humans. Yet despite this they do not have qualms of killing and eating people who have fallen into the sea. Should one ever find themselves in such a position, the best thing to do is to remain calm and perform slow strokes towards the shore. The more noise you make the more likely it is that a Helier Shark will likely sense that you are in distress and consider you worthy prey.


Depther:

Size: Huge

Danger Level: Rank 8 - Known to attack small boats in open water

Magical Powers: Unknown

Creation: Natural

Habitat: Deep ocean waters

Status: Unknown

The top predator of the Seas and Oceans of the world, there are many names for the creatures, in Agamel they are the Ocean Shadows, in Tenmar they are the Ocean Reapers, to the Elves they are the Ocean Lords and to the sailors of Aramel, the Watery Graves.

The Scholars call them Depthers from their preference in hunting, they lurk in the gloom and shadows of deep water then conduct a swift ambush on any passing prey. Using their four flippers to give them a sudden jolt of speed they catch their target in their large bone crushing jaws that are filled with pointed teeth that deny any escape. Their jaws are so large that its possible for them to swallow an adult Helier shark whole with little effort.

Depthers have no preference on what they hunt, they have been seen hunting sharks, dolphins, aqua horses and even whales. 

Their immense size however does come with some difficulties, their bodies make it so that they are unable to go into the shallow waters of the coral reefs that are the common places for them to find food. So they are sometimes seen where the reefs or sand bars meet the open depths of the Sea of Linderon patrolling along in search of food. Most who see Depthers usually spot their large heads jutting out of the water as they take giant gulps of air, before they go back underwater sometimes for up to and even over an hour.

Though Size for the young of their kind is the opposite, to be safe from adults who might attack them. The Females give birth to live young close to the coral reefs where the young take shelter until they are large enough to contend with their parents and begin their eternal patrol of the oceans.

A strange thing with the Depthers is their senses, like many animals in the waters of the world. Their eyes are perfectly adapted for being able to see in perfect sight in the salt waters of the seas and oceans, their ears have adapted to pick up sounds from a distance even after evolution made it so that their ears are sealed behind skin. Even their noses are strange, unlike most other air breathing animals that live under water, such as Aqua horses that close up their noses with special muscles to stop water from going up their noses possibly into their air waves. 

Depthers have it different, though they do indeed have the muscle that closes their nose. Studies done on a Depther that had accidently ended up stranded on a beach before dying from suffocation due to its sheer bulk crushing its lungs. Revealed that the muscle that closes the nose is found around 2 centimetres inside the nasal cavities rather than the entrance. This means that the Depther like Sharks can smell whilst underwater, thus allowing it to detect prey much easier regardless of how good or bad it can see.

On the matter of danger to humans, Depthers have been known to attack small boats out on the edges of the reefs. However scholars believe that the Depthers don't realise that its a human boat, they see a reasonably sized silhouette near the surface and consider it an easy meal. Hence why it is important when out on the water its important that one does not stray beyond the reefs or sand bars, even if traveling to a larger vessel nearby it is best to remain as close as possible to the relative safety of the reefs and sandbars.

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