Creative Exercise: The Sovereign Dominion of Eyros

Update pages 16-20 + my edits for grammar and spelling mistakes (I'm sure I missed most fo them, but I did catch a few)-

Politics:

Zhal is the most fierce and oppressive Pillar, ruling their lands with an iron fist and causing much dissent amongst the dwarves and other peasants, thus why the Jagged Eye is largely based in Zhalccu province. House Zhal produces many of the finest soldiers in the Legions, proud and skilled, tightly adherant to the military line of command, but also ruthless and fond of old orcish ways. Warriors of Pillar Zhal tattoo themselves with an orcish symbol after each successful battle, somewhere open like the arm or forehead, where other warriors can see how successful the warrior has been. Zhal warriors drink a few drops of their foes' blood after each victory, an old orcish tradition that no one really understands the reason behind anymore.

Other than the Grand Monarch, the greatest political power in all of Eyros is the Imperial Senate. The modern structure of the Imperial Senate was established by Agathon of the Crimson Robe after the War of the Crumbled Pillar. Only pure blood Humans and Orcs, first generation Half-Orcs, and Gnomes may be Senators. Inspired by the degrees of a circle, the Imperial Senate has 360 members. The seats are divided in this manner:

23 dal-Vajar Orcs
12 dal-Vajar ty-Malarn Half-Orcs
12 dal-Vajar ty-Kiron Half-Orcs
12 dal-Vajar ty-Mulcibe Half-Orcs

23 dal-Zhal Orcs
12 dal-Zhal ty-Malarn Half-Orcs
12 dal-Zhal ty-Kiron Half-Orcs
12 dal-Zhal ty-Mulcibe Half-Orcs

23 dal-Taljik Orcs
12 dal-Taljik ty-Malarn Half-Orcs
12 dal-Taljik ty-Kiron Half-Orcs
12 dal-Taljik ty-Mulcibe Half-Orcs

23 dal-Malarn Humans
12 dal-Malarn ty-Vajar Half-Orcs
12 dal-Malarn ty-Zhal Half-Orcs
12 dal-Malarn ty-Taljik Half-Orcs

23 dal-Kiron Humans
12 dal-Kiron ty-Vajar Half-Orcs
12 dal-Kiron ty-Zhal Half-Orcs
12 dal-Kiron ty-Taljik Half-Orcs

23 dal-Mulcibe Humans
12 dal-Mulcibe ty-Vajar Half-Orcs
12 dal-Mulcibe ty-Zhal Half-Orcs
12 dal-Mulcibe ty-Taljik Half-Orcs

6 Praes Thanatos Gnomes

Eyrian half-orcs of second generation birth or later fill many of the lesser aristocratic roles in the bureaucracy of Eyros, and fill up a fair number of the lesser military officer positions. First-generation half-orcs who don't gain the throne instead fill many of the upper-echelon positions in the Legions and the aristocracy, some becoming magistrates, prefects, consuls, chancellors, or provincial governers, others becoming centurions, legates, and magnates. First-generation half-orcs are also frequent ambassadors and household managers. Other half-orcs are unfortunately incapable of receiving much inheritance, and many seek fortune or glory for themselves by training in the Claws of the Dragon style and competing in the tournaments, while others seek answers through the philosophy of the Dragon's Way. However, the best avenue for second-generation half-orcs and their descendants is to join the clergy of the Draconic Legacy or the Children of the Dawn, though a few find their way instead to the Animus cult. Many half-orcs cannot, as the clergy can only take in so many, and instead become adventurers, or join the half-orc barbarians outside of Eyros' society to join their cast-off kindred.

House Taljik is known for its competitive attitude, perhaps because of its lesser status. Taljik members are avid game fans, many enjoying gladiatorial combat and duels, but some preferring quieter games of thought and strategy like Zhakkar or Talyin, the latter of which is an interesting and complicated game that was "discovered" recently by a scion of House Taljik who claims that is was originally invented by Talya to strengthen the minds of her children to help ward off The Twelve's influence.

The senate could be considered the legislative body of the Dominion of Eyros, but there is no constitution detailing a rigid government system. In normal times, the senate passes the laws, serves as a meeting ground of the Pillars, authorizes the grand monarch to go to war and decides about the imperial household. Senators are nominally free to vote as they wish but the pillar doesn´t take kindly to senators who don´t do as they wish. As pureblooded senators can be called back within three months time, a wise senator does as told. Half-orcs can only be recalled if both pillars agree. But there is an unspoken agreement that half-orcs are considered to be affiliated with the -dal Pillar. if the -dal Pillar decides to withdraw a senator, the other one normally agrees. A half-orc can only be withdrawn after the year has passed. The Grand Monarch is in charge of all the day to day politics and is able to veto laws if not passed by 2/3 of the senate. There are also other privileges and powers who were granted or taken away depending on the grand monarch currently in the seat of power. He is also considered to be a senator of the appropriate house constellation and the supreme commander of all legions. The grand monarch cannot be withdrawn by the pillars. The Grand Monarch is also the moderator in house conflicts if the Senate isn´t able to solve the issue. If 1/2 of the Senate is unable to attend the sessions, all debates are postponed until the required number of senators are available. As senators often challenge each other, it happens more often as one might believe. Most Grand Monarchs who were able to rule as dictators were able to control the military and disbanded the senate or just got hold of many senators. Especially the half-orc descendants of the houses are prone to abandon their former allegiances and are often challenged by faithful members of their -dal pillar to remove them from important sessions.

Before Agathon´s reforms, some houses could get hold of rulership when the grand monarch was a member of their House, using political dominance in the Senate and the position of the monarch to gain the sole rulership. During the reign of the last two monarchs the system has reached a stable position. The pillars accept most of the monarch´s wishes and the monarch takes care to considerate all Houses wishes. There is a good deal of political wrangling in the Senate however and alliances are shifting all the time. In this time senators who are master duelists are in high demand and everyone is polishing his combat skills or his rhetorics. As fights in the Senate are increasingly common, the Grand Monarch friendly suggested that the fights should be fists only when fighting within the chamber, otherwise there wouldn´t be enough priests to attend to the wounds of the fighters or senators to attend to the sessions next week.

Emperor Ezlan managed to gain hold of the privilege to appoint the imperial judges, got a higher number of masks and so on.
His predecessor managed to form an alliance with the Praes Thanatos, who use their huge influence and privileges on behalf of the Grand Monarch. On the other side the Grand Monarch backs up the Praes Thanatos in their political endeavours. The Patriae Sicarii are happy to work withhin this stable alliance especially after having to work with an unstable alliance of houses in the Senate beforehand.

Culture:

Long ago the Kohl'Tass taught a group of Eyrians the Discipline of Nature's Grasp, the unarmed fighting style long practiced by Kohl'Tass since they are oathbound to wield no weapons in their homeland. The Discipline emphasizes grappling and throws, as well as hand strikes, but the lizardfolk couldn't teach their human and orc disciples the claw, tail, and bite techniques. This fighting art and its introspective philosophy spread gradually in Eyros and was quickly adapted to different forms as the students became teachers, and a few small schools of the resultant martial arts have been built in various cities and towns across Eyros. The Eyrians altered the philosophy nearly as much as the fighting style, and now call it the Dragon's Way, but each school teaches its personal variation of the style and philosophy, so for instance the school in lower Eyrdeyn teaches Dragon's Way of the Bold Fist. Exercises and disciplines taught by the Dragon's Way, not to mention self-defense skills, are popular amongst the peasantry and some nobles, but teaching the art to dwarves or elves is forbidden in Eyros.

Over the centuries, the Orcs traditions in Eyros have been distinctly watered down, and rebuilt to suite the sensibilities of all the races. While Orc dominance maintains Orc values as important, many cultural traditions have been lost. The ancient shamanic traditions of the Orc people have largely been lost.

Some of this, most notably the Blood-Oath Magic, survives today in the Society of the Iron Arm, an association of Orc and Half-Orc metal-workers. The Iron Arm idolizes the primal Orc lifestyle, but are simultaneously amongst the most educated of common Orcish folk. While they are present in Mhur, they don't share the values of that city. Most members of the Society are scattered individuals across the countryside. Blood-Oath Magic involves personal blood sacrifice as a trade to the spirits that help in battle or for more general survival of self and tribe. In the Iron Arm, it manifests in the creation of some exceptional weapons and armor. This equipment is never made by commission, but always for a specific purpose of the smith or his brothers in the society. It is made in an all night ritual involving rhythmic drums and the spilling of the veings into the liquid metal. The Blood-Smiths would have everyone believe that this ritual allows them to make anything in a single night, but it is actually just the opening day's activity of normal item crafting. On the last day is a more meditative night ritual, in which more blood is painted on the equipment in swirling patterns of war. Somehow, as part of this ritual the equipment is tainted ever so slightly with red. Something about this coloration, or maybe something less definable, unnerves those who face against such weapons and armor in battle.

Magic on Eyros is a relatively vibrant art, with theoretical journals and practical advancement. Some recent examples: For thousands of years, it was believed that only spells of the sixth veil or higher could produce a geas effect (Valjin's Exaction being the spell). Recently, Herewald developed a lesser but simpler form, Herewald's Requirement, of the fourth veil. In his waking hours, the somewhat-unstable Mask Kaillo developed Kaillo's Transformation, which could make the elven mage a dangerous melee combatant, a strange mirror to his subconscious transformation into a dangerous opponent of the state. Kalis Ny'Dal-Malarn (while still a historian of house Malarn) created Kalis's Mnemonic Enhancer. Always inquisitive, Kalis is well read in contemporary magical theory and was able to create this spell which requires a large amount of theory to understand, and thus was not even possible until recently.

Eyrian nobles are proud of their lineages and the deeds of their ancestors, as seen in worship of family gods, claim to a common ancestor with in the family and the long names indicating ancestry. Children often learn the names of their ancestors, as far as known. Despite this, emotional connections between parents and their children are not so tight as an otside observer would expect. The pillars encourage their members to develop thier ties more to the House as a whole or their branch of the house instead of their own core family. Noble children are often watched over by tutors and servants, as their parents are busy attending to political, military or economic matters. The local family branch grants young adults some income and holdings who belong to the House for their lifetime. Over time both increase as the noble comes into age and is able to gather influence. This can become a large part of the noble´s belongings. Of course the noble has to pay for the lease. After his death the house´s belongings return to the house again. The noble can pass on some of his personal wealth to his children but a large part of the other valuta are expected to return to the house as well. Nobles who enriched their houses greatly are praised by their peers and givan a lavish funeral. The ones who disappointed their house are given a small funeral only, a mark of shame for their children.

Noble half-orcs of the first generation are encouraged to pass on a larger share of their wealth to thir second generation children. As these children are not members of a pillar anymore, this is their compensation. They are expected to start their own households and are considered to be formally independent of their House. Nevertheless, most of these new households are strongly tied to one pillar, most often one that one of their ancestors belonged to. These minor nobles often applicate for lesser positions in the provinces of their patron pillar or gather holdings of their own in the province. Many are also entering clerical offices, lower military ranks or become tournament fighters (see post 659). Half-Orcs are allowed to marry orcs or humans. Most often the house concentrates to arrange marriages with members of one race. After seven generations their offspring are considered to be purebloods again. These members of an half-orc house can then enter one of the houses, thier ancestors claimed allegiance to. The senate passed this law after realizing that most members of both races have some trace of the other race in their ancestry after living together for 3000 years. Even keeping track of their ancestries was not sufficient as non nobles are allowed to marry into noble houses as well on a regular basis. These commoners often didn´t keep track of their bloodline or hid the fact the fact that their blood was not as pure as it seems.

Among the taverns, inns, and other gathering places of Eyros, games of dice are popular. Regular attendees of taverns will often play several games together, and establish a ranking system. Often, these local champions will challenge each other, in search of new tests for their skill. And of course, money, from bets placed on the fall of the dice, and also the stakes that are played for. Those who are found cheating are often assaulted, thrown out of the location, and made unwelcome to return. As an aside, someone might want to come up with some sort of qualifying system. These new gladiators probably wouldn't be able to just show up, without proving themselves somehow. Else they'd go up against the champ, die, and that's not entertainment.

History:

The lost house of Garren:
The lost house of Garren controlled most of the coastal waters near Ghalfaen, Malarn-ka and some inner territories as their lands were spread out all over Eyros. Malarn-ka was named Garran-ka at this time and was the houses seat of power. Garren controlled most of the sea trade and the position of Grand Admiral of the Navy was traditionally held by members of house Garren. The other pillars were envious of the house´s wealth. After the spectacular defeat at the battle of New Haven, the house fell on hard times, as they lost much of their revenue to halfling pirates and beared the shame of losing to mere halflings. Much of their resources afterwards were to develop better ocean going vessels, superior to the galley who could only stay near the coastline safely. As the empire itself pretty much abandoned the navy after the defeat, house Garren was the only house that invested in naval affairs. This put a big strain on the house´s treasury.

During the war, house Garren destroyed the former city of Malarn-ka utterly and put the whole population to the sword and salted the fields. Some poeple claim that the house made a pact with Cururultar, who granted them aid in exchange for the massacre.
The house got annihilated by house malarn and their allies for this atrocity.
After the war, the new house didn´t want to have any connection to the old house and kept their branch name of Taljik. Garran-ka was given over to house Malarn as compensation for the lost city. Some other holdings of house Garren were distributed among the other houses, Taljik got some new territories to form a coherent province instead of the diestributed holdings their predecessors had. The most precious jewel of Garren land was the city of Mhur. As the houses were unable to agree, Agathinon decreed that Mhur was to be a free city, only answerable to the emperor.

During the war of the broken pillar, members of House Malarn feared for the destruction of their library. As it was clear that the first Malarn-Ka was a possible target for a siege and fearing that conquerors or civil unrest would threaten the books, librarians and scholars of House Malarn packed up the majority of the library in secret and deposited it in a secret redoubt in a mountain valley. The conquerors of the fallen Malarn-ka looted the library and brought everything they could find to Garran-ka. After the war, House Malarn founded the city of Jhazed´Khal at the site of the secret redoubt, that became the main building of the new library. Jhazed´Khal means "House of many words" in ancient orcish.
Every pillar later swore oaths on their family gods that never should Jhazed´Khal, keeper of Eyrian history, be threatened by their house, as long as it will be a city of knowledge and scholars and not a city of war. In keeping the spirit of this oath, there is only a smaller imperial garrison in the city. The defenses are in the hand of the imperial masks and the Praes Thanatos who have a large library themselves in the city. the Praes Thanatos only show a small contingent but a large troop of undead has been squeezed in tightly in excavated underground caverns below the necromancer´s library. Many scholars are upset that House Malarn restricts access to the library. They think it violates the spirit of the oath. They point out that the oath was certainly meant that the library should be a center of learning for everyone.

Zhalgar the Merciless was a great war hero of the Eyrian invasion of 41 BE. Known for his psychological warfare, he put to the torch entire cities of non-combatants when their local garrisons refused to surrender, thus encouraging fear and acceptance among the resisting elves. With his elite all-orcish army, (there were several large armies working in tandem to conquer Valjaria, it was with numbers that the orcs and humans defeated the mighty elven empire) Zhalgar swept a 360-degree-arc around the periphery of Valjaria, farthest from the capital, where the Imperial army would have the hardest time defending, subjecting the local garrisons to surrender and forcing all the elves to choose between becoming slaves or being destroyed. Zhalgar was the ancestor of House Zhal, and even now they hold their lands from those which Zhalgar conquered.

House Taljik has only a tenuous claim to a legendary ancestor compared to the other Pillars. In this case, they are descendant of the second marriage of Talya, the wife of the martyr Garryx, who died resisting the call of the Twelve against the orcs (House Garren descended from Garryx). Although most histories claim that Talya was mind-controlled like many other orcs and it was she who betrayed Garryx to his enemies, thus earning the position of favoured concubine to the new orc leader under the Twelve, Garryx's brother Kalzan, some of the more creative scholars hired by House Taljik claim that Talya fought to protect Garryx along with Kalzan, and that Talya and Kalzan escaped and worked to free the orcs afterwards.

Religion:

There is an older faith in Nistadeen which is quietly included today as just another cultural tradition. This was the shared faith with the country that came to be dominated by necromancers and known as Valjaria. It centers around the worship of certain sacred trees. Groves of these trees are found in most cities of Nistadeen, and the sage-mystics who look after them have enormous powers in working with plants. Many holy days now appropriated by the Corythos faith coincide with days when these gardeners enact certain ancient rituals that were said to make the Elven land pleasant, fertile, and safe. Once, these were called the Sacred Gardeners, but such formal recognitions were stripped with the Realization of Corythos. Still these gardeners are very popular to advice-seekers on many matters, and when a group of three or more gardeners wants to speak to anyone in the Elven realm, they do so. It is not a good idea to avoid this audience.

Myths and Legends:

"Religion is the folly of weak minds" Duroghar growled his eyes blaizing white with power. The dwarf was bald and his face marked with ritual tatoo confirming his status as an Elder of the Jagged Eye "it is a deception designed to keep They-who-are-deceived blind to the Truth of this world.

"The Jagged Eye teaches us to see the Unity of Mind and Spirit. The physical world is a deception wrought by the demon Taufenacht and into which weak minds are bound. In the beginning Mind and Spirit were one and all things were unified and without limitations. As Eons past the Four Seasons took form and in each their were minds distinct and yet unified and we were there amongst them

The greatest of minds took form becoming th First Ones and Taufenacht was amongst their number as were Maia and those which are called Dragons. It was Taufenacht who made the first bid for power, deceiving us all and imposing limitations as he created the deception which is this world.

It is through mastery of Mind and Soul that we transcend the limitations of Taufenachts deception and return to our original nature. Taufenacht can not abide this and so They-who-are-decieved, the orcs and humans and all others condemn us and cast us low. But not for long for soon we shall be Unified..."

Other Races:

A gang of Halfling raiders are working on taming and training sea creatures and raiders to ride those creatures, to make them more manuverable and deadly. If only they could find a way to solve that pesky "need to breathe while underwater" problem.

One of the Oaths that many elven Masks are sworn to is the Enforcer Oath. Masks sworn to this Oath are sent to occupied territories where Eyros holds mostly token control but nonetheless conquered already. Enforcer Masks are kept in 12-person phalanxes where they learn to work as a unit and protect eachother from hostile conquered peoples. They take up posts in the occupied realms and police them, memorizing Eyrian laws and enforcing them upon the newly-subjugated populace. Enforcer Masks are controlled through a much more powerful version of the other well-known Oaths, one that extends beyond Eyros' normal range of control, but requires somewhat expensive components, significant time to activate, and potent enchanters to cast. Nonetheless Enforcer Masks are the most numerous, numbering at 1,800, as the Sovereignty tries to maintain a solid grasp on the nations it conquers. Enforcer Masks currently occupy many of the lands most recently taken from Ghalfaen, Nistadeen, Indracca, and Saagersberg in the past thousand years or so. They are also often sent to range outside the borders and scout out barbarian lands or Kwlloch to keep the Dominion informed. Many die on these scoutings. Enforcer Masks are also often used for sailing missions to try and find new territories or fight off pirates, but the poor naval skills of most Eyrians generally leads these expeditions to disaster.

Unfortunately, the same powerful enchantments that control the minds of Enforcer Masks also impedes their own magical abilities, as the enchantments must keep the Enforcer Masks from gaining too much mental power else they gradually grow beyond the control, during their long stay outside the controlling aura of Eyros. Consequently, these potent enchantments wear upon the mind and sanity of Enforcer Masks as they grow older and more powerful, so Enforcer Masks never reach any significant heights of personal power before their psyche cracks under the stress, and they usually end up commiting suicide or simply being executed for radical behavior. Enforcer Masks typically live a few hundred years before dying of this madness, and the Praes Thanatos has yet to find a solution to the degrading effects of these potent, long-range enchantments......but maybe they don't want a solution found.....

It is part of the ancient magical heritage of the Elven people that most, with a spark of potential and the proper training, can be decent at magic. Few choose to walk this path. Because the Praes Thanatos finds it essential to tie up all Elven spellcasters, they carefully test all Elven children by there 40th year. Out of those children with the potential to work magic particularly well are selected replacement Masks, and additional Masks as ordered by the senate in a vote held at the beginning of every century. This vote usually comes to eight, increasing the number of Masks for every Pillar, the Grand Monarch, and the Guardian Masks by one. The Praes Thanatos push to keep the numbers within reason, concerned that too much magical power should be outside their direct control- even given the amount of control they have over the Masks as a whole. Those Elven children with some spellcasting potential but not selected to be Masked have their arcane potential sealed within them. Early experiments in simply burning it out resulted in a cancerous sickness that caused unrest amongst the Elven populace and was emotionally traumatic to the Masks. The Arcaneum, among its other duties, is reponsible for teaching the young Elves selected for Maskhood the disciplines of proper education and log, the beginning theories of magic, the glories of the Empire, and the importance of Oaths. They swear the Oaths at the age of fifty, at which point they are not allowed to see their family again for at least 30 more years, if not forever. They then begin their training, serving as an apprentice under another Mask, an appointed teacher of the Arcaneum, and overseen discretely by a member of the Praes Thanatos.

Climate and Geography

For those living around the high mountain tops, one of the constant dangers is of lightning storms, which can last for several hours, with lightning striking once every minute or two. Some scholars have theorized that this is from the static being built up from friction between clouds and mountain, but nobody knows for sure.

Other Nations

New Haven controls a rocky island some 40 miles by 20. It is an open port- it does not look too closely at ships that journey to them, nor does it charge a fee for docking out in the boonies. As a result, New Haven has a certain lawless vibe, as Halfling Pirates, Human Smugglers, and spies of all nations use the city as a safe port and meeting place. Despite it being halfling owned, everyone except Eyros views it as the closest thing to neutral ground. The New Haven Vault is the closest thing to a bank on the island. They control a cluster of maze-like sea caves, and they hold and guard the wealth or property of anyone that pays the fee. They are also money-lenders with stiff interest rates for non-halflings.

The appealing Mo'ahhi warrior-women, with their revealing bone half-armour, are the subject of many stories told in hushed whispers by young men in Eyros. They say that the Mo'ahhi are only women because they kill the man after mating with him, sharing the flesh of his heart with their Imha'oa (a close-knit group of seven Mo'ahhi, none of which is related by blood what who regard each other as closer than sisters), tearing his sinews and ligaments from the corpse to make their whips and taking his bones to make their armour. The Mo'ahhi are very protective of their whips and armour, known to ruthless slay any opponent who damages them, lending credence to the belief that the warrior-women consider themselves in a marriage relationship with their arms and armour. Although Eyrian women who hear of these things are repulsed by the barbarity, the rumours only tend to make the young men more fascinated with the Mo'ahhi.

Far to the southwest, lies one of the only great kingdoms that Eyros has not succeeded in conquering--Xaleris, the so-called Old Empire. This reclusive nation of humans is infamous for its sorcery, and death-worshiping priests. The Xal, as they are called, are ruled by the so-called Immortal Emperors, who, after 25 years of rule, "ascend" to lichhood, where they serve as "advisors" to their successors. The relationship between the two nations is one of icy peace, as while the Dominion has never had the power to conquer Xaleris, neither have the Xal had the power to take the fight to the half-bloods. The Xal's state religion is monotheistic, claiming the world to be the creation of a diety they call "The Mother" who encompasses both good and evil, life and death. Xal's worship all aspects of the Mother, but hold her aspects as "Divine Death" and "Divinie Destroyer" highest.

The people of Saagersberg worship Conquers Twice because they believe that he is the ultimate manifestation of the spirits of good. They believe that good and evil spirits, mainly incorporeal, float around the world and cause joyous events and maladies. As such, they consider incorporeal undead to be evil spirits. The people of Saagerberg have developed techniques to commune with the good spirits and exorcise the wicked ones.

FAR to the west, across the ocean lays another continent. This contient is called Crandora, and is home to a egalitarian society, with free elves, and a thriving dwarven culture, as major differences between it and Eyros. The only nation that contact has been made with is along the north eastern coast, and calls itself Instram. It was only recently that Eyrian explorers made contact, so trade and diplomatic ties are still being hammered out.

NPCs:

Gor'Spak, a 5th generation half-orc of the barbarian half-orc movement, has taken a small contingent of the half-orcs to the Blue Mountains. He is a sorceror of growing power and plans to take some of the wild riding lizards that the Eyrian calvary employs and magically alter them so that they can fly. He has grand plans of fielding a half-orc army of aerial calvary that will throw down the human and orc pillars and replace them with the truly noble half-orcs. So far, his attempts have only met with failure.

A leading member of the barbaric Half-Orcs, the oversized Thazdan the Subtle, has conceived of an idea to teach their Half-Orc forbears a lesson by killing their children in the guise of angry ancestor spirits. Only two others of the Orcs think this trick is worth trying. They've begun by practicing at random in smaller towns in the countryside for the last couple months, and are now ready to begin in the capitol city itself.

A trio of foreign gladiators has recently arrived in Eyrdeyn to compete in the Eyrdeyn Grand Coliseum's MCCLXVII (1,267th) Annual Games, to be held midway through the coming autumn. The trio, calling themselves Lux Ex Oriente, "Light from the East," and have earned significant popularity with the crowds in arenas from Zhalccu to Eyrdeyn. These gladiators are also great athletes that intend to compete in other parts of the Games as well as the gladiatorial competition. Kal'aj'ash'nee intends to enter the decathlon, Ikaido the marathon, and D'achao'himat'echet the mounted race.

The apparent leader of Lux Ex Oriente is Kal'aj'ash'nee, a stunning warrior-woman from distant Mo'ahhim, nearly ebon of skin with long, many-braided black hair, she seems to be the only one of the trio who speaks Vulgar Eyrosian; the others only speak their native tongues and Mo'ahhim. Kal'aj'ash'nee wears piecemeal bone-and-leather armor in the apparently-Mo'ahhi-common style, revealing but mildly functional and easy to move in. Like others of her kind she wields a whip-dagger (ginta as the Mo'ahhi call it), with a blade made of sharpened bone and etched with crude symbols. Kal'aj the Ebon (as the crowds know her) is well-muscled but particularly lithe and seems to constantly surprise her opponents with the speed and accuracy of her ginta. Her Mo'ahhi fighting style is dancelike and appealing, but deadly to foes with the spinning whip-dagger. She is manipulative and cunning, but does not speak often, and has a hardness in her looks. The Mo'ahhi's accompanying foreign allies, though they often seem at odds, are Motoushi Ikaido of Nientei, and D'achao'himat'echet Uramao'tetcatlan of O'hoa'ti'neumas.

Ikaido the Azure (as the crowds know him) is a somewhat short, olive-skinned Nientese man of middling age and wizened appearance, with two long, thin mustaches and black hair tied back in a topknot. He wears a dark blue headband with a sunrise-behind-a-mountain stitching over the forehead, and his blue-lacquered leather lamellar has a very foreign look to it, and doesn't seem to lessen his incredible speed or agility. Ikaido carries a curved bastard sword and similar shortsword, at the left side of his belt in artistic sheathes, and the blades themselves are lightly engraved with colored patterns. He speaks frequently to Kel'aj in her language Mo'ahhim, seemingly displeased regarding others but mindful of angering Kel'aj with too much of his complaining, and Ikaido never seems to address D'achao directly. Ikaido at least seems willing to talk to arena fans with Kal'aj translating, and seems to convey only compliments and polite gratitude to his fans, though some see that he simply hides his contempt well. The sword-dancer fights with a fast-paced two-sword style emphasizing brutally fast and deceptive offense over defense, but is quite agile on the defense as well, though not as skilled at it.

D'achao the Bronze (as the crowds know him) is an O'hoa'ti bloodspell zealot, whose savage knife-fighting style and self-mutilation, not to mention copper dagger and wicker armor, speak volumes about his people's culture. From the hardly-known O'hoa'ti'neumas hordelands of the far, far east, D'achao'himat'echet is a towering reddish-bronze man of great muscle and little finesse. Though perhaps ruggedly handsome, D'achao's body is scarred in many places and apparently each scar is either from a battle-wound or self-inflicted as marking a kill by D'achao. Like all O'hoa'ti zealots his scalp is kept bald, and shows signs of rough shaving with crude implements. His forehead is marked with a strange scar shaped as some kind of symbol, as is the palm of each hand. D'achao rarely speaks and often seems agitated or terribly bored, while even in his calmer moments he seems to look at some people with a strange, inexplicably unsettling glint in his eyes. Maybe it's just his red eyes, but it seems to be more than that.

D'achao has an obvious dislike of Ikaido but seems to fight well enough in tandem with the Nientese sword-dancer. He also shows an obvious affinity for Kel'aj and does as she says, despite his enmity towards the other Lux Ex Oriente member Ikaido, and despite Kel'aj's apparent lack of interest in him. D'achao the Bronze fights with a crude copper dagger, etched with some foreign symbol, and he wears simple wicker armor, signs of his people's primitiveness, yet they seem reasonably effective against Eyrian arms and armor. His fighting style is direct and brutal, utilizing his broad dagger for attacking, and his free hand for grappling and shoving. He carries two extra copper daggers sheathed in his wicker armor, but only as a reserve. However, what unnerves his opponents is that D'achao always starts a battle by cutting himself a shallow gash and wiping the blood across his copper blade and wicker armor. He chants in his people's primitive tongue the whole time as he ritually cuts himself and then even while fighting, and sometimes spatters his blood on opponents with a flick of his hand, which seems to harm or frighten them for some reason (besides the disgust).

The present Immortal Emperor of Xaleris, the Jade Jaguar (Immortal Emperors guard their true names and assume a title upon achieving the throne based on one of the 60 sacred animals, and the 60 sacred substances) is rather unhappy with his present situation. When he was first selected as heir to the throne, he was of course, overjoyed to have risen to be the future ruler, but now that he's in power, he's realized that many of his decisions are being made for him by his Beloved Predecessors. Worse, familiarity with his fellow Immortal Emperors has bred contempt--he sees the younger ones as arrogant meddlers, jealous of the life they have forsaken, the older ones as distracted, slightly muddle-headed beings whose absorption with arcane matters makes them fail to see their own degeneration. Jade Jaguar is looking for some way to avoid becoming a lich--but to retain the power and infulence he has gained. He realizes that this will bring him into conflict with the Beloved Predecessors--but he's desperate enough not to care...

Agathon of the Crimson Robe who created the senate in his current incarnation was famous for his red trimmed scrolls. At the beginning of every session the scroll was read aloud with polite suggestions how the senate should vote on a certain issue. His scrolls were nearly always followed to the letter.

Organisations:

The Arcaneum is the imperial office regulating spellcasting affairs. Originally it was a small bureau that was tasked to regulate the standardisation process and compile the lexicon, but the Senate tasked them to deal with all arcane matters, concerning the administration.
The arcaneum as it is now is responsible for:
The registration and classification of new spells
Advise the senate on matters arcane
Testing new wizards who want to teach for their competence
Testing freelancer experts for magical knowledge. These freelancers work for merchants and for other civilians.
Training Eyrian wizards in the basics of magic. They cannot teach the Masks because the Masks use a different spellcasting technique, but Masks are still sometimes sent there to learn the required discipline (at the Pillar's option).
Granting permissions for enchanting magic items to freelancer spellcasters
Commission and acquistion of magical items for use by the imperial adminstration.
Detection of malign magical influences in the courts. They ensure that criminal spellcasters don´t fool around with the clerk behind the desk or the higher ups.
Education of the administration about magic and its uses.
Surveillance for mystical phenomena

The Arcaneum is more of an administrative office than a wizard´s guild. There are wizards within the arcaneum but most members are clerks with knowledge about magical theory. They are the experts when the civil offices have to deal with magic or need to use magic. The Arcaneum has 25 active wizard members, 50 Magewrights, and a high number of clerks and experts on duty. They often hire out freelancer spellcasters to aid in lessons, and so at any given time, they may have up to 29 wizards and 58 Magewrights on staff.
They also hire freelance experts as needed.

The arcaneum also works together with the Masks and the Praes Thanatos in classifying spells deemed dangerous. Spells with area effect are deemed dangerous and only upright magicians of the common classes and nobles are allowed to learn this spells. The Knock spell is only allowed to the Praes Thanatos and has been dubbed gnome´s magic key by the common people. The use of the magic door opener also explains the term skeleton key. The Arcaneum is led by a council of seven Magistrates, 2 Wizards, 2 Magewrights, 1 Praetorii Arcanae and 2 Bureaucrats. The Magistrates often meet with members of the Patriae Sicarii to discuss policy and these two arcane-minded groups see eye-to-eye on most issues.
Although the Praes Thanatos and Arcaneum generally get along well, there is some resentment based on the usual department rivalry between different departments of the same government. The arcaneum officials like to make jokes about the creepy gnomes and jokes about Arcaneum beancounters and wannabe mages are a favorite among the ranks of the Praes Thanatos. But both organisations know that they need the other one. The Praes Thanatos cannot survey the whole lands of Eyros and are dependant upon the data provided by the "wannabees". The Arcaneum on the other side needs the arcane power of the necromancers to deal with these problems. Also most of the arcaneum officials are happy that they don´t have to walk into the dangerous situations, the "creepy gnomes" are regularly forced to deal with and that they themselves are respected rather than feared. They like to be invited to parties.

The Arcaneum has a militant branch, whose members who train in combat and arcane magic, the Praetorii Arcanae. These are responsible for providing magical security for the senate and the highest offices, like the Imperial Treasury. They are not the only guards for this installations but part of the senate´s security forces. Embassies in foreign countries have one Praetorii as the other branches, Masks and Praes Thanatos are unsuitable. The Praetorii are normally not deployed away from this posts unless the Praes Thanatos and the Six Magistrates in council decide that there is a need for them. If the local arcaneum official perceive a magical problem in their area they are expected to assess the problem and call on the Praes Thanatos or the nearest Mask to deal with the problem.

The Emperor, the Pillars and Houses, and many rich and imporant citizens make use of a courrier service called the Raptors of Eyros. This group began as a local band, but grew to a powerful guild with guildhouses across the Empire. The courriers of the Raptors carry messages, small parcels, and the like--sort of like the Pony Express of the American Old West. They are known to be fast, efficient, brutal when it comes to protecting their charge, and apparently tireless. They use all sorts of techniques, such as mount replacement at relay stations, employment of magic-users to use boosting magics (or, for a higher cost, to simply teleport messages, but this is unaffordable to all but the wealthiest of the wealthy), and the like. They are also absolutely neutral in all political matters, and are forbidden by both guild law and Imperial dictate from developing political ties with any of the Houses, or any senators. Such figures can emply them, but no more than that. Members of the Raptors have been fired or even, in a few cases, subject to Imperial execution for violating this dictate.

Plot Points:

Elven monuments were either made from delicately worked stone (preferrably marble), from wood, or even from bonsai'd trees. Trees of that sort were often quite large. Trees of this sort can be seen in Nistadeen. These monuments were sometimes covered in traceries of formal Elvish script, commemerating their purpose, or imbuing the monument with some magic, or anchoring some magic to the land around it. This script translates from the Elvish as Silverlight. It has a reflective, silvery quality, giving it its name. When applied, it burns into what it touches by a half a finger's width. Under the light of certain stars the text glows with a matching light.

Most Elven monuments today are in ruins. Many were specifically destroyed, though some later ones were carefully dissected as tokens of victory. Many old families in Eyros have a stone or piece of wood from such an Elven relic. A number of surviving monuments scattered across the countryside are treated with Silverlight. Out of superstition- or fear, they were never torn down. It is often the early work of a member of the Praes Thanatos to visit a number of these monuments, and in conjunction with a local priest, renew declarations that they are anathema and put magical wardings against them. There is often defacement with the blood of animal sacrifices and black paint. The Praes Thanatos has always felt that renewing those once per five or ten years is surely enough for reasonable caution, but the people living near the monoliths and sacred trees know that on the Summer and Winter Solstice these places glow with a fearsome light, and even those who cannot see the light can feel it for miles around.

Rumour has it that House Taljik has connections (and some say significant interest in) the Dracheschatten an organisation active in a number of illegal and shady operations throughout the empire

Many doubt Pillar Mulcibe's anxious claims of celestial heritage. Those that doubt this claim theorize that Hephas was in fact a Vampire and that the members of Pillar Mulcibe are all Moroii, living vampires.

The gladiatorial arenas popular in Eyros have been attracting freeman competitors from distant lands in recent years, exciting the crowds with new blood and exotic appeal. Dark-skinned Mo'ahhi warrior-women with their ginta whip-daggers and bone half-armor, olive-skinned Nientese sword-dancers with their curved bastard swords and lacquered leather armor, and O'hoa'ti bloodspell zealots with their copper daggers and wicker armor.... All have braved the difficult trade-route passes through the Blue Mountains in eastern Eyros, traveling from distant lands across the Dead Waters Isthmus in the frozen north beyond the Blue Mountains. The aging Grand Monarch is increasingly worried that these foreigners are testing Eyrian combat skill and readiness, and he has posted more of Zhalccu province's forces near the Blue Mountains part of the border, worried that a foreign invasion may be coming in the near future. The Grand Monarch harbors suspicions that the Sultan of Indracca has been trying to garner aid in freeing the declining Sultanate from inevitable Eyrian rule.....

The Gladiator Arena's of Eyros are the domain of a number of competing 'Training Stables' which are often owned by Nobles or even wealthy merchants and guilds. Stables provide food, housing and training for their gladiators. Contrary to popular belief not all Gladiators are slaves. Many are criminals spared execution or consignment to the military in order to fight in the arena, others are volunteers who pay for training in the stables and may choose when to fight. Of course there are also Free men unattached to any stable who sign up to fight, the Stable Owners can however refuse such challenges but not those of another registered Stable. The Dracheschatten runs a large stable with its own training barracks (uner Taljik patronage) and champions in three different arena's across the empire. It is also this group that has been sponsoring many (though not all) of the Mo'ahhi, Nientese and O'hoa'ti gladiators.

Arbiters of the arcaneum surveilling the gladiatorial contests currently debate if D´achao is using magics to help in his battles (as said earlier magic besides arms and armor is forbidden in duels). None of his opponents complained, as crying foul without reason results in fines and nobody is sure enough. At the moment the arbiters consider to send for a wizard able to watch the entire duel with arcane sight spells.

The Zarthalts are dangerous predators which, despite Eyros's usual reverence for reptiles, are hunted ruthlessly. This is because of their tendency to make the Eyrian wilderness dangerous for passers-by. Although it begins its life as an unintelligent quadrapedal saurial creature which looks like a Velociraptor on Earth, the Zarthlat has a powerful gaze that hypnotises onlookers into staring into its eyes slack-jawed. As they do so, it slowly drains their intellect and mind, distorting until it stands bipedally as a wicked monstrous humanoid with vague fragments of the memories of the victim. Meanwhile, the victim's hands become feet, and they hunch forward onto four legs, distorting and becoming an animal in mind and body. The transformed Zarthalt enjoys eating human flesh, and perhaps the only small comfort is that the creature is sometimes unable to effectively make attacks against the loved ones of the mind that it has drained, standing dazed.
 

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Mouseferatu said:
D'oh! Forgot all about the Wiki. :o

Can we tell that I've been distracted lately?
D'oh, so you didn't want the update? Aw well, the grammar fixes should help, and at least I noticed this via e-mail before I did any more.
 

Rystil Arden said:
D'oh, so you didn't want the update? Aw well, the grammar fixes should help, and at least I noticed this via e-mail before I did any more.

Well, I'm just as happy having the updates here, since I find it convenient having everything in one place. If people are going to object to cluttering the thread, then we can just use the Wiki, but if folks don't mind, I'd like to keep doing updates here as well.
 

Mouseferatu said:
Well, I'm just as happy having the updates here, since I find it convenient having everything in one place. If people are going to object to cluttering the thread, then we can just use the Wiki, but if folks don't mind, I'd like to keep doing updates here as well.
Okey-dokey, I'll finish the update then. Sorry if I stopped in the middle, but I wasn't sure if you wanted it, and also I was contacting Necromancer Games because I won their Submit-a-Legend contest. Wow, I'm having luck with these online contests recently.
 

Update Part II: Pages 21-end with edits for wording choice (and a minor bit of conflict reconciling, see note)

Culture:

Eyros is a bustling empire despite its slight decline in recent years, and despite the lack of new conquests in recent centuries. Instead, the Sovereign Dominion has better solidified its grasp on previously-conquered territories through more extensive conscription into the Sovereign Legions, and in more recent decades the implementation and deployment of the Enforcer Masks to pacify unruly 'protectorates'. Within the official borders of the Sovereign Dominion of Eyros, the last Imperial Census 5 years ago determined approximately 12 million people in Eyros, 4-1/2 million of them citizens, and the other 7-1/2 million consisting of peasants, elven villeins, and dwarven serfs. Approximately 2-1/2 million citizens and 4 million commoners are children, however. Many adults achieved citizenship in recent decades from higher conscription in the Legions, which grants citizenry after a 10-year term of loyal service, and the recent lack of conquests has made conscription relatively safe.....

On that matter, the Imperial Census indicated little over 60,000 of Eyros' 5,500,000 adults are currently serving in the Sovereign Legions, somewhat short of the normal 70,000 expected, due to a brief plague in Zhalccu province a few decades ago and several retirements. The Legions have been somewhat stagnant and declining in recent decades, for lack of sufficient funding and lack of any significant military campaigns in this time. The Second through Seventh Legions are each commanded by a Praetor from one of the Six Pillars, such that each Pillar controls a Legion. The First Legion is the Imperial Legion, serving the Grand Monarch and the Senators in defense of Eyrdeyn, but has declined to half its usual strength in recent years. The Imperial Legion is always led by a Praetor selected from amongst the Grand Monarch's immediate brethren, sistren, or cousins, those who were potential heirs of the same generation as the Grand Monarch. The Third Legion, led by House Vajar, and Seventh Legion, led by House Taljik, are at roughly 65% strength currently. The Second and Sixth Legions, led by Houses Zhal and Malarn, are likewise depleted but still close to 80% strength. Each Legion has a title by which its legionnaires call it, besides its numerical designation, such as the First Legion's title of Imperial Legion.

Each Legion is supposed to consist of 10 cohorts, each of which consists itself of 10 centuries, at the best of times anyway, and each century normally enlists 100 soldiers. Typically, any given Eyrian Legion is composed of 4 warstrider-mounted cohorts drawn from the citizenry and aristocracy, plus 2 cohorts of footmen primarily drawn from the ranks of lesser nobles and citizens, and 4 cohorts of auxillaries formed entirely from non-citizens. Dwarves and elves cannot join the Legions, with the exception that House Kiron has recently been allowing its elves to become legionnaires in the Fourth Legion, which a Kiron Praetor commands. Due to their particular territories and wealth, Houses Malarn and Zhal employ larger numbers of warstrider cavalry, so their Sixth and Second Legions, respectively, typically each have 6 mounted cohorts, 2 footmen cohorts, and 2 auxillary cohorts.

The Imperial Census also indicated, though for the Grand Monarch's eyes only, that there were approximately 2,200 elven Masks in service to the orc-blooded, 1,800 of which are the newer Enforcer Masks. The Grand Monarch also knows from the Imperial Census 5 years ago that there are approximately 1,300 gnomish necromancers in the Praes Thanatos, and somewhere upwards of 1,000 other known arcane practicioners in the Sovereignty, but most of these are of relatively minor power according to the Census and the Arcaneum. Eyrdeyn itself, capitol of the Sovereign Dominion, was estimated at having over 100,000 people in residence, spread out over the city's mountain terraces upon Mt. Xark's southern half, as well as the surrounding foothills and plains.

A very few humans, orcs, and half-orcs develop abilities very similar to those of the paladins. These individuals are not called to duty by any religion, however, but instead serve as loyal warriors and protectors of whichever House they hail from, as though their royal blood and faith in their family was itself empowering them. In all recorded history, these "Soldiers of the Blood" have only come from the Pillars, but unconfirmed urban legend constantly speaks of them coming from lesser Houses as well.

The martial inclined monks of Eyros (I mean the ones who are the monks of the PHB) follow one central philosophy, that is derived from several sources and religious texts all over the world. They took from xalerian asceticism, elven mysticism and lizardmen connection to nature, shamanism and the good old orcs desire for fighting. The major influence were the techings from the lizardmen of Kohl´Tass, who contributed major parts of the philosophy and the martial art "Nature´s grasp". That technique became the foundation for the Dragon´s Way martial art practised by monks, today.

The monk´s way of life was formulated by the first monk, a human named Khyatil, a 1000 years ago, who was the first to combine the original lizardmen teachings with other philosophies. A sentient being is made up from many parts, blood, bones, muscles. organsetc.. It is the same with the world. The world is composed of many parts that all work closely together, so the world is like one being, too. There is a connection between evrything and people are able to use this connection.
Mastering one´s mind and body is essential to enlightenment. If you are master of your own, you are able to use these connection between you and the other parts of the world and master your surroundings. The monk´s martial discipline, meditation, a strict diet and general asceticism is used to master the body and the mind. Besides this philsophy the monks often follow different religous beliefs and incorporate them in a central philosophy.
The different monasteries are sometimes at odds about certain interpretations and there is a yearly tournament in Eyrdeyn where monks of different monasteries compete and prove their point in best eyrian tradition. There is no central authority, each monastery is it´s own master.

Example for incorporating religious beliefs into the monk´s way:
The being Maia of the draconic legacy is often regarded as one of the primal souls of the world. The other sentient beings are tiny sparks of her as the world continues to grow. In death people return to the sacred lizards who are the memory of the world. The messengers are beings who achieved transcendence, beings in perfect harmony.
Taufenacht is regarded as another primal soul of the world, the one being filled with all the dark desires and lusts. People also carry a small spark of him within them. A true master seeks to purge his soul of Taufenacht and tries to be part of Maia only. The unifying theory is mainly propagated from the monastery in Jazed´Khal. They believe that the creator is this world being and that everyone and everything is part of the creator. The Praes Thanatos watches the monasteries closely, but realized that the monasteries are not organized enough to be a greater threat. Nevertheless, the necromancers keep a close tab on the monk´s activities, families and other loved ones just in case. They are also a major patron of one gnomish monastery and monks from this cloister often work as bodyguards for the Patriae Sicarii and the gnome senators, when undead are not suitable, but an unarmed servant doesn´t raise an eyebrow. These are known as the Cestii Thanatos.

Monks are forbidden by imperial law to use normal weapons, because of security concerns. As most monks only show their skills in the tournaments, their fighting capabilities are not tested in war. This is an exception from imperial standard that all free beings are allowed to bear normal weapons, as the Senate felt uncomfortable, allowing an organized fighting force with their own fortress-monasteries to bear arms. To alleviate this they allowed the monks to have a selection of their own weapons, which the senate considers to be inferior.

Most monks in Eyros don´t mind fighting when necessary. Other monks adhere to the teachings of Vana, a female gnome monk who lived 200 years ago. She postulated that violence against another person is wrong. As all people are part of the world being, violence against someone else is like self mutilation and sign of an unenlightened mind. Only self defense is a viable option. Her pupil Janys later postulated that fighting aggressors is allowed so to prevent further damage to the world. The teachings of Vana are popular among a minority of the eyrian monks and in every monastery are a few monks who adhere to her teachings. One monastery in the Taljik province incorporated Vanaism in their teachings and all monks there follow it. Detractors point out that Vana had some valid points but think that she was part of a Praes Thanatos plan to weaken the martial prowess of the monks.

Politics:

Debate in the senate is often interrupted by duels. All requirements for a duel are fulfilled in the senate. A special circle is the dueling place where combatants meet. Xirian dal-Taljik ty-Mulcibe of the Draconic Legacy is the current High Priest of the High Chamber and one of the few priests able to cast spells from the 9th veil. He and his staff of priests takes care of the wounds of the senators. Kyatha dal-Malarn ty-Zhal is the current Head Judge of Violent Debate. The Head Judge is the most accomplished duelist of the senate and the judge of duels.

Rules for Duels are modified in the senate. The Head Judge is allowed to declare one duelist the winner before his opponent is unconscious, if he is clearly superior. If the senate disagrees the grand monarch or the speaker of the senate can declare one the victor. If only one of the dueling houses disagrees, they can challenge the head judge to a duel and nominate one of their own as duelist. As Kyatha has won all her challenges during her term as head judge, this is only done if one of the houses wants to teach one of their own senators a lesson. The gnome senators are rarely challenged to a duel. It is considered bad manners and foolish to beat up a necromancer. If there is a point of debate the necromancers are expected to use their wits instead of their brawn. A Praes Thanatos senator got the right to nominate a champion in their stead but they consider it as option of last resort. All gnomish senators are proud of their debating skills and would rather back down than send in a champion. Only if the cause is important enough the Thanatos call in one of their Cestii bodyguards.

Other rules may be agreed upon between two senators as well. These would include agreements that the challenge be determined by the first strike that hits, or to not attack certain body parts. These are often decided between generally friendly senators, who do not wish to risk their friendship over some point of protocol, for example.

The Praes Thanatos are charged with the appointment of each of the six province's gnomish senators. Sometimes these senators are appointed from their own ranks, but are often drawn from the wealthy gnomish merchant houses. Currently there are three senators who are merchant house leaders (known as a Dom if male, Doma if female). The other three are politically savvy members of Praes Thanatos, one of which is a young Half-Gnome/Half-Dryad, the eldest daughter of the bloodwillow Dryad Sania.


History:

The history of Xaleris and Eyros is long and entangled. It was Xaleris's invasions at the height of its power that caused Eyrdeyn to unite with its sister cities to become an empire--it was to protect other lands from the Xal, initially, that Eyros troops were deployed in other nations. There have been numerous attempted invasions of Eyros by Xaleris and of Xaleris by Eyros over the long years, though these have been growing more and more infrequent as time goes on. The most recent one was over 70 years ago, when the ambitious half-orc general Salla Zul-Dagvar launched a secret expedition with over 2000 soldiers (mostly foreign mercenaries and discharged legionares) into Xaleris's Haza Dre (Spine of the Mother) Mountains. While his forces met with some success initially, ultimately their relatively small numbers were no match for the Xal's unrelenting attacks, and Xaleris's merciless climate. (Xaleris is swelteringly hot and dry, though the annual rainstorms are infamous for their ferocity.) Salla's legion was slaughtered to a man--Salla himself had earlier perished from a fever. Salla's actions nearly led to a war between the two nations, which was only prevented when the Grand Monarch demonstrated that the general had acted on his own initiative, a story the Xal, hardly eager for conflict themselves, chose to accept. Though most believe this explanation, some are dubious. After all, they point out, isn't it strange that a general as skilled--even legendary--as Salla would undertake a lunatic invasion with so small a force, with no expectation of support? So the matter stands, still a matter of grumbling and theorizing after all these years...

Religion:

The followers (some use the term 'cult') of Hythates, legendary musician, mathematician, and magician, have long presented a problem to the Eyrian Senate. Brilliant, talented, masters of manipulating public opinion, as well as the other so-called Hythatian arts, Hythatians are both sought out as musicians, advisors, architects and loremasters, and feared as heretics, rabblerousers and dissidents. The reasons for this is their zealous adherance to Hythates's teachings, especially as regards the universe in general. Hythates was a Unifer, one of those who feel that Eyros is the creation of a Supreme Being outside of time. What made Hythates unique is that he felt that the Being created it by rules which can be divined by mortal men. All magical power, he felt, is the result of following these rules. Hythates's probing of these rules lead him to revolutionary conclusions in music, mathematics, and geometry, all of which he found to be connected. Later followers would discover uses for Hythatian learning in architecture, engineering, memorization, and planar science.

Had this been the end of it, it wouldn't be a concern. However, Hythates mixed his findings in science with controversial religious teachings. He taught that all individuals were eternal, their spirits reborn endlessly into new bodies. He taught that all religions were in reality failures of faith, and distracted people from "the Source" as he called his Supreme Being, placing between men and the Source a wall that pretended to act as a bridge. He taught that governments were another distraction, and that an awakened individual would have no need of them, being fully accountable for their own actions. He taught that his followers had no need to submit to any authority that they did not feel worthy. These teachings were somewhat less enthusiastically recieved by those in power then his scientific findings. However, for a horde of intelligent, iconoclastic young men and women, the Hythatian lore, as it was called, was recieved enthusiastically. For them it offered a reassuring, empowering new view of the universe, preferable to the doom and gloom of the Draconic Legacy and ancestor worship. The state found itself in a quandry--the services of the Hythatians were invaluable. The politics of the Hythatians were questionable. For many, the later trumped the former, and a vicious crackdown resulted. However, it was here that the Eyrian government made a miscalculation--the Hythatian movement were experts at dramatic presentment and emotional appeal, and were able to use the persecution to increase their popularity. Soon the Senate was facing riots and uprisings. It was then that the Grand Monarch Casca declared a conditional toleration of the movement, which has continued to this day. Many of the more reactionary members of the Senate still grumble about this, while some of the more prescient ones worry about the problems that might come in the future...

Geography/Climate:

Xaleris and the Eyrian continent (name) are loosely connected by a loose string of smaller islands and shallow, the Isles of Grief. This is the major invasion line for the both empire´s galleys and these isles are hotly contested. The name became common usage in the population because of the many soldiers who died there.

Usually Invasion fleets are a combination of a small amount of warships and a large number of drafted merchant vessels who carry the vast amount of troops. Even during invasion times both nations are loathe to invest in the navy as they consider it a waste of resources better spent for the ground army, that will fight the major part of the war.

Xaleris purchased the help of several of the halfling pirates to gain total control of the isles of grief bhy cutting resupply to the Islands controlled by the Dominion of Eyros. The Xalerians think it is better to pay real sailors to prey on eyrian ships instead of investing heavily in a navy. House Malarn as the major seafaring House and main target would like to do the same and tries currently to negoatiate a deal with several of the more bloodthirsty and unscrupulous of the halflings. As all halflings hate or at least dislike Eyros, the chances of success are slim. This idea is considered top secret as it would outrage the other Pillars.

The First City's highest three terraces are entirely covered by the Grand Imperial Fortress of Eyrdeyn, a sprawling, many-layered palace of magnificent scale and beauty, built upon over the 3,000-year reign of Eyros by successive Grand Monarchs to be impregnable The Grand Imperial Fortress of Eyrdeyn is built in such a way that archers upon the walls and parapets could see and fire upon anyone within the courtyards and paths of Eyrdeyn's highest five tiers. This Fortress is always fully staffed with members of the Imperial Legion, which directly serves the Grand Monarch and the Senate.

Each of the Six Pillars maintains its own Imperial Fortress in their provincial capitols, such as the Imperial Palace of Malarn-ka. These Fortresses are reserved for members of the Imperial Legion, Praes Thanatos, Masks, Arcaneum, and the Grand Monarch, used in the manner of summer homes, where each Grand Monarch spends a summer in each of the Imperial Fortresses outside Eyrdeyn. Each Grand Monarch also tends to spend a bit more time in the Imperial Fortresses of their parent Pillars.

Oobrack is a large village ten miles inside the official Eastern boundaries of Eyros and about 30 miles south of the Blue Mountains. If one were to dig up the houses and dust off the streets, you would find the ground is the floor of an ancient stone border fortress of the Elven Knighthood, the Elpatha Sifela. Around the outline of the village, where it is debated in every generation whether or not to build a wall, are buried the shattered remains of Elven monuments to the dead.

Because of this ancient legacy, the Headman of the village has a small basement. In the corners are the shattered pieces of an Elven Monolith that once stood on the site of his home. There are the remains of Silverlight script on many of these pieces, and on the night of the Winter Solstice they glow with a pale blue light. Several of these pieces have been gathered together and built into a small shrine in the basement, growing for the last twenty years. No one is sure who started it, but the village headman is also the head of a small cult worshipping the glowing rocks. They particularly ask for protection, since historically the village has had a hard time of it, what with the lack of walls. This cult operates mostly as a failsafe to please whatever forces might be about, their worship is done in tandem with the Draconic Legacy. Many of the little rituals of their cult are actually suggestions of a young man who the village has been grooming to be sent to the nearest city for a clerical education.

House Vajar controls the northernmost territory of the Sovereignty, Korvaj Province, a mixed territory of forests and plains around the Kohoal River and its tributaries. Vajar's provincial capitol is Tol-Vajar, built on the banks of the Kohoal many leagues northeast of Mhur, amidst some light woodland.

While Mhur is led by the Iron League in most matters, the real power in Mhur is the city's numerous, long-standing, and powerful guilds and work unions, who can force the city's work to a grinding halt if they don't like what the Iron League or the Grand Monarch of Eyros has to say. The Eyrian military has on rare occasions entered Mhur to quell riots and force the laborers back to work, but usually lets the Iron League work things out, and the people of Mhur know from past experience that they're best off not provoking the military to come in and settle disputes with mass violence. Most members of the Iron League are drawn from the leading councils and such in Mhur's guilds, which has reduced the friction in recent centuries, though occasionally a dwarven or elven guild holds a strike because of their slavish treatment.

Other Races:

Around 8% of the population of Eyros are Gnomes, and only small fraction of them( though very influential) are Praes Thanatos. They are capable merchants and great craftsmen, techicians, alchemists and engineers, largely eliminating Dwarfes from those businesses after their presecution began, which is one of the reasons for emnity between Dwarfes and Gnomes. Of six Gnomish senators three are Thanatos representatives, and three descend from Gnomish merchant houses. Gnomes also trade in magic items, created by Praes Thanatos necromancers (Rystil's edit: Praes Thanatos members are one-and-all defined as necromancers by earlier posts, whatever their actual specialisation in D&D game mechanics) who are particularly skilled in Enchantment and Transmutation, the vast majority of which are sold to Pillars and military. One of the reasons for Mhur`s instability is due to Gnomish attempts to eliminate Dwarven guilds from the city`s industry, but majority of human and many orcish merchants oppose this attempt, since they don`t perceive the loosely organised and politically impotent Dwarves as a threat.

Gnomish Merchant Houses are most firmly allied with houses Zhal( sharing their emnity of elves and Dwarves), and Malarn( since they adopted a few Gnomes into their House and Gnomish engineers/ Praes Thanatos wizards are providing help with the Malarn fleet, which is joint effort of House Malarn and Gnomish merchants to ensure sea trade and oppose Halfing Buccaneers.

The maritime technology of the halflings is far beyond that of other nations and yet it is eqaully constrained by the small size of their home islands, scarcity of resources and needs of raftbased living. This need for small, light and fast watercraft has been solved by the halfling use of outrigger and double-hull 'catamarans'.
These craft can be easily manouvered (the crab-claw on smaller craft can be controlled by a single person if required), they are extremely quick being able to run rings around the larger ships of Eyros and the outriggers provide great stability even in rough water.

Recently Darrenback has introduced the innovation of a double outrigger a craft with seemingly magical capability as it virtually flies across the water with the hull bearly skimming the surface...

Darrenbacks Double Outrigger 'Soarwing'
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Halfling Pirates at New Haven
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Halfling Unarmed Combat training (New Haven):)
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Halflings mark their status by tattooing themselves with a wide variety of symbols, a habit that is unique among the people of Eyros. Many halfling "captains" are covered almost head-to-foot in such markings--such individuals are deferred to with almost superstitious loyalty by their kinsmen. While Eryosian rumor insists that each tattoo stands for a kill in battle, experts agree this a crude understanding of the system, where each brand in fact represents an accomplishment, a virtue--and in rare cases, a fault or a crime. Non-halflings whisper that some tattoos give their bearers magical abilities--halflings, when ask, raise their eyebrows mysteriously, then turn away, smiling smugly.

Darrenback has only one known tattoo on the back of his right hand. When halflings see it, they seem to stare openmouthed then flinch if Darrenback notices them. It is rare to find heavily tattooed halfings in his presence. Darrenback's tatoo, in addition to its weighty symbolism, is enspelled with a minor dweamour, the halfling bard spell Enlarge Self, which lasts for hours instead of minutes. He, like other halflings familiar with the magic, uses it to masquerade as a human, as a halfling under the effect of this spell is virtually indistinguishable from a human. Additionally, Darrenback's use of this spell makes his romance with Felra even more likely to elicit scandalous whispers were it to leak out.


Other Nations:

The Xal Emperors are drawn from the Cult of the Fools, ascetics who learn to deny worldly distractions by focussing body and mind. When they appear in public these monks wear brightly coloured clothes adorned with feathers and streamers. Singing and yelling in a strange language they act the role of madmen and children engaging in energetic dancing, acrobatics and buffonry throughout the streets. Nonetheless they are greatly respected for their wisdom and ability. It is known that the play the fool in order not to be seen as a threat to the Emperor whom the serve and whom one of them will eventually replace.

Often accompanying the Cult of Fools on these outings is the similiar Order of Jugglers, merrymakers whose impressive tricks and acrobatics are a common sight on the streets of Xaleris. The Jugglers are a mendicant order who train their bodies and minds to perform elaborate stunts, gaining what little money they can call their own by performing them for onlookers. They invaribly defer to the Fools when they around, and will often act as servants and factotems for the monks. Of course, both groups have another side that is certaily less innocent then their public faces. When the Cult of Fools are not performing or studying their ascetic disciplines, they act as the Immortal Emperors magistrates and enforcers, investigating the affairs of nobles and priests to make sure that everything is following the Emperor's will, and settling disputes and legal matters. Their authority in such matters is absolute, and they may only answer to the Emperor himself. As for the Jugglers, they act as the Emperor's spies, sabateurs, and in the senior branches of the Order, his assassins.

The process by which the Beloved Predecessors acquire Lichhood is a carefully guarded secret amongst the cult and involves a number of rituals taught only to the Immortal Emperor
1. The First step is a change of diet whereby for a 1000 day period the emperor must only nuts and seeds that can be found in the forests surrounding the Royal Enclosure whilst continuing his daily training regime.
2. In the second stage, the Emperor must eat a small amount of bark and roots from pine treesfor another 1000 day period. He must also drink a special tea made from the sap of the urushi tree.
3. The last step of the process is to be entombed alive in a stone room just big enough for a man to sit in for a final 1000 day period.

One of the Imperial Holdings on the Western Border of Xaleris is Ventis. Ventis has historically had a dualistic religion in which the ancestors of all good men were collectively responsible for good in the world. The original power of darkness, known simply as the Darkness, predates the forces of good in the universe. To them, the rulers (and most of the people) of Xaleris has long since given up their souls in service to the Darkness. Ventis has hills practically riddled with silver deposits. Most of their spellcasters keep a low profile, as historically they contrived a way to convert Venti silver into deadly weapons capable of standing against the steel of their foes... or cast a light even into the Darkness.

There is one port nominally in Ventis, through which Nistadeen has begun a quiet trade to help the quietly growing Rebel Army centered in the Venti Hills. They have even noticed with some surprise some slight resemblence between their faiths. Saint Lusair has had a vision (or so she called it), Ventis is the next realm to spread the faith.

Lately Eyros, and the world in general has seen--if not a flood, a steady trickle of young Xal leaving their homes to spend time abroad. Most who do this do it to escape Xaleris's stultifying atmosphere, and dolorous, inflexible religious customs. Many of these young people have come to doubt the Xal's faith in the Mother, noting foreign priests do just as well worshiping different powers, and even those who don't are filled with a sense of confinement in their native land. Thus they come to kick up their heels and make their pathways. For many, their time abroad is a dream, a time to drink of a freedom they would otherwise never experience.

From an Eyrian perspective, of course, it is a political nightmare. The Xal are foreigners, unfamiliar with Eyrian law and custom, and thus bound to cause trouble--however, those that arrive are usually high enough in Xal society that simply kicking them out would cause a great deal of bad feelings. Worse, quite a few are sorcerers, whose rather casual attitude towards their powers is a great contrast to Eyros's tight regulation of arcane casters, a fact that sends the Praes Thanatos and the Arcaneum into fits. They continue to suggest radical, unrealistic solutions to the "Xal problem" and launch into epic speeches where they mention "the Herewald situation" as demonstrations of what happens when Xal sorcerers are tolerated. Many Senators have taken to napping during these speeches, as very rarely does any new material come up. Of course, there is another aspect to the Xal expatriates that has people worried--some are spies and agents of the Immortal Emperor, there to gather information and destablize things in Eyros. Presently, the largest number of agents have been sent not by the present Emperor, but by his Beloved Predecessors Onyx Turtle, Amber Locust, and Silver Hound to locate and take care of the present Emperor's missing sister, who they believe to be hiding somewhere in the Dominion.

For many centuries the nation of Saagersberg has been governed by an odd collection of community-elected grafen, currently four landgrafen, two markgrafen, an altgraf, a wildgraf, and two burggrafen, each of which manages a township. Each township is a collection of various small communities such as towns and hamlets, since Saagersberg has few true cities. While the solar Conquers Twice commands the nation, each graf handles the lesser matters of his or her towns and villages. Each township also has a militia commander titled herzog, as Saagersberg hasn't bothered with forming a true military since the old tyrant-barons were deposed by Conquers Twice.

The nation of Fyza is on the landmass of Xaleris. Its marshy shores and the mazelike canyons on its landward borders have given it the defenses necessary to be the first to break away from the Old Empire. 200 years ago, the inability of Xaleris to effectively get troops to an area not worth magical punnishment led to the local governers becoming the next thing to prisoners in their own homes. These people were essentially under the orders of local counselors selected by the Fyzars, whose suggestions were ignored at there peril. The Cult of Fools was systematically murdered or chased out of Fyza 80 years ago. For the last ten years, Fyza has been free.

Over the last century, quiet observers from Fyza have made their way to New Haven and out into the world, to see it through the ideas of a future sovereign nation. In the last few years, official representatives have been sent to New Haven to set up an embassy for official talks with other countries. The Fyzars are extremely paranoid about letting any foreigners onto their lands. As a result of their presence, Eyros has sent a representative to New Haven for the first time. This individual is being actively ignored by the halflings, and is trying to determine what it would take to secure Fyza as an invasion point into Xaleris. Fyza is a culture of fishermen and woodworkers. They have a strong warrior tradition that they've been slowly reviving- it involves lots of standing still and eye-reading followed by brutal attacks. They have a very quiet, mercurial sense of humor- they might chuckle lightly, go dead serious and threaten your life, and seeing you understand, laugh once again at your reactions. They do not hold grudges, but have a tendency to assume power always corrupts.

The distant hordelands of O'hoa'ti'neumas are swarming with the O'hoa'ti tribes, human barbarians dedicated to lives of chaotic hedonism and violence, ruled by their bloodpriests and the supposed gods they serve. Bloodpriests range from scheming bloodmagi to rampaging bloodspell zealots, and they claim to serve the will of the Hungry Gods from the Burning Heart in Sky's Jealous Embrace, apparently sun-gods known in O'hoa'ti legend as previously the Joyous Gods. O'hoa'ti bloodpriests teach their kin and disciples to fight for the Hungry Gods and feed them blood to preserve their lives, until the day all worthy O'hoa'ti warriors can stand beside them and fight the Greedy Gods, to take back the Burning Heart from Cold Lord Sky and restore it as Life's Radiant Heart, "reforming the original paradise". A strange religion, given the O'hoa'ti ways of life, which consist primarily of rampant hedonism and even more rampant killing.

Folk of other lands are quite certain, however, that in actuality the O'hoa'ti's supposed gods are actually demonic patrons, who grant the bloodpriests magic in exchange for blood sacrifices and much more vile acts, unwitting (though not exactly unwilling) minions of demonic lords who wish to spread strife and evil in the world. O'hoa'ti hold cannibalistic and masochistic rites during the several 'holy days' of their religion, though some continue these practices throughout the year. Though many O'hoa'ti are vile and offensive, some are merely hedonistic and competitive, such as the O'hoa'ti gladiator champion D'achao the Bronze. Even the Mo'ahhi and Nientese humans, who occasionally ally with the hordes, doubt the O'hoa'ti religion and believe the barbarians are truly demon-worshippers. Not that they seem to have any particular problem with that, so far as foreigners (including the O'hoa'ti) can tell.

NPCs:

Riiisa Falyn, a friendly street acrobat of Eyrdeyn who is known for her love of children and furry animals (in contrast to most Eyrians, who prefer dhazi), has a terrible secret. Not only is she not Eyrian and not only is she a Xal expatriate, but she is also a member of the Cult of Fools and elder sister to the Jade Jaguar (thus, Riisa Falyn may not be her real name at all). Unwilling to undergo the process of lichdom like her brother after her, Riisa fled her country to avoid her fate, leaving the line of succession to the current emperor. Now she dearly hopes to avoid discovery by either her own people or the Eyrians, both of whom would execute her if they recognised her for what she reallt was.

Jbelli Imalh is a Goblin Blue who preaches a corrupted beleif in the 'Old Lords' - apparently elemental forces of Earth, Air, Fire and Water. Three years ago whilst exploring the caves beneath {Northern mountains} she discovered a clutch of four leathery eggs in a subterranean pool. She has been trying to nurture these eggs and hatch whatever maybe inside (which she beleives to be a sign of his Elemental Lords)
With the four eggs as a sign of favour she has started to gather a formidable following of goblins, lycanthorpes and other creatures of the north - for what purpose few can tell but it promises to be terrible indeed...

Each of these eggs radiates heat at a different temperature. It is not a great differential, and the hottest is not hot enough to cause pain, nor is the coldest colder than lukewarm. But there is a easily discernable difference between the temperatures. These four eggs hold the spirits of 4 of the original Twelve (the stone circle).

The leader and founder of the Wraithman Deathskulls, Garthar Deathskull, is huge halfing that can almost equal grown human in size. He has reputation of a terrible warrior, unmatched in his rage , with tatoos covering his entire body, some of them carved deeply in flesh. Garthar`s men delight in violence, drinking from the skulls of their victims( some even say they drink their blood), and there are gossips of much darker practices, including ritual torture.
It is rumored that Demons from hell fight alongside Deathskulls, as there is a statue at the prow of Garthar`s capital ship, Crimson Wave, resembling an image of great Demon with many arms, each wielding diffrent weapon which some Sages speculate to be an aspect of Fiendish Lord of Battle and Bloodshed, The Bladed Tyrant, Cururultar. There are many rumors about halfing sorcecer who never shows his face, that is almost always at the side of Deathskull. Despite those rumors, or maybe attracted by them, many young halfings join Deathskulls, for there is never shortage of loot and battle when fighting on Garthar`s side, and some delight in the dread that Wraithskulls inspire.

Animals:

The Gundabah beasts (the Ankylosaurs mentioned aboved) are Xaleris's big beasts of war, crewed by archers and lancers in an armored battle station on the back of the creature. these walking fortresses are supported by infantry and archers. In the last centuries Xaleris population of these large lizards decreased but a new breeding program promises to strengthen the backbone of Xaleris´s army again. Most of Xaleris neighbours also use Gundabahs in their armies. As Xaleris is unable to ship them, their army is missing an important part of their forces and unable to use certain tactics. This may be one important reason that Xaleris army fared so poorly when fighting on Eyrian turf and likewise for Eyros without their warstriders.

Each Gundabah in Xaleris' army is mounted with a 10-foot-high, 10-foot-wide, 30-foot-long armored howdah of wood with thin sheets of bronze plating, which serves also to be a distraction to enemy soldiers as sunlight reflects glaringly off the tall bronze walls. The howdah battle platform is entered outside of battle by detaching the front armor-plates and rolling down a ladder, which takes 2 minutes if there are two men working on each level; the upper and lower levels are opened separately; however, this can only be done from the inside, a feature that prevents enemy soldiers from trying to get in. This special howdah has a 3-foot-tall opening around the middle, through which the ranseur-wielding lancers watch the battlefield and strike at nearby enemies. Six such lancers stand in this lower portion of the howdah, and each carries a scimitar and light crossbow for secondary weapons, when the enemy is too close or too far to strike with ranseurs.

On the howdah's small upper level, hardly 4 feet tall and cramped due to the bronze-plating roof, has only a 1-foot-tall gap around its top, through which six soldiers with repeating heavy crossbows fire away. The soldiers on the upper level of the howdah battle platform sit or crouch most of the time while protected by the bronze sheeting, but can easily see and fire from their crouching positions when desired, and it gives them a commanding view of the battlefield. They can even fire straight down at enemies by the base of the howdah's Gundabah, though it exposes the crossbowmen significantly. For such occasions, they carry a small supply of acid flasks to drop on enemies getting too close, which hardly exposes the howdah riders at all. Lining the walls of the howdah's first and second floors is a large number of bolt cases for the crossbows, with the upper level containing many of the special bolt-packs used for repeating crossbows instead. Outside the howdah, large straps of thick leather lash the harness onto the Gundabah's back, reinforced with crude iron chains; these double as a defense against enemies cutting away straps.

Gundabah battle platforms have proven extremely effective and key components in the Xals' previous conquests on land, and the Gundabah beasts seem unhindered by their special howdahs and riders. The only tactics usually successful against these mobile battle platforms has been either mages blasting between the gaps, and soldiers launching or throwing acid or alchemists' fire through the gaps, since the riders cannot easily get out without usually two minutes of work. Special extra-large caltrops and similar impediments have proven mildly useful against the Gundabahs themselves, as have covered spike pits, but the riders usually manage to steer or sweep aside such obstacles; the triple prongs of ranseurs are good obstacle-clearers. A humorous tale sometimes told by Xals is that once, a group of crazy goblins fought the Gundabah platforms by crawling underneath the beasts, stabbing at their soft underbellies, but most goblins died when the beasts collapsed on them.

While the Gundabah howdah is the most radical element of the Xaleris military, for many, the defining characteristic of the Xal's forces is its infantry, the infamous Xal phalanx. A massive wall of heavily armored, shielded spearbearing troops, going sixteen men deep at times, for centuries the phalanx was the undenied dominator of the military field. It wasn't until the famed generals Casca Dal'Abdern, Tullus Ar'Berren, and Eryn "Ruby-Eye" Hyst crushed the Xal at Allas Point through the clever use of calvalry, artillery, and flanking maneuvers that its mythic reputation dwindled. As their wars continued, the Xals' refusal to adjust to a more mobile troop, as well as the increasing difficulties of coming up with enough men to form a viable phalanx, saw the steady decline of Xaleris as adventurous military power. Back at Xaleris proper, however, the Phalanx remained a formidable opponent, especially when added to another consideration--for generations the priestly Order of the Tomb has handled the funeral rights of every dead Xal and slave. Even now they can raise such a force of undead so quickly even the Praes Thanatos is hard-pressed to deal with them--and some say, a little envious...

The gundabah howdah's can be broken up into 11 pieces, enabling twelve men and some ropes to set it up in the course of half an hour. This is often done in extended forays of Gundabah units away from their homes. The original Gundabah place was along a rocky enscarpment. Long ago, one of the Lich-Kings of Xaleris went mad, searching for something that is said to have never existed. He dug deep stone furrows out of the walls of the enscarpment, and down into the earth. The Gundabah's were trained to climb into these tunnels, allowing a group of twelve to attach the howdah's in a matter of minutes. The Gundabah's are big enough to climb out readily. Since that time, most Gundabah (bases?) have a number of ramped pits that make the howdah placement easier. The original site has taken on a historical importance, and is used as a Gundabah training and breeding center.

For speedy travel, not many means of transportation can beat the Quickstriders, lean velociraptor-like dinosaurs built for speed, which have a movement rate of 90, rather than 60. Using Quickstriders, the postal service can deliver a message from Eyrdeyn to Malarn-ka in under two days if the situation is ideal (see the postal service post for more details on how this works).

The Ngaraf is another herd animal of Eyros and greatly prized for the silky wool that it bears and which is used to make Eyros silk cloth. The Ngaraf stands about 3 ft at the shoulder supported on six thick legs each ending in a claw, a shorter set of chelae are set by the head and used for feeding, digging and defense. The mouth is small and adapted for tearing vegetation and two smooth eyes sit mounted on short eyestalks.
The Ngaraf grows its silk during the cooler months of the year and it is harvested in spring. The silk comes naturally in colours ranging from a light lavender through white and even lime and pinks are known to occur depending on diet and region. A Breed feed exclusively on the leaves and bark of Bloodwillow has recently been developed and produce a distinctive reddish tint to their silk. The silk can also be dyed for a variety of other colours. Another larger species of Ngaraf (the Ngaraf Bullock) is known but doesnot produce silk though it is sometimes kept for food or as beasts of burden.


Plot Points:

The Grand Monarch's capitol (palace? fortress? I'm blanking at the moment) has a great chamber called the Hall of Predecessors. In it stand stone statues of all the prior Grand Monarchs. Unknown to anyone but the Grand Monarch and his closest advisors, one of the oldest of the statues is actually an advanced and fully sentient/awakened stone golem. In ancient days, the golem served as a protector of the Grand Monarch. It has not, however, moved from its spot in several generations, and none know if it's even capable of movement any longer. It does, however, still speak, and its long existance has made it one of the Monarch's most trusted advisors on historical and political matters (although its knowledge of current events is somewhat limited).

Disguised as traders, or diplomats, the military of Eyros has recently started sending in teams of spies or soldiers to neighboring countries. They are tasked with observing the tactics and state of readiness of their foreign counterparts. Whether it is a precursor to invasion, or simply information gathering for a warning of an attack against Eyros, only the Legionary HQ knows.
 

Rystil Arden said:
Okey-dokey, I'll finish the update then. Sorry if I stopped in the middle, but I wasn't sure if you wanted it, and also I was contacting Necromancer Games because I won their Submit-a-Legend contest. Wow, I'm having luck with these online contests recently.

Congrats. :)
 


Doug McCrae said:
Ghalfaen is being ravaged by a purple worm of colossal size. A dissolute sorcerer named Herewald claims he can control it but he demands a terrible price.

So goes the popular impression of the relationship of between Herewald and Archduke Galldrian. The truth is more complicated.

The Xal sorcerer Herewald (which is, it should be pointed out, a corruption of his proper name, Cyhier Val'dea, a name whose difficult-to-pronounce-for-an-Eyrosian-tongue syllables mean "King of the Valley") arrived in Ghalfean years ago, during the rule of the Immortal Emperor Amber Locust. He began by performing various wonders and was quickly invited to the Archduke's court by the Prince Galldrian Vindros, who was astounded and intrigued by the Herewald's amazing powers. A deep friendship sprung up between the two men, and soon Herewald was living in the Prince's palace, regularly performing miracles at the Galldrian's parties. The relationship between Prince Vindros and the foreign magician was noted by his father, Archduke Hallin Vindros and elements in the Ghalfaen government loyal to Eyros as "highly suspect" and finally, after three years as Galldrian's guest, Herewald was banished. Six months later, the gargantuan purple worm attacked Ghalfean, killing Archduke Hallin and destroying much of the government. "His father's casket was no sooner in the ground," wrote the Eyrosian ambassador, "when the Prince rescinded the magician's banishment, and invited the damned Xal back into the kingdom." Herewald arrived and immediately drove off the worm, an act for which he was given a title, and a small palace.

Since then, much to the displeasure of most Ghalfean nobles, Herewald has become omnipresent in the government. He looks over appointments, he makes suggestions on policy, he oversees the collection of taxes--wherever the Xal sees something to be exploited, there he is. When they complain to Galldrian, he looks piteously to the heavens and declares that he'd like to be free of the sorcerer himself--but that damned worm! Usually, an hour or two later, he and Herewald are reclining on cushions watching dancing girls together, as they share a cup of wine. Many have noted that whenever the objections grow particulary strident, the worm makes another appearance, causes a great deal of damage to the Archduke's or the sorcerer's enemies, and then is driven off.

One fear of the Ghalfeans has not come true, however--Herewald has NOT used his position to push Xal interests. In point of fact, the sorcerer seems to have no loyalty to his home whatsoever. The only interests he serves are his own--and those of Galldrian of whom he is truly fond. Some suggest that Herewald is aiding him in his plot to blackmail various other nobles--a suggestion which seems very likely indeed.
 
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The deadline approacheth!!

As of this posting, it is Tuesday, March 29. I want you all to know that I will consider this thread complete, and begin seeking volunteers to write the PDF, on Monday, April 11. (That gives people almost two more weeks.)

This isn't entirely arbitrary on my part. Lions Den Press actually has a release schedule, and I want to be sure we fit this into it.

Feel free to contine contributing through the 11th, but also start deciding if you want to volunteer for any of the "real" writing, and how much you think you can handle. (Please try to volunteer for no less than 2,000 words, and no more than 10,000.)

Deadline for rough drafts will be in mid-May--precise date yet to be determined--so you will have approximately five weeks in which to do your writing. Please keep that in mind when volunteering.

One last very important point. Failure to acquire sufficient volunteers, or having volunteers fail to meet the obligations to which they've agreed, may result in this project failing to happen. I don't say that to guilt anyone into helping. I just want to drive home the importance of people sticking by their agreements in this case. I really want to see this done. :)

I have created a Yahoo group specifically for people who will be working on the PDF. If you request to join the group, I'll be assuming that you're volunteering to write (or provide art, or the like). You can find it at http://games.groups.yahoo.com/group/Eyros/.
 

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