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Developed by
Tom Zunder
Gwenthia
As seen from High Orbit
Visible are the continents of Gwailan (northernmost) and Thurian (southernmost). Clearly visible in the east of Thurian are the lands of Parkhesh,
Nhi-Tual and Quatzadua. Southern Zathuria and central Gara-Dien are visible in the centralcloud-break. To the north-west, the islands of
Cromaigne and Spiria can be seen. Barely visible, and almost in the centre of the picture, is the Red Orb, one of Gwenthias seven moons. The Dark
Orb, or Black Moon, can be seen on each page of this bookeven though it disappeared from Gwenthias skies thousands of years ago..
Introduction
W
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Your fair use and other rights are in no way affected by the
above.
Gwailan Union
The Gwailan Union has been removed from this book as we no
longer have the authors permission to use the material. This has
obviously had consequences for the timeline and history of
Gwenthia, as well as impacting on the development of the
continent of Gwailan.
Religion
Religion has been greatly expanded and clarified. You will find
more information on the Church of Gwenth, the Church of the
Chain, the Octaminists, The Evening Culture, and other cults and
factions.
Secrets
Some of Gwenthias design secrets are included for
Gamesmasters who need to know more about the world when
planning their adventures. Some of these secrets are hints; others
are more explicit. Use them wisely.
Maps
Bigger, better and clearer. In fact, that goes for all the illustrations
contained in this book...
Tom Zunder
Lawrence Whitaker
Stuart Mousir-Harrison
Charles Green and
Stuart Mousir-Harrison
Nick Middleton
Nathan Baron
David Gordon
Colin Driver
Darren Driver
Simon Bray
Table of Contents
The World of Gwenthia
Religion and Crusade
History - Ancient & Modern
AurUrbis
Badlands
Cromaigne
Gara Dien
Meraveania
Nhi Tual
Parkhesh
Quatzadua
Spiria
Zathuria
Page
5
11
21
30
37
39
47
57
69
78
86
94
97
Climate
Gwenthia is an earth-like setting, and the temperature and climate
reflect this. To allow for easy comparison by our readers we have
used expressly Earth analogues to convey meaning.
People
Croman (Cromaigne)
Arboreal (Quatzadua)
Arboreals (Homo sapiens
arborealis), make up the majority
of the population found in the
thick Western jungles of
Quatzadua. It is rumoured that the
race is the result of the first
Zathurian experiment in evolving
intelligent life from the native
primitives, although they are
considered to be human.
Pure-breds are easily recognisable
by their wide eyes and long arms.
Standing at only around five feet
on their short legs, these light-boned hominids are equally at
home on the ground or in the trees. Their sharp eyesight, coupled
with their ability to easily traverse the tree-line, make them much
sought after by mariners; though by nature, most have a natural
aversion to the ocean. In speech they tend to use the common
Quatzaduan tongue, although in private they still use their own
short-speak; a medley of calls, clicks and whistles which are
reminiscent of the native fauna and said to carry for miles when
required. Arboreals tend to be more secular than other humans
but some do frequent towns and cities.
Forerunner (Extinct)
The origin of the Forerunners is unknown, but they were clearly
not human, although were human-like. Essentially the
Forerunners were a slave-race of the Ancients and were, in
themselves, powerful magicians. When humans first arrived in
Gwenthia, ostensibly to destroy the Forerunners, the two species
allied, and formed the Meravae Empire that dominated most of
Badlands
Bordering AurUrbis, Meravaenia and Parkhesh,
this is bandit countryrugged and dangerous,
and filled with all manner of villainy, mutation,
vile sorcery, and evil-intent.
Cromaigne
Durustan
Durustan does not, at present, play a
prominent role in Gwenthia. Its influence
is more in keeping with its population,
Gara-Dien
Gara-Dien is a lush, hilly and mountainous
region, with extensive forests rising to the
central heights, and fertile, grassy plains to
the north and along the coast to the south.
The Harmonious Empire (as it is styled) is a
Humans
Humans (homo sapiens sapiens) were
brought to Gwenthia to destroy the
Forerunners, but instead formed an
alliance with them and prospered. They
are now the dominant species, and racial
variations are common. It is, perhaps,
the human ability to adapt to, and
influence, the environment, that has led
to the experimentation that has created
the various sub-species such as the
Arboreals, Croman, Shades and Tharux.
Iqari can fly using their massive wings. Adult wingspan is typically
between 22-26 feet for both males and females. The shouldermounted wings are extremely powerful, requiring a massively deep
chest to mount the strongest muscles in the body.
An Iqari can launch itself from a standing position, achieving
rapid height very quickly; however such manoeuvres are strenuous
and Iqari prefer to launch themselves from high ledges. They take
advantage of uplifts and thermals to save energy, and can glide for
hours at a time without flapping. The most skilful flyers can
achieve speeds of over thirty kilometres per hour by gliding, and
twice this by actively beating their wings. Iqari cannot hover.
Iqari are most frequently found in Cromaigne, where they
dominate the central mountains of the island. However, Iqari
colonies are found further afield, such as in the mountains of
AurUrbis.
Lapithians (Spiria)
Shades (Quatzadua)
Parkhesh
Once a province of the mighty Meravae
Empire, Parkesh is, in reality, a collection of
city-states that surround the vast Red Desert of
the interior. Parkhesh has a long, complex, and
violent history. It has seen four civil wars, and
the rise and fall of the powerful
prophet/sorcerer Maluja. However, the most
curiousand, some find, disturbing aspect of
Parkheshis the treatment of the dead.
Indeed, the Parkhesh believe that death is no
barrier to continued usefulness, and have
developed complex magics to reanimate the
dead and put them to social use. Mummified
Quatzadua
At the far south of the Thurian continent lies
Quatzadua.
Zathuria
Zathur is a land of three distinct cultures living
together in an uncomfortable symbiosis. It
proclaims itself to be the most ancient land in
all the world, ruled by immortals that remember
when the gods walked upon the earth and man
flew in the heavens like seraphim amongst the
stars. It is a land of radical juxtapositions, the
ancient Zathurians live amongst colossal and
impossible cities that defy the technology? of
the rest of Gwenthia, and yet they are trapped
within them by the fear of mortality. They have
powers and abilities that make them godlike to
all around them; they are served by inhuman
Mother Gwenth
Discussions about the nature of the Orbs are similar, varying from
a personification of each as a supernatural demi-urge among the
theists (who see the Dark One as the personification of Pride and
Vengeance and point to the power and personhood of the Star
Child as evidence for their case) through to personless and
essentially randomly existing sources of natural power among the
atheists. As always the agnostics hold a middle view, they might
well be supernatural, but they are ultimately beyond philosophical
understanding, as is the issue of whether they possess sapience.
By far, the vast majority of people walk the Workers path. This
tradition trains people to perform any tasks that arent directly
involved in fighting for conquest. This includes such jobs as
smithing, farming, and husbandry. It also includes surprising
occupations, like government positions, clergy and craftspeople.
There is also a Magicians Path in the Path of the Worker, where
students learn magic not specifically related to battlefield use
(research, investigation, other practical uses, although some
offensive magic is taught.)
The Jade Paths religious teachings are that each person walks a
blessed jade path during their life, and the energy they great and
give off as they grow feeds those around them and also feeds the
archetypal demigod called the Lord or Lady of that particular
Worship and devotion are practiced daily by most believers in the path. For example, the Lord of the Path of the Soldier is called
simple and reverent pursuit of their labours. However to outsiders Marturu, a figure of dark armour and strength of arms. Those that
walk his path are given aid in battle, and are said to be able to
most of the Kastu seem to engage in no acts of worship
overcome any odds. All of these Lords and Ladies in turn petition
whatsoever and the only religious activity is attributed to the few
Doru who gather around shrines of small size, or more occasional their favoured followers to the Lords of the two main paths.
in larger venues. These shrines and temple complexes are stylised
workshops, created to allow the unproductive, or slightly
eccentric, a framework for religious duty and devotion. Such acts When the eighth moon fell and was destroyed, the Night Hag
of worship will always involve the creation, either corporately, or
came to envelop the world. She brought true darkness and the
by each individual, of some artefact, product or work of art. In
sweetest dreams to those who would open their hearts and minds
some cases this may extend to engagement in sexual intercourse in to her embrace. She also brought her Night Spwnwarped
an attempt to "create" a unique new life. This is not seen as
creatures that ooze from the pure darkness to do the bidding of
prostitution or somehow distasteful, far from it, since the genesis those dearest to the Night Hags heart.
of life remains a mystery, held in awe and reverence, and still
inexplicable. Thus those who attempt to engage in procreation are This relationship between people and the Night Hag, established
in rituals and dreams that always take place during the four hours
seen in a better light than many others. That said, however, the
of the Black Watch, is central to the religious philosophy of the
practice is not particularly widespread.
follow the sun. His realm is Karvarian, the island to the south east
of Cromaigne, and is still his domain, although no one has set
foot there since the fall of the Evening Culture. Karvarian is a
truly terrible place: dark clouds wreathe the land, even during the
brightest of suns, and the land is blasted, black and barren. At the
centre of the isle is The Monastery, where Evening Culture monks
dedicated their lives to Duke Maligaunt, flayed the skin from their
bones, and clad themselves in black iron in respect of the Scythe.
Duke Maligaunt's power is restricted to Karvarian, but
occasionally his agents walk abroad and spread the wyrd of The
Scythe across Gwenthia, particularly where the sun shines
brightest. Maligaunt teaches that light is death, and only shadows
bring solace. The Dark Orb was dark because it was life
triumphant, absorbing all in its power. Light exposes the lies and
the corruption; darkness is purity and truth. To suffer is to learn,
and to understand is to suffer.
Some claim that Duke Maligaunt's daughter is Khur Ishida who
now commands Nhi Tual, for they share similar beliefs. The
incestuous offspring of their relationship were the dragons who
now flock to Khur Ishida's celestial court, which is held deep
within Karvarian's catacombs, a place of dread chambers and the
sharp-eyed lizards whose scales are of the blackest iron and the
darkest hearts. Maligaunt commands them now as Night Spawn,
and Cromaignian scholars and watchers of Night Hag lore have
told of the dragons circling Karvarian's peaks as Duke Maligaunt
stands atop, commanding the spread of the Night Hag's hours
across the planet.
Duchess Kharonata: The Seductress; Giver of Pleasures and
Tearer of Hearts. She is all things to all men and all women, and
all who gaze upon her are consumed by lust. Her promise is the
Dark Orgy of the Kharonata Halls, where her faithful are
transported each night during the Black Watch, carried by her
centipede-like Night Spawn to take part in the mating rituals that
provide unparalleled pleasure. Kharonatas consort is Saah, the
Watcher.
Di-Guer: The Dark Moon trickster. Di-Guers mission is to walk
abroad and seduce those who reject the Night Hag into
welcoming her power through guile, stealth and falsehood. DiGuer is the only Night Hag Prince who maintains a corporeal
form. His essence was bound to the body of a hunchbacked
young man from Menerain by the Evening Culture, and he is able
to pass for a human with little effort (although his supernatural
powers are only evident during the Black Watch). Every word
Di-Guer utters is a falsehood; every action an illusion, and his
nature is utmost treachery. A highly effective servant of the Night
Hag.
The Unbending Ghire of Ghel: The Unbending Gire of Ghel is
neither man nor woman. It is a living essence; a philosophy with
sentience, and that philosophy is bent towards the destruction of
the Seven Moons. Those who welcome The Unbending Gire of
Ghel are rendered insane, but are blessed with the infernal
YrGael
It is possible that I am immortal. It is possible that I am mad.
internal enemies of the state, those who "worshypped darke cultes and
evil goddes". The Knights of the Rose and the Haghunters moved
against pockets of hag worship across the Empire, and often
against members of the establihed religion that KiMentas priests
could argue were heretics. The Second Crusade was fought in city
streets, mountain strongholds, in torture chambers as well as in
pitched battles and sieges against nobles who declared themselves
good Octaminists but had been denounced as dark cultists.
For over 50 years the crusade rolled back and forth across the
Empire, and as it did new groups emerged in positions of
strength. Many converted to the Human Church of Gwenthia
spread by Menerain missionaries, and others to the Churches of
the Chain, both seen as acceptable by the witchfinders. The
Crusade ended as the radicalism of the priests came into conflict
with the interests of the ruling class, who had settled their
underlying political issues with their 'heretical' kindred and saw no
need for further turmoil and chaos. As they re-asserted control
and the decadence of the Empire re-emerged, yrGael sickened of
the conflict and returned to Cromaigne, the second Crusade was
over.
The AurUrban army struck all along the coast of the Sea of Brass,
seizing the cities of the Parkheshi and putting their priests to the
sword and reconsecrating their temples to the Goddess Gwenthia.
The Knights of the Rose and the Meravae army struck through
"Thatt wich starts glittering ends tarnished and besmirched, such wass the tayl the grasslands south west of the coastline, aided by Red Desert
Nomads from the south. At first the campaign went well, indeed
of the Crusade of the Sands" - Talthwyn Maptalker
the citizens of the coast were dumbfounded to be accused by
The Third Crusade against Octaminism started around 2,900 years fellows from the Empire they thought to be part of. Few put up
ago, when AurUrbis declared that the Meravae Empire had fallen resistance, and priests of the old church were slauhtered in the
into withcraft and heresy, and that no longer could the city states
streets as the armies started to lose discipline. As they did so the
bow their heads to the Emperor. The Empire responded that this locals started to exploit the huge distances that lay between
declaration had less to do with religion than to do with the recent defensible towns. Hit and run raids by dusky guerillas plagued the
The Shasteen
Gather round children and let me tell you of the Horror that
was the Shasteen..
Many years ago, after the Fall but before the Meravae left these
lands, a man named Arsharbath led a group of tomb robbers
deep into the ground to look for treasure and loot to steal from
the long dead. Know then that Arsharbath was a bad man,
and know that his actions led to doom for men and women and
children beyond counting..
Deep in the depths Arsharbath found an Ancients tomb, a
place of dark gloom and shapes that cannot exist on the surface.
Many in his group said that he should turn back, but he was a
greedy man and had heard of the great artefacts that the
Ancients left behind, such as the Sceptre of Bronze Ruin. So he
whipped his men and drove them into the dank tunnels covered
as they were in moss and lichen that glowed in the cthonian
crypt.
Only one, Rubarsham, crept away in the dark and skulked to
the surface. Many called him a coward, but he only said, "A
dead man wears no medals". Which is true, save in Parkhesh,
but most were glad that Rubarsham left shortly therafter.
Anyway, few noticed since Arsharbath returned soon after.
The tomb robber was alone, his companions lost, and he walked
with a steady glazed look in his eye. Few would have spoken to
him, save that in his hand he held a diamond of such size that
as he walked down the street none could do else but gaze at it's
flawless cut and size. None noticed the lichen that grew on
Arsharbath's neck, or that it covered most of his body beneath
his robes, or that his eyes now glowed green with just the
slightest hint of inner light. As they jostled to see or even seize
the diamond none noticed the spores that drifted from his mouth
and settled on their skin. That night, to great jubilation,
Arsharbath mumbled that he gave the gem to city. Parties and
celebrations broke out and the strangely quiet adventurer was
carried around the city on a platform.
Now listen children, and listen well. By morning the city had
grown strangely quiet. Not the quiet of people who have enjoyed
themselves too greatly, but an eerie quiet in which even dogs and
birds uttered not a sound. The silence endured, all day and all
night until the third day after Arsharbath had returned, and
then the city rose and shambled forth from the walls, their bodies
infected with the Shasteen lichen, their brains eaten from the
inside, and their new masters rising the walking dead as they
stumbled and spread the Shasteen Horror from town to town,
from state to state, from husband to wife , from mother to child.
It took over a hundred years for the Shasteen Horrors to be
eradicated from these lands, and even now there are tales of
outbreaks in distant villages or mining communities. 'Tis said
that even the Geneweavers themselves had to help to protect the
strange folk of Gwailan and all because one man was too greedy
to turn away when unnatural danger loomed and because a
town forgot to wash behind its ears...
So he whipped his men and drove them into the dank tunnels
covered as they were in moss and lichen that glowed in the
cthonian crypt.
Only one, Rubarsham, crept away in the dark and skulked to
the surface. Many called him a coward, but he only said, "A
dead man wears no medals". Which is true, save in Parkhesh,
but most were glad that Rubarsham left shortly therafter.
Anyway, few noticed since Arsharbath returned soon after.
The tomb robber was alone, his companions lost, and he walked
with a steady glazed look in his eye. Few would have spoken to
him, save that in his hand he held a diamond of such size that
as he walked down the street none could do else but gaze at it's
flawless cut and size. None noticed the lichen that grew on
Arsharbath's neck, or that it covered most of his body beneath
his robes, or that his eyes now glowed green with just the
slightest hint of inner light. As they jostled to see or even seize
the diamond none noticed the spores that drifted from his mouth
and settled on their skin. That night, to great jubilation,
Arsharbath mumbled that he gave the gem to city. Parties and
celebrations broke out and the strangely quiet adventurer was
carried around the city on a platform.
Now listen children, and listen well. By morning the city had
grown strangely quiet. Not the quiet of people who have enjoyed
themselves too greatly, but an eerie quiet in which even dogs and
birds uttered not a sound. The silence endured, all day and all
night until the third day after Arsharbath had returned, and
then the city rose and shambled forth from the walls, their bodies
infected with the Shasteen lichen, their brains eaten from the
inside, and their new masters rising the walking dead as they
stumbled and spread the Shasteen Horror from town to town,
from state to state, from husband to wife , from mother to child.
It took over a hundred years for the Shasteen Horrors to be
eradicated from these lands, and even now there are tales of
Timeline
The history provided here is subject to a great deal of debate and uncertainty.
The facts in many respects are unclear, and different interpretations have been
offered by many different sources. Most Gwenthian scholars, and especially
those of the Guild of Aviators in Amerain and the various Monastic Orders
of the Human Church of Gwenth, maintain that most of the Old Calendar
history is unreliable and a mixture of myth, half-truths, exaggerations and
out-right lies. Others, and especially the scholars of Spharain, maintain that
history has been charted with startling accuracy, but that events before the Fall
of the Eighth Moon are of questionable accuracy.
Dates are either shown as -BP (Before Present) or as NC (New Calendar).
The transition from Old Calendar and New Calendar is ignored by most
Gwenthians (Parkheshi excepted who still use the Octamanist Calendar
The standard 'present' for the Gwenthia world is 995 NC.
New Calendar
994 NC: Bobanagaradinena ("true-mouth of Gara-Dien") is
proclaimed "King of An Kitar" and charged by the Jade Empire
with taking control of the as-yet unconquered two-thirds of the
largest Kitar isle, Kitarinik.
993 NC: Apparition of Maluja seen in the Parkhesh City Forum.
The Undead soldiers in the mortuary barracks are restless and
some break out to wander the streets of Parkhesh City. Legion
NCOs spend a week rounding up the stray undead.
992 NC: Menerain sends mercenaries to fight She-Eth on Lo
Tual.
The Ancients
No records exist that describe either how the
Ancients came to Gwenthia, or what they looked like.
According to Zathurian and Meravae Empire
scholars, the Ancients were exiled to Gwenthia,
implying that they did not originate on the planet and,
perhaps, not even from the same universe. Why they
were exiled, and what held them in exile, is unclear;
although it would seem that the eight moons were, in
991 NC: Fifth Parkhesh Civil War begins after Annexe region
rebels after a Temple to Matikhot (Dark aspect of the Dark Orb
Temple) is erected in one of their cities.
990 NC: Alliance occurs between Olakha faction (Light aspect of
the Dark Orb Temple) and Ralashon faction (Orange Orb
Temple) in Parkhesh City. Bikhon faction given control of military
by request of Olakha faction, government remaining in Ralashon
faction power.
990 NC: She-Eth invasion force appear on Lo Tual. Chli-Mestis
Han beings the Steel Wheel Jihad in the Badlands. Increased
Parkheshi military activity occurs on the border of Parkhesh with
the Badlands to protect the city of Spiderport.
962 NC: After 22 years frantic and secret experimentation (and
numerous deaths), the Telbrin Aerial Fleet is first deployed, on a
"Good will embassy" to Renbril and Mull. A Parkheshi special
force is caught trying to steal one of the airboats, all are impaled
on the city walls of Mull for all to see (their heads sent to
Spiderport with a note).
962 NC: Sherba declared new High Priest of Spiria
956 NC: Political unrest in Renbril peaks with an attempted
revolution, savagely suppressed by the local legion of the Republic
Cohorts.
940 NC: Telbrin scholars discover Serin wood and the secret of
Meravae Skyships.
903 NC: New Settlement founded by AurUrban expeditionary
force. Indigenous mongrel humans are captured and settled in
slave farms to begin the process of civilisation. KiDelan army
The Forerunners
The Forerunners were not a single species but a
collective of species that worked together for
common purposes. Culturally, they were extremely
advanced, and did not go by the name Forerunner
(although that term is now used extensively by
Gwenthians to describe them). They encompassed
many different races, some of which were at least
humanlike, if not actually human. And they were most
certainly powerful, with the ability to manipulate
physical matter and energy at cellular and molecular
levels. Indeed, some of the species that formed part
of the Forerunner collective may have been
engineered to fulfil a particular function or need, but
were embraced on roughly equal terms as their
creators. One such example are the Geneweavers,
and it is believed that many of their creations form the
basis of Gwenthias current flora and fauna some
more successful than others.
The Forerunners were enslaved by the Ancients, who
clearly wished to exploit their powers and abilities.
This slavery lasted thousands of years, and predates
even the earliest events described in the timeline.
Slavery is rarely benevolent, and benevolence seems to
The Zathurians
The Zathurians are an alien race, not native to
Gwenthia. Their true origins are only known to
themselves, but they are called the Children of the
Moons by many cultures. They are a xenophobic and
agoraphobic race that dwell in sealed cities of great
age and advanced technology. They have access to
devices and knowledge far beyond the rest of
Gwenthia; they are masters of science, and yet they
seem to dwell in a state of arcane stasis, never
progressing in their development.
It seems that the Zathurians mourn the loss of their
ability to travel the heavens, and that is their only
desire, to leave the world and return to their home.
The Zathurians claim that when they came to
Gwenthia all men were but primitives dwelling in
trees. Zathurians their science to upgrade them and
educate them, until humans stood as equals with their
masters. The Zathurians talk of an idyllic period,
known as the Era of Joy, when the two races worked
together in harmony, and Gwenthia was filled with
their combined wonders. However, humans tried to
The She-Eth
The reptilian, serpent-like She-Eth may have been on
Gwenthia before the Ancients arrived, or arrived with
them; their precise origins are unclear. They certainly
controlled an empire of sorts in the Thurian
continent, and had access to semi-sorcerous
technology that made them formidable warriors. It is
possible that, until they were lured into rebelling
against the Ancients by the Zathurians, they were a
peaceful race. If so, the Ancients punishment the
confiscation and destruction of their very souls
Humans
Humankind was summoned to Gwenthia 7,000 years
ago by the Eighth Moon, ostensibly to break the
powerful magics of the Forerunners who were
drawing the orb towards the surface of the planet.
Whatever plans the Dark Moon had for humankind,
they went awry, because, instead of opposing the
Forerunners, humans joined with it in alliance,
essentially breaking the Eighth Moons influence over
Gwenthia.
In time, humans and Forerunners merged their
cultures into what would become known as the
Meravae Empire. This empire controlled most of
Thurian for almost five thousand years during which
time humankind began to proliferate on Gwenthia,
spreading beyond the Thurian continent and even
across the oceans.
rebel against Parkhesh City League with help from Shalkan and
Tovril city states and Takda mercenaries. The Khalian League is
set up helped with weapons and expertise from AurUrbis and
Tenbril with weapons carried via the Loparankwari. Some Red
Desert Nomad tribes join the Khalian League in it's fight against
Maluja. The Red Desert descends into another bitter tribal war,
one of many countless others that have occurred through out the
history of Gwenthia since the fall of the Dark Orb.
569 NC: First reports of Lady Sybillis, a daughter of the Night
Hag, infecting the dreams of Cromaignian women.
540 NC: New Calendar of Gwenthia adopted by decree TaTarazon III of Quatzadua.
519 NC: Duke Maligaunt, a son of Night Hag, seizes control of
Karvarian.
518 NC: Prince yrGael sends troops to Karvarian in search of
Blue Sword of Fate. Of the seven sent, only one returns, endlessly
laughing.
487 NC: Corsair's War comes to the end when the Blue Sword of
Fate is stolen from Kaipor, Maluja suspected. Truce is signed with
Kaipor. Many corsairs hide amongst the numerous islands named
the Pirate's Teeth. Maluja curses the Pirates and numerous ghost
ships of undead pirates plagues the region to the present day.
Sightings of Zambala return to a low number.
479 NC: In final phase of the Corsair's War Maluja orders the
invasion of Kaipor which proves to be more problematic than
anticipated. Numerous Parkhesh Galleons are sunk by the nimble
fleet of Corsairs.
461 NC: Blue Sword of Fate found in Pirate's Teeth Islands,
triggering the Corsair's War. Parkhesh begins to build a navy to
help protect shipping and trade. Many blame this year for the rise
of Parkhesh sea power. The next twenty six years show increased
fighting between Parkhesh and he Corsairs but the Corsairs are
aided by an unknown third party and resist the Parkheshi
aggression. Many sightings of the patron saint of sailors, Zambala,
is made, his ship aiding those harrassed by pirates.
The Twisted
Swords of Fate
It is unknown where the Twelve Twisted Swords of
Fate came from, who built them or their exact
purpose is. What is known is that when all twelve are
brought together and arcane rituals performed, the
Demon Song is released.
Old Calendar
-995 years BP and 0 NC: The Old Calendar is denounced as
heretical by the Human Church of Gwenthia and the New
Calendar is proposed.
-1,000 years BP: The Tharux try to steal Cromaigne secrets from
Jhyrain, but are foiled by Kastun ambassador.
-1,250 years BP: Zathur and Mererain jointly govern Rasen,
ousting AurUrbis settlement. In Thurian, Theurgist Gara'Dien
institutes Emerald Compact, Harmonious Empire founded.
-2,900 years BP: AurUrban and Cromaigne forces wage the Third
Octaminist Crusade in Parkhesh. They are aided by a coup d'etat
in the Meravae court by Prince yrGael, and a coalition formed
from the Red Desert Nomads and the Outlanders of the Gwailan
nations. AurUrbis occupies Parkhesh with Red Desert Nomads
help.
-4,000 years BP: Aur Urbis emerges on the Golden Isthmus. The
Seven False Gods first appear in Nhi-Tual.
-2,700 years BP: The Cult of Rathkul appears in the east; it seems
lost.
-2,800 years BP: The Tharux appear in Nhi-Tual and initiate trade
with the Tual natives.
-2,800 years BP: Lord Xocotal the head-hunter forms The
Quatzaduan Cult of Murazcoatl.
-2,900 years BP: Some Lapithian groups migrate to the Gold
Mountains in AurUrbis, and the Gold Wars begin between
AurUrbis and Meravae.
-4, 500 years BP: The debris of the Eighth Orb, which
disintegrated before reaching the surface of Gwenthia, is
discovered all across the planet. At around this time, the power of
the Night Hag begins to assert itself and some begin to worship
this dark deitywhich is deemed to be but one aspect of the
Dark Orb. The Meravae Empire expels a growing sect of Night
Hag worshippers. This sect, calling itself The Evening Culture,
flees to the western islands and settles the southerly isles, which it
names Cromaigne and Karvarian.
-5,000 years BP: Something causes the Dark Orb to explode,
unleashing strange changes across the world. The Fall of the Dark
Orb is a major event for most cultures. In Gwailan, the
Geneweavers, under Zathurian tutelage, come to power, ruling
most of the continent. But the Geneweavers rule is not to last,
and they are defeated in a war with the Meravae Empire. Tual and
his family leave Meravae Empire to follow the Seven stars.
-6,000 years BP: Through the interference of both the Zathurians
and Eighth Orb, humans develop the ability to walk the heavens,
and seek to steal the Gods' powers.
-6,000 years BP: Humans, who now proliferate, are scrutinised by
both the inquisitive Zathurian Minds, and also surreptitiously
modified by the Dark Orb as it continues its fall. During this time,
humans spread north from Thurian to the continent of Gwailan.
Around this time the Arborials may have been created.
-7,000 years BP: The Forerunners once again rise to challenge the
Ancients. Slowly descending towards Gwenthia, the Eighth Orb
summons Human magicians to break the Forerunners magic.
From across the universe Humans hear the call of the Dark Orb
and travel to Gwenthia. However, upon arrival, Humans do not,
as expected, battle against the Forerunners. Instead, the two
become allies and fight against the Ancients together, eventually
defeating them completely. The Forerunner/Human alliance
becomes known as the Meravae Empire.
-8,000 years BP: The Zathurians seal their cities to prevent reprisal
attacks by the Ancients. The Ancients dominate Gwenthia for the
next thousand years.
-9,000 years BP: The Zathurians have watched the Forerunners
rebellion against the Ancients carefully, and, for reasons unknown,
side with the enslaved Forerunners. Using their own powers of
guile and command, the Zathurians persuade the reptilian She-Eth
to launch a surprise attack on the Ancients. The attack is repelled,
and the Ancients destroy the souls of the She-Eth race,
condemning their physical forms to wander the void between life
and death.
-9,000 years BP: The Forerunners, seeking liberation from the
Ancients, launch their rebellion. The rebellion fails, and the
Forerunners, for their treachery, find their slavery deepened and
made worse by the Ancients. In frustration at their worsened
situation, the Forerunners use their powers of prayer to summon
the Dark Orb of Gwenthia, and the moon begins its descent
towards the surface of the planet. However the Ancients are not
without their own powers and, whilst they cannot prevent the
Eighth Orb from descending, they do manage to slow its
progress.
-10,000 years BP: Zathurians travel through space and divert to
Gwenthia, lured by the planets eight Orbs. However, the
Ancients, watching from Gwenthias surface, call upon the power
of the Forerunners to assist the trapped Zathurians, and the
power of the Orbs is broken. The Zathurians thus arrive on
Gwenthia.
AurUrbis
The Golden Lands
5%
4%
1%
Political Structure
AurUrbis is a political Federation in which city states run most
affairs independently under the broad guidance of the Golden
Council, which sits in the City of Gwenth in the Mountains of
Gold. The New Province is different in that it is ruled by the
Council directly, with an administration and military forces
dedicated to it.
KiMentas
black irises that fill the orbs and make the pupils
almost impossible to see. They have no nose or ears
but a composite sensory array on their elongated
chins. They are not in any way human, as their
internal anatomy shows. KiMentas are physically
weak, have heightened senses both auditory, visual,
chemical and possibly some kind of telepathy.
The KiMentas are, however, borne to human
mothers, amongst the KiDelan, 'those that make' in
the city states of AurUrbis. KiMentas young are born
to human mothers , despite there being no sexual acts
between the mother and any of the Black Folk as they
are often known. It is regarded as a great honour to
bear a KiMentas child, who is taken to the nearest
KiMentas to be raised.
KiMentas perform all intellectual roles in AurUrbis
society, scribes, healers, lawyers, engineers etc. They
are most adept at this task and have a social symbiotic
relationship with the human population who focus on
Urthan dedicated to
Urthos the Red Moon
Husband.
Lidin
The written form of Lidin uses a strangely
shifting set of characters which only
KiMentas can read, and which they seem
to decline to teach to others. KiDelan do
not choose to read and write, relying on
KiMentas to handle such boring matters.
Scribes from other nations have suggested
that the script is a ruse or some kind of
cipher, even those who have learnt Lidin
fluently can make no headway with it.
English Lidin
Ee
We
Vi
You
Fo
You
Pa
He
Sa
They
Ki
She
Si
It
Ta
Religion
The main religion is the AurUrban Church of Gwenthia, a
polytheistic faith that worships the Goddess Gwenthia and the
Seven Gods of the Moons. Others exist, the Human Church of
Gwenthia is tolerated amongst foreigners, and the Churches of
the Chain are accepted as a tale of the Seven Gods 'abroad'. All
worship of the Dark God or the Night Hag is suppressed
vigorously, and yet seems growing amongst KiDelan in the poorer
and richer parts of society.
Famous Individuals
Badlands
Bandit Country
To the east lies the White Spider River, which passes from
Parkhesh through the Badlands to the Sea. This area was annexed
by Parkhesh many years ago and the town of Spiderport was
established at the mouth of the White Spider River. The river acts
as a natural border and troops patrol the northern bank and lands
to keep out mutants. A number of small forts were built along the
river to act as staging posts and look outs. they form part of the
incomplete Parkhesh Wall which stretches for two thirds of the
Parkhesh-Badland border. A legion of Undead once set off from
Spiderport into the Badlands never to be seen again.
Chli-Mestis-Han
Cromaigne
Isle of Three Kingdoms
The Island is green and fertile, with a wide sweep of central plains
perfectly suited to agriculture, and rolling hills forging out to the
coasts that are perfect for rearing sheep, goats and other livestock
that take to the high ground.
In the south east, two huge escarpments burst from the landscape
and plough their way, wave-like, towards the southern shores.
The larger of the two, known as The Shifts is characterised by a
vast, natural marshland on the northern side of the escarpment
that is eerily beautiful and extremely dangerous. Not only does
the marsh contain treacherous bogs and quicksand, it is home
so it is said to a race of half-ghosts that dwell in the deepest
recesses of the marsh and control the ebb and flow of the mists
that cling to the ground.
The island has few natural threats to its inhabitants. The Iqari
fierce, man/eagle creatures inhabit the highest of Cromaignes
mountains, Scarclimb Rise, and hunt both animals and,
occasionally, Cromaignians; but they tend not venture far from
their mountainous territories.
Cromaigne is not volcanically active, and neither is it subject to
earth quakes or tremors. The western sea lashes the coastline
mercilessly throughout the year, but the temperate climate does
not lead to hurricanes or tidal waves, and thus, the island of
Cromaigne is green, pleasant, and a rich harvest for its occupants.
The Climate
The island is humid, and it is common for overcast skies, drizzle
for days on end, and thick inland and coastal mists. But, when the
sun punctures the cloud, it casts brilliant rays on a country that is
breathtakingly beautiful. The mountainous central territories have
deep, green valleys, countless lakes, and imposing cliffs that create
small pockets of shelter that are idyllic in their natural simplicity.
The Geography
Beauty. The captain sighed and rubbed at his eyes: he had not slept since
wed driven away the pirate vessel that had attempted to sink us. Beauty,
aye. But beware, my friend. Cromaigne has a dark heart. Darker than you
or I can possibly know.
From the Journals of Ranyart Finn, Traveller and Wordsmith.
The Language(s)
I like to think that I have a way with language; an understanding of its
nuances and idiosyncrasies, but nothing could have prepared me for the aural
assault of the tongues of Cromaigne. In its formal state, poetry and music; in
its colloquial, a sing-song rapture. But to study it! To learn its rules! On
that, I must admit to being tone-deaf.
From the Journals of Ranyart Finn, Traveller and Wordsmith.
Cromaignians speak two languages: the island-wide language of
Ijiin is a formal language, used for official texts, academic study,
trade, contracts, and so forth. It is a soft, sibilant language with a
very formal grammatical structure, and has its basis in the formal
tongue of the Meravae Empire.
Iajaan is the common, informal language of the island and was
developed by the Cromaignians following the destruction of the
Evening Culture. It is based on Ijiin, but is much looser in
grammatical form, and includes hard consonants to complement
the smoother, more poetical formal language. Iajaan also
includes other Gwenthian influences (although heavily modified
over the years), and a great deal of colloquialisms belonging to
each of the three kingdoms. Iajaan is what all Cromaignians use
in everyday speech; however, dialects across the island
differentiate and identify the speaker. The dialect of Amerain is a
rounder, almost American-like dialect with a rising inflection at
the end of each sentence or statement. Menerains dialect is
broader and flatter in sound, with many common constructions
abbreviated for convenience. Spharains dialect is a soft, rounded
brogue; quiet and precise, with little abbreviation and greater
formality in pronunciation.
The Kingdoms
Cromaigne is divided into three kingdoms. These were, originally,
purely administrative regions developed in the years after the First
Octaminist Crusade, to help rehabilitate the Croman after decades
of Evening Culture persecution. But with time, and political
scheming, the three regionsAmerain, Menerain and Spharain
(named for the three surviving cities) - became autonomous. This
transition was not without struggle. The KiMentas sought to
retain control of Amerain and used a combination of puppet
rulers and the extensive, arcane, Traditions, to fashion a culture
that appealed to the isolationist tendencies of the northern
Cromaignians. In the eastern lands of Menerain, the Merevae
Empire sought to take control, and largely succeeded for a short
period, only to find that the Croman of Menerain did not want
anything to do with the Meravae (which had largely stood back
during the Evening Culture purges) and, instead, adopted some of
the more humanist teachings of Amerain. In the south, Spharain
fell to the control of Prince yrGael, a man considered by many to
be Cromaignes saviour. YrGael rejected all notions of external
influence, arguing that Cromaigne should be one nation. This
single nation philosophy gained a huge deal of support amongst
Why
Amerain
Occupying the north-west of the island, Amerain is hilly, heavily
forested in its northern regions, and has the most spectacular
coastlines of the island along its western edge. It has three major
cities: Amerain City, Foundation, and New Urthan. Amerain City
was built by the Evening Culture, and retains its ominous,
distinctive architectural style. The city overlooks a wide, deep,
natural harbour that is fenced from the open sea by a line of small
islands. Foundation and New Urthan were built after the First
Octaminist Crusade, and are thus AurUrban in style and feel.
New Urthan is an exact replicaalmost down to individual
bricksof its sister city in AurUrbis, and was raised by KiMentas
magic in the space of eight days.
Ruling House
occupy some of the highest places in the seven Duchies, the Royal come to visit the Seven Moons Cathedral, the ports of Menerains
Court, and in the service of the KiMentas in New Urthan.
coasts hum with shipping activity, and with it, trade. Religion has
been good to Menerain, and the wily merchants of the mercantile
Society
houses and the Illustrious Guild of Merchant Venturers, have
Given the presence of The Traditions, one might expect Amerain taken full advantage of the opportunities.
to be a dull, lifeless place that is beset by ritual and adherence to
Ruling House
the Law. Far from it; the cities bustle with life, enjoyment, and
frequent celebration. Amerain enjoys extremely good relations
Menerain is a true monarchy. Queen urLeyn has ruled for ninety
with AurUrbis, and is a centre for AurUrban trade. KiDelan
years and is a popular monarch. She has relaxed trade restrictions,
merchants and settlers mingle with Croman freely, and the city of introduced measures to ease bargaining, and refuses to impose
Foundation stages an annual recreation of the First Octaminist
taxes on certain imports, knowing that such a lax approach makes
Crusade during Founders Week. This is not some bloody affair,
Menerain far more prosperous than without them. Under urLeyn,
but rather an abstraction of the Crusade, using games and contests the Illustrious Guild of Merchant Venturers has truly flourished,
to recreate the battles of the time. Athletes and aesthetes alike are becoming a trading power in its own right. Queen urLeyn takes
drawn to Founders Week, and the attendees are now drawn from its counsel, but has a close cadre of political advisers of her own
across Gwenthia making this a truly international celebration.
that assist in the wise decisions Menerain has made consistently
under her rule.
Amerainian society is thus open and friendly, although it is lawabiding and driven by etiquette and social graces. Many leads are Menerain is, like Amerain, administered under a system of
taken from AurUrbis, certainy in terms of dress and social
Duchies. Unlike Amerain, Menerain operates to a feudal system:
fashions, but the Croman traits of reserve and emotional
lands are the property of the Queen, and worked, for payment, by
repression are very much in evidence throughout the country.
the populace. A seventh of their yield is paid to the Duke, who in
turn pays a seventh to the Crown. In return, the Crown offers
Relations with Menerain and Spharain
protection and security to its people, and provides a just system of
laws and safeguards.
Although Amerain enjoys close relations with AurUrbis, it is
somewhat jealous of the trading position occupied by Menerain,
Society
and the religious position it enjoys as the centre of the Human
Church of Gwenth. There appears to be a growing feeling that
Menerain society is cosmopolitan and progressive. Of all the
Amerain is too much in AurUrbiss shadow, matched with a
people of Cromaigne, Menerainians are the most gregarious and
distinctly growing animosity towards Menerains prosperity.
least reserved. Its taken several generations for this nature to
Whilst relations are cordial, Amerainians see Menerainians
develop, and the outside influence of wider Gwenthia has no
somewhat as upstarts and imitators. In recent years, Menerain has doubt helped. Menerain fosters a spirit of achievement, and
gained some significant wins during Founders Week, much to
personal success that is founded partially on the teachings of the
Amerains chagrin, and what was once friendly rivalry is becoming Human Church of Gwenth, but also on the harsh lessons of
more than a little soured.
Cromaignes history. Menerain does no want to be a pariah, like
the Evening Culture, or pursue a single ideal, like Spharain, or be
Spharain is viewed with absolute distrust. Spharainians are seen as
enthralled to one nation, like Amerain. It wants to forge its own
bigoted monoculturists that have failed to adapt to a changing
destiny, and this philosophy is reflected in the ambitious attitudes
world. The personality cult of Prince yrGael is viewed with
found in Menerains society.
disdain and suspicion, and there is no wish for Amerain to
become part of yrGaels single kingdom of Cromaigne. Political The streets of Menerains cities therefore bustle with activity and
and trade relations do take place between the two kingdoms, but
trade. People from across Gwenthia can be found: traders from
they are, and always have been, strained, with neither kingdom
Telbrin; sailors and rigging-hand Arboreals from Quatzadua; wily
seeking to become sympathetic to the others views and beliefs.
Parkheshi merchant princes; and the machine-clans of the Tharux.
All are welcomed, and Menerains society thrives as a result.
Menerain
Spharain
Spharain is the only remaining province from the days of the
Evening Culture. It occupies the southern third of the island with
control centred on the ancient citadel of Spharain itself. Spharain
citadel is located in a wide lagoon and built on a series of some
fiftenn islands, interconnected by bridges and walkways that stem
back to the Evening Culture itself. The architecture is still that of
the Evening Culture: high, complicated spires with intricate
carvings and flowing, interconnected runes. The citadel is
protected by a high curtain wall accessible by a single, massive
gate, erected during the First Crusade.
Spharain is yrGaels kingdom, and has been for 4,000 years.
YrGael is very, very rarely seen in public, and all day to day
business is performed by the Council of Seven - ministers picked
by yrGael personally to administer the business of the kingdom
and protect Spharain from harm. The Council of Seven is said to
be in constant psychic contact with yrGael, sharing his dreams
and taking instruction on all domestic and international affairs.
The Council of Seven conducts all its business in yrGaels name,
Ruling House
There is no royal family in Spharain: simply Prince yrGael. He
has refused to be known as King until Cromaigne is a single,
unified kingdom. There are no heirs and no claims to the throne;
only yrGael and the Council of the Seven.
Society
Spharain is insular. Economically and agriculturally, it is selfsufficient. Its population is small - less than 1 million - and its
needs few. YrGael has gifted the lands of Spharain to his people,
and the Council ensures that taxes are fair and land allocated
equally. Disputes are heard by the Sheriffs, itinerant magistrates
appointed by the Council of Seven to ensure equality amongst the
people. Socially, Spharainians are content to remain in their
kingdom, and few travel widely. It is as though yrGael is
nurturing them from a distance, protecting them with the power
of his personality and dreams. For the people of Spharain cleave
to yrGaels ideal of a single Cromaigne, with the structures
imposed by the crusaders dismantled, and Cromaignians free from
religion and outside influence. This ideal is ingrained in the
Spharainian spirit, creating passionate, single-minded, obstinate
people, who are clearly at odds with their fellows in Amerain and
Menerain.
Relations with Amerain and Menerain
Relations with the neighouring kingdoms are cursory. Spharains
buys and sells little, and has rejected all notions of trade
agreements, or free markets. Menerainian merchants are allowed
to trade in Spharain, but the guilds and other structures that
support their powerbase are fobidden.
The religious piety of Amerain is rejected outright. Spharain
worships no gods, and does not accept the Gwenthian church in
Roleplaying Ideas
A Spirit to Die For
A street vendor on Amerain city has a Spirit Map for sale.
Possession of Spirit Maps has been illegal since yrGael wrenched
power from the Evening Culture over a thousand years ago, and
most these days are fakes. But this seems genuine. It also seems to
point the way to the Enchainment Place of jhur-ghar-jhur-ghar The Father In The Rocks - if so, it holds the key to one of the
most powerful fettered spirits that the Evening Culture could
never command. Whoever commands jhur-ghar-jhur-ghar
commands, they say, the secret of the Seven Moons.
That would explain all the AurUrban assassins, Knights of the
Rose, and a dozen Hag Worshippers of Chli-Mestis Han's sect;
but why is the Royal House of Queen urLeyn so interested?
Falling Angel
Coldacre Farm is like so many in the Scar foothills; isolated, small,
nervous. When the Iqari attack, the people have learned to hide
and let them winged bastards take a few cattle - better than losing
a life.
So what do you do when a wounded Iqari lands in your barn?
What do you do when that Iqari tries to communicate? What do
you do when that wounded Iqari defends you from the foothills
bandits who prey on the lonely farms and saves your life? What
do you do when man/bird and man begin to form an
understanding?
And what do you do when the Iqari Hunters come looking for
some easy raptor blood?
Lodestone
Get me a present, she says. Get me shiny things. So I wander the
canals of Spharain and find this jewelry barge with some strange
black glinting things that REALLY catch my eye. Decent price.
Buy one. She goes mad! Best sex ever!
Now we're having nightmares. Now we're seeing writhing things
in the dark. Sex is still great but becoming frantic, and the bite
marks on my shoulder don't look like her mouth put them there.
And I'm really afraid.
House Party
Chulithor-wan of the Amerain KiMentas is holding his annual
house party. Various dignitaries from the High Guilds, the Middle
Sects and the Low Quarters are invited. Archery, dance, poetry,
fine food, fine wine and song are the orders of the weekend.
And then the body is found in the Observatory, eyes burned out
and telescope trained on the Green Moon. Suddenly Chulithorwan has bolted the doors and is playing detective. Someone's
Gara-Dien
The Harmonious Empire
The Geography
Gara-Dien is located in the western half of Thurian, sharing a
common border with Zathuria along the course of the river
known to the Zathurians as the Charrux, and the Gara-Dien as
the Ellys. The lands draining into this river form a low, rolling
shallow bowl, ideal for the plains-dwelling nomads from which
the True Gara-Dien are descended. While the river has acted as
trade route, allowing the penetration of traders deep into the heart
of the continent the plains have been the site of numerous battles
and wars.
Further to the east the Ellys river is overshadowed by the
immense mountains of Meravenia, which are harsh and uninviting
to the Gara-Dien peoples. Although there are a number of
flourishing independent settlements to the north of the river they
do not fall under the direct authority of the Empire. Neither,
The Language(s)
The Peoples
Political Structure
myth. Since the coming of the Jade Empire this rivalry has been
channelled into matters of trade and prestige, rather than of
blood. One result of this is the splendour of their capital city, the
Tyath County lies on the coast, adjoining the Ellys Confederacy,
great Pnajinn Hua. Imperial Citizens from the League dominate
and is comprised of the majority of the former Greater Tyath
Gara-Dien's trading endeavours with the rest of Gwenthia. Their
Magistracy. After their expulsion from the Honeyed Coast the
ships are superior to all others in the Great Gara-Dien Bay (and
Tyath joined the Empire (by choice) and the Magistrates still wield
far beyond), much to the chagrin of the neighbouring Sheshaan.
impressive day-to-day power from the city of Athsahnduk.
Despite their past history of conflict the Tyath now enjoy far
The Sheshaan Canonry built it's power on conquest and slavery,
better relations with their neighbours than they ever did in preselling many such captives to their longtime allies, the Oxore.
Imperial times.
After centuries of such practices they were finally conquered by
the Jade Empire by the forces raised by the Xunli general and
Tiaen Hills Province is home to the pygmy Mid-tai hill people,
convert General ChentPin after a hard fought campaign (146who simply wish to be left alone. One of the earliest nations to
158). The Sheshaan have since redirected some of their energies
follow the way of GaraDien they are secretive and little-known,
into a centuries-long fight for dominance with the neighbouring
guarding their borders against all comers. It is whispered that they
League of Jinnahn. They are at a serious low point in this contest
await the summons of the Theurge himself, when he returns to
at present. Membership of the Empire and the ways of the Lady
rule Gwenthia at the left hand of the Lady of Doors, and that only
of Doors have not completely outlawed slavery, but have seriously
then will their mighty power be revealed. Any Mid-tai known
damaged the Sheshaan economy and confidence, and their large
beyond their land are either powerful sorcerers or bedraggled
fleet is in poor condition, as is their capital of Neshaanah Hurn,
outcasts. Few who enter their lands return, although their headless
reflecting their current poor fortunes. Worse still the recent spate
corpses may be seen drifting down the river Aenthkiang into the
of attacks on Sheshaan Slave ships is making matters worse...
Charrux/Ellys basin. No formal capital has been designated for
this province.
Always thinly settled, the lands of the Xunli found new strength
and identity after General ChentPin was awarded the post of
In the central hills of Gara-Dien stands The Viridian. For many
Imperial Governor of the newly-formed province, the Xunli
years these lands were shunned by the tribes of Thurian, but now,
Freehold after his successful defeat of the neighbouring
with the coming of the Gara-Dien these forested hills have been
Sheshaan. His mausoleum dominates the capital city of Isemidi.
opened to settlement in a great experiment. Amidst the ancient
ruins the landscape is being tamed and settled by colonists
according to the wisdom of the Lady of Doors and the Theurgist
Gara'Dien. Leaving behind their previous cultural identities the
While many of the Hash Takk follow the Jade Path and the
brightest and best are building The Viridian, and its shining capital teachings of the Jade College, they are not technically-speaking
Demegal. All know that The Viridian is a triumph of the Jade
citizens of the Empire, as the lands of the Hash Takk Marg are
Path, and it produces goods and agricultural produce of the
counted as the oldest dominion. The Hash Takk queen is a
highest order, yet it exports no particular items of artistic or
personal ally of the emperor, not to mention having memories of
cultural merit. Its inhabitants, when met beyond the navlacht,
the Theurgist. In addition to controlling her realm she also rules
seem contented and healthy, but are otherwise totally
the relatively few hardy humans who dwell on the surface of her
unremarkable, except that is, for their unstinting devotion to the
inhospitable domain. In common with the other Dominions the
Lady of Doors.
Hash Takk have observer status at the Imperial Senate.
The Dominions
The Economy
Currency
Religion
Slavery
The practice of slavery is not unknown within the Empire,
although its prevalence is slowly decreasing over time. This area
represents where idealism and economics intersect. Slaves are still
the most economical due to their reduced labour costs, and it is
illegal to keep a citizen as a slave. Imperial policy explicitly
encourages all residents to join the Jade Path, and thus become
citizens. Since part of the full teaching of the Jade Path is that of
literacy, and literacy is a pre-condition of citizenship, most slaves
are forbidden from attending the Jade College, and while the
Whatever its size the College is the place in which all are offered
instruction in the Jade Path at a given time on a given day.
Although attendance is not mandatory a surprisingly large
proportion of the populace do attend, since the instruction tends
The vast majority of people walk the Workers path. This tradition
to be valuable and useful, if only as a chance to escape from the
trains people to perform any tasks that are not directly involved in
chores of work and meet friends and neighbours!
fighting for conquest. This includes such jobs as smithing,
farming, and husbandry. It also includes surprising occupations,
Each family is presented with a copy of the basic precepts of the
like government positions, religious orders and craftspeople.
Jade Path in the form of Theurgist Gara'Dien's Concise Green
There is also a Magicians Path in the Path of the Worker, where
Scroll, spare copies of which are freely available in the library.
students learn magic not specifically related to battlefield use
Larger branches of the College will have copies of his complete
(research, investigation, other practical uses, although some
work, the Great Jade Codex, available for reference.
offensive magic is taught.)
Since there is mandatory military training for almost everyone in
Gara-Dien, the basic precepts of the Warriors path are well
known. The martial training given to students includes mind and
body control exercises, akin to terrestrial tai-chi, and rudimentary
weapons training. In all places the weapon taught is the
quarterstaff, although instruction in the spear is also widespread.
If a student shows promise (s)he receives the best instruction the
Imperial Assessors can give, and free travel to the nearest large
academy to train in the Path of the Warrior. Those that do so can
become warriors of almost godlike ability. They are weapons of
the Empire, used to enforce its ideals through might of arms and
energy. However even the rest receive lectures on military theory,
which are largely wasted on people who have never fought, and
will never need to fight.
The Jade Paths religious teachings are that each person walks a
blessed jade path during their life, and the energy they great and
give off as they grow feeds those around them and also feeds the
archetypal demiurge called the Lord or Lady of that particular
path. For example, the Lord of the Path of the Soldier is called
Marturu, a figure of dark armour and strength of arms. Those that
walk his path are given aid in battle, and are said to be able to
overcome any odds. All of these Lords and Ladies in turn petition
their favoured followers to the Lords of the two main paths.
The Jade College is the instrument by which the rudiments of
the Harmonious Empire's ideology of the Jade Path is propagated
among the people.
Also, the Orbs would send instructions to the Totems, who would
convey the instructions to their agents, who would in turn instruct
the family. In this way, people could be made to fulfil the will of
the gods. It is said that, when the 8th moon fell, all of the Totems
that served it, and their families and attendant spirits, went to the
underworld to join it.
The Empire holds its genesis in these nomadic groups. When
Gara'Dien appeared out of the air, he gathered families around
him and taught them his Path. The Totems said the Orbs were
displeased at this turn of events, but Gara'Dien brought strange
and powerful weapons with him, and the nomads couldnt stop
the relentless expansion. They were subsumed into the Empire,
effectively destroyed and eaten.
However, the Totems servants still live, spreading the will of the
Orbs through the slums of the Empire, festering in hidden groves
and dens, plotting and scheming their way into the hearts of good
Imperial citizens. This, at least, is what the Jade College teaches,
and many of these groups have become as ruthless as the Imperial
line declares. There are, however, tight cells of Old Faith
members who want only to live their lives and worship their
Totems in peace.
Magic
History
Theurgist Gara'Dien was destined to make an impact in the area,
not least stemming from the manner of his arrival high in the
skies above Morvkraal, the ancient and holy site of the Fifthros
nomads of central Thurian. Within three years of this epiphany
the Theurgist, who was acclaimed by many as being not of
Gwenthia, forged an alliance and instituted a pattern of worship
which today dominates a large swathe of the continent, and
proclaims its inevitable victory throughout the world.
The next two centuries were years of peace and development for
the Empire, as the institutions and practices taught by Gara-Dien
were gradually put into place, such as the spread of the Jade
College. Nevertheless, by 120 the Sheshaan Dominate, a
militaristic and slave-holding society to the south-east, was a
growing menace to regional stability. In 146 ChentPin, a convert
to the Jade Path from the neighbouring Xunli tribe, brokered the
intervention of the Empire into the low-level war in which the
Xunli & Sheshaan were engaged. The power of the Sheshaan was
broken, resulting in the admission of both groups into the
Empire, with General ChentPin as the first Imperial Governor of
the Xunli Freehold. The mercantile League of Jinnahn, alarmed at
the greater economic success of their neighbours and rivals, the
Sheshaan, formally embraced the Jade Path in 165. The
landlocked Koijo Pact, responding to a combination of economic
pressure, missionary activity and political opportunism joined the
Empire as a self-governing dominion in 248, before joining as a
province following the plebiscite 50 years later.
After this period of expansion the empire once again entered into
a time of peaceful internal growth as districts and land divisions
were organised through the newly-acquired territories, the only
notable incident being the magical Wager War between the Brin
and Erifest Schools of the so-called Assassins' Path. In a dispute
to determine internal supremacy the schools engaged in a
campaign against the very spirits of Iorxiland, culminating in the
intervention of the Theurge himself and the subsequent
annexation of the Iorxi Confederacy in 461, not to mention the
discrediting of both the schools.
More recent growth has not been driven by any single discernible
plan. The Baton Wars between the Empire and the Oxore
resulted (in 674) in the foundation of the Oxore Dominion and
the subsequent ascension of the Theurge. To mark the 1000th
anniversary of the Empire the Viridian was created in 745 as an
experiment and demonstration of the virtues of the Jade Path in
lands formerly held in superstitious awe by many of the local
peoples. The last major phase of expansion was initiated in 837
when after decades of relatively peaceful coexistence conflict
flared between Kitar natives and independent settlers from the
League of Jinnahn in Gara-Dien. These Gara-Dien citizens
appealed to the Harmonious Empire for assistance, and with
remarkable speed the Great Armada left mainland Gara-Dien to
begin the Conquest of the Isles of the Kitar, a process which is
still to be completed, leading many to contemplate the real state of
the power of the Empire.
Roleplaying Ideas
Gara-Dien is designed with versatility in mind. There are enough
different races, factions and ideologies in place that a character is
spoiled for choices. This also give the GM great flexibility about
what sort of game he or she wishes to run. The setting supports
both low-powered gaming (regular people serving the Empire,
personal gain? Will you eventually gain perfection and let the Lady
of Doors move them to another world to spread their faith?
The nature of magic.
Magic is a strong presence in Gara-Dien, and it exists in many
forms. Are the players magically adept, and if so, how does this
Talent for energy manipulation manifest?
Evading Pursuit.
The characters might be wanted for a number of reasons, and
existing with the Empire is difficult of Imperial forces are seeking
them. Will they run to the frontier, or hide in plain sight?
Meravaenia
The Roof of the World
Overview
That all these lands were, millennia ago, the heart of the Meravae
Empire, is not disputed, and that Caer Abrin, high on the flanks
of Mount Keril, was their capital seems, given Telbrini finds in the
two centuries they have held and excavated Caer Abrin, equally
certain. But who or what the Meravae were, what happened to
trigger the fall of their empire, these are unknown to the general
populace, and generally the topic of myth. Many expeditions, both
government sanctioned and not, seek the next major discovery
amidst Meravae ruins both on the Plateau and beyond.
Empire some 4,500 years ago. The cultists were expelled to settle
Cromaigne, but the tales of Prince yrGael and the later two
Octaminist Crusades suggest that Dark Moon worship was
endemic in the society even if suppressed officially.
Equally problematic is the exact political structure and division of
power within the empire. The emperor was Meravae and always
from one bloodline: but the degree to which the Meravae, even at
the height of the empire (for example during the war with the
Geneweavers circa 5000BP) actually "ruled" is unclear. The
overwhelming majority of persons identified from the scant
archaeological (and even scanter historical records) as actually
'doing' anything are humans "doing the will of the Emperor". And
often those opposing the empire, such as Tual, appear to have
been human as well. Even in the twilight of the Empire, its most
active agents appear to have been humans; albeit the Evening
Culture was unquestionably Meravae in origin and some figures
are clearly Meravae.
The Empire was riven by schism and rebellion from about 3,200
BP when the AurUrbis city-states declared effective autonomy
and began the First Octaminist Crusade to end the Evening
Culture. This autonomy and growing power was further enhanced
when Prince yrGael of Spharain came to court in 3,100 BP and
started a personal crusade against dark cultists with the active
support of KiMentas priests. By 2,900 this has become outright
rebellion with AurUrbis forces occupying Parkhesh and yrGael
overthrowing the Emperor and tearing down all temples of the
Octaminist Church. The society was in decline and by 2,250 BP
with the Exodus of Slaves the Empire was a spent force.
Nations of Meravaenia
Confederation of the Children of
Xantir
The Confederation grew out of the shattered remains of the
Xantiric Theocracy after it spectacularly imploded some 1800
years ago. Its founding date is hard to tie down, but most scholars
agree that it pre-dates the Ensellati Horde by a century or so;
others have seen the Confederation as a delayed reaction to the
Horde, and argue that its founding is much closer to 1500 years
ago. Telbrini scholars remain frustrated that the most fruitful
records for research, those of the Children of Xantir, remain
closed to them.
The Confederation is not a unified polity, but rather a loose
confederation of tens, possibly over a hundred, small states which
share the common feature that a religious sect of the Church of
the Chain has special political pre-eminence (they might directly
rule in one state, and in the next valley over be merely the prime
advisors to a feudal King), and that all those sects respect the
authority of the spiritual power of the Kol-shek dVanan, the
divine living heir of Xantir who (as part of a particularly baroque
peace treaty negotiated some ten centuries past) must spend at
least 12 (but no mare than 56) days at a time in each of seven of
the major principalities of the confederation each year.
The Confederation itself is little more than a gaggle of diplomats
from the most powerful principalities that troops around the high
mountain valleys in the train of the current Kol-shek, with little
general warfare, is unheard of amongst the tribes (and its existence plateau. Wood is much sort after in trade, with the plateau itself
amongst the lowlanders taken as proof that such folk are all mad, producing skins, copper, ice and fulgurites.
living so far away from the Ladies of Air and Rock).
The Petty Princedoms currencies are if anything even more
chaotic than the Confederations, given the frequent collapses of
Names amongst the High Kingdom
central authority. Barter is very common, and usage of Church
The Folk of the High Kingdoms (or the Merav Nation, as they
and Telbrini coins is more common than the local currency
style themselves) name folk for their Tribe, Clan within the Tribe, (whatever it is), except of course in those polities where use of
Mothers given name and their own given Name. Whilst travelling foreign currency can get one executed.
on the Plateau one might be formally introduced to Mist Snow
Leopard Heralva Xian, a warrior named Xian born of a woman
whose given name was Heralva, of the Snow Leopard Clan in the
Amongst the folk of the Petty Princedoms names are a simple
Tribe of Mist. The tribes are named for the Links of the Great
matter. One is named for ones village, any distinction to separate
Chain, and the Clans usually for their Totem Animal. Informally
within a nuclear family one might use sibling status or given name, one within the village (if there are two wood carvers for example),
with emphasis showing degree of familiarity etc: so Xians brother and then a personal name. In this they follow the same pattern as
the Confederacy of the Children of Xantir.
might address him as either Xian or Third-son. Within ones
clan, the typical usage is Mothers Name, Own Name, so our Snow
Leopard warrior would be Heralva Xian.
Telbrin
Government
Mountain Folk
One of two broad ethnic types of human found throughout the
Meravaenia region. The Mountain Folk are found predominantly
among the High Kingdom tribes and on the Plateau itself. They
are generally short, stout, with almost exclusively black hair and
brown eyes, physically well adapted to their harsh homeland and
capable of incredible feats of endurance in the biting cold and thin
air of the high valleys. Mountain Folk that travel far a field can
Telbrini Cohorts
Infantry Legion
Cavalry Legion
A cavalry legion is much smaller than an
infantry legion, reflecting the expense and
scarcity of combat trained Lopar. The Telbrini
Cohorts are at present deeply sceptical of
River Folk
Renbril
Renbril is the most northerly of the cities of the Republic of
Telbrin, close to the northern borders with AurUrbis and the
Badlands. Notorious for its involvement in (some would argue
precipitation of) the "Sword Wars" of the 3rd Century NC when it
launched an assault on the southern AurUrbis city of Mull,
Renbril has always been the most warlike and aggressive of the
Cities of the Hallex River Valley, being a leading force in the
secession from Parkhesh in 221 NC and frequently leading or
launching its own expeditions in to the Badlands. Renbril was
conquered by joint AurUrban and Telbrini military action in
875NC and (over AurUrban objections) the city was annexed by
the Republic in 880NC.
Cavalry:
The Merav Light Company
The Hallex Heavy Company
The Telbrin Guard
Telbrin Skyships
Telbrini scholars had long suspected that the
Meravae possessed some means of practical
rapid transport. Research led to the discovery of
the remarkable properties of Serin wood and
eventually to practical Skyships. The Republic
Air Fleet is the worst kept secret in modern day
Thurian politics.
the border of the Badlands and Telbrin. It was built by the war
leader Modrin of Renbril, to defend the City States of the Upper
Hallex River from raiders from Badlands between 234 and 242
NC.
Geographical Features
Meravae Plateau
Shalkan
Mount Keril
Tovril
Southernmost of the great cities of the Republic of Telbrin, also
known as the City of Stairs and The City of Granite, Tovril has a
unique character. The cities of the Republic are usual
characterised as cities of the Hallex river valley Tovril is a
mountain city, the river (not the Hallex, but a tributary) being
entirely un-navigable. Tovrili are renowned as miners and crafters
of metal and stone. They are also regarded as more superstitious
and parochial by the other cities of the Republic not
unreasonably given the large segment of the cities population that
is Mountain Folk. Tovril allied itself to Telbrin in 794NC and
formally joined the Republic in 879.
Loparankwari
The tribes who live on the plateau that borders the west of the
Red Desert and the east of Meravaenia are known by the Lopar
beasts they ride. The Loparankwari (Lopharkwan by the Parkheshi
and Khaleshi) are the descendants of a group of people who
migrated eastwards from the high plateaus. The Red Desert
stopped their migration so they settled in a wide plain of arid
grasslands where they live off the Lopar. The city of Shalkan
(Easternmost of the cities of the Republic of Telbrin) is the only
city that many Loparankwari will ever visit, though southern tribes
and caravan guards will venture to the Khaleshi cities (notably
Khalut). Many Loparankwari are hired to guard the caravans that
carry silk from Khalesh to Shalkan and the trade goods from
Shalkan to Khalesh (including weapons for the Khaleshi to fight
the Parkeshi).
Astrava River
Name on the Meravae Plateau for the river whose upper reaches
forms the Republic of Telbrin's border with Nhi-Tual. Also
known to the Khal as the Blue Serpent River and the Tual as the
Kha'ta'la River, as the lower reaches form the border between
Parkhesh and Nhi-Tual. Astrava is believed related to the UrMerav root for dragon.
plateau, and the lower reaches boast herds of the hardy mountain
Lopar, long ago imported (possibly unintentionally) from
Quatzadua, in the less settled regions of the plateau many strange
creatures are known to survive: legacy of by gone times,
descendants of zoological specimens escaped from Meravae
collections with the fall of the Meravae Empire, or the result of
some mad sorcerers tampering with the Chain of Being.
Seskerlin
Jolvedrins Killer
Sipperlins
Arboreal Cephalopod
If it exists, the Arboreal Cephalopod is certainly the strangest
creature on the plateau. Telbrini scholars however, as with other
claims, maintain a healthy scepticism, supported by the absence of
any specimens, despite numerous expeditions to the High Plateau
region. If this creature (or group of species) exist, they are a
variety of mollusc-like creature with many (probably at least six,
may be as many as twelve) tentacles that serve as both ambulatory
and manipulator appendages (there may be some differentiation
by role, but oral accounts are imprecise) and are arranged at the
base of a large (medium sized pig equivalent) ovoid body,
surrounding a sharp beak. Although capable of gliding
Mother Gwenth
The tribes of the High Kingdoms pay most direct attention to the
Red and Green, but their shamanic tradition is markedly different
to the Churches of the Red and Green found in the rest of the
Plateau, and heavily influenced by the Companions of the Chain.
Indeed, the Republic of Telbrin is becoming openly hostile to the
violent rights of the Beast Cults in the Hallex River Valley, and
the Kol-shek dVanan has indicated his displeasure as well. In
general, the Republic is moving increasingly towards a secular
state and the Churches of the Chain are increasingly marginalized
but the first overt hostility has been against the Beast Cults so
the other churches have perhaps not realised the extent to which
that hostility is symptomatic of wider anti-religious sentiment in
the Consulate of the Republic. Whilst Telbrin, like most of the
followers of the Xantiric theology of the Great Chain, are
respectful of the Kol-shek dVanan, the seven Churches of the
Chain in the Republic are independent of the direct authority of
the Kol-shek dVanan.
Xantir teaches that the spirit (that which is bound by the chain)
must be free to move along the chain at death all sects teach the
Words of Releasing the Spirit, to be said over a dead body and
which cause the body to burn to ash, releasing the spirit to
continue in the cycles of the chain. All the Meravae Plateau
cultures regard life clinging (spirits remaining housed in dead
flesh) with great repugnance. The spirits of the Honoured Dead
however (those ancestral spirits released from the shackles of
material existence that choose to return to guide their
descendants) are treated with great reverence and much folklore
revolves around the ambiguities and difficulties of placating angry
or upset ancestral spirits. Even the poorest family will have a
shrine to their ancestors, and woes betide the family abandoned
by (or that abandons) their Honoured Dead.
Ur-Merav
Ur-Keril
Ur-Keril is conjectured by Telbrini scholars to have been the root
language of the human slave population of the Meravae Empire,
and is thus the parent language of several of the languages and
dialects of the Meravae Plateau.
Priest Tongue
The only full language in current use derived from Ur-Merav, is
the Priest Tongue of the Confederation of the Children of Xantir,
Telbrinese
Traders Cant
Traders Cant is the name for a number of languages of similar
function, and in some cases related linguistic roots, found
throughout Thurian in lands once ruled by the Meravae Empire.
All have their roots at least partly in the dead language of the
Empire, Ur-Merav, but have mingled with other languages to
create a wide variety of disparate languages that are effectively
distinct, despite their common origins. The two languages most
often referred to as Traders Cant are spoken along the Hallex
River Valley and in neighbouring regions. Common in the lower
reaches of the Hallex River Valley and in the Badlands is one form
of Traders Cant, an ugly polyglot mix of Ur-Merav, Telbrinese
and Lidin with many loan words from Parkhsi that barely
functions as a general language but has immense richness and
subtlety for the pursuit of the best price for a brace of Yak or the
merits a bundle of hunting javelins. It is also quite effective for
insults and intimidation. In the Upper reaches of the Hallex River
Valley, and on to the Meravae plateau itself, another variant of
Elucen
Elucen is language of whistles, as much a signalling system to
communicate across the high mountain valleys as a true language,
albeit it helps explain, to some degree, how rapidly news travels
amongst the tribes of the High Kingdom.
Tribal Tongue
Nhi Tual
The Dragon Chosen
The People
The Tual are a hardy and vigilant race of humans, living in the
lowlands and flats of Nhi Tual. They are of stocky build, with
black hair, usually worn cropped, and a skin with a reddish hue.
They are sturdy, used to a life of toil and conflict, and wrestling
Tual Lifestyle
The Tual are a hardy race, scraping a
living from the harsh environment, in
which they live. Many of the Tual
would be considered poor, and living
in poverty, to the more civilised eyes.
Any onlooker drawing such a conclusion would be mistaken, as
the Tual are abundant spiritually, and care little for wealth or
material gain. The Tual are content to live this way, as the
teachings of Khur-Ishida tell them that happiness comes through
toil and labour.
Not all the Tual are nomads. It is true that some are seminomadic. But a lot of the Tual live in permanent settlements,
especially where there is fresh water. A few settlements have
sprung up along the Nhi-Gha River. Not all of these settlements
were built by the river people, the Mutsmo, but by other Tual in
search of fresh water, or because the trade is well developed along
the river. It is true that the Mutsmo control the rivers. But they
prefer to live on their houses-boats, moving up and down the
river, chasing the fish-stock. The people of the Mutsmo spend
much of their day fishing. If they are not casting their nets, they
are repairing them, or mending their boats.
The settlements inland tend to be small villages, farmsteads, or
forts. There are no sprawling cities in Nhi-Tual. The richest of the
Tual live either on lavish estates, or in the unofficial capital, GhaShasta. There are those that do dwell with the ancient ruins of the
long forgotten Tual cities. But such people are shunned, and
looked upon as heretics and blasphemers. In the desert that
covers the eastern regions of Nhi-Tual, only the nomads live,
driving their Targheth lizards along the feeding trails and in the
mountains in the west, the Suith herders scratch a living on the
bleak slopes. One of the few tribes that build permanent
settlements is the militaristic Takda. These are usually forts, and
are built in areas to safeguard the Takdas own interests. Many
settlements have sprung up around these forts, and are built by
members of the other tribes, usually for mutual trade and
protection. This is good business for Takda, who can control the
trade in the area, and raise taxes for their military campaigns.
When not on campaign, warriors of the Takda will carry out
duties, such as building, herding animals, and farming.
There are many smaller, lesser tribes. However, they are not large
enough to control vast territories, or hold economical or military
power. They associate with one of the four larger tribes depending Settlements belonging to the Shikn tribe are normally built up
on the region they inhabit. Often, they are forced to choose sides around shrines and temples to the Khur-Ishida. Being a very
in disputes between the main tribes, which have often led in the
zealot people, the act of worship takes precedence over all other
Impure Metal
Since all metal is seen as impure, the priests of Khur-Ishida decree
that the Tual are forbidden to handle or even use anything made
from metal. Where this strange tradition originated from is not
clear, but some outsiders speculate it may have something to do
with Tuals past use of Tainted Silver. Any Tual who even touches
anything made from metal is automatically considered unclean.
Only those who have been ritually cleansed by the priests of
Khur-Ishida can handle metal. However, this has led the Tual to
find alternatives to using metal, such as Targheth bone or tusks,
bamboo, and sometimes even stone.
All metal must be ritually cleansed before they can be handled by
others. This is a lengthy ceremony, and takes many days to
perform. The person who wishes to handle the metal has to be
cleansed first, using specially prepared oils, before bathing in
sanctified water. During this process, prayers are said over the
person. Once the ceremony ends, the Tual can handle the metal,
which he places in a specially prepared bowl to be sanctified for
use. The metal is left in the bowl of purified water overnight,
while priests watch on offering up prayers to Khur-Ishida. At first
light, the metal can be removed and then taken to a specially
prepared room in the temple.
Depending what the metal is to be used for, the next ceremony
will vary. Prayers are offered up as the metal is melted. To the
priests, melting the metal is just as much as the purification
ceremony, as they believe that metal is only pure in its molten
form. Once the metal is to be cast, forged into weapons, or
minted into coins, specific prayers are offered up. This depends
on the purpose of the metal. Once the metal has been turned into
its desired shape, it is cleaned once again in water, before it leaves
the temple.
Tual Technology
Due to the belief that metal is impure, and the denouement of
Tharux machines, many believe that the Tual are technologically
backward. This is not the case, however. The Tual have found
ways around the absence of metal, by using Targheth bone and
cartilage. Targheth bone is extremely strong, and can be turned
into a variety of different things, from arrow points to cutlery.
The cartilage is extremely flexible, whilst retaining a similar
strength to the bone, making it good material for things such as
composite bows.
Metal weapons are forbidden and can only be carried by those
who have been purified by priests of Khur-Ishida. It is very rare
The most commonly found weapons amongst the Tual are bows
and spears. These are made from either wood, bamboo, or
Targheth bone, or a combination of the three. The majority of
bladed weapons are usually finished off with a lacquer transported
from Spiria. Prized composite bows are highly sort after, as the
Targheth cartilage and bone increases the firepower and range,
making it superior to a bow made from wood
or bamboo.
The Hierarchy of
the Tual
Throughout the Tual tribes, the makeup of
the hierarchy is very similar. Each tribe is
made up of their respective clans, which are
governed by an Elder, who answer directly to
the tribes Chieftain. The Chieftain is the
most powerful member of the tribe, and is
the overall ruler. The Chieftain is selected by
the various clan Elders, and is taken from
one of their number. This is a life long position, which demands
respect from all within the tribe.
The Elder is responsible for the running of their particular clan,
and is usually elected from the oldest or wisest of its members.
The Elder is the leader of their clan. Their word is law. They
command the respect of the lowliest peasant to the mightiest
warrior. Different tribes will have different ways of electing
someone to the position. In the Shikn tribe, the clan Elder is
selected from the most powerful of the priests. In the Mutsmo it
is the richest member of the clan. Amongst the Takda, it is the
most prestigious of the warriors that is elected and in the Hkurik
the position of Elder is hereditary.
Language
There are three principle languages: the first is Ishid, which is a
derivation of the Quatzaduan language, and spoken by the
majority of Tual. The second are the clan dialects. Each clan has
its own dialect, but they are similar to one another, and can be
usually understood by members of other Clans. The Clan
language is used in communicating formal clan affairs and for
ceremonies; the everyday language is Ishid. The final language is
Celestial, or the tongue of the Dragons. It is said that Khur-Ishida
spoke it, and the Monks of L-Tual are fluent in it. Not many
Tual can speak this rather strange dialect, which is made up of a
high pitched hissing and spitting. But there are rumours of it
being spoken by the She-Eth invaders.
Names
Names consist of three parts: the family name, the given name,
and the Clan name. Family names are no more than two syllables:
a stressed consonant followed by a short, vowel/consonant
combination (Tsua; Hsha; Vesk, for example). Given names are
three syllables and softer (Shaleena, Junatas, Korhinir, for
example). The Clan name is simply the name of the particular
Clan of birth (for example, Hasta, Kotu, Mosata) People that have
proven themselves in life, such as great warriors, high priests,
chieftains, will often have a Dragon Name. The Dragon Name is
always three syllables: Khar for males, followed by an annex
(Khar-Shadasher; Khar-Jigeren) and Khur for females, again
followed by a three syllable annex. A typical name might thus be:
Shaleena Tsua Kotu In most cases, the given name is the usual
name used, but sometimes the full title or even the Clan name
might be used, depending on the import of the situation. A typical
Dragon name could be: Khur-Jigeren Tsua Shikn.
Nhi-Tual Personalities
Shado Kun
A resident of L-Tual, the mysterious Shado Kun claims to be a
spiritual leader of the Shikn. The very few people that have meet
him say that he is very pious about his beliefs in Khur-Ishida. It is
rumoured that he is a master of an ancient martial art, known as
KhNhar. He is often flanked by his protg, Daku Arashi (see
below), his right-arm and trusted friend. Shado Kun has never
shown his face in public, and speaks only through Daku Arashi.
Spiteful rumours claim that Shado Kun is in fact the Dark Magus.
Nothing has been proven, however.
between the two men has only grown wider, ever since KharShadasher decided to head up the School on L-Tual. But KharJigeren would never dare to openly challenge Khar-Shadasher.
Khar-Shadasher Kotu prefers his priestly pursuits to his military
lifestyle, and has taken up permanent residence on L-Tual.
The Gold Dragon of the Sun, whose light shines down during the
day; the Silver Dragon of the Winds, who breathes life into NhiTual ; the Red Dragon of the Mountains; and the Blue Dragon of
the Sea, that washes away the impurities of the people. Upon
death, the Tual believe that the soul is transformed into a dragon
of great power that flies to the Celestial Court and takes-up
residence in true paradise, awaiting the time when the final battle
is upon the world, and Khur-Ishida calls upon the Dragon-kin to
deliver the world into a new, golden age.
In the Distant past, the Tual were ruled by Seven Demons, who
demanded to be worshipped as Gods. In return, Nhi-Tual (which
means Land of Tual), was kept vibrant and fertile. Thanks to the
reign of the Seven False Gods, the Tual became a technologically
advanced people, building great cities and wondrous machines.
The rule of the Seven False Gods went unabated for thousands of
years, despite several rebellions, incursions by other nations, and
the Crusades against the Night Hag. But four warriors rose up
against the Seven False Gods, and overthrew them, with the help
of mysterious Goddess, Khur-Ishida, who appeared in Nhi Tual
shortly after the eighth moon disintegrated in the sky.
The Tual realised that they had been tricked by the seven false
gods into believing that the world was a nurturing place, when in
reality, it was harsh and bleak, only overcome by toil and struggle.
Awoken from a dream, the Tual would no longer accept any other
Gods, save for Khur-Ishida (or Dragon Mother). After the four
warriors drove out the false gods, Khur-Ishida transformed them
into the four Guardian Dragons of the Tual. The four major clans
of today are made up of their direct descendants.
International Relations
During the rule of the false gods, the borders of Nhi-Tual were
closed to all outsiders. When the Goddess came, the Tual opened
their borders to the rest of the world although not all nations were
to their liking. The Hkurik have had good relations with
Quatzadua, allowing them free access to their borders, and it has
been known for the Takda to trade with the Khal in southern
Parkhesh. On the island of Lo-Tual, the Monks welcome traders
from as far away as Spiria.
After the Awakening, the Tual people left their cities and
technology behind (which had become symbols of their
decadence), and became nomadic. The Tual returned to the
simple life, scratching meagre livings by driving their bipedal
Targheth along the feeding trails, or cultivating what little fertile
The majority of the Tual distrust Parkhesh, who raise the dead as
land there was. For the next thousand years, the Tual moved from mindless slaves, denying them their Dragon death-right, and the
area to area, rarely settling in any one given place.
Zathurians, who the priests of Khur-Ishida claim to be the
enemies of the Mother Dragon, and servants of the false gods.
Indeed, Tharux traders from Zathur were driven away by the
deadly Night Blind Plague, sent by Khur-Ishida as a warning.
For thousands of years, the Tual were forced to worship the
Seven Demons. When Khur-Ishida came down from the havens,
she chose seven warriors, and empowered them with the ability to
overthrow the Seven. The four surviving warriors reward was to
It is forbidden for the Tual to practice any sort of magic, under
be transformed into the four Guardian Dragons of Nhi-Tual, and the teachings of Khur-Ishida. Many Tual break this law, and study
all Tual believe that they may be given the Dragon mantle when
in secret (like the Dark Magus and his circle of apprentices). Of
they die. The Tual thus believe Goddess brings eternal life,
course such people are seen as heretics. It is believed that the
Religion
Magic
Orb. The Tual were quick to build temples around the stones, and
great cities around the temples. The first great Tual Kingdom was
born. For 500 years, the Tual people paid homage to the Seven
Stars, worshipping the fragments like gods, and offering up
sacrifices to them. Then came the time the Tual called The War of
the Stars.
Around -4,000 BP, all the races of Gwenthia went to war with
each other, to either to gain control of the fragments of Eighth
Orb, or to destroy them. For many years, Nhi-Tual was at peace.
The war never once spilled over into Nhi-Tual. This changed
however, when a Tual pilgrim was captured in western Nhi-Tual,
by a Meravae war band seeking pieces of the Eighth Orb. After
being subjected to torture, the pilgrim revealed the existence of
the Seven Stars. The war band Chieftain decided to march on the
nearest city.
For the first time in 500 years, the Tual people were to encounter
an outside threat. The Tual were a peaceful people, and didnt
possess many weapons, or have a standing army. All they could do
Tual history begins with a period known as the exodus. Around
-5,000 BP, a small group of refugees left the Meravae Empire, and was close the gates of the first city, and offer up prayers to the
Seven Stars. The war band lay siege to the city and, for many
headed out into the unknown parts of the Thurian continent.
They had seen a sign in the heavens, the destruction of the Eighth weeks, pelted the walls and inhabitants with rocks from their
catapults. The people within the walls were starving, and disease
Orb, and they followed what they called the Seven Stars. They
slowly ravaged the population.
travelled for many decades, following the Seven Stars, not
knowing where it would lead them.
In the seventh week, things changed for the worse. The wall to
The refugees were led by a man called Tual, the Astral Magus, for the city was breached by a hundred warriors from the war band.
Facing very little resistance, they cut their way through the
he had studied the heavens all his life. Those who followed him
inhabitants. Their intention was to reach the gates and open them.
were his seven children, his fifty-four grandchildren, and his one
However, they miscalculated their route, and found themselves in
hundred and twenty three great-grandchildren. They were
the Temple of the Star. Awe-stuck by what they found there, the
accompanied by their wives, retainers, servants, and bodyguards.
warriors lowered their guard, and they were struck down by the
Tuals descendants continued to follow the Seven Stars long after
fanatical priests. As the last one lay dying, he reached out and
the death of Tual himself. In fact it was 500 years before they
touched the Orb Fragment, with his bloody hand
would reach their destination. By then, Tuals family had become
It is written in the ancient scriptures that the stone drank his
a small Nation, which comprised of seven tribes. They witnessed
blood, began to crack, and broke open to reveal the first of the
they seven stars fall to earth in an uninhabited region of the
Seven Demons. It is written that he was wreathed in flame, carried
Thurian continent. This was the place the Tual believed that the
Stars were leading them too. The land they entered was bleak and a spear of jet, and wore a crown of silver. The First Demon
offered the Tual people victory over their enemies, if they would
barren. There was little vegetation, and only strange, bipedal
bow down and worship him. The priests immediately did. It was
lizards occupied the plains.
after this, the First Demon is said to have marched out of the city
The Meravae Empire had not colonised this small part of the
and slaughtered the war band.
world. The Tual people believed it was because of its harsh and
The First Demon told the Tual how to summon his Six Brothers.
fruitless environment. Little did they know, the land that would
Like the first, the blood of the enemy was spilled over the six
become their home, had once been the homeland of the soulless
Sh-Eth. Remnants of the She-Eth empire were scattered all over other Dark Orb fragments, and in turn a Demon appeared. Each,
like the first, wanted to be worshiped like the Stones before them.
the land they dubbed Nhi-Tual, (Land of the Tual). But the Tual
In return, they would protect the Tual from their enemies.
could salvage nothing of use.
Fanatical as they were, the priests agreed. However, a small group
The leaders of the Tual people decided that the seven tribes
of Priests felt that there was something wrong. Deep down, they
should split and search out the Seven Stars. Each tribe travelled
knew that the Seven Demons were false gods, and did not deserve
the length and breadth of Nhi-Tual, trying to locate where the
the worship they were being offered.
Seven Stars had fallen. One by one, the tribes discovered the stars,
little knowing that they were, in fact, fragments of the Eighth
The priests retreated from Nhi-Tual, and set sail on a small boat.
A terrible storm erupted, and the boat and its passengers were
washed up on the shores of a small, uninhabited island. There
they found a mountainous paradise, covered in lush green
vegetation. The water was pure, and the food was bountiful. It
was this moment that the priests realised that the true world was
harsh, and that the power of the seven false gods was but an
illusion. It was nature that provided for the people, and not the
gods.
Over the next 500 years, army after army marched into Nhi-Tual,
in search of Dark Orb debris. Each in turn was either driven away
or massacred by the Seven Demons. After the wars came to an
end, an era of peace began for the Tual, under the ruler-ship of
the Seven Demons. This period is called by the Tual today, as the
Years of Blindness. During this period, the Tual prospered, and
their Kingdom flourished. It became green and lush, and there
was an abundance of raw material. The Seven cities thrived, and
grew into bustling metropolises. The Tual built marvellous
machines, and created many strange wonders. The Tual wanted
for nothing. However, this was also a period of isolation. No one
dared venture into Nhi-Tual, as rumours of the Seven Demons of
Death were widespread on the other side of the boarder.
This peace prospered for 200 years, until a Crusading army
marched into Nhi-Tual. It is said in the Tual scriptures, that the
Crusaders were turned to stone. There remains are said to be very
standing stones, in the valley known as The Plain of Stones.
From all accounts, the seven false gods laughed, before the sky
turned black as night. The ground shook with a powerful
earthquake, and a mighty wind raced across the battlefield.
There followed another period of Isolation. In the many years that Fearing that it was the power of the seven demons, those who
Monks remained on the island of L-Tual, they prayed that a
stood living on the battlefield trembled. But those who did dare to
messiah would come down from heaven, and liberate the Tual
glance upwards were met by the sight of a silver dragon: Khurpeople. About -3,000 BP, of dedicated prayer and patients, a great Ishida herself. In one breath, she blew fire over the city, utterly
Comet fell from the sky and into the sea. What arose from the
destroying it. The Tual watched as the seven false gods burst into
waters was a beautiful sight to all that beheld it. According to the flame, before they were reduced to ash.
scriptures, it was a large silver dragon; its tail stretched for over a
the four warriors into the four Dragons of Nhi-Tual: the Gold
mile, and its shadow plunged the island into darkness. This dragon
Dragon of the Sun, whose light shines down during the day; the
was the Goddess Khur-Ishida.
Silver Dragon of the Winds, who breathes life into Nhi-Tual; the
Then followed what the Tual call the War of Restitution, when
Red Dragon of the Mountains; and the Blue Dragon of the Sea,
the follows of Khur-Ishida waged war on the seven false gods.
that washes away the impurities of the people. It also promises the
The goddess called forth warriors from each of the seven tribes.
Tual that upon their death, the soul is transformed into a Dragon
She empowered them with the ability to defeat the seven false
of great power that flies to the Celestial Court, and takes up
gods. The seven warriors returned to the mainland, to gather
residence there, in true paradise, awaiting the time when the final
support for their cause. Many flocked to the banners of the seven battle is upon the world, and Khur-Ishida calls upon the Dragonwarriors, and seven armies came into existence. Then the war
kin to deliver the world into a new, golden age. After this, Khurbegan. There followed a decade of brutal warfare between the
Ishida ascended back to the Celestial Court.
follows of Khur-Ishida and the seven false gods.
The once fertile plains of Nhi-Tual started to die. What was left
In the scriptures it is written that Prince yrGael of Cromaigne
had been ravaged by a decade of war. The truth had been shown
came to Nhi-Tual, and sided with the seven false gods,
to them by Khur-Ishida: the world was a cruel place, and survival
proclaiming that Khur-Ishida was a version of the Night Hag. He was born through toil and struggle. The survivors left the cities,
called upon the Tual to follow his banner, and strike down the
and gathered under the protection of the war warriors. However,
heretics worshipping her. The scripture speaks of a great battle,
each had differing ideas of how to make a living, and how to
where three of the seven armies were defeated. Many believe that worship Khur-Ishida. This led to the dividing of the Tual people;
each choosing a separate path to take. This was the birth of the
four tribes of Nhi-Tual.
The island of L-Tual then became a religious centre for the Tual.
Pilgrims from all over Nhi-Tual would make the journey to the
sacred site where Khur-Ishida first appeared. The Monks built
monasteries, shrines, and even a religious centre; a settlement
filled with temples called Nhi-Ishida. The Monks chose to lead a
peaceful existence, spending much of their time in study,
meditation, and prayer. The Monks would mediate in the disputes
between the tribes, and offer consul for travellers and pilgrims.
The island became a sign of unity for the Tual.
Not many insignificant events were written down by the Tual.
Out of a small handful of such incidences, only one is
remembered. That is the birth of a very small and insignificant
cult, called The Cult of Rathkul. The cult became a joke amongst
the Tual, and even to the present day, it is the butt of Tual jokes.
As quickly as it surfaced, The Cult of Rathkul vanished. But there
are many tales still told to this day, from speculation to what
happened to the cult, to why the cult arose in the first place. The
biggest question asked by the Tual is: why were they lost? This has
become a hot topic of debate amongst the Monks of L-Tual.
Over the next few centuries, many nations came to trade with the
Tual, including the Tharux. Trade with the Tharux went unabated
for decades, until Khur-Ishida discovered that the foreigners were
under the thrall the Zathurians. In her vengeance, Khur-Ishida
struck them down with the Night-Blight Plague, and they were
driven from Nhi-Tual. After this, many traders feared going into
Nhi- Tual. To the Tual, trade was important. It was a lifeline in
the desolate world.
During this period, the Monks of L-Tual opened the island to
traders. They built a harbour and the small settlement of Topax,
allowing for merchant ships to dock, and do business with Tual
traders. Thanks to this, the island prospered, and many people
came from as far away as Spiria. Unfortunately, this led to the first
encounter with the Parkhesh. After seeing their ships filled with
the walking-dead, the Monks were horrified. The Parkhesh were
denying the souls their birthright to descend to the Celestial
Court.
Faced with such as terrifying concept, the Monks refused to trade
with the Parkhesh. They even turned violent and attacked the
ships. Word quickly spread of the Parkhesh to the mainland. The
leaders of Shikn quickly whipped up support for a Crusade
against the Parkhesh, and many pilgrims, warriors, and priests
travelled to the northern borders of Parkhesh. There they formed
a massive army, and marched into the Red Desert. Ill prepared for
such a journey, the Crusaders never met the Parkhesh in battle.
All succumbed to the Red Desert, dying from thirst, diseases, or
the blistering heat.
Many other Crusaders followed, but none of them returned. It is
written in history that all the Crusaders were defeated in battle.
That they died trying to save the souls of the Parkhesh. None of
the Tual knew the true story, as no one survived from the long
march into the Red Desert. Believing the Parkhesh armies to be
invincible, the Tual never crossed into the Red Desert again.
Instead, the Tual purists would brutally kill anyone they thought
to be from Parkhesh, or crossed over the northern Nhi-Tual
border. However, despite succumbing to such a terrible fate, the
dead Parkhesh were buried in the traditions of the Ishidaian faith,
thus granting them a chance to ascend to the Celestial Court.
In the south, things were different. Trade with the native
Quatzaduans had flourished, and peaceful relations between them
and Hkurik were cemented. This led to the construction of a
permanent settlement, Nhiaquat, over the boarder in Quatzadua.
Both peoples lived peacefully, side by side, co-existing and trading
their goods. This custom continues to this day, and has led to
inter- marriage between Quatzadua citizens and members of
Hkurik.
Over the last few centuries, Nhi-Tual has been relatively peaceful.
There has been civil unrest between the dominate clans, due to
their cultural differences, and their differing view points. These
often have a peaceful conclusion, but sometimes can lead to
bloody confrontations. The peace is kept by the Monks of LTual, who use the principles of the Ishidaian faith to keep order,
which unites the Clans. In recent years, a new enemy has arisen,
one that is a threat to all Tual: the She-Eth. This has unified the
clans against one common enemy.
Parkhesh
Ancient and Octaminist
Parkhesh
The People
The peoples are varied in stock. To the north and east the people
are much more olive in skin tone (like Arabs in appearance).
These people are an old race called the Parkh, with Parkhesh City
being their cultural capital. This is the region that is rightfully
called Parkhesh, the heartland of what used to be the Parkhesh
City League. The southern river cities of Khalesh
have traded with the Parkh for millennia but they
are more Mongolian in appearance, calling
themselves the Khal (Blue or River People) and
share many cultural traits in common with the
Nhi-Tual to the south, though they pride
themselves in their independence from that state
(helped by living on the north of a very wide
river). They became part of the part of the
Parkhesh City League about 800 years ago but
regained their freedom through bloody rebellion
about 350 years ago.
The south-eastern corner of Parkhesh is peopled
by a dark skinned hardy folk known as the Lo-Tak
(the tribe from which the conqueror Aran hailed),
various tribes who live in a Savannah like bush
environment. The south-eastern city states consist
Parkhsi Male
Duresh Province
Parkhesh City
Shumtira
International Relations
Red Desert
The Red Desert belongs to an ancient race, The Red Desert
Nomads, who once served the Forerunners. A law unto
themselves these peoples shift allegiance like the desert sands. The
Parkheshi may consider them part of their territory it is not clear
that the Nomads view it the same way. Parkhesh has used the
Nomads on various occasions as mercenaries or as a buffer
against foreign invaders. Oil has been recovered from open pools
in the Red Desert by intrepid explorers, many of whom have
disappeared without a word. The Nomads do not help such
exploitation, some suspect they secretly oppose it.
Loparankwari
The Loparankwari are the Lopar riding tribes who live on the
plateau that borders the west of the Red Desert and the east of
Meravaenia. The Loparankwari (Lopharkwan by the Parkheshi
and Khaleshi) are the descendants of a group of people who
migrated eastwards from the high plateaus. The Red Desert
Parkhesh has strained relations with nearly all its neighbours, and
if it was not for its huge size and internal conflicts it would strain
them further. The nation detests and fears the Zathurians. NhiTual despises nearly all Parkheshi even though Parkheshi have
nothing against Nhi-Tual, except the Khalians who are distant
kinsmen. AurUrbis and Meravae are involved in supporting Khal
in its war against Parkhesh. Having said that, merchant ties with
Parkhesh abound between Cromaigne, AurUrbis, southern NhiTual and further afield.
Economy
The north and north east Parkhesh provinces produce spices
(such as Intigro), grains (like rice) and fruits of varying kinds. The
lush fertile terraces provide a green and fertile land in stark
contrast to the arid interior of Parkhesh. Oil was first found in
Parkhesh, where pools of it are found in the Red Desert, it has a
religious significance in Parkhesh where they believe it is the
blood of Olakha, the 8th Orb. Parkheshi have come to this belief
because of the spectra of light seen on the film of oil and in
Octaminist belief, the destruction of the 8th Orb was precipitated
by that of the seven other orbs. Parkheshi forces have used it on
occasion in warfare but with much ceremony and magic. Oil can
be found in other parts of the world but in very small quantities
and requiring quite a bit of engineering to secure it, thus only the
Tharux nations have learned to extract it from the crust of
Gwenthia.
Trade occurs across Parkhesh. Caravans wind their way from the
South to the mountains to the north, reaching Parkhesh City via a
number of passes. Merchant ships ply the seas to the east and
north of Parkhesh and trade routes reach Quatzadua to the south
and Aur Urbis to the north and beyond. The Parkhesh navy is
very strong, consisting of large Battle Galleons which guard the
shipping lanes and patrol the Pirates Teeth, a string of islands
scattered from north east Parkhesh to the island of Kaipor. Every
8 years the Octaminist Clipper race is held between all the nations
of the East of Thurian and from the northern continent. Some of
the fastest merchant vessels race around the Sea of Brass from
Parkhesh City to the city of Duxi in AurUrbis, carrying 10 tonnes
of purest Parkhesh Intigro. Who can carry the spices the fastest is
the official point of the competition, the prize is the ashes of the
The Khal City States rely on the rich alluvial deposits of the
Kha'ta'la river. They have an agricultural economy with meats
such as the Khamuul, sheep and river fish. Currently their sea
route has been blockaded on and off by Parkhesh for 350 years so
they trade mostly with Nhi-Tual, Meravae, the Loparankwari,
Quatzadua, the Nomads and distant AurUrbis.
Currency
Parkheshi coinage varies from province to province, but the Gold
Signet is the main coin. Parkhesh has invented paper money in
the form of IOUs. A limited quantity of this cash is issued by the
various Parkhesh banks (all owned by mercantile families).
Precious metals are still the best way to transport or store wealth.
Religion
Parkhesh City League
The Parkheshi Religion is actively Octaminist. They worship the
eight moons and view the Dark Moon as still extant yet invisible.
Parkshi Octaminists acknowledge sixteen moon related deities
two for each moon. For them the Dark Moon is seen as being the
moon with two diametrically opposed halves.
Black - Matikhot/Olakha - Earth sphere
Red - Bikhon - Fauna sphere.
Orange - Ralashon - Sphere of the Flesh
Yellow/gold - Yakhmetra - Fire sphere
Green - Gibrash - Sphere of Plants
Blue - Zim'a'al - Sphere of all Water
Indigo - Khalut - Air Sphere
Violet - Stakhat - Keeper of the Dead
Black - Matikhot/Olakha - Earth sphere - In Parkhesh this sphere
is also given the colours Silver/crystal/white and is identified with
the eighth Moon - which all other cultures see as being Dark or
having no colour. Parkhesh see the eighth sphere as the Master of
all Magic. Octaminist priests see the proof of this in that the other
of the 8th Moon as it's full glory is revealed at night. You can see
the true nature of Air when the sun is set. The colour of twilight
and the sky at night. God of storms and tempests, but is also
worshiped by sailors to provide wind in the sails. Without Khalut
no one could breath. Birds rely on her for flight. The provider of
cool breezes but also responsible for the cold of the night. Khalut
is also the ice maiden - the bringer of the cold winds in the
mountains. She stole the ability to produce water via rain, from
Zim'a'al. They now despise each other.
Violet - Stakhat - Spirit/Keeper of the Dead - in opposition to 8th
Moon who allows the veil between the dead and living to fall
away. The Parkheshi don't believe that the souls of the dead go to
a mythical underworld - that realm belongs to Matikhot (not
Olakha who is in charge of the Earth and not the Underworld)
who is the god of the hell like underworld. God of illusions and
the spirit realm the astral plane. When priests travel in spirit
form they travel in the realm of Stakhat.
Gwenthia is the Earth mother. There are two aspects to her
wife to Olakha as the holy parents Earth Mother and Earth
Father but there is a sinister side to her. She is also married to
Matikhot as the Witch of Hell, the barren yet fertile mistress of
Matikhot. It is her who the Parkheshi believe is the Night Hag
in her association with Matikhot. She is the great mutator, the
spawner of beastmen and weird creatures of the night. She rides
the Dark Watch with Matikhot.
The four maidens are the female aspect of Gibrash and Ralashon
as the maidens, the full bodied bloom of Yakhmetra and
Gwenthia, and the old hag of Gwenthia married to Matikhot.
There are Five Messengers, they are identified with interactions
between people - to express the fact that they are messengers.
They are independent of the 8:
War, (domination by aggressive means);
Seduction (domination by subtle means);
Trade/diplomacy (co-operation);
Knowledge, (communication or education);
Sorcery (inner knowledge uncommunicated).
The Parkheshi hold the eight moons, five messengers, and
Gwenthia herself as the fourteen Gods. Each God has a number
of saints associated with it oversees a part of everyday life. Each
saint has a number of orders. Nearly every Saint has one or more
military orders associated with it and a number of minor orders or
guilds. Examples of orders:
Order of the Scarlet Scimitars - military.
Order of the Silken Veil - courtesans.
Watchers of the Night - Night Guard.
Guardians of the Gates of Dawn- The Day Guard.
Order of the Severed Skull - One of the Mercenary Orders.
Order of Matikhot Undead Legion.
tary purposes as corrupt. They see the bodies of those that are low
in class as expendable resources. Mummification was practiced
long ago (2000 years ago, at least according to written records),
and it became widely practiced as the City States grew in wealth.
Maluja, was the first Mortuary Priest to use arcane means to animate the dead so that he created the first Legion of the Dead
about 800 years ago (which lead to the rise in influence of the
Temple of Matikhot over the City States). Each successive 'King'
has utilised these loyal forces to varying effect in the later dynasties, adding to the undead legions. The bodies of the low caste are
the ones used for undead legions and as the undead rowers of the
Galleons. These are also filled with the ranks of dead foreigners
who are slain on the battlefield. The bodies of those who are considered to be high born, or even who are rich enough to pay for
exemption from mummification, have their bodies burnt on pyres.
The ashes of those of high status are placed in canopic jars which
either form part of the travelling tabernacles of the Legions or are
interred in the bow of a galleon - the galleon then being named
after that person. The burning of a body is seen as a way to release
the body soul from the decay that is inevitable if the body was
allowed to rot. The ceremony performed at the cremation captures the body soul and it forms a spiritual complex with the ashes
of the deceased.
People of Note
Maluja
Maluja was one of a long line of Prophet Kings. He first began his
career in the priesthood as a follower of Olakha but at 30 he
changed allegiance and joined the Temple of Matikhot to become
a Mortuary Priest. He rose rapidly through the temple hierarchy,
abandoning his priestly career to become a Temple Sorcerer by
entering the eighth College where he studied the darker arts of
Sorcery deriving from the Dark Orb's malign aspect. He soon
caught the eye of a newly appointed Grand Master, Vazhan who
Each order or professional Guild provides personal magic
named him as one of the new council of master mages in the
provided to it via the Saint and God associated with it. Warriors
eighth College, which only consists of eight sorcerers led by the
will have access to fighting magic, Courtesans to love magic,
College Grandmaster. When the Grandmaster died, a contest was
tailors to magic that will aid their trade, and so forth. The magic is held among the council of eight. Only the survivor of the contest
localised. More powerful magics are wrought by the Seven
became the Grandmaster so as long as two Masters of the Inner
Colleges of Priest-Mages using Parkheshi Sorcery. Each college,
College were abroad, the position could not be filled. Only one
associated with one of the eight orbs can create powerful magics
could survive and the rest had join Matikhot in the Underworld,
related to that orb. In Parkhesh, all the seven visible orbs are seen for such powerful sorcerer priests would constantly seek to
as aspects of the eighth Orb - the Invisible Lord who is also
undermine their peer who had become the new Grandmaster. As
associated with Gwenthia with which it merged when it fell to
soon as the new Grandmaster had been appointed then eight new
Gwenthia. To Parkheshi the seven orbs are slaves to the eighth, so masters were admitted to be trained by the new pontiff to replace
their magics and influence are slaves to the eighth Orb. The
him when he should pass to the Blessed Underworld. All would
temple of Matikhot has the secret eighth college which has access be trained in the potent shard magics which relied on shards of
to the magics which only the eighth Orb can provide - the Shard
moon rock from the fallen Dark Orb, more valuable than the
Magic. Maluja was a member of this College.
largest cut jewel, or the most precious metal.
Magic
Military
Arak
Arak was a great chieftain who united the Lotak during the arrival
of the Dureshi back in . The father of Aran he was cut down by a
Doru phalanx during a battle that saw his son take the throne. He
is believed to have found the Bronze Sceptre of Ruin in an ancient
Forerunner ruin.
Quatzadua
Land of the Earth God
Geography
The country is a juxtaposition of high mountains, steaming
tropical jungles, high pampas and sub-tropical grass and wetland.
To the East are verdant pasture and wetland. Fed by the water
and minerals washed down from the mountains and high pampas
to the west, these do not see regular rainfall. Expansive freshwater
irrigation (including aqueducts) are used productively by the
populace for the cultivation of rice, Pineapple, reed and hemp.
Arable land is also maintained for the cultivation of Maize, God
Fruits (potatoes), and pasture for the long-haired Camelids (a
species reminiscent of a short, long-haired llama) which are
farmed both for their fine flaxen fur and for their meat (making a
four year crop rotation in all, the last being fallow). The Southeastern shores are home to the City of Taxica, which grew up as a
place of barter but is now the main Easterly centre for export and
trade. Lying in almost the last of the navigable ports heading west
before the central cliffs, this boasts a natural harbour which is
sheltered from the prevailing Easterlies.
West-North-West of Taxica lays the City of Nhiaquat, which
nestles in a valley surrounded by the lightly forested foothills of
the High Pampas. On the first stretch of the Thexadin River
navigable by larger vessels, the city is an amalgam of Quatzaduan
and ancient Nhi-Tual architecture. From here, the Thexadin flows
eastward and empties (eventually) into the Golden Sea. The midsection rises swiftly from Nhiaquat to a high, central undulating
plain (the High Pampas), which ends in the sheer cliffs to the
South; is covered by light rainforest to the North-East; thick
crevasse-filled rainforest to the West and rugged mountains
weaving Northward towards the high plateau of Maraevaenia.
Northward along this rugged trail lies the ancient city of Terexta.
Home of the Xatahople (pronounced Zatahopple) League and the
Tarazon, a living God in his own right, as well as being the sole
representative of "The Earth God". This Temple/fortress is built
into the slopes of Mount Terexta, from which it takes its name.
The Western lands mainly consist on deep rain-forest as well as
The Climate
People
The Lamox is the second species. These are shorter and herded
tribes.
Names
Bartering was the common currency until around 150 years ago;
and is still in use today by
Suffixes normally denote the sex of a person; Ta- being male and
Na- being female. Therefore
Ta-Tarazon III would be male.
Political Structure
Quatzadua is an Imperialistic Theocracy with a central puppet
Economy
Arboreals dwelling deep in the western jungles today.
With the coming of the written word, currency has evolved.
Originally, coinage was loosely
based on the trinkets exchanged with visiting explorers in return
for goods.
Religion
International Relations
The Priesthood is made up of the Senate and the fanatical WordBearers. The latter travel the land spreading the true word of God
which is tattooed into their skin, to avoid any ambiguity.
Prior to 540 years ago the Quatzads followed their own calendar
based on the position of the sun and seven moons. The last
Tarazon changed this by decreeing that the common calendar of
Gwenthia be observed. Each day is 32 hours long, divided into 8
watches named for the Orbs in the sky. The 8th watch, which is
the only time when the sky is fully dark, is the Black Watch. This
is a time of the creatures of the night but revered equally with the
others in Quatzadua.
The Year consists of 7 months each of 35 days (each of 5 weeks
of 7 days) and a shorter 8th month (the Dark Month) lasting 10
days. The 8th month is a time for celebration in Quatzadua, as
here it represents the darkness of the earth. To recap, the year is
(7x35days) + 10 = 245 days of normal months plus 10 days of the
Dark month.
Eyes which never part from your foe, Heart which never beats with fear, Body
which never feels pain, Claws which never fail to taste blood, Mind which
never knows death, I am Murazcoatl
With such a ferocious beast as its totem, the cult members are
sorely tested during their membership and the incidence of
Magic
Incantations and books of spells are not the magic's found in
Quatzadua. The natives prefer instead the blessings of their
benefactor "The Earth God". This comes in the form of natural
magic; such as sleep poisons, projectile firing plants and the fruits
of the soil. That's not to say that other magic's don't exist, it's just
that the populace are generally ignorant of them.
Many Arboreals, for example, prize amber talismans which
contain preserved life forms. They believe that they are gifts from
the Earth God and the wearer will be imbued with the abilities of
the creature therein contained. Sadly, the majority of these have
no charm on them at all, although genuine examples do exist.
The most powerful "magic" is the preserve of the priesthood.
Temples exist which contain strange "Smoking Mirrors" which are
held in great reverence and guarded fiercely. The one in Terexta is
covered by two ornately decorated doors and only opened at the
behest of the Tarazon or, following his death, a new candidate.
Another is in Xzanpthia and is said to lead to the afterlife. The
prepared bodies of high-ranking officials are ceremoniously
pushed through this particular mirror to join their God in the
depths of the earth. Tarazons who have passed on however are
treated differently (see Role-Playing Ideas).
Quatzaduan Cities
Nhiaquat
The city of Nhiaquat lies on the southern banks of the Thexadin
River (which acts as a natural border between the countries of
Quatzadua and Nhi-Tual). Although the city rests on the
Quatzaduan shore, it is thought that the city was built by the
Hkurik, the largest and most cosmopolitan of the four major
Nhi-Tualian desert nomad tribes.
Pazzoxa
Pazzoxa is the most Westerly of the cities of Quatzadua. Starting
life as a fishing port, the natural wide but sheltered bay led to it
evolving into the thriving and cosmopolitan trading centre found
today.
Being the oldest inhabited city of the region, it was all but
destroyed round 2,000 years ago by an invasion of Hash-Takk
from Gara-Dien (see time-line). Stirred-up by the Zathurians, the
true target of this attack was the destruction of their renegade
member Ta-Tarazon I. Although besieging and laying waste to the
city, this objective was thwarted by their inability to penetrate his
arcology, along with a decimating ripper-plague, rumoured to have
been sent by the Earth-God himself.
Unlike Taxica in the East, Pazzoxa has had relatively few internal
struggles of its own. Though that is not to say it hasn't seen strife.
It's proximity to the Gara-Dien border has led to it being besieged
on numerous occasions and the city is in a constant state of alert.
There are thee main armies in Quatzadua, made up of the
Sharing its defence with the local militia are several units of the
following parts:
fell Obsidian Order.
Quatzaduan Armies
Taxica
To the east of the high Southern cliffs of Quatzadua lies the last
navigable port of Taxica. Rebuilt following its rebellion in 907
MC, the modern city is a thriving hub of commerce. Quatzaduan
exports from as far a-field as the High Pampas leave here for
destinations in Parkhesh and AurUrbis.
Despite the years that have past since its internal troubles, the
Amber Order maintains a huge military presence here.
Terexta
Xzampthia
People of Note
The Tarazon
As "God's Chosen", the Tarazon breeds with humans. (the first
was a Zathurian Charioteer). Offspring are the Shades. In
Xzanpthia. The Oracle of Xzanpthia - The Oracle began life when
the first Tarazon (a renegade Zathurian Charioteer) evolved into a
pillar around 2, 520 years ago. In making him the first Tarazon,
The Earth-God was able to change his genome, enabling him to
mate with humans and father the Shade race.
Within his own Arcology (now covered by a stepped pyramid),
none but his offspring are able to approach. This has led to all
following Tarazons being either Shade or Shade-Arboreal crossbreeds. Over time, the evolved column has grown. On the passing
of each successive Tarazon, their bodies are placed at the base of
the column and slowly subsumed mind and soul - into it, leaving
only an effigy of their faces, through which the Oracle
occasionally speaks.
Lord Xocatal
Lord Xoxcatal is famed in Quatzadua as the man who brought
unification to the country. Before the city of Terexta was built, he
ordered a shrine to be placed upon the slopes of mount Terexta
to mark the spot where he had fought the fearless Murazcoatl.
With warriors who each fought like five, it is unsurprising that
those who opposed the one armed head-taker were swiftly
silenced. Despite this, he is fondly remembered as a man of peace.
Spiria
Home of the Mountain God
The People
Although Spiria is known to be home to a small number of
humans, the island is mostly populated by a race called Lapithians.
Lapithians are bi-pedal mountain dwelling creatures that stand at
an average height of just over six feet tall and are covered in
longish fur (usually grey) except for around their mouth and nose,
s.
hands and feet. They have long snouts, big eyes, small ears and
hands slightly bigger than that of a human. Lapithians also have
long tongues
Spiria is well known for its incredibly fertile soil and rare plant life. which they use to
get into small
In fact, the fertility of the soil in Spiria is unusual as theres no
obviously logical reason as to why the soil is so fertile because the cracks in
mountains and
most fertile soils are covered in forest areas, however, a lot of
feed off small
people believe that the source of this phenomena emanates from
insects they find in
Mt Oreas as the majority of plant life on Spiria grows around its
them. If a
base. This makes Spiria a popular choice for agriculture and
Lapithian fails to
Spirian fruits can vegetables are usually of some of the finest
quality in Gwenthia and is often used in trades with other nations. find any insects
residing in the
Agricultural produce include sweet rubies (apples), potatoes,
mountain cracks, their saliva is capable to dissolving the salts in
oranges, carrots, cabbages and grapes.
the mountain rock and they can use this as a form of sustenance.
Although Spiria is well known for its wealth of high quality
Over years, this can cause the rocks in the mountain to become
agricultural produce, it is also known for its dangerous plant life
brittle and this causes caves to form within the mountain face
such as the parasitic Snap Traps, which are known to eat up to
itself, which female Lapithians usually reside in during their
The Geography
The Languages
There are two languages spoken within Spiria: Common and
Mountain tongue. Spiria is a known as a nation divided by
language as the Humans rarely speak in Mountain tongue and the
Lapithians seem to struggle with some of the pronunciations in
Common tongue.
Spelling
Pronunciation
Shu
She
Sha
Th
Eigh
SS-hue
Sa-he
Sa-ha
Tee
Ay
Letter
Ph
X
F
K
Lapithians and their cities are the only ones that are generally
given names in accordance to the Mountain tongue. These names
generally follow one of two trends (or sometimes both). The first
and more common trend is that the names generally contain one
or more Ss and/or th in their name somewhere. The second
trend is usually reserved for Lapithian nobles and major cities, and
its where the name is made up of prefixes and suffixes of
meanings used in the Mountain tongue. Names using the less
common prefix/suffix method are generally vague in their
meaning and are only used as a rough guide to the background of
the person or city involved, for example, Skepatis could mean
Kingdom of virtue if given as a name to a city, whereas if it was
given to a Lapithian, it could mean Virtue of the kingdom, and
both meanings could also apply to a city or Lapithian with the
name Virtuinion.
Examples of names given by those speaking the Mountain tongue
include names such as Spethia, Animtoris, Gorderyx, Elthis and
Balthaxs.
Political Structure
Suffix
Meaning
Mont
Gord
Virtu
Skep
Cap
Auri
Anim
Fili
Iphi
Eryx
Emphis
Atis
Inion
Arul
Terra
Ferro
Auris
Ola
Mountain
Guardian
Virtue
Kingdom
Capital
Earth
Courage
Son
Daughter
Montarul
The capital city of Montarul is the political central point in Spiria.
Whenever a political issue of such importance that it involves the
whole of Spiria arises, major government officials from different
cities come to Montarul to make a final decision on how these
issues are to be handled. These meetings usually consist of a good
mixture of Humans and Lapithians, and are usually headed by
High Priest Sherba or, if hes not available at the time, another
member of the Mountain Temple.
International Relations
The people of Spiria, particularly the Lapithian population are
very sceptical of the Southern continent of Gwenthia due to the
Economy
Spiria is a nation that thrives off trade between cities and nations.
Although some of the finest goods go straight to the leaders of
Spirias communities, much of the population depends on its
trade to make money. These trades very often include things such
as blacksmithing, masonry, building, seafaring and merchant, but
the list is not limited to these particular trades.
Most of the economy is handled by government officials. Trades
between cities and villages go through them, but particularly big
trades (especially trans-national trades) go through the Mountain
temple in Montarul, and even then, most merchant ships are only
authorised to leave from their ports.
Currency
Spiria doesnt have a set name for their currency. Instead,
merchants will call the currency by one of the types of coinage
(most commonly they will call their currency the Regal). The
coinage names go like below:
1 Regal = 50 Imperials
1 Imperial = 10 Quartz
1 Quartz = 10 Pennies
A Regal is about 5cm in diameter, whereas an Imperial is about
3cm in diameter, a Quartz is about 2.5cm in diameter and a Penny
is a mere 1.5cm in diameter. All coins appear a brass colour,
except for the Imperials which are silver.
In real-life equivalents, 1 Regal is the equivalent of about 25.
Religion
Religion is the foundation of most of the Spirian societies and
constitutes many of the laws and lifestyles on the island,
particularly in Montarul and Montemphis. Specific beliefs vary
between different people and different cultures; however, most of
the islands population (particularly the Lapithians) have a firm
belief in the Mountain god of Spiria. According to the believers of
the Mountain god, back in the dawn of Spirias birth, the
Mountain god created all the landscapes and life on the island.
During a particularly vicious battle, the Mountain god was badly
injured and transferred his life force into Mt Oreas in order to
keep his island fertile and prosperous. Many people within
Gwenthia regard the Mountain god as a dead god; however, there
are still many people in Spiria who believe the Mountain god is
not dead, but rather choosing a more natural physical state from
which to take care of his people. Because of this, the Lapithians
(who are believed to be a direct creation of the Mountain god)
regard Mt Oreas as sacred ground and fanatically believe that only
they should set foot on the mountain.
High up on Mt Oreas; facing Montarul lies the Mountain Temple,
a place built by Lapithians as a shrine to their god. Within this
temple reside the clerics and sages of the Mountain god, as well as
the Augwatey and the spiritual leader of Spiria, High Priest
Sherba.
Magic
Although magic isnt practiced throughout most of Spiria that is
not to say that magic does not exist in Spiria. In fact, there are
many aspects of magic that exist throughout the lands of Spiria. It
is said by Vulcanologists that the earth in Spiria, particularly
around the base of Mt Oreas is incredibly and unusually fertile
and full of nutrients that arent found in other parts of Gwenthia.
Whereas these same Vulcanologists put this down to previous
volcanic activity within Mt Oreas centuries ago, the Lapithians
and the members of the mountain temple remain insistent that
this is because of the Mountain God rewarding his worshippers
for their faith in him.This unusually fertile soil has attracted
particular trades to move to Spiria for
further benefits and studies. Most
notably are farmers, however, it has
been known for Alchemists to move to
cities and towns relatively close to Mt
Oreas to study and use the nutrients
found in the unique soil found in that
area for their experiments. Most of
these alchemists try to secure homes at
Montarul so they can be as close to Mt
Oreas as possible, however, if this is not possible, they will settle
in Belinthus.
As well as magic practitioners migrating into Spiria, it is known
that High Priest Sherba and the other members of the mountain
temple possess magical properties. Its not known to any specific
extent what these properties are, but many rumours say that they
have connections to the spirit of the Mountain God hidden deep
within Mt Oreas, on which the Mountain Temple stands.
Sherba in particular also wears an amulet around his neck called
the Eye of Oreas. The amulet is about 9cm in width, 6.5cm in
height, looks to be pure gold and seems to glow a mysterious red
colour. Members of the Mountain Temple claim that they forged
this amulet from a mysterious metal they found deep within Mt
Oreas which they believe was a part of the armour the Mountain
God wore when in battles with other gods. Sherba has never been
seen without it around his neck.
History
In the beginning of Spirias life, the Lapithians were the only
known civilisation on the island. The Lapithians have always lived
as a peaceful community, totally devoted to their Mountain god
and good natured to anyone they met; however, there was a great
burden their race had to bare along with their settlement on the
island: The Iqari.
The Iqari used the Lapithian sacred grounds (Mt Oreas) as nests
and often dropped Lapithians from great heights, wiping out big
chunks of the race on each flight over from Cromaigne. In
defence, the Lapithians were forced to forge weapons and armour
and took up arms to defend themselves against their winged
attackers. For a while, this worked and the Lapithians endured a
period of great peace that is until the Iqari learnt to use their
flight to drop boulders from a great height.
For decades, the Lapithian population suffered a decline in
numbers. Many had lost hope until Humans from the northern
continent discovered Spiria for the first time. The Lapithians and
the Humans set up an alliance and the Lapithians used designs the
Humans had constructed for weapons to use against the Iqari,
most notable are the ballistas. In light of this, many Humans
decided to live in separate settlements in fear that they would
constantly be attacked by Iqari. Some even took a major disliking
to the Lapithians, seeing them as arrogant zealots worshipping a
dead god and left them to their own devices.
As time went by, the cities flourished, and the Lapithians had built
the city of Montemphis (which is now the islands military capital)
as a training ground for Lapithian warriors and templars, leaving
the rest of the population to revert back to their original, peaceful
life.
Spiria is still a growing nation, there are still many events yet to
happen in its future.
People of Note
High Priest Sherba
Sherba (Pronounced Sa-Herb-A in Mountain tongue) is the
religious and political ruler of Montarul and all other Lapithian
cities and towns within Spiria. Sherba resides in the Mountain
Temple high up on Mt Oreas, overlooking the Spirian capital city
of Montarul. He dresses in a white cloak made of the finest silks
available within Spiria and brown undergarments, and always
wears the Eye of Oreas around his neck, giving a mystical glow
around his person.
Sherba is rarely seen outside of the Mountain Temple, let alone
outside of Montarul. Some Human non-believers of the Mountain
god say this is arrogance on Sherbas part, but many Lapithians
(particularly those who have had the honour of having an
audience with him) believe that this is because Sherba is fulfilling
The Augwatey
The Augwatey are seven warriors chosen by High Priest Sherba to
protect Mt Oreas from any defilers, such as the Iqari. They are
chosen for their skill, courage and strong belief in their god and
are very often recruited from the Lapithian barracks set up in
Montemphis. They are dressed in armour and cloth adorned with
the Mountain gods symbol and are said to be vicious defenders of
Mt Oreas.
Zathuria
Immortals & Manipulators
Geography
strewn hills, where little water flows, the only vegetation is thick
forests of Tang Thorn and the winds scour the skin from the
bone.
Climate
The People
Zathurians
The Zathurians are not human, but are humanoid. They come in
several different varieties. The skin of all Zathurians is black and
stone like it is burnished with colour, much like the carapace of a
black beetle, they are capable of changing this colour (seven
colours in total) and with their sensitive eyes they can read each
others moods, leading people to believe that they are telepathic.
The eyes of the Zathurians have seven nictitating membranes,
each capable of viewing a different colour of light, allowing for
good night vision. They are uncomfortable in normal Gwenthian
environments, preferring their bizarre self contained cities. A
Zathurian who remains in his city does not age, although they may
It seems that the Zathurians mourn the loss of their ability to
physically develop and alter. However once they leave their cities
travel the heavens, and that is their only desire, to leave the world
the ravages of time soon attack their bodies. The most commonly
and return to their home. The Zathurians claim that when they
met caste is the Zachara or Charioteer, they are tall elegant
came to Gwenthia that all men were but primitives dwelling in
creatures, with long graceful necks and limbs, smallish heads, with
trees. They used their science to upgrade them and educate them,
a human like face, their heads are topped with fine wiry tendrils
until humans stood as equals with their masters. The Zathurians
that look like hair but move and sculpt themselves into elaborate
talk of an idyllic period, known as the Era of Joy, when the two
hairstyles. The fingers and toes of the Charioteers are capable of
races worked together in harmony, and Gwenthia was filled with
manipulating tools, but it is unseemly to use the feet. The
their combined wonders. However, humans tried to steal the
Charioteer is the fertile stage of the species; they leave the
secret of Star Walking, and tried to touch the gods themselves,
community to breed and to carry the messages of the higher
their actions were a blasphemy and resulted in the Eighth Moon
castes, at this stage the Zathurians visibly age and change form.
being murdered and cast from heaven. The Zathurians were
After some undefined period the Charioteer undergoes a
forced to turn upon the humans is a bloody and holy war, every
metamorphosis into one of three forms, either a Varda or
piece of human technology was destroyed and men were cast back
Warden, which is their warrior caste, a Zavaar or Savant which is
into the forest. Then the great city of men was destroyed by a
their intellectual caste or a Zazathiss or Heavenly, a defunct and
heavenly bolt, and became the Aktalar Desert. Over the aeons the
redundant caste.
Zathurians have sought-out the pieces of the Eighth Moon in an
attempt to return his body to the heavens. They have never
The Wardens are burly
forgiven men for their treachery, but still enslave them as useful
creatures, with faces like
tools.
carved stone, their necks
have all but disappeared into
Throughout the aeons since their arrival the Zathurians have ruled
colossal shoulder muscles
over seven great nations, however they have become dissatisfied
and their head tendrils all
with each and have destroyed them. It seems that each of these
but disappear. Their eyes are
nations became technologically advanced from their close
much larger and they have
proximity to the Zathurians, which their masters allowed, but
very acute movement
there is some trigger in this process that causes the Zathurians to
perception and night vision.
descend upon their slaves like a plague of locusts. The Zathurians
They fight with vicious
seem to be extremely jealous of any race that seeks deeper
hooked swords, ornate
understanding of the cosmos, and through history they have been
archaic spears or sometimes
known to assail other nations to remove this knowledge, such
strange weapons which can
attacks are always absolutely lethal. Lesser purges are known such
sear the flesh of their foes at
as when they destroyed all the telescopes (and their creators, their
a distance, they are
families and their homes) fifty years ago. The relationship between
thankfully rare.
the Zathurians, Tharux and Zharaans remains relatively stable at
present. Each year the Zathurians take slaves to serve them in
The Savant is tall, their
their cities from both people, these people are never heard from
movements are very controlled and restricted. Their faces become
again. They also seem to sow their seed amongst both nations,
long, almost goat like and their head tendrils become rigid,
maintaining control through subtle devices. They remain in the
forming crowns above their heads. The Savant also develops
eyes of both nations as living gods, a fact that is rarely dismissed
noticeable earlobes, and a second series of tendrils that hang
by most other nations of Gwenthia, and one it seems that the
down from their chins. They are great thinkers and spend decades
Zathurians are more than capable of proving.
pondering deep secrets. They seem to issue commands to the
Wardens and Charioteers. Many think they are the ruling class of
The Languages
ZaLaj This is language of the Zathurians, it is an inhuman
tongue that relies heavily on empathy, eyelid movement, body
position and concepts beyond normal human comprehension. It
sounds like a fluctuating stream of screeches and clicks, and
conveys vast amounts of information in seconds. Some Tharux
with high Zathurian characteristics in their gene pool can
understand this language, but only one person, Thar Andamalaxx
the great founder of the Tharux is ever to have reputedly spoken
it. The written form of ZaLai is even more complex than its
spoken form, and contains some characters so small that they are
imperceptible to the human eye.
Tha-Yux The Language of the Tharux, it is a language of fast
flowing thoughts, interspersed with technical complexities that
make it difficult to understand. It caste maintains a vocabulary
suited to their social and cultural needs. It written form is
extremely effective for making mathematical and technical
notation, it is strangely cuneiform in nature.
Zharag The language of the nomads is a strangely flowing
tongue, with beautiful musical overtones, and is well suited to
poetry and saga a like, it is a shame that only the Shamans of this
culture use it in such a manner. Zharag does not have a written
form, but the Zharaan uses ornate symbolism to support their oral
traditions.
Political Structure
The Zathurians are above the petty politics of humans, their
interactions with each other and those outside of the communities
seem unfathomable. If they act for or against another nation it is
because of their own agendas and has nothing to do with feelings
or relations with other. While they are the lords and masters of the
Tahrux and Zharaan, they seem to treat them more as pets or
children than as equals to debate with. Both races know the
consequences of conflicting with the Children of the Moons, but
to comprehend the actions of their masters they have deified
them, a role which the Zathurians seem to tolerate and some
foreign commentators have suggest relish. The Tharux operate a
feudal system, defined by their strong cultural castes. The
Zathurians are at the top of this order, being defined as living
gods. However it is the Three Brother Kings and their lords that
control the actions of Tharux society, with the lower social ranks
having little autonomy. The Zharaan are a primitive tribal culture.
War leaders, shamans and the tribal circle hold sway over the
every day decisions of life, but like the Tharux they are swayed by
the whims of the Zathurians.
Cities Of Zathuria
Each Zathurian city seems to maintain its own identity and
function within society. They seem isolated from each other as the
inhabitants rarely travel between them, but this is due to the