The Evergreen: The Compendium of the Continent

As with all my stories on this blog. 

All Images used in this story are taken from Google Images, I do not have copyright use for these images and if requested I shall happily remove them.

I do not intend to make any profit from this story as it is solely for the purpose of entertainment and enjoyment.

I will forewarn all readers, that this another long one.


The Evergreen Continent:

The lands of the continent as we know it are vast and various, mountains, forests, hills, moors, swamps, coastlines, grasslands, savannahs, if there is an environment that it is likely within the Evergreen continent.

The landscape is one also known for its differences in life, all manner of beasts and monsters wander the landscapes, some are natural and fit a particular place the ecosystems in which they live, others are more monstrous and vicious, creatures and monsters that can fit into their ecosystems. Though many are not in any form natural, according to some tales, many monsters and creatures that dwell upon the continent, swim within its waters, fly across its skies or even hide deep beneath it, are creations not of gods or divine beings, but instead were actively made through alchemy and or magic by mortal beings seeking to use them as beasts of war or a means of obtaining power.

Though of course, the world as with all parts of history and time, if one was to look upon the continent through a map of the known world, they shall find various names and clear distinct lines dividing the land into kingdoms, realms and lands,

In our world there are a great number of faiths and cultures, there are Men, there are Elves, Dwarves, Orcs, Goblins, Trolls and Giants. These mortal beings each have their own identities and often engage in disagreements as well as alliances with one another. And the true histories of the world are difficult to forge and learn, for much has been lost.


The Imperator Empire:

The greatest of the known nations in the world, founded by a race of men known as the Romulianas, a powerful race of men that came to the Continent from the south and upon their arrival began to carve the landscape into their own kingdoms and nations. Many of these lands came together under a singular ruler almost 1'500 years ago, the Empire is without doubt the most powerful realm of men and the dominant force in the politics of the known world.

The Ancestors of the Empire, the Romulianas peoples came to the continent from the south East around 3,000 years ago, apparently they saw the Evergreen continent as a viable and fertile landscape to colonise and claim for themselves. They warred against the various other human races already inhabiting the continent until they were the dominant culture in the known world, though they were not unified as an empire yet. This came centuries after their arrival and dominance over the continent, when various fiefdom were unified under a singular rule through a period known to them as the Holy Crusade of Unity. A holy war that was divined to unify the Romulianas peoples under one singular blessed banner and a Emperor with the Divine right to rule over their people with the blessings of the Gods.

Through many years and a great amount of death and turmoil, 10 mighty fiefdoms were brought under the singular rule of the Emperors, proving the divine nature of the Crusade to bring about a single Empire, a single Realm, a Single Emperor. Only two Romulianas fiefdoms manage to resist the expansion of the Empire and its Divine right to rule, only two that managed to remain independent and later forge their own Kingdoms. And so began the great division among the three, as each of the three Romulianas realms fighting over territory, specifically a region that is most commonly referred to as the Dispute.

The structure of the Empire is careful in its construction, the highest authority is that of the Emperor himself, who rules as an absolute monarch though power is shared to noble families or Houses that rule over regions of the Empire as their own fiefdoms. They rule over them in the name of the Emperor, ensure that the laws are enforced, taxes gathered and for those who sit upon a Border of the Empire, that the territories are controlled, barbarians resisted or adversaries repelled.

They also possess the authority to call on their own armies to guard their fiefs, protect their lands and enforce their will, Though this is meant to ensure stability and allow for rapid response when the Emperor calls on the armies for war, often the Noble Houses are often using these personal armies at their beck and call to feud with other houses that they often rival with, internal conflicts within the Empire between the Noble Houses are common, though they are bound by strict rules of warfare, they cannot conduct extremes nor can a feud between Houses endanger the Empire as a whole.

To do so can be regarded as a threat to the Rule of the Emperor and any who overstep can face the Emperors so called "Wardens", the fiercest, dreaded, most powerful and most feared armies. 

Under the laws of the Empire, Magic is regulated at the strictest level, those who wish to learn to harness and use it, must attend a school of the Order of Orientelis, where they are tutored carefully and methodically. Laws are also enforced that make very clear that Magic exists to serve not to control, meaning the types of magic that are permitted are heavily regulated, those that use illegal magics are punished severely, magic users who are not recognised by the law also receive severe punishments under the law. 

Even beyond the Empire itself, its influence spreads, when the Empire spread during its founding Crusade, it was not just among the Romulianas fiefdoms that were warred over, but also the various other races of men that surrounded them. One of three events occurred, the lands once controlled by one of the other races of men were actively conquered and subjugated, the people there forced to flee and the land colonised by Romulianas or became subject states, vassals of the Empire, that would pay tribute and be a bulwark, a realm that would shield the Empires territories from any foreign foes or barbarian raiders.

But eventually the time of the Crusades came to an end, as the Empire grew in power and size, so to did the difficulties in maintaining it, it got to the point that the Empire couldn't continue its crusades to unify the Romulianas, notably the Userian and Numerians to the south and south east, because the other provinces were facing their own troubles. The northern regions couldn't send soldiers when having to fight off barbarians and raiders, the east couldn't send many when facing enemies closer to home.

And so, the Empires expansions came to a slow decline, the Crusades of unity that had been ordained to unify their peoples into one great nation came to an end. With two kingdoms left independent, a scorn on the divine right to rule of the Emperors, various adversaries surrounding them, to the North, Eorin clans, Nordling fiefdoms, Vora barbarians raiding and plundering, to the East Rhusarin trying to reclaim lands taken from them, to the south the old enemies of the Userians and Numerians are constantly embattled in wars over territory with both each as well as the Empire.

Such diminishing of power can be seen in others ways too, for when the Romulianas peoples came to the continent from some far off land, they were said to be mighty builders, there are many constructs across the south that were shaped by their ancestors. The Colossus of Era'sia for instance, a giant statue that stands over the harbour of Istrali and the great lighthouse in the city of Anurana, but their greatest work is the great city of the Emperor, the Imperial Capitol itself, which started not by construction but by shaping, the original city was carved from the mountain that once stood in its place.


The Great Houses of the Empire:

The structure of the Empire is clearly defined , the power of the Emperor is second to none, then beneath him is the power of the Noble Houses who rule over entire Regions of the Empire as overlords under the authority of the Emperor, they rule over the regions under their authority, ensuring laws are enforced, crimes are punished, taxes are collected and safely taken to the Capital, as well as ensuring that armies are at the ready to be called on.

Beneath them are the Noble families who lord over lands within a certain region, they collect taxes, ensure the enforcement of the law and when called on by the Noble House of the region, call on the levies of their lands and prepare them for war.


House Rexius:

Also known as the Imperial House, as House Rexius are the noble lineage that are the family that unified the Imperator Empire and since its unification have ruled over the lands of the Empire, The full length of the families name and legacy are "House Rexius of Romulianas, born to rule as blessed are they by the Divines". Their banner is easily recognised, The Imperial Banner of the Empire being the Romulianas tree, a symbol of the unity within the Empire and the Sceptre of the Emperors beneath the one true crown.

House Rexius rule over the most central placement of the Empire, the region is known only as the Hearth, a region that is figuratively and literally the heart of the Empire, all roads in the Empire cross in the Hearth, trade flows through its lands. Within the Hearth are the central places of worship for the Divines, the highest courts, markets spread and trade blossoms within the Hearth.

The single largest city in the known world is theirs to rule as the Seat of the Emperor and capitol of the Empire. They rule a city that numbers by the hundreds of thousands near a million within its walls and many tens of thousands more in the towns, villages and farms around it.

Renowned in the Empire for their strength, House Rexius rules not just through political power and religious zealotry, but also through strength of arms, for House Rexius commands the finest legions of the Empire, even when outnumbered their warriors and knights have never faltered nor wavered. Against larger armies, have the Rexius Legions held strong and repelled them,  some say a single legionnaire of House Rexius is worth ten men from any other house or even more when compared to warriors from other lands.

Most feared of which are the Emperors own guard, the Imperial Wardens, the most feared, most respected, most admired warriors in the Empire, warriors that none dare to challenge or question, for they are all firmly loyal to the Emperor upon the Imperial Throne and shall sooner die than see any harm come to them.

For fifteen hundred years has the line of Emperors remained strong from House Rexius, never has the line of the Imperial Throne faltered and broken, though there may have been strife and civil conflicts over the right to rule, each time regardless of the winner, the Emperor has and always shall be from the Line of House Rexius, the bloodline that was blessed by the gods themselves to unify the Romulianas people into one nation. None dare to challenge their divine right to rule over their people, none dare to see the line of Emperors fail or decay.

For fears are clear that should the line of the Emperor fail, then the Empire shall follow it to the grave.


House Ithilin:

Ruling over the province of Ithilas "Of Light", House Ithilin are a very powerful Noble House of the Empire and have been since their founding in the generations before the Empire. 

Their banner and sigil is two golden birds dancing in the wind, a testament to their place near the mountains where the Golden thrush live and sing. There lands are plentiful, with the great Andulusia River to the west, the Alber Peaks to the east, where one of the great Halls of the Dwarves is held.

Power in their hands comes from three long standing legacies, Political, Economical and finally militarily.

Politically the Ithilin are powerful because of their close ties to the Imperial family, for House Rexius and House Ithilin have been long standing friends for millennia, since long before the founding of the Empire. In fact according to the histories, House Ithilin was the only Romulianas state that did not fight the Rise of the Empire but joined it willingly through a marriage alliance.

Economically, House Ithilin control a very rich province in the Empire, for their lands are on the border to one of the great Dwarven cities in the mountains of the Alber Peaks, which brings to the region a great amount of trade, metals and jewels crafted by some of the best Dwarven smiths and craftsmen are sold in their home city of Irulan doesn't even have any walls surrounding it, Though the Families castle is very much impressive and akin to a mighty fortress, the actual city bares no defensive structure at all and has one the largest markets in the known world. In other cities there might be a "Market Day" in Irulan, every day is market day.

This close connection to the Dwarves in Azera also means that militarily, the legions of House Ithilin are the most well equipped warriors of the Empire, with armour and weapons forged by Dwarven smiths. The most prestigious are the Ithilin Knights, warriors sworn to serve and protect House Ithilin and the Empire to their dying breath, these Knights are renowned in the Empire for their honour and bravery, according to one tale, a group of five Ithilin knights challenged a band of nearly 30 bandits, the bandits chose to flee than to fight, when cornered they surrendered without question.


House Era'nil:

Renowned sea farers and traders, House Era'nil rule the province of Essar, a land that holds one of the finest coasts in the Empire if not the known world, for the coast possesses all manner of beautiful reefs, white sandy beaches, calm waters and protected coves, perfect for sea farers and trade ships.

And House Era'nil are the finest when it comes to both, for thousands of years they have sailed the seas and oceans of the known world, be they warships, trade vessels or even just explorers. The Era'nil harbours are some of the most visited in the Empire, if there is a ship wishing to conduct trade from foreign lands, then they will likely come to a port in Essar. 

And it is not just sailing that the Era'nil are known for, they are regarded as some of the builders of the finest ships in the known world, each ship they make is expertly crafted, the types of ships they build are built for their purpose, trade ships are large, stocky with solid frames, warships are sleek, fast and strong. 

There banner is a relic of their old homeland, a Silver six pointed star with six stars surrounding it, that according to the legends in their history was the collection of stars that showed them the way to the lands that would become the Empire and according to old prophecies, these same stars shall show them the way to where their ancestors once dwelt.

In their home city of Istrali, there is a large harbour with all manner of quays and docks to unload and huge stores and warehouses to hold cargo, but on the opposite side of its vast natural harbour is the shipwright, where the finest ships in the world are built and a section of this shipwright is held specifically separate for the building and maintaining of the Era'nil fleet.

For while the Era'nil are not really a House that can fight on land, their warships are the best in the Empire, their sailors and warriors are the finest at sea and have never been beaten. Piracy is something unheard of in the waters of the Essar coastline, for none dare to venture into the waters of Era'nil for they shall surely face the great war galleys of their navy.

House Era'nil are also known for their generational feud with House Lamerdon, who they have often argued with over control of specific coastlines, With the latter claiming that the former are greedy, stealing trade from those who need it.


House Ring'lar:

Ruling over the open grasslands of Savah'nar, House Ring'lar, under the banner of the sun standing alone above the horizon, have a duty to protect the province and by extension the Empire. For their lands are on the eastern most border of the Empire and are among those most unprotected.

Unlike in other regions, there are very few natural barriers in the regions that make up the grasslands and Savah'nar, though there are rivers and streams, these are spread out and as such can not be counted on to guard the full extent of the Empires borders. So as is the case for border territories of the Empire, the region often faces constant raids and probing attacks by barbarians either from the north or from the Empires old enemy in the Varanians or even the various city states of the Rusari.

Most of the people in the province live further westwards closer to the Imperial heartland where there are more fortified towns and the Seat of power of House Ring'lar, the great city of Savila. Further east the number of people grows smaller, mostly farming villages and livestock, scattered across the province are various old forts from days of old, which now the Ring'lar use to serve as bastions, from which the mounted warriors of House Ring'lar ride and patrol.

That is what makes House Ring'lar very much respected in the Empire, they breed some of the finest horses in the known world and upon these legendary mounts do their warriors ride into battle. The heavy horse of the Ring'lar are famous for their charges and decisiveness in battle, very few have managed to challenge them on horse back and often those that did had greater numbers. And it is not with spear and shield do the Ringlar cavalry attack, they have copied practices by other races of men in the known world, using small compact but powerful bows and trained riders, able to loose arrows upon the enemy even when the horse is at full gallop.

On such open grasslands, House Ring'lar are perfectly placed, open country, perfect for their cavalry based military and the rearing of their most prized and expensive commodity, their horses, which are traded the world over.


House Forestal:

Situated in the Northern border regions, near the Neverard Forests, are the lands of House Forestal, an Old house that settled the region which is now known more commonly by its Imperial name, Fer'ella, which is a shortened from the old Romulianas words fer'ean and ell'asa, "Green Leaves". 

The Lands that the Forestal rule and govern for the Empire, are open meadows and fertile farmlands with various woodlands dotted around, for their lands sit upon the borders of the Elven nations to the north. The land is known for many pleasant fields and hills, small rivers and a relatively peaceful place to live and settle, The lands of Fer'ella are known for being among the most fertile farmlands in the known world, so much so that the greatest trade for the region is the various crops they produce each year and not just foods like wheat, barley and vegetables, but also a great number of orchards and vineyards.

Though this doesn't mean the province is entirely peaceful, there is almost always problems on the fringes of the Imperial borders, marauders and raiders and most of all various monsters and beasts that come from the shadows of the forest or the cold of the mountains. To counter such incursions, House Forestal have full time guards at the ready, men trained in the use of strong spears to and tight formations, the Spearmen and Pike men of House Forestal are known for these tight formations they call the Schiltron, a group of men with shields and heavy spears capable of moving around a field without losing cohesion.

Despite the troubles they often face on the borders, House Forestal are renowned for their lax lifestyles, often they enjoy partaking or organising tourneys, jousts, festivities as well as hunting and great feasts. All the while being also known for being very diplomatic to their northern friends in the Elves whom they have a close trade relation with.


House Pelargrin:

Similar to their closest neighbour and their strongest ally, House Pelargrin are situated to the East of House Era'nil, they rule over the coast of Pleura, a region that is relatively flat and has many water ways, be they streams or rivers, nearly every part of their province can be reached by a river or stream enabling for fast movement.

In fact in Pleura, there are very few roads to travel as nearly everyone uses one of the countless ferries that travel along the water ways of the region. Barges from the interior carry passengers as well as cargo mostly foods from the interior towards the coast where the larger towns and the Provincial capitol and seat of House Pelargrin is found, the great city of Gulla. 

The banner of House Pelargrin is three fold, a symbol of the unity between the coast and the inland, the white anchor for the coast, two white gulls from the interior and a combination which is the head of the families signet. 

Whilst the Era'nil are known for the building of the finest and strongest ships, the ships built by House Pelargrin differ greatly, though they may not be as grand, as sturdy or tough or even elegant as those by Era'nil. House Pelargrin are known for building vessels that are very swift and very manoeuvrable when at sea. Such is needed for the coast of their lands is not like further west, calm and pleasant, the coasts of Pleura or more specifically the harbours of Pleura have rocky shallows and tough sand bars.

So swift and manoeuvrable ships are better than bigger ones in order to avoid the rocks and protecting sand bars. Though for the most part, the majority of boats and ships that come and go from their ports and harbours are mostly fishermen who harvest the bountiful waters along the Pleura coast as well as crabbers and lobster hunters both within the coves and ocean waters but also within the inland rivers and streams. 


House Lossarnach:

Guardians of the Southern border, in the lands of Alona, Lossarnarch under the banner of two crossed axes are fierce warriors and firm in their place. They are a Border House, a noble family that for generations have served as guardians and keepers of the Southern border of the Empire.

House Lossarnach entered into the Empire during the crusades though not by direct conquest, when the Empire marched south, they were fighting a war with the Userians to the south. They and the Empire joined forces to face their common foe and through a marriage the two came together, the Lossarnach joined the Empire, and the Empire gained a family with a strong martial heritage.

The region of Alona is on the cusp of the lands known as "The Dispute", to the south across the great Olorin river, one of the widest rivers in the known world, the northern shore of which possesses a number of solid strongholds that serve solely to patrol and guard the river from those on the other side. Even in times when the two nations are technically and legally at peace, the Lossarnach are constantly having to face raids and incursions from their southern neighbours.

And the same could be the same of the Lossarnach, for unofficially the line of Emperors have turned a blind eye to the House sending skirmish parties into the south to cause trouble and weaken an old enemy as well as supporting the Emperors own rangers in their tasks. For centuries the Lossarnach have strong to their feud with the Userians and whenever the Empire has gone across the great river to try again in claiming "The Dispute", it is House Lossarnach that are the first to cross over.


House Blackroot:

Ruling the South Eastern border in the region of Enderard, situated to the east of Alona, where the Empires reaches the southern reaches of the Alber peaks. The provinces northern border is the mountains themselves, its southern is the thinning Olorin river and to the eastern and southern borders are the regions of "the Dispute". 

In ages past House Blackroot were a noble house under the rule of the Numerians, who at the time used the region as little more than a slave pit, a place where enslaved peoples were forced to toil on farms or in mines. For generations House Blackroot was caught in the middle between their expansionary Numerian overlords and other Romulianas kingdoms to their north and west. In the age before the Empire, Everard was often scorched and burned as armies from one of countless kingdoms marched through their lands.

When the Empire was formed and expanded outwards from the Hearth, the Blackroot were again caught within the middle of the fighting, only this time they decided they had, had enough. A revolt erupted in the region, rather than putting it down or remaining loyal to their King, House Blackroot were actually the leaders of the revolt and sided with the Empire. Upon the Empires victory, House Blackroot were placed as the Lords of the Province and the guardians of the South Eastern Border.

This duty they have upheld for centuries, ensuring that the Blood magic users of the Numerians are kept far away, according to some rumours, the Blackroots are secretly supporting elements across the border in the Numerian held lands, providing weapons and supplies to slave revolts and rebellions.


House Lamerdon:

The northern most House in the Empire, House Lamerdon rule and govern the province of Nor'lrun, the literal translation being the "North" or the North lands. Situated on the north side of the Whispering Mountains, Lamerdon are not the most prosperous House in the Empire.

Even before the unification of the Empire under House Rexus, the Lamerdon were not ruling a good land, the only thing of worth in their region was trade with the Dwarven Halls in the nearby mountains, iron and above all timber. They are also under constant trouble from Eroh and the Vora tribes, who constantly harass and attack the province, not with the intention of conquest, though this has happened in the past. No most of the time, it is attacks along the coast by Eroh in Longships or raids by land either by Eroh from the further north or Vora savages from the mountains.

House Lamerdon are very different when compared to the majority of the other Houses in the Empire, Millennia of living in proximity to Eroh and Nordlings has led to them being regarded as half breeds or lesser Romulianas, due to generations of constant intermarriage between Romulianas and the other races of men. Such can be seen in the clothing, tools and lives of the Lamerdon and the rest of the region. There are no real cities within the region, instead there are numerous villages and a few walled towns, even the recognised sigil and banner of House Lamerdon is more akin to the Northmen heritage they possess, two horns forming a circle.

Even the head of House Lamerdon is regarded and referred to by the people of the Province as the Jarl rather than the Lord of the Province again a reference to the mixed culture within the Province, there are knights under House Lamerdon, they have instead a more Eroh and Nordling variation known as Housecarls that serve as elite warriors, commanders of garrisons and local lords. 

And House Lamerdon is not on the best of terms with the rest of the Empire, for their region is home to a number of rebellions, most of them small and easily put down. But often Lamerdon have been accused of not doing their duty in maintaining peace, some even suspect that the House is behind these rebellions, secretly inciting revolt among the populace with the aim of one day becoming an independent kingdom once again.


House Ana'las:

Without doubt, the poorest and weakest of all the Great Houses, the Ana'las are so small and weak, that some doubt the right to regard them as a Great House, for the province that they rule is practically and almost literally worthless.

Caught between four greater powers, the Ana'las are trapped by the power around them, their Province, to their south is the Imperial heartland, of the Hearth and the Emperors own House Rexius, to the north there House Ring'lar in Savah'nar. To their east House Ithilin flaunt their wealth in Ithilas, to their west is the Forestal and their friendship with the Elves. Meanwhile they stand in an everlasting swampland, the Cranalun, meaning the Crannogs.

A place where water is a fact of life, dry land is scarce and near non existent in some parts, the people here live not in great homes, for their are no towns in the Cranalun, all who live in the lands of Cranalun under the rule of Ana'las, dwell in Crannog villages, simple homes made of wood and thatch that stand on platforms held up from the water on strong poles driven into the mud beneath.

Even the Ana'las do not have a extravagant home or castle, they rule from a longhouse built on a large Crannog platform, which has all within, their individual sleeping quarters, a great feasting table and of course the throne of what was once the seat to their ancestors who ruled as the Crannog Kings.

In terms of the other Great House, the Ana'las are very poor, for the lands which they rule, lack much, with no solid ground, so there is no place to raise crops, the only meat the people have comes from the wilds around them, fish, amphibians likes frogs as well as deer. The only thing of worth in the region is the various herbs that grow in the waters and mud of the landscape, such herbs are useful in many forms, some of useful in the creation of potions and elixirs and others are useful in the making of medicines.

Besides this, there is little to nothing in the Cranalun for anyone to take interest in, nothing of worth.

In fact even the banner of their house emulates their lands, the slow sunrise over the horizon, representing the best time for the hunting of amphibians and collecting of the rarest of herbs. It is not meant to represent their greatness or their heritage but a simple lesson, when is the best time to hunt and gather the best the Cranalun has to offer.


The Realms and Kingdoms of Men:

In the world of Men, there are several distinct cultural identities, 9 known races of men are said to dwell upon the Continent and the known world. There are Romulianas which is the most widespread to date, with an entire Empire forged by these people, there are the Lanteans, a people born of the seas and oceans who came from lands far to the west,  after their homeland was taken by the sea. 

Then there is the Varania, an old race of men that once were dominant on the continent until the Romulianas began to grow, though now are a race broken living on past glories. In the South East, live a race of men known as the Has'arin, who occupy a large region though are not unified.

In the east are the Rusari, another race of men that are quite spread out, though are much more divided. In the North there are many races of men found here, close to the Empire and the western coastlines are the Eorin, a race of men with a long history of violence against each other and their neighbours. 

Beyond them in the hills are the Nordlings, a race of tough men who are at home in the cold of the North, men known for their beards and often mocked for being descended from children of both men and dwarf.

Bordering both in the mountains are the savage race of men, the Vora, a vicious and barbaric race of men who are regarded as little more than animals living in squalor. Beyond all of them however are the much feared Oz'kanar, a strange race of men living in the far North, the land of cold and dark, feared for their dark magics and worship of evil.

Finally there are the Atis, a race of men who are not true full blooded men, but are the descendants of intermarrying between Men and Elves, though they have longer mortal lives when compared to other races of men, they are not as long lived as their Elven ancestors.


The Magisterium of Numeria:

Claimants as Heirs of the true Romulianas ancestors, the Numerian people are seen by the peoples of the Empire as a ferocious and evil people, who are ruled not by Kings blessed by the Divine to rule, but power evil magical sorcerers who use vile sorcerery to suit their own purposes.

The Numerians are credited for being the first of the Romunlianas peoples to arrive onto this part of the continent, they established their stronghold on the southern slopes of the Alper Peaks, there they created a strong Kingdom, one that to this day is dominated by Magical use. The rule of the Numerians is that of Magic equal power and might, so those with magical ability are treated far greater than those without magic. 

There are two means of rule in the Magisterium, the highest authority is held by the Archon, a powerful sorcerer who rules as an absolute monarch, the Archon is not bound by bloodlines however, but instead ascends to the position through an election from the High Council, which serves to advise the Archon and handle the day to day matters of the Realm. The Council consists of 19 incredibly advanced Sorcerers and Sorceresses from the most powerful noble families in the Realm, they sit beneath the Archon in the throne room, with their number standing at 19 so that when the time to elect an new Archon comes, there is never a divide in the vote.

Fiercely authoritarian and prejudicial, the Numerians are without doubt the most ruthless of the Romulianas realms, they have no qualms in enslaving others from other races, be they men, elf, dwarf, or any other Non human races, they are even known to put captured Romulianas from either the Empire or the Userians into slavery, seeing them as weaklings suitable only for servitude. In fact you would never find a single Numerian tiling the fields, working a mine or quarry, for such labour is beneath them, it is even illegal in Numeria for a Numerian to wed anyone who isn't an Numerian, though this doesn't mean that one can lay with other.

But the offspring of such a union, never are recognised and regarded little more than mongrels. Unless the child is born with magic, in which case, the child is recognised and granted a better life, but cannot inherit from their parent.

They openly resist the Empire and its alleged divine right to rule, claiming that since they were the first of the Romulianas to settle and establish a strong domain and even be the ones to force the previously dominate Variagans into submission. It is they who should rule, forcing all to bow at their feet, bringing their people to where they should belong, standing above all others as overlords of the known world.

In truth, the Numerians are caught in their own problems, they are almost constantly feuding with the Empire and the Userians over "The Dispute", as well as constant harassment from the Has'arin tribes to the south, Variagan raiders from the mountains and having to keep a tight grip on their vast slave population. Of which they are having to constantly face Revolts, rebellions and uprisings.


The Userian Kingdom:

Situated to the south of the Empire, and west of the Numerians, the Userians were among the first Romulianas to sail the oceans when their ancestors came to this part of the continent. Like their close cousins the Numerians, the Userians openly refused to submit to the Empire, mostly due to a long standing feud with House Era'nil.

In ages past before the rising the Empire, the Userian Kingdom was strong, it dominated the lands south of what is now the Dispute, they controlled the lands along the sea and into the interior, ruling over the native Has'arin peoples who dwelt there, many tribes were enslaved and others subjugated into their realm. In time their capitol city, Useria, became a hub of trade along the southern shores, with all manner of goods leaving and wealth coming in. And it was not just on land that the Userians claimed dominion, but also upon the waves, merchants often paid their navy for protection and passage across the seas, the tribute all flowed to their kingdom.

 But the days of plenty were short lived.

Slowly their days of power soured and the world changed, as the Empire began to take hold, so to did its control on trade, merchants no longer sought to go to the Userians, they instead turned their sails to the ports and harbours of the Empire and the Userians oldest rival, House Era'nil. And alongside the loss of trade, so too did the Userians start to lose their domination over the seas, the Empires growing navy soon overturned their control over the waves.

With determination the Userians managed to cling onto their independence and since have matched the Empire and the Numerians to the East in war over control of the Dispute. Even in times of peace, they are not silent, sending raiding parties into the lands of both the Empire and the Numerians to create havoc and chaos whenever possible and not just by land, its alleged that the Userian use pirates and other sea fairing raiders as proxies to attack the Empire, granting them sanctuary within their ports in exchange for a cut of their spoils.

And then of course, their cities and their kingdom as a whole is known for its condoning of slavery, not just of people close to them, like the Ha'rasan but also those beyond their borders, they are not afraid to enslave their fellow Romulianas.

They are ruled by a King who goes by the title King of Useria and Lord of the Seas, a title that is an honour of their old heritage as masters of the seas and oceans. The King sits as an absolute monarch, though there are noble advisors who serve to provide the King with assistance in important matters, as well as Speakers who serve as the Kings hand in matters across the entire Kingdom, enforcing the laws and ensuring peace, they are often regarded as the Userian version of knights in places like the Empire.


The Kingdom of Lantis

Coming from a land far out to sea, the Lanteans are not a great and powerful kingdom, they are in fact confined, when compared to the Empire, to a relatively small part of the continent. They have the ocean to their south and west, the fiefdoms of the Empire to their north and east, the 
Lanteans are practically and literally held within their Realm.

Part of their realm is in fact a long peninsular that stretches out from the continent and pushes out to sea, the furthest point of which is often struck by heavy winds and storms from the seas and ocean, particularly in the winter months when the winds get so fierce no ship dares to attempt a passage.

Like their Imperial neighbours to the East, House Era'nil, the Lanteans are very much a seafaring people, in fact in the days of old in their ancestral homeland, they lived on an island where their greatest pride was not an army, but their navy. Even today they hold to this heritage, the Guard of their royal family are known as the "Coast Guard" a homage to their ancestors, beyond them the Lanteans remain glued to the seas, they are renowned sailors and sea faring traders, its common for convoys of their ships to be entering ports and harbours along the coast and none refuse them.

They are known for being strange though, whilst most would wield spears, the Lanteans wield tridents in battle, even when on horseback they wield long tridents like they were lances. Again this is a matter of their heritage and history, for according to the legends and tales of their people, their patron god, came to them in the form of a merman wielding a great trident. The land was being struck by a great storm that was destroying all that had been built, the god came from the seas and called on the seas to calm, the raging waters ceased, the clouds parted and the rains stopped.

When their homeland began to fall into darkness, as the mountains spewed fire, the waters of the oceans rose up and came crashing down, their god came once again, calming the waters into a path and opening the clouds to show the way. According to the written histories, the last sight the Lanteans saw of their home was as the waves swept through their greatest city. 

A prophecy that holds strong in their realm is that one day the path to their island home shall be opened once again and when it does, they shall be able to return once more. So strong is this prophecy that in their culture the Ship-Master is regarded as the most respected title, the man who is responsible for the building of ships, passing along the knowledge of how to do it and ensuring that when the time comes, the Lanteans will have the ships that will take them home.


The Altium:

The Kingdom of the Atis, or just Altium is not a great and powerful nation, it was founded centuries ago by a race of men known as the Atis who are the children of both men and elves, with most of the people there having elven heritage in their bloodlines, this grants them slightly longer lifespans when compared to normal men but lesser than pure elves. As well as having a greater ability and control when it comes to magic, on average mortal men have a 1 in 20 chance of being born with magical ability, whilst the Altium its closer to 1 out of 3.

The Altium kingdom is situated on the Northern Border of the Empire, with its Kingdom sharing borders with three of the Great Houses of the Empire, House Forestal in the west, House Ring'lar in the east and House Ana'las in the south. Their kingdom is one known for a crossroad, many roads in the region cross through their kingdom, making them the ideal place for merchants to move and travel, the Elven realms to the North, the Rusarin further east, the Draconians and Black Stone Dwarves from the south and of course the different Houses of the Empire.

The Atiums culture is very much a hybridization of Elven and human, their architecture is a sign of this, their structures possess the grace, elegance and curvature of the elves, but the structure and relative style of most men. Their capitol city "Atium" is proof of this, like the Elves there are no walls around it, but instead gardens and orchards, with wide streets to allow for all to travel and see the beauty of the cities splendour. The stones used to build every building and line the roads are kept meticulously clean, almost to the point that they are said to shine in the warm sun.

Goods of all kinds are likely to be found with the markets in Atis,, from everyday foods, from grains, to fruits and vegetables, to the strongest dwarven beers, human ales, elvish meads. From spun wool, normal clothes, to the finest silken fashions, simple tools to the finest metal works, jewellery of all styles and fashions for the enjoyment of many. In fact its often said that the finest dress and fashion makers in the known continent are likely found within the Capitol city of Atium, with requests from kings, to nobles even the Imperial Throne itself, all come to the best makers in Atium.

The Atis regard themselves as the most open of nations, they do not care what race a person may be, only that they obey the law and treat others in a similar fashion, this goes further in regards of marriage, the Atis are by far the freest society when it comes to the matter of marriage. It is not uncommon in Atis for marriages to involve two men, two women, men and elf, elf and orc and more, to the Atis love is paramount, if the love is true then it is not them to decide who belongs together.

Such freedom also extends into their religious beliefs, for Atium is a place where their a clear law permitting the freedom of worship and faith, for as long as a faith does not endanger or threaten the peace of the kingdom, they are welcome. In fact an entire district of the Capitol, Atium, is dedicated to temples and places of worship with all faiths likely to be found, from the Faith of the Divines from the Romulianas, the temple of the Stone from the Dwarves, the worship of the starlight heavens from the Elves, the Great Dragon of the Draconians. Even less savoury faiths are permitted with Atium, though few are likely to enter the dark temples where even the hardiest plants refuse to grow.


The Men in the East

The Rhusari:

A broad spectrum of men, the Rhusari are not one nation rather they are many, there is no single Rhusari kingdom, rather they are a number of small city states that vie for power over one another. Alliances rise and then fall, cities turn on their allies and make allies of their enemies, such has been the case for centuries, though this does not account for all of the Rhusari.

Some are more peaceful, others more violent, some seek peace with the Empire, seeing it as a viable trading partner, whilst others would seek to fight and reclaim the lands taken from them by the Romulianas millennia ago. In total there are 42 city states of the Rhusari people, each controlling their own regions but sharing cultural identities, religious beliefs and language.

But there are two city states that are more well known to outside nations and kingdoms.


The Realm of Dol'Riath:

One such state, is the City Dol'Riath, which sits in the ashen lands between the Vlam'duril mountains to their east and the Alber Peaks to the west. In these ashen lands, the Dol'Riath are very much a people who seek peace with the Empire and the Varangians to their south, since the only real way either side can fight each other is by travelling through the lands controlled by Dol'Riath.

So they very much attempt to be the gate keepers between the two, since their lands are kept fertile by the ash coming from the lone mountain volcano to the south, their soil is always good for farming, despite it appearing to be utterly black and decayed. 

And it is not just with the Empire and the Varangians that they trade, they are also close friends with the Draconians to their south east and the Black Stone Dwarves that live within and beneath the giant volcano called Riak meaning "Wrath" that provides them with such fertile ground. Despite their strong and tough appearance, such as the guard they have upon their borders, they are regarded by merchants and people who travel through their lands to be a kind and heartful people who are only to glad to provide aid whenever needed.

For instance one time a Scholar was travelling through their lands when he sadly lost his map and couldn't find his way, when he stopped at a farmhouse, the farmer and his family kindly offered the man a bed for the night as well as a good meal. The next morning the farmer rode with the man taking him to the closest town where he introduced him to the guard, the captain of the guard gave the man a good drink and then gave him a map and showed where they were on it and the best path to get back on his planned path. 

When the scholar offered money to both of the men, they both refused citing that, "he was in trouble, it would be wrong for us to ignore a man in need".


The Ferad:

Very different from their cousins in Dol'Riath, the Ferad are very much a combative to the Empire,, their lands sit upon the borders of the Empire itself and specifically the lands of Savah'nar, this means that there are common skirmishers and troubles along the shared border, with the blame being on both sides.

Most of the lands of the Ferad are dedicated to one of two things, the first being farming and agriculture, the second being livestock, not just cattle but also horses. 

For the Ferad are often regarded as one of the challenges to the Empire for their mounted warriors, but unlike the Empire and most other nations, the Ferad do not have mounted knights, but instead mounted archers. They are said to be able to loose arrows from horseback even when the horse is at full gallop, be it on the advanced or in retreat they are known to never cease letting arrows fly.

The Ferad are fiercely in opposition to the Empire, in fact any merchants from the Empire within their lands, have to pay a special tax for the right to trade within their lands. As well as suspected of sending their warriors into the territories of the Empire with the intent of causing trouble such as attacking patrolling knights and legionnaires.

Despite being looked on as warmongers and more akin to a robber tribe than a true nation, they are not vicious or petty to people within their borders, they are known for being a good people to merchants who are not from the Empire, its common for Elven and other traders to travel through the lands of the Ferad in order to purchase horses and supplies for their journeys and the Ferad are known for asking fair prices for their goods and are never known for trying to swindle for more money.


The Varangians:

In the times before the Empire and before the arrival of the Romulianas race of men on what is the known map, there was a race of men who were known as being dominant over the prosperous regions that is now dominated by the Empire. 

The Varangians were a collection of several kingdoms that often vied for power, for centuries they were the power of the land, they often battled with other races of men to their east, south and north, but their true challenge was when the Romulianas arrived from their original homeland. Against these newcomers, the Varangians thought they could easily overcome them, but they learned soon just how powerful the new arrivals were. These men would one day become the Romulianas and whilst the Varangians were aware of magic, they were not as advanced as the newcomers, meaning the new arrivals had the advantage.

Over the course of two to three hundred years, the Varangians were slowly driven out of the lands they had dominated for untold centuries, it was only in the lands they controlled east of the Alber Peaks which served as a guardian for them, stopping the Romulianas from coming from three directions, north, south and west. 

It was here that a new kingdom was formed as the last of the Varangian kingdoms, stretching from the Alber Peaks to the west and south and the Vlam'Duril mountains to the North, the Kingdom focuses around a massive lake known to the Varangians as Lotus, which serves as key part in their faith, with the scriptures saying it was the place where a tear from the eye of a god landed after they created the world.

The Varangian Kingdom is a absolute monarchy with the line of its kings alleged to have remained unbroken since the founding of the Kingdom, Since its founding, the Kingdom has become strong once again, it has complete cities built in their own style, which are built in the style of rings, each ring having a defensive wall. 

The vast farmlands of the region are supported by clouds of volcanic ash coming for the lone Riack volcano to the north west, though not as much as the ash lands further north controlled by Dol'Riath, the soil of Varangian Kingdom still are very fertile. But it is not the purpose of free men to work the soil, like many the Varangians are very supportive of the enslavement of people for the purpose of labour and to be servants. Many thousands of enslaved peoples are forced to work either in the open air tilling the fields and bringing in the harvest or working as servants in the houses of the rich nobility. 


The Southlanders:

The Southern lands are regarded as a slight oddity on the known continent, not because of its lack of residence for the lands on the southern most portions of the map have been inhabited for countless millennia, but rather the history of how many people. For unlike other parts where different races of men have lived and shared lands, for example the Rhusarin and the Varangians, the Romulianas and the Lanteans, the Eroh and the Nordlings etc.

The South has generally only really been inhabited by one race of men and even now with the regions being quarrelled over by the Empire, the Numerians and the Userians, the only people who have lived there for a prolonged history are the Has'arin.


The Has'arin:

An old race of men, the Has'arin are the original inhabitants of the southern regions, a place where vast grasslands, shrublands, scattered and broken forests, hills, mountains and rocky deserts, a region that before the arrival of the Romulianas was broken up into various small tribes, each with their own strongholds and territories. 

They are known to worship a divine being they call the Bringer of Light, a being who gifted the breath to all living beings and whose own breath gives the world its wind whose tears bless the land with rain and whose cries bring forth storms. The Has'arin worship this deity without referring to them as a him or her, in their eyes to call the Bringer of Light as a god or goddess or in any gender form is regarded as an insult to their faith and can lead to punishment among their people.

There are no kings among the Has'arin, they instead have something less constrictive based on genders, instead each of the tribes is ruled by a Prince or even a Princess, for to deny a woman to lead is seen as an insult to the Bringer of Light who deined that the Princess rule by being given life first. Though the tribes are known to feud among one another, they very rarely engage in open warfare, instead usually a feud results in a single small skirmish which determines the victor, whom ever wins this skirmish is usually the winner of the feud.

However such are things found in their past, for since the establishment of the Romulianas kingdoms around them, the Has'arin have become second class citizens in their own lands, the Userians and the Numerians demand tribute from the tribes that sit close to their borders, whilst those who live further away are constantly facing raids by slavers. Even in the Empire, where the Has'arin are treated a little more respectfully, they are still looked down on and often treated as lesser men.

Such treatment has brought a fierce hatred of the Romulianas among the Has'arin, with many tribes forming an alliance to face their shared enemy, these tribes openly resist the Userians in the west and the Numerians to the North East. With Has'arin riders launching raids against both as well as into regions of the Empire in the south.


The Northmen:

The lands of the North, or rather the western side of the northern reaches of the map, on the western side of the Surik Mountains, a long stretch of mountains that stretch from the northern most reaches of the map down towards the lands ruled by the Empire. The name comes from a dwarven word meaning spine, since its central placement in the world. Others refer to it however as the Vora Mountains, due to the presence of the Vora barbarian tribes that live in and around the mountains.

Whilst the eastern side of the mountains are mostly inhabited by elves, the west by those referred to as Northmen. There are no real kingdoms in the "North", there are clans, tribes, settlements and jarldoms but nothing really shouting to those further south as a kingdom. The people of the Empire except the people of Nor'lrun and House Lamerdon, regard the Northern races of men as little more than barbarians, a people utterly uncivilised, lesser than their more advanced betters to the south.


The Eorin:

Along the coast, north of the Imperial province of Nor'lrun under the Lamerdon, as well as into parts of the Interior, are the Eorin, a people divided into various clans, fiercely independent and tough, the Eorin have lived in the land of "The North" since time was recorded, here they worship their own gods and uphold their old traditions.

The Eorin are divided into numerous clans each of them ruled by a Jarl, who rules over their clan and the lands controlled by it as an absolute ruler, except in terms of law, for instance when a murderer is brought to trial, all the freemen of the clan must vote on the guilt or innocence. When a boy reaches a certain age, they must pledge their fealty to their Jarl who bestows on them arm bands which are considered of great importance to their people, it is said that when a promise is made on their band it must be upheld.

In total its thought there are close to 40 clans in the lands ruled by the Eorin men, all of them often feuding amongst one another as well as during the summers venturing out and launching raids against their neighbours. Though they condone the enslaving of mortals, the Eorin have a difference to the idea of slavery, thralldom is meant only for the individual, for instance in most parts of the world those born of slaves are usually destined to be slaves themselves. But with the Eorin, those born of a thrall are not slaves but born free and are almost accepted into the clan as family.

There placement also determines their manner, those closest to the Empires borders are often more friendly with merchants either in horse drawn carts visiting the province of Nor'lrun to trade or even clan longships travelling along the coast trading as they went, with some even venturing as far as the Imperial Capitol itself by travelling up river. These clans are often seen by the Empire as bulwarks against the more violent clans further away, since any violent clan wanting to raid the Empire often had to travel by sea in their longships.

Said longships are regarded as incredible for those who travel in them, scholars have noted that despite their simple appearance, the vessels are capable of travelling in the open ocean with a mix of both sail and oars but also thanks to their shallow draft, they are able to travel in shallower waters and even up rivers, enabling them to visit places that larger vessels cannot.


The Nordlings:

A race of men who have lived in the North for untold eons, the Nordlings as they are known in the Empire, the in their language they are the Ofsi, they known for being slightly shorter than most other races of men rarely standing over 5 foot tall, though they counter this with being very muscular with a tough attitude to the world they live in.

Nordlings live in small communities where they conduct subsistence farming and hunting, only ever getting enough food to sustain their community through the harsh winters. Though they do undertake trade, most of what they do sell is mainly what they have plenty of, timber, salt, leather and furs, these are traded for essentials that they can't get themselves where they live.

Living in the far reaches of the North has forged the Nordlings into a very strong people, they are often regarded more akin to Dwarves than to other races of Men, its common for the men to have long hair and beards, both of which are often braided and decorated They worship deities they refer to the old gods, beings of forest, mountain, sky and ocean, divine beings without mortal names. Some Scholars, the Nordlings are the last of the races of men who worship the so called old gods.

Some even believe that the Nordlings are similar to the Atis, with the latter being the descendants of both men and elves, the former are thought to be the descendants of both men and dwarves. One reason behind this opinion isn't just because of their appearance but also their language, which is similar to the Dwarvish tongue. 

One of the major arguments in favour of them being at least partly dwarven is the fact one of their closet trading partners are the Norvod Dwarves in the Kazan mountains which record in their own histories a long standing friendship with the Nordling settlements going back to the founding of their great city, which means that the Nordlings have been there for over four thousand years. Yet the truth is unknown as the Nordlings do not have any written histories, all they have are oral histories which are passed down with careful precision and none it it mentions any bonding of human and dwarven blood. 

Yet despite being renowned for their strength and their determination from living in the North, there are even places that the Nordlings fear to tread. By tradition and communal law, no Nordling dare to cross over a specific river in the North with great mountains beyond them, this river is the boundary between the "North" and lands controlled by the Mysterious Oz'Kanar.


The Vora:

Little more than savages, the Vora are the stereotype of the typical Barbarian, the Vora are extreme, vicious, destructive and without a doubt the most violent race of men known to the world. They are known to live within the various parts of the North, though they are more common within the mountains and snow covered hills, smaller groups are known to dwell within the vast forests of the lowlands.

Little is known of their culture or their way of life, most of what is known is from their actions, the Vora are prolific raiders, often descending from their secluded villages, they are known to raid farms, settlements, villages and even towns, they will kill anyone in their path, burn buildings and take whatever they can get their hands on before running back the way they came. Often such attacks are done in the final hours of the evening, the early morning or in the dead of night, when they are most terrifying, such terror is made all the more worse from their appearance.

The Vora wear basic clothing, all of it sewn from leather and animal pelts, which whilst ineffective as armour, the are known and dreaded for wearing the bones of various animals, warriors and hunters of the Vora often wear the skulls of beasts and monsters as both part of their culture as well as to terrify those they come across.

Whilst uncertain, it is believed that the Vora are worshipers of the Old gods, the gods of forest, mountain, sky and ocean, yet since none have ever managed to study their people and their culture, such is only conjecture and is believed due to how long the Vora are thought to have lived in the hills, mountains and forests of the "North".

To the Empire, the Vora are regarded as the most common annoyance for their northern provinces as they often venture across the borders of the Empire and raid the lands controlled by the Empire, they are known to raid the Provinces of Nor'lrun under House Lamerdon and the Province of Fer'ella under the governorship of House Forestal, specifically the former most of all. It matters little, because the Vora are known to be very forward in battle, literally leaping at their enemies when they charge, sometimes wielding two axes or other weapons.

Yet according to some rumours there is one place that even the Vora are known to fear, a single river with high mountains beyond, a river than even the most feared and dread Vora chief would dare not to cross.


The Oz'Kanar:

Far to the North west upon the map, lies a river, this river separates the continent from a land of mystery, cloaked in mist and cloud, beyond are mountains that are said to hold a race of men that none dare to challenge. Even the name of the Mountains are not to be ignored, in the Dwarves call it Sar'Kazun "Mountains of Cold", to the elves they are Sura alanar "Dark Shadow" to the races of men they go many names, but they all are roughly translated to the same.

"Place of fear"

Even the Vora and their barbarian hordes fear it, they dare not cross even the shallowest crossing, they dare not attempt to heed word of gold and silver, for word speaks of taboo among them, a taboo that to cross is to face death as sure as the sun rises upon horizon.. Birds veer in flight, animals have fled, beyond only the whispering of the winds break the silence.

It is said that the lands known as the Place of Fear are the home of the Oz'Kanar a mysterious race of men who are very rarely seen beyond their lands, even when they do, no words break their lips of their land, no quill falls to paper to describe their realm, only deathly silence besides why they have ventured from their land. They are rarely seen in the south and whenever they are seen in the lands of the Empire, everyone peasant or noble make way as they walk their path, it is said even once than the Emperor himself moved aside when they crossed paths in the very city that was his capitol..

Little to nothing is known of their people, they have their own language which is known only to scholars as Karnack, none beyond the Oz;Kanar speak it and very few books detail attempts to translate it. What is known is that the Oz'kanar are very much an isolationist realm and prefer very much to be left alone, they condone and actively encourage the practicing of Magic even more so than the Magisterium of Numeria, which has given rise to the belief that the Oz'Kanar are more open than the Numerians when it comes to magical use.

It is said that they permit the usage of the darkest parts of magic, such include the most reviled practices, blood magic, the taking of a life in order to use some of the darkest forms and the inflicting of the darkest curses. Its all from this, that have given much terror from the Oz'Kanar, it is said that if one faces them, to die is considered a mercy compared to the brutal tortures that captives are alleged to be face within their lands.

Some even say that due to the resemblance of their signet and that of the group known as the Shadow Dragons, the latter were formed, are headquartered, are trained and are led from the lands of the Oz'Kanar. Though this hasn't been determined to be true or false by scholars anywhere, though many have tried to find out, it is said that a powerful Magister of the Numerians led a large contingent of Numerian warriors and mercenaries to find out the truth and gain more magical power.

Later however an Oz'Kanar arrived in Numeria presenting to the Magisterium a box, within was the body of the Magister that sought them out, his face frozen as if in a state of perpetual agony and suffering, as if even in death he was suffering a pain beyond pain.


Realms and Kingdoms of the Elves:

Division among cultures and races is not bound to just humans, there are Four specific races of Elves and cultures, the first among them are the Ara'Dei the "Ancients" in the Elven tongue. Regarded as the Elves from which all are descended, there are the Gurel'jeni, the "Guardians". 

Then there are the Faie'Lurel "The Fair Ones", a race of elves known for their pale skin and white hair. Finally there is the Galad Hlossa "Spirit Holders", an old race of Elves that once were found in every forest in the known world, but now are very few.

It is well known that the Elves of the continent have long life spans, whilst most of the races of men can reach a hundred years from their birth, the Elves are able to live to nearly 400 with some even reaching 500 years before their time. Which enables them to become masters in their arts with centuries of experience to their names.

Spiritually however the Elves are unified, it is one of the few things that combine their cultures and encourages peace whilst the Elves have a number of gods., they worship four specific divine entities that serve as protectors of the world from evil. These gods are defined and all but one are represented by a specific animal,  Zathlhen is the goddess of wisdom and knowledge and is depicted by an owl often a Great Grey Owl, her image is often found in places of knowledge like schools and libraries. Sarron the guardian of the night who is depicted as a howling wolf, according to elven legends the howls of the wolf keep dark spirits away. There is Ayeldor, who is depicted as a mighty stag stounding tall, the proud guardian of the forests and hills.

Finally there is Iserill who is the only god that is shown in an Elven form, she is known as the protector of the Elven souls, guiding the souls of the dead onto the next world.


The Realm of the Glam'ril:

Home of the Ara'dei elves, the Realm of Glam'ril, is considered to be the oldest and mightiest of the Elven kingdoms in the known world, their grandeur is known far and wide, their splendour beyond comparison, for the Glam'ril are very much a refined race of Elves and are proud of it.

Situated to the North of the Empire on the eastern side of the Vora mountains, where they have lived for countless millennia, according to their histories, the Glam'ril have lived and been a power in the region since the days before the arrival of the Romulianas and millennia before the unification of the Empire. Their realms name Glam'ril, comes from the Elven words meaning Golden Light, which is easily understood when one sees their city.

The capitol of the Ara'dei elves is one of utter beauty, it is said that the city is a marvel in the world, towers of pristine white that glisten in the light of the sun, roads and paths that are pure as they are smooth, great archways stretching over entryways, bridges of the finest architecture connecting the different parts of the city stretching over canals, even over the roads and paths at street level.. The city is known for the finest wines in the known world, from vineyards that produce a type of fruit that is carefully protected by the realm, since the fruit is only capable of growing in the lands of the Glam'ril, so much so that some claim that the Elves enchanted the fruit to make it so that no one else could grow them and cut the profits they get from selling their wine.

The Ara'dei elves are renowned across the land for their skill and advancements in magical theory, within the of Glam'ril is a library that is said to overshadow all others combined, with towers filled with every manner of book and scroll, some detail the very passing of history word for word, day by day, others focus on the study of magic and the theories of some of the greatest Elven sorcerers throughout history.

The Realm of Glam'ril is ruled by a monarch who rules in absolute, with the title of Bearer of the Golden Flower and High King of Elven kind. The latter can be misleading, for whilst technically speaking the King of the Glam'ril is the most honoured of the Elven rulers due to the realms prestige and history, the position of High King doesn't mean that he rules all Elves. In fact the title means that it is his duty to be fair and just for all elves and ensure that Peace reigns across their realms and serve as a fair Judge during disputes.


The Realm of the Jade'isil:

Among the Elves if not the world, the Elves of Jade'isil are known well for their skill in magical empowering and enchantments, be it stone, metal, jewel, even soil..

Jade'isil sits close to the realm of Glam'ril, as the city was originally a city under the latter until it became a realm in its own right, with its own monarch, its own laws and even its own traditions. Though the elves here are of the Ara'dei race of elves, they are often regarded as different than their cousins to their cousins to the north east. Whilst the Glam'ril are very much focused on the written word, or the splendour of life and the joys of living rich lives, the elves in Jade'isil are more focused on the work,.

The Elves of Jade'isil are renowned for their skills when it comes to magic, not in the form of casting and using spells, but more about imbuing magic into objects, it is said they are the creators of the first enchantments, where magic is imbued into things likes weapons, armour, tools jewellery etc. Such is closely linked to their good friendship with the Norvod Dwarves in the mountains, where the trade in metals, basic and precious, such is traded and then used in their smiths and forges in the creation of items of great beauty.

During the forging and crafting, the smith imbue all different forms of magic into their creations, all manner of jewels that never stop shining, blades that never break nor rust, tools of all kinds from pickaxes to ploughs that never dull nor fail. And the skills they possess have been honed for countless generations, with each passing on their knowledge and each improving what already exists and creating the new.


The Realm of Anta'rain:

Located to the south of their Ara'dei cousins, the Gurel'Jeni elves are situated on the south eastern border of what can be called the Elven Lands, close to the territories controlled by the Rhusarin city states. Such close proximity has garnered a strong element of distrust with humans. There name is almost literal, they are very much elves that guard the eastern reaches of the lands the combined races of Elves call their home land.

The name of their realm is more natural, Anta'rain coming from elven words meaning "Open Lands", due to the simple truth that their lands are where the Great Neverard Forest meets the open plains of the Savah'nar, where an overwhelming forest touches the open grasslands. Here they guard the lands and preserve their way of life, the Elves of Anta'rain are not like their more peaceful kin who seek to learn and practice their crafts, the Gurel'Jeni elves are more aggressive.

Rather than welcoming people and letting them trade, the Anta'rain are more likely to challenge people crossing their borders, demanding to know why it is they travel, what they are bringing, systematically searching through everything. If any bandits dare to cross in search of Elven treasures or slavers seeking new captives, the Anta'rain have an answer, their warriors are known for their ferocity and determination, being so close to humans means that such guards are often called on.

As punishment, the Anta'rain are fierce, there is a road that leads into the lands from the provinces of the Empire, where there are crosses along the road at regular intervals, upon these crosses are humans that have dared to attack the realm, bandits and slavers, murderers and pillagers, all are hung and nailed to those crosses alive as warnings to those who dare to try again.

Rather than having a king, the Anta'rain have instead a Protector, who serves as the highest authority in their realm, the keeper of the laws and traditions, a King or Queen in all but name. Beneath the Protector, are a council of Inquisitors, each of whom serve a specific role, the Inquisitor of the Guard obviously commands the Anta'rain Guard, the Inquisitor of the Law ensures that laws are upheld and serves as the highest magistrate and judge. There is the Inquisitor of the soil who handles all matters in regards of agriculture and food production, the Inquisitor of Coin, who handles all matters of the economy, Inquisitor of the word who is responsible for ensuring diplomatic efforts are handled efficiently.

All of the Inquisitors served under the Protector as advisors as well as handling the day to day matters of the realm, but also serve as a safety in the event of the Protector being unable to uphold their duties. For instance in their history a Protector died without a true heir, so the Inquisitors gathered all claimants and voted on whom would succeed to the throne of the Protector, or when a Protector fell ill and was unable to fulfil their duties, the Inquisitors handled the matters of the realm until such a time their ruler could continue. 


The Realm of the Fai'Rel:

Home of the Fair Elves, known for their pale skin and paler hair, said to be as white as the snow in the winter, no one is quite sure why the Fai'Rel have such a difference in appearance when compared to other elves,  only theories, some say that they are the descendants of Elves who came from lands further north, but such is impossible to be certain.

If they are from a land of snow and ice, then they are moved very far from them, they are now on the northern border of the Empire, on the eastern side of the Vora mountains, they are closest to the province of Fer'ella and House Forestal. Such proximity means that they are firm trading partners with the Forestal and have been for centuries, this is in spite of a turbulent past, where the Forestal and the Fai'Rel often disputed over territory, specifically the placement of the border between the two realms.

The Fai'Rel are ruled by a council of elders, who have lived to ripe old ages and have gained many decades of experience, such is respected among their people with the Elders being responsible for all matters from law, diplomacy, economics and so on. Such a system of rule has been in practice by the Fai'Rel for untold generations and has never failed them, for the Fai'Rel are distrustful of absolute monarchs, they fear placing absolute power in the hands of an individual, they are of the philosophy that power corrupts and as such they seek to ensure that no one holds absolute power in their realm.


The Wood Elven Sanctums:

Firmly independent and fiercely secretive, the Wood Elves are unique in terms of the world, they are not truly a nation or kingdom in even the slightest regard, they have no kings only a chief, they have no laws beyond those that protect the forests and no desire to see the outside world.

No one is quite sure how or where the Wood Elves came to be, only that for tens of thousands of years, they have been the secret guardians and protectors of the woodlands and forests, protecting them from both mortal beings but also dark forces and monstrous creatures, if it is a threat to the forests they have sworn to protect they shall face it, often without ever showing themselves.

The Wood Elves are renowned for their stealth, it is said that one can walk past one in the forest within inches and not see them, normally people report the presence of eyes watching them from the shadows of the trees, yet barely ever are they seen in proper. Yet their work is always known, when some come across the bodies of bandits, slavers, poachers, unlawful loggers and other things they resist, bodies found upon the roads and paths or among the trees.

A survivor stated that he was part of a force of mercenaries that had been hired to attack and bring captives from Elven villages, a thousand strong they were, but as they passed into a clearing, arrow began to fly with the precision of hawks and falcons, not a single arrow missed. Men fell without ever seeing their enemy, some without unsheathing their swords, a thousand men hardened by battles elsewhere went into the clearing in formation, but only one managed to escape by mere accident of not being there but close enough to witness the slaughter.

No one is quite sure how many Wood elves there are, nor how they live, all that is known is that they are the most capable archers in the known world, with every arrow being a kill, According to the words of the other Elven rulers, the Wood Elves are very few, working from hidden strongholds nestled within the forests they are sworn to guard,  "To find such a hold is impossible, for only those who know where they are and how to get there can one ever see them and for such is a great honour" the king of the Glam'ril said "Even I ruler of the grandest of the Elves have been to such a place but once, by express desire of their chieftain, even then I was blind folded and forced to go alone without my guard".

He later described that the hold was a small castle of stone within the depths of the forest, where many wood elves lived and worked, practicing their skills with the bow, the sword and spear. It is rare for them to venture beyond their forests, usually when they do it is for a reason, such as moving between forest strongholds to pass along messages or to gather information in regards of what was going on in the world beyond the trees.


The Great Halls of the Dwarves:

Great Miners and crafters in the mountains and hills, whose skill in metals and stone goes beyond even the mightiest of the human or elven craftsmen. In total their are Five Dwarven realms in the known world, spread out but still within proximity to one another, despite living in the world beneath the mountains, the Dwarves are not isolationist, they are keen traders in their goods and the wealth of their mountains.

Such is the skill in the Dwarves in the shaping of the stone that some claim that beneath the Earth itself, there are mighty paths connecting each of the Dwarven Realms, the Dwarves themselves never denounce this, in fact they say themselves, "We have paths of our own to bring our kin together whether they be in the east, the west or the North, it matters not".

And it is not just metals and the craft of their smiths, that the Dwarves share and trade, but also their renowned ales and beers, which are always regarded for not being for the weak bellies, for it is said that a single mouthful can cause even the strongest human to spit out and cough from its strength. But the dwarves well, they will gobble down entire tankards in one go.

In religious terms the Dwarves are unified in their faith, the Dwarves worship the stone, not a divine being nor a god, but the stone around them, they believe that from the stone came the first dwarves and from the stone they shall return. In fact a practice among the Dwarves is the practice of the Paladins, whenever the Dwarves make a statue it is to preserve the likeness of a great leader or person of great importance to their people, someone worthy of being given the title of Paladin.

Said statues are supposed to have a strong connection to the soul of the one for whom it was made, some say that when one listens carefully, the Paladins whisper to those in need.


The Amber Light:

The Richest and most powerful of the Dwarven Kingdoms, the Dwarves known as the Amber Lights have lived in the mountains of the Alber Peaks for untold thousands of years, their mighty hall reaching across the mountains themselves as well as into their depths.

Their Realms stretches from the west through the mountains into the ashen lands on the eastern slopes, both sides possess impressive structures that show the power of the Dwarves, mighty statues standing guard on either sides of the gate, level after level of battlements. Within are many levels of the city, one scholar stated that he had the privilege of walking the city, it took him nearly five days to cross the city from west to east. And it was not simply of walking in a straight line, instead it required going up a level of two or down a level and vice versa more than once, such is the complexity of the Realm.

The Amber Light dwarves are known for their long standing trade with the Empire, most specifically House Ithilin that ruled the lands of Ithilas which sat one the western side and even reached into the slopes of the Alber peaks themselves. The trade between the two has existed since the days before the founding of the Empire, with an city of the Ithilas situated less than a few minutes from the gates of the Amber Lights realm. Here the two people trade their wares openly and fairly, with Dwarven craft being sold and exchanged for the goods of the humans, like goods and luxuries from far off lands.

The Dwarven race of the Amber Light are considered among the oldest of the Dwarven races in the known world, with their histories detailing that they were the first to build into the mountains and establish their kingdom. Their name came from the founding father of their people and their realm, who is said to have chosen the site of their realm by the light of a gem that shone like amber in the light of the sun and the gloom of the moon. 

The Black Stones:

Living within the shadow of a volcano, the Black Stone Dwarves are the closet Dwarven realm to the Amber Lights and are firm allies and trade partners. Their home is within vast underground caverns and tunnels that were created by the volcano tens of thousands of years ago, some would say it is madness to live in such proximity to the heart of an active Riak volcanic mountain. 

But the Black Stones are a resilient and resourceful people, they have worked the very tunnels and caverns so that the rivers of lava and magma flow like water in aqueducts within the Empire. In fact they use the lava and magma for all manner of things, not just to heat their halls, fuel their forges, but even to light their caverns and tunnels.

They are easily recognised by their use of volcanic metals and glass in decoration, which comes from a unique metal and type of stone found only within the Volcano and is constantly produced as the lava flows rise and fall.  

Their placement within and beneath the Riak means they have a nexus for trade with everyone around them, from their Amber Light kin to the west, the men of Dol'riath to the North, the Draconians in the east and the Varangian men to their south. This means that their craft is found far and wide, with their creations being found in markets far beyond,


The Snow Helm:

Situated on the southern most edge of the Vora Mountains, the Snow Helm Dwarves are known for their sheer muscle and tough nature, living at the boundary of several people makes them a key point of call for traders and merchants. 

As with all the dwarven realms, the Snow Helms are content to work within the mountains that are their home, for the Snow Helms, the mighty peak of Temiswater being their stronghold, a huge mountain that sits at the southern most edge of the Vora Mountains. Here they delve into the depths of the earth and deeper into the mountains, its wealth coming from precious vast veins of gold and silver within the rock that is their home.

They possess a strong bond of friendship with their cousins the Norvod Dwarves further north, with the two being close partners in trade, smithing, crafting and of course military.

Like the other realms of their people, the Snow Helms of the Southern Vora Mountains, are traders of their goods, from the metals they mine and refine, to the gems, jewels and crafts they produce from their workshops. One of their most recognised areas of work however comes from their stone masons and artisans that are said to make the most perfect works from rock and stone. With only hammer and chisels they can turn a slab of rock into a polished stone table, or it into an intricate mosaic coloured in all manner of pieces to create a piece of art to serve as a wall.

And not just in stone but also in glass, the artisans of which have had their works used across most of the continent, from the grand homes and palaces of the Elves to the grand mansions, villas and temples of the Empire. Many laugh at those who attempt to mimic the works of the Snow Helms, to say that ones work can overcome theirs, is a laughable matter, so much so that everyone who claims it often goes out of business.


The Norvods:

The Northern most realm of the Dwarven peoples, the Norvods have built themselves into the heart of the Vora Mountains at the half way mark of the mountain range, in close proximity to the Elven Realms to the east and the Nordlings in the west. 

Being so far north has come with a cost however, though their realm stretches from east to west through the entire length of the mountains, the Norvods are isolated from the rest of their kin. Such has come with a risk, in the east their doors are almost always open, welcoming trade with their elven neighbours in Jade'isil, but in the west, their gates are fiercely defended, with huge battlements, doors not of iron but solid stone, mighty ballistas watch over the approaching path from high towers carved out of the cliffs. 

All these defences come from the constant trouble the Norvods have with would be raiders , be they Eorin, Vora or any number of vicious monsters that prowl the wilderness. 

Despite the size of their Realm, the Norvod dwarves are not as plentiful in a variety of precious gems and metals,  but this does not mean they are poor, for whilst their mines do not produce as much of a variety they do hold immeasurable amounts of wealth. Not in gold, but in all manner of precious gems, from diamonds to emeralds to rubies, if their is a precious gem then it is likely to be found within their mines. Said gems are fashioned into all kinds of jewels or are crafted to the desire of their closest trade partners in the Jade'isil Elves.


The Stone Helms:

The Strictest of the Dwarven realms, the Stone Helms of the western reaches of the Empire, their realm sits at the crossing of three regions, to the North is the Empire province of Nor'lrun, to the east the Province of Essar, to the west the Kingdom of Lantis. Such proximity means that trade is a keen part of their lives, but not the most critical part of their culture.

The Stone Helms live by a strict caste system which not only determines where a dwarf lives and works but also their rights, their is the Noble caste which includes the King of the Realm, the Warrior caste, which is not as strict as other castes as any may join it. The Smith caste, who are placed there due to their skill with metals, alongside them are the Artisan caste which is similar in that a dwarf is placed within it due to skill with certain crafts.

There is the mining caste, which works the various aspects of the mines, the Merchant caste who are among the few to be allowed to travel beyond the realms stone gates and go into the outside world. Finally there is the Servant caste, people who perform all manner of employment, from maids, to barkeepers, cooks etc, basically the most standard of employment.

The Stone Helms are fiercely determined to maintain this organised structure of castes within their society, so much so that the highest form of punishment in their culture is Exile, rather than death. To a Stone Helm Dwarf, to be cast out into the wider world is worse than death, for it is proof of their shame, forever on show, apparently it is said that an exile found work in another Dwarven Realm, working as a servant for a noble. When Said noble was hosting a Stone Helm dignitary, the dignitary took offence from being served by an exile and walked out.

To the Stone Helms, the caste system isn't just a system of law and order, its the very structure of their culture and has ensured the preservation of their people, ensuring its continuation and the longevity of their realm.


Non Humans:


The Draconians:

According to their own histories and tales, the Draconians are descended from Dragons who had surrendered their immortality to live among the mortals, others, more "religious" individuals say that they are descendants of Demons that turned against the Darkness during the building of the world by the gods.

The Draconians inhabit and control a relatively small region east of the Empire, beyond the Alber Peaks to their west and the Vlam'Duril Mountains to the North, within close proximity to the Riak Volcano. Although Draconians can be found throughout the known world, most tend very much to stay among their own kind, mostly because of the stigma that follows them 

Their society is one of customs and traditions, many of which are strict and are carefully adhered too, for instance the custom of body painting, for other cultures painting upon the skin is usually a matter of decoration. But for the Draconians its a matter of recognition and purpose, for instance before going into battle, Draconian warriors have their bodies marked with certain paint colours and styles, which is meant to signify their role in the battle, allowing others to recognise easily where they are to be. 

Draconians are known for being rather ceremonial peoples, for instance the purpose of bathing is highly ritualised, for most bathing is the simple task of cleaning dirt and muck off their bodies, but for Draconians it is also seen as a means of cleansing the spirit, hence for those who witness such matters in public baths will see a Draconian bathing themselves in a very precise manner. In fact the Draconians are the creators of the steam baths, which they use to cleanse not only their bodies but also to purge their souls of darkness as well as to help in fighting ailments and sicknesses.

They are ruled by a tetrarchy, a set of four leaders that maintain the balance between each other and different purposes, each member of the Triumvirate serves a specific role. Each member be they male or female serve their people through the division of power, each with a clearly define title, the Sword oversees the military, the Hammer oversees the crafts, the Sickle oversees all matters of agriculture and finally the Quill handles all matters in regards of knowledge, history, magic as well as their faith.

Such a structure was forged by the Draconians during the dawn of the world, when according to their legends, the Draconians were more akin to warring tribes than a nation. It is said that their people were led to the lands that now possess their name, by a single great leader who was regarded as a prophet, however before his passing, he created the Tetrarchy to ensure the stability of their people that the barbarity and anarchy that gripped them so long ago does not return, as no single individual possessed the power to challenge the others.


The Black Iron Orcs:

Orcs are an old race of non humans, having lived on the continent for tens of thousands of years, they are easily recognised by their darker skin, their protruding lower canines and their muscular frames. In the world there are two known races of Orc, the Black Iron Orcs are those that prefer to live on land and are divided into three.

There are the Orcs that live among other races, obeying laws, working proper jobs, pay their taxes, obey the laws of the nation within which they are citizens. Then there are the Tribals, those who live in semi independent tribes across the continent, each tribe is ruled over by a Chief who rules as an absolute monarch, the words semi independent are important as often these tribes live within the borders of a nation and in exchange for being permitted to dwell there they swear allegiance to that nations ruler.

Finally there are those who are known as the Barbarian Orcs by the more civilised peoples of the world, these Orcs live within the wilds of the world and live totally independent from all others. However they are not as peaceful as the Tribals and those who live among other peoples, they are known for being raiders, often attacking travellers along the roads, raiding villages and farms, killing innocents.

This has caused a great amount of stigma around Orcs, many see them as barbarians just waiting for the chance to plunder the world and slaughter its people. When in truth out of a hundred orcs only 3 would be among these barbarian tribes, the rest are either living in one of the semi-independent tribes or are law abiding citizens. People who just want to live good lives and live in peace with their families.


The Salt Orcs:

A stark contrast to their Black Iron Cousins, the Salt Orcs are not divided in how they live, whilst the Black Irons prefer to live on the land, with the majority living according to the laws of the nation in which they inhabit. The Salt Orcs are far from law abiding and far from land dwellers.

No Salt Orcs got their name from the simple fact that they are very much a maritime people, very rarely settling upon the soil of the earth, instead preferring the salt of the seas and oceans. They live aboard small floittlas that number between two to five ships most of them small vessels, these flotillas are led by a chieftain who is chosen from among the clan members by a popular vote.

They are known to be sea faring raiders and pirates, often attacking ships at sea or raiding coastal settlements and villages, all to take what they can, be it materials and goods or even slaves.

All that they steal is shared among the members of their "Clans" or taken to one of the few ports that allow the Salt Orcs access to resupply, sell off their goods, pass off captives as well as hold individuals for ransom. At the moment of this record, the only places that are known to accept the Salt Orc Clans into their harbours and ports are certain Clans of the Eorin and the Kingdom of Useria.

The Latter is suspected of providing sanctuary in exchange for harassment of the Empire to the North, so it is common for Salt Orc ships to be seen entering and leaving the ports and harbours of Useria bringing in captives to sell to slave markets, all manner of Imperial goods to sell to "Honest Merchants" and more.


Goblins:

Small creatures even when compared to dwarves, Goblins are little creatures that stand only at the height of a Dwarves breast at the most, however most are smaller than even this.

Goblins possess greenish colouration in their skin and most of their teeth are very sharp, clearly showing that they are carnivorous in nature, which is true to the absolute, its rare for a Goblin to dine on vegetables and fruits, though not unheard of. Though they can live on such foods, they are known to not enjoy them very much, so its more common for them to dine of more meaty diets.

Similar in respect to Orcs, the Goblins are divided into different peoples, not races, a number of Goblins live among humans, elves and dwarves, often without issue though a great amount of stigma follows them wherever they go, often Goblins face a great amount of discrimination for the simple truth of being Goblins. But despite this these Goblins tend to continue living relatively normal lives, in constrast to the trouble makers, the Goblins that turn to acts of crime in order to survive, some are petty thieves who lurk in the cities and towns swiping coin purses in the streets.

But this does not mean that they are without order and belief, the Goblins believe in a deity they refer to as the Dweller, the one who dwells in the world between world and guides the dead into the next life. It is a common practice for Goblins to build shrines to the Dweller wherever it is they are living, that they may burn offerings to the Dweller that they may watch over their spirits and that of their family.


Giants:

The tallest and among the strongest physically, the race of Giants are old, very old, having wandered the known world of the continent for untold millennia. 

At first glance they may appear to be akin to humans, they have a body design similar to humans,. long arms and legs but with extreme heights as well as incredibly muscular. No one is quite sure where the Giants come from, even the Giants themselves are unsure as to where their people come from and how they came to be.

Their size is not a limit to their sentience however, though they are often regarded as slightly slower than men, elves and dwarves, they are not fools either, their words may be slow and sometimes mumbled, but this does not mean they are incapable of speech or understanding. They are capable of using advanced thinking and the use of various tools, in fact they are capable of fashioning tools to suit their size and strength, but most tools like hammers, axes etc, are fashioned from stone they have shaped for the role or have been traded for from men, dwarves or elves.

Like most non humans, giants are divided into two different ways of living, some Giants have learned to live among the small folk as they call them, most of them living in villages and small settlements where they are appreciated for their size and strength. But others are more nomadic, moving from place to place, never really setting down roots, they move through a region, pick up work in exchange for food and then move on again.

Though there are rumours that in regions to the North west of the Vora Mountains, there are small settlements within the forests and hills made up entirely of Giants. But this doesn't mean the Giants haven't left their mark in the world, across the known continent, there are giant standing stone, all of them carefully shaped and raised in a specific manner, like a long line or more commonly a circle. Other standing stones are described as giant statues carved from the largest rocks and boulders, with all manner of strange markings and symbols carefully engraved into them.

The reason for them is unclear, one scholar has theorised that the circles are places of gatherings, where Giants would come together for some reason, like a spiritual purpose or to discuss matters, whilst the standing stone in carefully laid lines could indicate directions, like a sign post for Giants on their journeys, telling them which way to go, though no is certain.

And sadly the reason behind them has also been lost to the Giants themselves, who cannot or will not explain the reason for the standing stones.


Trolls:

Large and brutish, with very little intelligence, Trolls are regarded as a Non-Human rather than a monster due to the fact they are able to use tools and understand the concept of clothes and armour.

In the world, there are many kinds of trolls, the most common are hill trolls that have thick leathery greyish skin and are known to be found in the wildest parts across the known world. Then there are Snow trolls that prefer to live in the high altitudes of the mountains where the cold is of no consequence to them, they are easily recognised for their hair covered bodies.

There are forest trolls that lurk in the deepest parts of the darkest forests and woodlands, they tend to have a more greenish colouration in their skin, as they tend to allow plants like algae and moss to grow on their bodies. In the swamps and bogs of the world, one can come across a Bog Troll also known as the Quagmire Troll, which lurk the bogs, often covering themselves in all manner of swamp plants which helps to hide among the water ways.

Trolls are known for one thing and that is barbarity, in almost every encounter with a troll or trolls, they have shown aggression and brutality, they are known to attack farms, villages and travellers, often slaughtering everyone they encounter. They are known to take over caves which they turn into their own personnel dens, often said dens are described as littered in all manner of bones, both from men and beast, all of them showing signs of being cooked on a fire and gnawed on. 

Despite their barbarity, it is known in the Magisterium of Numeria, that they enslave Trolls and use them in all manner of fields, from manual labour like heavy lifting, to a type of war beasts that they use like shock troops against the enemies of the Magisterium. Such a practice is done through the use of magical collars which are fitted around the Trolls neck and locks away their instincts making them more pliable to commands.


The Ancient Ones:

A complete mystery in the world across the known world that is depicted upon the maps used everywhere, there are strange ruins and relics of a long lost and long dead civilisation, the builders of which are known only as the Ancient Ones.

No one knows exactly who these ancient ones were, how they managed to build all manner of different constructs, buildings and monuments with such skill that scholars claim that the seam between the stones are invisible so tight and so perfect that even the air we breath cannot pass between them.

It is unclear when this ancient civilisation began, but based on discoveries by scholars, theirs was one that spanned the entire continent, within one of the great mountain ranges of the continent, there sits the ruins of a great tower that once dominated the surroundings. All of their constructs are clearly built in a manner that is solely unique to the Ancient Ones and has not been replicated since they vanished. 

They built large temples, intricate roads, causeways, elaborate catacombs and well protected tombs, almost all of which have remained untouched since they were sealed by their builders.  Those that have been explored have been done with extreme levels of caution, for it is known everywhere that the Ancient Ones protected their tombs and catacombs with all manner of traps to preserve what lay within.

Many of the buildings that remain and are recognised have experienced much change, many of their temples have been turned into places of worship for the Races of men, or in places like the Empire, become places for Schools of Magic, in Numeria they are held under protection for study and research. But artifacts of the Ancient Ones are found far and wide, in galleries for art, in the private collections of the rich and powerful, in auctions a single relic of the Ancient Ones can go for a incredible sum.

According to one rumour, a single small artifact thought to have been a necklace was sold at auction for over 1 million gold pieces.

None know why, when or how the Ancient Ones vanished, it is one of untold number of questions that surround the Ancient Ones, for literally nothing is known about them. No one knows anything about their culture they can only guess, its unknown what manner of rule or system of rule they possessed, no one even knows what the Ancient Ones were.

Its unclear whether they were Men, Elves or something else entirely.


Guilds, Factions and Organisations:


The Imperial Wardens:

Classification: Military Order

Purpose: Personal Guard of the Emperor

Respected just as much as they are feared, the Imperial Wardens are an order that have existed since the very founding of the Empire, they have very clearly defined duties which are all tied to the Emperor and the continuation of the Empire.

Founded by Rexun the first, the first Emperor to rule the Empire, originally they were created to serve  as the elite guard of the Emperor, this was during the years in which the Crusade to unify the Romulianas was in full swing and fears were present that the Emperor would face assassination. So the Wardens were established, selected for their loyalty and skill, they were given the most vigorous and brutal training regimen in the Empire and were outfitted with the best armour and weapons available.

Their skill was proven time and time again during the Crusade, when they joined an important battle and tipped the scale of the battle in the Empires favour single handedly  turning back enemy forces that far outnumbered them with few casualties. 

Even now, the Imperial Wardens, are still recognised and feared for their skill, determination and loyalty bordering on zealotry, none dare to challenge their ability with a blade in open battle, none dare to challenge their fervour and zealotry in their loyalty to the Emperor. Never once has a Warden turned against the Emperor, none have ever questioned the Emperors will, none have allowed themselves to fall into the manipulations of others, those that have tried to bribe them or offer favours, all have found themselves in chains, for inciting treason among the Wardens.

Later, following the end of the Crusade to unify the Romulianas, Emperor Vargus the 1st, the second Emperor to reign over the Empire, also known as Vargus the reformer, saw the need for a force to protect the Empire from within its own borders. So he ordered for his most trusted force, the Imperial wardens to establish a division of the most elite and loyal agents. An elite force that would work in the shadows, trained in every aspect of espionage, infiltration, intelligence gathering etc.

The Wardens of the Silver Seal are more of a secret police force within the Empire. They work solely to preserve the Empire internally, they work to root out rebels, criminals, traitors, foreign spies etc, if its a threat to the Empires stability they are to seek them out and eliminate them. Though they never work in notice, it can be said that a Warden of the Silver Seal never shows their hand, instead they give the information to another and let it be used for the benefit of the Emperor and the Empire.


The Order of Orientelis:

Classification: Magical Study

Purpose: Tutelage, practice of magic, enforcement of magical law

Within the Imperator Empire, there are strict and carefully constructed laws when it comes to the practicing and learning of magic, such has been a common practice for millennia, in the past those who practiced magic were often shunned and persecuted, some were even hunted as criminals. All without any laws declaring that the use of magic was unlawful and punishable as a crime.

This changed with the founding of the Empire, when laws were firmly placed into society that regulated the practice of magic, allowing it to be used for the benefit of the citizens of the Empire. But there was no real organisation that regulated magical use until the reign of Emperor Vargus I, the second Emperor of the Imperator Empire, also known as Vargus the Reformer. 

He recognised that the Empire needed something to not only regulate and enforce the laws in regards of magical teachings, practices and usage, but also an organisation that could provide the necessary tutelage required for people to use magic properly and safely. So he brought together various sorcerers from across the Empire and bade them to lead this new Order, what he dubbed the Order of Orientelis, its duty to provide sanctuary for those wishing to learn magic, oversee its practice across the Empire and when required aid in the arrest, capture and punishing of those who violate the law.

Within the Empire now, if one is to use Magic legally, one must have a writ of Mentorship, this is granted to those who have completed their lessons and teachings within an Order sanctuary and are recognised as mages, sorcerers/sorceresses, healers or enchanters/enchantresses, depending on what type of magic they have studied..

Across every province of the Empire, the Order of Orientelis have Schools, these are placed built specifically for the Order and serve many purposes, people can come to a School for healing, to ask for help and of course apply to learn magic. But one must be very clear, for when entering the boundary of a School, one passes a neutral boundary, for the Order of Orientelis are bound by the law to be completely and utterly neutral, they cannot involve themselves in political affairs, nor can they use magic for warfare in any form, with the only exception, being in the defence of a School. 


The Imperial Rangers:

Classification: Military Order

Purpose: Espionage, Subterfuge

As the Crusade to unify the Romulianas peoples came to an end, notably due to the size of the Empire creating all manner of issues that demanded an age of relative peace, it did not mean that the enemies of the Empire abroad did not cease their efforts. 

Along the border territories of the Empire, foreign powers and criminal elements conducted all kinds of actions to destabilise the empire or cause trouble. Notably in the south within the Dispute, the large swath of territory that is often fought over by the Empire, the Numerians and the Userians, a region that is much desired by all three and are known for embroiling in constant wars for its control.

Recognising the need for a force to oppose the Empires enemies beyond its borders, like those of its enemies, the Emperor, Proclus the 1st, the 4th Emperor of the unified Empire, ordered the creation of a new force. He called them "the Rangers", a force that would go beyond the borders of the Empire into places like the Dispute, to cause trouble for its enemies. Originally the Imperial Rangers, were more of a Partisan force, meant to conduct a guerrilla war, harassing the forces of the rivals in the south, the Eorin to the North and Varangians in the East.

Officially these Rangers are to hunt down rebels that flee across borders, eliminate criminals, bring traitors to justice, stop the smuggling of illegal goods etc. Basically they are officially recorded as a force meant to assist in the upholding of the law.

A force that would work in small parties, ambushing soldiers of the enemy, eliminating criminals, causing trouble for the enemy, yet for years, the Rangers were always within proximity to the Empires borders, so it was often that they would work from camps within the Empire and would sneak across the borders and then retreat back behind them when their task was done. 

To be a Ranger, required a great level of training and selection, one must have skill in the sword, the bow but also in stealth, speed, surprise, as well as how to move in silence and recognise the strengths of the enemy. For to the Rangers, stealth is their greatest strength, that which enables them to deal as much damage to the enemies of the Empire without showing their hand, often with the use of a longbow, from hills of hidden shrubs, woodlands and grass plains.

Yet later, under the designs of Emperor Silius, the Rangers like their internal brothers, the Wardens were expanded on, with a new branch of the Rangers was formed one that would work far beyond the boundaries of the Empire. Rather than working in the wilderness to cause trouble and harass the enemies of the Empire, the new Hidden Rangers, would be more akin to spies, operating as a network of agents, hidden operatives and safe houses within the Kingdoms and nations beyond the Empire.

As one Commander of the Rangers once said, "Its easy to strike at the outlines of your enemy, but if you can strike from within its heart, they will trust nothing and no one, they will spend more time looking at each other than at us".


The Magisterium:

Classification: Magical Governance

Purpose: Tutelage and practice of magic, governance of realm

In the realm of Numeria, the use of Magic is considered of great respect, those who ascend in their tutelage and study of it, can rise to greater heights, but those of influential families, those of noble lineage can reach the very halls of power within the realm.

The Magisterium is the power of Numeria, all matters go through their halls and are discussed among them, they are second only to the Archon the ruler of Numeria, but as if often the case, the Archon refers to the judgement and advise given to them by the Magisterium, for as is common, those who have risen to the position of Magister have come from powerful and or influential families.

But as is the case in Numeria, Magic equal might and power, a Magister does not gain such position if they are unable to use magic, but for those of common blood but have gained the power to use magic, its common for them to be taken in by the Magisterium's school of magic and can even be adopted into a noble family simply because they are gifted.

There are three ranks within the Magisterium, there are Heirs, those who have been chosen to take a seat when one becomes available, meaning when a Magister dies then one of the Heirs is chosen by random lot and the selected Heir ascends to a seat. There at the Magisters themselves, those who possess the seats and are the ones who dictate the decisions of politics, discuss and vote on laws and of course see them followed. Then above them is the Archon, but the position is not hereditary, instead when the Archon passes away, then the Magisters gather and conduct a vote, in which one of them ascends to the throne.

Every year, the Magisterium hold a lot, where all their names but one, are placed into a magical cup, this bowl then randomly selects a Magister to serve as the "Master of Mentorship", the only Magister whose name is not placed, is the one who served as the Master the previous year, meaning a each year someone new is selected and the current Master must wait for the following year for his name to be submitted for the selection once again.

Being given this position means that the selected Magister is bound by a magical contract to oversee the Magisterial school of Magic. This huge School is within the heart of Numen, the Capitol City of the Magisterium and is where all those in Numeria who are capable of using magic are sent or brought to learn Magic.

If they refuse, it is not a matter of losing their seat in the Magisterium, but their very lives, for the Magical contract that binds them to the task cannot be broken, it can only be released by the cup itself and it only does this on the day of the selection. So if selected the Magister must uphold the duty and fulfil the task set for them for the year until they are released from the contract which if not followed, will inflict pain on an unimaginable scale.

According to one story, a Magister who held the position generations ago, embezzled funds from the school to float his expensive lifestyle, he used money meant for the school to renovate his elaborate villa and host overly exotic parties. But when term ended, he stood before the Magisterium for new selection, but before the cup was placed among them, he fell to the floor screaming in agony, clutching his throat, it is said, he gasped, choked and gurgled as gold oozed like a liquid from his eyes, nose, ears and mouth. When he finally died, his crimes were brought to light, the story is today proof and evidence as well as a warning for anyone who dares to violate the sacred duty of Mentorship.


The Eye:

Classification: Secret Police

Purpose: Maintaining of law and order

Just as the Imperator Empire has a force meant to maintain order within its borders, the Magisterium have one of their own, in truth it can be said that the Empire merely copied the structure of the Magisterium. The Eye serves the Magisterium from the shadows of its own realm, they work in secret eliminating opposition, identifying criminals, traitors, foreign spies and all in between.

Known only as the Eye, they are everything within the Magisterium, they are a force that counters foreign spies, work as a secret police, an order that enforces the law and more. The exact nature of the Eye is carefully hidden, with the full measure of its numbers, structure and training known only to the Magisters of the Magisterium and the Archon of Numeria. 

The Eye is divided into two distinct forms, the "Open Eye" is the one that people see, those that patrol the streets of the Cities and largest towns, arrest criminals, protect the citizens, guard the gates and structures of importance. Then there are the more secretive enforcers, the "Closed Eye" are the agents of the Eye that are those you do not see, the ones that are at first glance ordinary people, the person walking down the street, the one behind the bar in the Inn, they can be anyone.

Such is the secrecy of The Eye that it is law that if a member of The Eye was to violate their oath and break their silence, then by default they have given up their lives. If discovered breaking the law or abusing their power than they are automatically sentenced to life imprisonment and hard labour, some have even been stripped of citizenship and put in the shackles of a slave, meaning they have become a part of the lowest class in Numerian Society and are in all regards, worthless and easily disposable.


The Hand:

Classification: Military Order

Purpose: Espionage, Harassment of enemies of the Realm

A clandestine force that serve the Magisterium of Numeria beyond its borders, The Hand are similar in regard to the Empires Rangers, a force that does whatever it can to gather information within the nations of the known world and then to use that information for the benefit of Numeria.

If one judges "The Eye" to be secretive at times, the Hand is more so, it is said that the Network of "The Hand" stretches across the known world, performing all manner of missions for Numeria, these include the collecting of information, stealing of secrets, blackmailing individuals for influence, bribery and of course when needed assassination. Nothing is off the table for The Hand in performing their duty to their nation, they care not for the cost, only the result, such determination and zealotry even comes into effect when a member of The Hand is captured, or more specifically whenever they are threatened with capture, no member of The Hand has ever been captured alive, they have always taken their own lives rather than submitting to questioning.

It is suspected by the Empire and the Userians that Numeria has The Hand to incite conflict in other parts of the world in an effort to cause trouble, to weaken. Its suspected they provide funding to mercenaries, pirates and brigands, give weapons and supplies to rebellions, give offers to Illegal slavers to make them keep working in kidnapping for slavery.

As said, nothing is off the table if it means weakening the Enemies of the Magisterium of Numeria, to The Hand, the Ends Justify the Means.


The Corsairs:

Classification: Rogues

Goal: Acquiring of fortune

Little more than bands of Mercenaries, Brigands, Bandits, Slavers, Pirates and other criminal like, such is the case of the Corsairs. The largest grouping of the criminal underworld upon the continent, the name and idea of a single organisation can be misleading.

For whilst many possess the mark of the Corsairs, the emblem that is dreaded by all, in truth the Corsairs are more of a confederacy, a loose collective of different groups that agree to work together at certain times but are just as likely to work alone. This doesn't mean that there are no rules to the Corsairs, for instance leadership is determined by success and merit, for example a Corsair Captain at sea must provide for their crew, they must achieve "Prizes" and ensure that all crewmembers get a fair share of the profits they gain from the goods they take.

On land the process is the same, a Corsair Chief must ensure that the members of their band have gold and silver in their money pouches, must have food and beer to enjoy and women to debauch. Those that fail in their duty as a leader can be removed by mutiny and replaced with a vote, a Corsair only cares for gold and silver, if one cannot get it then they will blame their chief or captain. 

The Banner of the Corsairs is found almost in every aspect of criminality, from piracy on the high seas, bandits and raiders in the wilderness, smugglers along the border and illegal slavers that raid villages and settlements for captives to sell off.  The Corsairs care not for the laws of the land, they only care for getting gold and silver that they might enjoy life to the fullest without any care.

But there is one place that the Corsairs are known to have respect for the law, their only real safe haven, it is known everywhere that the Corsairs are granted sanctuary within the borders of the Kingdom of Useria, where they can sell off their stolen goods, be they material or persons. In Useria they can buy foods, supplies, ship repairs, replace weapons and armour, or as is common enjoy the inns, taverns and brothels, they are also known to be hired as Mercenaries by the Userians during war and conflict, to bolster their armies, just another way the Corsairs can be regarded as a tool for the Userians.

Which is good, for within some realms like the Empire, Corsairs who are caught are imprisoned for life or more likely executed, whilst those caught by the Numerians, often end up slaves themselves, working the mines and quarries until their end.


The Brotherhood of Pilgrims:

Classification: Neutral Party

Goal: Acquirement and Preservation of Knowledge

Respected and Honoured across the known world, the Brotherhood of Pilgrims are among the farthest reaching organisations in the known world, they exist for a singular goal, the pursuit and preservation of Knowledge without infringement, they seek to ensure that the combined knowledge of the world is properly recorded and kept safe for the future.

The only place that the Pilgrims do not possess a presence is the lands of the Oz'Kanar, for none who have ventured there have ever returned.

They are often described as Monks of a sacred order, a group the follow their purpose like a religious service, which is partly true, for the Brotherhood was formed by a sect that followed Myelia the Goddess of Truth and Honesty, one of the core tenants of those who worship her is that "Knowledge is to seek honesty and truth". So the Brotherhood do not take only one source of knowledge, they collect it from everywhere, from every nation, from every race, from every corner.

All the knowledge that has been collected are brought to one of the many Temples of the Pilgrims across the world, here within the walls, the Pilgrims transcribe, translate and record the information. Such include a great amount, from the histories of the world, the writings of scholars, studies of the world both physical and magical even those words that are not physical true. For the Brotherhood also keep copies of various tales, legends and fictional stories for in their eyes, such books, scrolls and plays show the way of life of a people or nation and so deserve to be protected.

Said Temples are not exclusive to a the Brotherhood however, all a allowed to come inside and read from the huge stores of books, be they king or commoner, few are denied entry, only those that are deemed to be a threat to the knowledge preserved inside are barred. And do not judge the Monks of the Brotherhood to be simple scholars, for the Pilgrim Monks possess unique fighting styles that are practiced rigorously and with much determination, it is said that Monk of the Pilgrims can paralyse a man with only a press of their finger tips upon the chest.

Such defensive arts are of great help in defending their temples but also for those on the road, for often when not in the temples, a Monk of the Brotherhood of Pilgrims can be found wandering the land, observing the world and recording what they come across in their journals. The most famous of which is the Journals of Brother Andronicus, who named "Journeys across the World", each Volume detailing his pilgrimage to every corner of the land and back again.

Copies of his journals are found in every Temple of the Brotherhood, every Library of the Empire as well as in the personal collections of the rich and powerful in every nation. Though a mystery is noticeable when one looks carefully at the volume numbers,.

I, a journey among The Empire

II, a journey among Lanteans

III, a journey among Eorin  

IV, a journey among Nordlings  

VI, a journey among Dwarves

VII, journeys among Elves 

VIII,  journeys among Rhusarin 

IX, a journey among Draconians 

X, a journey among Varangians

XI, a journey among Numerians

XII, a journey with the Has'arin

XIII, a journey in Useria

There is a clear lack of V, Five, rumour has it that this is a journal he never passed over. Its known that Andronicus went and visited every known culture besides the Vora during his life of travel and learning, yet no one knows who he wrote in his fifth volume as he never handed it over for study or copying. Leading some to believe that he may have gone where none dare to venture and managed to return, only to then hide his discoveries.

Many have tried to make false claims that they possess the fifth volume, but all are known or suspected to be forgeries of his work, some claim that he went in the far east, others that he went beyond the seas to the west, some even say that he went further south than even the Has'arin. All that is known that on his death bed, when asked where the volume was or what was in it, he just said "my journey in the Land of Cold and Dark"


The Shadow Dragons:

Classification: Secret Society / Religious order

Goal: Assassination for hire

Servants and devotees to the "Shadowed One", a divine being that exists in all faiths, the one who guides and gifts peace. 

Known for a singular purpose and one that they have earned a fiercesome reputation for, the organisation known as the Shadow Dragons are men and women said to be the world best, most elite, most feared assassins ever known.

No one is quite sure where the group started or when, there are many theories, chief among them is that the organisation comes from the lands of the far north, in the mysteries lands of the Oz'Kanar, this is due to the similarities in the symbols that the two use. But such is only suspicion and conjecture, there is nothing to prove if it is true, which makes other theories rise, like the group are an occultic group from Numeria.

The Skill of the Shadow Dragons in unequal, its said that they possess all manner of magical abilities, blades that never dull, cloaks that hide them from eyes, boots that make not even the tiniest squeak. Be it by poison, by their blades, their magic, or even their own bare hands, the contract will be completed, nothing can stop them. They are said to be the greatest in terms of stealth and infiltration, being able to pass themselves off as almost anyone, a guard, a servant, a slave, a beggar, anyone and everyone could be a Shadow Dragon in disguise waiting for the opportune moment to strike.

For those that have studied the Shadow Dragons, came the singular truth, that they do not see themselves as a guild of assassins for hire, they see themselves as an apparent religious order, servants to a mysterious god and that by undertaking Assassinations they serve their mysterious God that is never named nor spoken of. Apparently according to a quote from a member of the Shadow Dragons, "Death is not a punishment, but a release, freedom from pain and suffering".

When asked to describe the "Shadowed One", the reply came that "They are the one who guides us between this life and the next and for those who wish it, shall receive his gift, a release from pain, freedom from suffering". This has led many to believe that the Shadow Dragons are a death cult, who worship death and seek to serve him through the killing of others, though this is only conjecture and unfounded opinions.

Even the payments they claim from their contracts, contracts that they see as holy sacraments, they don't see as payment in the usual sense, to the Shadow Dragons the coin given to them for an assassination is in fact a tribute to their god.

According to one tale, a powerful noblemen of Numeria learned that someone had hired the Shadow Dragons to kill him, rather than doing what some would expect, double, no triple his guards, reinforce every protection he possessed. No, this noble did 4 things, first he sent his wife and children away, second visited a personal friend and asked him to be the executor of his will, third visited the different temples to offer prays and offerings as well as give his confessions, then finally he sat alone in his villa on a balcony waiting for the Assassin to come. 

Apparently the noble was found at peace as if he had just fell asleep in his chair and passed, an act of mercy from his killer.

They may be assassins, they may be killers for hire, but they are not cruel, as previously said, the Shadow Dragons serve a god and "Death is no punishment, but a release, freedom from pain and suffering" to inflict pain as part of their contract or their duties, is an affront to their god.

Its unclear where the group originates or where it is led from, but it is known that there are temples where the members of the organisation gather, there is one in at least every nation, places where the Assassins gather, resupply their poisons and weapons, but also of course gather for the distribution of contracts. Said Temples are not grand or decorated, the one for instance in the City of Numen, the capitol of Numeria, is a large single standing building with no others around, no windows, no doors besides its singular entrance.

The inside described, as dark and mysterious as the Shadow Dragons themselves, little light beyond candles, no icons of gods or deities, nothing, beyond doorways leading to different rooms, but said rooms are never seen by outsiders.  For the main room is the only place outsiders are permitted, notably those offering assassination contracts, besides this no one really enters the Temples of the Shadow Dragons,  even guards of the different nations dare not approach the Temples due to the different fears and rumours that surround them.


The Slave Rebellion:

Classification: Rebellion

Goal: Overthrow of the Magisterium

The Magisterium of Numeria is not one of internal peace, not just do the people have to contend with the political machinations of those in positions of power, the great fear of the powerful if not all citizens of Numeria, is the ever present threat of a Slave Uprising.

For within Numeria a vast amount of the population live as enslaved peoples, working laborious tasks, from farming, to mining, to being the servants within the halls of the rich and powerful. It can even be said that if one was to walk the streets of Numen, the capitol city, its likely that everywhere one looks, they shall find collared men and women.

Throughout its history, Numeria has faced all kinds of revolts, rebellions and uprisings, however all of them have been put down brutally by the Magisterium, often with fierce reprisals and punishments inflicted on captured rebels, apparently one time the Magisterium ordered all captured rebel slaves to be left hanging by their wrists from high posts along the roads leading to the capitol of Numen.

However in recent years, a new form of rebellion has erupted across Numeria, one that the authorities are struggling to contain, this newer slave rebellion is not a singular army, but more of a small bands that hide in the wilds and possibly within the slums of the cities or even the sewers. They strike out, attacking the soldiers and guards of the Magisterium, raiding the private estates, liberating their fellow slaves before vanishing again to their hiding places.

The exact beginnings of this new rebellion, is uncertain, some say that it began when a group of gladiators managed to overwhelm the guards and escape, others say it was a revolt in the country villa of a prominent noble, that it began in a mine or quarry when the slaves refused to return to work and many other possibilities.

However due to the success the rebellion has achieved during its time, there are a great amount of suspicions that the rebels are receiving clandestine support in the form of weapons and supplies from the Empire as a means of destabilising the Magisterium, though this cannot be proven.


The Rhusari Rebels:

Classification: Rebellion

Goal: Restoration of Rhusari sovereignty

In the North Eastern Region of the Empire, the territory is known for is constant troubles with the Rhusari city states that lay beyond the Empires borders, that the Imperator are known to constantly engage in minor conflicts with every few years.

However at the same time, the Province of Savah'nar is also known for its frequent revolts and minor rebellions of its native Rhusarin populace, these revolts and rebellions are always focused around the "Suppression" of Rhusari culture and social norms but also sovereignty. A great portion of the Rhusari that live within the territories controlled by the Empire seek to restore their sovereignty once again, either by re-joining their former city state, or the rebirth of those that the Empire had overthrown.

The vast majority of these revolts and rebellions are easily quashed by the sheer military strength of the Empire and its mighty legions, however there have been occasions in the past when these rebellions have turned into full fledged uprisings, with tens of thousands being killed in the blood baths, entire cities falling to the rebels before the Empire could respond. Often the Legions conduct all manner of reprisals for the rebellions and uprisings, entire villages burned to the ground, those suspected of being rebels or their supporters were all killed sometimes on only the slightest suspicions.

For those that survived these failed rebellions, the only option was to flee into the free Rhusarin cities beyond the Imperial borders, there they are said to have continued the fight to restore the conquered territories that are having to endure the tyranny of the Empire and its brutal suppression of the Rhusari people and their culture.

It is suspected that several of the Rhusarin City states are secretly supporting these rebellions and revolts, both directly through the providing of provisions, weapons and armour, but also secretly by clandestinely inciting resistance against the Empire whenever there is the chance.

The last and most devastating of the uprisings of the Rhusari in Savah'nar occurred 10 years ago in the year 1539, when during a conflict with the Numerian to the south, the Empire was wracked by a sudden and terrible uprising in Savah'nar during which several towns fell to the rebels only when peace in the south was found did the Empire managed to put down the rebellion. Countless Rebels fled to the "Free Cities" where they were given sanctuary, apparently forming an army in exile waiting for the chance to return and reclaim their land.

According to rumour, the leaders of this exile army, have an adage "The Empires Difficulty, is our opportunity", this has a literal meaning, in that due to the sheer power of the Empire and its Legions, the only time the people in Savah'nar can make a move for independence once again, can only be achieved if the Empire is either weakened or distracted with greater issues. 


The Dispute Rebels:

Classification: Rebellion

Goal: Establishment of independent Has'arin realm

To the South of the Imperator Empire, north and north east of the Userians and West of the Numerians, is a region of the continent known commonly as just "THE DISPUTE" this is a territory that all three have constantly battled control over for hundreds of years. All three lay claim to the region and all three desire to control it, but the only issue none of them are capable of truly controlling the region directly without losing it again.

For instance during the Fourth Triumvirate war, where the Empire, Useria and Numeria fought one another for close to 4 years, parts of the Dispute changed hands constantly, At one point it would be held by a force of Imperial Legions, only to fall to the Userians, to fall back into Imperial hands who would then lose it to the Numerians and so on. This has been the case for centuries, to the point that some parts of the Dispute are controlled by none of the three, instead they are controlled by the Rebels.

The Rebels of the Dispute are Has'arin by race and according to the ancient texts, the Has'arin tribes have been the original inhabitants of the Dispute for thousands of years, now however the people there are forced to constantly face cruelty and hardship from the constant wars of the three Romulianas realms. And a majority of the tribes native to the region have decided they had enough and chose to fight back against all three.

The Dispute Has'arin rebels seek to end the constant oppression of their people by the expulsion of the three realms from their ancestral lands, the reunification with their people to the south and the formal creation of a totally independent Has'arin nation. 

Despite their vast support from the populace, the Dispute rebels lack the weapons and armour to truly take on the might of the Romulianas realms that surround them. So they stick to Guerrilla warfare, ambushing and attacking patrols, merchant caravans, slave convoys, supply convoys as well as attacking isolated garrisons. There is no part of the Dispute that they do not attack, if it is held by one of the three realms, then they will regard it as a target.

Even in the few standing cities in the Dispute, the Rebels are known to act, attacking and killing soldiers, murdering prominent Romulianas citizens, like nobles and their entourages. Alongside actively attacking the structures of the cities themselves, the Rebels are known to set buildings ablaze if they feel it serves their cause, but always carefully targeted. Slave Markets are attacked and the enslaved Has'arin peoples within are freed with many joining the fight.

It is said that each and every day, there is some incident related to the Dispute Rebels within the region.


Beasts:

Across the known world there are all manner of beasts and creatures, some are regarded as normal, things that most would refer to as average, but then there are beasts that are entirely different and some that are referred to as Magical.


The Blue Wing:

Classification: Beast

A species of bird that are found in forests and woodlands, the Blue Wing is technically a bird but is very different from every other bird known to scholars.

Whilst their bodies are covered in feathers and have a limited ability to fly, there are significant differences between the Blue Wing and any other bird, first is that their legs are more akin to wing like structure. All four of their limbs have partial wing structure, their arms are more prominent in that they are capable of flapping, their legs also have a considerable number of flight feathers, but the leg bones are still akin to walking and running. 

These "leg wings", are not intended to serve in actual flight, but observations have proven that the creatures use these extra wings, to control themselves during their gliding between trees, enabling them to move freely between the many branches of the forests with ease. Another difference is the the fingers they possess on their forearms, which have sharp claws on each, these they use to help them in clambering up trees when they are too low to launch themselves for a glide as well as to chip away at tree bark to get at insects. Finally they do not possess beaks, instead they have solid skulls with their mouths filled with sharp teeth.

These teeth are singular for their diet, for Blue Wings are strict diners on Insects, be they flying insects but also those that burrow into the trees themselves, it doesn't matter, the Blue Wing will try to get them to have a meal. 

They are found in nearly every forest and woodland in the known world, they are very common in the lands of the Elves where the forests are more protected. Though they are still found in many places, the only place they are not known to inhabit is the north west, where its thought it gets too cold in the winter for them to survive.


The Cave Lion:

Classification: Beast

Found along the northern mountain ranges, Cave Lions are similar in build and partial appearance to their cousins on the open plains and savannahs in other parts of the world. Except as their name suggests, they have a tendency to live in caves, which they use as shelters and dens to avoid the harsh weathers.

Their entire life is similar to other big cats around the world, they stick to defined and clearly marked territories, hunting the animals within their territory for food and starting families. Cave Lions are somewhat social though this is not in number,  Cave Lions tend to live in pairs, a male and a female, they live together, hunt together and travel together, they are a mated pair, once together they are likely to never leave each other.

They have thick fur to help them with cope with the harsh weather of their mountainous and forest homes, though the length and thickness of the fur changes with the seasons, in the summer it sheds to a shorter coat then in the autumn it grows out again to protect them from the cold. The seasons also alter their choice and preference for hunting grounds, in the summer they are known to venture further out of mountain valleys into the forests and open prairies, then during the winter they return to the valleys that they might shelter the worst of the winter weather in the many natural caverns in the Vora Mountains.

Though they are known in the Vora Mountains, there are small populations that live along the Vlam'duril mountains and within the Whispering mountains though not as common as they are in the Vora Mountains. In terms of danger, Cave Lions are known to see humans and other races as potential prey, specifically in the winter when times are harder for them as their usual preferred prey of caribou, deer, boar and bison are more difficult to hunt due to the snows.

If encountered, under no circumstances should one turn and run, rather examine the animals posture, if it is relaxed ears slanted, then simply walk backwards calmly until a safe distance, if the Lion is responsive, meaning it is staring you down, maintain eye contact and slowly walk backwards until safely far enough away, if the lion starts growling, again do not run, just stand firm and take slow steps back, usually the first charge is a bluff meant only to signify that you are close enough and they do not want you any closer. 

In the event of this, stand your ground, until after the charge, then slowly back away without breaking eye contact.


The Comber:

Classification: Magical Beast

A peculiar beast, the Comber has the body of varying creatures, it has the head akin to some kind of water beast, a thick tail, the paws and body more akin to a bear. It even lives in a similar manner as a bear and twice as big.

Combers are by their own nature, wanderers, they do not stay within clearly defined territories or boundaries, instead they simply drift from place to place depending entirely on where and when they can find food. And they are not bound to either a vegetarian or carnivorous diet, they move between the two, if there are berries, roots or tubers they will eat them, if they find the carcass of an animal they will feast on the meat.

Despite their constant wandering, they are known to be specific to the seasons, in the spring and summer they are known to wander, forests, glades and prairies eating various plants and fruits, in the autumn those who wander close to coastlines or rivers gather to feast on the annual spawning runs of fish that come up from the seas to breed. They are known to dig up shellfish, crabs, roots, tubers, pluck berries and fruits, hunt small animals, and at times raid the farmlands for easy meals be they crops or livestock.


The Croc'gar:

Classification: Beast

A large semi aquatic reptilian beast of the southern rivers, the Croc'gar is known for its sheer size, with adults being over 16 to 20 feet long from the forward most point of their snout to the tip of their tail. 

They are easily recognisable by their large dorsal sails that stretch from the joint of their neck along their backs to the joint of the tail, the reason for its existence as well as its purpose remains an unknown to scholars everywhere, with varying theories to explain it, one is that the sail serves to aid in regulating body temperature. Where the sail allows to absorption of the suns heat into the animals blood, through numerous blood vessels that crisscross along the entire sail. Another theory is that it serves to impress the opposite gender and intimidate rivals, through colourful displays on the sail, but such are only theories.

Croc'gar are found in the large rivers and lakes of the south as well as along the warm coastlines, they are never seen north of the Imperial provinces of Alona and Enderard, it is thought that the reason for this is because the waters further north are too cold for them. They described as Semi-Aquatic as they live in both worlds, they are known to come onto land to rest and warm up, but they spend much of their time in the water, hunting. 

They are entirely carnivorous creatures, their mighty jaws are proof of this, Croc'gar have powerful senses of smell, hearing and the ability to detect vibrations in the water. They possess something that scholars refer to as partitioning, where certain age ranges possess a specific hunting practice, hatchlings for instance mostly catch small creatures, from insects to frogs, small fish etc, adolescents hunt small animals when they come to drink as well as medium sized fish, finally Adults hunt only the larger prey on the shorelines either when they come for a drink or are attempting to swim across.

Whilst some predators are very unlikely to attack people as a means of hunting, Croc'gar are different, for they actively see people as viable prey, specifically the Adolescents who stick to average sized prey animals and people, be they, human, orc, dwarf, elf etc, fit into this category. Sadly there is no proven method of definitively stopping Croc'gar attacks, normally such attacks are fatal due to the sheer power these creatures possess, never in recorded history has a person survived an attack by a full grown Croc'gar, survivors always detail that it was not an adult but an adolescent.


The Cruxs:

Classification: Magical Monster

Found along rocky coastlines and broken coastal shores, Crux are peculiar creatures, they posses some body plans similar to human like races, but have clear differences.

Obviously they possess strong exoskeletons similar to those possessed by crabs and lobsters, as well as two distinct claws, it is known that males possess one large claw a part of which is so large it makes it useless for reason beyond its intended purpose. The males use the larger claw to impress females and to engage in battles with rival males during the breeding season,  their prime claws are so strong that with a solid swing it can break through their tough exoskeletons and even punch into solid plate armour. 

Crux have powerful mandible like jaws which are known to crack the hardy shells of clams, mollusks, crabs, lobsters and of course bone, they are entirely carnivorous and are not afraid to turn from scavenges to total predators when they see an opportunity.

They live exclusively along the coast lines, particularly those with rocky crevasses or caves nearby where they shelter and hide during certain parts of the day. They only come out of these hiding places during the low tides when they come out to scavenge for food that has washed up along the shores, it is during these excursions that they are most dangerous.

For during these excursions to scavenge for food, anything they come across from dead fish, dead whales or even people walking along the shore are seen as targets to sate their hunger. Crux are detailed as monsters due to the sheer fact that it is impossible for people to live in proximity to a Crux den, villages and towns that have done in the past have always faced constant attacks by Crux, stealing their livestock, killing the people living there and it only stops when the Crux responsible are all killed or driven away.


The Dawn Howler:

Classification: Magical Beast

A large predator of the east, notably along the Alper Peaks and the Vlam'duril mountains, the Dawn Howler is a canine predator similar to dogs and wolves but on a much larger size, the average Dawn Howler can reach the size similar to that of an small horse, roughly 50 inches at the shoulder and around 4 metres from nose to tail.

Despite their size, they are not built for strength, they are built for movement, they possess a flexible spine and their shoulder and hips joints allow for a greater range of mobility and flexibility. This comes from their chosen territory for hunting, Dawn Howlers tend to live in hilly and mountainous regions, where they find their favourite prey in mountain goats, ibex and deer, living in places where a fall can result in severe injury, they have solidly built bodies, at first glance one will notice their heavily built forelimbs, these are not meant for power but for cushioning.

When moving down the slopes at speed in chase of prey, the muscles of their forelimbs lessen the impact of landing and ensure that they do not suffer injuries from the falls. Their long bushy tails are also very helpful in living on mountain and hill slopes, the length of the tail is not just for show but also for balance, when moving up or down the slopes either as they wander or during a hunt, the tail helps them to keep their balance and position on the slippery mud or unstable rocks.

They are detailed as a Magical beast due to their unique howl, each morning a Dawn Howler will produce a long howl which produces a colourful string of light from their mouths and up into the sky, described as like the Aurora borealis in the far northern sky at night. They perform these howls to make clear their territorial boundary, with their howl and the colour of the light it produces telling neighbouring Howlers their strength and for females announces they are ready to mate.

Dawn Howlers are not aggressive to people, preferring to stay away from them whenever possible, though they are known to live in proximity to mountain villages and herders, it almost unheard of for them to attack people. All incidents of such have been due to someone catching one unawares and startling them or a female defending her young, every incident has been defensive and never has there ever been a confirmed attack on a person by a Dawn Howler for hunting or maneating.


The Dragonhide:

Classification: Magical Beast

A magical creature unique in appearance and strength, Dragonhides are large herbivorous creatures that have the appearance of rhinos at first glance, yet of course they are not.

The most striking feature of Dragonhides is that of their solidly built bodies, their bodies possess all manner of natural defences, their skins are incredibly thick and tough, Adults take this thick skin further, with solid plates of natural armour on their backs that resemble a saddle, plates along their shoulders and even some covering parts of their face, all ending with a strong horn on their snout.

Despite their heavy build they are capable of moving quickly when they desire, their top speed can match those of the average deer, but only over short distances, such speeds usually come about when they are charging at a potential threat. Dragonhides are known for being territorial particularly when they are alone, though females are known to live in small herds, adult males are usually loners and travel alone, those that are alone and away from a herd they are more cautious and more likely to respond with aggression.

They are found in different regions of the south and east, with some populations living within the Rhusarin lands to the north east of the Empire, but the majority are found in the lands to the east, particularly in Draconia, where the native Draconians are known to tame, breed and ride them as one would ride a horse. 

They are a mix of herbivore, for they are known to browse the branches of shrubs and trees but also have been seen grazing in the open grasslands of their range, it is believed by scholars that different populations have adapted to certain environments by what they are more easily able to feed upon, in the south and south east, there are more shrublands and grasslands, so there they feed on both, but further north in the Rhusarin lands there are more grazers.

Dragonhides are generally timid in the wild, preferring to stay away from people if it can be helped, though in certain places they are known to be more placid, for instance there are stories from the Has'arin that Dragonhides are common sights alongside their cattle herds while grazing. They are detailed as Magical beasts due to their horns which constantly grow throughout their lives, the horn has various magical properties and is used in a variety of different elixirs, potions and spells.

For this reason in many countries it is illegal to kill a Dragonhide due to the importance of the Horn and the knowledge that the Horn grows back as long as the animal is healthy. Though this has not stopped some hunters and poachers, in fact in Draconia the punishment for the unlawful killing of a Dragonhide is a brutal form of execution.


The Dragon:

Classification: Magical Wonder

A creature of rarity in the world today, Dragons cannot be properly categorised due to their sheer power and magical strength, scholars of both magic and in nature refer to them as Creatures of Magic and Wonder, entities so powerful that no mortal can best their magical essence or face them with a blade.

Dragons are huge by nature, they possess large serpentine like bodies, with wings so large that some stories say that when flying overhead, the shadow of their wings can cover entire cities. Whilst most have the image of Dragons possessing two wings and four legs, this isn't entirely true, whilst it may have been thousands of years ago, all current records and descriptions of Dragons are that they possess two large wings and a singular pair of hind legs, when walking on the ground they use the "Knuckle" of their wings to support themselves, with the wings slightly curled up.

The most obvious recognition of Dragons is of course their powerful magical breath, though they are famed for being able to breath vast storms of fire that can destroy all in its path, there are tales from ancient times of Dragons possessing other magical breaths, such as Ice, wind and even Lightning, though these are only stories that have never been proven. And it is likely that these shall ever be proven, for sadly, Dragons are an endangered species, it is unclear why exactly, theories range from trophy and glory hunting, limited access to hunting grounds, disease or any other reason.

All that is known is that in the past 7 centuries, the number of confirmed Dragon sightings have grown fewer and fewer, there is the theory that Dragons are still out there in numbers but have instead moved elsewhere away far from people. Which in some circles is rather sad, as many cultures associate Dragons with gods and divinity, for instance the Draconians believe that the Dragons are living descendants of the gods themselves and revere them as such.

To the Elves, Dragons are respected as the ultimate Magical users, ancient elven legends say that the Dragons have unlocked magics that no mortals can hope to grasp or understand. To humans Dragons were once the image used to represent various ancient gods, even today in the Empire, Ednir the God of Fire is shown in the form of a great fire breathing Dragon, the Temple to Ednir in the Imperial Capitol is decorated with the bones of various dragons with the main shrine sitting in the middle of three giant Dragon skulls.


The Gentle Ones:

Classification: Magical Creature

Found within the lands of the Elves, in the warm forests of their homelands, the Gentle Ones or Felaearn meaning fair ones, are species of giant ape that live mostly solitary lives in the warm hills and forests of the Elven lands.

They range in size depending on the sex, males generally stand roughly three to four metres when standing up on their back limbs, females are slightly smaller rarely going beyond three metres. Their bodies are still in the basis of monkey and primates in other parts of the known world, they have long arms and shorter legs, perfect for creatures that switch between living on the ground as well as partly in the trees. However their sheer size and bulk makes truly living in the trees difficult, so Gentle Ones tend very much to stay on the ground and only really climb when it comes to getting food.

They are technically omnivores, but most of their diet consists of various fruits and plants, though they are known to indulge on insects from grubs, to beetles and countless ants, which they are known to use sticks as crude tools to harvest them from their nests. They possess powerful muscular bodies with males said to possess the strength of ten men, their skulls have a distinctive ridge along the cranium where powerful muscles join, these muscles support their jaws enabling them to easily tear into bark with their teeth as well as thick plant material like roots, bamboo and nuts.

They are known as Gentle Ones by most races, due to their passive nature, it is very rare for them to get violent or aggressive with people, the only instances of such events have been due to a mother being protective of their child. Generally solitary, Gentle Ones tend very much to travel alone through their forests and hills, moving from place to place with the seasons, they are thought to have an strong memory, for they know exactly where fruiting trees are and when their fruits are ripe for picking. 

Though solitary they are not anti social, there have been recorded incidents of occasions when a number of trees produced ripe fruits all around the same time, these has been noted to lead to Gentle Ones coming together to share the forests bounty during such occasions its visible that these creatures are very social when they can be but due to the need to travel between different places to find food means that they must live alone.


The Golem:

Classification: Magical Construct

An artificial creation, Golems are the products of powerful magics combined, they consist of earth magic, intricately placed and carved runes and magical circles and a powerful crystal to serve as their core. 

They are created in two forms, those that are created naturally, where a Crystal core is formed naturally and a Golem is slowly built around it over time, either from stone or from mud. Then there are Constructed Golems, those that have been made at the hands of magic users around the world, either as experiments or with nefarious intentions.

Golems are incredibly strong constructs, the magic that holds them together makes them very hardy to weapons, swords will merely glance off their stony bodies, magical spells will simply be absorbed and or deflected. Their size and power also makes them deadly adversaries, a single strike from the fist of a Golem can easily kill a person even if they wearing armour, bones have been known to shatter on impact.

The only way to defeat a Golem properly is to identify where it Crystal core is and destroy it, for without its core, the Golem possesses no magical force to move, normally within seconds the Golem will begin falling apart as the Earth magic that created its construct fades until all that is left is a pile of rocks and rubble.

Within the boundaries of the Empire, the creation of Golems is strictly illegal and is punishable with extreme measures under the law, though they are permitted to be held within specially made magical restraints for the purpose of research and study by the Order of Orientelis and even then those who conduct this research are watched carefully to ensure that they are not conducting anything that may cause a danger.


The Great Ibex:

Classification: Magical Beast

Found among the mountain peaks and steep rocky slopes of the world, the Great Ibex are the largest species to walk the known world, the average height at the should matches a large pony, they are found in most mountain ranges of the world where they climb with ease along the slopes, moving between grazing areas of fresh mountain pastures.

They are incredibly agile and sure-footed upon the slopes, whilst some beasts may struggle to move up the steep slopes of the mountains be they rocky, Icey or even almost sheer cliffs. The Great Ibex is capable of moving along them all with ease.

Great Ibex are similar in body design to their smaller and more common cousins, though they are easily recognised by their huge set of horns upon their heads, which are more prevalent with the males who carry impressive sets, that they use to impress females and fight off other males during the breeding season. There are two sub species of Great Ibex, the Night Ibex and the Snow, the Night Great Ibex are more common and have more curved horns like those of other Ibex. 

The Snow Great Ibex are rarer, have a coat of fur that resembles the snows, but their horns identify them easily, their horns are more screw shaped, For the Dwarves in the mountains, Great Ibex are treated with much dignity and respect, for they use the Great Ibex as the races of men and elves use Horses, they use them as pack animals, to pull wagons and carts, but also as mounts in battle, the heavy horns of the Ibex proving their worth in a charge. 

They are categorised as Magical creatures, due to the fact that as with many magical creatures in the world, a specific part of their anatomy is used in the creation of magical artifacts as well as magical staffs. In the case of the Great Ibex, the core of their horns are used as part of a number of magic staffs and other artifacts used as part of magic rituals and potions. Though the Dwarves are very careful in the provision of these horns, as the Ibex do not replace horns when they are lost, so instead the Dwarves trade the horns of either wild Ibex or those that have died naturally or lost their horns in battle.


The Great Mona:

Classification: Magical Beast

A giant reptile of the south, the Great Mona is by far the largest known reptile in existence across the known world, from nose to the tip of its tail, adults can reach nearly 5 to 7 metres in length though such giants are rare, with most reaching normally, 3 to 5 metres long.

Relatively sluggish in certain times of the day, the Great Mona is often seen basking in the sun, during the early morning hours, seeking shade and water during the heat of the day and then being rather active during the cooler afternoons. But in the cooler hours of the night, they are known to be utterly placid, barely moving even when stimulated.

They have powerful jaws which are known to crush bone, but the true danger of their bite comes from their saliva which is loaded with all manner of toxins, as well as the venom they produce which mixes with the toxic saliva, making each bite almost always fatal. Often such is their hunting strategy when it comes to large prey, they lie in wait, give a single bite and then trail their victim until they die from a mix of toxin and venom.

Entirely carnivorous, Great Monas will sink their powerful and toxic jaws into anything they can get, be it large prey like buffalo, to rats and even their own kind. They are known cannibals, with adults being witnessed many times killing and eating the young, though this cannibalism is countered by the number of eggs a female produces each nesting season. 

They possess powerful senses with their main form of detection being their powerful sense of smell, which is a combination of their long forked tongue and their nostrils, together they allow a Great Mona to find food, though they are predators, they are are notably opportunists, if they smell blood they will follow the trail until they find the source, if they smell a decaying carcass they will follow the scent to find an easy meal.

In the lands of the Has'arin the local tribes have to take careful actions to avoid falling prey to these creatures, strong fences made up of solid rocks, boulders, hardy woods and thorn covered branches provide protection to their settlements and villages. The Has'arin even have a tradition where the dead must be buried in deep graves with heavy rocks and if possible heavy boulders being placed over the graves in order to prevent the Mona from digging up the remains of their loved ones.

They are categorised as magical beasts due to their toxic saliva which is used in a variety of potions and elixirs, oddly enough for healing as the toxins seem to slow the flow of blood. The study of these strange toxins and their powerful venom is careful regulated in the Empire due to the dangers that are present, due to the inescapable truth that when the toxins and venoms are mixed it produces something that if ingested into the blood is untreatable, there are no cures for the toxic bite of a Great Mona.


The Great Constrictor:

Classification:: Beast

A giant snake of the swamps and forests, the Great Constrictor is by far the largest serpent creature on the land of the known map, the length of the creature is truly immense, it is so wide that a grown man would find it difficult to hold it with both arms. At full growth it can reach nearly 12 to 15 metres in length, with a head so large that it can easily swallow a man whole without having to unhinge its jaws.

They are somewhat deceptively slow when not actively seeking or sneaking upon their prey, but when the chance comes, they can move swiftly in a sudden strike, so fast that very few can challenge their speed, few can escape one their jaws slam shut onto flesh. Despite their large skulls their true killing strength is in their muscular bodies, which they wrap around their prey once they have gotten a solid grip in their jaws.

In these coils they then squeeze tight, constricting the bodies within their coils until bones cracked, breathing shallowed and finally death, although they are large enough to kill and easily eat humans, Great Constrictors tend very much to target large animals, deer, giant boar, large types of fish, aurochs, anything that is large, it is very rare for people to be seen as prey by these creatures, though they are known to come into villages and take livestock but they are easily driven away.

The people of the Cranalun province of the Empire, the locals know of these creature very well, in fact they do not see it as a dangerous animal, but just a pest, stealing their limited livestock or the fish they had caught. So common are such events, that children easily force the beast away just by waving the spindliest sticks and even the stems of reeds.


The Hamphib:

Classification: Magical Beast

A large salamander like creature found in waterways, rivers and lakes in different regions of the known world, Hamphibs are easily recognised by their bodies. They have large flat tails that they use to push them through the water, a large hammer shaped skull and small eyes, adults reach nearly 3 metres long when fully grown.

The Hamphib does not have the keenest eyes, their tiny eyes are so small when compared to the size of their heads that some question why they have them. Its unclear how it is they move around without seeing with their eyes, one theory is that they have a special sense that is unique to them that enables them to move through the water with ease, even in the murkiest and mud ridden waters they can find their way around without any difficulty.

They primarily feed on insects and fish in the waters they call home, snapping them up quickly into their large mouths that are very wide limiting any chance of missing a solid bite. 

Though Hamphibs have legs, they are very small, in fact these small limbs are practically useless to them, though they can haul themselves onto dry land when they want to rest, the always choose places where rather than having to rely on their small limbs, they can simply slide their bodies along the flat sand, soil or rocks where their tiny limbs can just give them a push back into the water and allow them to slide back with little effort.

Hamphibs are known for being seasonal creatures, in the summer they are common sightings along the banks of rivers, streams and lakes, but then during the autumn they are seen travelling towards the more secluded sections of rivers and streams places where the waters are much more calm with very little flow, many such places are in forests and woodlands where they venture into the deepest parts to find suitable places to hibernate through the winter months. Then come spring they wake up again and restart their year by travelling back to the open waters and rivers for the summer.


The Hyrak:

Classification: Magical Beast

A dangerous magical beast of the east, Hyraks are described as vicious beasts that take on the mixed form of men and some kind of carnivore. They are capable of walking both on all four limbs but also on their hind legs, possessing grasping hands with sharp claws and very strong bodies, it is said that they are capable of wrestling horses to the ground with little difficulty.

Extremely dangerous, Hyraks regard anything and everything as potential prey, including people, which they see easy targets to kill and feast upon. They are described as living in small packs of five to six individuals though it is unclear on how to differentiate the sexes due to similarities between the two.

It is detailed from the studies from the remains of these monsters that their jaws are exceedingly powerful, capable of crushing bone with ease, it has been witnessed cracking the large thick bones of large creatures like the Elephant with little difficulty.

According to old legends of the Varangians, those who commit vicious crimes become Hyrak as punishment for their crimes, with other legends saying that Hyrak are the descendants of vicious cannibalistic tribes that died out untold millennia ago. Though such tales can very easily be put aside, due to how many Varangian villages and towns have learned to live with these vicious beasts.

Scholars have detailed a certain city in the Varangian kingdom where the defensive walls around the city possess small holes, just big enough for Hyrak to get inside. Each night packs enter the city and make their way to the market, where butchers leave out the bones, organs and unsellable meats out for them, in effect the city uses the Hyrak to get rid of waste, whilst also making sure that the Hyrak do not attack livestock or people.

And since the beasts receive meals each night with no effort, the region around that particular city has suffered no violence from the Hyraks around them since the practice began generations ago.


The Kola:

Classification: Magical Beast

A strange creature, Kola are an oddity in that they are unique, since there is almost nothing else like them any where else in the known world. 

They are common sights among the Elven forests, where they live almost entirely within the branches of the trees, using their strange hand and feet structures where the digits are divided into two sides, for instance their hands have five digits, three fingers and strangely two thumbs each finger and thumb is tipped with a sharp claw meant to give extra grip. Their feet also have this strange form, so at first glance the Kola would appear to have four hands rather than two hands and two feet.

These gripping features enable them to hold on tight to all kinds of trees as well as to move along the branches with ease, in fact its very rare for a Kola to come to the ground as they are normally able to move between individual trees by moving between the branches, only if the distance between trees is too much do they come to the ground and walk along the earth. 

Kola are entirely vegetarian, eating only leaves, however they are not known for being very active, in fact one scholar detailed in their studies of these creatures that out of so many hours in a day, the Knuckduck will spend most of it sleeping. It is theorised that their slow lifestyle stems from their limited diet meaning that they need to conserve energy whenever possible, so after a hearty meal they will go to sleep to get as much from their food as possible.

Within the lands and realms of the Elves, Kola are well loved pets, due to their appearance and description as "Adorable" and "Cuddly" creatures as despite their apparent laziness, they are known to be very affectionate and enjoy the company of their owners.


The Lion Turtle:

Classification: Magical Wonder

Mysterious and often unseen despite their size, Lion turtles are giant creatures that are regarded as magical wonders, they are known to possess both mortal levels of intelligence and are capable of understanding and speaking complex languages. 

They are infamous for their huge bodies which are a strange combination of both turtle or tortoise but also the Lion, they possess huge turtle or tortoise like shells that cover their bodies., large feet with sharp claws, these huge paw like feet they use to not only walk but also to swim.. They have short tails, but large heads like those of a lion, males have large manes that are a mix of both reptilian like scale but also fur.

Some are said to be so large, that without their heads above the soil or the water, they can appear to be islands that move seemingly aimlessly. Such is because Lion Turtles do not stop anything growing upon their shells, plants, grasses, shrubbery, even entire trees, it is said that one Lion Turtle was so old and immense in size that it had an entire forest upon its back.

Lion turtles are nomadic, they are constantly moving from place to place, never staying in a single spot for more than a few hours. They don't seem to need to eat, or at least they have never been seen eating anything, though it is difficult to observe and study them due to their nomadic lifestyle. But what makes them truly remarkable is their intense magical capabilities, according to some ancient tales, Lion turtles gifted mortal beings the knowledge of magic and how to use it, others say that they gifted worthy mortals the power to use magic and refused to gift it to those they deemed unworthy.

It is unclear just how many Lion Turtles there are in the world as they are constantly moving and are very rarely seen, some ancient Elven stories say that at some point in the long forgotten past, Lion Turtles withdrew from the cares and worries of the world. 

It is unclear why.


The Night Hound:

Classification: Magical Creation

A strange and dark creation of magic itself, Night Hounds also known as Grave Hounds, are common sights in certain places in the world, notably places where the dead have been laid to rest. 

They are often seen in the dark hours of the night, within Graveyards but also around Ancient Barrows and even within the halls of great Tombs. It is unclear how these creatures are created, but what is known is there purpose, Night Hounds serve as a magical guardian of the tombs, barrows and graveyards they inhabit, protecting the graves of the dead. 

Depending on the culture, defers to what they are protecting the graves from, most human cultures believe that Night Hounds protect the graves of the dead from grave robbers, the Elves believe that they protect the dead from evil spirits. Then there are the tales that Night Hounds guard against demons, others that they serve as guides for the deceased, leading their souls onto the next world. Regardless of what however, they are not to be trifled with, 

There are records indicating times when individuals have attempted to take on Night Hounds only to be found the next morning curled up into a ball, crying profoundly, their skin pale as snow, shaking as if in uncontrollable terror. It is believed by scholars of magical creatures, that Night Hounds are capable of inflicting extreme mental terrors and pain upon those they deem to be a threat to the graveyard, barrow or tomb.

Some rumours state that merely looking into the red eyes of a Night Hound, makes one become filled with their inner most fears, with so much intent, that it can be said that reality is altered from the terror being inflicted.


The Sabre Cat:

Classification: Beast

The top mammalian predator of the south and Eastern grasslands, Sabre Cats are defined and easily recognised by their size, muscular frames and far more simply by their large canines.

Sabre Cats are built for large predation, they possess large bodies that are very muscular, their form limbs are incredibly strong, with large paws, that are perfect for tackling and pinning down large prey animals. Sabre Cats have little interest with prey animals like deer, gazelle and deer, they are more built for larger animals, creatures like buffalo. This is due to their size also being a constraint, for Sabre Cats are not distance runners, whilst they can be fast, this is only in short range runs, they prefer to get in close with their prey, launch a surprise ambush and quickly tackle their chosen target and get it down on the ground.

Only when the prey is immobile do they use their large sabres to bite down onto the throat, to strike into blood vessels and crush the passage of air. 

They are rather social creatures, living in clans that can number as many as 20 individuals, mostly females and infants, females remain in their clans for most of their lives, though it is known for young females to leave their clan to join others. But Males are very different, when they are of age, a young male is kicked out of their birth clan and forced to become a wanderer, looking for a clan to take over themselves and start the process of having families of their own.

Though they are large predators, they are very rarely a threat to humans, it is common for them to look upon livestock like cattle as easy prey, such is easily rectified by those who live in proximity to them by simple measures, like having packs of dogs with them, using "Bomas" a fence of thorning branches built high and thick to deter predators. 

Every instance of Sabre Cats attacking and killing people have come as a result of certain circumstances, the common one being a female defending her cubs, or it could be an old, sick or injured animal that cannot hunt normal prey.


The Elvish Deer:

Classification: Magical Beast

The Embodiment of the Elven god Ayeldor, the Elvish Deer is a giant species of deer found almost exclusively within the lands of the Elves, they are known for their size and prestige. Such is clear when they move around, it is recorded that they walk with pride, the males holding their heads high.

Male Elvish Deer stand nearly two to three metres at the shoulder and possess an impressive set of antlers, so large that if a grown man was to lay alongside a single antler, the antler would still overshadow them. These antlers are greatly desired for their magical properties, each year the males lose their antlers in the winter then regrow them the following spring, the size and shape of the antlers is proof of their strength and vigour as well as their health.

They are known to dwell along the edges of forests, in open prairies where there is less restrictions on their movement due to their size, plus it also allows the males to show off their strength and stamina without any risk of getting hurt by confined spaces between trees. They are rather odd creatures, in that they seem capable of differentiating people, specifically they are able to tell when someone is intending harm to the forest, those that are seen as a threat are treated with aggression, with the males known for charging said threats and striking with their antlers, whilst the females are known to deliver powerful kick of their hooves, which are said to be so severe that people have died from their injuries.

Yet when the recognise someone as posing or not intending to harm the forests, they are very placid creatures, 

Within the Elven realms, the hunting or killing of an Elvish deer is an extreme and sacrilegious act, for they are seen as the emissaries of the God Ayeldor and are looked on protectors of the forests. According to their traditions and faith, an attack on an Elvish Deer is an attack on Ayeldor himself, those caught doing so are sentenced to some of the most extreme and brutal punishments in Elven culture.

According to the histories, one time a group of human hunters had been poaching in the Elven lands, they killed a number of Elvish deer, for their meat and for their antlers. When they were caught, the Realms ordered they "Replenish the health of the forest", their punishment was being partially buried alive, a seed of a great tree placed within them. They were deliberately kept alive, so that the tree seed could germinate and grow from their bodies.

In a twist of irony, the same poachers became fertilizer for the same tree that the Elvish deer love to browse leaves from.


The Tiger Dog:

Classification: Beast

In the lands to the north, the top canine predator is the wolf, but in the south, notably within the different provinces of the Empire, the top canine predator is the Tiger Dog.

A strange creature, which possesses different unique characteristics, though they have the appearance of a dog, they are not actually canines, but instead of are closely related to the Kola in the Elven lands. But they are determined predators, 

Standing roughly 24 inches at the shoulder and around 4 feet long, making around the same size as certain breeds of dog. They are mostly solitary hunters, though they are known to come together for seasonal bounties where they will cooperate in a hunt. Though once these bounties end, they go back to their relatively solitary lives, where the only gathering would be to breed and a mother caring her pups.

Tiger dogs mostly prefer to hunt mid to small sized prey species, from animals as small as rats to mid sized deer, they are not built for larger animals and actively avoid hunting such prey. They are built for swift and rapid ambushes, using their back legs to give them quick bounds of speed that they may get close enough to deliver a firm bite from their powerful jaws. These jaws are strong and are capable of opening to a wide gape, which helps them in getting a good hold of their prey.

They have a bad reputation as killers of livestock, for centuries they have been known to raid farm lands for easy meals, mostly goats, sheep, chickens and geese. Though such is slowly becoming left to the pages of history as farmers have learned ways to keep them away from their animals, strong fences that a Tiger Dog can neither squeeze through or leap over are a simple one, but other villages tend to have their own dogs and let them wander around the fields. Such is a proven deterrent for Tiger Dogs, who prefer to avoid getting into fights even with their own kind.

Laws have also been put into place by the Empire, protecting the Tiger Dog, as they have proven useful in keeping other animals at bay, some places actively allow Tiger Dogs to wander the streets at night, as they catch, kill and eat the rats and other vermin.


The Unicorn:

Classification: Magical Creature

Despite the legends, tales and bed time stories told to children, Unicorns are not singular, in fact there is no single species of unicorn, nor are they in truth the visions of grace, beauty and purity that only approach those who are pure of heart and deed. 

Though they are magical creatures, they are still beasts with their own instincts, their own means of survival and so on, in truth Unicorns are basically creatures similar to wild horses.

In total there are three species of Unicorn, each are defined by the region in that they live, in the north west where it is colder, there is the Snowy Unicorn, which is easily recognised by its pale, coat that can range between pure white to a creamy colour. Though they all have brownish head and stocky legs, these muscular legs give them power when moving through deep snow, but also to move the same snow out of the way so that they can get to the grasses and moss beneath it.

To the south and partly to the East, there is the Royal Unicorn, the largest of the three, these are much bigger than the other two and are much reliant on a mix of both their strength but also their speed. They are also known for being very mistrustful of people, when they feel threatened, it is well known that they charge and trample people.

Third within the forests of the Elven lands, there is the Spotted Unicorn known to the Elves as the Okapi, meaning Shy One, because unlike the other two, that rely on their strong legs to give them the speed and stamina to escape from danger. The Okapi prefer the method of seeing but not being seen, they live in the deeper parts of forests, where the foliage and the shadows allow them to remain hidden from sight, they are very shy creatures and prefer to slink away in the shadows when they feel uncertain. 

According to some records, the Okapi is able to move through the forests without making a single sound, despite everything around it, they can move without breaking a twig beneath their hooves. Countless of Millennia has given the incredible ability to almost disappear, it is said that one should cherish seeing an Okapi, because in the time it takes to blink ones eye, it can vanish into the undergrowth without a trace.

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