The Light of Darkness: Characters and Lore
Notice:
All images in this story are taken from Google Images, I do not have the copyright use for these images and if so desired, I shall happily remove them should the rightful owners ask.
I wish to make clear however that I do not make any stories from my short stories, though I may one day try and publish properly though this is not definite.
Be warned that some pieces of information can be considered spoilers for the future story when I intend to write it.
How it all Began:
The Beginning:
In the Beginning, the Creators saw only the Darkness. For the universe was without light or colour.
And they spoke in one voice, "Hear us, let there be the Beauty of light in this endless Darkness".
That which would be the sky, would begin to shine with the illumination of the Stars.
As one they built a home they spoke as one "Let this be our Realm and it shall be called the Heavens"
"Let they be our Children" As they opened their hearts to create the Angels
And their children gave their Parents aid in the creation of life.
With shared hands they moulded the world that would one day be filled with life.
From their hands came our world, from their grip came the mountains, canyons.
From their tears, Let the waters under the Heavens gather unto one place and the Dry Land Appear
With one song they brought Magic unto a world that had none.
Together they placed a single seed into the Dry Land and came forth a world of endless colour
Seeing the Colour the Creators forged Life anew, they built Creatures Great and Small, Magic or none, to walk the world
Seeing the grace of life, they created mortals with Immortal souls and placed them upon the Earth and gifted the power to create life
They gifted the Mortals the final breath so that they might see the beauty of all from the Heavens
They gifted the Mortals the knowledge to build and forge, to create and live in their name.
For their final gift, they created the first word and gifted its power to those they deemed worthy.
Magic:
Magic, Ayelica, Runecolv is a intensely powerful raw, primordial force that some say predates the universe. All living things have a connection to it, though some have a natural force whilst others such as most mortals have to practice and learn in order to harness and use it. However each culture sees it in a different light and how it can be used with some races having a greater connection than others. For example the four Elven races are able to use Magic in greater ability and power than other races, whilst the Dwarves are unable to use even the simplest spells and instead rely on other means of using Magic.
On Earth, Magic is interwoven with the very fabric of reality, as the Gods willed it so, as they created the Earth, they weaved magic into their creation and all that would live upon it. Yet Magic among mortals is not equal, some are finely tuned to Magic capable of using it with little practice or learning, whilst for most the power to use magic requires a great amount of learning and constant practice through vigorous training and lessons. Often that which defines a persons ability with Magic is focused around their intelligence and individual power of their Will.
However for mortals it is clear that the use of magic comes at a physical cost, the more one uses magic the weaker the individual feels until they reach the point that their bodies start taking physical damage as a result of them using magic constantly, eventually their bodies and souls cannot take any more with the final result being either passing out or out right being killed.
Magic can be found in every aspect of life, with some flora and fauna having magical properties and abilities that are specific to them and cannot be learned by either mortal or immortals. No one knows how this is, some say it is simply the will of the gods, other more learned individuals say that it is impossible to truly understand magic as the wisest man alive could spend his entire life studying it, where it comes from, how it works and how it evolves and never find the answers to even the simplest question.
Magic among mortals is divided into certain areas which they refer to as Schools, To date several schools of learning have been established in regards of Magic, there is the school of Elementus, which focuses on the studying and learning of elemental magics, notably fire, water, air and earth. Elementus magic is believed to be one of the oldest forms of magic as they seen in prehistoric drawings and paintings of caves. There is the School of Healing which as the name suggests is the focus of using magic to perform basic and advanced healing of injuries both physical and spiritual. those who use this magic, use spells and incantations to heal wounds and sickness or to aid in the natural process of a bodies healing.
There are the schools of Alteration, Illusion and Natural, Alteration focuses on using magic to manipulate the natural world, such as using magic to aid in the construction processes or enhancing the strength of objects such as stone and metals. Illusion magic despite its name doesn't just include that which would fool the eyes of others but also include magics that enhance the senses allowing the caster or chosen target to overcome certain illusions around them.
Natural Magic, is the use of magic within the Natural world where a caster uses spells that can command the world around them, flora and fauna can be commanded to aid them on their journeys or in a time of battle. It can also be used as a form of harmony, allowing the caster to not have to fear the natural world around them and fear no real danger from anything less magically powerful than them.
The Enchanting Magic is one that is regarded as the most learned and most expensive to use and learn, Enchanting magic is about empowering items, weapons, tools, clothes, armour or even buildings with magic within. Such as a Magical door that only allows its true owner to open it or an armour that is capable of keeping itself clean and undented. Despite the great desire of Enchanting it comes at great cost as the magic has to be properly channelled and embedded within the target and the correct spells used, this often requires all kinds of ingredients and potions. Any imperfection with the process means that either the spell could explode in the creators face or fail to take hold.
A form of magic that is exclusive to the Dwarven Culture, is the practice of Runes, since Dwarves are not able to properly use Magic in the same manner as other Mortals. They instead learned to use their skill in carving and crafting to create an alternative method, they use magical runes which they carefully embed into what they desire. Despite the fact that such a method takes a greater amount of time when compared to Enchanting, the Dwarves take great pride in it as they feel that whilst the rest of the world use the easy method they use true skill.
The Fall of an Angel:
Yet for all the love the Creators had for their Angelic Children, there was one that challenged the majesty of the Creators, he challenged the truth of their word and the gifts they gave to the Mortal World. For this Angel deemed that the Creators had chosen Mortals as their favourites rather than their own true Children within the Heavens, he declared that Mortals were unworthy of the love the Creators gave.
He sought to prove his loving parents right, he sought to prove that the Mortal beings in the world below were as destructive as he claimed. He sent down a corruption onto the land, bringing death and destruction in its wake, enraged the Creators demanded he recant and repeal his corrupt nature on their creation. He refused and ever since has been known only as the Fallen.
The Heavens found themselves a battleground, as the Angels chose their sides.
All the Arc Angels the highest class and most powerful stood by their creators against the Traitors, but a great number of Higher and Lesser Angels fell to the corrupting influence of the Fallen and became his loyal following. Together they launched direct assaults against the Palace of Creation, fighting great battles within the Kingdom of the Heavens, much Angelic blood was spilled in the the great battles that followed the Corruption of the Fallen.
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| The Crowning of the Fallen |
Yet in the end, the Disgraced child and all his followers were defeated and cast out from the Heavens for eternity. As they fell to the Earth, their bodies were scarred and corrupted, no longer were they true Angels but force into new forms they showed their evil and ungodly nature.
The Fallen was cast from the Heavens gates with fire and ash in his wake, for like all Arc Angels one cannot force them from the Heavens without cost. His descent to the world was crushing as it was destructive, it is said that when his body crashed into the very fabric of reality and created a great mountain in its wake. His body was burned and scared from the descent and his entire being taken further into rage and corruption, no longer was he an Arc Angel and servant of the Heavens with all the grace and beauty of his kin but a tall black armoured immortal forever cursed to feel nothing.
Though the Higher angels were able to maintain some control in their descent, in that they chose to leave the Heavens in pursuit of their Master, they were still altered in some way as punishment for their betrayal. The lesser angels were forced into grotesque bodies that neglected their ancestral heritage from the Heavens.
However the Fallen did not see an end to his Crusade against his creators, once together they forged a new kingdom under the Heavens and there they rebuilt their strength. For if they could not challenge the Creators directly they shall instead strike at that which the Gods loved most, the Mortal world on which they now stood upon. He began to instil a greater sense of corruption into the mortal beings across the land, causing rifts to appear as well as brutal wars between the different races of the world.
The Wars of Darkness:
The known world of the Mortal beings having known the corruption for an age had become weakened and strained, thousands of years of war and bloodshed had left them scarred and divided, to an end that they would be easy prey for the Fallen.
When the demonic armies were unleashed, the world was not ready for them, as the vast demon armies came into their lands. Courts and Kingdoms felt that such an enemy could not exist and that it was all a ploy of their enemies to weaken them or draw their attention away. It was only when the Demonic hordes became only too obvious that they realised the danger.
In a desperate move, the different Elven cultures from all parts of the world came together with their old enemies in the Humans and forged the Grand Alliance, an alliance that spanned the known world, everyone was invited and asked to join for the shared defence of their lands and peoples. They alongside the other races of the mortal world would fight this enemy as one people, as one army, the Dwarves, The Centaurs, the Anubians everyone came together bringing all their strength to wage these terrible battles.
The promise of the Grand Alliance was clearly written in the Treaty of Floral (The City where the leaders met to discuss the terms and sign), the terms were clear, should any member come under attack from the Dark Armies then the other signatories are to come to their aid. The combined armies are to stand together with shared leadership, where the strengths of each counter the weaknesses of the others.
For near three hundred years the world was gripped in constant war as the land was blackened from fire and ash, the soil became soaked in a never ending tilde wave of blood. Such lands would face reprieve for a few years until the Dark Armies were lead out once again from their fortress in the Dark-lands, again and again the world was ravaged with the same ground being fought over and over.
Despite their efforts more and more would die in the wars of Darkness, ultimately the armies of the light came together when they learned of the vast armies of the Fallen approaching their heartlands. In the battle of the Plains the two great hordes, one of light, one of darkness engaged in a great battle that they hoped would define the war to come. Untold thousands died, but as one they drove the Dark Armies back and were victorious.
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| The Battle in the Hills of the Glorious Dead |
Knowing they had no chance against the near endless Dark Armies, the armies of the Light decided to retreat back to a defensive wall they had been building for decades by this point. This extensive wall stretched from one side of the Continent near the dwarven city of Khaz-Oceak. Across the open plains of the Khanakorum towards the Snow Elves and then finally into the frozen seas further north, behind these walls the people would take shelter and recuperate from the endless war beyond.
Entire regions were abandoned to the Dark Armies of the Fallen, the Frost Fire Clans fled their ancestral homelands and given shelter in the Council State and the Kingdom of Iredine. The hope was that behind these well defended walls they could rebuild their nations, recoup their losses and ready themselves for when they can go on the offensive. Such hopes became more and more desired as the Dark Armies launched a surprise attack on the City of Berenir, a siege that would last near 105 days, seeking to help defend the city, the allies came together and marched.
The Plea to the Heavens And The Descent of the Guardians:
Yet when they saw the Dark Armies marching in the distance, everyone knew they would stand a chance against the coming onslaught. People everywhere knelt down and prayed to the Creators, they were desperate for aid from the creators of all life, they pleaded for the Heavens to come to their aid in repelling the Fallen and the Dark beings and creatures that followed him.
And the heavens heard their cries, for whilst the Mortals had been fighting desperately, the Heavens had been preparing for war. The Arc Angles had been drilled and trained beyond any experience, now in the time of greatest need, the Creators decided that the time had come.
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| The Descent of the Guardians |
10 Arc Angels were selected by the Creators to go down to the Earth and protect the Mortal world from the Darkness that was consuming it. With grace and golden light, they descended from the Heaven Gates as being of pure light in a dark universe, when they reached the mortal plain their wings vanished as each of the 10 came to stand before the people they had come to help.
Together they took on the forms of the Mortal Humans with each bringing with them a trait that for some was shared and for other exclusive. Honour, Magic, Strength, all was shared and together they declared to the world their purpose.
"Our Creators" they said "Having heard your cries, have sent us their children to protect you from that would do you harm, we are your Guardians, will you stand with us in battle against the Darkness"
And the world over, Mortals cried "Yay".
The Turning of the Tide:
With the Arc Angels leading them, the armies of the Light chose to no longer hide behind their walls or in their castles. Nay, they now chose to march out and take the war to their enemy, together the Guardians lead them, each taking an army in their charge into battle. With weapons and tools forged in the light and glory of the Heavens, swords that shattered the strongest steel, bows that loosed the swiftest arrows, magical tomes that held untold spells and powers, mighty spears that could pierce any armour or flesh.
In what was only a mere dream but a generation or two before was now becoming true, the armies of Elf, Man, Dwarf were taking on the foe they had feared for so long. With the Guardians at the head, they not only repelled the onslaught of the Dark Armies but made it flee in terror and scatter, time and time again the Dark Armies marched and the Guardians came to lead the defence against them. With the Guardians at the Front, hope became more than a pipe dream, it began to become real. This was proven when they lead the Allied armies in the first major victory against the Fallen, when the combined armies managed to lift the great siege of Berenir.
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| The Charge to the Great Siege of Berenir |
For soon, when the Dark Armies knew they could not continue their attacks against the Mortal kingdoms, The Guardians lead them further than they had ever gone before, into the heart of the lands destroyed by the Fallens corruption. There they destroyed the Dark Armies, their forges, their fortresses, their camps, their strongholds, for their purpose, their duty was clear. They were to ensure that the Fallen be defeated and the Darkness he had instilled onto the world was forever expunged from the world that the Creators had built and the souls of the Mortals they loved.
The final act came at the greatest stronghold of the Fallen, his seat of power, a great tower of blackest night and forged from metal and blackened stone. Around the combined demonic armies that he commanded had gathered, for both sides knew that the battle that was to come would decide the fate of the world in which they had struggled for many years.
The Banishment of the Fallen:
The end came as the armies met below, whilst the Ten Guardians as one challenged the Fallen, with their combined strength not only were they able to defeat him in combat. They were able to forever ensure that he would never be a threat ever again, with their combined power they forced open a gate into the Void. The Emptiness between the world and the Heavens, there he would forever be trapped in a place of eternal darkness never able to cross into the light, yet would and could see all that is in the world that he could have been a part of.
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| The Fallens Shadow |
His followers were swiftly defeated without their lord, the generals who lead his armies were hunted down and cut down as quickly as their master. Their bodies chained and interred in hidden tombs, with powerful spells placed upon the chains and the tombs themselves to ensure that no one not even the Guardians could remove them. A tomb so dark that no light could pierce it, its occupants forever cursed to be held in perpetual, endless darkness. Though it is said that in a great lake within the boundaries of the Dark Lands, the Fallens shadow can still be seen shimmering within the clear waters.
The Watchful Peace:
With the wars finally over, a year of celebration and life followed, the lands that once were scarred and blackened by war began to show life once again. Where once were endless emptiness of ash and charred corpses, flowers and grasses began to grow in abundance, the battle scars upon the land allowed for the creation of life anew. The following 100 years became known as the Century of Renewal as life slowly returned to the lands that had been scarred and burned from a millennia of war and the slow rebuilding of the Kingdoms and Nations resulted in a renewed strength and prosperity that only faltered with minor difficulties and issues that came to a swift end.
The Guardians deemed the task given to them by the Creators was defined and their duty fulfilled, they had expected to hear the call of the Creators. They waited for their Parents in the Heavens above to bring them back to the home they had left all those years ago, yet nothing, no sign or sound of the Creators came. The Guardians deemed that the lack of a call back to the Heavens meant that their duty was not yet fulfilled and so decided to remain in the world and continue the task of watching the world.
After the beginning of the worlds rebuilding, the Guardians alongside the Leaders of the great nations, came together and formed the Conclave. Since the Demons still existed in the world and the Fallens corruption still lingered, it was decided that the Guardians would spread out and maintain a close watch over the world as a whole. It came to the point that nearly all the nations had one of the Guardians watching over them, from the Elven Kingdoms to the Humans across the land.
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| The First Conclave |
Yet the rules were clear, every five years the Guardians everywhere would come together along with the Kings and Rulers or representatives from the nations and Kingdoms. Every five years they would meet at one of the capitals, with the location changing each time so then each nation could play host to the rulers of their friends and allies. With the now ancient round table and the very seats of the original conclave being moved to the chosen location prior to the gathering. The purpose of such gatherings is to ensure the continuation of peace between the major powers of the world as well as for the Guardians to report any signs of the Fallens followers.
Yet as the Centuries have gone on, the focus of the Conclaves has changed, each time they gather, great feasts and festivals would be held. Leaders and Guardians would meet and discuss as they are supposed too, but most of the time the Guardians mainly discuss what they have been up too since the last Conclave or the last time they saw one another. For although they are all meant to come together for the Conclaves it doesn't mean they aren't able to visit one another.
But each and every time they meet there is always a seat left empty. Sometimes the seat was always put to the side and never actually positioned at its placement around the table, so as the centuries have gone on, the chair has played host to countless cobwebs and spiders.
The Divide of the Guardians:
The Cause of it all, is a growing division between the Guardians, or at least the Division of One with all the others. The Guardian known as Myra-Mir deemed that the other Guardians had forgotten their way and had fallen into the pleasantness of the life the Mortals had gifted their saviours, he never once came to sit within the Conclave or ever came to see his fellow Guardians in their homes, lest he had need.
This has quickly lead to the Guardians looking upon him as the outcast and a failure for not being willing to work with the people they had come to protect. He on the other hand believed that the Guardians have lost their way and forsaken the task set to them by the Creators, he felt that by remaining in one place they invited darkness where they were not.
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| The Great Hall of Carfax Hold |
He despised that his brethren were gifted titles, lands and castles for use in their mission to protect the world from Darkness, he deemed that they must travel and wander for he believed that one day the Fallen shall return and everyone, everywhere must be at the ready for the worlds defence. The other Guardians see this as a flaunting of their sacrifice and their desire to watch over the Mortal world, that such castles can serve as havens for those in danger.
The Wandering Guardian:
To this end, the Guardian known as Myra-Mir is often met with scorn, distrust, cynicism and sometimes hatred. All because he does not live and look as the other Guardians do, whilst they live in fine fashion like Nobles of the lands they inhabit. He does not, hooded and cloaked, he wanders alone continuing his so called Divine purpose.
During this same time, the Conclave would begin to somewhat fragment, as the kingdoms and nations that made it up began to instil a greater control over the land following the successful century of rebuilding. Races such as the Dark Elves left the Conclave in outrage, claiming that the Conclave favoured the High Elves and the Human nations, instead of having the equal treatment for all as was promised. At the same time the Dwarves became less involved with the Conclave as they felt that its politics was being too dominated by the Elves and Humans.
Whereas in the past the Dwarven King would come personally with his sons alongside the Six Dwarven Lords, now in more recent centuries the Dwarven Kingdom sends only a simple group of ambassadors who would barely ever speak. And when a vote is called the Dwarves refuse, always marking themselves as Abstaining, Claiming "Why should we vote when our choice doesn't matter".
The Guardians:
All of the Guardians of the world were of the same kind of Angelic being, they are all Arc Angels the most powerful of all the Angel kinds second only to the Creators themselves. In the original war against the Fallen in the Heavens, they served their Creators as the Generals of Heavens armies against those that fell to Corruption.
When the World pleaded for help against the Demonic armies, the Heavens answered the call with one of their own. The Creators called for volunteers from their children to go and protect the Earth from the Darkness consuming it, All but one answered and of all those who did 9 were chosen with the tenth being the one who said no.
Their purpose on the Earth is clear, they are to protect the world from any Darkness that exists.
"To Save them, from the Darkness that Consumes them, return them to the Light, Bring them Some Peace for the Love they have lost."
Only when their task is done will they be allowed to return to the Heavens. Not before, even if they fell in battle they would not see the Light that lay beyond the gates of Heaven.
Only by the will of the Creators may they finally return. Yet before their departure they were each allowed to take with them two items of their own choosing from the Heavens that they believed would aid them on Earth.
Gloradin: The Armoured Knight
(Pronounced - Glor Ra Dine)
{True Angelic Name - Gal-riel}
Age - Immortal
Chosen for Strength of Determination and Courage.
Notable skills:
-Sword Mastery
-Lance and Spear Mastery
-Limited Survival Skills
-Limited Crafting Skills
-Mediocre skill in Enchantment
-Mediocre Skill in Crafting
Quirks:
-Prideful
-Quick to act
-Wants to uphold Hero Image of Guardians
-Quick to Judge
Considered Gloradin the first, for the fact that he was the first of the Arc Angels to descend from the Heavens and take the fight to the Demons during the Wars of Darkness. He received his name from the High Elves who respected his honourable nature and his Knightly personality, Gloradin being the Old Elven word for Honour.
He heeded the call of the Creators were vigour, he deemed it to be his duty as an Arc Angel to answer the call of the Creators and fulfil the mission they had set out. During his departure, he, like the other Guardians was allowed to take with him two items from the Heavens. He chose his own broadsword which was forged with Heavenly steel and reinforced with powerful magics. As well as this he was allowed to take a single seed from the Gardens of Heaven to plant on earth.
When he descended he arrived in the Kingdom of Iredine (I Ra Deen) the most powerful of the Human nations, during the wars against the Fallen. He lead their armies into countless battles where he personally lead numerous charges as well as helped in a number of sieges, aiding the Iredine armies in defending castles and fortresses across the frontlines. On one occasion he single handily held a breach in a wall against an entire battalion of Dark infantry.
It was at his place of descent that the Arc-Angels gathered for their announcement to the world of their purpose and duty, before going on their separate paths to hold back the Fallens followers around the land. Following this he went to the city of Berinor where after smuggling himself into the city lead its defence, successfully maintaining the cities defences until the other Guardians could arrive with reinforcements. A feat that he is still celebrated and honoured for.
As they began to turn the tide, Gloradin was the voice behind the advance, after the Fallens armies had been driven from the Kingdoms of the Alliance. Gloradin was the prime talker for the alliance going on the offensive and taking the fight into the Dark-lands, he wished to fulfil the duty that the Heavens had placed upon he and his brethren. Knowing that the Fallen would not sit back and wait, Gloradin knew full well that every moment they waited the more time the Fallen and his Generals to build up their forces and launch another assault.
He lead the final charge against the Fallens Broken Tower and was the one to deal the blow that severely weakened the Fallen enough for the Guardians to initiate and successfully use the Incantation that forever banished him. For his efforts in leading the Guardians and taking the charge to end the wars of Darkness once and for all, Gloradin was formally knighted by the Kingdom of Iredine and following the Century of Renewal gifted his own lands to rule as his own fief under the Kings protection, known as Carfax Hold. Within the gardens of its castle he finally planted the seed that he had brought from the Heavens, the tree that came from that seed was one of eternal beauty and bounty with its apples being the most exquisite in the land.
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| Carfax Hold |
Ever since Gloradin has been a loyal and staunch keeper of the peace within Iredine when needed he gladly answers the call for help from noble and peasant alike. Many refer to him as their Guardian Knight from the Heavens, a great number of monsters and bandits have met their end thanks to his skill with the Broadsword and Lance. The people of Iredine are tremendously grateful to him for all the work he has put in protecting them from all the dangers of the world, to the point that the Church of Enlightenment, the State religion of the Kingdom deemed on a par of the Saints of Old.
This trust has lead to a great amount of uncertainty between him and some of the other Guardians, though most of them find the matter laughable. One deems that such worship is an affront to their Godly Parents, Gloradin often finds himself in arguments with his brother Myra-Mir over what he claims is Gloradins love of being in the spot light and the image he has of the gracious and honourable saviour.
Gloradin on the other hand says that his brother is forgetting his duty to protect the world from Darkness, as in his mind, Myra-Mir is instead preferring to wallow in self pity rather than perform that which their Creators have asked of them. He also hates Myra-Mir for his unwillingness to help the mortal world in its time of great need during the Wars of Darkness, even when the other guardians were fighting at the Front, Myra-Mir did not make any appearance until their final fight with the Fallen himself.
To sum up, he is a proud, honourable, courageous warrior who stands by those he calls his friends and is more than willing to come to the aid of the helpless.
Elania: The Powerful Sorceress
(Pronounced - A Lane Ya)
{True Angelic Name - Seine-Arial}
Age - Immortal
Chosen for Strength of Will and Magical inventiveness.
Notable Skills:
-Expert in Knife and Magical Staff
-Use of Powerful Magics
-Expert Knowledge of Magic
-Magical Enhancement
-Expert in Magical Enchanting
-Limited Survival Skills
-Limited Crafting Skills
Quirks:
-Acts like a Big sister to other Guardians
-Holds onto Familial Ideals
-Argumentative
A powerful sorceress with powers that can easily challenge the abilities of over a dozen of the best magical users the known world has to offer. Which was proven centuries before when in a playful bet she accepted the challenge from twelve of the most wise of the lands magicians and Sorcerers, this duel was over in the space of just a few minutes with Elania using powerful spells without uttering any incantation. During the Wars of Darkness, she used such powerful magics to support her fellow guardians in the constant battles against the Fallens Dark Armies, summoning great storms that sent down bolts of deadly lightening onto the enemy or spewing great balls of fire into their ranks.
When the time came however to truly face the Fallen, it was Elania alongside Medinah who worked together to forever entrap the Fallen and banish him from the mortal world in perpetuity.
Her power and will of magic is what has gifted her immense respect and prestige with many wishing to learn from her. Yet she is very adamant in protecting her skills, techniques and spells, since all the magical abilities and spells she uses are of her design and making. Correct Elania has a keen mind for the improving and enhancing of magical powers and abilities, which has become her greatest interest.
This can be seen in her choice of tokens from the Heavens during her departure, she chose to take with her a stone from the rivers of Heaven that was polished and smooth, a small item she claimed to remember her favourite place as a young Angel. He second was a blade that was forged in the Heavens and given the powers to cut through magical barriers and spells both as a form of offence but also defence.
Since the end of the Wars of Darkness and the Century of Renewal, Elania has settled into the life of peace and study within the Dominion of Ilumunar, the domain of the High Elves. The Elven peoples gifted her a lavish manor with a tall tower called "Mela-Ensilin", a fortress built upon an island in the protected waters of the Elven Straits near the City of Lyanna. Where she often spends time with her closest companions coming up with new ways to enhance magic and create new spells for all kinds of different uses. She also has a keen eye for Enchanting and how it can be used to enhance the power of weapons and armour all in preparation for any possible future return of the Fallen.
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| Mela-Ensilin |
Many of the other Guardians often see her as a Peacekeeper, since thousands of years ago, the Elven people fragmented and divided into four, the Dominion of Ilumunar however deem themselves to the true Elves, the High Elves so to speak. Something that the other Elven Races see as an insult since many of them claim that the last True High Elves died out thousands of years ago.
But she isn't jut the Peacekeeper between peoples, but also between the other Guardians, notable between Gloradin and Myra-Mir. As is often the case whenever they are in the same room the pair often get into arguments and shouting matches, the other Guardians say that if it wasn't for Elania then the two would likely come to blows.
To sum up Elania, she is calm, professional, cautious, intelligent and extremely politically Savy, she has but one overall wish and that is to see the Guardians brought together again not as allies but as the family they are.
Odin: The Strong
{True Angelic Name - Zad-kiel}
Chosen for Strength of Arms and Muscle
Notable Skills:
-Expert Axe wielder
-Expert Long-Ship sailing
-Incredibly strong
-Limited Crafting Skills
-Mediocre Magical Knowledge
-Mediocre Magical Skill
-Limited Survival Skills
-Limited Crafting Skills
Quirks:
-Likes to Drink
-Prefers Brawn over Brains
-Quick to judge
Tall and strong, Odin was one of the strongest of the Arc-Angels proving his prowess in numerous bouts and wrestling contests in the heavens. When the Fallen rose against the Gods, Odin was quick to stand and fight, his name comes from a combination of Dwarvish and Frost Fire, Od from Odar dwarvish for one and Inalaom meaning in the sky in the tongue of the Frost Fire Clans. This comes from his use of his feathered friend, so his name is a joke that he has one eye in the sky.When the creators called on Angels to go down to the earth and protect the Mortal world, Odin was proud to volunteer. As with the other Guardians he was allowed to take along with him two tokens from the Heavens to help him on his journey, he decided to take with him his favourite Axe forged in the armouries of the Heavens whose blade would not age or dull and whose wooden handle would not rot or break. As well as this he asked to take to the Earth his trusted friend, his pet Heavens Crow, Rook who would act as his eyes in the sky on his travels.
When he descended he found himself landing on the shores of the Broken Sea where it met the Elven Straits. Near the Dwarven city of Khaz-Oceak, where tens of thousands of refugees from the northern lands had been granted sanctuary within the Council state, having been forced to flee the demonic armies of the Fallen one.
Feeling disheartened at how they had been driven from their homes, Odin decided to take them into his care, he rallied the Frost Fire Clans to stand proudly once again. During the course of the Wars of Darkness, Odin lead the Frost Fire Clans in a Ocean going assault against the lands that were once their own. With their infamous long-ships they launched offensives along the coastline and deep into the interior by using the rivers, they performed hit and run attacks to try and divert attention from the true front.
But when the arguments began on going on the offensive, Odin sided with his brother Gloradin in taking the fight to the enemy and fulfilling the duty given to them by their Creators. During the assault on the Fallens tower he lead the vanguard through the breach the allied armies made in the outer walls, cutting down with his axe countless demons and large monsters with ease, allegedly he even wrestled a troll and a fied to the ground with his bare hands.
With the Fallens defeat, Odin found a new purpose in helping the Frost Fire Clans in the process of rebuilding, he built his own Long-ship from scratch and with a trusted crew ferried supplies and building materials from the south to the small settlements that had begun construction following the end of the war. He found a great solace in their determined spirit to not only rebuild but also renew their lives in the lands of their ancestors after having spent centuries in exile. He has maintained a close connection to the Dwarven Kingdom, notably the city of Khaz Oceak, the only dwarven city that had links to the seas, since the Khaz Oceak dwarves were the first to give aid to the Clans during the Wars of Darkness.
Ever since Odin has remained a trusted friend among them, since he has ensured that the constant warring and raiding of the past remains where it belongs. His insistence that they sit among the Conclave has brought a huge amount of trade and friendship with the other nations. For this friendship the Frost Fire Clans in unison and trust gifted him a settlement of his own to lead and protect as its chief. A place known as Ragk-Ed Stone, a village that sat only a few days sailing from the Frost Fire only real city of First Hearth.
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| Ragk-Ed Stone |
To this day, Odin is often found sailing between the different settlements and villages along the coast and the rivers of the territories of the Frost Fire, working to help protect the people who had lost more than anyone during the wars of Darkness. Throughout it all Odin has maintained a close relation with his fellow Guardians taking his long-ship the Ocean Guardian on trips to visit his brothers and sisters.
To sum him up, Odin is prideful, driven, strong whom often relies on the strength of his body rather than the sharpness of his mind. He currently holds the proud title of Drinking Champion among the Guardians which he carries with pride.
Striga: The Huntress
{True Angelic Name - Eliel-Nire}
Chosen for Swiftness of Horse and swiftness of the Arrow
Notable Skills:
-Mastery in Equine Riding
-Master Horse Archer
-Mastery in short sword
-Expert Survival Skills
-Expert Hunter
-Mediocre Magical knowledge
-Mediocre Magical Skill
Quirks:
-Hates Cities
-Prefers open plains
-Distrustful
A noble and fierce huntress of the Heavens, Striga was chosen for her skill when riding upon a horse as well as with tools and weapons that are best used from horseback, whether lance, scimitar or recurve bow, she can use them all with ease and skill when she rides hard and fast.When the time came for the Creators call for Arc Angels to go to the earth and protect the mortals from the darkness covering the world. Striga like all of the Angels readily volunteered to heed their creators call. Upon her selection by the Creators, she asked for a special recurve bow from the Creators to take with her for the fight to come, a bow that no matter the movement on horseback would "not easily miss".
Like Odin she also asked if she could take with her a trusted animal companion, she was allowed to take with her, Saylow a horse of purest white who never shows weariness and never seems to tire. She descended down from the Heavens unto a world engulfed in war, she found herself being embraced by the Horse Tribes of the plains, the Khanakorum, who are renowned horsemen even to this day.
Upon showing her mastery in the saddle, the various Khans readily recognised her strength and prowess and chose her to lead them against the Dark Armies that were invading their ancestral lands. Striga lead the Horse archers of the Khans in swift rapid attacks against the armies of the Fallen only to retreat at the first threat of open battle. Her tactics of hit and run gave the Khanakorum some breathing room against the hordes, since their advance was slowed to a crawl. They gifted her the name of Striga, meaning Storm in their Naming Language, since she is as fast, swift and fierce as a storm on the plains.
When the tide began to turn, she rallied a force of 6,000 spears and bows and lead them to aid her Brothers and Sisters in the great siege of Berenir. Her attack caught the Dark Armies off guard as they had become focused on fighting the armies of men, elves and dwarves that had come from the south and west. When the time came for the assault on the Dark Lands, the Khans were more than willing to follow Striga in her charge through the valleys in what they would say was a charge for glory or death.
With their victory, old feuds began to creep from the histories, Striga convinced the Khanakorum tribes to put aside their old rivalries and work together for the sake of their future. Since she had done so much for them, the different tribal leaders agreed and formed a new nation, where there would stand together as one tribe and for the first time in their long history a capital city.
Ever since, Striga has never really stayed still, she constantly wanders the lands of the Khanakorum hunting down dangerous creatures and monsters that wander the lands threatening the nomadic herders. Yet despite these constant wandering, she has never forgotten her duty as a sitting member of the Conclave, she has never been late to the gatherings and never faults on sharing her stories and the sharing of information and she often finds herself in drinking contests with Odin.
To sum Striga up, she is swift and quick witted and likes to make quick decisions rather than thought out plans, preferring instead in her own words. To "Follow the Winds through the Grasses".
Hela-Van: The Woodsmen
(Pronounced - Hel a Van)
{True Angelic Name - Isra-Fiel}
Chosen for Keenness of Eye and Bow
Notable Skills:
-Master Archer
-Master in Stealth
-Master Survival Skills
-Average Crafting Skill
-Mediocre Magical Knowledge
-Mediocre Magical Skill
-Mediocre Close Quarter combat skills
Quirks:
-Prefers Animals to People
-Quiet and Isolated
-Likes to stay away from others
Careful and precise, Hela-Van is the quietest of all the Arc Angels in the Heavens, whereas the others engaged in games, festivities and the enjoyment of the Heavens. Hela-Van preferred the peace and quiet of the Gardens and Forests, when these beautiful places were threatened he readily took on the traitorous followers of the Fallen.
When the creators called on ten Arc Angels to go down to the Earth and serve as its protectors, Hela-Van heeded their call, he felt that the beautiful lands of flowers, grasses, woodlands and forests that he had helped to create on Earth were in danger, all the creatures that the Gods had created during the Age of Creation were in danger of being utterly destroyed and turned to ash. He was allowed just as with the other Guardians to take with him two items from Heaven that he felt would help him in his Duty, he chose a single branch of a heavenly yew that he wished to make into a longbow when he arrived.
He also asked to take with him a green cloak that he wished to wear during his time on the Earth, green being his favourite colour. When he did arrive on the Earth he discovered that the Creators had sent him into what he could only regard as a garden of Eden, he was within the Great Greenwood, the home of the wood elves. Upon meeting them, he informed them with of his purpose for coming and the Wood Elves greeted him with praise and kindness, he trained their hunters into the finest and most feared archers the world has ever known.
With them he aided the allied armies by performing a series of guerrilla actions, leading parties of Wood Elven warriors into the lands occupied by the Fallen and his armies. Where they launched surprise attacks on the enemy supply lines, reinforcements and outposts, all with the purpose of distracting the Fallen from the front and giving the allied armies at least some form of breathing space. His primary camp being in the forest of Gedrin in the Northern region of the Kingdom of Erelin, south east of the city of Berenir.
When the time came for a true attack against the Fallen, Hela-Van was ready to stand with his brothers and sisters in the final fray, he once again lead the Wood Elves during the siege of the Fallens tower providing covering fire for the advancing siege towers, ladders and finally the battering ram. He then stood alongside his brethren in the final confrontation with the Fallen himself where a shot from his bow landed firmly in the Fallens ankle weakening him and distracting him from the battle at hand, that in turn enabled Gloradin to land the near fatal blow.
After his banishment from the world, Hela-Van returned to the Great Greenwood and remains there to this day, often wandering the hidden paths beneath the trees, where he maintains a constant watch over the forest and the Wood Elves. Always in fear of some evil or darkness coming to the one place he feels is like the Gardens in the Heavens, unlike some of the other Guardians however his quiet nature has lead to him not having a permanent home, instead he constantly moves around the Greenwood as well as other forests and woodlands across the map, constantly patrolling and protecting those he encounters along the way.
Yet this doesn't mean he is reclusive, for he has never once missed a gathering of the Conclave, where he often finds pride and joy as well as humour is surprising everyone by almost suddenly appearing without warning. A credit to his skill in staying hidden until the precise moment that his plan requires.
To sum him up, Hela-Van is quiet, cautious and methodical, unlike his closest sister Striga, he prefers to have a clear plan whenever he moves or acts. He doesn't like spontinaity, preferring the calm steady hand and breathing, similar in the same fashion that he uses his bow with precise aim, with steady hands and calm breaths.
Creona: The Hands of a Healer
(Pronounced - Kree Oh na)
{True Angelic Name - Hana-Reil}
Chosen for Power of the Light and Power of Healing
Notable Skills:
-Master in Healing Magic
-High Level Magical Skill
-High Level Magical Knowledge
-Master of Light Magic
-Master in Alchemical Knowledge
-Mediocre weapons knowledge
-Mediocre Survival Skills
-Average Crafting Skills
Quirks:
-Detests Violence
-Pacifistic beliefs
-Doesn't doubt Healing Abilities
In the heavens, Creona was a lover of music, art, plays and poems, she is a lover of the arts even to this day, but what makes her a powerful guardian is her affinity for the powers of Magical healing. Creona has a special gift for being able to heal with magic some of the most brutal and crippling injuries that can be inflicted, but this doesn't mean she can withhold the power of death. Yet even after death she attempts to heal those who have passed, not physically, but a manner of soul and spirit, she believes that such actions help the souls of the dead find their way to the Gates.When the Fallen began his war against the Creators, Creona was not the finest or most capable warrior among the Arc-Angels but her gift of healing kept her brothers and sisters in the fight when things seemed dire. When the Creators asked for 10 Arc-Angels to go to the earth and help the Mortals in their darkest hour, Creona saw with despair how many people were being hurt and scarred in the constant battles or in their desperate attempts to flee from the Fallens armies.
She descended further south than the other Guardians, arriving in the desert Kingdom of Melia that ran along the river Lielen, since Melia was far from the worst of the fighting, so it became the prime destination for untold thousands of refugees who were fleeing the conquering demonic armies. Here in the beautiful and colourful cities of Melia, Creona found her focus, she would work to help those in need by healing the wounded, caring for the sick, giving peace to the dying.
This was helped in her choice upon her leaving of the Heavens, she chose to bring with her a magical Ank that enhanced any healing spell she used and a ring that when combined with her own magics could produce a light that challenged repelled any darkness. Yet she was not afraid of fighting back when the time came, during the only real attack on Melia by the Fallens army, who had attempted an attack by sea. Creona used her magic to empower the kingdoms defenders and produce a powerful light that blinded the demons or forced them to flee back into the darkness that followed them.
When the time came for the final assault, Creona stood alongside her brothers and sisters in facing the Fallen where her use of the Light came to be of great help is disorientating the Fallen and holding back any of his followers, greater or lesser from joining their master in the fight. With the Fallens defeat, Creona worked tirelessly in the following days in helping the wounded from the final battle of the war, and there were a great number of them.
During the first meeting of the Conclave it was decided that the Guardians would all spread out and protect the world from any remaining darkness, Creona finding a fondness of Melia chose that as her destination. Upon her arrival she was greeted as a hero and given great amount of cheer for her willingness to help the sick and wounded, she would be gifted a plot of land just outside the capital of Thebis where she built a home.
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| The Gardens of Healing |
This homestead, the Gardens of Healing would be a place of sanctuary for everyone who needed help, yet Creona very rarely had a chance to enjoy the peace and quiet that it became known for. As she was constantly travelling across Melia working to help people whenever she could, the only time she really left Melia was during the gathering of Conclave or to visit her brothers and sisters in the other Kingdoms.
To sum Creona up, she is calm and kind hearted and never likes to show anger or fear, she feels the most happiest when she is using her gifts to help those in need. Noble and Compassionate she is very considerate and dislikes having to refuse others.
Medinah: The Wise Sorcerer
(Pronounced - Med E Nar)
{True Angelic Name - Seraph-Ine}
Chosen for Strength of Magic and Gift of Knowledge
Notable Skills:
-Master Magical Knowledge
-Master Magical Skill
-Master of Lingual Skills
-Master of Historical Texts
-Mediocre Weapon Mastery
-Mediocre Survival Skills
-Mediocre Crafting Skills
Quirks:
-Isolated
-Prefers Books and Scrolls to People
-Too focused on what was.
A lover of books, history and the study of Magic, Medinah has loved the understanding of the universe even before the beginning of the Dark Times and the Wars that followed. In the heavens he managed the greatest archive of knowledge ever conceived, within was everything, a copy of every poem, every book, every play, every scroll.When the Fallen rose against the creators, Medinah was ready to fight to preserve the knowledge the Creators bestowed on the world. His powerful magics aided the Heavens in crushing the Fallen and his rebellious Angels, though Elania was known to have more powerful spells, Medinah was a close match for her, using spells and incantations that were known only to a few.
He readily volunteered when the Creators called on their Children to go and defend the mortal world from the Fallens corruption, he hoped that the knowledge he had within him would help the Mortals not only in defeating the Fallen and his followers but aid them in remembering what was thought lost.
When he descended he came to meet his older Brother Gloradin within the Kingdom of Iredine, with him he had brought a magical Tome that never ran out of pages or paper allowing him to catalogue everything he saw, everything and everyone he encountered, everything he learned without ever fearing running out of space to write it. He also brought with him, a enchanted quill that required no ink to write and would magically correct any misspelling or mistakes in grammar. Something that was a keen favourite for him as it meant he could focus more on the reason for his writing rather than how he was writing.
The powerful spells he used proved a great boon to the Allies during the Turning of the Tide, he caused great storms to gather around the Fallens armies unleashing devastating lightning bolts, or he used the power of far sight to see what the enemy was doing beyond the horizon, giving the allies a much needed warning for the arrival of enemy forces. One other gift that he had magically was the power of Fore sight, the ability to see what is to come, though it is not perfect, for instance he knows that the Guardians shall face a challenge at some point, though he cannot be precise on what it is they will face nor when it shall come.
He describes it as reading a language that is not clear, words that are not properly written, where he can only make out certain words that give some idea of what it is. On other occasions he describes it as a puzzle that is not precise or clear, some pieces have something to show whilst others are blank and are impossible to put together.
When the final battle began, Medinah aided Elania in forever banishing the Fallen into the emptiness of the void which brought about an end to the Wars. As well as this he was the one who fashioned the rune spells that would carved into the Tombs of the Fallens Generals, Rune Spells that would forever ensure that should they ever awake, they could not escape.
With the wars end, Medinah decided that since the Creators had not called on them to return to the Heavens, that he still had a duty to perform. Feeling this desire to continue, he decided that he would work to preserve knowledge to the best of his ability and chose to establish a place where all the knowledge of the world can be preserved and taught. He was readily greeted by the Council state who praised his desire to preserve and share knowledge from across the land and so they gifted him the place that he asked.
A open flat piece of ground alongside the Dwarven Mountains that would be perfect, for not only was it safe, but it could easily be built both above and below. On the surface, Alucar, appears to be in the same style as a religious temple and in fairness it is, the Monks of the Aireal Temples are keepers of knowledge, they detach themselves from the world in the pursuit of spiritual enlightenment. But they still treat Knowledge as a precious thing and seek to preserve it when they can, hence when Alucar was founded the Monks decided to come and aid Medinah in its maintenance and he in turn allowed them to build the temple above.
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| The Temple and Hold of Alucar |
Whilst he created the vast Hold below, this archive, ut is his pride and joy. Similar as the Library of the Heavens, Medinah has spent countless centuries working with people across the world to preserve knowledge and ensure that a copy of everything learned and written can be found in his hold. And not only written, but copies of artwork, sculptures, banners and flags from ages past. It is built outwards as well downwards into the earth, consisting of dozens of levels and separate sections all of which is properly organised, categorised and catalogued.
All the while he works tirelessly to understand the world around him, for Medinah is fascinated with the world, having only been able to observe from a distance when in the Heavens. Now he seeks to understand the very fabric of the Universe and understand the power that he and many others possess.
He seeks to understand Magic, where it comes from besides the Creators, how does it work?, why is it some cannot use it, whilst others can seem overpowered? These are questions that plague his mind.
Kolai: The Ice Warrior
(Pronounced Ko Lie)
{True Angelic Name - Zo-Phia}
Chosen for Determination in Spirit and Willpower
Notable Skills:
-Master Survival Skills
-Master Short Sword usage
-Average Crafting Skills
-Mediocre Magical Knowledge
-Mediocre Magical Skill
-Mediocre Alchemical Skill
Quirks:
-Likes Cold places
-Emotionally Cold as Ice
-Mistrustful of others
As cold as the frozen lands she protects, Kolai is as fierce as she is tenacious.
Kolai was always a determined and spirited figure among the Arc-Angels, whenever others had trouble, she would easily pass it off, often a trait that many other saw as foolhardiness and dangerous. Growing up in the Heavens, Kolai was known as the one who was not afraid of difficulty or hardship, she was always willing to take on difficult tasks and more often than not, she succeeded.She was the first Arc-Angel to challenge the Fallen when he descended into Darkness, despite her best efforts she was unable to defeat him. But she did make it clear that she was among the faithful and would fight to whatever end if it meant having a chance to defeat him. Despite this one failure, she kept on fighting alongside her brothers and sisters alongside the other faithful in defeating those who chose to follow the Fallen.
With his banishment from the Heavens and the beginnings of the Wars of Darkness, Kolai was among the first to volunteer, never shy of a fight or a challenge. She asked to take with her her favourite cloak that was perfect for any environment, in the cold it held warmth, when hot it gave comfort and a cold breeze for its wearer, alongside this she took with her a jewel that she wore as part of a small diadem like crown that she often wore hidden behind her long hair. The jewel gifted its wearer the ability to see in any weather or darkness, so even when a blinding blizzard surrounds her, she is able to see through it perfectly and clearly.
After meeting with the leaders of the Grand Alliance and the declaration of their purpose and duty upon the Earth, Kolai decided that she would serve best where things seemed the hardest. So it was that she decided to go North through the lands that had been fought over for centuries, there in the frozen chill and ice locked mountains she stood alongside the Snow Elves and the Dwarves of the Icelin Mountains.
She chose them as they were at the fore front of the war, they sat closest to the Dark-Lands and the Fallens Broken Tower, they had been facing the worst of the fighting over the centuries past. Only the cold mountains had protected them, yet she knew that the fiercest and hardest fights would be found here, with her help the Snow elves of Icelin and the Dwarves in the mountains managed to hold out until the combined armies from the South managed to finally break through with the other Guardians.
Following the Fallens Defeat, Kolai decided to remain with the Snow Elves and help them in their rebuilding, she had found a kinship with the Icelin as she saw how like her they did not shy away from difficulty or hardship. As gratitude for her willingness to help when no one could, the Snow Elves gifted her a mountain fortress for her own, Ijes as it is known sits atop a rocky point at the end of a long ice and snow covered valley, on one side is a large lake kept warm by thermal springs.
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| The Fortress of Ijes |
Kolai uses the fortress as her home, where she may rest and recuperate as well as take shelter when the winters are harshest, though she doesn't feel much of the winters cold, she knows that like most creatures of the world, even the worst monsters would be seeking shelter or hibernating through the winter months. When not here though she is constantly watching over the Icelin mountains as well as going further out into the Summer Grasslands or south to meet with her Sister Striga for some sisterly time together.
Iela: The Watchful Eye
(Pronounced - I ee La)
{True Angelic Name - Ilya-Neya}
Notable Skills:
-Master in Stealth Skills
-Master in close quarter weaponry
-Master Infiltration Skills
-Average Magical Knowledge
-Average Survival Skills
-Limited Crafting Skills
Quirks:
-Master Prankster
-Still Loves older Brother
-Likes to be stealthy
Chosen for Fleet of Foot and Swiftness with the Blade
Not only the youngest among Guardians that came down the Heavens, Iela is the youngest of all Arc-Angels, growing up in the Heavens and even today Iela is a lover of practical jokes and mischief. Most of her jokes have always made the other Guardians laugh and cheer alongside her.
She very rarely speaks of the Heavens or her time there, though the Other Guardians speak of her as she is now, a lover of mischief and fun but someone who never forgets. It is said that the only Arc-Angel that ever truly got to know Iela, was her old brother Myra-Mir, who she often spent time with growing up. But this relationship between the siblings changed when the Fallen rose against the Creators, Iela readily stood alongside her brothers and sisters in fighting the Fallen and his followers, but was disheartened when she learned that Myra-Mir Refused to fight.
When the Guardians were called on to go to the Earth and defend the world from the Fallen, Iela like the others readily answered the call to fight. She asked if she could take with her, a pair of special boots that even when how loudly they are stomped never produce a sound or move a inch of dust, as well as a short sword forged in the Heavens, a blade that was so sharp that some say that it could cut through the strongest metal, though that has never been proven.
Upon her descent she found herself in a former battlefield, the Ashen Forest, where her skin took on the greyish colour of ash. After meeting with the other Guardians she chose to head east towards the Kingdoms of Erelin and the Dark Elven Kingdom of Zolei, although the Khanakorum had stopped much of the Dark armies from approaching the Mountains, as the war had dragged on over the centuries, the Duchy of Keldor and Zolei had been facing more and more incursions.
She trained a hardened corps of warriors from Zolei, Erelin and Keldor to face these incursions, special warriors that rode out and performed swift strikes against any aggressor. But her first true test as a Guardian was to convince the powers of the region to work together, Erelin, Keldor and Zolei had been feuding over the control of the city known as Lucca, they all claimed it was theirs and had fought each other in the past for control.
Iela managed to forge a peace between the three, where they would all surrender claims to the region and the city, instead it would be a neutral independent city that would act as a buffer between the three ensuring no direct violence against each other. The terms were agreed on and the former enemies started to work together much better than they had in the past. This proved decisive when the Allies came together for saving of Berenir during the great siege, the armies of Erelin, Zolei and Keldor marched together to meet their western allies and work together to save the beleaguered city.
Her trained force of Dark Elves were among the first to breach the defences of the Broken Tower, bravely clambering up the walls on exposed ladders during the attack, they managed to breach the defences and open the gates for the armies outside. A victory that she is very proud of, as are the Dark Elves.
With the wars end, the powers of Keldor, Erelin and Zolei decided that for help in making sure they could work together, Iela deserved a reward of some kind. They honoured her wishes that Lucca remained neutral ground between them, and to ensure it, they gave her Tarsis Manor for her to call her home and the new city leadership of Lucca granted her the land around it. Iela not really interested in living the life of a noble, accepted but mostly kept the running of the estate to someone else that she trusted.
Instead she worked to make the Manor something more to her taste, she wandered around it and discovered a secret passage behind the fire place in the study. This passage lead to a large secret room beneath the Manor which itself had tunnels leading to hidden exits and entrances, she learned that the Manor had been built millennia ago when there was constant danger of violence either from, Zolei, Keldor or Erelin but also from Rogue raiding horsemen from the Khanakorum, so the original owner created a series of passages for safety and escape.
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| Tarsis |
Iela had ever since enjoyed using this hidden room as her primary headquarters for everything she conducts, the passages allow her discretion upon learning of possible dangers in the region. As she finds the use of stealth and surprise to be her greatest weapons.
Though despite her new life, she still clings to an extent her love of jokes and mischief, but she only ever uses such desires against her brothers and sisters mostly at the Gatherings. Such as replacing Odin's wine with malt vinegar, or hiding animal faeces in Elania's room. But one thing has always plagued her, she often asks the others during the Conclave gatherings if anyone has seen or heard from Myra-Mir her favourite big brother.
It has come to the point that she is the only one that actually asks.
Myra-Mir: The Wandering Guardian
(Pronounced My Ra Meer)
Chosen for Affinity to the Shadows and Darkness
Notable Skills:
-Master Swordsman
-Master Magical Ability
-Master of Shadow Magics
-Master of Dark Magics
-Average Crafting Skills
-Average Survival Skills
-Average Alchemical Skills
-Average Lingual Skills
Quirks:
-Quiet and Isolationist
-Prefers to be alone
-Hateful and Angry
-Distrustful of others
-Scarred
-Tormented by Dreams and Nightmares
-Has no sense of taste, cannot taste flavour of food or drink
Myra-Mir to men, Ze-lendir to the Elves meaning Broken one, Debt to the Orcs meaning friend, to the lizardmen "warm cold skin".
The older brother to most of the Arc-Angels in the Heavens, Myra-Mir is among the eldest of the Angels in the Heavens, having been one of the first to be given life by the Gods. Yet he never lorded it over the others, instead he found it a duty to care and look after his siblings as he believes he is meant to as the elder brother.
This was shown when the Fallen opposed the Gods, whilst the other Arc-Angels chose to fight and defeat him, Myra-Mir tried to desperately save the Fallen and bring him back into the light. But this never came to be, as the Fallen was forced out of the Heavens.When the Creators called on volunteers for Arc-Angels willing to go to the mortal world and help in its protection and ensure the Fallens ultimate defeat. Myra-Mir was the only Arc-Angel who refused to volunteer despite the fact that everyone else did, even the Creators wished for him to go as they desired his ability to manipulate the shadows and darkness. Yet he refused to go, to the point that the Creators actually forced him to go to the Earth, with his sword and a piece of parchment.
Yet the rules are clear on regards of leaving the Heavens, Angels must choose to leave, by forcing him down into the Mortal world. Myra Mir do not descend as the others did, in his own words.
"I did not descend in grace, beauty and golden light, no I came down like a fucking brick in fire and smoke, I did not place my feet daintily upon the earth and took a mortals form, I smashed into the ground like a boulder."
This forceful departure from the Heavens scarred his body both inside and out, his skin is covered in scars and markings from the impact of his descent and the fires that engulfed him in the process. Even beneath the skin one can see how sickly he looks, the vessels that carry his blood can be seen clear as day, across his arms, face and body the vessels are darkened as if the skin was broken and cracked.
Myra-Mir has a powerful connection to the shadows as well as the Darkness, whilst the other Guardians have a strong connection to the light, unlike them however, he can use both light and dark forms of magic. One magical power he has used numerous times and has ensured that violence does not come about, is what is known as his command of the shadows, in essence he makes places all the more darker, a raging fire with still burn, but its light will become lesser and lesser even to the point of none existent.
During the Wars of Darkness, no one know exactly what Myra-Mir did, he wasn't present when the Guardians came together to make clear their intentions to the world. He wasn't present during the climatic battles that the other Guardians lead to victory, Myra-Mir did not even take part at the infamous Liberation of Berenir, during its Great Siege. Some say that he worked behind the scenes, roaming the lands occupied by the Dark Armies of the Fallen, causing trouble and aiding those trying to keep hidden.
Others say that he went west beyond the Clouded Seas to find out what was happening in the land of Endless Jungles. But at the same time there are those who say that he wasn't going there to do anything but to get away and hide from his responsibilities, there are even those that claim that he was helping the enemy until it became clear that the Fallen had lost the war.
Since the only time he comes into the records of the war, was during the final assault on the Fallens Broken Tower and climatic battle between the Fallen and the Guardians. Yet a small moment is noted in the records, it says "When the Fallen was forever banished, there were 9 Cheers from the Guardians and only a single tear".
Ever since the end of the war and the Watchful peace, Myra-Mir has maintained his watch over the land, unlike everyone else who has found comfort in protecting certain places, regions, kingdoms etc. He has become known as the Wandering Guardian, never staying in one place and instead constantly being on the move. He also dislikes the fact that all the Guardians have taken rewards and prestige from the performing of their duty for the Gods, the Creators, their Parents, he doesn't believe that as Guardians they should be Lords and Ladies of Manors, Castles with lands and estates.
In his mind doing so has made the other Guardians forgetful of their purpose, they were to protect the world from Darkness and help those in need, yet taking on the roles they have has left them open to dangerous machinations. He feels that the Guardians and their Conclave has become too mired in politics and bureaucracy, Myra-Mir has also pointed out that the Conclave is meant to be an alliance of Equals, but it seems to lack certain groups. He pointed out "Where are the Orcs? the Canids? the Vulpine? Felis? the Lizard Folk? Simias? the Yaguar? the Anubians? the Centaurs?, the Giants?, Are you saying they did not fight and die resisting the Fallen?"
Myra-Mir has never once attended a proper Gathering of the Conclave, he has a seat and it is always there for him to take should he ever turn up, but he never has. Though he has at least on two occasions shown up for the festivities that accompany them. Though again this is not really for him, he only ever did it so that his companions could enjoy the fine dining and the parties even when they kept getting ominous looks. But when the time comes for the Conclave to meet around the famed Round Table, he never shows up, with everyone assuming he had already left.
A lot of people do not like Myra-Mir, for he often is met with aggression when he enters villages, towns and cities of certain nations. In some places he is actively shunned and even refused entry, other places deliberately jack up the prices of things such as food, Inn and taverns demand hefty amounts for him to have a room to spend the night. In some places people have actively tried to force him to leave, either under by threatening violence from the guards or by a mob of locals shouting and throwing things at him until he leaves.
A Guardian who despises politics, Myra-Mir actively attempts to avoid nobles, Courts, Kings and Queens even showing a great amount of discontent when in their presence. The other Guardians show respect and etiquette when in the presence of a king or queen, but much to their chagrin, Myra-Mir doesn't. Yet this doesn't mean he is not without respect for everyone, no Myra-Mir does show respect to individuals that he feels are worthy.
Nevertheless this usually means the rulers and leaders of those that most others would not show any respect or candour. For instance, Myra-Mir has a good friendship among the Orc Clans, Canid packs, Vulpine dens as well as the Giants on the mainland, whilst over in the Lands of Endless Jungles he bares good relations and friendships with the leaders of the Lizard Folk and the Simias chiefs. Such friendships between them has come from Myra-Mir's staunch position of opposition against the practice of slavery, opposition which has often gotten him into trouble.
For a number of his companions were once enslaved before he "Acquired them" and gave them their freedom, but the fact that at one point he owned Slaves made him a pariah among the "Righteous" nobility and the other Guardians who found such behaviour intolerable. Yet Myra-Mir countered on such opinions when he reminded the other Guardians that of all the members of the Conclave, only the Esarin stand staunchly against either the purchasing, selling, ownership or transporting of slaves.
Since the end of the Wars of Darkness, Myra-Mir was known among the other Guardians as a loner, recluse, nomadic, self loathing being, never really caring for anyone beyond himself. It has only been in the last two decades that he has begun to open himself up to having true companions and comrades, for during these years his lonesome self has begun to be accompanied by a small group of people whom appear to be in all respects.
A Family.
Deeply angry, Myra-Mir holds love for his siblings but also great hatred, he despises them for three primary reasons, the first being they had forgotten their true names, the names their parents gave them, as they have adopted the names the Mortals gave them. Secondly they have in his eyes forgotten that the world is more than Elves and Men, but above all he feels that they were too quick to forget that the Fallen, the root of all evil as the Mortals called him was not only once an Angel like them, but was one of their brothers.
This same hatred is also fixated onto the Creators, whom he feels gave up on his brother too easily and were only too willing to caste him out rather than trying to help him. He hates them for forcing him to go down the path where he was forced to actively try and kill his own brother, the brother he had once cared for.
To sum up Myra-Mir, it is easier to use the words that either he himself has said, or quotes from those that know him best.
-"I'm not looking for anyone to save me" - Myra-Mir to other Guardians
-"Its difficult for me to trust.... Anything or Anyone" - Myra-Mir to Companions
-"You know what I think? he's the way he is because of you, haven't you people done enough to him?!" - Bovrol to the other Guardians
-"We care, you just have to let us in" - Agora to Myra-Mir
-"I don't kneel, for that is not my purpose, I am not here to serve them" - Myra-Mir to other Guardians
-"I have no interest in being happy, not anymore" - Myra-Mir to Companions
-"I just want us to be a family again" - Elania to Myra-Mir
-"We haven't been a family in a long time" - Myra-Mirs reply to Elania
-"You Brother are not a hero, Your a Villain"-Gloradin to Myra-Mir
-"I am no Hero, for that is not my purpose Brother, just as it is not yours" Myra-Mirs Reply
-"The Whole world is full of incredible people and you choose Ordinary people" Iela to Myra-Mir
-"The Fact that they are ordinary, is what makes them special" - Myra-Mirs reply
-"He deserves someone better than you, people who actually care about him" - Lilith to other Guardians
-"Do you even remember your names, your true names?" - Myra-Mir to other Guardians
-"Do you even know what your fighting for?" - Myra-Mir to other Guardians
Companions:
[Authors notes: These Companions are those that shall be present during the story, not those that have been with them since the beginning obviously, since the Guardians have been on the Earth for over a thousand years by that point]
A person is not an island, they cannot go forward on their own, the Guardians are just as bound to this law as anyone else. Yet a Companion does not have to be a friend that follows them around everywhere like a party of adventurers, no a Companion can be a close confidant, Ally or trusted friend.
With these parchments and records, shall include the noticed pros and cons of each individual.
A major difference can easily be seen among them however, not only in number, but in whom they are, Myra-Mir for instance does not have renowned mages, warriors and scholars among his companions. On one occasion whilst discussing matters with Elania, Iela, Medinah and Kolai, he remarked on the difference between those they regarded as companions.
He noted how they all seemed to favour powerful and strong individuals who showed great prowess and ability, whilst those whom he regarded as his friends were seemingly ordinary. When asked "How is it you could have anyone but you choose ordinary people?"
He Replied "The fact that they are ordinary, is what makes them Special".
Companions of Gloradin:
Being the Guardian and Protector in the Kingdom of Iredine, which is a powerhouse even today, means that some of the most powerful and renowned warriors and Sorcerers can be found here. And Gloradin has good relations with a great many of them.
Merlin: A Powerful Wizard
Notable Pros:
-Expert Magical Knowledge
-Expert Magical Skill
-Historical Knowledge
-Healing Magic
-Battle Magic
Notable Cons:
-Longest reigning Merlin
-Starting to show his Age
-Limited Mobility
In the Kingdom of Iredine, Merlin is not a name per say, it is a title. In ages past during the First battles of the Wars of Darkness, a powerful Warlock named Merlin fought a determined fight to hold back the Dark Armies. Though in the end he was unable to defeat the power of the Fallen and his Champions, the name has gone down in history as the only Wizard to challenge the Fallen Directly and not be defeated with ease.
To honour such a sacrifice, the Title of Merlin was created in the Kingdom of Iredine, the title means whomever is bestowed is, renounces their former name and takes it own as their only means of introduction. But only those of incredible Magical ability and understanding can assume the role of Merlin, who is responsible not only for advising the King on Magic but also leading the Court Mages. Since under the law of Iredine each noble hold and castle it must have a member of the Court Mages to serve as an advisor but also chief healer and magic user.
The Current holder of the title and name "Merlin" is by far a legend in his own right, Merlin the 69th came to the position at only 17, the youngest ever to achieve such promise. He still works even as he approaches his 112th birthday making him legendary in an other matter, being the longest serving Merlin to date. Despite the frailty of his body, his magic has not waned, the power he possesses has only become greater to coincide with the growth in his knowledge and understanding.
Most of the time, Merlin barely ever leaves the School of Magic in Arthurian, this prestigious school is one of the best in the known world for the study and teaching of magic. Here he serves as the Schools headmaster overseeing the all the teachers as well as the various students from across the world, when he isn't here it is likely that he can be found in the Royal Palace serving the King and the Court by providing much needed guidance, advice and council to the crown and the Court, here regardless of anyone's feeling, none dare challenge his council especially since he known for being wise and powerful.
But even Merlin requires opportunities to be himself from time to time, so he likes to at least during the summer to visit the Floral hills, where he can enjoy the calm and beautiful flowers and meadows that give the hills their name. And when he does he will also visit Carfax Hold and Gloradin, for as long as Merlin has held the role and title, he has been friends with Gloradin and together the two have worked to protect people when needed, Gloradin being a master of the sword and Merlin being the powerful Warlock and Councillor.
Avelina: A graceful archer
Notable Pros:
-Master Archer
-Expert Stealth
-Master Forester
-Expert Survival Skills
Notable Cons:
-Young
-Inexperienced
-Impatient
Born in the Northern Western reaches of the Great Greenwood on its border with Iredine, Avelina was raised to a mixed heritage, her mother was a loyal Oakland of the Wood Elves, whilst her father was a man from a local village. Among the Wood Elves, the title of Oakland is of the same rank as a Lord or Noble among the kingdoms of Men, Avelina spent time between two worlds, on the one hand she would spend time among the humans living outside the forest with her father and then among the forests and tree bound halls of the Green Wood.
Sadness struck however when a party of Bandits attacked the village of her father, countless were killed and many more injured before Elven warriors arrived to help. Sadly it was too late, the Bandits had fled and her father had died defending his home, broken and devastated by the loss of someone she loved, Avelina doubled down on her training with the Wood Elves.
By the time she had reached 18 years of life, she proficient with the Woodland Long bow, able to hit the bullseyes from 150 paces. She worked with the Esarin Foresters to hunt down those bandits that had attacked her fathers village and had done the same to other places along the border with Iredine. Yet when it was discovered that the Bandits were working from a hidden camp further south, she was disheartened that due to the treaty with Iredine the Wood Elves were not permitted to cross the border into Iredine to deal with the Bandits.
According to the Treaty the Wood Elves were only allowed to pass on the information to their Neighbour and let them deal with the problem. But Avelina was committed, she wanted to see the criminals that took so much from her to pay, so against the permission of the Foresters, she crossed the border and attempted to attack the camp alone. If it had not been for the arrival of Gloradin and a company of mounted Iredian Knights, she would have surely been killed.
Gloradin recognising her desire to see justice upheld and the people protected, offered a place at Carfax Hold, since she knew that she could never really return to the Foresters for going against their orders, Avelina accepted.
She now works to help Gloradin on his missions across the Kingdom of Iredine, where her skill with the bow has been of great help in defeating a great number of monster, beasts, rogues and other such dark happenings. Even when not on a mission, she works hard, she has decided to pass on her skill with the bow onto others, Avelina has become the master archer and trainer for Carfax holds troop of archers. She swore that she would make them at least half as good as she is.
Rius: Determined Captain of the Guard
Notable Pros:
-Master Swordsman
-Expert in discipline
-Expert Trainer
-Proven Leadership
Notable Cons:
-Believes Order and Structure is Key
-Hateful of Monsters
-Distrusts non humans
Born in the lands of Carfax Hold, Rius was raised hearing the stories of the Guardians and their deeds over the thousand years of the Watchful Peace. His father had served as the Captain of the Guard in Carfax Hold, training, drilling and commanding the soldiers that served as the Castles protectors as well as the patrolling of the lands it overlooks.
From a young age, Rius had a single wish, to be just like his father and fight alongside the Guardian Gloradin as a Captain in the Guard. He drilled his body day in and day out, pushing his limits whenever he could, he struggled and suffered through it all, often resulting in a great number of injuries, but that same determination is what made him noticable.
When he was finally old enough, he volunteered and was proudly accepted into the Carfax Guard and quickly rose through the ranks. He personally lead patrols that eliminated bandits, criminals and dangerous monsters, such escapades made him more noticed among the officers, until Rius was recommended for induction to their ranks. Eventually he fulfilled his second dream of fighting alongside his lord, his hero, Gloradin the Guardian, he rode alongside Gloradin during an attack on a Bandit camp in southern Iredine.
He rode through their camp breaking through with ease, using his broadsword to cut through them with ease, around and around he went easily besting those he saw as beneath him. When the fighting was done, Gloradin ordered him to escort those that had surrendered to the nearest Warden or Castle so that they may be put in cells until they could stand trial for their crimes.
For his bravery and his steadiness as the commander of the Mounted Men at Arms, he was formally made the Captain of the Carfax Guard, by none other than Gloradin himself. And although he has ensured he does not neglect his duties, he is always invited to go alongside his lord, his hero, Gloradin whenever he departs Carfax Hold to go on a mission, a summoning or just a visit to a friend or fellow Guardian.
Nevertheless, he has heard the words of Gloradin on his fears of the Fallens possible return some day, so Rius just like Avelina rigourlessly ensures that the training that the Castle Guard is done properly and fiercely. For he wants to make sure that should the enemy ever return, then they will be more than ready.
Crenin: Warden of the East
Notable Pros:
-Expert Leadership
-Proven Ability
-Veteran
Cons:
-Of a Noble Family
-Political
-Distrustful of "Non Humans"
A noble of Eastern Iredine, Crenin's family are the ruling family of the City, Berenir, the city where the tide was turned against the Fallen and the Dark Armies. Ever since however it has been a stronghold of peace and commerce between the different nations of the Region, Iredine, Erelin, Esarin, the Khanakorum and the Dwarves. The centuries of peace has allowed the city to become greater than it ever was, and Crenins family, the Avada are at the fore-front of it all.
The Avada are in the Kingdom of Iredine, known in law and tradition as the Wardens of the East, a title, duty and task that Crenin now holds. For within Iredine, Wardens are the ruling nobles of a region, it is their duty to not only act as enforcers of the law, but also to ensure the safety of the lands within their region.
Crenin takes this seriously, for the East is despite its advance in commerce, is still a dangerous place. Berenir sits near the border with the Khanakorun to the East and North East, whilst the empty and uncontrolled lands further north are considered lawless and savage. Playing host to untold number of criminals, barbarians, monsters, surviving elements of the Dark Armies, Orc Clans, roaming Canid packs, vicious human tribal Warlords and so on.
So despite its prestige, Crenin has ensured that the borders of the East are properly protected, he guards every viable place along the border where people may cross is properly guarded and the border itself thoroughly patrolled. To aid in this endeavour, by law as Warden, Crenin is granted the power to form large hosts of men and horse, with armour and weapons that are only given to the armies of Iredine.
Yet Crenin is not the kind of Lord who prefers to sit back and watch from a distance, or hideaway in his fortress, no he prefers to be there are the front, fighting alongside his men, shoulder to shoulder. An action that has made his exceedingly popular among the people he rules and protects, since he has never shown any sense of fear when in the fight against raiding warlords or vicious packs of monsters.
His position as Warden of the East has made him a keen ally and close friend of Gloradin, the two are often seen working together, combining each others strengths to protect the Kingdom from any threat that would face it. The two don't only meet to fight side by side, but also in times of joy and festivity, Gloradin stood proudly as his best man when Crenin got married, as well as the prime choice as his the Godfather for his children.
Companions of Elania:
Being in the Dominion of Ilumunar, Elania often comes into contact with some of the most powerful in magic and physic, though she likes most of the other Guardians is careful in deciding whom it is that shall work with her. Though she sees magic as the path ahead, she isn't afraid of bringing into her circle those who are limited in magical skill and knowledge, as they are often seen using weapons and armour that had been improved on with Enchantments.
Sue: Elegant Enchantress
Notable Pros:
-Expert Magical Ability
-Expert Magical Experimentation
-Determination
-Lover of Medicinal Plants
Notable Cons:
-Determined
-Distrustful of Nobility
-Suspicious nature
A young High Elven Enchantress, Sue comes from a powerful, prestigious, influential family in the Dominion of Ilumunar, however unlike her siblings, Sue had no real interest in furthering the families ideals and political strategies. Instead she had a close eye for the ideas and theories of magic and its improvements, though the family didn't like it, they did arrange for her to study in the most prestigious magical academy in the Dominion, the renowned and famous, Mela Engilin Academy.
Even as a young girl at the Academy, Sue showed an aptitude for magic and the ideas on how to enhance it, which gained the attention of her mentors and tutors. All of whom believed that she would a great sorceress one day if she focused on her proper studies rather than, what they felt was he wild theories on the improvement of Magics.
She often got into trouble for not handing in her assignments that her tutors desired from their respective students as well as overstepping herself during practical lessons or exams. But this overexpression caught the attention of Elania when she came to visit the Academy as the special guest for the graduation ceremony, as part of the ceremony a duel was undertaken between two graduates, one of them was Sue. She used a previously unknown method of conducting a spell that swiftly and easily overpowered her opponent, though the spell she used should have simply thrown him back and out of the Duelling circle.
It instead sent him flying back and even through the stone wall of the coliseum in which they were standing, the guests were shocked at the sheer power she has displayed. Some were enraged at how she had clearly tossed a young student through solid rock and stone, a throw that resulted in him being held in an infirmary for several weeks with broken bones. Yet Elania was intrigued at how the young one had performed such a simple but powerful spell, Sue was brought into the Headmasters office, where she expected a severe punishment.
Instead, she was greeted by Elania herself, who informed her that upon a discussion with the Headmaster, she had deemed that the Academy was not the right place for her to learn and practice magic. So instead Sue would come with Elania to Mela-Ensilin, where she would not only learn how to use magic, but help Elania in her experiments on creating new spells. Sue being Sue readily agreed and within just a few weeks was settling into her room in the Fortress home of the Guardian.
She spends most of her time working alongside Elania in the inner workings of magic and their experiments into the applications of new forms of magic and how they can best be of help for the world in general. She is responsible in fact for a special enchantment that enhanced the medicinal properties of the famed Flowering Almara tree, a plant that has become her favourite flower, to the point that she has one in the gardens of Mela-Ensilin, from which she enjoys making a small tiara from its branches.
Elania has grown attached to Sue, to the point that some of the Guardians joke that to Elania, Sue has become a surrogate daughter to her.
Linak: Former Captain of Solar Light
Notable Pros:
-Loyal
-Expert Commander of soldiers
-Adaptable
Notable Cons:
-Distrustful of Other Elven cultures
-Distrustful of "Non Humans"
The Solar Light are an ancient force of the Dominion of Ilumunar, its singular purpose originally was to preserve the heritage and culture of the High Elves, yet that was thousands of years ago, when the Elves were fragmenting. The Great Schism as it was known, the Elven people were dividing into one of four, High Elven, Wood Elven, Dark Elven and Snow Elven. The Guards of the Solar Light, were a force that were to act in the same form as an Inquisition for the High Elves.They were to hunt down and eliminate anything that was a corruption of the High Elven culture and beliefs. Yet this was changed when the Wars of Darkness began, the Starlight became the elite shock force for the High Elves against the Dark Armies, the first ones in and the last ones out.
The modern Guard try to uphold this sacrifice their ancestors made, whereas in the past they were to hunt down anything that threatened culture and heritage. Now they serve to protect the people of the Dominion, serving as both a military order but also as enforcers of the law.
Linak was a captain in the Starlight before an incident that caused his medical retirement, he had served in the guard since a young age as an apprentice. He was formally knighted and rose through the ranks as his determination and his ferocity made him known, but after he became a Captain for the City of Lyanna, he would suffer a severe injury by the strong jaws of a Feid. Although his injuries healed with the help of healing magic, he still could not return to his duties among the guard as the venomous bite had made it all the more harder for him to hold a sword.
But he did not let such a frailty stop him, he went to the most powerful magical user he knew, Elania where he offered his loyalties and his services if she could cure his body of the venom. She took up the challenge and after a number of trials and tests, she was finally able to remove the venoms grasp from his muscle. However the catch was that Linak would have to relearn how to move his muscles and his body, so for near 4 years he stayed at Mela-Ensilin relearning how to perform basic movements.
Yet when he completed that, he did not instantly return to Lyanna and the Guard, instead he upheld the promise to Elania and became the commander of the Guard for Mela-Ensilin, passing on the techniques and methods of fighting and discipline for the High Elves protecting the fortress. As well as going along with Elania on her travels as the leader of the guards ensuring her safety.
Mako: Dominating wielder of Fire
Notable Pros:
-Born with Elemental Magic
-Expert in Elemental Magics
-Determined nature to understand
Notable Cons:
-Known to be influenced by Emotions
-Struggles sometimes to control magics
-Has caused a Volcanic Eruption
A powerful elemental sorcerer from Zolei, the Dark Elven Kingdom, Mako as born with a strong affinity for magic, more specifically the magics of the Elements, notably Fire and Earth. Whilst most would require years of learning, practice and study to harness more than one element, he was able to master with ease both due to him having been born an Affinity. Yet this made him an outcast among other students of magic, since he had such power, everyone was afraid and jealous of him.
The reason being Magic itself, to use Elemental Magics, a person must think and harness magic in the same manner as the element. Air or Wind must be free and detached, Fire must be strong but with breath, water must be fluid and calm and Earth must be strong.
Eventually this became torment and ridicule, with people making fun of the fact that he must be so weak that he needed to use two elements to make up for it. The Bullying got worse and worse until finally, Mako had enough and ran away, not to get away from the torment, but to prove his power and strength. He went to Mount Co'Cocorus the great volcano, where with the combination of Fire and Earth he performed a feat never before seen, he used magic to manipulate the Larva and Magma that the Volcano produced in great rivers.
To the shock and amazement of onlookers, he made solid magma that had cooled to become larva once again, forced Larva flows to go in different directions. Then in one final show, made the Volcano erupt with a fury, sending burning rocks, plumes of ash and rivers of larva towards the place that had taunted him for so long, his school. Though no one was harmed, people were terrified of him, the King of Zolei intervened and deigned that he could not stay in Zolei, as his power was to dangerous to be near an active volcano.
With little options open to him, he decided to leave, begrudgingly, for otherwise it would have been likely that he would have been sent to the infamous Black Water Prison. He was given a pouch of gold to sustain him until he could find a place to live as a means of saying sorry for his exile by the crown. But for years Mako became a wanderer, using his elemental magics to provide for him, he used his fire magic to fuel furnaces in forges and smithy's, but he never found a place to live. Until one day, he was met by a Guardian, Elania.
She was impressed at his magical abilities and wished to learn and understand how he could do such magic with relative ease. In exchange she promised him a home, a place where he wouldn't face ridicule or torment for his magic, she swore that she would work alongside Mako in an effort to help him learn how to control it better so that he could not be afraid of some outburst of Anger that could set of a Volcano.
Wanting some semblance of a life again, Mako agreed and for a number of years he worked with Elania to master the Magic he possessed and understand how he can use it to the betterment of the world. Now he has learned not only to wield fire and Earth but also how to ease it and calm it, with some help he can ease the damage of Earthquakes, stop raging wildfires from crossing a line on a map, the possibilities are beyond understanding.
Salai: Former Gladiator
Notable Pros:
-Strong
-Loyal
-Weapons Mastery
Cons:
-Reserved
-Doesn't like to share
-Takes a long time to gain trust of
Within the Dominon of Ilumunar, Slavery is a topic of discussion, legally speaking at least the Enslavement of Elves, Humans and Dwarves is forbidden, but the law does not properly dictate that Slavery is forbidden and illegal in all regards. In fact throughout it history the Dominion has permitted indentured servitude throughout the ages.
So within the Dominion of Ilumunar, certain aspects of their past can still be found, notably the famed Gladiatorial arenas. Where Gladiators battle in contests for fame, glory, coin and above the cheers of the Crowd.
Salai was once such a gladiator, though not a slave, in fact she was a volunteer, joining the ranks of the Free Fighters, a guild of gladiators that fight for prestige and coin. To them the Arena is not just a means of gaining fortune, its a path to fame and glory, where the crowd cheer their names in victory and cry in defeat. But for Salai she fell into disgrace after several years as the champion of Iyllone, she discovered that a number of fighters in the guild were violating the rules of the Arena and using magically enchanted weapons as well as taking money to fix their matches.
She reported this to the Guild, who turned a blind eye after receiving a generous patronage from a number of wealthy citizens and noble families. Instead blame was placed on Salai when "Evidence" was uncovered that she had been using magical potions to enhance her body during her matches which again was in violation of the Arenas rules. She was caste out of the Guild with her champion status rescinded, she fell into disgrace and treated as a pariah, the crowds that once cheered for her, now looked on her with scorn, for they believed the lies spread of her abuse of potions.
This lead her to fall into the abuse of alcohol as well as crime, with a known crime boss hiring her on as a doormen for his tavern where he ran his business. But then one day, a powerful sorceress came to the Tavern asking for a room to spend the night, not sure what to do, Salai let her in. Then when she heard a commotion inside, she charged in to find the Sorceress being threatened by the boss she worked for, unsure again what to do, she heard the Sorceress speak to her.
It was Elania and she asked for Salai to use the same morals that got her into trouble with the guild to find the answer of what to do now. Salai made her choice and knocked out the boss with her bare hands, she then turned to the Barkeep and demanded they call on the guards. She provided evidence to the Guards on what the boss had been doing, detailed the hidden room in the basement where the gang was rune and where to find the real books.
Upon the successful arrest and imprisonment, Salai asked Elania if she had need of someone like her, though Elania usually only took in people who had some magical ability or affinity, she did say that she could use someone who sees things from a different state of mind. Saying "If everyone see things through Magic, we cannot see any other way, maybe you can". Ever since that day, Salai has served as Elania's official bodyguard, never leaving her side.
Companions of Odin:
For those who follow Odin the Guardian, the one trait they all have is a love of the seas and oceans, they all come from either the Frost Fire Clans or have a close friendship.
Rook: The Eye in the Sky
Notable Pros:
-Eye in the Sky
-Loyal
-Can Fly
Notable Cons:
-Can't keep quiet
-Doesn't like to get feathers wet
-Not a fan of strangers
The eye in the sky for Odin and his Long-ship, Rook is a Crow from the Heavens, the bond between the two is exceedingly close, it is very rare to see Odin without Rook either on his shoulder or flying over head. And the only reason he would not be there is if he is flying close by observing the world around his master, the bond between them allows the other to see through each others eyes, meaning Odin can see through Rooks and Rook can see through Odins.Being from the Heavens, Rook is not bound to certain rules of the mortal world, though he is restricted by nature into what he can do as a bird, such as how fast he can fly, whether he can fly in certain weathers. He is not bound to the laws of age, Rook has been on the Earth for as long as Odin has, making him beyond 1,200 years old.
Rook proved his worth to Odin during the years in which the Grand Alliance fought the army of Darkness during the Wars of Darkness. His keen eye from the sky, gave the allies a great advantage in observing the armies of the Fallen, where they are moving, what they were doing, how many they were and so on. Even during the battles, Rook would give some help, swooping down from above to peck and scratch at the faces and eyes of the enemy, though he couldn't really do much, it was of some help as he was a useful distraction.
Even now with the wars now a thing of ancient history, Rook still continues to serve his master loyally, flying over head and keeping his eyes wide open. Even though now days Odin mostly travels along the coast, up the rivers and estuaries keeping the Frost Fire Clans safe from any would be dangers in the world. But with Rook in the Sky, Odin can make sure that wherever he travels, he will never be surprised or get lost.
Of course there are some issues with Rook, the most notable is the fact that like Odin, he is very easy to find, mostly from his impossibility to keep quiet.
Sinruk: Dwarven Wanderer
Notable Pros:
-Hardened Fighter
-Good Smith
-Good Sailor
Notable Cons:
-Short Fuse
-Likes to Drink
-Not the Quickest Runner
A proud warrior from the Dwarven city of Khaz-Oceak, the only Dwarven city to be along the coast and have access to the Seas. Sinruk spent much of his life as a Blacksmith and part time warrior for the city, his father and grandfather had served in the Dwarven Army fighting monsters in the tunnels and caverns beneath the Earth, so he desired to uphold their sacrifice, he worked his job as a blacksmith in the day and practiced his axe work at night.
Eventually he decided to forgo the smithy and focus on his axes, but there was only so much he could learn in Khaz-Oceak, so he decided to leave and find places where he could learn new skills. Since Khaz Oceak and the Frost Fire Clans are good friends, he chose to start there.
It was here whilst travelling that he found himself stuck in an isolated settlement, the only way in or out was by ship and there weren't any taking passengers. Wanting to continue his journey, he asked the captain of one Long-Ship if he could come aboard as a part time passenger, saying that he would work in handling the ship until they reached a new destination. The Captain was none other than Odin himself, being respectful, Odin let aboard and gave him a run down on how to work the ship, Sinruk was quick to learn the new skills and found a love of sailing that he never knew.
After a few days, Sinruk once again approached Odin and asked if he could become a full time member of the crew, remarking his history as a blacksmith and his skill with the axe. Odin agreed, finding a good hearted person in the Dwarf.
Ever Since Sinruk has worked alongside Odin and the others in their duty in protecting the Frost Fire Clans from any dark creatures, his stubborn nature from being a dwarf has been proved a great help time and time again, when the group end up fighting monsters and other creatures throughout the land.
When back at the home village, Ragk-Ed Stone, Sinruk still doesn't sit still, when not enjoying life with the villages in the great hall where every night the village comes together to enjoy food and drink. He also chose to renew his old job of being a blacksmith, helping the village forge in building everything from the simplest nails to the sharpest axes and swords.
Xelin: The Master Druid
Notable Pros:
-Respected Druid of the Frost Fire Clans
-Powerful in Druidic Magics
-Can use limited Magical Fore-sight (Power to See Future Events)
Notable Cons:
-Finds it hard to communicate with others
-Strong Believer in the Druidic Faith
-Fore-Sight Magic not clear - Often Cryptic
Among the Frost Fire Clans, an old religious faith still holds strong, even with the changing time, according to this ancient doctrine, the Gods have no names, for they existed before such were true, the Gods are mysterious and cryptic with their choices as well as with their messages to Mortals.
This is where the Belief in the Druids come in, to the Frost Fire Clans, Druids are a special group of people that dedicate their lives to the worship and understanding of the Gods, to become a Druid one must be selected by the Gods for such a path and this is usually done at Birth. For Druids are not just their version of Priests, they also serve as the Healers and mid wives of the village or town they are within.
Xelin is one of those people, she was chosen at birth to become a Druid, it is said that the sign that marked her future as a Druid was a marking of blood on her skin. She would be taken from her family and handed over to the Druids of First Hearth, where from infancy she was trained in every aspect of the Druid culture and traditions. She was taught in the interpretation of signs that came from the Gods as well as in the different forms of Magic that the Druids use, this includes to an extent the power to foretell the Future.
Though for the Druids the power of Fore-sight is limited in clarity, what they see is never perfect and often requires them to interpret what they see, since they are not actually seeing the future but visions that give them some information.
When she was old enough, Xelin was given her place of purpose, like all Druids after completing her training, she would go to where a Druid was required to serve as intimidiate of the Gods and perform the duties expected of a Druid. Xelin was sent to the village of Ragk-Ed Stone, the village of Odin the Guardian, upon her arrival she was happily greeted by the villagers who had long waited for a Druid to come and settle.
She was soon treated not only as the respected Druid she was, but also a friend and member of the village, often greeted not as most Druids would be, but instead with smiles and waves. Even Odin himself who showed respect to the Druids, treated her like a normal person, despite the fact that she was a firm believer of the Druid traditions, she began to feel a sense of happiness at how she was so welcome.
At times she comes along with Odin during the performance of his duties, mostly when he feels that they will have need of a healer and magical wielder. Xelin at first felt that doing so was forsaking her duty as the Village Druid, but after witnessing what was happening in certain places, she became a willing companion on such missions. Even the other Druids felt that she was doing the right thing, such as following an attack of a Fied on a isolated village, she helped the local Druid in healing the residents that had been harmed as well as helping the funerary rights of those that were killed.
The only real issue with Xelin is that she is a firm believer of the Druidic beliefs, she actively attempts to drive away anyone that attempts to preach or speak of beliefs that are not of the Druids, anyone who speaks the name of a god is considered to be an insult if not worse. So much so that on one occasion, a companion of the Guardian Elania who had come to visit Odin, made a statement of his peoples beliefs and what they call the Gods.
Xelin used Druidic magic to blast him through the wall of the Great hall, shouting that he dare speak of the Gods as if he knew them.
Ox: Berserker of the Clans
Notable Pros:
-Strong Warrior
-Able Seaman
-Good with a broad-axe
Notable Cons:
-Likes to Drink
-Quick to take Offence
-Hatred of Orcs
A born and bred Frost Fire Clansmen, he was born into a small clan that was constantly caught in fighting against vicious monsters of the region, notable feids, trolls and ogres which plagued the region at the time. But also against the Elements, for their Clan was the furthest north of any of the varied clans along the coast and up the rivers.
Though the summers are pleasant and the hunting good, the fishing plentiful, the soil fertile, but when the winter comes, it comes fierce and hard. The land becomes blanketed in thick layers of snow, the rivers, streams, ponds and lakes freeze over and the herds of animals move to more sheltered places in the mountains or deep forests.
This is the world that Ox was born into, where the only the hardiest and toughest would survive the difficulties of life, every aspect of his life was focused on making him tough and strong. Eventually this took him down the path of becoming what the Frost Fire refer to as a Berserker, a fierce warrior who has driven his body beyond the average fighter and shows no fear. To be a Berserker has forced Ox to go beyond any pain he ever experienced in his life and ever since he has embraced it.
The act that drove him down this path was a single event when during the dead of winter, a raiding party of Orc attacked his clan stealing food from their stores and killing dozens in the process. Among those killed was his mother and ever Since Ox has held onto a deep hatred of Orcs.
He came to meet Odin during a random encounter whilst staying at an Inn within the "Capital" of the Frost Fire Clans, First Hearth. Whilst there Ox got into a fight with a bunch of drunken warriors of another Clan who claimed they were among the strongest, alone and with only his fists, Ox proceeded to "Teach them the Error of their thinking". Odin stepped in and stopped the fight before it got too bloody, reminding them all that their ancestors fought side by side and to fight each other was a disgrace to them.
Ox agreed and stood down, seeing a warrior without a cause, Odin took him aside and offered him a place at Ragk-ed Stone, Ox wasn't certain of his plans. But Odin was persistent, he told Ox that he and his crew are often called on by the Clans as well as other kingdoms to help in dealing with dangerous beasts and monsters as well as the Followers of the Fallen. Hearing the old enemy, Ox decided that he would agree for the time being.
Ever since, Ox has worked aboard Odin's longship as well as helping in the training of warriors in Ragk-ed Stone, wanting to make them the strongest fighters in the land. His lack of fear has proven a great help in a number of undertakings that Odin has followed, such as when word spread that a Feid was causing trouble in the mountains to the south. Ox without any hesitation charged the beast with his broad-axe and preceded to attack the beast time and time again, even after being thrown by its giant antlers.
Odin however has to constantly remind Ox that although Berserkers are tough, they are not invincible and that he must be more appreciative of his life.
Companions of Striga:
Out on the open plains, the desire of large parties is primarily the desire of the Khanakorum tribes, but Striga prefers a smaller party, who can move quick with the changing of the wind and weather.
Saylow: a Tireless Equine
Notable Pros:
-Never Tires
-Loyal to Striga
-Swift as the Wind
Notable Cons:
-Outpaces all other horses
-Refuses any other rider
A beautiful white stallion from the open grasslands and plains within the Heavens, he is graceful in his movements and swift with his actions.
Saylow was Strigas closest friend during her time in the Heavens before the Fallens rebellion against the Gods, they were often found together, either enjoying each others quiet company or with Striga riding atop him to enjoy the pleasant air. When the war in the Heavens began, Striga was quick to call on Saylow to help her, he was more than willing to support his friend and rider.
When Striga was sent down to protect the mortal world, she asked if Saylow could come with her, the Gods agreed and Saylow felt for the first time his hooves touch the Earth. During the Guardians campaigns against the Fallen, Saylow became Strigas trusted and Loyal Mount going into battle after battle during the fight against the Fallen.
Being from the Heavens, means that Saylow is not bound to every law of nature on Earth, though he is susceptible to things such as weakness from the weather like all living things, he never shows any sense of tiring even after an entire day of riding at the canter or gallop. This is what makes him incredibly strong and durable, even when he is not having Striga riding upon his back, he is pulling his weight so to speak.
The only issues with Saylow, is that he often tends to outpace and outrun other horses, which makes it difficult for the other members of Strigas party to keep up with her. But the trait that is the most renowned among the Khanakorum, is his fierce loyalty to Striga, a loyalty that will result in powerful kicks to any other than her who come to close or try and get on his back.
Milo: Swift and Precise
(Pronounced: Meelo)
Notable Pros:
-Expert Rider
-Marksmen with a Khana Bow
-Has an Hunting Eagle
Notable Cons:
-Hates Cities
-Distrustful of Outsiders
Born into the Khanakorum, Milo despite being a woman was placed into the saddle before she could even walk, as was the tradition of the Khanakorum, for those who cannot ride can easily be left behind. Mila was the daughter of her tribes most respected raiser of horses, so she was raised around them and spent nearly everyday of her childhood caring for foals, she greatly enjoyed the time she spent with them.
Yet as she reached her teenage years, she began to show a great rebellious streak, she began to show less interest in the caring of horses and more for the adventure of hunting and exploration. The first sign for such a future came when she took in a sickly Eagle chick that had been abandoned by its parents, she took the little bird in and cared for it for a number of months until it was able to fly. This Hunting Eagle whom she named Shale, has ever since been a good helper in the hunter of animals such as Rabbits and small deer.
She came to meet Striga during one of her hunts, her horse was spooked when a Wyvern swooped down with the intent of making her its next meal. After being thrown from her horse, Milo was alone with only her Khana recurve bow, despite being up against a dangerous foe, she fought hard. It wasn't until she ran out of arrows that she recognised the danger she was in, but death would not claim her then, Striga came rushing out of nowhere and struck the Wyvern in the eyes, blinding it to her final attack with her spear.
Striga was impressed at how the young girl had managed to fight off such a deadly, dangerous animal on her own for so long, after returning her to her tribe, Striga offered her a place as a travelling companion. Milo readily agreed, seeing it as her opportunity to see more of the world, however despite her willingness, she has shown to have some dislikes from what she has seen thus far. She absolutely despises the idea of cities where so many people live, living in a close knit tribe for so long had made her accustomed to the fact that she knew everyone in her tribe.
But in the cities, she doesn't believe that people would have that sense of closeness.
Cenrid: Demi Human Warrior
Notable Pros:
-Expert in Natural Magics
-Good with a Centaur Longsword
-Good Relations with Centaur Herds
Notable Cons:
-Distrustful of Outsiders
-Fearful of Cities
-Dislikes Superiority complex
As wise as he is respected, Cenrid was the Doniea or Shaman of his herd, not much is known about his life before he met Striga, though it is assumed that as the previous Shaman, he would have had substantial teaching for the role he would have taken.
These include the understanding and harnessing of what the Centaurs regard as the true form of Magic, Natural magics, the manipulation of the laws of nature, these include the elements, the plants and the animals. But as well as that he would have required lengthy lessons in the practice of Divination and Navigation by the Stars, for although all Centaurs are stargazers, only the Shaman are able to discern the messages the Stars provide.
His life on the open plains, hills and forests of the Khanakorum came to an end when he met Striga when his herd moved to a forested collection of hills where they intended to take shelter for the winter. Striga and Milo had made the same choice and ended up staying with the Herd for the winter, with everyone sharing stories of their lives.
After the winter had passed, Cenrid asked the leader of the Herd if could join Striga on her journey, at first the Herdmaster asked if this was something he had seen in the stars. Cenrid denied saying that it what his heart was telling him and that besides this he could not explain it, he just knew that he needed to go with them. The Herdmaster although reluctant to lose an experienced and respected shaman understood and gave Cenrid his blessing to leave, but not before gifting him a Centaur longsword.
Ever since, Cenrid has been a keen eye for the group, his skill in observing the stars has always made sure that they never lose their way in a place where there are no roads nor signs and only one Permanent Settlement. Another great help is the natural magics he can call upon to assist them when facing challenges, such as when a Ogre is attacking a group of traders and he called on the Natural Magics to make the roots of nearby plants entangle the monster and make it an easier kill for Striga and Milo.
But being a Centaur does have some draw backs, naturally speaking Centaurs, Cenrid included don't like confined spaces that are common place in cities. They find such places too constrictive for them, every time they are forced to enter a city in fact such as when Striga comes to the Conclave. Milo often has to help him through the fear that possesses him, often by holding his hand and reminding him that it will be alright.
Companions of Hela-Ven:
Phila: Natural Magic Caster
Notable Pros:
-Expert in Nature Magics
-Expert Magical Skill and Knowledge
-Keen understanding of Forest Spirits
Notable Cons:
-Hates Cities
-Dislikes High Elves
-Mistrustful of Outsiders
In the realm of the Wood Elves, the Esarin Kingdom, nature trumps all other matters for the wood elves the natural world is more important than any other element of their culture. And to aid in the protection of their beloved Green Wood, Natural Magic Casters are highly respected, for they perform act using magic to heal and protect every plant and tree within the Greenwood.
Phila is one of those casters, born into a noble family she saw it as her duty as both a member of her family but also as a Wood elf to preserve the forest they adore and revere. She began her studies early in life practicing the magics that would be needed to fulfil the task expected of her in the Great Greenwood, she spent nearly every waking moment learning all that she could on magic and the natural world.
When she was finally accepted as a magic caster, she left home and began to wander the different villages throughout the Greenwood, she used her magic to calm animals that showing signs of aggression without cause, healed trees that had been scarred or harmed by the greed of other mortals.
Then one day, whilst she was walking she came across something that enraged her, she discovered a group of humans cutting down the trees. Which was a fraudulent disregard for the laws of Esarin where for any tree downed, another must be planted to preserve the future of the Greenwood, she called on her magics to deal with the threat but was struck when the men began to run this way and that as if in terror and peril.
The answer soon showed itself, two hood and cloaked individuals came out from the trees and began to fervently attack the illegal loggers, with arrows from their long bows they began to easily pick off the criminals. But when one tried to sneak up behind one of the pair, Phila unleashed her magics, calling on a root to spring out of the earth, rap around the attacker, whisk him into the air before slamming him back into the earth hard.
When the fighting was over, Hela-Ven took her aside and asked if he could call on her for help in another task, being respectful she accepted. To which Hela-Ven asked if she would help him dig graves for the dead loggers, she was taken back, she expected to leave them to the elements and the Greenwood. But Hela-Ven pleaded her to listen, saying that by burying them, they will give life where they took it, by burying them they will make the land fertile for the trees that will follow. But above all even those who are criminal deserve some last respect as they go on into the next world, a show of kindness that they didn't give to others.
Understanding his point of view, Phila agreed and used her magics to bury the bodies around the clearing the Loggers had made with their felling of trees. Though she hated them for cutting down the Greenwood, she now began to see Hela-Vens argument of restoring the land. After the task was completed, she asked if she could join Hela-Ven in his duty as a Guardian, Hela-Ven accepted, seeing someone who loved and cherished the Woods just as much as he did.
Though she does hold the same love and cherishment of the Forests and the creatures that live in it that Hela-Ven has, she is still noted for certain opinions against certain individuals and groups. Notably she has a strong distrust of the High Elves, though she recognises them as Kin, she doesn't like their opinion that they are the True Elves or the Purest of Elven Cultures. Since she is of strong mind that they are not true Elves, for they are constantly engaging in Political Schemes, whilst the Wood Elves have never faced such difficulties.
And if they are so pure and True, why did the Elven people break and divide.
Onalus: Hardened Forester
Notable Pros:
-Expert Survival Skills
-Expert Crafting Skills
-Experienced Forester
-Knowledge of hidden Paths in the Great Greenwood
Notable Cons:
-Distrustful of Outsiders - Canids - Vulpine - Dark Elves
-Strong Believer of Forest Laws
-Strong Believer of Wood Elven Philosophy
In Esarin, the Foresters are treated with great amounts of respect, for they are looked on as both protectors and warriors, they were founded millennia ago when the Ancient Elves broke up into the races that exist today. Their duty to protect the Wood Elves from any would be invader that dared to enter the Great Greenwood, to this end they are experts in Guerrilla Warfare and use of the longbow.
They protect every inch of the Greenwood, operating from hidden camps that only they know the locations of, Onalus is regarded as a legend within their ranks. For during his time as a Forester he has undertaken several successful missions to protect his people and his Woodland home from a number of dangerous creatures, this included one of the few times that a Wyvern dared enter their lands.
Onalus lead a group of Foresters against the beast, showering it with arrows that all but shredded its wings, stranding it on the ground where the party could better control the fight. But for all his skill and legendary status, Onalus like most other Foresters often prefers to travel alone along the hidden paths they use to traverse the woods.
It was during one of these travels that he encountered a beast he had never faced in his life, it was an armoured Troll, a beast that were very rarely seen near or in the Greenwood. Knowing his duty, Onalus took up his bow and took aim, yet when he released the beast moved blocking the shot that would have pierced its throat with its arm. He spent the next several minutes dodging attack after attack from its strong fists, the severity and the speed of the attacks meant he was not able to get another arrow ready or let it fly, he knew that moment he did stop to do so or take his concentration away from the incoming attacks, he would certainly be hit and hit hard.
Then helped arrived in the form of a flurry of leaves brought up by a gust of wind that distracted the Troll, then he spotted an arrow strike its eye. Followed on by a woman jumping from the trees with two daggers, landing on the beast back and begin stabbing constantly with her blades. This was how Onalus came to meet Hela-Ven at least properly this time, for he had seen the Guardian before during his life as a forester but never properly met him.
After defeating the Troll and "Returning its body to the earth", Hela-Ven recognised the Foresters skill and experience, offering a chance to join the group and help protect the Woodland and the world at large. Onalus was unsure, for he served to protect the Forest, to which Hela-Ven noted that by joining their group, there will be times when he could see other forests.
Onalus agreed and since has been a good help to the party, his knowledge of the hidden paths through the Great Greenwood help them greatly in traversing the land quickly and safely without any prying eyes. But with him came a bias against certain people, notable the Vulpine and Canids who Onalus looks on a little more than honourless thieves or half breed animals.
Leenih: Quickest with a Blade
(Pronounced La nay)
Notable Pros:
-Expert in Stealth
-Handy with a blade
-Swift Footed
Notable Cons:
-Used to be a professional Thief
-Dislikes Nobles and Royals
Born into an impoverished family that lived along the outskirts of the Great Greenwood, Leenih was forced to take up a life of crime early in her teenage years, this was mostly due to the lack of work that paid well enough for her to support her family. However she found herself becoming an honourable thief rather than stealing from every person she came across, Leenih only ever targeted the rich and powerful.
This lead her to going on sorties into the nations of humans, notable the Duchy of Keldor of whose nobles were very rich indeed. What she stole, was instantly used to help her family as well as others in her village to keep themselves alive.
By the time she was 20 years of age, Leenih had become a highly professional thief with years under her belt, though she now worked on behalf of people who in turn worked for others. Her targets now were not the jewels and precious items that people hoarded away in secret safes and strong rooms, but now the contents of their letters and documents they had hidden in draws and secret hiding spaces.
It was during one such mission on behalf of an anonymous client, that she came to meet Hela-Ven, who was after the same thing she was. The target was a secret ledger that detailed the profits gained by a corrupt Noblemen from the Kingdom of Iredine, profits that came from illegal smuggling within Esarin. Hela-Ven explained to Leenih when he caught her in the act, that he was asked by Gloradin and Iela to find proof.
As at the time the Kingdom of Erelin to the North of the Greenwood was gripped by civil war and they believed that someone wanted the war to keep going. Leenih and Hela-Ven worked together and retrieved the documents they so desired, at which point Hela-Ven offered Leenih a way out of the life of the thief she was caught in. Leenih was uncertain as she still had her family to support and her thieving was what put food on their table, Hela-Ven reassured her that if she came with him and helped him, then he would ensure that her family would not go hungry.
With this promise, Leenih became a trusted scout and infiltrator for the group, where her skill in parkour, lock picking as well as her skill with her dual long daggers has proved useful to the group. Yet she always seems to show a dark smile whenever the group take down a noble or royal for crimes, she explained that she hates how the common people like her family struggle everyday whilst they live high and mighty lives.
Companions of Creona:
Being a healer, Creona doesn't really have any real interest with people who are prone to bouts of violence and aggression, instead she finds companionship and friendship with people that are at heart true to their beliefs and customs and since Melia is among the last of the Ancient Human cultures, she is amazed at how the customs have held true.
Zenl: Keeper of the Dead
Notable Pros:
-Knowledge of Ancient Rituals
-Honours Ancient Traditions
-Expert Skill with Melian Scimitar
Notable Cons:
-Dislikes violation of Ancient Tradition
-Hates Intrusion of Ancient Tombs
-Distrustful of Outsiders
A hardened believer of the ancient Customs of his people, Zenl comes from an ancient tribe, the Ztor, that swore fealty to the crown of Melia many thousands of years ago. The lands of the tribe were focused around a long rock valley that soon became the chosen place for the final resting places of the Melian Pharaohs, the valley has ever since been known as the Valley of the Pharaohs. And Zenls tribe are its ancient protectors, sworn to defend the tombs of the ancient rulers of the Kingdom.
And it is a charge they uphold even now with the more recent rulers preferring funeral pyres to entombment, Zenl is one of the warriors that continues the task of defending the ancient tombs, proudly it is said, for in his own words "We are sworn to protect the ancient kings and we shall do so unto our final breath".
Zenl is sometimes seen as a type of Zealot when comes to the traditions and beliefs of the ancient ways, to the point that on one occasion he actually killed a man who was merely passing through the tombs. When challenged why, Zenl produced a sack of gold and silver, he says that he found the sack with the man, explaining that the precious items of the valley are the property of the kings and queens of old and to remove them is an affront to their beliefs.
As punishment for murder, Zenl was sentenced to serve 10 years in the School of Healing, sweeping and cleaning the marbled and polished stone floors of the ancient temple. Though he didn't like being treated like a servant for performing his duty, he did find some peace at the Temple School, for the Temple was built to honour the Goddess of Healing, so to see people learning Healing Magic and Alchemy made him feel proud.
It was here that he came to meet, Creona who was the prime teacher of magical healing at the School, she recognised the tattoos that Zenl had all over his body and asked to speak with him. Over a cup of tea, the two began speaking, Zenl was impressed at how much Creona knew about the ancient customs of Melia as well as actual quotations of the Goddess the Temple was dedicated too. Creona on the other hand was amazed that there were still people that honoured the time old traditions in other parts of Melia, she had a great interest in visiting the Valley of the Pharaohs and asked if he would escort her.
Zenl agreed, for despite the Tombs being off limits to anyone, it didn't mean that a child of the Gods couldn't walk the sacred stone and sand. On their arrival, Zenl was again surprised by Creona who read aloud the writings carved on some of the walls of the rocky valley as well as on the entrances of the tombs. He asked Creona if she would be willing to help him learn those skills, the knowledge of not only to read the ancient language but read and write in the more modern tongue.
Creona was happy to do so, for the following months Creona with a great amount of patience and care slowly taught Zenl in what some would regard as the simple skill of reading and writing. But for Zenl who by this point was a full adult had never been given any teaching in such studies as the Tribe lived a basic and subsistent life style.
As a means of saying thank you, Zenl stayed on at the School of Healing even after his service has ended, though now instead of being a cleaner, he now stands as both a guard protecting the school and its students. But also the cultural artifacts and scrolls that are held within its walls, though he does justice to the task, he has shown at times to be a little extreme.
He has shown a great sense of distrust and dislike of outsiders who are not from Melia, he often remarks that they show no respect for the Temple in which they stand nor the culture of the people who built it.
Isia: Healer of Body and Soul
Notable Pros:
-Respects the Old Ways
-Honours Ancient Ways
-Is highly respected in Temple and Palaces
-Naturally gifted with Healing Magic
Notable Cons:
-Strong Believer of Ancient Customs
-Seeks to protect the old ways
-Distrustful of outside cultures
Born in the heart of Melia, Isia was raised under the close guardianship and tutelage of the Temples to the Gods, she spent her childhood sitting and standing in awe of the pieces of art painted onto the walls of the Temples or gazing at the carved stones and statues that dotted the cities.
It was no wonder then, that when she chose to dedicate herself to the worship of the Gods and the care of the Temples, Isia of every temple she loved, chose to serve in the Temple of Healing. Which had long been a place of worship to the Goddess of Healing whom the Melian call Ithia, but also a school of magic under the Guardian Creona. Her vigorous and staunch belief in the beauty of the Gods and their gifts gave her a great amount of respect as she rose from a young girl sweeping and cleaning the floors.
To become a respected healer and caretaker of the Temple as well as the souls that came to the temple in need of aid, her natural skill in healing magic came to be of great help to anyone who was hurt or sick. But a strange gift she had that wasn't magical was an almost supernatural ability to lift peoples spirits when they began to feel low or disheartened. It was this that brought her to the attention of Creona, who recognised someone with a kind heart and loving nature, emboldened, Creona gave Isia a place at the Temple as a teacher of Magical Healing.
For it wasn't just her heart or her gift in healing that made her so curious, Creona also respected how Isia showed great kindness to the dead. Whenever she wasn't performing acts of worship or using her magic to heal the sick and injurde, Isia liked to prepare those who had died for their "Journey" as the Melian people call it. When the soul leaves this world and Journeys on into the afterlife, this includes performing a series of rituals that ensure that the Soul is properly released, usually through incantations over the corpse as well as the wrapping of the body in soft cloth before placing it in their grave.
Isia sees it as a sacred duty to uphold these traditions and often finds herself in shouting matches with anyone who does not show any respect for them. One occasion she forced three students to clean with the utmost care a walled Mosaic that they had spilt a drink onto, a Mosaic that was as old as the Temple itself. She is very protective of her ancestral culture and makes it clear to anyone that if they show any disrespect or insult to them, then they better be ready to pay the price.
Irus: Anubian Warrior and Merchant
Notable Pros:
-Strong Warrior
-Gifted Ambassador
-Respected Diplomat
Notable Cons:
-Distrustful of Elves and Humans
-Plagued by Nightmares
-Doesn't like leaving Melia
A strong and capable Warrior of his people, Irus was born and raised into the ancient customs and beliefs of his people, the Anubians despite their long lineage have never been ones for the expansion of borders on a map. And Irus is the same.
Many Anubians undertake at some point in their lives, what is known as the Pilgrimage, a point in their lives when they are expected to go forth and fulfil a duty to the Gods. Irus has had this belief in his heart for decades, despite the fact that he is now in his fifth decade of life on this earth, usually speaking, most Anubians by this point have long completed their pilgrimage and returned home to live their lives.
But Irus instead constantly is challenging himself, he constantly goes out into the Deserts to hunt both game but also monsters that roam its sands. It was during one of these sorties that he was badly wounded and forced to swallow his pride and go find help in the Temple of Healing, where he met Creona. The two talked during his healing and recovery, he detailed how it was that despite living a long life, he could just not shake the feeling that he had not completed his Pilgrimage.
She asked him to explain what he meant by the feeling, to which he detailed that he is constantly beset by nightmares each and every night. Nightmares that are always the same, he sees the Anubian home of Imeut in flames and all inside dead, so it was that he forces himself each and every day to make himself stronger. He pushes himself whenever he can so that when the time comes he can try and prevent what it was he saw in the Nightmare and ensure that it does not become true.
Creona was sympathetic and promised that as a Guardian she would ensure that his people be protected, even if she couldn't save Imeut, she would save the Anubians. But she did ask for something in exchange, all she asked of Irus in exchange was that he show more concern for his own life, she made it clear to him that if he wasn't more appreciative of his life and what he had then what worth would he be to his people. Especially if he was too hurt to be of any help to them or worse dead.
Understanding her point of view, Irus agreed to the terms and promised that he would be more careful in the future, after his wounds had healed, instead of going back on the hunt. Irus decided to stay in Thebis and opened a small shop in the market where he would sell all kinds of items and goods.
Though he often leaves the store to a friend whilst he journeys back to Imeut to visit friends and loved ones. As well as accompanying Creona who he now regards as a friend on her travels, not only to try and ensure that the Anubian people are heard notably at the Gatherings of the Conclave but also to try and find new trade opportunities.
Companions of Medinah:
Whilst others seek both the powerful, capable, strong warriors as well as the wise and intelligent. Medinah prefers the company of the wise only, for he after all is interested only the pursuit of knowledge and the power of Mind.
Rusia: Learned in Elements
[Pronounced Rus I ya]
Notable Pros:
-Master in Magical Skills
-Master in Magical Knowledge
-Gifted in Elemental Magics
Notable Cons:
-Doesn't Like to Share with others
-Slight Superiority complex
-Disgust of Certain Races - Orcs, Dark Elves, Snow Elves, Lizard Folk, Simias
A High Elf from a long line of nobles with a gift for magical ability and natural skill, Rusia came to the Temple Alucar when he was in his teenage years. He came with a singular goal and that was to learn and be able to use more powerful forms of magic as well as learn what it was that made magic possible and so gifted in the Elven People.
As previously said Rusia comes from a prestigious family from the Dominion of Ilumunar, there he was raised in some of the highest circles of the nation, attending fabulous balls and extravagant parties where the rich and powerful enjoy life. He came to enjoy this life of wealth and power, living the image of grandeur that was the Dominion, he truly came to believe that the High Elves were the appitemy of what the world should be like, extravagant, wealthy, prestigious.
Of course this belief in their superior culture, made Rusia just as bad, he came to see a great number of other races with disgust, whom he sees as either barbarians who refuse to see how life should be lived. He views some of the other Elven Cultures, notably the Snow Elves as ridiculous for wanting to live in a land where there is nothing but ice and snow, often joking that surely the Snow lovers must have shrivelled appendages. To the old adversaries in the Dark Elves, he considers them little more than blood traitors and darkness seekers as well as suicidal for wanting to live next to a constantly active Volcano.
Even now after a number of years, he still holds strong to these beliefs, despite having had to work with Dark Elven and Snow Elven sorcerers, magical users and scholars. He even outright refuses to perform menial labour as he calls it, he refuses to cook meals, clean clothes, even tidy up after himself, he sees such work beneath him and feels doing such is a disrespect of his ability and skills.
Such skills include a strong affinity for Elemental magics and old elven incantations, even his heritage grants him certain knowledge, since he was raised in the upper echelons of the Dominion. He had during his life access to some of the best tutelage and lessons available, this included his knowledge and understanding of Ancient Elvish languages notably those from before the Elven Schism several thousand years ago.
It is this knowledge as well as his drive to understand Magic, that has made him indispensable for the Temple of Alucar and the vast hold beneath, though many wish for him to pull his own weight from time to time, with the most help he does being the proper categorising of the collection and ensuring that everything is properly recorded.
Opa: Learned in the Word
Notable Pros:
-Expert in Rune Magic
-Expert in Jewel Craft
-Master of Geology
Notable Cons:
-Dislikes show offs
-Strong believer in Rune Magic
-Known to be Reserved and Private
Coming from the Dwarven Capital of Kal-Reguk, Opalik Vork or Opa for short is among the Dwarven peoples most revered and most respected Rune Smiths, having spent most of his life to the study and practice of Rune Crafting, the only form of Magic the dwarves are able to perform.
This life came to him very young when as a boy he first learned about Runes and grew fascinated by their possibilities, this was made all the more for him when he understood that Runes were the only magical form the Dwarves could undertake and he made his ambition to make them greater still. He was accepted as an apprentice to a master Rune smith within the city forges and very quickly learned the skills that would make him famed.
Eventually however he began to branch out into other fields of study all in the idea of enhancing his skills and abilities, so after he learned all he could of Runes and how to carve them upon each and every item that could support them. He took on another job this time in a jewellers, where he learned how to carve the most delicate stones and gems into pristine items for the finest and most exquisite jewellery.
But even that was not enough for him, so one day he made his mind up and left Kal-Reguk altogether and made his way to a place he had only heard of, the famed Temple of Alucar where he hoped he would find more knowledge on how Runes could be better improved upon. Upon his arrival he was greeted and welcomed for very few dwarves make the journey to Alucar and so he was surprised at the warmness of the greeting, yet when he was shown the great Hold beneath the mountain, he was inspired. Everything amazed him, the structure itself and how it seemed perfect for its purpose as a reliquery of knowledge and information, at the varied levels that went up and down filled with shelves of books and artifacts.
During his time here, he would meet Medinah who like him had a shared passion for the understanding of magic, for like Opa, Medinah questioned why certain races had a greater affinity to magic than others, and why the Dwarves were stuck with Runes. Together the pair worked to ascertain a greater understanding of the Runes themselves as well as the magic connected to them, Opa's research and study into Runes made him famed as his skill grew as he grew older.
Today is one of the most renowned masters in the study of Runes as well as one of the best scholars in the study of Geology, even though he had intended to only stay at Alucar for a year or two. Now 45 Years later as he approaches his 69th year of life, he still remains a permanent resident of Alucar and often enjoys travelling with Medinah to the Gatherings of the Conclave so that he might meet up with the Dwarven Ambassadors.
When not accompanying Medinah and others on ventures beyond the temple, Opa is more often than not found within his Laboratory, here with some privacy he works to study rock and stone, Ruby and Diamond.
Jun: Learned in the Path
[Pronounced June]
Notable Pros:
-Master in Dark Magics
-Master in Magical Knowledge
-Fiercely protective of her only son
Notable Cons:
-Distrustful of High Elves
-Seen as a bit of a Temptress
-Isolated personality
-Overly Protective of her Son
Coming from the lands of Zolei, June-Ara or just Jun was raised in the aspect of the magical practices of the Dark Elven People. Unlike the other nations that cling to one form of magic, such as the Light, Religious, Natural etc, the Dark Elves embrace all forms of magic seeing no real distinction. In their eyes since it exists then why shouldn't it be used at least with some understanding and restraint.
Jun took a deep interest in Dark Magic which includes using spells and incantations that many see as evil or nefarious, this can include forms of blood magic, though in Zolei even ritual sacrifice is strictly forbidden. From a young age, Jun had a keen interest with the different aspects of Magic and how it worked, she studied excessively and experimented on the varied areas of blood magic. She experimented on different bloods, dependant on what it was from, how old it was, the condition etc.
Eventually she decided to expand her horizons and began to wander beyond the borders of Zolei into other nations and regions in order to continue with her experiments. It was during one such foray that she ended up having as she rather openly puts it a game of "Sperm Roulette" and found herself pregnant, at the time she was within the borders of the Council State, so knew it would be unlikely for her to get back to Zolei before she gave birth. With few options she chose to go to the one place she thought she might be safe from discrimination and scorn that is common for Dark Elves in lands outside of Zolei.
She came to Alucar where she hoped to rest for a few months until the birth of her child and is able to travel once again back home where she could look after each other. Over the months of her pregnancy she found herself focused again on her experiments, Medinah is impressed by her abilities and knowledge and offers her his help in some of her experiments. Eventually Jun goes into labour and has a son whom she names Lucan after her Father, as she regains her strength as well as her sons, she decides that the time has come to settle down.
She decided to remain at Alucar for the foreseeable future, believing it to be a good place to raise her son and keep him safe from the dangers of the world. Lucan now entering his 10th year of life has begun to be fully accepted among the various monks and scholars of the Temple, as he is often playing in the gardens or studying hard. Jun is extremely protective of him and when Rusia condemned him for being a dark Elven mutt, Jun responded fiercely, it took Medinah to break the two of them up, but by the end of the fight, Rusia has suffered a broken nose, a severe burn on his chest that took three weeks of extensive healing to remedy, two cracked ribs and four broken fingers.
Ever since Jun ensures that Lucan keeps a good distance from Rusia and other High Elves at the Temple and the Hold below, whenever possible she always ensures that she knows exactly where he is and what he is up to, but never in a manner of being controlling but cautionary. There are those that often look at her as a temptress for the manner in which she dress, often with loose clothing that leave little to be desired. She on the other hand always counters such opinions by saying "I Prefer Comfort over Style"
Today Jun still remains at the temple and the Hold of Alucar, where she continues her experiments on magical theory, but also has found some intrigue in the ideas of Medinah, notably on what Magic is exactly, how it works and how certain practices came to be. Yet when not performing those experiments she dedicates herself to her son, to the point that she made clear to Medinah that if push comes to shove she will choose the safety of her child over anything else.
Companions of Kolai:
In the cold and harsh regions of the North, sometimes it isn't about how strong an individual is in combat, it is all about hard strong they are in coping the harshness of the world around them. Kolai is just as strict, since she often patrols the cold regions of the map in the lands of the North, she only ever chooses to accept into her company those who know the world around them and how to survive in it.
Kuska: Arctic Survivalist
[Pronounced Koo skah
Notable Pros:
-Master Survival Skills
-Has knowledge of safe passages through mountains
-Expert Spearwoman
Notable Cons:
-Doesn't like leaving homeland
-Distrustful of Southerners
-Distrustful of Nobility and Royals
Born into a Khanakorum tribe that lived along the northern most borders of the grasslands where they meet the Icelin Kingdom, Kuska was raised to understand the hardships of life in the wilderness and the toughness of winter, from an early age she was raised as was custom in her tribe not only to seek out and find edible plants, roots and tubers during the cold winter but also how to hunt and live for long periods out in the snow covered hills, mountains and plains.
By the time she was 17 she had been on countless "Outings" into the wilderness, often going for days if not weeks on end without seeing her tribe. Such was common when hunting was hard when the Herds are constantly on the move. It was during such an outing that she found herself isolated and alone, not fearing the end, she buckled down and fashioned herself a makeshift sled from what she could find and pushed forward towards the relative safety of some mountains.
Taking shelter among the caves, she thought herself safe when suddenly a huge troll came out of the darkness within the cave. With only a spear to protect herself, Kuska fought hard until Kolai arrived and helped her in defeating the beast, after which Kolai and Kuska sat down around the fire as a snow storm came in. They began to talk and found similar characteristics about each other, both didn't like places that were overly warm, they both enjoyed the strange beauty of the Snow covered landscape and more. Kolai escorted Kuska to her home at the Fortress of Ijes, where she met the other companions of Kolai alongside the people who had taken shelter for the winter there.
When spring finally came around, Kolai offered help in finding her tribe, which Kuska accepted but wished to repay Kolai for helping her. So after meeting up with her tribe, Kuska explained that she felt it was her duty to serve Kolai the Guardian in defending the land from evil, although many didn't like it, they accepted.
And ever since, Kuska has been the primary for patrols and outings for Kolai, whenever they are to go out from Ijes, its Kuska that leads the way. Her knowledge of the safe routes through the mountains especially during the winter when most are either closed off from snow, ice or mud, she knows exactly which ones can be safely travelled and which ones can't. Enabling the group to either get ahead of any danger or have prior knowledge of where a threat has to go.
Emin Mul: Hardened Dwarf
Notable Pros:
-Expert Crossbowmen
-Expert Crafting Skills
-Master Hunter
-Good friendship with the Khaz Ilik
Notable Cons:
-Distrustful of Southerners
-Doesn't like Humans
A hardened hunter from the city of Khaz Ilik, Emin Mul has worked hard his entire life, and that is because he has had to. Being the only Dwarven city this far north and a considerable distance from the Dwarven Mountains that holds the capital, the Dwarves of Khaz Ilik never shy from hard work, despite an underground road that links them back to their original homeland. Emin Mul doesn't work beneath the earth though, he and his trusted crossbow work instead in the snow covered mountains and in the montane forests.There he hunts mountain goats, deer and other animals to provide fresh meat to the Dwarves and their close friends the Icelin. He takes pride in his work and his accuracy, he often mocks those that use the longbow, stating that such a weapon is for boys who can't shoot straight. Emin came to meet Kolai at Ijes her fortress in the Icelin mountains, where after a successful hunt, he was bringing by dog sled the body of a large deer which he hoped to trade at the fortress.
Whilst there he decided to take a few days to rest and care for his dogs, ensuring that their feet were good and unharmed, but he did let his competitive streak show when he saw a group of Icelin practicing their aim. Seeing them as little more than boys, he grabbed his larger crossbow and showed off continuously, getting multiple bullseyes, but when Kolai saw this, she decided to give him a true test, she declared that anyone can shoot a target.
"But what if that Target is obstructed by someone?"
She then knelt down and lined herself up with the target, with the bullseye just over her left shoulder, Emin Mul was now less confidant, he took aim and realised that he couldn't keep his hands steady. With a final breath, he broke and lowered his crossbow explaining that he couldn't, Kolai being curious asked what the problem was, he admitted that he was nervous. Kolai explained that fear was natural, she told him to breath and trust himself, she knelt down again and nodded to him, Emin readied himself again.
As his hands began to shake again, he heeded her words and took a slow breath, trusting himself he shot his bolt, with it passing mere inches from Kolai's face. Kolai was congratulative to him, exclaiming that she was proud that he overcame his fear, Emin on the other hand was shook up not from fear but exilleration, he had never experienced such fear and was grateful for the opportunity. He finally realised that his fear was the unknown and what he hadn't seen before, he asked Kolai if he could join along on her travels, so that he could see more and experience more.
Since then, he has not only the been the primary hunter and tracker for the company but the one responsible for the care and upkeep of their sled dogs as well as the dogs in the Ijes kennels.
There is however one issue that he holds and that is his opinion of certain groups, nations and races. In the past Khaz Ilik was like their neighbours the Icelin were at the forefront of the Dark Armies and constantly had to fight them off and defend their homes. However their southern allies were unwilling to come to their aid most of the time leading to a great amount of death. So naturally a distrust of southerners is born into every dwarf of Khaz Ilik.
Djinn: Hunter in the Snow
Notable Pros:
-Master Crossbowmen
-Good with a Icilin Curved Sword
-Natural Affinity to the Cold
Notable Cons:
-Distrust of other Elven cultures
-Distrustful of Humans for leaving his people
-Uncomfortable in warmer weather
Among his people Djinn is a legend, his exploits have been told time and time again, before he was forced to step down, Djinn was the commander of of a garrison of the southern border, where the Icelin mountains come to meet the Mammoth Forests.
This region was a constant battleground during the wars of Darkness and even today is a place where peace is rarely found. Warring bands of rogues and warlords constantly attempt to raid the Icelin Kingdom for its wealth as well as its stores of food and the warmth of its geo thermal springs, so Djinn was often fighting off outsiders who came to threaten his people.
He himself came from a noble family with a history of service in the army and defending of the borders, Djinn himself was no exception to this history and upheld it honourably. However he was eventually passed over for command of a major fortress that guarded the region, feeling disgraced he took it up with the royal family who were adamant for their choice. Djinn didn't stop though and began pressing them, eventually they made it clear that if he couldn't accept their decision he could step down from command.
Djinn took the offer and left without a word, he immediately went to the Fortress of Ijes where he offered his services to Kolai the Guardian. Although unsure as to why he was so determined to continue fighting, she asked, his reply was "Unless we keep fighting, we shall grow weak and the High Elves and Humans will seize it".
Djinns hatred of the High Elves and Human nations to the south comes from Icelin history, during the wars of Darkness, the Snow Elves felt that they had been forgotten by their allies to the south. Djinn believes this fiercely and wants to make sure that his people remain strong and safe, so even though he cannot command soldiers as he used to, he can still serve them by ensuring that any dangers are kept far away.
As a warrior, Djinn is skilled with the Icelin crossbow, a smaller variant that the Dwarves of Khaz Ilik use, though theirs is more about speed of reloading and swiftness of the bolt rather than accuracy and power. As well as this, he is very skilled with the Icelin sword, a strong blade with a slow curvature that gives it swift powerful slashing blows, Djinn is often found in the training courtyard constantly practicing his skills and honing his abilities wishing to get them "To the finest point".
Companions of Iela:
Living around the town of Tarsis in her luxury homestead and manor, Iela is at the forefront of an ongoing feud between three nations, the Kingdom of Erelin, Zolei and the Duchy. All of whom claim they have the claim of ownership and sovereignty over the city and region of Lucca, the three agreed to let Lucca govern itself if they all backed off. Though trouble still follows, so Iela needed a small band group whom she knew she could trust.
Strun: Hardened warrior
[Pronounced Stur roon]
Notable Pros:
-Master Swordsman
-Some Battle Magics
-Expert Survival Skills
Notable Cons:
-Hatred of High Elves
-Hatred of Humans
-Former Member of De Lucca Rebellion
Born in Lucca, Strun was raised to distrust human and their Allies the High Elves, Lucca had been a city of the Dark Elves and had once been part of Zolei. However before the wars of Darkness the city was fought over constantly between Zolei, the Duchy and the Kingdom of Erelin, eventually a deal was struck in which the city would govern itself independently.
But Soon this "Republic of Lucca" began to shift and change, it became dominated by Human nobles from the Duchy and Erelin and the Dark Elves were pushed from positions they once held with prominence. Strun grew up in a slum among the tens of thousands of other Dark Elves in the city of Lucca, he grew up hating the humans for the way they treated his people and the city they had built, he vied for the day that the Dark Elves would be able to stand proudly again.
So he joined the underground, a group of Dark Elves that worked in secret, within hidden rooms, tunnels and sewers, they trained in all forms of combat as well as magic to prepare themselves for the day they could fight back. Strun from a young age showed great promise, he was quickly identified as someone that could use both magic and the sword at the same time.
His skill in battle was proven when the Underground instigated a massive uprising across the city, where Dark Elves everywhere in Lucca began attacking the human soldiers and nobles that had been oppressing them for centuries. Strun was at the forefront, leading a group of Underground fighters in an assault on the Castle, they were successfully able to take the castle and oust the human nobles from the city. They formally declared that Lucca was free and invited Zolei to reclaim it.
However before the message could get there, the human nobles from the Duchy and Erelin made up the excuse that Zolei had violated the agreement for an independent Lucca and supported a rebellion in the city which was mercilessly killing innocent people. The Other nations were enraged and dispatched a force to enforce the agreement, the High Elves sent 1,000 men, Iredine dispatched 3,000, Erelin sent nearly their whole army as did the Duchy.
The Underground and the citizens of Lucca fought back ferociously, Strun holding back an attack on one of the gates for hours until they were forced to retreat back to the castle. When that fell, the underground lead the survivors into the sewers, yet when the soldiers came down for them, they found themselves cornered and captured. Strun spent the next three years in a prison, but he didn't stop himself from trying, he worked with determination to orchestrate an escape, he spent months fashioning a fake key to use on the doors and then several more weeks mapping his escape route.
When he did attempt the escape leading a large group of others he had fought with, but during their escape they were spotted and a portcullis was dropped between him and the others. They pushed him to go and save himself, that they would hold the guards to buy him time, he managed to do so, but days later he overheard people talking about an uprising in the prison and everyone involved were killed.
Strun vowed revenge and began to work to rebuild his own strength, he forged himself a blade, worked to pay for Dwarven Smiths in Khaz Zolun to embed a number of magical runes into the metal. His plan to assassinate the nobles that had mistreated his people and refused to give up the city that belonged to them. He was successful on a number in murdering a number of noble individuals, but on one he was stopped in his tracks by a young woman who was laying in wait for him.
This is how he came to meet Iela, she had been asked by the King of Erelin to find who was killing the nobles and bring them to justice., Iela feeling she had to do something, so agreed. But when Strun explained why he was doing what he was, she began to understand but pleaded that he stop before it went too far. She explained that by killing the nobles all he was doing was proving their point, that Dark Elves couldn't be trusted, that they were back stabbers, murderers, blood magical users.
Strun agreed to stop for the moment, but demanded justice, Iela promised that she would work to ensure Justice in Lucca, with his help. Strun went along with her and helped her in identifying the various atrocities that his people were being forced to endure, Iela was disgusted that the people were being force to live in Slums where disease was rampant and only able to purchase rotten foods. She took Strun to the next Gathering of the Conclave and presented her proof along with Strun's testimony.
Although nothing really came of it, Strun was grateful for her help, but she was still adamant in trying to uphold her promise. Strun liking her determination, offered his loyalty to her on the condition that she never give up the people of Lucca.
Kale: Master Wizard
Notable Pros:
-Master in Magical Skills
-Master in Magical Knowledge
-Has relations and knowledge of the Duchy
-Founder of College of Sorcerers
Notable Cons:
-Doesn't like sharing
-No Weapon knowledge
-Often caught in Political Intrigue
Born into a noble family, Kale was raised in the internal politics of the Duchy of Keldor, he was raised in a partly isolated world, where every aspect of his life was strictly controlled, organised and watched over. Even something as simple as eating his food required much work and preparation including two food tasters and carefully purchased food products. He hated nearly every aspect of his life, in Keldo to the point that at the first chance he got he left and moved to the Border city of Helin.
Once there he was finally able to start living his own life, he managed the vineyards that his family owned near the city and worked locally to maintain the profits. With what he made personally, he dedicated himself to the learning of magic and how he could use it. Eventually however he started to learn of other things that involved magic, such as the Court Mages in Iredine of how they were neutral parties that served to advise their respective nobles and use their magic to heal and protect.
The Duchy did not have such a organisation and so Kale established one of his own, he named it the College of Sorcerers, its purpose was to teach and train magical users in both magic itself but also other aspects of society, such as politics, economics, medicine etc. Although the College was slow to start, it was the fact that Kale was of a noble family that convinced many to accept his pupils as advisors and healers, though even today there are not that many in the halls of power.
So it is common for Kale to have to constantly travel around the Duchy to serve as an advisor, diplomat and sorcerer for places that do not have a member of the College. It was this travelling that granted him the honour of meeting Iela, who was impressed at how Kale was trying to bring some order in the chaos that was the political infighting among the noble families of the Duchy.
They became strong allies, with Kale making her home in Tarsis as his official headquarters for the College, with her permission of course. Iela granted the College the right to use her estate in Tarsis to train and teach its new students as well as act as a hub for their correspondence, so to this end he used his families wealth to construct a large mansion to serve as the College of Sorcerers headquarters . Though she has made it clear that if anything that would involve her duty as a Guardian be mentioned she was to be informed immediately.
Despite their friendship though, Kale is a very concealed individual, he often keeps secrets from those around him, a trait he picked up during his upbringing in Keldor. He remarked once that "We keep secrets as sometimes Secrets can either ensure your power or more importantly keep you Alive".
Though Kale is a powerful user of magic, unlike other Magical users throughout the world that still take with them weapons of some kind, Kale doesn't he believes so much in the power of magic that he deems that weaklings use weapons. He believes this so much, that he has no qualms in using forms of magic that others would find dangerous and repulsive, notably dark magics.
Companions of Myra-Mir
Whilst the other Guardians often choose the powerful, the noble, the strong, the wisest to be their chosen companions or closest friends. Myra-Mir is incredibly different, for nearly everyone in his party of companions are for want of a better word in their eyes "Ordinary people". So much so that on one occasion when meeting with another Guardian who remarked that he had a great amount of trust in ordinary people such as them, he replied.
"The Fact that they are "ordinary", is what makes them special!".
Agora: The Orcish Survivor
Notable Pros:
-Strong Warrior
-Good use of Axe, hammer and sword
-Fiercely loyal to her Friends
-An exception to the stereotype of Orcs
-Can Convince Myra-Mir to go to Events and Festivals
-Caring and Loving
Notable Quirks:
-Hates the Negative Stereotype of Orcs
-Sometimes acts like a mother to the others
-Likes to push her luck with Myra-Mir
-Not the best Cook (Don't tell her that!!!)
Born to an impoverished Orcish tribe that is now long lost, Agora has little to no memory of her life before she was taken by slavers, a young girl whom had only experienced 11 winters in an orcish camp along the borders of the Duchy of Keldor. She was thrown into a cage with shackles on her wrists and ankles, alongside a number of other from her Tribe, but this was not to be her fate.
During their transport to the Slave Markets, the caravan was attacked by a group of Derock in the forest of Tarsis and it was only the intervention of Myra-Mir that they were saved, as a way of saying thank you, the slavers offered him the slave of his choice. Before making his choice, Myra-Mir spoke to them all and asked if he was to take one and ensure they got to the safety of another tribe who would they wish for him to take.
Even though many would expect everyone to beg for him to choose them out of selfishness, every enchained orc begged for Myra-Mir to take the youngest among them, Agora. He promised them that he would keep her safe until he could get her to a tribe he knew of where she could live freely, he then made his choice clear to the slavers, the moment the slavers were clear and out of sight, he turned to Agora and removed the cuffs that marked her a slave, he looked her in the eyes and promised her that he would look after her and take her to her people once again.
The pair began to travel north west through the Kingdom of Erelin and up into the north eastern regions of Iredine, along the way, Myra-Mir showed Agora a kindness that she had never experienced. Whenever it grew dark, they would stop and he would ensure that the tent he put up was comfortable and warm, if they could he would rent a room in an inn and get her a good meal much to the chagrin of the other patrons and the owners all of whom didn't like an Orc in their midst. Myra-Mir however didn't care for their opinions, he always ensured that she got good food whilst he would have simple bread and soup.
When they finally got to the Tribe that he knew of and was certain could keep her safe, they parted, but only for a few hours. Agora didn't want to stay, she wanted to go with him. He awoke one morning in his small tent with Agora snuggled up next to him, at first he was uncertain on what he was meant of feel, he was adamant that she go back to the tribe and stay with them. But after setting off on his travels he knew full well that she was following him still, it wouldn't be until he set up a new camp for the night that he relented and let her stay with him, but he did make clear that she would have to learn.
Over the following years, he taught Agora how to fight and how best to defend herself, she was also tutored on the world at large, the beasts, monsters, nations and customs. Over time she became proficient in wielding axes, swords and hammer though the Axe became her favourite, yet even through all the training, Agora was always looked after. Myra-Mir became akin to a father figure in those early years, as he always made sure that she was properly cared for and never left wanting. On one occasion when she was 10 when they walking through a market, she eyed some small cakes, Myra-Mir noticed and bought some for her, not wanting any himself.
Now a grown woman in her mid twenties, Agora has tried to follow his example with the other members of their company, she often goes out of her way to try and look out for them and care for them. They often look on her as a second mother for them, despite the fact that some are older than her and those who are younger, are only a few years her junior.
Though the stereotype of Orcs follows here wherever she goes, whenever humans and elves see her, they look to see a barbarian woman who is savage at heart and has no understanding of civilisation. This isn't really helped by her appearance, she prefers to honour her people and so wears clothing of the wilds, animal pelts that have been refined and worked into warm, comfortable clothing, facial paintings as is common among the orcs, she wants people to see her as Orcish and Proud of it. Though of course her appearance and figure has often been misinterpreted, some think that she is a slave and forced to wear such clothing at Myra-Mirs insistence, which has lead to some offering to purchase her from him which ended with several punches thrown.
And a all out dual between Myra-Mir and his brother Gloradin, when he learned that she was once a slave.
The connection between Agora and Myra-Mir is often quite astounding, for it is known among the Guardians that Myra-Mir hates going to festivals, feasts, banquets and parties. Yet after Agora started accompanying him, he was sometimes seen dwelling in the shadows by a window at the great feasts before a Gathering of the Conclave with Agora either with the others enjoying the food, or trying to make Myra-Mir come and enjoy himself.
She tries so hard to make Myra-Mir actual try more than simple broths, soups with bread and porridges for his meals, to the point that she often likes to try cooking herself that is of course when he doesn't do it himself. Though everyone in the party except Myra-Mir who has no sense of taste, agree that her cooking requires extensively more training and experience before it becomes palatable, though no one can bring themselves to tell her this. So they just wait until her back is turned, though Myra-Mir is trying to help her in learning the simple task of cooking meals on the road.
To any that see them together, it is clear that the two possess a great attachment for the other, for before her Myra-Mir had lived a lonely life. Yet Agora's insistence and persistence in getting him to open up and let others in does sometimes bare fruit.
Lilith: The Lost Dark Elf
Notable Pros:
-Strong Skill with Magics - Dark Elven Magics
-Master in creation of Enchanted items
-Determined Nature
-Slowly coming out of her Shell
-Knowledge of all Elven Cultures and Traditions
-Knowledge of all Elven Noble and Royal Houses
Notable Quirks:
-Quiet
-Doesn't like to share her past
-Hates Humans
Born to a previously noble family of Lucca, Lilith however grew up in Zolei as her family were forced to leave Luca when she was an infant. The family according to the official records had a lot of business interests in Lucca but were forced to leave when times got tough, to avoid bankruptcy they had to leave and return to Zolei.
However that is not how Lilith sees it, she has always held firm to what she claims to be the true reason, that her family were forced to leave their ancestral home after Humans manipulated the other nations to have them ousted so they could seize power over the region. Since a young age, Lilith has held a strong hatred of the Kingdom of Erelin and the Duchy of Keldor, whom she sees as the prime instigators of her families loss. The family clung on however and managed to eventually be able to return, mostly because the Signoria, a council that served as Lucca's and the regions governing body wanted a Dark Elven noble among them in an effort to calm the Dark Elven population.Her father was "Elected by Ballot" to take the post, but she has always held firm that he is only there as a figure head and doesn't actually have any influence or power in the Signoria. Lilith herself decied to forgo politics and go into the study of magic, she attended the Zolein institute of Magic where she excelled in Enchantments and battle magics. She came to meet Myra-Mir whilst she was working for a potion maker in the city of Berenir, Myra-Mir was passing through and stayed at a local inn.
Whilst there, she overheard him talking with Agora about how things didn't seem to be getting better for the Dark Elves, which is where she interceded and voiced her opinion. A High Elf who was staying at the Inn took offense and struck her across the face, she fell to the floor and was readying herself for another blow when Myra-Mir stepped in and defended her. He threw the High Elf out and helped her up, using his own supply he checked over her bruise and gave her an ointment that would help.
Grateful, she asked about his stepping in, he remarked that it was the right thing to do and he wasn't going to sit back and let some stuck up High Elf hit a teenager over some supposed offense. When the High Elf returned with the Guards demanding that she be arrested, Myra-Mir again interceded and asked the Guards on what crime she was to be arrested. The Guards informed him that she had attacked the High Elf, to which Myra-Mir explained clearly that it was he that struck the man after he had attack Lilith first, the Guards didn't believe him and demanded she come with them, again Myra-Mir refused and pointed out that Lilith was a Teenager and the man was an adult, he then pointed to Lilith or more specifically her cheek that was showing the bruise. He even looked at the other patrons of the Inn who all accepted that Lilith was not at fault, the Guards accepted the testimony and apologised for the intrusion to the Innkeeper but threatened Lilith to stay out of trouble.
This was the final straw for Myra-Mir who demanded that the Guards apologise to her properly, since they had threatened her for crime that she was innocent of and then threatened her after she had been proven innocent. They said nothing and walked away, Myra-Mir offered a seat with him and Agora where they continued a private discussion, he noted that she wouldn't be safe here and offered to get her somewhere safe, a place where she might be better off. She accepted to go with him, but on one condition, that it be as a permanent member of his party, she explained that her skills in magic and enchantments would be of great help to him and Agora. The pair had a quiet moment to talk and then accepted, they left that night.
Ever since, she has become a key member of the group, her magic has been of great help both when in a scuffle and during menial tasks like setting up camp and looking after each other. When Hisk joined the group, she crafted a series of Enchanted medallions for everyone to wear which enabled them to understand what it was he was saying.
But regardless, Lilith is still the typical rebellious teenager, she often gets into shouting matches with Agora who she makes clear is not her mother so should stop acting like it. But to anyone and everyone who knows them better, the two could never really hate each other, Lilith might not make it obvious but she is actually grateful for someone who cares for her in such a manner.
Deinara: The She Wolf
[Pronounced De Nara]
Notable Pros:
-Canid Shapeshifter - Wolf
-Keen Hunter
-Born with Canid Survival Skills
-Fast when on all fours
-Keen sense of Smell
-Good Tracker
Notable Quirks:
-Can let her Wolf get ahead of her
-Often forgets she's a Canid not a dog
-Quick to take offence if called a dog or Mutt
-Likes to Beg like a puppy especially when it comes to food
-Likes to Howl to the Moon
Born to a small Canid Clan that dwelled around the Grailous forest of Iredine, Deinara or De for short is a canid through and through. Despite being in her early teens, she still behaves like a young pup quick to make her mind up and stubborn to the core, she is slightly forgetful especially when she is excited.
When she was young she ran off to hunt and was caught in a trap set by illegal poachers in the forest, when they saw her rather than letting her go, they chose to sell her on to some noble who treated her like a pet rather than a person. Since she was still in her formative years this imprinted on her how she was supposed to behave and act, often being taken out by the Lord on hunting trips where her keen senses and fast speeds contributed greatly.
But during one hunt she was hurt and left for dead, Myra-Mir, Agora and Lilith came upon her and took her back their camp for the night. Myra-Mir cooked her some food, whilst Agora and Lilith treated her injuries, it took several days until she was able to walk around again, at first she was determined to return to her master but after a lengthy discussion with the others, it was clear that her loyalty to him was one sided. She instantly fell into a deep depression, refusing to eat and drink. This is a common trait among Canids who have in their minds no pack or Clan.
They however were adamant on taking care of her, to the point that they made clear that the fact that they had stayed long after she was healed was clear proof that they cared. Agora starting to grow compassionate for her, convinced Myra-Mir to let De stay with them, after much discussion he finally relented and hasn't complained once.
Ever since, De has come out of her shell and taken on the loving, loyal, fierce hunter that they love her for, her ability to shape shift into a great wolf has proven great when they are hunting monsters, bandits, rogues etc. But she does continue to behave a little childish and puppy like as well as ferocious, when she enters into a rage, she often finds it difficult to control her "beastness" and can easily go on a rampage if not held back.
She also is a bit mischievous when the group make camp, she often sits to whomever is cooking the meals, panting, tailing wagging ten to the dozen. She will quickly scoff down her meals and then sit like a canine to whomever is still eating and then give small canine like yelps which is her form of begging for food from them. Her wolfish streak is all common on nights when the moon is bright and clear in the sky, she'll disappear from the camp and if anyone asks where she's gone to, the answer is very quickly heard when they hear her howling from the nearest high point, though no one finds it annoying, they all understand that its just the way she is.
When its time to sleep, she often doesn't use her own "Bed", instead she'll nestle up to someone like a dog or cat cuddling up to its owner on their bed. And if they had a choice, they wouldn't have her any other way.
Hisk: The Last Warrior
Notable Pros:
-Strong Warrior with War Club
-Expert in Mythranyr Medicinal Herbs
-Expert Swimmer
-Fierce in battle
-Never shows weakness
-Loyal to everyone he trusts
Notable Quirks:
-Can only speak Lizard Language
-Doesn't like it when cold
-Can Choke easily when eating
-Hates Humans
-Hates High Elves
-Slow to trust
Coming from the lands of Endless Jungle, he lived in a secluded village along one of the many, many rivers and streams that crisscross the Jungle. From his own account he mostly lived a relatively peaceful life, hunting under the trees, spearing fish in the rivers and streams, yet this changed when Slavers began sending more and more raids into the interior.
Hisk was forced to become a warrior, fighting alongside his fellow Lizardmen against any aggressor that dared to come close to their homes. They resisted dozens of attacks by the raiders, but each time they lost more and more, either to the steal and iron of their weapons or the whips and nets they brought with them, with each attack, his village lost more and more of their warriors. Until Hisk was all alone and he too was finally captured, he could only watch as his people were taken away from the homes they had built in chains.
They were taken to one of the "Free Cities" on the coast, where they were sold off to the highest bidder, the last sight he had of anyone from his village, was as he was being forcibly dragged onto a ship. Sold into the service of a High Elven Noble, where he was forced to work the lands of his estate, carrying heavy loads with very little rest, forced to eat scraps from the nobles kitchens. He watched the suffering his people were put through with every passing day, he decided then and there that this would not be his fate, he would make his own. And he knew that blood would be the price.
Hisk would spend weeks secretly fashioning the tools for his escape, using pieces of flint and obsidian he could find along with whatever he could steal without being caught. In time he had accumulated several iron prongs, spoons, nails which he intended to use as lock picks, he had built for himself a simple obsidian blade that he planned on using on any of the guards who tried to stop him. During the final hours of work, he made his move, using the nails he broke the locks of the cuffs that chained his legs together, using his blade he cut the throat of the guard and ran, never once looking back.
He ran to the scent of salt and water, without thinking even once, he jumped into the water and swam for the first time in many moons. He has no way of knowing how long he swam, though he remembers the cold of the water and the warmth of the sun, until he finally grew weak and grabbed onto a floating log. He only found strength when he spied land in the distance, starting to swim again, he got to the beach, not standing but crawling, he had become so exhausted that he physically had to drag himself from the waves and up the beach before passing out from the sheer strain of his journey.
When he awoke he felt warm, he could hear the crackle of a nearby fire, the feeling of cloth and wool against his scaled skin. Slowly his eyes opened with strain, turning his head he saw a group of people around the flames, they were people that he somewhat recognised, one was a human in a dark cloak and hood, one was an orcish woman, a Dark Elven girl and finally a Canid curled up on the by the hooded and cloaked man. The same man saw he was awake and came over with a bowl in his hands, he offered its contents to him, at first Hisk was cautious, until the man assured him that it was safe.
Over the course of the night, Hisk came to know the group, he had heard stories of a hood and cloaked figure who was kind to the Lizardfolk, heard the tales of angelic beings that came from the stars to protect the world from evil, yet he only regarded them as such, stories. Now here he was actually speaking to the Guardian Myra-Mir, the only Guardian that was known to the Lizardfolk, Myra-Mir assured Hisk that he would not suffer any discrimination with them, he even offered Hisk a promise that if he wished, then he would see him safely home to the Lands of Endless Jungle.
Hisk didn't understand at first, but when Myra-Mir presented a map, he showed the world as it was known, he pointed out what the Humans, Dwarves and Elves call the lands of Endless Jungle. Then he showed where they were, along the coast of a place known as the Council State, Hisk using gestures tried to explain his story, he fought, chained, worked, broke free and then swam. Thankfully the difficulty ended the next day when Lilith crafted a series of amulets that enabled everyone to understand what he was saying.
Though he did wish to see his homeland once again, Hisk refused the offer to go home properly, he advocated that he couldn't easily leave those still enslaved alone. He wished to stay with Myra-Mir so that he could find others that wished to escape and go home, Myra-Mir accepted and promised that together they would help those who wished to return home or escape enslavement, he explained that he had a friend in the Navigators Guild who would ensure safe passage back to the Jungles.
Ever since, Hisk has become a fierce and determined warrior among the group, a strong proponent of his peoples traditions and beliefs, Hisk never wears anything not of his making. The armour he wears is a blend of Leather, pelts and scaled metal, though commonly he refuses to have anything covering his upper torso and chest, he always says that his ancestors fought the Darkness this way and so shall he. He he refuses to use any more modern weapons like iron and steel, instead he prefers the familiarity of the weapons he has experience with, weapons that he feels are easier to replace.
So he prefers the traditional lizard war club, which is basically two flat pieces of hard wood that had been fixed together with razor sharp flakes of obsidian glass embedded along the edges. He also likes to carry an obsidian dagger for up close and personal blows or to finish off a wounded foe, for long range he uses an atlatl, which is a tool used to throw a long thin spear over a greater distance with better accuracy, though the spears he uses resemble more of much longer arrows. And if all else fails, he isn't afraid of using his sharp teeth to bite into any enemy or foe that dares to face him.
Being a Lizardmen in the group has both advantages and disadvantages, on the pro side, Hisk is very well skilled in the making of medicines, his knowledge of plants enables him to identify which are safe to use. though some maybe a bit grossed out since he often chews them in his mouth to grind the plants before using them in a wound. His history as a hunter and fishermen always ensures that the group is not hungry, so much so that whenever they make camp for the night, they'll try and find a place next to a river or stream. He will stand in the water up his knees with his Atlatl in hand ready to spear any fish he spots, but in other occasions he will actually go swimming into the deeper water and catch them bare handed or with his teeth.
Disadvantages are when ever he is in the presence of anyone from a nation that condones or permits the enslavement of his people, such times often result in violence. Since nearly every Lizardmen the world encounter are slaves, every rich, powerful or noblemen see Hisk as the same and treat him with disdain and disgust, slurs are often whispered or said aloud about him. On one of the few times that Myra-Mir went to the great feast the night before a Gathering of the Conclave, a group of nobles started making fun of him and the fact that he should be carrying their drinks for them, though the others would normally hold him back.
On this occasion, Agora let him go, the same Nobles were not as cheerful when Hisk in a swift motion, turned screeching the battle cry of the Lizardmen and began to actively attack them with fist, headbutts and strikes from his tail. When others tried to intercede, Agora and the others joined in.
If any were to ask and understand Hisk, on the question as to why he remains with them when he could go home he would say "At first it was about finding my people.... now they are my people".
Bovrol: Inventive Dwarf
Notable Pros:
-Marksmen with a Crossbow
-Keen mind
-Likes to Design clever and ingenious inventions and contraptions
-Invented and has only High powered, gas propelled, automatic Crossbow
-a Loyal Friend
-Good Teacher to the others
-Loves to Sing
Notable Quirks:
-Likes to Drink
-Likes to Sing Drunkenly
-Protective of his Designs
-was Kicked out of Dwarven Academy for Science
As smart and inventive as he is drunken, Bovrol comes from an old and respected noble family in the Dwarven city of Khaz Sturn, one of the two cities that took the brunt of the Dark Armies during the wars of Darkness. It was Bovrols ancestor that invented a series of contraptions that formed the cities prime defence against the Dark Armies, these included a large rapid fire ballista, or a giant ballista that released explosive devices as it flew over the enemy.
Bovrol however isn't interested in large and powerful weapons, he finds greater involvement with the idea of enhancing the weapons and tools of the individual, he points out that such powerful weapons require time to prepare, load and fire. Yet his time in the limelight of such an advancement came to a sudden end, when his father was invited to represent the Dwarves in the Conclave, Bovrol came along and during the feast, Bovrols love of wine showed as he became horribly drunk and caused a scene which involved him taking an instrument and singing aloud, but in the process he embarrassed the family and the Dwarven Kingdom.
For this, he was disgraced by his family and thrown out, treated as a pariah across the city, he decided to leave in shame, he has never once returned home to the city of his birth where his family still reside. Instead he became a wandering engineer, working in towns and villages of Northern Iredine and the Council state to earn a living. Fixing things as well as his knowledge of construction and engineering to help in building projects, his inventive mind allowed him to design and assist in the building of cranes and advanced pulley systems.
With what money he saved, he focused his mind on an invention he hoped would win back the graces of his family and see him accepted into Khaz Sturn with pride. He created a type of crossbow that was gas propelled and could fire bolts at tremendous velocity and speed, when he finally finished construction of his prototype, he gave it a test drive, from the cylinder case that held 150 bolts, he had fire all in the space of 60 seconds. Whilst he was proud, he was also afraid, since he understood that he had created a weapon of war that could kill a great many people if discovered and mass produced, so without any hesitation he took the designs of the crossbow and burned them to ensure that no one could use them.
Yet when travelling through the forest of Cordus, he was ambushed by a group of bandits that sought to take his designs and sell them to the highest bidder. Though he managed to hold his ground with his trusty crossbow, he was quickly cornered and it was only the arrival of Myra-Mir and the others that the tide turned, grateful for the rescue, Bovrol offered his crossbow. But Myra-Mir refused, declaring the weapon was his and his alone, finally meeting someone that he felt would respect his work, Bovrol offered his services to the Guardian until his debt was repaid.
Again Myra-Mir claimed that there was no debt, that Bovrol was free to choose his own path, but Bovrol was equally determined, he declared "Then I choose to follow you". And even since, Bovrol has become a member of the family that cannot be ignored, his design for a larger tent that could house them all with space to spare allowed them all to sleep in better comfort without having to sacrifice something in return.
Whereas in the past his drunkenness and love of singing were seen as a disgrace, with the company of his new family, it is a focus of joy and laughter. His love of wine instead of being disgusted was instead embraced during festivities and feasts, where Agora, Hisk and sometimes Lilith when Agora lets her, joining in with the drinking and singing, even when the other guests see it as a troublesome annoyance.
Blue Flame: The Will 'O' The Wisp
Notable Pros:
-Able to use Wisp magics
-Has eternal flame
-"Life of the Party"
-Brings joy and laughter
-Never shies away from speaking his mind
-Has limited Teleportation magic
Notable Quirks:
-Never Shy of speaking his mind
-Hates getting on boats
-Extremely Sea Sick
A rarity among the Wisps o' the Willows, Blue flame is one of the central Wisps, which is clear by his colouration, blue cloaked and a blue flame within his lantern. He lived for a number of decades within the Forests of Gedrin which was in the northern region of the Kingdom of Erelin, there he avoided being seen by others from the outside world, which is common among the Wisps despite the stereotype of them.
Instead he fulfilled the duties that were expected of his kind, and that was to ensure that the souls of the dead went along the path into the afterlife. So as it is known for the Wisps O' the Willows, he often spent his time at neighbouring graveyards in small towns and villages that surround the forests, the glow of his lantern was a common sight among the graves at night. Unlike the other members of the company, Blue Flame actually had a history with Myra-Mir, since the Guardian wandered the land endlessly, whenever Myra-Mir was nearby, he would come along and visit Blue Flame in the forest.
Sadness struck him one day, when a young girl disappeared one night, without thinking the local villages blamed Blue flame, he was blamed for the crime of the girls disappearance as he was a Wisp and everyone saw him as the culprit based on the stories of Wisps luring people to their deaths. Blue Flame fearing for his life had to flee the forest he had lived in for decades, he sought out Myra-Mir whom he remembered as a friend, upon finding him, Myra-Mir promised to protect him from anyone that would threaten him.
Despite his fun loving attitude and his mischievous nature, Blue Flame became a very close member of the party, his blue lantern always provides light even in the darkest nights giving some comfort to everyone. Even though he often laughs at the misfortune of others or by holding onto the head of others as they are walking, since his small stature allows him to literally sit on someone shoulders and rest his faceless head atop theirs.
Yet regardless of all this, Blue Flame has never shied away from doing some work, his naturally magics as a Wisp include natural fire magics which are unmatched by mortals. This includes being able to produce a "Coal" that burns very well producing a warm glow that burns even in the worst weather that the world could produce. In times of danger, Blue Flame has another advantage to protecting others, he has to an extent the ability to use teleportation magic, which again is exclusive to Wisps. But, it is highly restrictive into how far they can travel at any one time, the furthest Blue Flame can transport himself is only a mile when he really pushes it.
That which is a problem for Blue Flame is the matter of water, whilst he has no issue with things such as rain and snow, he cannot swim nor does he liked even wadding in shallow water. As with all Wisps, he is very protective of his lantern and seeks to protect it at all costs, so though it is safe from rain and snow he never wishes to put it in a position that would see it submerged. So whenever the party have to ford a river in their wagon, he is always quick to teleport himself across and laugh from the other side.
He also rather comedically can easily become sea sick, whenever they go over to the lands of Endless Jungle, they have to go by ship. And Blue Flame spends nearly the whole time either leaning over the side or with his head hanging above a partly empty barrel or bucket.
Long Leaf:
Notable Pros:
-Profound in Natual Magics
-Expert Tracker and Hunter
-Expert in continental Herbs and Medicines
Notable Cons:
-Barely ever talks
-is "Young"
-Refuses to wear normal clothes
-Very aggressive to Humans and Elves
-Deep Hatred towards Humans and Elves
-Refuses to use anything metal
An odd little one, Long Leaf as the group call him is a small standing person from the wilderness of the North, the vast lands between the Frostfire clans in the west to the Icelin in the East, from the Dwarven Mountains to its south up to the Fallens Broken Tower. In those lands no nation holds dominion, the region is home to various barbarian tribes and vicious warlords.Long Leaf was born to such a vicious world, where life is fleeting, monsters still wander the land and the winters deadly, where snows can fall even in the summer. Despite his appearance, Long Leaf is not a child, he has witnessed horrors and thrived in the world in which he lived, to the point that to him seeing some horrors is not something to fear but recognise.
As he tells it, Long Leaf holds a deep hatred for Elves and Humans, for acts of destruction and death that were inflicted upon his people by them. Of villages being wiped out by the sword or the fires of what they call civilisation, so as a result from these stories and histories he has been told through his life, he see Elves and Humans as no better than the Monsters that tore through the land millennia ago.
To call Long Leaf strange is an understatement, although it is known that the tribes in the North are not as well established and "civilised" when compared to the kingdoms and nations that exist elsewhere. They are still cultured, with farming, proper clothing, houses etc, but Long Leaf doesn't appear to be like that, he only ever wears basic clothes fashioned from the leaves of various plants knotted together with cordage fashioned from other plant materials. Whenever offered by others, notably those who think he is a poor and unfortunate child and try and offer him some clothes, he outright refuses.
Saying "No take from tall one", he even refuses to wear normal shoes, claiming "No want your foot cloth, make own". Instead he wears improvised shoes fashioned from animal hides with tree bark soles.
Long Leaf is made all the more stranger by his language, whilst everyone else in the group understands the common tongue and to extent is capable of speaking it, excluding Hisk of course. Long Leaf seems only to speak it in the most basic of terms, he never refers to others for who they are, but by description, Hisk is "Tall Scale" Agora to him is "Fur Cloth", Lilith as "Dark Hair Pointed Ear", Bovrol as "Stunted Beard" and Blue Flame as "Wisp of Willow". And this is extended into the races and cultures of the world, Elves are "Skinny ones with pointed Ears", humans as "Stone homes", Dwarves as "Mountain Livers" and Giants as "Mountain High Folk".
He came to be part of the group by Myra-Mirs request, having known Long Leaf and his people in the North for many years, Myra-Mir insisted in having Long Leaf as part of the group because he believes that in doing so, they have someone who knows the world the way it used to be. Whenever asked who Long Leaf is and why it is that he looks like a small boy, Myra-Mir just says all of his people are like that and have been for a very, very, very long time.
The Fallen:
Formerly known as Samael (Sam I El) an Arc Angel of the Heavens, the Fallen saw the Mortal world as a failure unto the Heavens, he sought to corrupt the Mortal world to destroy themselves in the Dark Days. He is looked on as the cause of all for all the evils in the world, many religious sects, churches and temples look at Sins as another corruption that he brought unto the world.
The brutal millennia of chaos, war, death and destruction that plagued the world before his casting out of the Heavens, is again placed on his shoulders.
Forever scarred from his descent from the Heavens, the Fallen is forever cursed to dwell within a form that is clad of Black Steel, this gives him his infamous, imposing figure and form that marks him as a figure to be feared, standing tall over all those beneath him and oppose him. His powers of dark magic and fearsome might in battle made him the terror for any that marched against him.
Through the Wars of Darkness, he maintained a constant presence through his Followers and the monsters they created to terrorise and demolish the world, all payed homage to him both out of fear and loyalty. With the power his possessed, he constructed the now named Broken Tower of the Fallen, an imposing fortress that consisted of dozens of levels and numerous fortifications built upon a lonely escarpment of rock and stone.
It was only when the Guardians Descended from the Heavens at the request of the Creators, that the Fallen began to question the wars he was waging against the Mortal world. Not because he felt that he was in the wrong, but because he was now once again facing Arc-Angels, the same Arc-Angels who had lead the Heavens in the war against him before thousands of years ago. For according to the ancient texts, only that which is divine can truly kill an Arch-Angel, so only by the power of the Gods themselves could the Fallen truly be killed.
In the end, he was defeated by the combined might of the Guardians, who working together managed to forever banish him. The Fallen is to this day forever doomed to dwell within the emptiness of a place where he could never return, a place known to the Guardians as the Void, a place where he could see all that is happening in the Mortal world but cannot interact.
Though stories say that when looking in the waters of a specific lake that is deliberately not mapped, it is said that one can see the shadow silhouette of the Fallen in the water looking back at them. With his defeat, his surviving followers scattered and his once army that numbered in the hundreds of thousands was scattered to the four winds. With small bands still wandering the wilderness to this very day.
Despite his banishment from the world, the Mortal world is forever concerned for a possible return of the Fallen, though after a thousand years that fear has slowly lessened and lessened that the terror has become a thought in the back of their minds.
Followers of the Fallen:
When the Fallen was cast out of the Heavens for his rebellion against the Creators, several Higher Angels that had sided with him chose instead of pleading for forgiveness from the Creators, they left the Heavens and joined their Master in his renewed "Crusade" against the Mortal world.
Only now they would be direct, rather than corrupting the Mortals, reaping war and chaos, they would now go into open war. So the Higher Angels now known as the Followers of the Fallen became the Leading Generals for the Fallen.
When the wars ended however, the Followers were hunted down and like their Master were defeated, yet unlike the Fallen who was banished forever. They were killed and interred within a specially built tomb far beyond civilisation, each of them was interred within a magically imbued stone coffin deep within the mountain that holds the tombs. The chambers themselves again were embedded with various spells both enchantments and Dwarvish Runes, to make sure that none could open barred gates into the Chambers.
Even the entrance of the Tombs high up a sheer mountain cliff that could only be reached by a set of carved stone steps leading up the cliff. Every spell, enchantment and Rune used in these tombs were forged and placed upon them by the Guardians Elania and Medinah for their magic is beyond that of any mortal. For added benefit as well, Black Iron chains were wrapped and secured around their bodies, out of the sheer fear that should they ever arise from the dead then they will not be able to move.
They had no desire to take any chances against those who served the most evil being the world had ever known.
Silence:
Utterly silent, his name is clear and a perfect description of him, Silence was the Scientist and Monster builder for the Fallen. From a island Fortress, he conducted his research and his experiments, using the bodies of Mortals both living and dead all with the intent of creating more dangerous and methodical monsters.Silence is seen by the world as the builder of the worlds various monsters, such as the Trolls, Ogres and Wyverns during the early years. Then when the Wars of Darkness began in ernest, he created the vicious and human like Derock and Gosk who would serve as the foot soldiers of the Fallen. Throughout the Wars, both before and after the arrival of the Guardians, Silence would continue to work on experimenting on the living and the dead to improve on his monsters.
When the Fallen fell, Silence was soon to follow, when the Guardian Odin, alongside Elania and Medinah would lead an attack on the Island that was Silence's fortress Laboratory. By the fights end, Silence was cut down and like the other Followers was sent to be forever interred within the High Rock Tombs.
And his Fortress Island, it was purged of all his research and the Fortress itself was turned into a Prison for the worst criminals from the various members of the Conclave. Black Water Prison despite the alteration to its name and the changes made to create a prison, the terror the Fortress produces from the very stone it is built from makes even the most vicious murderer and evil dark magic user to cower in fear.
Wraith:
A progenitor of fear and terror, Wraith as she is known in the Mortal world, has a great interest and affection for Torture and the Inflicting of pain and suffering upon mortals. She took pride in the use of powerful dark magics that brought about the most pain on those that came across her, she was known for inflicting the infamous Tortuorus curse, a curse that causes the victim to suffer severe pain to the point that they would beg for relief in the form of death.
She was also known for using the Cevatous Curse, a spell of her own creation that forces people to live their worst nightmares, in essence even when they are wide awake, they would panic and become terrified of everything around them. And each and every time she would use these spells alongside various others, she would watch from her chosen place on the edge of the battlefield and smile as she observed the chaos she had inflicted.
However, she very rarely took any real direct involvement into the battlefields at the front, she spent more of her time in the lands occupied by the Dark Armies, hunting down those unfortunate enough to get caught behind the "Front". Those that were caught were very quickly taken to her dungeons where they were forced to be the victims of horrific torture or if they were lucky forced become slaves working for the benefit of the Fallen.
Wraith was present during the final battle at the Broken Tower of the Fallen, facing down the Guardians who had breached the defences, not being the most capable fighter, she was easily defeated by the Guaridan Elania who used a powerful spell to quickly eliminate her.
With the victory against the Fallen, Wraith like all the other Followers were interred into the High Rock Tombs. Just as with all the other Tombs, her chamber was embedded with powerful spells by the Guardians Elania and Medinah to forever ensure that no one and nothing could open the tomb.
The Spells that she used and created for the purpose of torturing and inflicting pain upon a victim, were instantly made illegal by the members of the Conclave, any who are caught and convicted for using these spells. Are sent to the Black Water Prison for life imprisonment.
Hatred:
A powerful and fierce warrior, Hatred is a definite name and description for this Follower of the Fallen, through the various accounts and records from the Wars of Darkness as well as the testimony of the Guardians of the time before the Fallens rebellion against the Creators. The describe him as a vicious and angry individual that was always quick to violence, he never shied away from a fight and was almost always the one to throw the first punch.In the Wars of Darkness, Hatred was almost always at the front, leading the Dark Armies in assault after assault against the Mortal Kingdoms. He was known for his brutality, each and every village, town, city, fort, castle that he attacked and defeated would be burned to the ground and all within would be slaughtered. He had no real interest in Tactics and strategy, for him the monsters in his army were expendable and easily replaceable, so he would just launch direct full frontal assaults against the armies of the "Grand Alliance" never once deviating from his chosen path.
And whenever he was defeated by the combined armies of the Grand Alliance, his hatred was only enhanced and pushed him further into the abyss that was his his name sake. This only got worse when the Guardians descended to the Earth, with them at the head, the Armies of the Alliance started to turn the tables, inflicting defeat after defeat unto him.
This merely made him so enraged that against the will of the other Followers who desired to withdraw and regroup around the Dark Lands. Hatred however didn't heed this and instead against the advice of the others and in a fit of hatred and rage, launched a direct assault against the combined armies lead by the Guardians.
He faced the Guardian Gloradin during the ensuing battle, but his hatred lead him to become predictable and easily beatable, Gloradin was easily able to defeat the Follower. Even as the Guardians sword pierced his chest, Hatred refused to give up, trying to reach his spear and take down his enemy, but a swinging axe from another Guardian removed his head from his shoulders.
Both his head and his body were like the other Guardians entombed within the High Rock Tombs with powerful spells placed upon his coffin, his chamber and the barred gate for the chamber and the tombs as a whole.
The Hidden Hand:
Literally the Hidden Hand, or the Hand for short, he was seen as the figure in the shadow working on behalf of the Fallen.
Before the Fallen unleashed his armies upon the world openly, he dispatched the Hidden Hand to perform actions that would destabilise the various nations and kingdoms across the map. In the course of several years, it is believed that the Hand was responsible for the deaths of several renowned leaders, commanders, warriors and even kings and leaders.
It is also believed that he had deliberately spread pestilence across the frontiers, allegedly to weaken regions that would be struck first in the wars to come. Some records claim that he was responsible for a series of mass fires that were focused around stores of things such as food, medicines and of course weapons, collapses of Iron mines, more fires at Blacksmiths, forges etc.
Even when the Dark Armies were unleashed, the Hidden Hand continued to perform his work from the shadows, its believed that he performed acts of sabotage that involved in the collapse of bridges, attacks by Derock and monsters behind the frontlines. Though his actions did indeed make the Grand Alliance find it more and more difficult to fight off the Dark Armies, the worst actions that the Hidden Hand performed was the actions of a spy.
For the Hidden Hand wasn't just an Assassin and Saboteur, he commanded a group of special monsters that could pass for human, from them he gathered information on the secrets of the Allied Armies making it even harder for them to move around in secret harder.
It wasn't until the descent of the Guardians that things began to change, whilst the majority of the Guardians focused on the facing of the Dark Armies on the frontlines. Iela focused more on hunting down and eliminating the Hidden Hand and his agents, over the course of several months, the Hidden Hand was hunted from one place to another, until finally he was forced to retreat to the Broken Tower of the Hand.
It was here that he was finally met face to face properly, despite his skill with a blade, he was more of a fighter from the shadows. Against the Guardians he was easily defeated and with the victory against the Fallen, he was like the other Followers forever entombed with the High Rock Tombs.
War:
The chief strategist and General for the Fallen, War as he was known, by no other name, was feared by even the best military leaders of the different leaders and rulers of the many Kingdoms and Nations across the map.
His skill in leading the armies of the Dark Armies were shown in battle after battle, during the early decades of the Wars of Darkness, War lead successive invasion against the closest nations and cultures. It was War that drove the Frost Fire Clans to abandon their homeland along the north western coast, following launching a powerful assault on the isolated Clans of the Frost Fire.
His assaults were a mix of brutality and strategy, War was still a strong follower of the Fallen, so his victories were always marked with brutal atrocities against those he defeated. The Frost Fire Clans are a clear example, with tens of thousands killed in the sacking of the towns and villages that fell to the Dark Armies. Or the Dwarven Colony of Haell at the Eastern most edge of the Dwarven Mountains, that was utterly destroyed, the fortress was laid waste with all the Dwarves within put to the sword.
His greatest defeat of the Armies of the Grand Alliance was at the Fields of the Glorious Dead, where his force of monsters utterly crippled the combined armies of the Alliance. Which was followed on by him laying siege to the City of Berenir, though this would mark his final victory, for it was during this siege that the Guardians rallied the armies of the Alliance and lead them against the Dark Armies.
War for his strategy and cunning was unable to defeat the Guardians in combat with Medinah striking him down with a powerful Lightning spell that ended the power of the Dark Armies for good. When the Fallen was defeated, War like the other Followers were entombed with the High Rock Tombs with powerful spells placed upon them to ensure they remain sealed forever and ever.
Dark Rider:
The Raider and harassment specialist for the Dark Armies, Dark Rider is a definitive name for his appearance, Dark Rider is a tall warrior who was never seen without his specially bred, magically imbued black stallion. If anyone was to look to him, they would what could only be described as a ghostly figure wearing armour, if anyone was to to try and look at his face, they would see nothing.
In service of the Fallen, Dark Rider lead mounted Derock on corrupted horses in cavalry charges as well as on forays into regions untouched by the war. There he lead brutal acts of violence which included the slaughtering of innocents, burning of farms and villages, all to divert attention and force those who opposed his master to spread themselves thinner and thinner.
When not performing these acts, Dark Rider commanded the Dark Armies within the lands of the Khanakorum, where the power of the Dark Armies wasn't the size of its monsters but the speed of its cavalry. Dark Rider became a symbol of fear and terror for the Khana tribes, who were forced to abandon fertile plains in the north of their territory out of fear. For it is said that wherever Dark Rider rode, the land behind him and his cavalry became blackened by scorch earth and ash.
It wasn't until the arrival of the Guardians that things changed, Striga was able to defeat Dark Rider at his own game, striking fast and sudden against his army and crippling it before they even knew what was happening. Dark Rider was shot down from his Stallion by Striga and very swiftly pierced by not one, or two, or three but a total of seven arrows from Strigas bow, but even that did not stop him, he retreated back to the Broken Tower.
It was here in the final battle, that he met his fate and was defeated by powerful magics from Elania and Medinah, alongside a fierce strike from Striga. After the victory of the Guardians and the Grand Alliance, Dark Rider like the other Followers were entombed with the High Rock Tombs with powerful spells placed upon them to ensure they remain sealed forever and ever.
Lore:
[Notice this how the world looks at the time of the beginning of the story]
Nations and Kings:
The World:
Map of the known world written 3491 of the Third Age in the time of the Watchful Peace
Nations and Kingdoms of Men (Humans):
The Kingdom of Iredine:
[Pronounced I Ra Dine]
Banner - Golden Lion on a field of Red
[Notable Strengths:
-Strongest Human Nation in the Known World
-Strong, Professional, Disciplined Army
-Relatively Peaceful
-Very Few large Monsters within Borders
-Prosperous
-Good relations with its Neighbours
Notable Weaknesses:
-Has no Laws against Enslavement of Certain "Demi Humans"
-Not the powerhouse it once was
-Suffers from infighting by Noble houses
-Has history of Civil Wars for the Crown
-Has experienced 3 Peasant Revolts/Uprisings throughout history
-Constantly fighting off Marauding warlords and tribes to the North and South
-Racial bias against "certain" Demi Humans]
By far the largest and among the most powerful of all nations in the known world, encompassing a considerable portion of the map and with such a large land. Comes of course a considerable strength.
The Kingdom of Iredine began nearly three and a half thousand years ago, starting as a relatively small nation among dozens, as back then, Iredine was comprised of multiple small kingdoms that often warred with one another despite having the same language and similar customs. For near 500 years the different Kingdoms fought among each other with constantly changing allegiances, alliances, peace treaties and declarations of war.
It wouldn't be the birth of a warrior king known as Arthurian that things began to change, with both war and diplomacy, he managed to unify the different kingdoms into a single strong nation. According to some legends, he was destined to unify the Iredine and put a stop to the endless wars, a destiny that was given to him by the Gods themselves, though of course there are some who say that he was only interested in the accumulation of power. Regardless of why though, Arthurian was crowned as the sole King of Iredine and forged a powerful kingdom that has stood the tests of time.
From a small nation, Iredine rapidly grew to become the largest Kingdom in the known world, though nations such as the Khanakorum are technically larger when it comes to how much territory they control, Iredine is without a doubt the single largest unified nation.
However such times of greatness came to an end when the dark days began, Iredine was badly struck by this age of war and turmoil, the once great nation began to fragment from both external wars, but also internal strife. Regions that were once firmly under its control and loyal to the Iredine Crown, slowly began to turn against the throne, the Kingdom was struck by sudden and swift series of rebellions. The lands that would become the Kingdom of Erelin rose up with the desire of an independent nation, former loyal cities rose against them with the same intent.
By the time that the Wars of Darkness began with the Fallen unleashing his Dark Armies on the world, Iredine was near crippled by the wars it was already fighting. Its once powerful armies were spread thin and severely depleted, yet recognising the danger of the Fallen and his followers, Iredine propelled itself as the head of the resistance against the dark enemy. With King Arthurial the ninth calling on nations everywhere to come together and forge a Grand Alliance to defeat this army of Darkness, he pledged the commitment of the Kingdoms entire military strength, a total of 19 legions each consisting of 10,000 men at arms and mounted knights to the fight.
Most of the battles of the Wars of Darkness, occurred along the Iredine North Eastern borders, north of the city of Berenir, a city that changed hands several times over the centuries. But even with so much committed the Kingdom suffered, the number of dead from each successful repelling of the Dark Armies were often beyond the count of grief. When a plea for help came from the Snow Elves, Iredine was willing, the hope was for one final battle that could make it possible to go on the offensive.
At the battle of the Glorious Dead, Iredine brought to the hills as many Legions as they could spare, since the start of the wars, they had put more into their military power. At its start they had 19 Legions, now they could assemble near thirty and to this battle they brought half, so a total of 150,000 men at arms and mounted cavalry. By the battles end, they had only around 16,000 returned back still able to fight, another 9,800 wounded and the grand total of 124,200 were either dead or missing. Following this defeat, Iredine decided that any hope of fighting the Fallen would require time to rebuild and recuperate.
When Berenir was caught in its most famous siege, Iredine unlike before could not hope to amass a force and lift the siege. It called on its allies for help, yet they were in the same situation. With few option open, Iredine and the other nations agreed that for the moment the only chance of survival was to construct a great series of fortifications to hold back the Dark Armies and give them the time they needed to rebuild their strength.
Yet this was not needed, when the Guardians descended to the Earth, Iredine found a new reserve of courage and strength as they followed their Guardian Angels into battle after battle, lifting the siege of Berenir and forcing the Dark Armies back for good. With the end of the wars, the Kingdom focused much on its rebuilding and reconstruction, all the while it ordered its armies to aid in the hunting down of any remaining forces of the Dark Armies as well as the most dangerous of monsters in their lands.
Today the Nation is known for its relative peace and growing prosperity, since wars are now little more than a thing of the past, Iredine has focused more on its strong friendship and alliances with its neighbours. Former enemies, such as the Council State and Erelin are now among its closest friends and allies, with firm and clearly defined defensive alliances holding true even after a thousand years of relative peace. Yet this doesn't mean that the nation is properly peaceful, throughout the thousand years of the Watchful Peace, Iredine has been gripped by internal political turmoil, involving two Peasant revolts both of which were put down brutally by the Royal Host and the Nobility, as well several civil wars most of which were small focused around minor noble factions vying for more power.
Yet this has never really put the nation at risk of the turmoil of the past, as the King and the Court Mages ensure that such chaos never returns.
The only real problem areas for Iredine are along its borders notably the North Eastern and the Southern, where there are sizeable gaps between the borders of respective nations. Such regions are hot beds of roaming bands of criminals, barbarian warlords and brutal tribal bands that often perform raids and attacks upon the border regions of Iredine. So to counter this, the Wardens of these areas are given command of forces to defend them and ensure that such threats are kept back.
Politically however there is also more trouble beneath the surface, the noble houses and families are often caught in political feuds and infighting for power and prestige among themselves, so much so that only a few decades ago the country was caught in a civil war between two factions. All the while the nation despite its stance of the survival of the world and its prosperity, has no qualms or laws that denounce or deny the power of slavery. Iredine has no laws that prohibit the enslavement of other races from across the world, though for obvious reasons this is restricted to races that are not part of the Conclave, so the slave markets of Iredine are marked with the presence of Vulpines, Felis Ilenia, Lizard Folk, Simias, Canids and Giants.
King Arthurdale 3rd:
Personal/Family Signet - Crown above to Lions
Notable Strengths:
-Prefers Diplomacy over conflict
-Reformist Political Views
-Wishes to Expand the Responsibilities of the Conclave
-Seeks Peace over everything else
-Friend and Ally of the Guardian Gloradin
Notable Weaknesses:
-Restricted by political infighting
-Restricted by the Influence of the Noble families
-Seeks Peace over everything else, even if it means people suffer
A strong and righteous King, Arthurdale the 3rd came to the throne following a period of economic ruin across the Kingdom, his father Armarial allowed a series of dry summers and severely cold winters to cause ruin to farmlands as well as difficulty for the peasants. Food supplies dwindled over the course of 5 years, causing famine among the peasant and lower classes of society, it caused a series of Revolts among the Peasants across the Kingdom.
Arthurdale stepped up and took charge from his father who refused to even listen to the Peasants ramblings of the hardships of life, he investigated the failure of various harvests and found that the Noble families had been withholding the money needed for the upkeep of the Irrigation of the farms and fields, which made the droughts all the more severe. He immediately ordered such funds released and the fields irrigated properly, this allievated the worst of the drought and allowed the farmers to once again start to bring in enough to feed their families.
When he became King at the age of 21 following his fathers passing from a long battle with an illness, Arthurdale sought to reform the Kingdom for the betterment of his people. However such reforms were resisted by a number of influential and power nobles who saw such reforms as a threat to their privileged life style, they warned Arthurdale that such forceful changes to the Kingdom could bring it to the grips of violent revolution which would see him deposed.
Fearful of such violence upon his people, Arthurdale was forced to slow his reforms to that of a slow trickle of the tiniest stream, though even these small reforms are often met with resistance and contestation from the nobles. Though a number of reforms have taken root, the health of the populace and as well their well being has dramatically improved, with medical care being more available and a strict controlling on the prices of certain goods ensures that everyone even the lowliest Peasant can afford proper food.
Having witnessed the brutal civil war in the neighbouring Kingdom of Erelin, despite his official neutrality, he backed his friend and ally, King Menisular in restoring order. Though having witnessed the severe destruction to the Kingdom through the years of constant battling between the two sides, Arthurdale has become a proponent of peace and stability and seeks to ensure that such violence and turmoil does not come to his Kingdom.
Some say that the Kings desire for peace has trumped every other desire he has, despite having a massive army at his call, Arthurdale is a strong believer of the power of Diplomacy and always tries to avoid conflict for his Kingdom when he can. Though this often means that suffering can be inflicted whilst the long path of diplomacy performs its work.
Even now after decades on the Throne, Arthurdale has not forgoed his great desire for peace and prosperity for his Kingdom, even when difficult times grip other lands, or fierce warlords raiding the borders of his own Kingdom, he makes clear to everyone who wishes to go to battle. That for as long as he is King, then the Legions of Iredine will stand only in defence of the Kingdom and shall never go beyond the boundaries unless at his express order.
Although he is a proud and loyal member of the Conclave and a friend to the Guardians, he takes great insult by the manner in which Myra-Mir speaks and acts when in his presence. He alongside the other Rulers and members of the Conclave take offence in the lack of decorum and respect expected by Kings and Nobles. So much so that Arthurdale refuses to greet Myra-Mir in the same manner he would other Guardians, he even shows the same lack of respect and decorum to Myra-Mir whenever in his presence.
The Kingdom of Erelin:
Banner - Great Grey Falcon on a Black Background
Notable Strengths:
-Peaceful and growing Prosperity
-Good Relations with Neighbours - Iredine, Wood Elves and Keldor
-Capable Army
-Has Laws forbidding Slavery
Notable Weaknesses:
-Devastated by Wars of Darkness
-A number of Ruined Cities
-Few Cities
-Bad Relations with Zolei
-Just come out of a Civil War
-Army Weakened by Civil War
Formerly a region within the Kingdom of Iredine, Erelin broke away from them during the dark days, when a noble by the name of Saline Mar rose up in rebellion against the Crown of Iredine. A great number of people supported the rebellion, as the region had not been experiencing a great amount of corruption by the Iredine and the Kingdom had not been caring its subjects there.
Taxes were extreme, far above what those in the Iredine heartland were demanded to pay to the upkeep of the Kingdom, the Crown and its army. During the Dark Days, the Erelin people rose up in open rebellion against the Iredine crown, wishing to establish themselves as an independent kingdom, for several years the Iredine legions attempted to regain control over Erelin, yet the depleted armies of Iredine that were already fighting wars against other Kingdoms struggled to gain any substantial advantage.
Worse was that a number of Cohorts of the Legion were from Erelin and defected to the side of the rebels, strengthening their position and weakening the Iredine forces. Numerous battles were fought between the two until a powerful noble named Men-hiral, was chosen to be the ruler of the new Kingdom of Erelin and was formally crowned in the city of Sang-Real which became the new Royal Capital. Under King Men-hiral the Erelin were able to come together under a unified banner against their former masters with their own constitution, laws, customs and taxes.
Eventually the Iredine crown was forced to accept the independence of Erelin in order to maintain its own military strength which was stretched extensively thin with ongoing wars.
However the former adversaries would eventually work together against the Dark Armies of the Fallen, Erelin was severely hit by the Wars of Darkness, its northern most regions were struck time and time again by the Dark Armies. Tens of thousands were slaughtered during the wars across the north of Erelin, villages, towns and even some formerly prosperous cities were either put to the torch or outright abandoned by Royal decree to save the lives of their people. When the wars came to an end, Erelin was quick to join the Conclave, since its power and strength was severely crippled, Erelin needed the aid of its war time allies to help in its rebuilding.
Yet to this day, Erelin is still a place where monsters and other dark creatures continue to roam around in the wilderness, with villages and towns having to remain on constant alert for any dangers they present. It is common for people to disappear or monsters to come out of the wilderness in places far away from the cities, castles and walled towns. And still even to this day, after over a thousand years of watchful peace, Erelin has yet to properly recover, with only the cities of the southern reaches still being lived within as people are just too afraid to enter the abandoned overgrown cities in the north, where a number of Dark Creatures have made their nests.
Erelin also has a long standing feud with the Duchy of Keldor and the Dark Elves of Zolei, over the region of Lucca, for all three at some point have controlled the region over many millennia. And to this day they all claim the right of sovereignty for the region and the city itself and just as with the others, Erelin is reluctant to let go of their claim.
Yet the years of peace came to a sudden end in recent decades, when the Kingdom was struck by a serious and brutal civil war that nearly tore the Kingdom in half between two factions. The exact cause of the civil war in Erelin came from the so called failings of its previous ruler, King Mataril the 3rd, whom was known among the land for a good hearted and kind King who was always willing to offer second chances to people. But this kindness extended to his children, unlike his forefathers who ensured that his oldest son and heir was put through rigorous lessons to prepare him for the throne, Mataril allowed his eldest child to learn at his own pace.
Yet this lead to Mesilar to be very laxed in such matters and follow a life of peace, quiet and luxury, which on its own was nothing to be concerned about. But when his father died, a number of nobles considered the King to be, as someone who was not suitable for the position and responsibilities expected of him. So they desired to place his more experienced, hard headed, stern, strong Uncle, Meniron onto the throne as King instead of Mesilar.
Very quickly lines were divided between those that desired Meniron and those that remained Loyal to Mesilar and late Kings wishes. The following war would last for nearly 10 years, with both sides going back and forth with numerous skirmishes, several battles, a number of sieges, but neither side could get the upper hand over the other. The Kingdom had been divided literally in half, the Meniron faction held the east and north with their stronghold being the city of Firenze, whilst the Mesilar faction controlled the south and west as well as the ancestral capital of Sang Real.
Fighting would continue until Mesilar against the advice of his younger brother Menisular went into battle against the Meniron forces. The battle was over rather quickly with Mesilar among the dead, many expected this to be an end of the civil war, but legally the throne then passed on to Menisular the younger brother. Who despite being inexperienced in war, strategy, tactics managed to turn things around, although it was true that he was merely the spare son, Menisular managed to directly challenge his uncles faction and turn the tide of the war in a single battle.
The battle was a mix of open battle and ambush, Menisular caught a force of 16,000 of the Meniron faction encamped, rather than going straight in, Menisular waited until nightfall then spread his smaller force of only 9,000 around the camp on three sides. When the signal was given, the army launched a surprise attack on all three sides at the same, this caused chaos across the camp and lead to an astounding victory, with Menisular losing only a few hundred but his enemy losing over three quarters either killed, wounded or captured.
This marked the turning point in the civil war, with Menisular leading his armies into a dozen other battles each of them a victory for him. Until finally a full 10 years after the war began, Menisular lead the final assault on the city of Firenze where Lord Meniron formally surrendered, he was imprisoned for life in the capital of Sang Real. And he was lucky, a number of nobles that were recognised as the instigators of the conflict were tried and put to death.
The Civil war reeked havoc across the Kingdom and ever since the realm has been trying to desperately pick up the pieces and repair itself. So much so that Menisular has decided that for the moment he would forget about problems in other lands until the Kingdom he is responsible for has had a chance to heal.
King Menisular:
Personal/Family Signet- Grey Falcon
Notable Strengths:
-Strong King
-Respected by Noble and Commoner alike
-Experienced Commander of Armies
-Good Friend to the Guardian Iela
Notable Weaknesses:
-Shaken by Civil War
-Shaken by loss of many Family members
-Focused on matters at home
Born a full 6 years after his older Brother Mesilar and four years after his older sister Nelia, Menisular was always regarded as the spare in the family, as is common among noble and royal lineages. He had an elder brother who was expected to succeed his father, a sister who was the bargaining chip for marriage alliances and then there was him the spare should anything happen to his brother.But unlike his brother who preferred the lax attitude and the life of luxury, Menisular on the other hand preferred to knuckle down in his studies and his lessons. When their father died, Menisular stood by his brother and attempted to help him in the civil war that followed, yet his brother listened only to his closest friends and "Advisors". When the news came that his brother had been killed and that it was now his duty to lead the Kingdom, Menisular vowed that he would not be crowned until the war within the Kingdom was over.
He would lead the loyalist forces to a number of victories again and again, during which he began to gain the respect of both noblemen and commoner. For not only did he command battles like a true king and leader, but he also liked to lead from the front alongside the common man at arms even in the most dire of circumstances that would put him in imminent danger. Yet his willingness to stand with them made him famous among the people who cheered whenever they saw him.
When the war came to an end, he did a service to the Nobles that had rebelled against the crown to see his uncle placed on the throne, he gifted each and every rebel leader a fair trial before a court where upon they were permitted to air their position and plead their case. Of the 16 Nobles that had been captured, 3 including Menisulars uncle were sentenced to death 4 were exiled in disgrace and 9 were imprisoned for life.
Since the end of the war, Menisular has been pushing for the process of rebuilding and renewal, but this comes from the sheer pain and torment that the Civil War made him go through. For although he had lost his brother, he also lost his two Cousins and several close friends to its ravages, now he seeks only to get his Kingdom re-established and renewed for its people. One of the first laws he enacted was the matter of slavery within the Kingdom of Erelin, Menisular has always regarded it as a barbaric practice and that it should be stamped out.
So during his coronation, he made a statement and declaration that he would see the end of Slavery in his Kingdom forever before the end of his reign. And he has upheld this promise, but at a steady pace, for he recognises that his neighbour to the south, permits the practice as does his ally to the west. So whilst he has made clear that act of purchasing, selling and use of slaves in Erelin is strictly forbidden the act of transporting slaves is allowed on condition that the slaves are treated properly and royal license is held by the "Caravan".
The Duchy of Keldor:
Keldorian Banner - White Dragon in a green field
Notable Strengths:
-Growing Trade
-No political infighting among Nobles
-Strong Friendship with Wood Elves and Erelin
-Relatively peaceful
-Wealthy
Notable Weaknesses:
-Bad Relations with Zolei - Dark Elves
-Pushes Claim on City of Lucca
-Relatively small Army
-No Laws against Enslavement of certain "Demi Humans"
-Racial Bias Against certain "Demi Humans"
A nation to the east of the Great Greenwood, south of Erelin and west of Zolei, the Duchy of Zolei is a human nation that is roughly the same size as the Melia in regards of size, but is closer to the Kingdom of Erelin in power and prestige. Although unified under single ruler, the Duke of Keldor, whom is the most powerful of the various noble families in the nation, the Duchy of Keldor can be compared to that of a commonwealth, with the various noble families ruling over their respective lands but are in turn ruled over by the Duke.
In the Duchy, power is divided clearly between the Nobles and the Duke, the Duke of Keldor is the head of state and holds such power by being the most powerful of the Noble families. Since the founding of the Duchy, the Nation has been ruled by the Sforzan Family, who rule from the city that gave the Duchy its name, the River city of Keldor, the Dukes rule as Kings in all but name. Though their rule is enabled by the backing of the other noble families of the Duchy, families whom control considerable portions of lands as well as permission of the Duke to govern cities and towns by their will.
Proof can be seen within the Keldorian throne room, where the most powerful nobles meet with the Duke to discuss matters of state, each seat has the Family signet above it.
Such matters however can often lead to a great amount of discord and difficulty between the families that hold influence and power in the Duchy. Though in the Dark Days, this lead to constant infighting between the families who often found themselves caught up in internal feuds and fights among street gangs paid by the nobles. Often leading the Dukes to gather soldiers and send them into towns and cities to restore the peace and stop the violence.
Such came to an end during the wars of Darkness, when the Nobles realised that only by working together could they stand a chance and ensure that the Dark Armies be kept well away from the lands of Keldor and the lands they relied on for their wealth. Though the lands of Keldor were never really touched by the wars, the Duchy did experience a great amount of difficulty as the Dukes attempted to provide aid for the people fleeing the wars and the destruction.
These days the Duchy is beginning to show the mistakes of the past, as the Duchy is beginning to experience the internal squabbling between the different Noble families. This primarily comes in regards of the City state of Lucca, a region that the Duchy, Erelin and Zolei have fought over in the past. Even though the Duchy signed an agreement that they would regard Lucca as a neutral state between the three nations. The noble families still to this day hold great sway and influence in Lucca, so much so that when the Dark Elves rose up in rebellion and ousted the cities Signoria, the Duchy backed the Signoria's retaking of the city and quashing of the rebellion.
All so that they could ensure the various holdings they have in Lucca was not threatened.
Duke Beranor 8th:
Personal/Family Sigil - White Dragon
Notable Strengths:
-Experienced Ruler
-Strong Understanding of Politics
-Maintains Peace in the Duchy
Notable Weaknesses:
-Growing Old
-Restricted by infighting among noble families
The famed, powerful Duke of Keldor, Beranor was raised from his very birth for the role he would one day undertake on behalf of his family and his nation. He was schooled in every aspect of the life he was to lead, from the most in-depth studies of Politics and political theory, all the way to the understanding of the economics of the Duchy.
When he was 23 he assumed the title of Duke of Keldor and the Duchy following the passing of his father, though Beranor came to the title during rather difficult times. A pestilence had been ripping its way through the Duchy for a number of years by this point, the so called "Black Death" had returned with a vengeance. However Beranor used his political knowledge to gain the support of the other members of the Conclave, the other nations sent help in the form of medicines and physicans to help the people.
The plauge was soon overcome and the people were able to return to a relatively normal life, Beranor managed to affirm himself as a proper ruler of the Duchy and made clear his position that he could do the job expected of him. Though he had inherited a known sense of paranoia from his forefathers, he is constantly keeping a close eye on the other prominent families of the Duchy and ensuring that their loyalty is firmly placed to Keldor.
On one occassion when rumours spread that a conspiracy was underway for the families to instil a greater level of control over the state. Beranor invited the families to the Palazzo Ducal, the so called Palace of the Duke, not to question or interrogate, but for them and their loved ones to join him for a celebratory feast. No one questioned having the chance to enjoy the festivities and the fine dining, but everyone could clearly see the crossbowmen standing on the upper floors with their weapons readied.
Beranor made a toast to the Duchy and its future ending with him remarking of the times in the past when the families had warred with each other and how it was the Dukes of Keldor that ended such mayhem. "May we never face the Mayhem that befell our ancestors" he said, "But of course that would make you all traitors and we all know what to do with them" looking up at the many, many crossbowmen above.
Ever since, no one has dared to challenge Beranor.
The Council State:
Unified Council Banner - A white field charged with a red giglio
Notable Strengths:
-Unified Governance
-Good Relations with Neighbours - Dwarves, Iredine, Dominion of Ilumunar
-Peaceful and Prosperous
-Organised Army
-Home of the Congress of Merchants
Notable Weaknesses:
-Suspicion of Corruption
-Each city has own government and laws
-Division between Noble and Rich Merchant Families
-No Laws against Enslavement of certain "Demi Humans"
Legally speaking the Council state is not a truly unified nation as others are, instead it is a combination of smaller city states that came together with the singular goal of maintaining their sovereignty and independence from the large kingdoms around them, as well as repel the constant raid by the sea faring Frost Fire Clans. The Council state came together roughly in the year 547 during the height of the Dark Days, at that point in history the Cities that would make up the Council State were often embroiled in disputes and wars between one another.
But when matters beyond their lands began to grow more and more, the cities couldn't ignore them any longer, Iredine was growing its military power and the Frost Fire Clans were launching more and more raids southwards. Seeing this, Consulus, a major city on the southern coast, invited a gathering of rulers and representatives from the other cities with the proposal of forming a new unified nation to resist the hostility of their neighbours.
They recommended that the cities create a new nation where all would have chosen representatives on a single council that would act as the states government. Each of the seven cities would have 4 representatives in the council which would consist of 29 representatives each with an individual vote, with an elected speaker taking the 30th seat whose purpose is to maintain order in the council and act as the mediator for the council as well as the head of state for Council State as a whole, though all laws they recommend must be voted on in the Council.
For a number of years the Council State fought off numerous incursions by the Iredine as well as number of raids by the Frost Fire Clans. The only nation that they had any true relations with was the Dwarven Kingdom in the Mountains, of whom they could not afford to frustrate or incure the wrath of, mostly because the trade between the cities and the Dwarves was of such importance that the Council was willing to do what ever it took to keep the good relations.
Such times came to an end with the beginning of the Wars of Darkness, when a huge armada of longships arrived on the Northern most shores, the Council at first feared a major Frost Fire invasion, but that was soon cleared when they advanced to challenge it. Only to discover that the invasion was in fact scores of women, children, elderly, sick and wounded, people who had fled the Dark Armies on the other sides of the Mountains. They were soon followed by more ships onboard which were the warriors who had tried to fight back but now had no choice but to join other refugees fleeing the war.
Upon recognising the threat of the Dark Armies, the Council State offered sanctuary and safe haven for the Frost Fire Clans, though insisted that whilst within the Council State the refugees were to honour the laws of the land in which they were being given safety. At the same time though the State gave weapons, armour, food, materials etc, to the warriors of the Frost Fire Clans so that they might join the fight against the Fallen.
Now the Council State has to returned to old roots for the search of stability and equal prosperity for the cities that make it up. It was here 300 years ago that the Congress of Merchants was established in the city of Consulus, even today after expansion into every nation and city on the map, the Council State holds the Congress's headquarters. The Council State has become a major hub for various merchants and trading groups, companies and guilds, since the Council State sits on one side of the shortest crossing between the mainland and the Dominion of Ilumunar,
Though this great involvement in trade has lead to certain rumours of corruption within the very halls of the Council with some saying that the representatives are bought and paid for by wealthy individuals and group. And worse still for some, the Council State has a hand in the slave markets, with slave vessels often visiting their ports and harbours as well as a considerable number of slaves being purchased and sold in the markets.
Speaker Uther Penregal:
Notable Strengths:
-Respected by Noble and Merchant
-Experienced Leader of Soldiers
-Experienced in Politics
-Good Friend of the Guardian Medinah
Notable Weaknesses:
-is Suspicious of Demi-Humans
-Is mistrustful of Iredine Nobles
-Seeks to strengthen Council State
The current Speaker of the Council State, Uther has held the position for near 20 years, being the longest reigning speaker in the history of the Council State's existence. He served as one of the representatives for Consulus for a few years before he was elected to the position of Speaker at the age of 31.His primary goal in the long run is to make the Council State stronger both internally as well as in the wider world as compared to other nations and kingdoms the State does not have the same weight as others. Internally he wants to make the Council State a more unified governance, since technically speaking the Council rules the state as a whole but each city state still has its own rulers, laws and customs.
Uther wants to bring them all together to create a real single nation, a true nation so to speak and it willing to do whatever it takes to see such a lofty goal come to fruition.
He intends to do this through both political means within the Council itself, but also diplomatically by gaining the support of the other nations, notable the Dominion of Ilumunar, the Dwarves and the King of Iredine. All of whom would benefit from a single, strong, unified nation in the Council State instead of what he calls "A Commonwealth of cities".
But this does not mean that Uther is open to everyone, for he is known for his mistrust, distrust and hatred of certain Demi Human races, though he has no qualms with those that are recognised as Civilised such as the Anubians, Centaurs and to an extent the Giants. His true hatred focuses on those that are often viewed as barbarian and decieving, like Orcs, Canids, Vulpine, Lizards and others.
In his mind, they are only suitable as servants and workers, best kept in line.
Melia: Egyptian
Banner - Golden Sphinx atop a river
Notable Strengths:
-Peaceful Nation
-Producers of Vast amounts of Grain
-Good Relations with Anubians and Felis
-Home to the School of Healing
Notable Weaknesses:
-Desert Environment
-No Laws against Enslavement of Certain "Demi-Humans"
-Economically Divided
-Geographically focused around Lielen River
-Heavily reliant of Lielen River
The Southern Most Kingdom in the known world, as well as the oldest Human nation, Melia has existed for untold thousands of years, going back to the first human civilisations known to scholars.
The Kingdom of Melia is the one of the few nations still focused around a single geographical point, in their case it is the Lielen River, translated meaning River of Life. Since the entire kingdom revolves around the River and the life it brings to their fields, whereas other nations and kingdoms might spread out and stretch into other territories, the Melia are comfortable to remain where they are and tend their crops.
So much so that the chief trading good coming from Melia is its immense and near constant supply of grain, which has enabled the nation to focus on other matters. Like the Giant Constructs that are found throughout the kingdom, from the Great Pyramids that serve as Temples and Palaces for the Pharaohs, huge stone structures, statues, monoliths and other impressive constructs that the Melia have built over the countless millennia. Though there have been many dynasties in the Kingdom, Melia is currently ruled by one of the long lasting, the Ptolous Dynasty, which has ruled Melia for nearly 1,200 years.
Melia is also a rarity in the wold for another reason, they are one of four nations in the known world and the only Human nation where the heir to throne can either be a man or a woman, it is down to whomever is the oldest when the current Pharaoh dies. A deeply spiritual people, whilst every culture undertake a funerary service for the dead, the Melia take it to another level, performing a series of rituals that they believe will aid the recently passed on the long "Journey" into the afterlife.
Though times have changed, the ancient customs still hold true for the majority of the population, such as the renowned Ztor Tribe, who have served as the guardians of the Valley of the Kings, where the ancient Pharaohs of old are entombed since recorded history. Melia is strong in its determination to uphold the traditions of its ancestors without sacrificing the needs of the future.
Slavery is an permittable practice in Melia but only on certain terms, or more specifically for certain races and species. For since time in memoriam, Melia has held a strong friendship with the Anubians and the Felis Ileia, upholding and even defending the sovereignty of their respective city states on the southern shores of the Lielen River. So above all the practice and attempt of enslavement for the Felis Ileia and or Anubians is punished in the swiftness and most extreme degree.
Though this law does not apply to everyone, though the Enslavement of Anubians and Felis Ileia is not permitted under any circumstances, the enslavement of other "Demi" Humans such as Orcs, Lizardmen, Simias is allowed and actively practiced, where untold thousands of slaves work the very fields that provide much of the world the finest grain and wheat.
Pharaoh Cleopatra 9th:
Personal/Family Signet - Golden Ankh
Notable Strengths:
-Kind Ruler
-Commands great loyalty from subjects
-Seeks greater prosperity for her people
-Wishes for good relations with Anubians and Felis
Notable Weaknesses:
-Does not stand against Slave trade
-Actively shows hatred of Orcs and Lizards
The ninth Pharoah of Melia to bare the name of Cleopatra, she is among the most loved rulers in the known world, both noble families to the lowliest peasants love and respect her as a Pharaoh. And this comes from her personality as well as he kind hearted nature to her subjects.
When she came to the throne in Thebis, Cleopatra enacted a series of immediate policies to see her peoples lives improve. She personally oversaw the reworking of Thebis's irrigation and sewer system in an effort to stem the flow of disease by the passage of water, ordered the investigation and arrest of city officials who had been embezzling money from the cities "Budget".
These alongside a whole number of other actions that made her extremely popular for such a young monarch. Another area that made her so popular is her position of being a traditionalist but also a reformer, she is a strong believer of her ancestral beliefs that are still holding strong among the common people away from the cities, but is also someone who sees the changing times and seeks to reform the Kingdom to ensure its continuation and prosperity.
Cleopatra also upholds the ancient promises of the Pharaohs dating back countless millennia, to forever be a friend and protector of the Anubian and Felis Ilenia people. She however has taken this a step further, for every five years when the gatherings of the Conclave take place, Cleopatra brings along with her a representative of the Anubians as well as a speaker of the Felis Ilenia so that even if they are not allowed to actively participate, she can hear their opinion and speak on their behalf.
But this kindness is not universal to all "Demi" Humans, Cleopatra despite her caring nature to her people, looks at certain races as lesser and barbaric. Races such as the Orcs and Lizardmen, she hates the Orcs because Melia has a long history of being attacked by Orcish raiders throughout the millennia and so she sees them as little more than barbarians who take from others rather than doing it themselves. As for the Lizards, she like nearly everyone else in Melia, see them as little more than dumb beasts that have no concept of civilisation or even language.
The Khanakorum:
Unified Banner - Recurve Bow with three arrows on a white background
Notable Strengths:
-Expert Horsemen, Horsewomen
-Breeders of finest Horses in the known world
-Strong Culture of Fairness and Sharing
-Strong Friendship with the Centaur Herds
Notable Weaknesses:
-Semi Nomadic Existence
-Tribal culture
-No real unified Governance
In the east, lies a vast swath of territory that is made up primarily of open grasslands, grass covered hills with a few rivers and streams dividing the landscape alongside the odd forest. This is the land of the Khana, or the Khanakorum when spoken plurally, meaning referring to all the Khana people.
For countless eons, the Khanakorum have lived in this untapped wilderness, living a semi nomadic existence, where they follow the great herds of Buffalo and Bison across the plains. A Khana village if one wishes to call it such rarely stays in one place for more than a few weeks, enough time for the herds of goats, cattle and more importantly for the Khana culture Horses a chance to graze the luush grasses and the hunters to go in search of game.
The Khana exist in a tribe based culture and governance with each tribe ruled by a single strong leader, usually the strongest warrior, the best hunter or the finest horse rider. But culturally there is a unified leadership, throughout history, the Khana tribes were unified into a single force under a strong and capable leader known as a Khan. Usually this was done through force of combat and showing of strength or even through direct conquest, but since the end of the wars of Darkness, the Khanakorum have stayed unified under single Khan of the Genghis lineage. Genghis Khan being the Khan who ruled the Khanakorum during the final years of the wars of Darkness and lead the "Horde" against the Dark Armies.
The greatest insult for a Khana tribe is permanent grazing and farms, though they have in the past thousand years established a true permanent settlement in the "City" of Khakalous, there is no farms or land cultivation anywhere near it. Instead the Khana tribes prefer to keep their animals on the move to ensure that the grasses around them do not become depleted and the land unusable. Another insult for the Khana is the idea of not sharing, no member of any tribe can refuse basic needs to any other, for even those who are unable to contribute properly to the tribes wellbeing are given food and nourishment. It is even said that on one occasion the Khan himself gave up his seat to an elderly man who could not find a place to sit down.
There is a strong belief of the Horse in the Khanakorum, horses are so important to them that some dedicate their entire lives to them. The Khanakorum are renowned throughout the known world for being not some of the best, but THE best breeders of fine horses, the Khanakorum have been known to breed and raise the swiftest, finest, strongest horses the world has ever known, making them expensive to any who wish them.
Being on the open plains, the Khanakorum have a strong friendship with their closest neighbours the Centaur herds, this friendship is fiercely enforced by both Chiefs and Khans, for it is sacred law. None may threaten the eternal friendship between their peoples, those who do are to face the hooves of the Centaurs of whom they have disgraced.
The Khanakorum do not have any position when it comes to things such as money, it is actually common to see Khana tribesmen and women wearing coins and decoration or jewellery for in their minds that is when things that shine are. But that doesn't mean they don't understand it, they just prefer the position of trade by barter, so instead of exchanging goods for coin, they prefer the manner of trading goods, for goods.
Geng-Hil Khan:
Notable Strengths:
-Leads the most powerful Khana Tribe
-Holds great influence over the Khana Tribes
-Enforces peace between the tribes
Notable Weaknesses:
-Commands largest force in the Khanakorum
-Strong Willed
-Not easily swayed from his choices
The currant reigning Khan of the Khanakorum, Geng-Hil Khan is a direct descendant of Genghis Khan the first great Khan of the tribes.
Geng-Hil is the Khan by both birth right but also by strength, he commands the largest and the most powerful single Khana Tribe in the Khanakorum. His tribe numbers in the thousands rather than a few dozen or a few hundred, by tradition, Geng-Hil rules his tribe from the first permanent dwelling of Khakalous, which gives him great power as the "City" possesses the only market in all the tribes as well as the only place where outside merchants come to trade and barter.
From his great dwelling, he enforces his position and his duties with an iron fist, he possesses immense influence and power over the other tribes. None of the tribal leaders dare to question his position and his decisions, even those whom come into the negative from his choices are still heeded. For Geng-Hil still upholds the traditions of his people, notably their tradition of sharing what one has to those who are in the most need.
Whenever a quarrel is brought to his attention, he always makes it clear whenever his decision is made, though he will choose in favour of one side, he never lets the other go wanting and promises something in compensation. For instance two tribes were within close proximity to one another, thus making it harder for each to properly graze their animals, Geng-Hil gave priority for one tribe for grazing but gave the other priority in hunting.
The only real difficulty for Geng-Hil as an individual, is that once he has made his decision it is very, very, very difficult for anyone to convince him otherwise. If he decides to amass a force to challenge any incursion into the ancestral homes of their people, the only person who can pull him away from his choice is the Guardian Striga, whom is the only person that can properly get through to him.
The Frost Fire Clans:
Notable Strengths:
-Capable Sea-Farers
-Strong Warriors
-Hardy and Determined People
-Welcoming and Kind hearted
-Sea-faring and River Traders
Notable Weaknesses:
-No unified Governance
-Politically Unstable
-"Economically" Poor
-No Laws against the Enslavement of "Demi Humans"
The Frost Fire Clans is not a true nation, it is more a confederation of various clans that are unified by culture, language, religion and territory. The are primarily a people who focus around small towns, villages and settlements along the northern coast beyond the Dwarven Mountains.
The Lands in which they inhabit, were struck hard by the Wars of Darkness, so much so that they had to flee their lands entirely. Roughly 70,000 people who survived the invasion of their lands by the Dark Armies managed to escape and find sanctuary in the Council State, Iredine, Dominion and Melia beyond the Dwarven Kingdom. The warriors of the Clans however continued the fight, launching attacks along the northern Coast in swift attacks with their long-ships, as well as into the interior along rivers and lakes.
Upon the victory against the Fallen, the Frost Fires decided to launch an attempt to renew their lives in their true homeland, they re-established themselves primarily along the coast in fortified towns and villages for their own protection. But after a thousand years of working to make their lives safer and better, the Clans are now as wide spread as their ancestors once were all along the coast.
However unlike their ancestors who often launched raids by sea on their southern neighbours, the Clans are now working to rebuild as sea farers, merchants and traders. Their infamous Long-ships are able to travel not only in the open seas but also in shallow rivers, enabling them to transport goods into the interior relatively quickly.
Each Clan is ruled by a lord or Chieftain who rules over the clan as absolute monarch, but all the lords and chieftains must heed the word of the High King. Yet unlike the Kings and rulers of other nations who are decided by birth right or by strength, the Frost Fire Clans perform an action known as the Moot, when the previous High King dies, the lords and chieftains gather in First Hearth, the only major city the Clans have.
Once there, they will pay their last respects to the dead king, take part in the great feast to celebrate their life, the following day they will gather once again and conduct the Moot. The Moot serves as the king makers, Chieftains and Lords will put themselves forward as candidates for the role, those that are deemed worthy by the Druids are then voted on by all the lords and Chieftains. Whomever gets the most votes, is chosen to be the next High King of the Clans.
Though they are recognised as great warriors, incredibly capable sea farers and good hearted people, there are some difficulties with them. The economy of the Clans are incredibly poor, most of what brings their nation is primarily simple goods, basic iron, lumber etc, this means that most of the people in the Frost Fire Clans look to their Long-ships for additional income, men and women go on long trips to earn money through the transportation of trade goods aboard.
The Clans also do not have any qualms against the Enslavement of whom they see as None Humans, people that they think are not capable of living as people should be. Often these slaves are put to work in the cutting of trees and pulling of lumber through manual labour rather than more practical means.
The Nations and Kingdoms of the Elves and Dwarves:
The Dominion of Ilumanar:
Banner - Rising Golden Sun on a black background
Notable Strengths:
-Strong Magical users
-Peaceful
-Strong Army
-Strong Navy
-"Culturally Unified"
-Very Few Monsters
Notable Weaknesses:
-Known for Political Scheming among Noble Houses
-Belief in High Elven Cultural Dominance when compared to other Elves
-Racial Bias against certain "Demi Humans"
-No Laws Against the Enslavement of certain "Demi Humans"
The ancestral home and kingdom of the High Elves, the so called Heirs of the Ancient Elven Kingdom from times before the Dark Days and the Schism of the Elven peoples, the Dominion of Illumunar consider themselves to be the embodiment of the Elven way of life.
Living on a large island has granted them the needed isolation from the world to build a mighty nation that very few could challenge. Even their Greatest Ally the Kingdom of Iredine at the height of their power could not perform a successful landing of an invasion force on the shores of the Dominion. Though such things are a matter of the past, the Dominion these days no longer holds any disregard for its allies and friends across the elven straights.
Instead the Dominion has become in its own eyes, a beacon of magical ability and progress, the renowned and famous Mela Engilin Academy of magic is regarded as one of the greatest schools for magic in the known world, having well over 3,000 students at any one time if not more.
For the High Elves of the Dominion, peace and order are things of great pride and respect, unlike other nations on the mainland that have faced political turmoil, civil wars, peasant revolts, uprisings and rebellions. The Dominion has no such problems in its long history, not since the fall of the Old Elven Kingdom during the Schism of the Elves has the Island of Illumunar has held nothing but peace and prosperity for all its people.
The Dominion has managed to hold onto this peace through the maintaining of order and justice between the various Families and Houses that hold great influence and respect in society. Everyone is unified by their belief in the Elven way of life as well as their Cultural Unity, which is protected and preserved by the famed Order of Solar Light, a respected order of warriors who enforce the law and ensure peace across the Dominion.
Its cities are renowned for their architecture and pristine, prestigious construction, with the capital city of Merith Ilena, resting upon high cliffs with waterfalls coming down to meet the seas below. The Royal Palace built thousands of years ago standing still with the Ancient Iluvar lighthouse standing before it lighting up the darkness for ships at sea.
While the Dominion hosts an impressive army, it is not the most numerous in power, instead the High Elves of the Dominion take greater pride in the use of magic to improve their strength and overcome the lack of numbers. By using magic various elements of the Dominion from security to economics, even art and literature is made all the more beautiful and graceful with enchantments. They also boast a powerful naval force, that although not the greatest in open seas and oceans are known for their manoeuvrability and the speed when in calm waters.
However there are arguments that what people see of the Dominion is merely what it wishes to show and allow to be seen. For the phrase "Culturally Unified" means that the Dominion and notably the Order of Solar Light aggressively ensure that nothing that they deem "Corrupting" to what they claim to be the pure Elven culture and way of life is ripped out root and stem. They also refuse to allow other Elven Cultures to practice their beliefs or share their culture within the bounds of the Dominion borders, to do so could easily result in a knock at the door by the Order, or according to some rumours a black bag being placed over ones head.
The High Elves also have no regard for any that they seem lesser or other, those that they believe are not of the grace of the Light, so the mighty Houses and Families of the Dominion bare the rights of ownership for a considerable number of enslaved peoples from Orcs to Lizards, to Simias, to Vulpine and Canids. It matters little to them for they see such people as not people at all but beasts fit for nothing more that service, who cannot hope to understand the concept of civilisation.
King Finerial:
Personal/Family Signet - a Sun rising
Notable Strengths:
-Strong, Respected King
-Strong believer in Diplomacy
-Good Friend of other Kings
-Good Friend of the Guardian Elania
Notable Weaknesses:
-Shows Racial Bias against Demi-Humans
-Believer in High Elven Cultural Dominance
-Keen supporter of the Order of Solar Light
A long reigning king for the High Elves, Finerial holds a prestigious honour among the High Elves, he is what they refer to as a long lineage pure blood. Meaning that according to his family genealogical records their bloodline has remained solid and pure High Elven, with no Elven races being found among his bloodline.
Finerial holds this with great pride which is a common point to make in the Royal family of the Dominion, he is an example of this, looking down on those who have "Blended" their bloodlines with those of other Elven races, or worse still Dark Elves or humans. Finerial makes clear his position, that he has no qualms of working with humans and other Elves for they are his Allies and his friends, he merely wishes to maintain the culture of his ancestors and ensure that the High Elven way of life is not threatened.He very rarely leaves the Palace of the Starlight, where the throne of the Dominion is found within the capital of the Dominion Merith Liena. For it is his duty to be the Ruler of the High Elven people and a symbol of the "True Elven" way of life, one manner in which he does this, is the raising and lowering of taxes and tariffs for certain goods or upon on certain merchants. Notably the lowering of tax and tariffs on goods from High Elven Merchants and raising them for merchants and goods not made by High Elves. As well as the outright refusal to allow Dark Elven trade goods into the Dominion.
Being the King of the Dominion, makes Finerial not only the ruler of the Dominion but also the Commander in Chief of its army and navy, as well as the Grand Marshall of the Order of Solar Light. Though technically these are more ceremonial roles and duties as Finerial is more of a diplomat than a warrior King.
For during the course of his reign, he has witnessed the successes of diplomacy with the other nations of the world and seeks to continue using this as a means of ensuring the continued peace and prosperity of the Dominion. Both abroad but also at home, since the Dominion very often sees political infighting and scheming between its noble families, Finerial uses the same knack he has for politics abroad at home to ensure that the Noble families cease their scheming when it threatens the Dominion as a whole.
Of course his stern belief of High Elven supremacy comes into the negative during the gatherings of the Conclave when he outright refuses to speak directly to the rulers of the other Elven kingdoms. As well as this he has no qualms about the slavery of people in his Kingdom, which he feels is necessary for the continued "Greatness" of the "True Elves".
The Esarin Realm:
Banner - A great Red Wood on a green field
Notable Strengths:
-Peaceful
-Strong Defence of Borders
-Best Longbows in the world
-Renowned Musicians
-Gender Equality
Notable Weaknesses:
-Small Population
-No true army
-Protective of the Greenwood
One of the first Elven cultures to break away from the Ancient Elves many thousands of years ago, the Esarin or the Wood Elves left the ancient ways to pursue what they thought was a means of enlightenment and peaceful coexistence with nature. They settled within the Great Greenwood, the largest forest in the known world, so large in fact that it is seen as a natural barrier for travelling, with most preferring to go around it than through it.
And this isn't just because of its size, but also from the lack of proper roads and paths that lead through it, only the Esarin who have lived within it for countless generations know their way through without any map or road. Instead they use hidden paths that only they know of to travel between their treetop villages, that is right, the Esarin build their villages and palaces within the branches of the giant trees that are found within the Forest.
And every aspect of their culture is focused around the preservation of nature, under their ancestral laws no tree may be felled within the Great Greenwood lest it be one of three very precise types, it is already dead, it is close to dying or had fallen. Unless it is within one of these categories then the tree may not be harmed beyond the taking of fruit, another tradition they bare is the giving back to the earth, whenever an Esarin elf passes away or dies, they are given one of two burials. On the one hand their bodies would be buried amongst the roots of the giant trees so that their bodies may decay and give life back to the forest, or their bodies may be placed upon funeral pyres and the ashes collected so that it may be scattered through the forest so that they may too give life anew.
This also comes into the aspect of hunting, should a hunter take down a deer, rabbit etc, then they are to gut the animal at the place of its death, though they may take the meat, that which cannot be properly eaten such as the intestines, stomach etc. Is to be left so that animals may share in the kill or the the forest may reclaim its fair share. There are no real cities within the Great Greenwood, there are some small towns but no true cities, the only thing that could resemble a city was the Royal Halls nestled within the Red Wood Mountains that lay in the heart of the Great Greenwood.
The Esarin is not a properly populated nation, no one knows exactly how many people live within the Greenwood, for the Esarin are very private people. Even those that leave the Esarin Realm as traders and merchants or diplomats do not really give much in the way of information about how they live their lives, for any who ask only ever get the answer "We live as our ancestors did".
Heavily protective, the Esarin do not take kindly to the incursion of outsiders in their woods, though they do not stop people moving through or coming to trade, any who dare to enter their forests to take advantage come to meet the swift arrows of the Foresters, the Esarins only form of a military, for unlike other nations, the Esarin do not have a proper standing army, why would they. The forest is their greatest weapon and the Long bows and swift arrows of the Esarin are renowned everywhere.
Of greater renown and more common sight for people in the halls of the nobility and Royalty are the infamous musicians of the Esarin who are famed throughout the world for their beautiful use of all kinds of instrument and the performance of different kinds of music. From the calm and sweet, loving for slow dancing to the jigs and festive songs where everyone can enjoy themselves.
Princess Sindariel:
Personal/Family Signet - Crown of Thorns
Notable Strengths:
-Respected Princess of her people
-Strong believer of Diplomacy
-Wishes an end of Division between the Elves
-Friend of the Guardian Hela-Ven
Notable Weaknesses:
-Does not hold great influence in Conclave
-Is a Young Ruler
-has little understanding of Politics
A young ruler when compared to the other Elven monarchs, Sindariel came to the throne at a relatively young age, following her brothers passing from a pestilence. Now unlike other cultures, the Esarin do not care for the Bias against genders, they do not care whether an heir is a boy or girl, it matters only who as born first and Sindariel was born second after her brother.
Sindariel has a lofty goal in her life, she wishes above all else to see the division of the Elven people to come to an end, she had spent her early years reading various books, scrolls and accounts about the Elven Schism from many millennia ago, how bloody it was, how many were slaughtered in pointless battle. So she made it her long term goal to start the process of what she calls Reunification, to make it so that Elves everywhere could live together without any discrimination or mistrust.
The only problem is that, Sindariel has very little experience in politics, though she is greatly respected by her own people, she has yet to prove herself as a capable ruler by her neighbours, notably by the Iredine and further on the Dominion within whom a great number of people find disgust at her ideals for reunification. But this does not sway her, if anything it only makes her more and more determined to prove her point that the time has come to reunify their people after countless generations of infighting and dissolution.
This lack of experience in leadership also shows whenever the Conclave comes together, for although technically speaking all are equal at the Round Table, Sindariel is often not properly heard or is so quiet that people often talk over her making it impossible for her opinion to be even noted and recognised. This has lead to some suspecting that just like the Dark Elves and the Dwarves, that Sindariel may leave the Conclave as in the last gathering she neither spoke nor voted.
The Icelin Kingdom:
Banner - 3 Silver Stars above an Ice Dragon
Notable Strengths:
-Strong Willpower
-Determined Culture
-Open Hearted People
-Strong Military
-Some of the Best Crossbowmen
-Has Laws Forbidding Slavery
Notable Weaknesses:
-Isolated Nation
-Distrust of High Elves
-Distrust of Human Kingdoms
Living the far reaches of the North, the Icelin more commonly referred to as the Snow Elves have learned to live where life is excessively hard. Having left the Island of the Dominion not long after the departure of the Dark Elves, for at the time of the Schism the Elven people were almost literally tearing each other apart.
The ancestors of the Icelin desired to get away from this bloodshed and moved as far as they possibly could. Settling within a natural fortress in the North, where a series of mountain ranges north and south created a series of barriers that made it impossible for anyone to get into their heartland unless they went through well defended chokepoints. Something that defended them greatly during the wars of darkness. So much so that the only ways into their kingdom are one of two breaks or openings between the Glacial and Icelin Mountains, both of which are heavily defended with strong fortifications.
The Snow Elves very swiftly began to change in order to live within their new home in the winter gripped lands of the north, within their new lands, winter held stronger and longer when compared to the rest of the world. Giant glaciers are found within their Kingdom as well as the constant falling of small amounts of snow even during the height of summer.
Most of the Icelin towns and cities are focused around the hot springs where life is more plentiful and more comfortable when the winter begins to bite. A common past time for the Snow Elves is the enjoyment of these same hot springs with some of these places, notably those that are more private were turned into luxury spas and places of spiritual healing.
During the wars of Darkness, the Icelin were very badly hit, having been in close proximity to the Fallens Broken Tower, during the open battles of the war, the Icelin were very swiftly cut off from the majority of the Grand Alliance, with only small routes to their south east being kept open. The only reason that the Icelin were able to hold out was due to a strong friendship with the Dwarven Kingdom, notably the Dwarven city of Khaz Ilik which was found within the Icelin mountains.
The Dwarves in a show of determined loyalty actually constructed a "Road" from Khaz Helm to Khaz Ilik deep below the earth, a road that connected them together safely enabling the Dwarves to back up their brethren in Khaz Ilik as well as deliver much needed supplies and aid to the Icelin. This has garnered a strong friendship between the two peoples that remains to this day.
However they are among the few friends the Icelin have this day, for during the time of the Watchful peace, the Icelin have begun to feel the same distaste and distrust of the High Elves as their ancestors did in ages past. The High Elves culture and tradition looks upon the snow elves as corrupted as unlike the High Elves that celebrate the rising of the sun, whereas the Snow Elves prefer to look at the stars as a their primary belief for praying to the Gods.
This isn't helped when the Icelin elves don't really like travelling far from their colder homelands, since living in a harsh, cold world for many generations has made their bodies more suited to such an environment. Which in turn makes them uncomfortable when venturing southwards, it is even said that a Snow Elven Merchant even slept without any covers over him whilst he slept as he felt that even with thinnest sheets he was "Sweltering".
Though they do have some redeeming features, although in the past, the Snow Elves were not opposed to the practice of slavery of "Demi" humans. For a number of generations now they have slowly begun the process of ending the trade within their kingdom entirely, 200 years ago it was made illegal for slaves to be brought in from the outside world, then 50 years ago a law was passed that made it so that anyone born of a slave was not legally classed as a slave. Then finally 10 years ago under their new Queen Ysayne that the Slave Trade in the Kingdom was utterly abolished and the practice made illegal under strict and precise laws.
Queen Ysayne:
(Pronounced Ee- Say- n)
Personal/Family Signet - Ice Dragon
Notable Strengths:
-Commands Strong Loyalty from her people
-Has a good friendship with the Dwarves
-Good friend and Ally of Kolai
Notable Weaknesses:
-Determined to uphold Sovereignty
-Has strong Distrust of High Elves
-Holds distrust of Human Kingdoms
Queen of Ice and snow, Ysayne is the ruler of the Snow Elves and holds honour in that she is a direct descendant of the first Snow Elven Rulers who fled the Illumunar thousands of years before.
Unlike her ancestors who ruled the isolated Kingdom of Icelin with the preference of gaining friendship and trust with the elven cultures notably their ancient rivals the Dominion. Ysayne is not as trusting, when she was young she accompanied her father to the gatherings of the Conclave and witnessed first hand how the High Elves and Human kingdoms dominated every discussion.
She even blames them for the failing health of her father during his last visit to the South, where during the meeting of the Conclave, the room was kept well warmed by a roaring fire. Since the Snow Elves are so used to living in a cold environment, her father quickly fell ill. So now she does not actually attend the Conclave unless it is closer to home, instead she sends a envoy who speaks with her authority. Something that makes people think that sooner or later, Ysayne will withdraw her kingdom from the Conclave entirely.
But this does not mean she is as cold as the Weather around her, Ysayne is seen as a warm hearted individual who shows great care and affection for her people and those whom she sees as friends and allies. Notably the Dwarven Kingdom who have held a strong friendship with the Snow Elves since the Wars of Darkness, she often attends parties and discussion with the lord of Khaz Ilik.
One of her greatest qualities is her position in regards of the Slave trade, Queen Ysayne is zealously against the practice of active enslavement, she instituted a law when she was crowned Queen. It declared that enslavement could only be permitted as a form of punishment for a crime and in a twist of irony she deemed any unlawful enslavement be punishable by Enslavement of those responsible.
The Snow elves refer to her as Ysayne the Ice Dragon for her determination to uphold their sovereignty and culture, she has repaid the oppression of High Elven Culture upon the Snow Elves by enforcing laws that ensure that High Elven beliefs are kept at bay and the traditions of her people are protected. To the point that she as protective of her people and her home, as the Ice Dragons of legend and lore are as protective of its lair, a spirit that has gained her much loyalty from her kingdom and respect from its neighbours.
Despite her position in regards of the Conclave, Ysayne holds a tradition that the royalty of Icelin maintain a good friendship with their local Guardian, Kolai. The reason for Ysayne however is more a little more personal, upon her birth, Kolai was asked by her parents to be Ysaynes official God Mother, meaning if anything happened to them while she was not of age. The Kolai would take her in and care for her like she was her own child.
Though this never came to be, Kolai and Ysayne maintain a close bond from the promise made so many years ago.
Zolei: The Dark Elves
Banner - Light Blue Crystal upon a ashen background
Notable Strengths:
-Strong Military Force
-Renowned Jewelers
-Expert Crafters
-Magically Gifted
-Protected Borders
Notable Weaknesses:
-Isolated
-No real Allies
-Bad Relations with Neighbours
-Small Nation
The First of the Elven cultures to break away from Ilumanar at the beginning of the Elven Schism during the dark days, the Zolei-Ander as they call themselves, more commonly referred to as the Dark Elves. Wished to be more open with the use of magics and spells, the Ilumanar were heavily restrictive in what they regarded as corruptive magics, types of magic that incite chaos and darkness upon the world.
The Dark Elves however viewed that to negate such teachings was ensuring that the darkness remained an unknown and the unknown could not be understood nor the Darkness within Challenged. Thats why during the schism, the Dark Elves actively left the Ilumanar due to the persecution they were facing at the hands of the High Elves. Since they were also refused friendship by the humans nations on the mainland, the Dark Elves continued moving eastward until they finally reached a mountain range and beyond a land kept fertile by volcanic ash.
Hidden behind these mountains the Dark Elves founded their own kingdom, Zolei with their own customs and freedoms of worship and practice. Though with some restraint obviously.
Within Zolei their is no persecution of religious or cultural beliefs, nor for the types of magic used, though the most extreme forms are heavily watched over and laws enforced, most forms of magic that others would not wish to involve themselves with in other kingdoms are studied within Zolei.
This includes methods like Blood magics, though the idea of blood magic requiring the sacrifice of a persons life is utterly false, the manner of using a persons blood for a magical ritual or enchantment is a common practice within Zolei. Magical healers perform blood magic to enable more focused and powerful spells for their patients, enabling the process of healing to be done significantly quicker and with less recovery time required.
The only real issue for the Dark Elves is the confinement of their nation, with impassable mountains to their north and their west with only a single break in the mountains allowing access to the outside world, as well as a near impassable, unmappable swamp and bog to their south, a place that is constantly battered by the Eruptions of the giant Volcano. But this ensured a level of safety which was amplified with the construction of the legendary great wall, a single defensive structure that stretches across the only way into their kingdom, roughly 10 metres from the base to the battlements and nearly 300 miles long if put in a single long line.
The Zolei are well and truly isolated from the world, which fits in with another problem in that they have no allies to call on in hard times.
During the Dark Days, Zolei fought constantly with its western neighbours, the Duchy and Erelin over control of the region of Lucca, formerly a Dark Elven city it was taken from them by the humans during the bloody wars between the various nations at the time. The Zolei claim ancestral ownership and sovereignty of the region since their people were the first to settle there as well as build the original city.
But when the wars of Darkness began and the Guardians descended, the Zolei acknowledged and agreed upon a single treaty that guranteed that none of the three nations, Zolei, Kelor or Erelin would have lordship of the region. Instead it would be an independent city state and neutral ground between them, under no circumstance except by the will of a unanimous vote of all members of the Conclave could any of their armies enter the region.
Zolei honoured the agreement even during when the Dark Elves of Lucca rose up in rebellion and ousted the Human dominated Signoria, despite the Dark Elves who now controlled the city asked for Zolei to renew their claim, Zolei refused not wishing to violate the Treaty. But they were swiftly offended when both Keldor and Erelin sent in troops to help put down the rebellion.
When the Dark Elves put this before the Conclave, the other rulers saw no issue with the Duchy and Erelin sending in elements of their armies, Zolei on the other hand pointed out the treaty had been violated, a treaty ratified by the Conclave centuries ago. Yet when the Conclave members took offense to Zolei taking in the refugees as well as offering sanctuary to the rebels that had escaped, Zolei finally had enough.
The King of the Dark Elves firmly declared, without waiting for an official vote on what should be done, he declared "If this Conclave does not honour its commitments and its promises.... we don't need a vote... Zolei Doesn't belong here".
The Dark Elves left the Conclave in the year 1012 AD (After Defeat - meaning defeat of the Fallen) and ever since have refused any involvement with anything regarding its members. Zolei officially shut its doors to any outsider and has not been heard of since.
King Malerkaiv:
Personal/Family Signet - Silver circle with a Blue Crystal in the middle
Notable Strengths:
-Respected by his people
-Always speaks his mind
Notable Weaknesses:
-Has Few allies
-Outwardly hates High Elven Culture
-Openly hates neighbouring Kingdoms
-Seeks to improve Dark Elven standing
-Wishes to maintain Dark Elven Isolation
No one is entirely sure on the state of the Dark Elven Royalty, since the Dark Elves have not been heard from in nearly a decade. The only thing that is known that of the King that sealed the Dark Elves off from the world and made clear his opinion of the Conclave and its hypocrisy.
King Malerkaiv is the thirteenth of his namesake to rule the Dark Elven nation of Zolei and he was known for his openess and his unwillingness to contain himself in a discussion. It was at first only rumoured that he was not a full blooded royal but instead the son of his father the King and a Concubine, though during his first attendance to the Conclave after he was crowned king, he made clear that the rumours were true.
He was the son of a Concubine and the King, but since his father did not marry nor did he have any heirs, the law of Zolei was clear that the throne passed to him. This didn't get him a lot of recognition among the rulers and nobles who attended the Conclave and the festivities that preceded and followed the actual gathering of the Conclave. Which only made him open in his opinions of those around him, he spoke allowed about the Hypocrisy of the Conclave, of how they speak of fearing the Darkness of the Fallen but they have no qualms oppressing those they see as lesser.
It wouldn't be until after the Lucca Uprising that Malerkaiv made his position more and more clear, when he watched armies of Erelin and Keldor march in to quash the rebellion of the Dark Elves. He argued that he and his people had upheld the Treaty from centuries ago, yet here were the fine and upstanding members of the Conclave full knowingly going against it, but the Conclave does nothing and more insulting was the fact that the Conclave acted when he started offering sanctuary and aid for Dark Elves who were fleeing the fighting even if they weren't supporters of the rebellion.
The Last any saw of Malerkaiv is when he made clear his position that if the Conclave continued its discrimination and hypocrisy then neither he nor his heirs would ever involve themselves with the world.
Following this Malerkaiv sealed the Giant Doors of the Great Wall and locked them behind him never to be opened ever again.
The Dwarven Kingdom:
Banner - An Iron Hammer in front of three mountains, central mountain higher than other two
Notable Strengths:
-Fortress Cities
-Strong Army -Heavy Infantry
-Rich and Prosperous
-Master builders and Crafters
-Clear Laws forbidding Slavery
Notable Weaknesses:
-Limited Magical Ability
-Few Cities
-Wide Ranging Cities
-Distrustful of High Elves
-Distrustful of Humans
-Caught in constant battles underground
Great miners and builders of the cities within the stone and rock of the high mountains across the known world, the Dwarves are renowned everywhere for their skills in many areas from building, mining, crafting and architecture.
In comparison with other kingdoms the Dwarves do not control a large area of territory, with the majority of their cities being along the properly named Dwarven Mountains with some other cities scattered across the map. Instead the Dwarves instead built their kingdom beneath the earth, in total there are seven true cities of the Dwarves alongside a number of small colonies or "Holds" across the map.
Each of these cities save one are ruled over by a noble family who serve as lords in the name of their King Beneath the Mountains who rules the Dwarven Kingdom from Kal-Reguk (Kings Stone), upon the Carved Throne in the Hall of Kings. While some imagine the Dwarven cities as dark, illuminated by the light of fires, torches and other sources, the dwarves thought long ahead for such issues, using specially carved stones enchanted to produce light, their cities have the same amount of light as a normal city at night on the surface.
Unlike nearly every other culture in the known world, the Dwarves do not have the same connection to Magic, their are no dwarven sorcerers, wizards, magicians or even enchanters. Dwarves are unable to use spells or other forms of magic that are used by the other cultures and races of the world, but this has not stopped them.
Whilst they cannot harness magic within them, they learned very early on how to harness magic in other forms, it is unknown when, but somehow a Dwarven smith learned how to imbue Magic into objects in the same manner as Enchanting but through the careful carving of special ancient runes into what they wished to empower with magic. Such a skill made times all the more easier for the Dwarves as the new profession of Rune Smith becoming one of prestige almost overnight, though the imbuing of magic through Rune carving takes more time and more care, the Dwarves take pride in it. They refer to the other means such as Enchanting as easy and for beginners.
During the Dark Days, the Dwarves primarily kept out of the fighting, wishing to remain neutral in the wars between the human nations and Elven Kingdoms. This was more important since the dwarven kingdom at the time relied greatly on trade for its economy. But when the Wars of Darkness began, the Dwarves rallied to the call of defiance against the Dark Armies, their heavy infantry proved great in a number of battles and the defences around their cities along the Dwarven Mountains provided a sense of security for the southern nations, as the Dark Armies could only come from one direction.
During the later years of the war, before the descent of the Guardians, the Dwarves grew disheartened when they learned that the southern nations were going to leave their brethren in Khaz Ilik and the Snow Elves. They however refused and in just a few months managed to construct a road deep beneath the earth, which connected Khaz Ilik with Khaz Helm. Such an act to help created a strong friendship between the Dwarves and Snow Elves which holds strong to this day.
Now after a millennia of peace in the world, the Dwarves have shown a great boom in their trade across the world. However this is only on the surface, for despite the Dwarven Kingdom holding strong their friendship and alliances with the various kingdoms and nations around them, the rulers of the cities and the King has begun to become less trusting of their allies.
In the past at the Gathering of the Conclave, the King beneath the Mountains alongside the six lords of the cities would attend the meeting of the Conclave. However more recently in the last 5 gatherings of the Conclave, the Dwarves have instead sent only 7 ambassadors to speak on their behalf and even then these ambassadors do not ever involve themselves in any votes.
When asked, the Ambassadors detail their distrust on the fairness and equality that is held by their king, that they are there only to speak on behalf of their people and care not for the politics of Elves and Humans at least not since their friends in the Dark Elves were forsaken. As well as the fact that the humans and elves may think the wars are long over, but the Dwarves are constantly fighting dark creatures either in or beneath the mountains and from the wildlands north of their kingdom.
More so the Dwarves have faced contestation over their recognition of the Orcs of Enoch, having records of the "Promise" made a thousand years ago during the Wars of Darkness, that the Grand Alliance would gift the Orcs a land of their own to forge their own nation. When the Orc Chief Torvan declared that the Orc chiefs had crowned him their King, it was the Dwarves that recognised him as such and formally declared that they would defend the Orcish Kingdom and stand by their side in battle should they ever be attack.
King Bors:
Personal/Family Signet - Anvil and Hammer
Notable Strengths:
-Strong, Respected King
-Holds strong loyalty from all Dwarven Cities
-Experienced Leader of armies
-Is a Friend to Myra-Mir
-Hates the Slave Trade
-Seeks to End Slave Trade
Notable Weaknesses:
-Focused on being King of the Dwarves
-Is distrustful of his neighbours and their laws
-No longer goes to Gatherings of the Conclave
Ruling over the mountains tall, from the Carved Throne in the Halls of Kings, Bors is the King Beneath the Mountains and Lord of all Dwarves.
Coming from a long lineage that dates back almost 3'000 years, the House of Nagarond has ruled the Dwarves since the time of the Dark Days when chaos swept the land. Bors like his ancestors is steadfast in his role in protecting the great Dwarven cities that have provided safety and sanctuary for his people for eons. He has lead countless expeditions both when he was a prince and after he was crowned king, expeditions through the mountains to ensure that the dark creatures that threaten his people are kept in check.
This has made him a strong and capable commander of soldiers as well as a respected king among his people, though he has continued the tradition passed down by his ancestors of upholding the Conclave. Bors himself has not actually been present at any besides those that are held in the Dwarven Capital of Kal-Reguk, even when he was the prince he never accompanied his father to the Conclave.
When he became king, he flat out refused to come to the Conclave gatherings, instead he would dispatch seven emissaries, one from each of the dwarven cities to speak in his stead. The reason is because he has to an extent some distrust in those who are his neighbours, Bors is known for his firm belief in honesty and integrity and when he looks at the Conclave he sees neither but bureaucracy and hypocrisy, whilst he can stand bureaucracy to an extent as he faces it everyday handling matters of the Dwarven cities and their small colonies.
Hypocrisy he cannot abide, he finds it insulting to his personal honour to work with such people, while his predecessors encountered troubles with the "Demi-Humans" of the world notably the Orcs. Bors has taken it a different way, he made clear his position that as long as Orc Clans and tribes do not cause any trouble, then he will not disapprove them living within the valleys of the Dwarven Mountains. Which hits home when as a young man, he found a Orcish settlement that had been burned and its inhabitants taken as slaves.
He despises it so much, that years ago, when the Orc Chief of Enoch, an Orcish Stronghold that was situated along the eastern stretches of the Dwarven Mountains, declared that the Orc Chiefs of the land had crowned him their king. Bors was quick to recognise him as such and offered a standing promise that if Enoch was ever attacked, then the Dwarven Kingdom would come to their aid.
Ever since Bors has utterly hated the idea of slavery and when he was crowned king instituted a law that made any from of enslavement within his Kingdom unlawful and would result in heavy penalties under the law. Though it hasn't gotten him many friends among the human and elven nobles to the south, it has earned him a strong friendship with Myra-Mir.
Bors has always given proper welcomes to Myra-Mir, the two had met when Bors was young leading an expedition to take down a rogue Wyvern that had been plaguing the mountains. The two became friends with Myra-Mir visiting the Dwarven King when ever he is passing by, Bors even said that even though his own brother Medinah is along the same path, Myra-Mir is more likely to come and visit the Kal-Reguk, for its malt bear and salted pork.
The Free Cities: Not Aligned
Notable Strengths:
-Separate from politics of Nations
-Open markets
-Economically prosperous
-Some controlled by Demi-Humans
Notable Weaknesses:
-Demi-Human cities isolated
-Demi Human cities have few allies
-Majority Human Dominated
-Human dominated cities reliant on Slave trade
Not all places are considered absolute nations, there are across the known world of the map what are regarded as independent City States, small nations that are focused around a singular city that are usually the namesake of the state itself. And often these states refuse to recognise the authority of the much larger Kingdoms and Realms they might border, or are separated by an ocean, though they are open to trade and merchants, they refuse to allow any overlordship from the larger nations.
As far as legality is concerned, there are two city states within the world which were established by those not of human nations, they are the City state of Lucca. Which is an independent state that serves as a peaceful trade anchor between the now self closed off Zolei, the Kingdom of Erelin and the Duchy. Lucca was once a region that was viciously fought over by the three but was originally settled by the Dark Elves of Zolei who claim ancestral ownership.
Then there is the City of Canis that sits on the southern border of the Great Greenwood and the Esarin Wood Elves. The city was settled by the Canids and Vulpine who wishing for a land to call their own settled the region and established their own city. It is to this day one of the only cities where the sight of humans and Elves is a considerable rarity.
Meanwhile across the clouded seas are a series of city states established centuries ago following the successful conclusion of the Wars of Darkness. Originally these cities were meant to serve as military outposts that would serve to maintain a watch and keep a lookout for any possible threats of the Fallens surviving followers. But then times changed, merchants came seeking to find new goods to sell, exotic fruits, sugar and so on, eventually these outposts became self autonomous city states that were thriving on their trade goods from the vast jungles that covered the lands around them.
But of course the truth is never so open. Lucca the city state that is meant to serve as a peaceful relation between humans and Dark Elves never was, the cities dark elven inhabitants are forced to live in decrepit slums with only a puppet lord within the cities elected signoria which is dominated by Human nobles from other nations. Canis, the city founded by the Canids and Vulpine is regarded as little more than a hub for thieves and bandits to flog their stolen goods and is often imagined and pictured in art as a city made entirely of tents, mud huts and lean too'.
And over in the west, the prosperity of trade for the free cities, is built not on their hard work but on the crack of the whip and the rattling of chains among the enslaved Lizards, Simias and Yaguars who are the victims of constant raids for the trade that is slavery. Thousands are forced to work the farms, plantations and arbours owned by the rich families of the free cities, whilst hundreds more are shipped off to be sold in the markets of places like the Dominion, Beranor, The Council State or Iredine.
Non-Human and Demi Human Cultures:
Across the world there are numerous non human or Demi Humans as the Elven and Human nations refer to them as, some are treated with an modicum of respect and some even friendship, but for most they are looked on as lesser beings.
Often such Demi Humans are treated as second class citizens and that is if they are lucky, the most unlucky among them may be kidnapped and taken to be sold as slaves in the powers of the world.
The Canids:
Notable Pros:
-Master Hunters
-Master Trackers
-All have good sense of smell
-Shape shift into large wolves
Notable Cons:
-Isolated
-Treated as second class citizens in most places
-Looked on Mutts and Dogs
-Sometimes found in Slave Markets
Found in packs living in most of the continents forests, glens and hills, the Canids are a race of shape shifters that are able to turn in to large wolves whenever they wish. But they also maintain certain canine traits even when in their human forms, notably their canine ears for a visual reference, as well as that they hold onto their keen sense of smell.Case and point, a human or elf can smell the soup cooking in a pot, but a canid would be able to smell the individual ingredients being cooked. But sadly the powers they possess mean that they are often looked on as lesser being in the eyes of most Elves and Humans, who believe them to be Demi-Humans or near Humans, being lesser in their intelligence when compared to them.
Many Canid packs have been forced into enslavement by powerful individuals who desire to use the Canid senses for sport, using them as little more than hunting dogs. Either to perform hunting sports, for deer, boar etc, or for criminals that are on the run. Today most Canids that are free from slavery live in the forests and hills as well as the Dwarven Mountains, where they continue to live their lives in relative safety but always in constant fear of being attacked by the humans.
Which is sad for those who actually respect them, for during the Wars of Darkness, the Canids were actually greatly appreciated for their hunting skills, they served as excellent scouts and skirmishers during the war, being able to keep track of the Dark Armies as they moved. But such contributions proved worthless when the wars were over and the Conclave was established, though a great number of Canids gave their lives, they were not given a seat on the Conclave.
The Felis Ilena:
Notable Pros:
-Graceful and beautiful
-Known for artistic expressions
-Known for musical composites
-Believe in violence only in self defence
Notable Cons:
-Only believe in Violence as Self Defence
-Often looked on as Demi-Humans
-Only have friendship with Melia and Anubians
-Sometimes found in slave markets further North
A race of non-humans with feline characteristics, the Felis Ilena are divided into different forms of Feline traits, some appear more human with feline like ears, tails and claws, whilst others will be more feline like with their body structure more akin to animals, like lions, leopards etc.Whilst they do live across the world, the vast majority of the Felis Ilena population, live in a city of their own literally named Felis. This city was gifted to them following the Wars of Darkness as a means of thanking the brave Felis that gave their lives during the wars. During the Wars, the Felis despite not having to were wiling participants to the conflict serving alongside the Melian armies in the greatest battles of the Wars, where their ferocity as warriors was greatly appreciated. As well as their great notoriety as more than capable healers, though many Felis fought on the front lines, a greater number served in the camps working as Healers for the sick, wounded and injured.
In Melia the Felis Ilena are treated with a good amount of respect and friendship from the population, however in other parts of the world, the treatment becomes lesser and lesser. In Melia laws protect the Felis Ilena from any form of enslavement, but no such laws exist in other nations that are members of the Conclave, many see them to be only a step above the Canids.
As such they often face discrimination among humans who either judge them as being little more than animals pretending to be humans or just more attractive Demi Humans. A considerable number of Felis Ilena become servants, dancers and singers in the courts and castles of the rich and powerful.
The Orc Clans:
Notable Pros:
-Fierce, proud, strong warriors
-Able builders
-Strong Bodies in both men and women
-Close nit clan structure
-Hard workers
Notable Cons:
-Isolated people
-Live in Clan settlements
-Scattered across the world
-No homeland
-Often found in Slave Markets
-Looked on as Barbarians
-No Seat at the Conclave
Tall, strong and considered worse than barbarians, Orcs are found across the land living in small tribal societies that are to the outsider led by whomever is the strongest. Where the chief of their tribe is decided on whom is the strongest in a fight and can only be deposed by someone whom is stronger.Orcs are considered barbaric by all nations of the world and it is reinforced by the Orcs themselves, they are lesser in regards of culture and societal norms. They are not a unified people with each tribe having their own laws and customs which makes it exceedingly difficult for them to properly unify, the Tribes themselves are believed to get themselves in constant petty squabbles as well as raiding the farms and villages of more established nations.
As such Orcs often face ridicule and discrimination from nearly all other races in the world, many tribes are often forced to leave an area they have settled for generations due to the expansion of humans and elves within the region. At the same time some smaller tribes are often the victims of slavers who attack the weaker tribes in order to obtain fresh merchandise i.e. slaves, a number of tribes have been wiped out by such practices, which has forced a number to come together in recent centuries to form strongholds.
These Strongholds are very few, in total there are only five strongholds controlled by the Orcs in the known world, in the south west there is Gia-Anor in the Giants Hills where they have forged a strong friendship with the Giants of the Region. In the South East in the Unitmore Moors is Cairn-Gorn, a stronghold built on a series of Crannog (artificial islands), protected by the near impassable bogs, swamps and marshes that surround it on all sides. Then Cairn Hill situated in the far North in the Cairn Hills and Forests, near the lands of the Frost Fire Clans
In the mountains of Erelin, is Galmar, a fortress built of solid rock and stone outside a former dwarvish colony that was abandoned centuries ago. The halls and mines have been expanded to serve as a new home for the Orcs in that region, primarily hunters of the mountain goat and deer herds, Galmar is often faced with raids by illegal slavers as well as overzealous humans who seek to destroy them, just because they are Orcs.
Then there is Enoch, the largest and most powerful of all the Orcish Strongholds in the world, many thousands of Orcs live there. In stark contrast of the other strongholds, Enoch is more built up, with farming, livestock, even a sense of uniformity among the tribes that live there. The Enoch Orcs still hold true to a now ancient promise that was not upheld.
During the Wars of Darkness, the Orcs sided with the alliance and fought as a form of shock troops in the allied armies, many victories can be credited to them, the Orcs fought with much determination and zealous because of a promise that was made. Since the dawn of time, the Orcs have never truly had a place to recognise as Home, so in exchange for their help in resisting the Dark Armies, the Nations of Elves and Men promised that upon the victory, the Orcs would be granted a place to call their homeland in proper.
This has never come about and despite the tens of thousands of Orcs fighting and dying for the Alliances cause, the Orcs were and still are refused a seat on the Conclave despite the fact that some of the Alliances greatest victories belong to them.
Even he majority of the Guardians look down on the Orcs, with only the wandering Myra-Mir being considered an eternal friend, not only because he speaks out for them whenever he can, but also because he constantly tries to help them when they are in trouble or danger. For centuries Myra-Mir is considered a protector to all Orcs, whenever he approaches or visits a tribe or stronghold, the Chiefs all give him a warm welcome.
Torvan Archyr "Orz Kruk":
Notable Strengths:
-Living Proof of Peace between Humans and Orcs
-Respected among all Orcish Clans
-Wishes to end divide of the clans
-Seeks a true Homeland for his people
-Shows compassion to outsiders
-seeks to end negative stereotype of Orcs
-Good friend to Myra-Mir
Notable Weaknesses:
-of Mixed Heritage
-of Mixed Blood
-Looked down on as Half Breed
-has no allies beyond other Orcs
Born to differing worlds, Torvan was born to an Orcish Father and a Human mother from Erelin, before any speak of how it must have been a kidnapping, it is far from such, his mother and father both loved each other dearly and were married according to both cultures and traditions. Torvan was given two names to reflect this, Torvan Archyr is the name he inherited from his mother and Orz Kruk meaning "First Son" in Orcish from his father.Torvan grew up in the Orc Stronghold of Enoch which his father was the Chief of, the Stronghold sits within the Hills of Aro-hael on the eastern side of the Dwarven Mountains and south east of the ruined fortress of Haell. Here he was often treated with some disdain due to his more human looks, other children all of them being full blooded Orcs often bullied him calling him Pale Skin or weakling. But he proved them wrong when he showed the strength he inherited from his fathers blood. The harsh winters that wreak havoc in the region made him hardened and strong like the other orcs that live within Enoch and the surrounding area.
By the time he was 15, Torvan had become a strong and capable warrior in the practice ring, which earned much respect from those who once thought him a puny weakling. When not practicing, he would work with his mother, since he could pass himself off as a human, the pair often would go to villages of humans in order to trade, it was there that Torvan learned of the negative stereotype of the Orcs and he utterly hated it, the humans all called them savages and brutes who were more likely to raid and pillage rather than work the land as farmers.
After his fathers passing, Torvan took on the challenge of becoming the Strongholds new chief, after numerous duels with others who thought themselves worthy, Torvan managed to succeed his father as the Chief and instantly made changes to the lives of the Stronghold and its peoples. He began to focus more on the future of the people, turning stronghold of Enoch from a collection of ruined stone walls and an crumbling castle into a true fortress, the town within became more akin to a proper city and surrounding it all were rich farmlands.
He did all of this whilst also working to speak with the rulers of the humans, elves and dwarves, whenever the Conclave met, he would come to speak on behalf of the Orcs across the world not just in Enoch. Torvan knows of the promise that was given to his fathers ancestors, the promise that upon the victory against the Fallen and the Dark Armies, the Orcs would be given a homeland to call their own and found their own true nation. To this hope and dream, Torvan has been working to end the negative stereotypes that surround the Orc peoples across the world as well as end the constant harassment and enslavement the Orcs face on a daily basis.
It is this zeal that has earned him the respect of not only the Orcs of Enoch, but of all the Orc Chiefs across the world, with many smaller tribes pledging themselves to the Stronghold of Enoch in the hopes of a better life and protection from raiders. Some Orcs have even begun giving him a new name, "Oruk Kriggs" The Orc King, out of respect for the determination he has shown and the acts he has committed to bring about the Promised Land they have only dreamed about for centuries.
However despite it all, not many rulers listen to him, many see him as little more than a half breed mongrel pretending to be a ruler when he is little more than a barbarian chief. Some even take offence that Orcs are referring to him as their King, mocking him as the "King without a Crown or Kingdom", but he has always countered by replying "If we don't have a Kingdom it is because you have failed to uphold your promise and give us one".
Regardless though, Torvan has strong allies in the world, the Dwarven Kingdom has even gone so far as to recognise Enoch as the Capital of an Orc Kingdom and Torvan as its King much to the chagrin of everyone else who have a voice in the Conclave. But by far, Torvans greatest ally and friend is in the wandering Guardian of Myra-Mir, he has known the Guardian since he was a child. As Myra-Mir has always been a friend to the Orc Tribes/Clans and would often visit them when he was passing, he first met Myra-Mir when the Guardian brought a young orc Girl called Agora to them, saying that her clan had been destroyed and taken into slavery.
His father took the girl in promising to watch over her, but that failed, ever since then Myra-Mir and Torvan have been good friends. They both share the common dream of seeing the promise made centuries ago fulfilled and the Orcs being given a place that they can truly call theirs, Torvan has also offered a promise to Myra-Mir, should the Guardian find any Orcs in need of aid, then he shall happily take them in and give them a better life in Enoch.
A promise he has kept for many years by now, with the Stronghold of Enoch becoming more and more akin to a true Orcish City. In his mind, Enoch is proof that the Orcs are not barbarian savages but are civilized and deserve the same treatment as Elves and Men.
The Centaur herds:
Notable Pros:
-Renowned star gazers
-Experts in Divination
-Keen knowledge of the land
-Inborn magical knowledge
-Inborn Magical ability
Notable Cons:
-Live Nomadic existence
-Live in close nit herds
-Distrustful of most Humans excluding Khanakorum
-Distrustful of Elves
-Have no Seat at the Conclave
The original inhabitants of the open plains that is the Khanakorum of the east, where the world is a near endless grassland with scattered forests and hills. The Centaurs are perfectly home here, where they live in their semi nomadic herds, never numbering more than a few dozen, the largest herd being around 60 individuals.
The Centaurs live this lifestyle due to their tradition of following the herds of buffalo across the plains which is both their life line but also their culture. Primarily living a hunter gather lifestyle, the Centaurs are lovers of the open spaces, they do not like confined places such as towns and cities, whilst they might visit villages they never truly stay.
The Centaurs are distrustful of outsiders, though they possess a friendship with the Khanakorum tribes who share their way of life. When they look upon other outsiders however, they see being that can only bring trouble and danger to their herds and their way of life. It is for this reason that the Centaurs are very rarely seen outside their traditional lands, even when they fought for the Alliance in the Wars of Darkness, they very rarely ventured beyond their borders, the only exception being when the Guardians lead the final assault on the Fallens Tower.
They were credited in a number of infamous and legendary charges during the battles of the Wars, often without any help from others like the mounted knights and mounted elves. Though a number do use steel and iron, the Centaurs are unable to manufacture these tools and weapons, all that they have comes from trading with the Khanakorum tribes of the plains.
Notable magical users, the Centaurs are renowned the across their world for their power of divination, the power to see events yet to be. In fact it was the Centaurs that first started the practice, for it is their belief that their gods speak to them through the stars, sending messages in starlight. However unlike the diviners of Elves and Men, Centaurs treat it more furiously.
The Centaurs perform a ceremony in which the Diviners of the Herd perform rituals and dances, when the Centaur lead Diviner gazes upon the stars they enter a fierce trance and then will detail the prophecy they see in the stars. But for the Centaurs, the future is never truly set, not is it clear, one can see the stars and divine what is to be, but the message from the gods is always told in a form that is never clear.
Among the Herds however there is a prophecy that maintains strong invocation of fear among even the most capable Diviners, it was a prophecy so powerful that the Herds took the time to create a simple but powerful cave painting of the event and the Prophecy in turn.
"Two tied together, light and dark, one bound to each and the other, life and death, Anchored as one, the Darkness falls as Light ascends, the Darkness spreads and the moon turns dark, songs be heard in sadness and cheer, for the Darkness Spreads and Light has faded once again".
The Anubians:
Notable Pros:
-Strong bodies
-Proud culture
-Inborn Desert survival skills
-Good friendship with Melia
Notable Cons:
-Distrustful of most humans
-Distrustful of High Elves
-Have no seat at the Conclave
The original inhabitants of the desert and savannah lands of the south west, the Anubians are an old race of non humans, their culture is among the oldest of the known world, having existed for nearly 4,000 years before the Wars of Darkness. For a number of millennia, the Anubians were let pretty much to their own devices, until the ancestors of the Melia decide to settle in the fertile lands on the northern side of the Lielen River.Over time the two sides forged a strong bond of friendship, with the Anubians teaching the humans the times of the that are best for the planting and harvesting of the crops that are grown. When the river has the most nutrients in to allow for better harvests, the signs to look out for when there are storms approaching.
Despite the age of their culture, the Anubians have only ever lived in one single city, the city of Imeut which sits on the southern side of the Lielen River opposite the Melian capital of Thebis a sign of the friendship between the two. Though there are ruins of ancient Anubian settlements across the length of the river, Imeut is the only true city that the Anubians established. They are strongly atuned the ways of the Desert and are among the most capable for desert travelling, none dare to cross the deserts away from the River without an Anubian Guide to lead on their travels.
Despite their appearance, Anubians do not have a layer of hair like ordinary canine species, instead they have no hair covering their bodies except for a head of hair which they vigorous trim and groom. They possess a dark skin which grants them a natural form of protection from the Suns raze and heat, their bodily frames are slim with attuned muscles, the slimness of their bodies allows them to stay out for longer periods in the sun without overheating.
They are renowned artists whether with the paint brush, the quill or the hammer and chisel of stone and clay, Anubian pieces of art can be found nearly everywhere and remains a source of cultural pride for them.
When the wars of Darkness began, the Anubians recognised the danger and chose to join the Alliance to resist and repel the Dark Armies of the Fallen. Though few in number, the Anubians that fought, did so with fury and determination for their homeland, they were absolute in their determination that the enemy will never reach their ancestral home. Many records state that the Anubians wielded great swords, large spears, maces, as well as halberds and long bows, charging into the enemy ranks and cleaving the dark forces around them.
When the war ended, the Anubians were recognised for their bravery and their sacrifices in the conflict, as such Imeut was recognised by the nations of men and Elves as an independent sovereign state. Despite this though they were not given a seat on the Conclave, instead they hold an ambassador someone who can make requests of the Conclave as well as have someone present to speak for them, but their ambassador does not actually hold any authority within the Conclave, they do not for instance have the right to vote in a decision, nor do they even have the right to sit at the table.
The Vulpine:
Notable Pros:
-Swift footed
-Expert infiltrators
-Quick Hands
-Good trackers
Notable Cons:
-Racial Stereotype of Thieves
-often found in Slave Markets
-Isolated people
-Have no seat at the Conclave
A race of canine non humans with traits and body forms similar to that of Foxes, the Vulpine are a race that are often met with much scorn and distain. The Vulpine are known for their animalistic appearance as well as their size, an adult stands roughly only a little taller than a dwarf, the average being 3 foot tall.
Believed to be the original inhabitants of the Great Greenwood which is now the home land of the Esarin, Wood Elves. The Vulpine were once found throughout the forests of the world and onto the open plains, but the Great Greenwood was their stronghold, known for their quick wit and the fast reflexes the Vulpine are expert climbers whether in nature or in cities.The Vulpine have a natural philosophy of never missing an opportunity, whenever they can they will take what they can and hide it away for when times are hard. This however has made a great number of them into master thieves of the world, which in turn forces a negative stereotype upon the race as a whole.
Today the Vulpine are common sights in slums and in prisons where they have either been caught stealing or have been victimised and blamed for the stealing. As well as that they are often sighted in Slave markets across the world as many Vulpine have been arrested and sentenced to enslavement or have been kidnapped and sold to the slavers for a profit.
The only Vulpine who are free of slavery, are found in the forests of Esarin where they continue to live their lives as they wish or in the "city" of Canis where they have found shelter among their more human shape shifting cousins. Yet despite the disdain that follows them, the Vulpine are noted in the analogs of the Wars of Darkness, where they served as scouts and skirmishers, often going behind the lines of the enemy to cause trouble.
Trouble which served to ensure a great number of victories that were then credited to Elves and Men.
Giants:
Notable Pros:
-Giant bodies
-Incredibly strong
-Gentle hearts
-Good natured
Notable Cons:
-Slow speakers
-Don't like crowds
-Shy
-Have no Seat at the Conclave
-restricted to small area of the map
Giants in a literal sense, the Giant beings were once found throughout the world, from the tundra and taiga grasslands of the north to the more temperate forest and hills in the south. Giants stand roughly between 8 and 16 metres tall and are physically built with much muscle and power, though their size has meant a limitation on their intelligence, despite having large bodies and as such large brains, they are intellectually lesser than human like races and even other Demi Humans.
Despite having been around for an incredibly long time, the Giants haven't passed by the so called technologies of Stone, their clothes are the worked hides of animals, tools are little more than trees pulled from the roots or large boulders. Their dwellings are huge caverns that have been worked to make "homely" in their terms, usually again with animal hides laid as bedding, fires as large as pyres for warmth and cooking.
Yet even though they are not as intelligent as other races, the Giants are actually more welcoming than others, for thousands of years, tales tell that Giants were always kind and forthcoming when meeting outsiders and were always willing to give a place by one of their fires as well as some food to weary travellers.
Primarily they live a semi nomadic life style, small family groups moving one place to place in the never ending search for food. According to their own limited stories, the Giants of old would move between the North and South with the seasons, in the Summer they would follow the herds of animals northwards towards the open grasslands beyond the Dwarven Mountains and when Winter came they would move south to avoid the worst of the weather.
In regards of these accounts, they are not considered as written, they are instead a mix of verbal histories that are passed on from generation to generation and then paintings and carved monoliths that the Giants regard as sacred for they hold the histories of their peoples. Across the world, these Stone Megaliths remain scattered but still standing, with many nations using them as markers for their regional and national borders and even some use them as road markers for travellers along the main roads through kingdoms and nations.
When the wars of Darkness began, the Giants were hit severely hard, their numbers had never been great, but when the Dark Armies ravaged the Northern regions, they were forced to abandon a great number of places that they had dwelled for countless millennia. At best there were once no more than around 10,000 Giants across the whole world, when the North was lost to the Dark Armies, that number plummeted.
Wishing to avenge their lost brethren, the Giants became willing members of the Grand Alliance against the Dark Armies, accepting the metal tools, armour and weapons of the smaller beings to give them a greater edge in battle, though outfitting the giants proved difficult. Eventually most Giants accepted just simple things, a shoulder guard, a war mask to cover part their face, metal greaves as well as weapons like their now famed giant spears that were thrown with the power greater than any ballista, or their famed war clubs or iron fists.
Many Giants lost their lives in the battles against the Fallen, but it was not just on the battlefield that the Giants proved their worth, their strength proved valuable in the building of fortifications and castle, where it would take days if not weeks to build the cranes and pulleys to lift large blocks of stone, the Giants could do it in mere seconds.
When the War came to a victorious end, the Giants were recognised for their sacrifices and their losses, as such the Alliance upon the formation of the Conclave, gifted lands to the Giants in the South, in a hilly country between the Kingdoms of Iredine and Melia as well as large chunk of land on the northern Slopes of the Dwarven Mountains. Both were places that the Giants were known to live and dwell during the different seasons and since the Giants have lived in one of these two places through the year.
The First being the lands around what was known already as the Giants Hills, where they could dwell in the winters and then the so called Mammoth Forests and the lands around it on the northern side of the Dwarven Mountains. As a greater thank you, some nobles who owe their impressive castle to the Giants gifted them a series of constructs, the Dwarves aided this endeavour turning one simple caverns into mighty barrows that were more "Homely" in their eyes.
Rarely seen these days, the Giants are more often spotted during their annual migration between the North and South during the spring and autumn, though hunters are known to spot them in the summer on the mountain slopes. Despite everything they were given, the Giants did not receive a place in which to speak on the Conclave, although many argue that the Giants would likely refuse it anyway.
As a whole Giants are known as gentle beings and don't like being in large crowds, their size makes it difficult for them to be around so many people. Their shy nature also makes them scared of such places where they feel that the smaller beings around them are constantly judging them.
Yet there is one who often speaks for them, the Guardian Myra-Mir is often spotted by individuals that visit the Giants, they often state that they are more open with him and seem to show great friendship and kindness to him.
The Woodlings:
Strengths:
-Unknown
Weaknesses:
-Unknown
A race that is only mentioned in whispers, stories and tales, some even doubt their actual existence, some claim that the Woodlings are nothing more than a story conjured up to scare children into behaving themselves. "Woodlings come from the forests to take away and gobble up the children who don't behave" Today the only race that still hold close to the belief that the Woodlings are a true people are the Giants, for it is the Giants that gave them their name.
The reason being is because of their supposed preference for living in forests, specifically deep forests, the Giants hold tales of meeting the Woodlings millennia ago during their migrations. According to one tale, a Giant took shelter from a storm in a forest where he came upon small beings around a fire, the small ones gave the Giant some fruit and meat they had cooked and allowed the Giant to rest, when he awoke they had gone.
There are tales from other races that show possible interaction with the Woodlings, in the age of the Schism of the Elves, the Esarin Wood Elves ventured into the Great Greenwood, there it is said they saw little people running in the shadows of the trees. One forester tale that is well known tells that a Esarin Elf was walking the Woods alone, when he came upon a stream. There sitting peacefully on one side of the stream was a small woman with flowing reddish brown hair and eyes like that of a cat, on the other was a Kelrun, the woman saw him, stood up stared for a moment then darted back into the depths of the Forest. And the Kelrun turned to look at the Esarin before it too slowly wandered off.
Another tale is from the Kingdom of Iredine where a Knight ventured into the Sang Rael forest and claimed he saw a being of small stature squatting on a rock by a stream. The small being was wearing clothing fashioned from plants, leaves and stems, was dirty and filthy, long dark brown hair, with eyes like that of a cat. It stared at him for a minute before jumping down and running back into the forest, the Knight attempted to follow but quickly lost sight of it.
A story from the Erelin details a woodcutter who ventured into the forest to find trees he could cut down and take in for lumber. When he found a suitable tree, he was froze in place as he was about to strike the tree with his axe, he heard music and song he had never heard before, being curious he followed the sound and discovered a group of small people wearing clothing of plants and leaves around a fire apparently singing to the sky. As they chanted, the weather changed and a great storm began to appear in the sky above, fearing for his life he ran and never ventured into that forest ever again.
Another tale, from the Orcs, says that one day a hunter was tracking a boar, she had wounded the beast and was now trailing its blood to find the body and take the carcass back to his people to eat. When she found it however, she saw a small person hovering over the carcass and was already in the process of carving the hide away with stone blade. The person looked up saw them, stared for a moment, then ran off into the forest.
There are many more mythic tales in regards of the Woodlings, to the Esarin, they are believed to be the descendants of the First Elves, those that remained true to the ways of the Forest and Nature. To the Frost Fire Clans, according to their beliefs, the Woodlings are creatures of nature and are the protectors of the forests. For the Orcs, they are fellow outcasts, who like them possess no real home, to the Giants, they are still called "Little Friends".
In truth, there are not many who believe in the Woodlings, at least up until recently, before recent years the only cultures that believed that the Woodlings were real, were the Giants, the Orcs, the Frost Fire Clans and the Esarin Wood Elves. However all these cultures believed that the Woodlings are extinct having either died out over the millennia of their forests being cut down, or were wiped out in the millennia of chaos and then the Wars of Darkness.
There is however one aspect that leads to the possibility of the Woodlings being true beings, a few years ago a Scholar went into the depths of the Great North Forest, where upon he discovered a series of large rocks that had been carved to look like small people, these rocks lead him to a small cave which when he went in turned out to be much larger than it appeared, the walls of one chamber were covered in paintings of animals and figures. Along one entire wall was nothing but hand prints, when he put his hand up to compare, he said it was like the hands were like those of a child.
He has since been returning to the Great North Forest to perform careful examination of the cave as well as explore more of it, in a separate chamber he details that he found the remains of a encampment, charring upon certain parts of the floor possibly by a fire, the remains of various animal bones all of them with small cut marks. And most especially a series of tools made from flint and obsidian, tools like knives, arrow heads and spear tips.
However one must make clear a point made by the Wandering Guardian Myra-Mir, whom claims to have amicable relations with the Woodlings, though no one really listens to his points. He describes the Woodlings as the original inhabitants of the land in which most now live within, That the Elves, the Humans and the Dwarves came to this part of the world from somewhere else. Detailing that in ages past, before time was truly counted, the land was once beautiful, with open meadows, green fields and ever growing forests. That the Giants roamed the open lands whilst the Woodlings dwelled within the Forests, that despite all the changes to the world, they are still alive and living the way they always have.
Choosing to remain hidden from the ones that slaughtered them in times past.
Mythranyr:
The World is not a single continent, the land mass that holds the Elves. humans, dwarves and others is referred to different names. There is the Main Continent or the Prime Continent due to its sheer size then there is what those who live in the free city states on the opposite side of the Clouded Seas call it, the Old World.
To the west beyond the Clouded Seas, lies the land of Mythranyr a land cloaked in near endless jungles and mangrove forests, it is a hot and humid place that is vicious to those who are unprepared. Various predators lurk in the waters, beneath the trees, within the undergrowth, poisonous insects crawl through the leaves and branches. Trees so tall that even Giants must raise their heads and arch their backs are found here, such trees are supports for other plants, various vines and plants share the branches of the giant trees and create a symbiotic relationship, whilst down at the roots other flora grow around in the few breaks of sunlight between the branches and canopy above.
The exact size of Mythranyr has never been properly mapped and their is little interest in finishing the cartographic logs of the land. Many refer to it as an island, however some scholars theorise that which has been properly mapped is little more than the peninsular of a much larger land mass. Worse still none have even managed to penetrate the deepest parts of Mythranyr, though a number of great rivers have been identified and mapped, this is due to the fact that these main rivers are linked to dozens if not hundreds of smaller rivers, streams and waterways.
What's worse is that during the raining season, though it rains almost constantly, there is a distinct season in the year in which Mythranyr experiences substantially more rain than normal, most of the lower parts of the jungles and forest become flooded with the rivers and streams bursting their banks. This means that entire sections of the forest floor temporarily become submerged often to the level that a full grown man will not be able to stand. Then during after a period of time, the waters receed and return to "Normal" levels.
And any attempts to venture into the deep jungles are often met with resistance from the local non human races, Lizardmen protect the waterways, whilst Simius and Yaguar patrol the jungle interior. Hence why on any map of Mythranyr is relatively small and has large areas marked out as Uncharted Regions.
Sy-Lahissh: Lizard Men
Notable Pros:
-Experts in Guerrilla Warfare
-Descendants of a mighty empire
-Still have a unified ruler
-Fierce warriors
-Powerful Spear throwers
-Experts in Psychological Warfare
-Good Swimmers
-Inborn knowledge of medicinal herbs
-Good Allies of the Simias
Notable Cons:
-Often targets of Slavers
-Don't like cold places
-Stone Age technology
-Scattered tribal villages
-No voice in their favour at the Conclave
The Sy-Lashissh as they are known in their language or more commonly referred to as the Lizard men, are a non human race that stand roughly the same height as an average man or elf, but are much more muscular and heavily built, with tough scaly skin covering their bodies, with strong horns upon their heads as well as long tails similar to Crocodiles. They have partial webbing between their fingers and toes and being reptiles produce eggs instead of live infants.
It is believed that they have their own language of a sorts, but none have ever been able to properly register it, this is due to the fact that the Language is actually a variety of reptilian like sounds they produce. These include, hisses, barks, screeches, jaw snapping along side a number of other sounds they are able to produce, yet no Lizard is capable of producing words as we do, though they are able to understand their throats do not allow for the making of sounds that we can register.
Another strange adaptation is their limitation on swallowing, whenever a Lizardmen eats, they chew a small amount of the food in their mouths, then they tilt their heads back so that they are looking up. After which they perform a strange motion jutting their heads back and forth, the reason is actually due to their throat and skulls attaching, their necks actually connect to their skulls at the back rather than beneath. This means that when they wish to swallow either food or drink, to avoid choking on what it is they are swallowing, they must tilt their heads back, so then rather their throats being an upside down L shape, the decline down to the throat to the stomach is more gradual and safer for them.
In ages past, long before the Rise of the Fallen and the Wars of Darkness, the Lizards were believed to be have been the centre of an immense empire of their own, with them controlling much of the Jungle "Island". They constructed Huge cities, temples of immense size, some scholars theorise that the Lizards were once ahead of all other races in advancement, with their cities having paved roads, aqueducts, irrigation for their farms and more.
This came crashing down though, it is believed that when the Wars of Darkness began, the Dark Armies of the Fallen launched an invasion of Mythranyr and utterly destroyed the ancient civilisation of the Lizardmen, though the Lizards were eventually able to repel the Dark Armies without the aid of any other nation from the main continent, their once great empire was broken.
Today the Lizardmen live in a more tribalism based society, with various small tribes living in the vast expanse of jungles and waterways that crisscross Mythranryr. Their once great cities are now ruins that have become overgrown by the jungles around them, with only the Temples remaining free and clear for the sun to shine upon. They primarily live in simple villages with basic huts serving as home, erected atop of stilts to keep them above the water when the rivers flood. Surviving on a mix of fishing, hunting and basic farming, the Lizardmen have lost much of the ability and technology that made them once so great.
And to be clear, despite their tribal like society, there is according to an account from a Companion of the Guardian Myra-Mir, there is no tribal infighting among the different Lizardmen Tribes. Apparently the Tribal society exists only to ensure their safety, since the Lizardmen lost much of the their ancient knowledge when their empire collapsed, it is impossible for them to build cities again as they are now subsistence farmers, which may work for a single village but is not sustainable for the ancient cities that had huge swaths of farmland to support them.
These Days, the Lizardmen are often the victims of constant raids by slavers seeking to obtain "Goods for the Markets", since Lizardmen are known for their strong bodies as well as their hard scales, they are much desired in slave markets as they make good slaves for laborious work in a number of nations on the main continent. Sadly for them, they have no allies to truly call on, with their only friends, the Simius races and the Yaguars also under constant attack by the Slavers.
Worse still is their limitation of technology, despite being around for tens of thousands of years, the Lizardmen have not ventured beyond the stone and wooden weapons of their ancestors. They use war clubs that are different types of hard woods with volcanic glass embedded within, their spears are the same as are their arrows and their signature weapons the Atlatl.
But this limitation of technology does not make them weak, more Raiding parties disappear in the endless jungle waterways, rivers and streams than return. The Lizardmen are experts in Guerrilla Warfare, they have for centuries honed their skills in performing hit and run attacks from the shadows of the trees. Many reports say that when entering a waterway a large river boat can be suddenly attacked by waves of spears, arrows and atlatls from all directions, some reports even suggest that the Lizardmen launch surprise attacks on the large river boats and barges during the night, swimming up in complete silence and quickly boarding.
Worse still is their use in what is dubbed by scholars as Psycological warfare, the Lizardmen make their presence or their desires known to any who enter the jungles. Flutes, rattles, drums both proper or hollow logged as well as their various calls can be heard through the course of the day and night, they hang woven constructs up from trees along the edges of the waterways as a warning and sometimes more horrifically they will hang the skeletal remains of the humans they have killed in their place.
All to make people terrified and less willing to enter what they believe to be their homeland.
Of all the Guardians to walk the earth, only one has ever ventured to speak with the Lizardmen, the Wandering Myra-Mir has a close friendship with the Lizardmen and often speaks out against their enslavement as well as their exclusion from the Conclave.
His point being "It took nearly every nation on this continent to fight off the Dark Armies, they did it alone. With weapons of wood and stone"
Chief Krik-Sil-Has
Notable Strengths:
-Respected in every Village
-Voice carries across the villages
-Wishes to rebuild Civilisation of Old
-Wishes to see his people no longer enslaved
Notable Weaknesses:
-Wishes to Rebuild Civilisation of Old
-Seeks to "Annihilate" the Slavery of his people
In ages past the Lizardmen were indeed ruled by a king, but when their Empire collapsed under the weight of the Dark Armies during the Wars of Darkness, it is believed that all of the Royal lineage were wiped out which is what caused the Lizardmen to break up into various tribes.But over many years one Lizard Shaman has managed to become more and more recognised as the leader of the Lizardmen as a single unifying Chief, Krik-Sil-Has as his name is in the Language of the Lizardmen, is a powerful Lizardmen shaman who is a renowned magical users of the ancient magics the Lizardmen have used for thousands of years. Not much is known of the lizard during his early years of life, most of what is known comes from the accounts of the Guardian Myra-Mir who has a close friendship with the Shaman.
Krik-Sil-Has has his words heard across the entire Jungle, no village of Lizard refuses to heed his words when they are heard. None have challenged his right to lead as he has managed to forge a sense that the Lizards can rebuild the civilisation of old.
He started by resettling the ancient fortress city of Hrish-Hil-Ssshll, which was once one of the greatest cities of the Lizards many thousands of years ago. From here he seeks to rebuild the Lizardmen to their former glory and restore their once prosperous culture and empire. But this does not mean that he is aim is peace, for Krisk-Sil-Has bares a deep hatred of humans and elves, for the centuries if not thousands of years of enslavement of his people, enslavement that he believes to be the main cause for the Lizards being unable to rebuild following the Wars of Darkness, since so many strong and abled bodies as well as countless villages have been lost to the slavers chains.
His great wish is to see the great wooden canoes of the men and elves leave the shores of his ancestors and never return. To this end, he has become the focal point of the Lizards resistance against the slavers that raid the jungle waterways as well as the raids against the slave cities along the coast. He apparently once told Myra-Mir the Guardian, that he once had a vision from the Gods, showing him the cities of men in flames, with Lizard, Simius and Yaguar watching on as they throw the chains into the fires.
The Simius:
Notable Pros:
-Strong
-Powerful warriors
-Adaptable culture
-clear line of succession for rulers
-unified despite differences
-Close Ally of Lizard-folk
Notable Cons:
-Divided into three subcultures
-Often found in Slave Markets
-Stone Age technology
-Have no Voice at the Conclave
Sharing the Jungles of Mythranyr with the Lizardmen are two other species of non humans, one are the Simias or Simius as they call themselves, they are a race of advanced and intelligent apes that are able to speak and act more like humans and elves. Very social, all three have complex forms of communication and interactions, the most common being the act of grooming, where individuals groom those around them, for the reasons of both health, ensuring that parasites are removed but also as a means of cementing social bonds.
Though in terms of technology they are within what some call the Bronze age, but only just, they primarily scavenge bits of metal and use very basic techniques to make tools, weapons and armour. But such is very difficult for them, so much so that only those of authority or importance have metal with the majority preferring the simplicity of flint and obsidian.
Divided into three sub races, the Simius are unique in where they choose to live, the largest of the three are the Gor, large hulking apes that choose to live in the more hilly and mountainous regions of Mythranryr. The Males are most noticeable among the Gor for their much larger body proportions as well as the fact that some have a distinct colouration across their mid and lower backs, these males refer to themselves as Silver Backs whilst younger males who have yet to reach such an age are called black backs. Females are slightly smaller and are less muscular but are still a force to be reckoned with, the Gor are more vegetative in their diets, whilst they will not pass up things like insects and fruits, they primarily eat roots, tubers and other precise parts of specific plants.
They tend to live in the hills and mountains of Mythranyr, where they dwell within small protected villages that rely on concealment and secrecy. Known villages were found abandoned within caverns, under large rock overhangs, beneath the roots of giant trees etc. The presence of Gor are always clear, whenever they detect outsiders approaching, the Males who serve as guards, will let out calls followed by the pounding of their chests.
Then there are the Orang, more arboreal of the three, the Orang have much longer coats of hair, and oddly possess feet more similar to hands, enabling to grip branches, vines and tree trunks with greater ease. Orang live in small communes with most consisting of only 10 to 12 individuals, this is primarily due to them being the most "Fruity" of the three Simius races, though they will not look down on eating insects such as termites, grubs and honey, they primarily eat the various types of fruits that are found in the jungles and forests of Mythranyr. But since each tree is different in when their fruits are ripe for picking, these communes are always on the move, very rarely even touching the ground down below, instead they "Pole Vault" using their bulk and muscle to swing branches from one tree to another.
Incredibly intelligent, the Orang say that they know when and where the fruiting trees are and know the best routes to get there. Despite the difficult terrain or the hardship of the weather, the Orang never take a wrong turn, it is said that the Orang possess a map of the forests in their heads as well as precise calendar, as they always arrive at the fruiting trees when the Fruits have just ripened for picking.
Then there are the Chimpok, who are the most violent and aggressive of the three Simius races, living primarily on the forest floor, but rest in tree built villages around the buttress roots of the largest trees. Living in by far the largest communities of the Simius, the largest is said to be nearly 200 individuals, they are among the most social of the three Simius races, with various forms of social interactions. The Chimpok are very political creatures, with strict hierarchal structures within their communes, there is a clear alpha male who leads the group, then there is a clearly defined structure in place for those beneath.
All three of the Simius races are greatly desired for their strength and higher levels of intelligence, they are all able to speak the languages of humans and Elves, which makes communication easier. As such they are commonly found among the slave markets of the world. In recent Generations, the Simius have become more unified with each other in an effort to resist the Slavers that come looking for them.
Supposedly they have claimed an ancient city as their new stronghold where all three races have come together to resist the enslavement of their kind by the humans and elves. Though none have ever managed to prove it actually exists, with only rumour suggesting it to be a literal fortress hidden within the jungles of the Uncharted Regions.
This belief in resistance has forged greater bonds with their old friends the Lizardmen and their old enemies the Yaguar. All have forged a strong alliance of sorts to resist the expansion of the Human controlled cities and the annihilation of the Slavers that come to take them away. According to some sources, the Simius stood by the Lizardmen in the resisting of the Dark Armies, the strength of the Gor and the ferocity of the Chimpok made them powerful warriors wielding long spears and strong longbows, which added with the inner maps of the Orang, made them valuable allies.
Ook-Aar-Took:
Notable Pros:
-Strong Leader
-Friend to Guardian Myra-Mir
-Seeks to end enslavement of his people
Notable Cons:
-Aggressively resists Slavers
-Violent to Outsiders
-Wishes to drive human and elves into the sea
The leader of the most powerful of the Gor clan, Ook-Aar-Took, is a silver back of incredible strength and intelligence, having lead his clan for many years. A survivor of the brutality that is slavery, Ook was taken when he was only an infant and forced to live and work on a plantation near the City state of Hyder on the Northern coast of Mythranyr. Managing to escape after a number of years, he witnessed first hand the enslavement of his people, he still bares the scars from human and elven whips upon his back and partly on his face.Since his escape he has become the center of the Simius resistance against the enslavement, before he took on the mantel of leadership, Ook lead numerous raids against the Plantations and estates of humans and elves that bordered the jungles and forests.
Eventually he became a full grown silver back and took on the leadership of his clan and since then has been working to unify the Gor clans and the Simius as a whole with the intent on creating an army to drive the humans and elves back into the sea. He was the leader that created a commune of sorts between all three species, in which there was to be a sanctuary for their people regardless of which race they belong too. It is this location, a long abandoned Lizardmen city that he has chosen as his stronghold, hidden deep within the jungles of the uncharted regions of Mythranyr.
But this does not mean he outright despises outsiders, upon meeting the Guardian Myra-Mir he became more open and when the Guardian introduced his companions, Ook showed a more friendly side to those who were not native to Mythranyr.
His friendship with Myra-Mir is one both of companionship but also mutual respect, for Myra-Mir allegedly had to prove himself by fighting Ook in single combat, without any weapons with only the muscle of their frames behind their fists to fight with. Supposedly the fight ended only when Ook collapsed from exhaustion and fatigue from having fought none stop for nearly 10 hours.
Pen-Dek
Notable Pros:
-Wise and Calm
-Strong Pacifist
-Word is honoured and respected
-Seeker of Diplomacy
Notable Cons:
-Getting old
-Strong Pacifist
-Seeker of Diplomacy
An old and incredibly wise Orang, Pen-Dek is by far among the oldest Orang ever known, he has lived for many decades and remains strong to this very day. His age is clear to see with the Orang Males distinctive cheeks pads on the sides of his face as well as the large throat pouch beneath his mouth which the males use to amplify their renowned calls through the forests.As with all Orangs, Pen-Dek is a constant nomad, rarely staying in one place for more than a day or two, yet wherever he goes, Orangs everywhere recognise his great booming long call and honour its master. All Orangs throughout Mythranyr are aware of him and show great amounts of respect whenever they cross paths with him. Though some would suspect that this respect is from fear it is actually respect in the sense of honour, for Pen-Dek is a strong believer of pacifism and seek to use diplomacy whenever he encounters a conflict.
And it is not only among the Orangs is his words honoured and respected, Pen-Dek is highly regarded among all of the Simius, the Gor and Chimpok communities are always willing to hear his side of any argument.
These days, Pen-Dek continues life as he has for many decades, wandering through the branches of the jungles and forests, from one fruiting tree to another. Though with his age starting to show at times, he has begun to spend more and more time within the Simius stronghold, where he serves as a respected advisor and speaker among the various leaders.
It is usually here that he meets Myra-Mir and the two share a sense of understanding, though a pacifist, Pen-Dek understands that the need for the Simius to fight is evident if they wish to be free. But at the same time, he is recognised by Myra-Mir that diplomacy is the key to a true peace, that if the Simius can prove they are more than just intelligent apes but are sentient beings then they will truly be free.
Cin-Rok:
Notable Pros:
-Determined
-Strong Leader
-Strong Hatred of Enslavement of his people
-Seeks end of Slavery
-Proven Warrior
Notable Cons:
-Strong Hatred of Humans and Elves
-Quick to Violence
-Strong believer of the Monkey God
The brash and vengeful leader of the largest Chimpok community, Cin-rock is as bold as he is brave, having witnessed several raids by slavers upon his people from the time of his birth, he bares a strong hatred on any that seek to take the children of his community.He saw countless of his community die when he was an young one, in the so called learning years, he learned very quickly that the hairless apes are the enemy and care nothing for the world around them. Yes the Chimpok may be violent and extreme, they never seek to destroy the world around them in its entirety, yes they may hunt just as savagely and brutally as humans and elves, but they do so to eat not for sport.
At some point he became the King of his community and forged strong alliances and eventually assumed leadership of several other communities around his own. In total his unified community consists of over 250 adult Chimpok which makes them a strong force, just as Ook the leader of the Gor leads raids against the Slavers, Cin-Rock goes further, though his raids are similar in freeing the enslaved, his raiding parties also burn plantations and other farms to the ground.
In his eyes and that of a number of Chimpok, the war they are fighting against the Humans and Elves on Mythranyr is a holy war. Cin-Rock is a fierce and stern believer of the so called Monkey God, the divine deity that the Simius look upon as their creator.
Though this doesn't mean that he outright hates and despises outsiders, for he is more than willing to dine and speak with the Guardian Myra-Mir and accepts the Guardians Companions into the Temple that he has made his home. Though there were some disagreements at first, their willingness to help protect the Simius proved their faith and he declared the Guardian Myra-Mir and all his companions as loyal friends.
The Yaguar:
Notable Strengths:
-Fast movers
-Experts in stealth
-Experts in Guerrilla Warfare
-Friendship with the Lizards and Simias
Notable Weaknesses:
-Primarily live alone
-Seen as brutal killers
-often targeted for Slavery
-often targeted for their fur
-Have no voice at the Conclave
In the times before time was measured or judged, the Yaguar were the fiercest and most dangerous predators of Mythranyr.They are a race similar in regards to the Felis that everyone knows very well, yet there is a significant difference, the Yaguar of Mythranyr possess considerably more feline like traits when compared to their brethren. They are in essence humanoid cats that live and hunt in similar regards of their ancestors over the countless millennia.
Yaguar tend to inhabit the jungle and deep forests of Mythranyr where they live partially solitary lives, this is something they prefer, the only groupings of Yaguar is at locations of spiritual importance or mothers with infants. Males prefer the solitary life and defend their territory with much determination and vigour, they mark their territories with both scent and calls, each morning and evening an echo can be heard in certain areas, a deep guttural growl that tells others of their kind that the area is occupied and to stay out.
They are fierce and determined hunters and skilled climbers, able to survive in every region of Mythranyr, from the depths of the jungles, the mangrove forests along the coast and into the high hills and mountains. Yaguar favour being up close and personal with their kills rather than striking from a distance, they use long daggers and knives which when paired with their own claws and incredibly strong jaws make them fierce regardless of what it is they hunt. And they very unfussy eaters, their prey can consist of anything as large as deer or as small as fish, they are even known to hunt large crocodiles that live along the coasts.
For endless millennia the Yaguar were much hated and feared by the other races of Mythranyr as they actively hunted the others as food for their bellies. This changed with the Wars of Darkness and the destruction the Dark Armies brought with them, in that situation the Yaguar decided to join their former enemies and forge an alliance for mutual protection. When the Dark armies retreated, the Yaguar decided to end their hunting of their new allies in perpetuity, which is a good thing.
Since the days of the first colonies from the main Continent, the Yaguar have like their neighbours faced a great upheaval, they are hunted for two different reasons, on the one hand they are faced with constant hunts for the slave trade due to their ferocity and supposed brutality, many seek to use them as Guard dogs and even use them in brutal sports. Whilst at the same time their very bodies are sought after for the rich, their colourful dappled coats that are their fur and hides are greatly sought after for use in prestigious clothing.
Across the world there are numerous organisations, groups, guilds and forces that live and operate across the landscape, some are militaries are that are obviously localised, but then there are guilds and organisations that serve no single nation but operate across them.
The Court Mages:
Notable Strengths:
-Number 1 school of magic in Iredine
-Well skilled members
-Expert Healers
-Expert Diplomats
Notable Weaknesses:
-Oath of Neutrality
-Mired in Politics
-somewhat human centred
Regarded as the greatest school of magic in the human nations of the world, the Court Mages is an organisation founded centuries around following the Victory of the Grand Alliance in the Wars of Darkness. The Court Mages are to serve in a variety of forms across the human nations of Iredine, the Council State and Melia, they serve as advisors, healers, magic practitioners and tutors in the house holds of the nobility and royalty.Yet there are clear rules embedded within the Court Mages, first and fore most they are a neutral party, the Court Mages regardless of where they are placed upon the completion of their training cannot directly involve themselves in the political affairs of the nations, nobility and royalty. Nor does it possess a political or ideological goal of their own, they have only a purpose and that is to ensure peace within the kingdoms and nations of humanity.
Today they are the largest magical organisation in the world, with every noble house hold, castle, palaces etc, all having a member of the Court Mages in their services. The rules have been added and amended over the centuries of their existence, originally only those of noble blood could join the School for the Court Mages, though this has since been rescinded with anyone who possesses magical ability being accepted. A rule of the Court Mages makes clear that they are not permitted to marry except by exclusive permission and cannot have children, since this can endanger their stance on clear and determined neutrality.
Their School is in the Royal Capital of Iredine, Arthurian where the giant school sits protected by international treaty, here within the walls of the school every student is tutored in various forms of magic, diplomacy, politics, economics and more. But the school is more than a place of education, it its also a place of study and research, with numerous laboratories working to the study of the world, magic and more. There is a saying "If one wishes to learn Magic the proper way, one must go to the School for the Court Mages".
However there some issues when it comes to the Court Mages, first and most obvious is that their connection to the various courts of nations and kingdoms endanger them to the corrupting influences of politics and power. And finally as with many in the Kingdoms of men and elves they are very human centred, with all court mages being either Human or Elven, there are no non human races within the Court Mages and none within the school.
The College of Sorcerers:
Notable Strengths:
-Influential members
-Politically Acute
-Well trained and Skilled
-Backing of Wealthy Families
Notable Weaknesses:
-Politically Acute
-Backing Wealthy Families
-Very Human Centred
A recent addition to the world of politics and study of Magic, the College of Sorcerers was founded by the son of a powerful Keldorian Family, Kale, a friend and companion of the Guardian Iela. He founded the College after witnessing the ideas and purpose of the Court Mages in other nations, but when he looked at the Duchy of Keldor and the Kingdom of Erelin there was no such system for the study and learning of magic.He founded the College of Sorcerers to become an organisation in similar respects of the Court Mages, using his families wealth and influence he founded the College and built its first Guild within the region of Tarsis where the Guardian Iela had established her base. The College is build in similar structure to the Court Mages further west, they serve as advisors, healers and magical users for the courts of the nobility and royalty. Though with considerable differences, notably in size and scope, the College of Sorcerers is not as well established as the Court Mages, they lack the same scope of expansion, with its members primarily found within the most powerful of the noble families in Erelin and Keldor.
What's more they are more intoned with the political system of the nations around them, Keldor, Erelin and the Independent City state of Lucca, all of them are complex in their politics. Nobles of these nations are almost always engaged in political schemes, plots and conspiracies all to obtain more influence and power. This means that the members of the College are very politically astute and very skilled in recognising schemes and plots from minute details, enabling them to give sound advice to those they are sworn to serve.
But like the Court Mages, they are very human centred, with a great amount of bias being found within its members, since a great number come from noble families, there is a great amount of distain from its members against the lower classes and any individuals in training that are not of nobility. And worse still a great amount of racial bias due to the acceptance of slavery within Keldor and certain parts of Lucca, which means that the College actually has slaves working as servants within its halls.
The Holy Church:
Notable Strengths:
-Strong Following
-State Religion of three Kingdoms
-Has great influence among populace
Notable Weaknesses:
-Some Zealotry
-Racial Biased Against Demi-Humans
-Has great influence among Populace
The Holy Church is the state religion of Four of the human nations in the world, Iredine, Erelin, the Council State and Keldor, its believes and worships a collection 13 Gods and Goddesses.
The God of the Sun - Whose light illuminates the day and brings warmth to all
The Goddess of the Moon - Whose grace brings light in the Darkness
The God of War - Who gifts strength to warriors and courage to those in need
The Goddess of Peace - Whose love brings peace and hope to the world
The Goddess of the Seas - Who commands the waters of life and all that dwells within
The God who Forged - Whose hands crafted each soul and forged the world
The God of the Hunt - Who gifts accuracy and speed to those on the Hunt
The Goddess of the Harvest - Whose prayers brings plentiful harvests in the Autumn
The Goddess of Love - Whose grace watches over those with love
The God of the Soul - The One who guides souls through life and death
The God of the Gate - Who watches over the gates to the Heavens and allows the faithful to pass
The God of the world beneath- He who punishes those of Sin in the life after death
The God of Shadow - He who walks the paths of Purgatory
It is the belief of the Holy Church that these Gods are the guiding hands of all in the universe that it was by their will that the universe came to be and all within was created. However that doesn't mean that all the Gods are worshiped equally, the God of the Sun and the Goddess of the Moon are regarded as the Prime Gods, those who sit upon the throne of the Heavens, it is customary for the Holy Church that each of the 13 be worshiped in their own form, for instance the God of the Dead is prayed too during funerary services, the Goddess of Love is called on to give her blessing at Weddings and the birth of a child.
The one God that receives the least worship in the Holy Church, is the 13th, the God of Shadow, according to the Gospels of the Church, the God of Shadow bares the duty to walk the paths of Purgatory the darkness between the Earth and the Heavens. In some Gospels Purgatory is described as a place of darkness where souls walk endless paths of light to their final destination, those who are pure of heart and deed and a true to the teachings of the Heavens walk to the paths to Heavens Gates, whilst those who are not are forced to wander for eternity.
The Holy Church has considerable influence among the populace of the Kingdoms in which it has a presence, though this has lead to a great amount of trouble. As according to the Teachings of the Church, the world and all that is within was created by the Gods for the use of the faithful and as it decrees, thoes who are not of the Gods love and devotion are lesser being, this includes nearly all non-humans of the world in the eyes of the Church are little more than animals who failed to accept the last gift of the Gods, the power to speak the words.
The Royal Army of Iredine:
Current Force:
50 Legions - Total force of 250,000 men at arms
-20,000 Mounted Knights
-Hundreds of thousands of Reservists
Notable Strengths:
-Professional Army
-Well Refined
-Disciplined
-Rigorously trained
-Well armed and Armoured
Notable Weaknesses:
-Disciplined
-Focused on the Borders
-Weakened by Infighting among the Nobles
Forged through countless generations of war, the Royal Army of Iredine is unlike any army in the known world, in the past and during Iredines founding, armies were similar in regards as they are in other parts of the world. Peasants and knights called up to service in times of war and were often haphazard in nature. But when the Wars of Darkness began, the King of Iredine recognised that such an military position was incapable of maintaining itself.
It proved impossible to have a sizeable army out in the field when most of the people in it were the same people that worked the farms that fed the nation. So the King decided to enact a new system of military leadership, he ordered for the creation of a formal national army, in essence outward would go the local militias that were called up from the populace and replacing it would be a professional, centrally administered, properly trained, slick, co-ordinated organisation.
The Royal Army of Iredine was formed from this order and a system was put in place where instead of people being called up to serve and then return to their lives. It would consist of volunteers from across the Kingdom, who would dedicate themselves to full time service in the military for a period of 20 years, in which they would recieve a steady payment for their service and would be given proper rations, training and equipment. These new soldiers would then be formed into centuries of 100 men, Centuries formed a Cohort of 500 men and Cohorts would form a Legion of 5,000 men. Which is backed up by 20,000 mounted noble knights who serve as heavy cavalry in the army and despite being nobles they are still within the boundaries of the Legions command.
At this time the Royal Army of Iredine consists of 50 full time active legions that are stationed across the Kingdom, with all of the Major cities having at least one legion acting as a full time Garrison. But the majority of the Legions are stationed along the Kingdoms borders, where they serve as both border guards as well as troops ready to resist incursions by bandits and warlords in the lands beyond the Dwarven Mountains. There are two along the border with the Council State, two along the coast of the Elven Straits, three to the South, five along the Dwarven Mountains, 7 along the border of the Great Greenwood, four along the border with Erelin and then a total of 10 Legions on the North Eastern Border where the Kingdom meets the boundaries of the Northern Lands that were once occupied millennia ago by the Dark Armies and are now inhabited by barbarian warlords and vicious monsters.
The Royal Iredine Fleet:
Current Strength: 200 Warships
Notable Strengths:
-Tall ships
-Expert Crews
-Good craftsmanship
-Well drilled
-Disciplined
Notable Weaknesses:
-Tall ships require greater care
-Require large crews
-little battle experience
Founded during the early years of the Kingdoms formation, back when Iredine was a collection of warring smaller nations. Back then the waters of the Elven straits were awash with criminals such as pirates, that plagued the merchant ships and coastal towns and villages.
Initially the Fleet was created to protect the coastal cities from marauders and invaders, but when the Kingdom was formally unified, the fleet was expanded to protect the entire coast and put an end to the pirates that were endangering maritime trade. During the Wars of Darkness, the Royal Iredine fleet played its part beautifully, combined with the Dominion Fleet, the Council State Fleet and the Frost Fire Clans long ships they protected the waters from any maritime attack by the Dark Armies and aided in the evacuation of the Frost Fire Clans from their lands beyond the Dwarven mountains.
Then it was involved in the various sorties into the occupied regions in the north, launching raids against the occupied lands that were once the territories of the Frost Fire Clans. When the time came for the counter attack, it was the Iredine Fleet that lead the assault along the Northern coasts in the effort to liberate the Frost Fire Clan territories.
These days the Fleet has followed the same standardisation of the Iredine Royal Army, having focused more on professional full time sailors to serve in the fleet with proper warships that are divided into squadrons, with each squadron protecting a certain section of the coast. Today the Royal Iredine fleet is by far the largest single standing naval force in the known world, with 200 dedicated warships and experienced, well disciplined crews.
However there is some issues the fleet often faces, since their ships are by far the most advanced and most capable warships, they require a great amount of mainitence and care to ensure that they remain ready for use. What's more unlike the Royal Army, which is constantly facing issues on land along the borders, the Royal Fleet does not see much action, with most of its duties these days consisting of patrols which usually consists of a squadron splitting up and patrolling a section of the sea for a period of days and then returning to their home port.
The Dominion Royal Guards:
Current Strength:
- 60,000 men at arms
- 20,000 Cavalry
Notable Strengths:
-Refined and Drilled
-Disciplined
-Professional
-Enchanted weapons and Armour
Notable Weaknesses:
-Belief in Cultural dominance compared to other Elven cultures
-Enchanted weapons and armour take time to make
Forged in the fires of civil war, the Dominion Royal Guards were established during the great schism of the Elves, where the once single unified Elven Culture broke apart. With the Elves dividing into varying new races and cultures, war was inevitable and the Dominion needed a professional force of soldiers to enforce its will and defend its beliefs.During the Dark Days, the time of near endless conflict in the world where nations fought each other in constant wars and battles, the Dominion Royal Guard primarily served as a force of protection for the Dominion at home, though it did engage in battles with its neighbours the Kingdom of Iredine and its sworn enemy the Zolei Dark Elves. When the Dark Armies were unleashed and the Dominion helped to forge the Grand Alliance, its Royal Guards were sent to the front. The Dominion proved itself in a great number of battles, with its strong warriors fighting off numerous attacks by the Dark Armies.
The Dominion Royal Guard today serves primarily as a force of the law in the Dominion as well as serving to protect its people on behalf of the Royal Family. Each city in the Dominion has a sizeable garrison for protection and upkeeping of the law as well as small forts across the coastline and interior to serve as bases for patrols and watchtowers.
Like their allies the Iredine, the Royal Guard of the Dominion is a full time professional military force with its ranks filled with willing volunteers who serve for a period of time with proper pay. They are well financed, well equipped, well disciplined and very well trained, with the units trained in specific formations that can be altered with ease, for instance, they can form a solid shield wall and then be ordered to form a defensive square and be able to complete it in seconds. To top it off, the Dominion takes great pride in the Enchantments used to instil greater power, strength and toughness in all its weapons and armour for the Royal Guards, with a full system in place that ensures that every sword, bow, spear, shield and piece of armour is thoroughly given the same enchantments.
Though this does come with some difficulties, as Enchantments are expensive and doing so for a force the size of the Royal Guard often means that it takes a considerable amount of time to ensure that the work is done properly. Worse still, like nearly every other aspect of the Dominion, the Royal Guard are very biased against none High Elven races, they are very much strong believers in the core belief that the High Elves of the Dominion are the true descendants of the Ancient Elves, the original culture from which all elves claim descendance.
The Dominion Royal Fleet:
Current Force:
-210 war galleys
-60 galleys
Notable Strengths:
-Large force
-Well made ships
-disciplined and trained crews
-Fastest ships of any nation
Notable Weaknesses:
-Sleek and small vessels
-Not good at open seas
-Very rarely venture beyond Elven Straits and west coast of Dominion
Forged in the fires of war, the Dominion Royal fleet was formed during the Dark Days when the world was gripped by near endless conflict and the horrors of war. At the time the Dominion was trapped on four sides by enemies, in the south Melia, in the east it had Iredine, North the Council State and along the length of its coast, the raiding long ships from the Frost Fire Clans.Being an island, the need for a force to defend the waters surrounding it was dire, The Royal Fleet is that answer.
The Royal Dominion fleet is different in regards of other fleets in the world, preferring to use smaller vessels that rely more on manoeuvrability and speed over power and strength. This is why, the Dominion is the only nation with a navy that use types that are believed to be outdated, like triremes that possess both sail and oars. But the Dominion with their enchantments have made it so that their ships are not tied to the use of oars, with enchanted sails that allow for more power and speed.
Despite the power it possesses there are considerable issues that surround the fleet, first and foremost is its limitations on travel, since the ships are smaller when compared to others. They are not as effective in open waters, though they have no issue in travelling the calmer waters of the Elven Straits they struggle to maintain control in rough weather.
This means that the Fleet primarily performs its patrols within close proximity of coastlines and even then they struggle when out of the Elven Straits. And more the ships are not large in regards of their crews, the ships are designed to perform ramming movements, with strong reinforcement on the bows where they crash into the ships of their enemies. But this is countered as unlike other nations that allow ships to patrol individually, the Dominion never send out ships alone, they are always seen in squadrons of 10 to 12 ships in total.
The Temple of Solar Light:
Notable Strengths:
-Strong Following among the High Elves
-Keepers of Elven Histories
-Protectors of ancient Writings
Notable Weaknesses:
-Influential among the Populace
-Keepers of Elven Histories
-Pro High Elven Supremacists
-See Demi-Humans as Inferior
The highest belief in the High Elven culture is that of the Solar Light, the belief that through the light of the sun, moon and stars is the path to the beauty of the Heavens and those who are true to them shall walk the path to salvation.
The Temple of Solar light is the official state religion of the Dominion and preaches much in favour of the belief of the Ancient Elves and that the High Elves are the true born descendants. However this has caused much friction, as the Temple actively speaks out and calls on the utter obliteration of any who would dare to challenge the will of the Gods or that the High Elves are the true heirs of the Ancient Elves.
Over the Millennia that the Temple has held authority and influence, they have been deemed the keepers of the Elven History, the Grand Temple in the Dominion Capital of Merith Liena holds the Great Library, the vast archive of Elven history and culture. It is said that the Library possess texts from before the Great Schism of the Elves, though access to the Library is carefully controlled with only those given the permission of the King and the Temple being allowed access and even then they must have a clear reason to enter. Some even claim that the High Elves hide the true histories of the Elven race within those archives and deny anyone from finding out the truth that they so desperately try to conceal.
Another major problem in the Temple is the ideology of High Elven Supremacy, it is the belief of the Temple that the High Elves are the true Heirs of the Ancient Elves and that the other Elven Races are in turn Heretics that have forsaken the path their ancestors walked and as such have forsaken the Gods. Its the belief of the Temple that in order to maintain the purity of the High Elven culture, any who preach the heretical ideologies of others must either be driven out or purged entirely.
This belief extends to non human races, with slavery permitted within the Dominion, it is common to find non human slaves being forced to work within the halls of the various Temples across the Dominion. Often being forced to wear rags and scraps of clothing as well as Slave collars around their necks, wrists and ankles to make clear that they are slaves for their betters.
The Order of Solar Light;
Current Force:
-5,000 Members/Secret Police
Notable Strengths:
-Elite Force of Trained Soldiers and Law Enforcers
-Best Equipment available
-Best Enchantments available
-Pristine record in maintaining the Law
Notable Weaknesses:
-Shows Bias against other Elven Cultures - Notable Dark Elven
-Shows signs of Racial Bias against "Demi-Humans"
-Also acts as a Secret Police for the Dominion
Within the Dominion the belief in High Elven Supremacy reigns almost absolute and supreme, enforcing this ideology whilst also serving as the primary force of upholding the law, is the Order of Solar Light.This order of knights consists of the best warriors and magical users in the Dominion, they serve directly the will of the Crown and answer only to the Dominion Throne. Numbering around 5,000 members that are divided into a variety of roles and duties, they serve as royal guards for the Crown and the Royal family, official knights and warriors enforcing the law and in more authoritarian regards. Some are sent out into the Dominion to live relatively normal lives when in fact they are secret police, reporting back on any acts of dissent or infractions of the law to their superiors.
To support these varied roles, the Order of Solar Light are given the best equipment, weapons and armour the Dominion can produce, with the Order having its own enchanters working to ensure that the tools, weapons and armour of the Order are the best that can be made.
However the corrupting ideologies of the High Elven Supremacy over others is found within the Order, they are known to be exceedingly biased against other Elves and often perform interrogations of those who belong to other Elven cultures which allegedly have been extreme. Worse still the corruption of Slavery also doesn't hide away in the Order, with countless slaves being forced to work in the Orders chapters across the Dominion with a number of the slaves being treated appallingly.
And according to those who disagree with the Order, a number of their righteous arrests were people who challenged the ideology of High Elven Supremacy rather than being actual criminals that have committed crimes against the Dominion and its people.
The Royal Army of Erelin:
Current Force:
-26,000 Men at Amrs
-1,500 Cavalry
Notable Strengths:
-Unified Command
-Experienced soldiers
-Experienced Officers
Notable Weaknesses:
-Weakened by recent civil war
-Limited manpower
-Limited supply
Years of Civil war has forged Erelin a mighty army, originally the Kingdom of Erelin had a military system similar to the old Feudal governments of the other nations with some like Melia, Keldor and the Council state still using this same system. Where a city or noble will call on the people living on their lands to serve in the army for a period of time and then allow them to return home.And this was the same in Erelin for a number of generations following the end of the Wars of Darkness, but the civil war that gripped the nation in recent years forced it to completely change its military structure. Under its new King, Menisular, the Kingdom has forged a formal military, though it still has elements of a feudal system embedded, it now possesses a full time standing army ready to react at any moment. The idea being that should war break out or a crisis occur then the standing army can present a roadblock in the conflict until the main army can be called up, organised, readied and march out.
The Royal army is under the direct command and leadership of the King, though he can delicate its direct leadership to a chosen individual who would serve as the Royal General. The organisation of the army is not as well structured as with other armies but it serves its purpose, the armour and equipment of the army is also properly managed and standardised with everyone being given the same armour and weapons as those around them.
The Royal Army proved itself in the civil war under King Menisular' leadership, it possesses veteran soldiers and experienced battlefield commanders. However the conflict has left it weakened as with all wars, there are always casualties and the end of the civil war led to many returning home to their families and loved ones, King Menisular was understanding and made clear that any who wished it would be permitted to surrender their arms and armour and return to their previous lives.
Today Erelin still has a Royal Army, but when compared to the much larger armies of its allies, it is exceedingly outnumbered.
The Dwarven Army:
Current Force:
-60,000 Heavy Infantry
Notable Strengths:
-Heavy Infantry
-Strong arms and armour
-Dwarven smiths
-Fortress Cities
Notable Weaknesses:
-Divided between cities
-Prefers defensive battles
-limited mobility
-limited cavalry
Despite their small stature, the Dwarves are not afraid of a fight and they never have been, their access to the vast mineral wealth both within the Mountains and beneath the earth means that they can forge some of the strongest weapons and armour in the known world.But the truly greatest strength of the Dwarven Army is there position, the Dwarves are not fools, they know that any enemy that seeks to attack them must first get at them. The Dwarven Kingdom has the strongest fortifications known in the entire world, their cities are protected by a variety of fortifications, strong metal gates and of course the dug in formations of the Dwarven Heavy infantry. The Dwarves do not take much interest in forms of warfare like cavalry, they believe that the best thing is to let the enemy come to them where they have the choice of battlefield.
In doing so the Dwarven armies can use to their advantage their impressive ballista and crossbowmen alongside the sturdy shields and spears of their infantry. All of the armies in the Dwarven Kingdom can call on the experience and ability of the famed smiths of their Kingdom, where their giant forges are able to produce more than just weapons but also the renowned heavy plate armour and shields that make the Dwarven infantry so renowned. It is said that during the Wars of Darkness, the Dwarven Infantry were able to fight off much larger enemy forces and even large monsters, whilst other armies pulled back.
Despite the end of the Wars of Darkness with the banishing of the Fallen, peace has not come properly to the Dwarves, a great number of the scattered remnants of the Dark Armies that survived the Wars and the following purges, retreated into the mountains and caves. So even now in the time of the so called watchful peace, the Dwarves are still having to face constant skirmishes deep beneath the earth, where the Dwarven armies in their strong phalanx and shield wall formations remain on constant guard.
The Protectors of Icelin:
Current Strength:
-15,000 men at arms
Notable Strengths:
-Focused defences
-Drilled in Mountain warfare
-Drilled at fighting in winter
-Dwarven metal and smith work
Notable Weaknesses:
-Relatively small
-prefers defensive battles
-never leave homeland
Back when the Snow Elves of Icelin left the south and ventured north into the frozen waste to forge a new nation, there was a great amount of need for a force of warriors to protect their new Kingdom.The Protectors of Icelin are the official armed forces of the Snow Elven Kingdom, serving as the guardians along the Nations borders. Living in the frozen mountains where snow and ice is a common, the Protectors have over the millennia of their existence in service to Icelin have become experts and masters of winter war, whilst other armies might settle down in sheltered regions to avoid the worst of the winter, the Protectors are the ones who are more than ready to march through even the toughest snows.
As well as this, the Icelin position surrounded by mountains gives the Protectors a level of protection and a key advantage in the defence of the nation. Any enemy that seeks to cause trouble or endanger their Kingdom must move through either the open break in the mountains on the western side of the Kingdom or through the near impassable mountain passes. All of which the Protectors have erected a number of fortifications and castles to protect the access points to their Kingdom, from these fortifications and castles the Icelin man the defences with hardened spearmen and expert crossbowmen upon the battlements.
The close friendship with the Dwarves also gives the Protectors an added benefit in war, their weapons are all forged with some of the finest metals that are available to them by their trade with the Dwarves, whilst the other Elven nations may possess an element of decoration with their armour and weapons, the Icelin Protectors prefer practicality over style, though many don't see this whenever they bare witness to the Protectors.
Regardless though the Protectors of Icelin are very clear in their position, they are not like any army in the world, their duty is clear in their very name. They serve to protect the Kingdom of Icelin and the Snow Elven way of life, the Protectors never leave the Borders of Icelin under any circumstances and are never seen patrolling beyond the borders of the Kingdom.
The Foresters of Esarin:
Current Strength:
-Around 3,000 Foresters
Notable Strengths:
-Best Archers in the world
-Experts in Guerrilla Warfare
-Have secret paths through the forest
-Have secret camps hidden in the woods
Notable Weaknesses:
-Few in Number
-Prefer to avoid open battle
-Serves only as guardians of the Great Greenwood
-Not a true army
Within the Great Greenwood, there is one force that is feared beyond comparison, serving as the guardians of the Greenwood, the Esarin wood elves and the natural world. The Foresters of Esarin are a elite force within the Esarin Kingdom of the Wood Elves, they serve a singular purpose and that is to protect the Great Greenwood from anything and anyone that would do it harm.Though they are to serve as the protectors of the Esarin people, they were originally founded as a force to serve the Elven Goddess of Nature, a beautiful goddess that planted the first seeds into the earth and gave a barren land the flowers and trees. The Esarin believe culturally and religiously that it is there duty to uphold her teachings on the blessings of life and how life should not be taken without cause.
To this end, the Foresters serve to protect not only the Esarin but the giant Forest which is there home, they patrol the forest ensuring that no harm is brought upon it either from monsters or from outsiders. In support of this effort, the Foresters of Esarin have become renowned as the finest archers in the known world, as well as experts in the art of stealth, using well hidden paths through the Greenwood which allows them to avoid being seen by those that they hunt.
Even in rest, the Foresters do not truly return to the villages and towns of the Esarin Kingdom, instead they dwell in hidden camps scattered through the Greenwood, with only the Foresters allowed to know the precise location of these camps for their own safety. Within these hidden havens, the Foresters are able to rest, recuperate, heal wounds, replace equipment as well as pass along information from their patrols.
Often the exploits of the Foresters are not known, as they prefer to operate from the shadows striking in ambush against their targets rather than engaging in open fights and skirmishes. So it is very common for people to never learn about the goings on of the Foresters, though all Esarin Wood Elves honour and respect them for their service and always praise them and thank them whenever they meet.
The greatest danger of the Foresters, is two fold, on the on hand they are very few in number despite the size of the Great Greenwood which they are sworn to protect. Then more so is the fact that the Foresters never venture beyond the Borders of the Esarin Kingdom and the Great Greenwood, even when there are possible dangers not far away, they will never go beyond the shelter of the trees that is there home.
The Order of the End:
Numbers: Less than 300
Notable Strengths:
-Magically enhanced bodies
-Renowned Warriors
-Renowned Monster Hunters
Notable Disadvantages:
-Short Life Spans
-Magically Enhanced Bodies
-Few in number
An now incredibly old military order, the End was formed during the darkest moments of the Wars of Darkness, when the various nations of the Grand Alliance feared that they would not survive the battles to come. In desperation a group of knights and sorcerers undertook dangerous rituals that magically enhanced their bodies, making them stronger and faster than any man.They declared themselves the Order of the End, pledging that they would never cease to fight until their literal end, it is recorded that several battles were won for the Grand Alliance by the Knights of the Order, which gained them much honour and respect from the nations. Various treaties were signed that made them a formal military force and gifted them a castle stronghold in Iredine to serve as their headquarters.
Upon the victory over the Dark Armies and the Banishment of the Fallen, the duty of the Order was not yet complete, as following the Banishment of the Fallen, his followers and the remnants of his monsters and forces were scattered to the four winds. It was decided at the first Conclave that the Order of the End shall continue, its new purpose is the seeking out and elimination of any remaining monsters in the world. To allow them to act freely in their duties, it was decided that the Order of the End shall be answerable to no single nation or individual but can only answer the Conclave as a whole or the Guardians of the Heavens.
Whats more the Order has a very clearly defined code that all members are expected to uphold, first among them is their duty, they do not serve to fight others, they exist only to eliminate monsters and remnants of the Dark Armies. They cannot under any circumstances involve themselves in the affairs of the world if it does not involve that which they bound to destroy.
Though as the Centuries have gone on, the Order has become exceedingly weaker and weaker, to the point that the Knights are now a shadow of their former selves, with only a few hundred Knights scattered across the world. Though they are few, the World honours the sacrifices the Knights of the Order of the End with none daring to question their place in the world today, with merchants giving free food and supplies to the knights, lords and nobles and even kings giving them hospitality and warm beds.
Worse still is the dangers that come with Joining the Order of the End, the use of the rituals that give them their Magically enhanced bodies come with fatal side effects, it is said that eventually the magic coursing through their entire bodies drives them to literal insanity. It is not a matter of if this happens, but when, with the longest a knight of the Order was able to hold themselves before falling to madness was 13 years.
As such the Order possesses a unique and very strict rule, within its code is a clearly marked point that is heavily reinforced to all that wish to join. It dictates that since all eventually fall into madness, then it is their duty to ensure that they do not become the monsters they hunt, then the members of the Order at the cusp of their time shall undergo an act that could be regarded as suicide.
Before the end, the Knights of the Order shall journey on their "Calling", in the days of old when the Wars of Darkness still raged, the Knights would go beyond the Frontlines with the goal of trying to kill as many of the enemy as they could before death. Now days the "Calling" begins with the Knights going to the Dwarven Mountains and venturing into the deepest parts of the mountain tunnels and caves to kill as many monsters as possible before death.
In performing this final sacrifice they live up to the Oath they took upon becoming a knight of the Order, that they shall fight until their final breath, until their literal end.
The Congress of Merchants:
Notable Strengths:
-Unification of Merchants from across the world
-Seeks to ease Economic difficulty
-Allows for the transparency of trade
-Seeks to have open trade between nations
Notable Weaknesses:
-Has political influence
-Is dominated by Human Merchant Guilds
-Rumours of Corruption
Founded five hundred years ago, the Congress of Merchants began in the Council State, a nation that relies much on its trade for the economic wealth of its member cities. Initially the Congress was only made up of the various Merchant Guilds within the Council State, but as its influence grew so did its membership.Today the Congress of Merchants consists of every Mercantile guild in the known world, with it consisting of guilds from the Independent cities on Mythranyr to the Khanakorum traders. The purpose of the Congress is similar in respects to the Conclave, maintain peaceful trade routes and create new ones, the point being that by having a single solid foundation of trade in which decisions in regards of what goods should be sold at within a given area means that the danger of rivalry and economic trouble is avoided.
The Congress also has other benefits for its members, including something that they call insurance, where in the event that goods, ships, carts etc, are damaged, stolen or lost, then the Congress will ensure once the claim is verified and ratified that the merchant in question receives a balance based on what they paid to replace that which was lost. As well as that the Congress of Merchants operates its own banking system, where Guilds can request Loans for business with fair credit, the idea being that by giving money the Congress can see greater trade boom and as such receive the payment of the loan with the promised interest.
The structure of the Congress is very democratic, with all member guilds having a representative in the Congress, which is situated in the Congresses Headquarters in the city of Consulus in the Council State. Here the Congress meets to discuss matters in regards of trade and business, with each member having a vote, the ruling is very clear, there is no single leader of the Congress of Merchants.
But this does not mean the Congress is open to all, every member Guild, mercantile family, banking family etc, are all from the Dominion or Human nations, there are no Dwarves, no Orcs, no non humans. And worse still the power and influence of Silver and Gold means that the Congress of Merchants has political influence within the halls of power, which can be said to endanger the world to Corruption.
The Navigators Guild:
Notable Strengths:
-Renowned Ship Masters
-Have the Ships capable of safe transit across the Clouded Sea
-Experienced Captains and Crews
Notable Weaknesses:
-Have the only ships capable of safe transit across the clouded Seas
-Involved in Trade of captured slaves
-Rumours of Corruption
A unique Guild, the Navigators are by far the best sailors in the known world, whilst most ships are capable of travelling across the Clouded Seas. The Navigators Guild are the experts when it comes to travelling those waters, centuries of skill, experience and specially made equipment has made it so that they are the number one choice when it comes to traversing the waters of the Clouded Seas.
They are a totally independent Guild to any other organisation and are renowned for their neutrality, throughout history the Navigators Guild has never taken sides in any matters of politics, they exist only to ferry cargo and people from one side of the seas to the other. And they have become very good at it, the Ships of the Navigators Guild with their proper crews and Captains can make the "Crossing" from the Ports of Iredine in the sheltered waters of the Elven Straights to the city state of Hyder in Mytrhanyr in just around 6 weeks, with the routes they take. Whilst the vessels of others could take considerably more time and are more prone to the hazards of the Clouded Seas.
To make it more clear just how dedicated the Guild is to the "Passage" as they refer to it as, they have their own specially made vessels that are unique in their design, raised high from the water with shallow drafts, they can take heavy loads but are still able to get to 6 knots with a good wind. And Wind is the power behind them, whilst most vessels of the world use one sail and have smaller crews, the Navigators do the opposite, they have multiple sails and have sizeable crews that are highly trained.
To top it off, rising in the ranks in the Guild is very different, leadership roles within the Guild are not bound to any other system besides experience and proven ability. One cannot rise to the rank of a Captain unless they know specifically what they are doing and have proven themselves capable to the job.
The Guild currently consists of 9 flotillas of 3 ships each, each flotilla is lead by an Admiral who assigns each ship its contracts from respective clients, or if a certain ship should report to a Guild Harbour for repairs, refits or allow the crews to rest. Beyond this the Captains are permitted to have a say in what Contracts they take aboard their ships and as well as this, they are permitted to refuse a certain contract and cannot be forced to do so unless all 9 Admirals demand it.
However this ability to travel almost freely in the Clouded Seas has brought some trouble for the Guild, as their ships are not only used to ferry cargo and passengers between the old world and Mythranyr, but their ships with their large holds are used to transport slaves across the seas to markets in the Dominion, Iredine and the Council State.
This use as a slave transport has sometime lead to attacks on ships of the Guild that are sheltering in protected coves and natural harbours away from the relative safety of the cities when they in Mythranyr. With some stories of a ship being boarded by the Lizardmen and the crew being wiped out.
Creatures and Beasts:
Across the world there are a menagerie of strange creatures, some of them odd, some of the terrifying, others pleasant and somewhat playful. Some of the Beasts are deemed useful in regards of their habitat or their diet, for example pest control, other creatures and beasts are deemed more dangerous and a threat to those who live in proximity.
Codex:
Habitat: Where the Creature/beast can be found
Diet: Carnivore, Herbivore, Piscivore, Omnivore
Danger: Likelihood of attacking people 1-10, higher means more dangerous
Threat Classification: How dangerous the Creature/Beast is, the higher the level between 1 and 10 the more dangerous in the circumstances that they become a danger to people
Afa:
Habitat: Caves and Sewers
Diet: Carnivore
Danger: Level 3
Threat Classification: Level 4
Found in nearly all parts of the Main Continent, Afa are subterranean creatures that tend to dwell in deep caverns, tunnels, abandoned mines and even in the sewers of major cities, though they much prefer places where there is sizeable submerged areas for them to live in. The reason is due to their delicate skin, their leathery skin is not water dense and dries out very quickly, so Afa have to stay in close proximity to water to prevent their skin from drying out which hinders their mobility and can lead to death.They are quadrupedal creatures that walk on the knuckles of their forelimbs and their stumpy back feet, despite their slow appearance, Afa can be quick movers when they want to be. A clear distinct sight of their body is their hump shoulders, where muscles group, their forelimbs are very strong.
For those who encounter Afa in their travels, either by traversing the places they are known to lurk all say the same as do the scholars that research the strange creature. The first obvious sight of an Afa is the clear distinct lack of eyes, even those who have dissected the bodies of an Afa have found no evidence of any form of eyes in the skull, the creatures have lost all aspects of eyesight and even the eyes themselves. It is theorised by Scholars that the Afa use some other form of sensory detection to move around and locate prey, though no one is quite certain how.
Voracious carnivores, Afa will eat nearly anything and everything that they can get their teeth into, be it bats, rats, humans or any other animal that venture into the places they live. Though in the largest cities of the Prime Continent, Afa are known to live in the sewers, where they actually prove useful to the populace, since the sewers of the such large cities are a haven for rats and other pests, Afa find them the perfect places to live, ample amounts of water to submerge themselves and plenty of prey to feed on. And whats more, there is little need for people to go into the sewers for population control as Afa have very short life spans, estimated to be around 5-6 years.
Basi:
Habitat: Forests
Diet: Carnivore
Danger: Level 4
Threat Classification: Level 5
The top predators of the Great Greenwood but are also found in other forests south of the Dwarven Mountains, the Basi as it is known the Esarin Wood Elves, is a feline predator that is at home in the forest. It is very much at home in the branches of the trees which serve as both its means of moving around but also as their haven, with them using the hollowed out parts of Dead trees as dens for them to rest when they need to.Primarily ambush predators, Basi use the thick undergrowth of the Greenwood to approach their prey in absolute silence and complete stealth, before darting out and taking down their chosen target. They primarily hunt the various deer and other herbivores of the forest, though they tend to avoid people when they can, Basi have been known in the past to become "Man-eaters" where they actively choose to prey on people rather than natural prey.
However such events are rather rare in the long history of the world, in all recorded cases of Basi becoming Man-eaters, scholars that have examined the killed Basi record one of several possible causes, ranging from malnutrition to old age, to injury and disease as the cause for a Basi becoming a man-eater.
For the most part, despite their ability to be a threat to people walking the forests, Basi prefer to avoid interactions with people, with those in villages living on the borders of a Basi Forest never having issues with the Basi in the Forest. The only times that a person has come to harm by a Basi but not been eaten is due to the act of defence, for instance a mother defending her cubs, or a Basi feeling that they have been corned and feel that they have no choice but to fight rather than flee.
In the event a person comes into contact with a Basi, first and foremost do not run, nor should you turn you back on it, merely keep looking it in the eye and slowly back away, usually the animal itself will turn and run first, but in the event it doesn't just keep moving backwards slowly until you are a safe distance away.
Bear Boar:
Habitat: Forests and Grassland
Diet: Prime Herbivore, known to be Omnivore
Danger: Level 5
Threat Classification: Level 5
A giant of the Boar species, Bear Boar are primarily found in the lands of the north beyond the Frozen mountains and are known as far larger than any porcine, the average size of a Bear Boar is around the size of a small horse, standing at roughly a 1metre and a half at the shoulder and are built of almost pure muscle.To make them more tough, they possess a number of large protruding tusks which they use for a variety of purposes, a all encompassing multi tool. They use them for digging with their snouts, to tear the bark of trees, break open tough roots and obviously for defence and for fighting. The Tusks are incredibly strong and can cause excessive amounts of damage to any unfortunate enough to face them.
Worse still, unlike other wild boar species across the world, Bear Boar are more inclined to fight rather than flee, when faced with danger, adults are more likely to charge and use their muscular frames and giant tusks to end the threat before it can come for them. A great number of hunters have met their ends at the jaws and hooves of the Bear Boar, some even say that to hunt a Bear Boar one mustn't use a bow and arrow but a very strong spear and even then experienced hunters all say that one might have one good spear throw to take it down before they charge.
Despite the danger though, in the Frost Fire Clans and the Orc Tribes, the hunting of Bear Boar is considered a true duty to their clans as one Bear Boar can feed a whole family through the winter. The amount of meat on their bones is more than sufficient which when added with the heart, liver and kidneys means that a family will never go hungry.
Cave Bear:
Habitat: Forests, Hills and Mountains
Diet: Omnivores
Danger: Level 4
Threat Classification: Level 3
In the Northern Regions and along the edges of the Dwarven Mountains, there exist a species of bear unlike any other. Named Literally for their preference for using deep Caves for their winter dens, Cave Bears are exceptionally larger than their more common cousins, they weigh roughly three quarters of a ton and are incredibly muscular.
Primarily, Cave Bears live a herbivorous lifestyle but are not against hunting should the opportunity arise, however from observations by Scholars. Cave Bears are more inclined to eat the rich variety of herbs, plants and roots that are common among the Northern Plains, such plants are filled with vitamins, carbohydrates and minerals that the Cave Bears are able to get with relative ease.
That said, Cave Bears are never afraid to get into a hunt should they have the opportunity, they are known to tackle deer, wild boar, Bear Boar to smaller creatures like rabbits. In the Autumn months they are often found in areas around rivers and lakes, this is to take advantage of the Salmon run that occurs every year, with vast swarms of Salmon moving up stream to breed.
The name of Cave Bear came from them being always within close proximity of caves, which the bears use for shelters when they wish to rest up or take cover from bad weather, it can be said that Cave Bears never venture far from the relative shelter of the caves that they know of. Though at the end of the Autumn, Cave Bears retreat to the mountains and hills in search of caves to settle in for their winter Hibernation. They often retreat into the deepest parts of the largest caverns in order to find suitable places to curl up and let their bodies drift off to sleep, this also gives them added protection from the weather but also some relative safety from anything that might take shelter in the caves from the worst of the weather.
But this doesn't mean that the Bears are completely asleep the whole time, as many would be adventurers learned the hard way, they maybe in hibernation but should the need arise they are ready to defend themselves if they feel threatened. It is very rare for Cave Bears to attack people, in all recorded cases of one attacking and or killing someone it has been because the Bear felt threatened and had no way of escaping or it has been in the relative peace of Hibernation and people have come into the caves and woke them up.
In event of encountering a Cave Bear, one must never turn and run, the Bears will recognised this and may give chase, the best option is to stand ones ground and if necessary slowly back away at a steady pace whilst maintaining contact with the bear. Hunters of the Frost Fire Clans state that whenever they go hunting rather than trying to be quiet, when they know that Bears are about they make much noise to make clear to any Cave Bears that they are around.
Draco Fly:
Habitat: Jungles and Swamps
Diet: Insectivore
Danger: Level 1
Threat Classification: Level 1
In the hot, humid and near endless jungles of Mythranyr exist strange creatures that seem to defy expectation, in the Old world that is the Prime Continent, the Main Continent however one wishes to call it. Insects that on the other side of the Clouded Seas are significantly larger than those on the Prime Continent, it is said that there are millipedes that are as long as a man is tall, bees as long as a mans middle finger and Dragonflies as large as Eagles.Draco flies are such creatures, common among the jungles and swamps of Mythranyr, they are found almost everywhere, their wingspan when stretched is over 70 centimetres from tip to tip, with their bodies being around 40 to 50 centimetres from head to the tip of the tail. The colouration of the species differs depending on their gender, the females are more of a yellow colour with green tips on the ends of their tails, whilst Males are a blue colour with dark stripes along their tails ending with a black tip.
Often found along calm waters where there are large trees for them to "Perch", they prefer the more calmer waters of steady streams, lakes, ponds etc. The reason being that the females require relatively peaceful water for them to lay their eggs within, the larvae are better suited to those waters where they live until they are ready to become adults.
Predators by nature, Draco flies are primarily hunters of other insects, though they have been seen feeding on carrion meat of carcasses along the shores of the waters around which they reside. Masters of the power of Flite, the Draco fly are like their smaller cousins able to fly in almost perfect control, able to hover and then swiftly change to a sudden forward, sideways or even backwards motion in the mere blink of an eye. This movement makes them very difficult to observe as they are themselves treated as prey for some of the other predators on Mythranyr, when flying near the water they are susceptible to attack by predatory amphibians or fish, whilst the branches that can be taken by the large insect eating birds.
They are also a food staple for the inhabitants of Mythranyr with the Lizardmen, Simius and even the Yaguar often catching them for a easy to cook meal.
Dragons:
Habitat: Unknown
Diet: Presumed Carnivore
Danger: Unknown
Threat Classification: Level 10
Considered little more than legends in the modern age, Dragons were once wide spread and found all across the land, from the frigid north to the sun baked regions of the south. Despite their fierce some image and incredible power, they were according to all surviving records passive creatures that were more understanding and even respectful of others.In certain tales from the ancient times, it is said that the Dragons were divine beings that either came down from the Heavens or were created by the Gods to teach the mortals of the world the teachings of the Heavens. It is said that the first to use magic learned how from the Dragons themselves, who were supposedly creatures of Magic and Wonder making them natural embodiments of Magic itself.
No one knows exactly what happened to the Dragons, the last sighting of a Dragon was during the Dark Days following the Fallens exile from the Heavens. Some believe the Dragons were the first to resist the Fallen and his Dark Armies, though they failed, there are those who believe that they were all wiped out, due to the presence of a large number of Dragon Skeletons being found around the Fallens Tower. Others believe that they were corrupted by his essence and became the more feral, destructive, monstrous Wyverns.
In a show of reverence and respect for the Dragons, all schools and places of magical study all show Dragons as part of their buildings architecture. With the Court Mages School having a giant Statue of a Dragon in the main Courtyard, where supposedly the Dragons taught the first human to speak the words of a spell.
Dunkleon:
Habitat: Coastal Reefs
Diet: Piscivore/Carnivore
Danger: Level 2
Threat Classification: Level 8
Within the coastal waters of the southern and central reefs, the Dunkleon is the top predator even sharks fear its presence, an oddity in terms of other fish. The Dunkleon part of a unique family of armoured fish, it and its smaller less predatory cousins possess natural armour plating covering their bodies, though in the case of Dunkleon its armour is primarily around its head.Powerful predators with strong jaws, the teeth that are visible are actual extensions of its solid armour jaw, these sharp extensions are kept in a constant state of readiness by the opening and closing of the jaws which keep them sharpened to the finest point. These along side the powerful muscles that support the Jaws allow them to crush the hard-shells of other armoured fish and even large crustaceans, but also the bones of other prey with extreme ease.
Dunkleon primarily patrol coral and coastal reefs and very rarely venture out into deep water, though they are known to patrol the deeper waters in the Elven Straits, they never venture out into the open waters of the Clouded Seas. Its believed by Scholars that the main reason being that doing so turns them from predators into prey, there have been reports by sailors of the Navigators Guild of witnessing Dunkleons being attacked and eaten by Qwelm Whales.
In regards of people, Dunkleon are of no real threat, though they have been known to attack people in the water, Dunkleon have never been known to attack boats at least not directly, any such reports have usually been because a small boat has been overturned by accident whilst the creature was catching natural prey. Though if there is a person in the water, then the possibility of attack is high, for these are creatures that are known to even be cannibalistic to their own kind.
Edu:
Habitat: Deep Forests
Diet: Omnivores
Danger: Level 8
Threat Classification: Level 9
[Readers beware: This particular section can be rather Graphic]
Within certain forests of the Prime Continent, notably within the Great Greenwood and other large prestine forests, exist strange animalistic like human creatures known as Edu. The name coming from an Esarin Wood Elf word Edura meaning Howler, due to the loud howling calls that the creatures are known to make, they stand roughly a metre tall.At first glance one might assume that the Edu are small humans with hairy bodies, but they are far from such a distinction, though they have the appearance they are more animalistic in their behaviour. Living in close nit groups numbering between 20 and 30, they are omnivorous creatures that eat both meat and plants, though they are known to be vicious hunters of animals that live within the forests.
They are known to be on the same level of climbers as the Simius in Mythranyr, though the structure of their feet is more equivalent to humans. Despite their size they are known to be capable of tool usage, evidence has been found in places that the Edu have dwelled in, usually caves in which stone flaked tools have been found alongside evidence of fires possibly being used as light sources but also to cook food, based on the skeletal remains of various animals that show signs of charring. Though this has never been proven to be the actions of the Edu themselves, though it is highly assumed based on the types of bones found in such caves, As the bones of humans have been found within the piles, with clear evidence of charring and cut marks, that is correct Edu have no qualms in killing and eating human races.
The Edu are very rare in the world today, according to the tales of the Esarin wood elves, the Edu were once found throughout the continent when forests stretched all across the world. Though now they reside in a few forests, with the largest population being within the Great Greenwood. And they are very protective and territorial, they are believed to be the makers of strange markings carved into trees at the height that a child would be and are the makers of what every person who relies on the forests for their livelihoods fears.
They are known to be curious, a Hunter who often visits the Great Greenwood has said that on one occasion whilst waiting in a blind by a river, he observed an Edu come from behind the trees and watched him for a few seconds then went back the way it came. He detailed that he knew it was looking at him because it turned back to look one more time before vanishing, after which he heard the distinct call of the Edu, he has never returned to that place since.
Those who are travelling within the Forests that Edu are known to live, notably those that are forced to set up a camp for the night, report that when they wake the next morning they have found tracks around their camp as if the Edu had been watching them sleep. And such encounters are the lucky ones, more often than not Edu have been known to attack people, viciously attacking those they see as a threat, very few have survived such attacks. Those that have detail that the creatures would almost taunt them, screeching and calling from the trees or from the tops of high rock formations, before rushing down and swarming their target, using their stone blades to cut and slash, or using their strong bodies to pummel.
It is have even been reported, that a lone bandit surrendered himself to the authorities, covered in mud, his clothes torn to shred, his boots without their soles, his hands covered in scratches and blood. He detailed that the group of 13 bandits that he was a part of, had all been killed by Edu, he explained that he had managed to hide whilst they killed his friends, he detailed how they swarmed them, using stone blades to cut them and bleed them, how after they were all dead, the creatures had used their blades to carve up the bodies. The last he saw of them was the Edu returning to the deepest parts of the Forest with various body parts of his friends, with Scholars assuming that the Edu were taking them away to cook and eat.
It is for this reason that whenever an Edu population is found to be living in a certain forest, restriction are instantly put in place by an international law, declaring that none can enter the forest to avoid conflict with the creatures.
Facilier Cats:
Habitat: Forests
Diet: Carnivores
Danger: Level 5
Threat Classification: Level 9
Feared, Loathed and deeply craved, Facilier Cats are a type of magical feline that are greatly admired for a strange ability they possess. No one knows exactly where these creatures come from, only that they exist and for the most part behave in the same manner as domestic cats do in the company of people, they play, they eat, they watch and when they watch one must be very careful.
Many have been broken by their wicked smiles.
For Facilier Cats possess the power to detect a lie, this magical power is uncompromising and inescapable, they cannot be tricked nor deceived. When they recognise a truth, the Facilier cats are more pleasant and are believed to produce a magical force that makes all those around them feel at ease and at peace. This is shown when their eyes are a light colouration of blue and their coats are a mix of light and grey, but the moment they recognise a lie, their coats darken and their eyes twist to a vicious red.
Worse still when they recognise the liar, they will with their inborn magics begin to inflict unimaginable, suffering and pain, with their cruel eyes and smiles on their faces. They seem to almost delight in inflicting the pain on those they know are Liars, the Lie itself is the point, the greater the lie the more the pain they inflict. This has made them greatly desired by nobility and royals who wish to have a Facilier cat with them in all official meetings, so much so that now whenever the Conclave meets there is always at least one Facilier Cat present in the room.
Despite the great wishes for people to possess them, the Facilier Cats are not loyal to their owners, they are very well known to use their torturous powers of inflicting pain on anyone even those that are supposed to be their masters.
Heavenly Owls:
Habitat: Unknown
Diet: Unknown
Danger: Level 1
Threat Classification: Level 1
Regarded as Divine creatures, Heavenly Owls are revered and protected across every nation, according to traditional and cultural beliefs, they are servants of the Heavens and bestow their blessings wherever they travel.To the untrained eye, they may appear to be no more than normal owls, but whenever they are close, it is known that an immense magical presence is felt, though people have never really known them to land, they have only ever been seen flying overheard or close by. It is believed that there are 10 Heavenly Owls in existence, each for the 10 Guardians of the Heavens, though this has never been proven, but it is known that the Owls have often been seen in places that the Guardians Reside.
Unlike most Owls, the Heavenly Owls have never been known to make a sound, their presence only ever being noticed when they are seen or the magic they possess being felt. Some believe that the Owls are the only creatures capable of passing between the worlds, in essence they alleged to be able to travel between the Heavens and the Earth directly without passing through the paths of purgatory. This merely makes them all the more admired and revered as many priests preach that those blessed by the Owls are gifted safe conduct into the Heavens and that their sins are forgiven.
These silent watchers of the world are protected by an international agreement signed at the First Ever Conclave a thousand years ago, in this agreement it was made punishable by death to try and capture or kill a Heavenly Owl, with various religious leaders deeming the acts to be heretical and punishable with the souls of those responsible being damned for all eternity for their affront to the Heavens.
According to the Guardian Medinah, the Owls are indeed from the Heavens, though he has described that at one point many millennia ago when the Fallen was cast out, he heard the Owls singing a beautiful song almost as if in a moment of sadness and grief.
Kelruns:
Habitat: Forests
Diet: Unknown
Danger: Level 6
Threat Classification: Level 10
To the Esarin Wood Elves, the Kelrun are the chosen protectors of the woodlands and forests, sent down from the heavens themselves to protect the natural world from anything that would do it harm.Kelruns are strange creatures, their bodies are mostly resemble humanoids features encased in bark like those of trees, with the skull of some type of ungulate, usually a deer, though the skull does not bare any flesh upon it. Their hands possess four fingers and thumb though they are long and more akin to claws due to the sharpness, together with their skulls and the fact they stand much taller than humans and elves, the average believed to be around 3 metres tall, they are often looked on in fear.
They are only ever found in the forests and woods of the world where they wander their territory, though it is not believed to be territorial when it comes to its own kind. This is believed that despite possessing a territory they are not known to eat anything, whenever they rest they do so by standing still, extending their arms like branches. Often they do this for days if not weeks, so much so that other life will begin to inhabit them, other plants like moss and fungus will begin to grow on them, birds have even been known to build nests within the crooks of the antlers on their heads.
What is known is their command of the natural world, it is said they are the progenitors of Natural Magics, the magical spells and incantations that allow one to command the world around from animals to plants, though Kelrun are perceptibly more powerful than even the most advanced Esarin Sorcerer. They use these magics to repair damage done to the natural world as well to protect it, in forests and woodlands across the world, hunters and loggers have been found either torn to shreds by predators or more gruesomely, discovered either ensnared in branches and roots, or more so impaled on roots stretching to the canopy above.
Treated as Monsters by most of the world, only the Esarin Elves treat them with respect, for they recognise that these are creatures sent down by the Gods above to preserve the Natural world and ensure its longevity. Its is the traditional belief of Esarin that the Kelrun have been in the world since its birth, that they were placed on the Earth to bring life to a barren landscape by the Gods themselves and to destroy them is to insult the Gods themselves.
They are known to be perceptive and capable of speech, though they are never known to actually speak with others, most sounds ever made by a Kelrun have been mimics of other animals or deep strange rumbles which the Esarin describe to be the Language of the trees. The Guardian Hela-Ven has always spoke out for the protection of the Kelrun describing them as creatures that are only monstrous when they feel that their duty in protecting and preserving the forests is threatened.
Mammoth:
Habitat: Northern Taiga Grasslands
Diet: Herbivores
Danger: Level 5
Threat Classification: Level 3
The largest creatures in the North, Mammoth are close cousins of the Elephants that are found within the regions much further south around the Kingdom of Melia. Though they are slightly larger and obviously possess a thick layer of shaggy hair that covered their entire body, this when combined with a thick layer of fat beneath their skin serves to protect them from the harsh winters and weather in the North.Another difference between them and their southern cousins is the length of their ivory tusks, the Mammoth possess much longer ones which is believed to be an adaptation to cope with the environment. Since Mammoth feed primarily on grasses and other plant life, when such food is covered under thick layers of snow, they use the tusks to move the snow aside to make it possible for them to use their trunks to collect the grasses below.
Very hardy beasts, Mammoth are regarded and the final signal for the harshness of winter, in the Northern Regions winters are severe with wind chills of that drop far below freezing, all creatures perform the annual migrations for more protected areas where they can shelter from the worst of the winter. Mammoth are the last to do so, it is known by hunters that venture in the interior of the wildlands beyond the Dwarven Mountains that one see Mammoth herds moving south then that is the queue to pick up the pace and get south.
Mammoth live in herds of varying sizes though the majority are roughly between 6 to 15 adults and their young, the Herds are made up entirely of females and adolescent males who have yet to go out on their own. Male Mammoth when they are old enough leave the herds to begin solitary lives, though in certain times herds come together during the summer, where various herds are seen in close proximity enjoying the summer bounty on the open plains, or during the migrations north to south and vice versa. Where Herds are seen travelling together on the same routes they have used for generations.
Each herd is lead by a matriarch, whom is usually the oldest female in the herd who makes the decisions of the herd, where they go, when they stop and sleep, when they move on and so on.
Qwelm Whale:
Habitat: Deep Ocean
Diet: Carnivore
Danger: Level 1
Threat Classification: Level 10
The largest species of Whale in the known world and the dominate species in the oceans of the world, Qwelm Whales are titans in their environment are the absolute rulers wherever they go.Titans in every regard of the world, Qwelm comes from an abbreviation of a old elvish word "Kwil" meaning killer, so literally speaking Qwelm whales are Killer Whales and the name fits them perfectly. They are the top predators in the Clouded Seas though they have been known to venture into the waters of the Elven straits though very rarely. Their sheer size makes adults absolutley impervious from any other predator in the seas, even the largest sharks flee at their presence.
It is said that the only creature that can threaten a Qwelm whale is another Qwelm Whale, though it has never been confirmed if they actually engage in attacks on their own kind. Study of these creatures is very difficult as they are believed to possess extremely large hunting grounds, making studying them exceptional hard. Most research of them comes from studying corpses of those whales that have ended up beached on the shores and died. Such research shows how large the beasts are and just have terrifying predators they are, they possess large jaws filled with huge teeth that are presumed to serve as both killing instruments in hunts but also for the tearing of meat from their prey.
The most common sighting of Qwelm Whales comes from the sailors of the Navigators Guild, who use them as reference points on their travels across the Clouded Seas. Since Qwelm Whales notably full adults tend to live in the open seas, seeing them perform their breechings to breath is an easy way of recognising that a ship is past any reefs.
Ring Tail Lemur:
Habitat: Forests
Diet: Omnivores
Danger: Level 1
Threat Classification: Level 1
Small, cuddly and much adored in the world, Ring Tailed Lemurs are found in many parts of the southern regions as well as on the Island of the Dominion. They are roughly the size of a cat and a believed by scholars to be primitive primates, it is the opinion on one scholar that they are unable to see in colour due to them taking long and multiple sniffs of a fruit to identify whether it is ready to eat or not.They are known to be very social living in communities that can and often number close to fifty, with bonds being reinforced through various vocalisations, calls and physical grooming. Though they primarily eat fruits, they are known to also eat leaves, insects, flower nectar and even honey, to the point that an specific flower has been named after them, literally the Lemur Petal Orchid.
Their large ears are primarily a means of detecting danger as well as helping to keep a listen out for the distinct calls the species uses. It is believed that the Lemur has a specific call for each predator that is a danger to them, one for eagles, one for snakes and so on, all members in the community are able to easily recognise the call and instantly upon hearing the alarm. But it is also though that the size of the ears allows them to pick up sounds that are much harder to detect, such as the sound of insects and grubs within the tree bark, so the Lemur can break it up and catch a "Juicy" snack.
They are much adored by the people that live in proximity to them, there is in fact a grape and berry growing village in the Dominion that actively allows the Lemurs in the neighbouring forest to pick the fruits from their trees at will. Primarily because it seems that the Lemurs know when the grapes and berries are ripe for picking or more specifically when they are the juiciest.
Sckati:
Habitat: Mythranyr Coastlines
Diet: Piscivores
Danger: Level 1
Threat Classification: Level 1
Found along the coastlines of Mythranyr, Sckati are strange creatures that are blend of two worlds, they are reptiles through and through but instead of being on the ground or in the water, Sckati are reptiles that catch their food from the air. They are the only known reptiles capable of actual powered flite, their wings are actually extensions of their fingers which support a delicate membrane, what is more surprising is that their bones are actually hollow, examination of their skeletons show a very light weight bone structure.They are primarily piscivores, feeding on fish and crustaceans that they catch from the shallow waters of the reefs, they do so either by skimming their open mouths which are filled with super sharp teeth through the water until they feel a fish and snap them shut. Despite their size and fearsome look, they are actually very gentle creatures and are more likely to retreat into the sky when approached or feel threatened. They are often found on high cliffs along the coastlines, despite the fact that they possess such large wings and light weight bodies, they still struggle to take off, so they use the winds coming in from the sea and up the cliff faces to give them the lift to take off.
Usually the most people see of the Sckati is from below as their large shadow pass as the creature itself glides effortlessly overhead, or by sailors as they swoop down to skim the water to catch a fish meal.
Seelo:
Habitat: Open Flower fields
Diet: unknown
Danger: Level 1
Threat Classification: Level 1
Small and Delicate creatures of the flowering fields around the world, Seelo are small creatures that are not properly defined to any species or branch of fauna, no one is quite sure what they are, birds, reptiles, mammals, insects etc. The only thing that is certain is that the Seelo are magical creatures, despite their small size they are natural progenitors of magic.They are only ever found in fields in which flowers are blooming fully, where they are seen flying around leaving a trail of what has been called pixie dust. They come in a variety of different colours, from red, to blue, to gold and even silver, their colour also decides the colour of their pixie dust, though the dust is known to shine, when it touches the ground or anything the shine disappears entirely.
Seelo are also very musical creatures, though unknown how, whenever they fly around in what is known as the Seelo dances, they produce a strange sound that some akin to song and music, no one knows exactly why they perform their songs and dance. Some believe it to be a means of socialising, others believe that the Seelo are divine creatures put onto the earth to see the flowers blossom and bloom.
Regardless though to watch a field of Seelo dance and sing is considered an incredible experience that none question to be among the greatest experiences that anyone can achieve in their lives.
Wisps of the Willows:
Habitat: Forest, Swamps and Graveyards
Diet: Unknown
Danger: Level 5
Threat Classification: Level 2
Technically speaking Wisps of the Willows are not creatures nor are they beasts, they are regarded as spirits because they do not have proper life spans. They are small beings that stand no taller than a grown mans knee, though they are often smaller. They have strange attributes, instead of normal legs they have feet similar to that of birds, they do not possess true faces, instead they have ghostly black heads with bright eyes.
Most clear for all to see is their distinct hooded cloaks and lanterns they carry on long staffs, the light within which they protect fiercely. They are able to produce small coals that bare magical properties, notably they are able to produce a warmth even in the most frigid conditions or even give a person a sense of comfort in difficult times.
In total there are around 4 types of Wisps, each of which are different primarily in regards of their colour both in the colouration of their cloaks but also their flames and eyes. In the North there are White Coloured Wisps, in the East there are more Brownish coloured, in the Great Greenwood there are obvious Green Wisps, then there are the most common Blue Wisps.
Primarily Wisps of the Willows tend to keep to themselves living in relative peace within forests, swamps and graveyards, they prefer this in order to fulfil their "purpose" as they call it. According to all ancient records, it is the responsibility of the Wisps to guide the souls of the dead into the afterlife, which is what made some believe that like the Heavenly Owls, Wisps are capable of travelling between the world of the Living and the World of the Dead.
But this has been debunked by the Wisps themselves, more especially a specific Wisp known as Blue Flame who is a companion to the Guardian Myra-Mir, he details that the Wisps bare the duty to guide souls on into the next life not to the Gates of Heaven, "They do that themselves".
Those who know and study Wisps of the Willows, regard them as Mischievous, dutiful, respectful beings that despite their proclivity for making fun of others or judging them, always seem to show a great level of kindness to lost souls. One Scholar noted that one time he got lost in a swamp, a Wisp found him and gave him a coal to warm himself when he cold then showed him the way out.
However for those who do not know Wisps very well, there is a negative belief that surrounds them, that Wisps use their lanterns to lure people to their deaths in the forests and swamps of the world. Though this has never been proven, with Scholars stating that Wisps never wilfully take the lives of others and that it is likely that another creature or monster is responsible.
Monsters of the World:
Despite the Exile of the Fallen, the elimination of his Followers and the Defeat of the Dark Armies, there are still a great number of Monsters in the world today. These are primarily those that survive the final battle at the End of the Wars of Darkness that then scattered into the vast wilderness and continue to live and breed.
Continuing to cause trouble and misery whever they go.
Waiting for the time of the Masters return.
Derock:
Commonly Found in: all parts of the world
Strengths:
-Strong Warriors
-Possess the intelligence of Humans
-Use thick armour, broad shields, proper weapons
-Capable of Producing weapons and armour
Weaknesses:
-Few in number
-Rarely found in groups larger than 20
The prime foot soldiers of the Dark Armies, Derok are fierce opponents, they are strong and capable warriors and what's more they are on the same level of intelligence as humans and elves, they possess their own language, skills etc.Derok are able to co-ordinate on a level that military commanders are often overcome by them, they were greatly feared in the Wars of Darkness, as their brutality was matched only by their savagery, they were known to enslave entire towns and villages or outright slaughter all the inhabitants.
Numbering in ages past in the tens of thousands they served as the prime soldiers of the Dark Armies, however these days their numbers are much fewer. Whilst some say that they are growing in number, this has never been proven, today they exist only in small raiding bands throughout the world far from centres of civilisation. A great number of them live in the wilderness of the lands beyond the Dwarven Mountains in the Northern Regions, though some also exist in the wilderness of kingdoms all over the continent.
Known to attack and raid merchant caravans, military patrols, travelling innocents as well as raiding and attacking isolated villages. Their penchant for brutality has continued despite the passing of time. However being constantly on the run has made them limited in their weapons and armour, so their military strength has greatly diminished, though they are still classified as a constant and dangerous threat to people living outside the cities.
Gosk:
Commonly Found in: Mountains and Caves
Strengths:
-Live in Large Numbers
-Vicious and ruthless
Weaknesses:
-Physically weak
-Little Armour
-Not Intelligent
Gosk also known as goblins are small monstrous creatures that stand hunched over at approximately 2 foot tall, though as said they are somewhat taller, but they hunch forward. They are known to be unbelievably ugly, with grotesque attributes like bodies that are very leathery, large eyes, sharp fang like teeth and long pointed ears.In the days of the Wars of Darkness, Gosk were little more than fodder for the Dark Armies, since they were always in vast numbers, they relied more on their overwhelming numbers rather than any skill or strategy. With improvised armour and weapons that are crudely made, they would swarm their enemies and attack with vicious intent, hacking, slashing and stabbing with broken short swords and daggers.
Following the Fallens ultimate defeat, the Gosk like the rest of the Dark Armies, scattered to the four winds. They retreated into the mountains of the world, where they fled down into deep caverns and tunnels of the Earth, they very rarely come up above the surface and when they do it is always at night to raid nearby villages. There they inflict vicious atrocities upon the locals, homes burned with families still inside, women and children brutalised, bodies carved up like meat in the markets.
They are mostly a problem for the Dwarves, since the Dwarven Kingdom and Cities are situated under the earth and into the Mountains of the world. They are in constant battles and skirmishes with the Huge number Gosk that still exist in the world.
There are even stories of Goblins riding large spider like creatures as big as the greatest hounds, riding them like a cavalry force, though this has only ever existed in stories told to children.
Trolls:
Commonly Found in: Hills, Forests, Bogs and Moors
Strengths:
-Strong
-Heavily Armoured
-Brutal
Weaknesses:
-Unintelligent
-Sluggish
-Solitary
Tall and Savage, Trolls were the shock units for the Dark Armies during the Wars of Darkness, in those days, trolls were covered in thick heavy armour, upon their arms would be long metal blades bonded to their armour. They would swing their arms like swords cutting down dozens of men at a time.It is recorded that Trolls never retreated, such was shown in their armour, only ever in the front, this is what got the Trolls a dangerous reputation. That they fight until they kill or are killed, never surrender, never retreat and never take prisoners. When not directly fighting, Trolls were known to also be the muscle of the Dark Armies, pulling and loading large siege weapons as well as tall siege towers into battle.
These days Trolls are exceedingly rare, they are mostly found in the lands beyond the Dwarven Mountains in the territories once dominated by the Fallen and his foul armies. They are most troublesome on occasion for the Frost Fire Clans and the Icelin Elves who often find evidence of their presence close to their borders.
There are however certain aspects of the Troll that makes them weak, first and for most is the fact that their movements are sluggish at times, it is recorded in the appendices of the Wars of Darkness that Trolls were almost painfully slow in the early hours of the morning and almost seemed foolish in their movements. Trolls are also known for not being the most intelligent of creatures, whilst some of the other creatures that were created by the Fallen and his followers, had a form of language to their own, Trolls didn't being capable only of beastly roars and calls.
Wyverns:
Commonly Found in: Mountains
Strengths:
-Able to Fly
-Able to breath fire
-Ferocious
Weaknesses:
-Few in number
-Solitary
A corruptive form of Draconids, Wyverns are an anomaly in regards of their source, it is believed by some that Wyverns are the offspring of Captured Dragons from thousands of years ago before the wars of Darkness, which were then manipulated through powerful dark magics into loyal servants of the Fallen. Others say that Wyverns are an imitation of Dragons, following the Dragons extinction, the Fallen created them to obtain power over the skies.Regardless though, Wyverns are fiercesome beasts, not only must one be concerned in the truths that they can fly, have talons on their feet as long as swords, have huge jaws filled with sharp pointed teeth. But also because of their fiery breath, though not as powerful as the Dragons of old, they were still feared during the wars of Darkness for the fact that they would swoop down and leave a line of ash and death in their wake.
Thankfully methods for resisting them were created, Ballistas known as Scorpions were built that could fire bolts capable of piercing their tough scales as well as being able to be shot high into the air where no arrow could reach.
These days Wyverns are exceedingly rare, they primarily are solitary beasts that tend to stick to mountain passes and remote rock hill regions where they can remain hidden. Though they are known to attack livestock in close proximity of their nests, it is said that entire herds have been decimated in a matter of days.
However the threat of Wyverns is becoming rarer and rarer as in the past 200 years Wyverns have begun to show an element of fear in regards of mortal races. Apparently in every regard of humans, dwarves and elves going to remove a Wyvern threat, they have found the Wyvern flying off never to return. A particular scholar however has made note that all the Wyverns seen across the world appear to be "Fleeing" has he calls it, in the same direction, Northwards.
Feids:
Commonly Found in: Forests and Hills
Strengths:
-Size
-Strong
-Thick leather skin
-Ferocious
-Keen senses
Weaknesses:
-Few in Number
-Dying out
-Unable to reproduce
By far the most feared creatures ever created by the Fallen and his followers, Feids were regarded as the dread of life itself, wherever a Feid entered, death and destruction followed.What made Feids feared by all was how strong they were both physically and magically, according to the stories a group of fifty of the most powerful mages took a Feid during the Wars of Darkness all 50 were easily killed by the beast. That same Feid was later killed by a group of 150 pikemen that impaled it from all sides until it finally died of blood loss.
Feids are immune to all mortal magics, according to the Guardian Medinah, Feids can only truly be harmed by something in equal power to that which created them. In essence only something or someone forged or born to the Angels and Heavens can destroy them at least magically, Feids can still be killed by conventional weapons though it takes a great deal of damage and effort to defeat one, the only reason that they did not cause as much damage as they did is due to their limited numbers.
Even today a thousand years after the defeat of the Fallen, Feids are still found in the most remote parts of the world, though there is one very important matter that concerns them.
Feids are dying out at a natural rate, as the Guardian Medinah detailed, they are still living creatures and all mortal creatures even those creatures created by the Fallen have a life cycle. Sooner or later Feids will meet their end whether by the sword or the slow decay that is time, whats more they are the only Monster that cannot reproduce naturally, each and every Feid still alive today was a survivor of the final battle against the Fallen, they were only able to create new ones through the magical manipulations of the Follower, Silence.

















































































































































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