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A Brief Survey of Asylon

With Special FocuS


on

aina

piluS ValiuS Cleric of Asha the Highest Champion of Valde Doxim Knight of the Imperial Gryphon Hero of the Atralonian Empire

Dedication

amilla Doxim IV, Ordained by Heaven, Empress, and Mother and Daughter of Emperors, Inspiration of Faith and Safeguard of Justice, Praise with Great Praisings! May the Light of Your Wisdom and the Glory of your Reign Illuminate this Humble Work of Hand and Heart!

DEDICATION

ome to me, Asha, for without you, my resolution falters, and my pen is still and dry, though all the seas were full of ink, and the sky my parchment.

Come to me, Valde, for without you, My Lady and Empress springs from rootless dust, and the Empire is scattered before the winds of war and ignorance. Come to me, Krinios, for without you, my wit is weak to sort the wheat from the chaff, and my eyes should neither know the true from the false, nor sense from folly, nor justice from prejudice and interest. Come to me, Daraith, for without you, I might not know the mysteries of the world, and so blind and in error, I might consume and profane the abundance of your beautiful treasures. Come to me, Adagri, for without you, like a child, I might fiddle and fret, when only through struggle and labor may I craft a work worthy of your name and the name of my patron. Come to me, En-Salus, for without you, I might be deaf to the manswarm murmurings of thy people, and forgetting their need for comfort and wisdom, I might indulge myself in vain scribblings. Come to me, Utsirte, for without you, I might forget the ways of our fathers, and preening by the light of latest fashion, my words might tremble like the thin reeds of novelty in the tempest of enthusiasms. Come to me, Aseyri, for without you, my words must lie dull and leaden without the gilding of grace and sagacity to enchant the readers ear and eye.
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DEDICATION

Come to me, Sarga-Tol, for without you, there is neither breath nor beginning, nor can any man live, love, or learn without the spark of your spirit.

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Forward
FORWARD

ince the original printing of this Guide to the continent of Aina almost 450 years ago, much has changed. The guide was originally commissioned by Emperor Valde Doxim, may the glory of his vision last forever, as a way to aquaint the peoples of Atralonia with the breadth of his new empire, as well as informing them about the lands beyond Atralonian borders. Ancient kingdoms had been overthrown, old lines of royalty crumbled to dust, and the citizenry were frightened by wild rumors and incredible fantasies of the cultures and traditions of neighboring regions. Truly, the idea of the reinstatement of an Atralonian Empire after lying dormant for thousands of years was strange and held threats of cruelty and corruption. In his wisdom, Valde Doxim resolved to inform, educate, and reassure a newly-joined nation.

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Table of Contents
TABLE OF CONTENTS

DeDication ForwarD asylon History Part I The Unfolding Part 2 The Primitive Peace Part 3 The Great Merran Empire Part 4 The Cataclysm Part 5 The Dark Times Part 6 The Reign of Doom lanD Geatahem Krn Atralonia Lilandor Ersatis Virrah The Troublemire Hikipale The Wild Lands Deities The Nine Divines The Draenic Princes THE TRIBUNE THE GRAY ONES THE HOUSE OF WOE The Absent Ones
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7 8 10 13 16 20 25 33 41 42 45 48 52 54 57 60 63 66 68 69 74 75 77 80 83

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TABLE OF CONTENTS

Other Deities Races Atralonians Krnians Geats Althier Dunmer Vethier RaVirr Hressh Languages cosmoLogy and caLendaR cLosing

84 85 86 89 93 99 105 110 116 122 129 131 133

rom the beginning there has been the AETHER, that immortal seat of magic and energy. Within the AETHER exists ARU the force of order and sustenance and TESURA the force of creation and change. These two forces danced together to create PANTON, the material plane that contains the vastness of the heavens and the breadth of the lands and waters of IRTE. As a shield against the raw, limitless power of AETHER, there exists the dark fabric of ORA, which contains within it the four outer planes. These planes are AXIUS, the paragon of Law, BEDLAM the land of ultimate Chaos, ELYSIUM, the tranquil lands of Good, and ABYSS, the realm of total Evil. PANTON and ORA (and the realms within ORA) are completely separate from one another, save for the three transitive planes which mingle with all of them. There is ASTRA, the space between realms, ETHERIA, the misty realm above, and SHADOW, the dark realm below. The joined realms of PANTON and ORA, known as ASYLON (a name which means Great Sanctuary in the old tongue), make up the island of existence where lives all Men, Elves, Feykind and Gods. It is awash in the infinity of AETHER, a jewel of calm in a riot of power.

Asylon

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History

ina is a continent situated on the planet Irte, itself but a small part of the vast realm known as Asylon. It has a rich history filled with legends of heroes and villains, celestial creatures and vile monsters. This is a brief overview of its history.

SYLON came into existence before time was time, created as a protective bubble in the midst of an eternal, infinite plane of raw power known as the AETHER. ARU and TESURA, the forces of creation and sustenance and destruction and change create this bubble of safety and manifested consciousness in the forms of ASHA, the Lord of Order, and SHEOR, the King of Upheaval. Asha came first and forced time and order onto Asylon, then Sheor was created to balance the presence of forces within Asylon. They propagated and warred for time uncounted, eventually settling into an unsteady peace. Sheor eventually tricked Asha and his offspring, the AEREN to create the physical world, IRTE, from the body of Utsirte, Ashas wife and the most compassionate Aeren, sapping their power in the process. Some of the Aeren realized this trickery and fled before their bodies were spent, leaving holes in the fabric of ORA, the wall protecting Asylon, which are the stars and the sun, Moiars Eye. Sheor was hunted down and destroyed by the Aeren, but his heart broke loose from his body and embedded itself deep within the body of Utsirte, marring her perfection and introducing chaos into the material world. In the First Era, life arrived on the surface of Irte in the form of plants, animals, and eventually sentient beings. They crawled from the muck of the world to establish themselves as hunters and
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HISTORY

gatherers, forming rudimentary tribal societies and basic nature worship. On the continent of Aina, one tribes wise man, GOHT, was a fanatical devotee of Moiars Eye, and unwittingly sacrificed his life to release the power of Aether magic on the world. GOHTs tribe quickly rose to prominence in the world, proclaiming themselves Merrans, the Chosen, and ushering in the Second Era. They grew into a powerful empire that stretched across the land, building a vast network of palaces and temples on the backs of an innumerable force of slaves. Eventually they became so powerful in the ways of magic as to threaten the spirit of Utsirte, and she rose up in anger against the Merrans in THE CATACLYSM. She obliterated their race, ruining the splendour of their Empire and sending all creatures into the depths of barbarism. The few Merrans that survived repented and became the Mer, the people, protectors of the careful balance of life. In the Third Era, the races that survived the cruelty of the Great Merran Empire and the destruction of the Cataclysm began to reassert themselves across the surface of Aina, eventually growing into a complex network of kingdoms and nomadic tribes. The Mer after a series of disputes over the nature of magic and its use fractured into three peoples: the Bosmer, the Altmer, and the Dunmer. The Fourth Era arrived with the birth of Valde Doxim, the only man to ascend to godhood, and his forging of the Atralonian Empire. Since then 442 years have passed, and the various nations of Men, Mer, and Beasts have flourished and crumbled, fought and made peace, all under the gaze of Moiars Eye and the influence of the Nine Aeren and the Traeren Princes.
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Part I

The Unfolding

he first moments of Asylon, when the Aenen and Draenen created a shielded bubble in the midst of Aether.

ll is adrift in AETHER. ARU and TESURA interplay to create ASYLON. Within Asylon, life is created in the bias of Aru and Tesura. The first of these is ASHA, born from Aru, who forces the order of Time and Space upon Asylon. To maintain balance, Tesura creates SHEOR, the embodiment of change and upheaval, and there is much strife between them. This upheaval creates two beings almost simultaneously: NEX, the Tesura embodiment of Death and Cruelty, and UTSIRTE, the Aruaic spirit of Life and Compassion. The Aruaic and Tesura pantheons begin to take shape with the marriage of Asha and Utsirte, and the alliance of Nex and Sheor. It is believed that Nex and the rest of the Tesuraic gods are actually children of Sheor. At some point (amongst the arrival of the other Aruaic and Tesuraic gods) Asha and Utsirte give birth to a child, SARGA-TOL, who alone amongst the gods realizes the folly of constant strife. Great with wisdom, Sarga-Tol explains the nature of duality to all the gods, and there if there is not peace, there is at least understanding between these two forces. Eventually, Sheor envisions a way to attain ultimate strife, and convinces or tricks the Aruaic gods to create a physical world. MAIOR chooses to be the architect of this world, and Utsirte serves as the host for this world, IRTE, the world of mortals. In all, eight of the most powerful Aruaic spirits exert much of their strength in the creation of Irte, such that their physical bodies are spent and are now the planets adrift in the realm of PANTON.
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THE UNFOLDING

Before he is trapped, Maior realizes the trickery of Sheor in his bid for power and strife, and flees Asylon. He punctures a hole in the walls of ORA and enters Aether, safe from the reaches of Sheor and the Tesuraic gods. This hole forms the Sun, and is the source of magic in the world. At the warning of Maior, several lesser Aruaic spirits leave Asylon similarly, creating the pinpricks of starlight visible at night. Thus did Asylon become exposed to a slight amount of magic, such that it would not be destroyed but rather enriched by its presence. The seven other Aruaic deities that spent much of their energies in the enrichment of Utsirte realized their folly and turned on Sheor. Because they were weakened, they might not have been able to defeat him had it not been for Utsirtes increased power, and seeing his plans turned to ruins, Sheor determined to destroy Utsirte before he himself was destroyed. But lo, he could not reach Utsirte before her power split him asunder, ending his life and forming the twin moons of Irte, PRISTIS and FELTIS. However, a part of his essence broke free of the destruction, and still thrumming with energy, dove deep into the body of Utsirte, impregnating her with a measure of his energy and selfishness. Thus was the world of Irte turned from a paradise of life and goodness into the balance of life and death, tranquility and turmoil that we see today. The eight Aruaic gods that gave of themselves to create life in PANTON still held considerable (if fractured) power, and are known now as the EIGHT AEREN. Those first twelve children of Sheor rival the remaining power of the Eight, and are known as the TRAEREN PRINCES. Their spheres vary greatly, and encompass many of the Tesuraic ambitions of their father Sheor.
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THE UNFOLDING

Thus is there balance even today, despite the waning of power amongst the Aruaic pantheon, and the death of Sheor. Praise be to the Eight, for their sacrifice, that we might have life, and praise to the Ninth, Valde, that we might be united in peace and prosperity.

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Part 2 The Primitive Peace

he First Era, wherein a myriad of races came to grips with their existence, and a few began to forge the tools of empire.

f the time after the Unfolding there are no songs, and very few legends. The legends that have been passed down say very little, but what we do know is that the era lasted for over 20,000 years, and that it is often called the Primitive Peace. During this time, the dozens of races and peoples that dot the landscape of Pre-Merran Aina were radically different from anything seen today. They had only rudimentary tools and no civilization to speak of, and magic is believed to be completely alien to them. The era is commonly considered to be one where the peoples of Irte were struggling to come to grips with their existence. Most peoples were grouped into small tribes, and aside from the occasional dispute over hunting territory or the like, there were no largescale confrontations of any kind. The geography of the land of Aina at this time is unrecognizably different from present-day geography, due mainly to The Cataclysm. However, we know that when the Merrans discovered magic there was another, smaller world-changing event that had an unknown effect on the geography. The only detailed legend that has been passed down to us from the First Era is found in Historium Ancienta, a collection of oral traditions compiled by Altaerion Firegem in 4e 113. It concerns the tale of Goht, the first being to harness the power of Aether. What is known about Goht is that we was the wise man of a tribe of sun-worshipers on the southern half on Aina. Considered
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to be the most devout of any wise man of his tribes history, he became so zealous that he relocated his tribe to the top of a great mountain called (typical of what is known about First Era naming conventions) SunnaChimallarivaSelalt, which means Blessed Gold of High Splendour, in the High Home. It is here that the legends say Goht felt compelled to settle, because his sacrifices would better please the sun when performed from great heights. Whether by chance or by insight, it soon became clear that Gohts sacrifices were creating more and more powerful results. At first, the tribe simply had more success in their hunting and gathering efforts, but after only a few moon cycles, Gohts tribe had grown in numbers from less than 40 to over 500. The entire tribe was awakened late one night to a great clamour and light from the mountaintop. They were terrified at what this might mean, and refused to leave their tents until the next morning, when the light of the sun would protect them from whatever had happened. With the dawn, they fearfully crept out of their tents to see Acharyai, Gohts apprentice, coming down from the top of the mountain. The people of the village hid their faces because it seemed as though Acharyai himself shined with the light of the sun, and his face was filled with amazement and was terrible to look upon. With trembling words far beyond the wisdom of his years, Acharyai related how Goht had summoned him to the mountaintop for a night-long vigil. Goht had always lamented the departure of the sun at the end of day, and sought a way to keep the sun and its light in the sky at all times. After praying for hours and giving several smaller, burnt sacrifices of berries and meat, Goht leapt up
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as though possessed, proclaimed many words to the heavens in a strange tongue filled with ecstasy and pain, then plunged the ceremonial dagger into his own chest. Acharyai stood on the mountaintop, struck dumb with horror and awe as Gohts body was lifted into the air and began to glow. The light grew until it was impossible to look at, and then with a great noise the light exploded outward in all directions, and Acharyai fell to the ground and did not rise until the dawn. The people mourned the death of their spiritual leader and fled the mountain, fearing what sort of terrible power had appeared on its slopes. Acharyai was abandoned by his tribe (a gesture that spelled certain death for anyone from those times), and was forced to wander the land alone. He came to discover that he had an innate power over the world around him, and that power seemed to wax and wane with the rising and setting of the sun. He knew this to be a gift from Goht, and set out to mastering it. The legend then jumps ahead a few years, and we find Acharyai the leader of his own small tribe. They descend upon the wide world like a storm, each one capable of what was then terrible feats of devilry. Churning the earth before them, calling lightning and fire from the skies, and accomplishing superhuman feats of strength and cunning have all the hallmarks of magic as we understand it today. Acharyais annihilation of many and subjugation of almost all of the races of Aina is widely considered to be the end of the First Era, and the beginning of the Great Merran Empire.

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Part 3 The Great Merran Empire


he Second Era, at once considered to be the greatest and most terrible age in the history of Irte.

he Second Era, lasting some 8,000 years and known most commonly as the Age of the Great Merran Empire, begins with the tale of Goht. Goht was, of course, the being who unwittingly sacrificed his life to lift the veil between our world and Aether, unleashing the power of magic on Irte for better or worse. His apprentice, Acharyai, raised an army and culture of fierce, magic-wielding beings who were eventually transformed into the Merrans, the forerunners of all Mer in Aina today. This band led by Acharyai swept across the lands of Aina, subjugating all that it encountered. The legends relate that when the People of Acharyai came upon another tribe, they immediately killed the chieftan and demanded obediance. Those tribes that submitted became slaves, while those that resisted were utterly obliterated. In this way, over the course of a handful of generations the People of Acharyai came to both unite a vast portion of the land under a common rule, as well as eradicate all races and peoples not seen in the lands of Aina today. It is unknown whether each of the names mentioned in the legends of the rise of the People of Acharyai refer to tribes or whole races (because of how many fledgling races existed at the time, it is suspected that it could be both), but as the list numbers well over two hundred, modern historians regard this period as one of the greatest tragedies in the history of existence. After some 80 years of conquest, an aged Acharyai settled in the southern lands of Aina and with the power of magic and
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his suspected millions of slaves crafted a worthy seat for his empire. This great fortress was named Adabal av Acharyaie or The God Stone of Acharyai, and is recounted in legends as a veritable mountain of strength and power. Containing level upon level of ramparts, towers, gardens, and courtyards, it is described as a great land of paradise in nearly all of the legends. Its ruins make up the entirety of the island of Halaini in Southern Hikipale, and if Bosmeri reports are to be believed a vast expanse of the surrounding ocean floor. the Merrans Acharyais last act as leader of The Chosen was to appoint his successor. Records indicate only that his name was Haromir, found in Astius Duros work Great Ancestors: a Census of The Peoples of Legend. In Haromirs time, he furthered the dream of Acharyai, building lavish palaces and temples all over the land of Aina, paving incredible roadways on the backs of his vast slave empire. The Great Merran Empire was a beautiful paradise for the Merrans, and a hellish life of labor for their slaves. Haromir was also the first of the Merran kings to notice another of the benefits of access to magic: longevity. Whereas Acharyai lived to the age of 93 venerable but not unheard of for his tribe Haromir lived for 213 years, and his descendants continued to live longer and longer. The most interesting conflict in this age is between the Merrans and the Ra Gada, a fierce kingdom of warriors from the Northwest of Aina. Originally they had settled in the plains of central Aina, but were driven into the northern mountains by constant attacks from the Merrans. They are notable in that they are the only recorded group during this age to neither succumb to nor be destroyed
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by the Merrans. On the contrary, they are said to be a race as adept and passionate about defense and protection as the Merrans were about magic and expansion. Throughout the 8,000 years of the Second Era, countless legends regale us tales of incredible heroism and bravery on behalf of the Ra Gada: first to protect other, less powerful races, then to protect their homelands, and finally to protect themselves, locked within their great Northern fortresses. No matter how dire things became for the Ra Gada, their collective will never faltered, and they always managed to break the siege of the Merran Empire, even if only for a time. While all of this was going on in the North of Aina, the Merran Empire was busy with their magical experiments in the Southern reaches of the land. Dhaunayne Diamondeye recounts in her book Fallen: Magic Then and Now that while the Merrans had magical knowledge and ability far greater than our own, their undisputed greatest ability was with transmutation. It is said that they created several races, of which the Hressh and RaVirr still survive to this day. These races were created no doubt as more powerful slaves, and it many scholars believe that the only reason why the Hressh and RaVirr survive is because they were more powerful than the Merran Empire expected, and broke free of their bonds. It is also suspected that these two races were created last, just before the time of the Great Cataclysm, and that they might have survived merely by chance. In the collapse of their entire world, the Merrans would have had little time to look after slave races that had no yet been subjugated and conditioned as servants, giving the Hressh and the Ravirr time to escape into the wide world. Regardless, it is commonly believed that most of the slave races of
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the Merran Empire were destroyed in the Cataclysm, and that these are the only two that remain.

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Part 4 The Cataclysm

he Cataclysm, known variously as the Great Fall, the Ultimate Lament, and the Saddest Moment in History, is arguably the most imporant event in modern times.

he Cataclysm, known variously as the Great Fall, the Ultimate Lament, and the Saddest Moment in History, is arguably the most important event in modern times. This humble scribe could not hope to recount it as eloquently as did Melokia Kaumaha, the first Oli Kahuna History Chanter of the Vethier people. Here is an excerpt from his chant Lament for the Lost, the common abbreviated title of its full Vethier name, which is too long to include here. It was composed just 5 years after the end of the Cataclysm, and is considered the sole authority on the event. Lament for the Lost Chant IV, Opening Stanzas Black Skies over Dark Earth The Fallen Betrayers, the Shameful Ancestors All cast down into Fire and Steam and Smoke The Mother quakes, her bones break Her eyes weep and her tears are Fire and Steam and Smoke Her shudder is great and her pain is deep Her mighty life-protecting arms lift up Her terrible life-taking arms come down Pure Mother and Deceivers Heart
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Mighty Being raises the wave of sorrow against her children Her tears fall for the Betrayers They hurt her flesh and she cries for them They kill her children and she cries for them They run and hide and she crushes them They turn to fight and they each fall into her killing embrace Little Children Foolish Children Mighty Being raises the wave of sanction against all her children Her tears fall for her children The children who stood in defense The children that fought the Betrayers The children who love their mother The children who have forgotten Her Good children Innocent Children Mighty Being raises the unstoppable wave against them all Her tears fall for her body The blue sky and green land The clear water and pure air The Betrayed stones and broken earth The corrupted crystal and sapping energy Beautiful body Devastated Body Mighty Being raises the wave of cleansing against it All things wail and die They hide in dark places and are drowned They climb the heights and are thrown down
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They flee the wave and are swept up They fall dead and the Mother cries Foul things wondrous things Mighty Being raises the wave of change against them all The Mother destroys to create anew Her arms drag down the sinful places Her arms lay around the holy places Deceivers Heart preserves dark places Deceivers Heart destroys good places Powerful Arms Impure Arms Mighty Being raises the rampant wave against everything This is but a fraction of the chant recited each year at a weeklong gathering in the Vethier capital of Halenui to commemorate their Oath to Utsirte. It takes seven days and nights for the Oli Kahunas to recite the tale of the Cataclysm to the Vethier, and is a time of incredible sorrow and renewed dedication which all Vethier attend at least once every five years. For brevitys sake, I unfortunately must summarize this truly agonizing and exquisite work of heart and voice. The Cataclysm took place over two short years, two impossibly long years, and changed the face of Irte for a third time. First came the forming of Irte by the Aenen, then the reshaping of it by the Great Theran Empire, and finally Utsirte herself reasserted her dominance over her body. Utsirte, perverted by the touch of Sheors Heart, ushered in an era of madness and nightmares, when all things thought sacred and unalterable were under violent attack.
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Try as she might, the power of the Therans and the meddling of Sheor prevented her from destroying Theran civilization as a whole. What was left were a people struck dumb by such a backlash of power, forevermore limited from reaching such heights. It is related in the Lament that the final event which set The Cataclysm in motion was the defeat of the Ra Gada at the hands of the Therans. After millennia of struggle, the Ra Gada found themselves confined to a single fortress in their northern nation, under the constant watch and assault of Theran spellweavers. Eventually, by the treachery of Utu of the Ra Gada, the Therans infiltrated that impenetrable fortress and slaughtered almost every living soul within. Utsirte was so pained at the death of the last of her free children at the hands of her corrupted children that she broke, releasing unprecedented amounts of wanton destruction. After the Cataclysm, Utsirte saw her destruction as the Aenen watched from the Aether and the Draenic Princes cowered in their halls, and began to weep. It was a pure, cleansing rain that rapidly brought the land once more under her control. As she wept the steam and smoke cleared, and the handful of creatures that remained looked on a world that was completely different. Deserts had been turned into lush jungle, plains had been raised into mountains, and the heart of the Theran Empire was sent to the bottom of the Gulf of Tears. Against all hope, the four hundred Therans that survived confronted Utsirte and repented of the folly of their people. Utsirte looked into their hearts and saw that their words held truth, and commanded that in repayment for the destruction they caused, they would serve her as guardians and protectors. She was exhausted
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after such upheaval, and longed for sleep, but she needed someone to guard her. These remaining Therans agreed, swearing what has become the Oath of Utsirte.

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Part 5 The Dark Times

he Third Era, when all the races that survived the Cataclysm began anew, to climb to great heights once more.

uring the 3,000 years between The Cataclysm and the rise of the Doxim lineage, the land of Aina made the slow crawl towards recovery. The legends coming down from the first 600 years of this era focus mainly on the rise of the Vethier, the Oathkeepers, their stewardship of the continent, and their vigil over the Shattered Soul, the chain of islands that are all that remain of the heart of the Theran Empire. It was Vethier culture perhaps under the blessing of Utsirte and the Aenen that flourished most quickly in these times, and in the beginning it was growth in harmony with nature. They established a religion focused on Utsirte but honoring all of the Aenic pantheon, and cultivated the sprawling, colossal forests of southern Aina. They were humble and repentant, but also not without power: for generations they worked unopposed by any other race, and when other races began to rise out of barbarism and brutality, they were still no match for Vethier unity and determination. One example of their prowess involves the namesake of our glorious empire, the Atralonian Empire of antiquity. Founded around 3e 502 by Mori the Cruel, it was little more than a tribe of barbarians with delusions of grandeur. Mori had occupied the city of Atralon, itself one of the best preserved strongholds of the Therans, and proclaimed himself Emperor, not unlike many of the tribal leaders at the time. Mori and his descendants managed to hold the tower until 3e 724 (this is no small feat; the next most enduring kingdom during this first millennium lasted for a paltry 80 years
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by comparison), and in that time accomplished feats of butchery and enslavement that would shock your average citizen today. After over 200 years of this cruelty, the Atralonians occupied most of the southern and central regions of present-day Atralonia, and began to entertain dreams of expansion, which included conquering a region held by the Vethier. Within a fortnight of their first attack, the Vethier had completely obliterated the glorious Atralonian Empire, and allowed the ancient Atralonians slaves to inhabit the fortress. Of Men Also throughout the first millennium of the Third Era, the races of Men took their stand and solidified into their present groups. It is certain that the Geats arrived on the shores of Aina in 3e 584 in a firestorm of pillaging and conquest. Because they confined themselves to the northeastern shores of Aina they were left alone by the Bosmer, and were more or less free to exert their warlike influences on the peoples in the area. There are a handful of legends which suggest that the Geats or rather, their ancestors are actually the progenitors of Men. There are no commonalities between these legends, some stating that the Geats sent their prisoners and outlaws across the sea to the shores of Aina, others stating that the Geats began in Aina, left its shores long ago, and came back to find their people radically changed after The Cataclysm. Because of these disparities, some scholars maintain that they are rather simply residue left over from the Geatish propensity for bragging. Before Mori and his barbarians began their terrible reign centuries before the Geats were carving out kingdoms for themselves in
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the North the varying peoples of modern Atralonian stock were beginning to work the lands of central Aina, existing for the most part in small, agrarian villages. They led predominately peaceful lives, usually only having an armed militia to fend off roving bandits. There was an overabundance of these bandit groups during the first five or six centuries of the Third Era; it was simply easier to take from others than to work the land and try to provide for oneself. They lived nomadic lifestyles, and werent seriously weeded out until after the 12th century 3e. Like all groups of men, these bandits varied from pushovers to sadistic butchers. The Kronians, on the other hand, have remained a steadfast community in their highlands for as long as any records indicate. They have likely held that forsaken ground in their stubborn way since before the Cataclysm, and are bound to defend it until Moiars Eye rips asunder and drowns the world in power. The only concrete facts about their culture is that they hunt wild cattle, struggle with monstrous incursions in their lands in the north, raid Atralonian settlements in the south during particularly hard winters, and forge unparalled blades. This was the state of things at the dawn of 3e 1000; humans with all their particularities had settled into a few dozen feudal kingdoms and nomadic tribes that were constantly bickering with each other for land and other resources. They rose and fell countless times until the rise of Valde Doxim, may his reign last forever. Of ElvEs As has been stated, Vethier had gained a strong foothold in the south of Aina long before humans became prominent players on the
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world stage. They had developed a network of closely-knit villages when the humans had yet to tie sticks together over their heads; while humans were scrounging for roots and throwing rocks at deer, Vethier had begun work on the finer points of culinary preparation. They were just as promising as their magical ancestors, but were determined to develop in accord with and with respect for Utsirte. This was the state of their culture from the 3rd or 4th century 3e. They would tend to the cultivation of the southlands, working quickly to overgrow those ancient Theran fortresses that werent totally destroyed by Utsirtes power, and stamping out magical uprisings when they occurred. Legends indicate that whenever a being was found using magic, a special branch of Vethier Society known as the Kaana Maka would make haste to the location, silence the offender by whatever means necessary, and set up a presence in the area for the next 20 years to make sure no more individuals began to use magic. This all changed with the Sunderings beginning in 3e 1207. For decades, Vethier society had been alight with debate over the inherent danger of magic versus the tendency for a person to use magic dangerously, and finally hit a breaking point. The Holomua or progressives, proposed that magic ought to be made into a tool of the Vethier to make sure lesser races didnt misuse its power. This camp was radically opposed by the Malama, the oathkeepers, who thought the use of magic would lead their people back into the depths of depravity and sin. The culture split in two, with the Holomua proclaiming themselves Althier and journeying into the Northern plains. They knew full well that Utsirte had forever weakened mortals connection to the Aether, and that any
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magic they could perform would never be able to wreak the havoc it once had. Of all the Vethier, the Kaana Maka were the most insistent that magic ought to be used, angry over their loss of life when confronting magic users around the continent. Since the rest of Vethier society made up the common people of their race, they were powerless to stop the departure of these Althier and instead chose to begin new traditions of upbringing. In addition to a list of other provisos, this new generation of Vethier would shun the use of metal and renew their Oath every year in a ceremony called the Hoi Hou Pono, the Return to Virtue. This redoubling of their determination caused a blessing from the gods; they prayed to Aohine (whom we know as Utsirte), to Huakai (Daraith) and Kaulike (Sarga-Tol) for strength, and to Nani (Aseyri) as a sign of their love for the earth, and they were rewarded for their fealty. The Divines blessed the faithful Vethier, bringing their communion with nature to even greater levels, the fruits of which we can see today in their earthy features and their Holo Laaau ritual, whereby they miraculously pass into their next phase of life as trees. They all but forsook the world outside, and to this day the Vethier defend the lands the Therans once called home, and have never allowed any other Mer or arcane magic user to cross the Lau Palena, the Green Border of their homeland. Althier society grew at a remarkable rate, quickly moving away from the primitive, communal nature of Vethier life into the state of high culture it exhibits today. They took quickly to magic, and while they couldnt accomplish anything close to the wonders of the Second Era, they found ways to make their lives more comfortable. By 3e 1257, a mere 50 years after embracing the ways
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of magic to defend against magic users, the Althier had not only adopted a new language and new styles of clothing, architecture, and aesthetics, but had also determined that Magic could never be harmful enough to warrant such strict control, and gave up their vigil. As shadows of their ancestors and armed with the knowledge of magics slippery path, they forged a collection of city states that kept to their own affairs and avoided the use of outside help; to be seen as slavemasters would place them too close to the position of the Therans, and the Althier were no heathens or monsters. After another 72 years, in 3e 1329, a rift appeared amongst the Althier, this time not only about magic, but also about religion. One group calling themselves the proikis, the gifted, held that magic didnt have to be studied in order to be mastered. Instead, they found that it could be harnessed innately if the teachings of the various Draenic cults were embraced. This was seen as an abomination by the katharos, the purists, due in no small part to the role the Princes played in the creation of Asylon. Quite unlike the first Meri Sundering, there were plenty of warriors and casters on both sides of this disagreement, and it inevitably turned into a civil war. For two years the proikis battled the katharos, unleashing increasingly powerful offensive spells all the while. It is commonly thought that the vast majority of every spell in the evocation and conjuration specialties were developed during this period. After two years of war with no clear victor, there were nonetheless clear signs of change. The proikis in their bid to gain more power became more and more devoted to worship of the Draenic Princes, and this eventually turned their skin and eyes to the ashen gray and blood red we see today. Conversely, it seemed exposure to
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increasingly more powerful magic caused the katharos to gain more regal statures and golden skin, suspectedly more akin to the visages of the ancient Therans. The two factions ruthlessly fought for control of what is now Lilandor, eschewing regard for the races of men in the lands at the time until the intervention of the Vethier in the Battle of Three Kindreds. There are more than 40 legends and no less than 15 songs recounting this battle, and all invariably relate how the Vethier arrived unlooked for in greater numbers than any other race had thought possible and soundly defeated both opposing armies. All the peoples of the age were astounded to hear reports of a surprise force of Vethier, wielding magic and calling whole forests of trees into battle with them. It was decades later that the Vethier revealed that their powers were granted by faithfulness towards the the Divines and not from the Aether. It is said that the Vethier fought with such passion and vigor that the Althier were swept away from the battlefield almost immediately, with the katharos fleeing into their plains strongholds, and the proikis beating a hasty retreat into the East to gather around their sacred volcano and lick their wounds. Of feykind Very little is known about the history of the feykind. They kept to themselves throughout the millennia of the Third Era, and while it is certainly suspected that the Vethier had known of the RaVirr early on, they werent discovered by the majority of Ainans until around 3e 1876. The Hressh are suspected to have been onetime slaves or students of the Dothier, but werent discovered on the world stage until 3e 2854, well-remembered by some of the more
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venerable Althier. In this way the races of Aina flourished and changed during the Third Era, with the races of Men squabbling out their small kingdoms, the races of Elves splitting and carrying out their epic struggles, the beast races propagating in secret, and all the while tales of heroism and villainy across the land. It was a transition from the basest of living to the heights of adventure and fantasy, often called The Dark Times, but also the Age of Heroes for its many tales and legends.

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Part 6 The Reign of Doom

he Fourth Era, heralded by the rise of our glorious Atralonian Empire, and filled with intrigues and legends of its own.

proper understanding the Fourth Era cannot be found without a proper understanding of the man who forged it: Valde Doxim. It is a long and glorious tale, and is recounted in more legends than any other figure of the Third and Fourth Eras, but my favorite version is actually the version I was told as a child. Befitting the noble ruler, it is straightforward but loving, short and to the point, but still capturing the almost fantastic legend of this great man. It follows here in its entirety. VALDE DOXIM First Emperor of Atralonia Progenitor of the Doxim lineage Hero and God-king of Mankind Who is called Framir Prottigr among the Geats of the North Born to uncertain parents, FRAMIR was a Geatish orphan raised in the northern village of ORDONIA as a goatherd. He was fast friends with RUSIUS, the village swordsman and protector, and in between his time in the fields, FRAMIR enjoyed learning the basics of blade work. One day, a foul orc leader from the mountains in the area captured the daughter of Ordonias mayor, ILIA. Framir set out at
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once to rescue her, but was turned into a wolf by a dark sorceror who was controlling the orcs of the region. It was in this form that he was found by ASIPTA, that Draenic Prince of dusk and magic, though she came disguised as a dunmer child. Asipta agreed to help Framir rescue the girl, but only if Framir helped her in turn to recover a powerful artifact created by RAGDAR Prince of Destruction in the days before there was order. After rescuing his childhood friend, Framir travelled to the land of his fathers, having heard tales of the Greybeards and their incredible power. Undaunted, he climbed their mountain and survived the power of their words. He was revealed to be the hero of prophecy, and went on to journey throughout the land, slaying monsters and helping everyone. His greatest accomplishment was in helping SEPALIA, the princess of the small southern kingdom of ORSUM to thwart the plans of the Draenic House of Woe to bring ultimate disorder into the world of Irte. Framir and Sepalia fell in love and were married, and the people rejoiced that Framir who had only known 23 summers was their king. Framir was already courageous, and Sepalias great wisdom made for a rule of unprecedented compassion. Without spilling a drop of human blood in conflict, but rather through diplomacy and chivalry, Framir and his armies united over two dozen small kingdoms under his rule over the course of twenty years. This vast new kingdom was named ATRALONIA, and the citizens named him VALDE DOXIM, Emperor. For the rest of his long life, Emperor Valde and his wife worked to secure and care for the land of Atralonia, and it flourished as a blossom in full sunlight. A short tale full of levity, perhaps, for such a figure, but it has
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always been my favorite retelling. I think it works particularly well for the purposes of this Guide, considering the brevity with which we must be concerned. For an more in-depth look at the life of our first and greatest leader, I consider the more authoritative work to be Biography of the Wolf King written by Gaea Macro in 4e 168. Her scholarship and the richness of her text are nothing short of astounding. The purpose of this guide is to explore the rich history of Aina as a whole rather than focusing on any one nation, so I will present details of Atralonias rise and flourishing only as a means of exposition about other cultures. To learn about the history of its rulers, military endeavors, and diplomatic alliances, seek out Brief History of the Empire by Cicero Duronia, a fascinating and comphrehensive record in four volumes. It is commonly studied in universities across the Empire, and the proctors would be only too delighted to inform the citizenry. Of Mer and Geats After Doxim had solidified his base of power in central Aina, his attention was turned outward to diplomacy. With more resources than any human had dreamed of before, the once-separate nations of Men could finally play an important role on the world stage. It took 83 years, but Doxim and his first descendants managed to engage in peaceful trade with both the Bosmer and the Altmer, utilizing the formers vast lumber resources and the latters world-renowned capacity as tutors and craftsmen of magical goods. At the time, the Bosmer had finally settled into the relaxed, friendly culture seen today. They still held their Oath as absolutely sacred, but possessed a joy for living that was unrivalled by all
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except perhaps the Geats during a feast. After more than 1000 years, the Bosmer were finally coming to terms with what it meant to use magic bestowed upon them from the gods. It was never considered a heresy, but most Bosmer were hesitant to use magic unless absolutely necessary. Perhaps a relaxation of this reticence was a major factor in the success of Doxims negotiations with their culture: the first successful alliance with the Bosmer in history. The Bosmer finally realized that their divine magic could bring them into closer communion with nature, from allowing them passage into the depths of the ocean to harmlessly extracting wood from the trees for their tools and weapons. With such ease of living at their fingertips, they were free to turn their attention to the outside world, and this likely had an effect on diplomacy. At the very least, it is certain that the Bosmer tradition of Hoomakua, a coming-of-age journey to experience the heights and depths of the wide world, began only a few years after their alliance with Atralonia. The Altmer were also a surprisingly easy alliance to broker. The Altmer eager to avoid as much relationship to their shameful ancestors as possible all but refused contact with any other culture. To make alliances when they had such ease of living couldnt possibly be to their advantage, and thus could be considered superiority or even slavery. They lived quietly in isolated city-states in their land of rolling plains, content to let the indigenous population live free of interference. All the same, to ally with the Altmer would grant access to practically limitless opportunities and a rare chance to learn magic from the current masters of the art. Rather than plead with them as had many cultures in the past, Doxim resolved to remove their greatest threat: the Geats.
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Throughout the Fourth Era, the Geats have always been raiders abroad and squabblers at home. They rise in the morning from their beds in communal longhouses, pillage riverfront communities until the sun sets, then feast and revel well into the night. Almost as frequently, one chieftan or king will determine that his Geatish neighbor is a coward or a tyrant or worse and will lay seige to their lands for months. Mercurial tempers abound amongst their entire culture, but an attitude not unlike cordiality has arisen after such constant warfare. It is a hard life with more than its share of sorrow, but the Geats seem to collectively understand that battle is battle, nothing more or less. That said, they are also a culture of braggarts, where honor and glory is more important to them than life itself. Doxim, himself from the Geatish stock, understood this well, and marched in full battle regalia with 100 of his finest troops into the lands of Geatahem. Using their tested military strategies, they easily fended off all number of poorly organized raiders, making their way in turn to each of the clan chieftans and regional kings. He related the tale of his deeds (though he certainly didnt need to), and in time each of the rulers sweared their allegiance to his name. Doxim had become the first figure in history to unite the entire population of the Geats, and thus made quick work of an alliance with the Altmer. True, not long after Valde passed into godhood the Geats resumed their violent ways, but by that time Atralonia had become too great a nation to ignore, and the Altmer had no reason to back out of their alliance. The Dunmer during the Fourth Era finally began to retract their strict isolationism policies to take place in world politics and
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culture. Since their official birth as a nation in 3e 1331, they refused all contact with the outside world, preferring instead to worship their queer Princes in secret. Their empire very obviously thrived, as Altmer frontier outposts were regularly sacked and annexed, and Geat exploration parties found it harder and harder to return to their old routes over the last millennia of the 3rd age. By 3e 2109, the Dunmer had erected the impressive Girunasaru, the Fireguard, a mighty wall stretching from their northern coasts to their capital, Ayyakku, and containing almost the entirety of the ashlands surrounding Durgu Giru, their sacred volcano. It is an impenetrable bulwark 100 feet in height, with walls 60 feet thick and their base, and protected by powerful Dunmer magics. If the rest of Aina were to fall to some outside force, mark my words as I write that the Girunasaru will be the last stronghold of the people of this land. Despite this incredible barrier, the Dunmer have expanded out from their ashlands, almost doubling their territory into the surrounding countryside. They hold grazelands almost as far North as the shores of Reisemun Bay, and exotic forests and marshlands stretching to the northern reaches of the Shrouded Peaks in the South. Their culture is remarkably unique amongst Men and Mer due to its exclusion, and focuses heavily on the worship of the Draenic Princes. Somewhat paradoxically, they have developed a code of strict laws and customs despite their worship of the very embodiments of Chaos. Honor, tradition, and ceremony are absolutely vital to the Dunmer, and it is speculated that this has caused countless moral dilemmas amongst the culture when they are called to perform devious acts by their gods (it is impossible to tell for
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certain due to the native secrecy of the Dunmer); it is very likely the reason for the creation of the Kabatu Nertu: the only government-sanctioned assassins guild in the breadth of Aina. Beyond Civilization Concisely put, Doxim was raised near the southern border of Krn, and knew better than to interfere with the people of that land. His descendants, however, seemed to lose that wisdom for a time. In 4e 96, Emperor Cephorus Doxim I began construction of Ultonis, an outpost in the extreme south of Krn. It was intended as a staging point for further exploration and possible expansion of mining operations, but the plan never came to fruition. Before the settlement was completed the combined might of the Krnian hordes descended on Ultonis, murdering almost everyone inside after only a two day siege. Those Atralonians that escaped were pursued as they fled south, and only one, a scribe named Allian Hanotepelus, survived to tell the tale of slaughter. Atralonia began assembling an army to retaliate, but Krnians surged across Atralonias northern borders, annihilating the army before it could muster its full strength at the Battle of the Alessian Highlands. Since then, Atralonia has maintained a strict nonincursion policy with Krn; the Empire tries to defend its frontier cities and villages from infrequent Krnian raids, but will not under any circumstances cross the Krnian border in force. With that in mind, Krnians are suspicious and terse but tolerant of foreigners in small numbers. Southern Krnian tribes have even been known to trade weapons in exchange for food goods. Among the beast races, all that can be said of the Hressh is that they live in anarchy, with no more racial cohesion than is
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found among the beasts of the field. Their latent magical affinity is considerable, and they have a sort of culture that has developed through the pursuit of greater magical power, but they could never be said to be unified. The RaVirr, who recently ceased armed conflict with the Empire in our recent southern expansion, have a culture that has changed remarkably little in the past 2000 years. They live in tribal societies ranging from a handful of souls in their mountain fortress at Snowcrest to well over 900 in the sprawling Theran ruins in their capital of Jungleheart. They are a culture focused on honor and the hunt above all other things, traits which are both glorified and exploited by the wide world. Rather than a life lived in concert with other nations, there existence has been one of struggle against and harmony with the jungles of Virrah. They have longstanding traditions in the realms of tracking, stealth, and ritual sacrifice, and are passionate and formidable combatants. Things have remained much the same for the past 100 years. Politics is obviously not without its intricacies, and the Virran Territory Conflict began just 11 years ago at the hands of the despicable Lucanus the Mad; echoes of regret still ring in the ears of the Empire today, but things seem to have settled down. Atralonias new Golden Age may be over after the death of our beloved Emperor Cephorus III, but his granddaughter, Empress Camilla IV, rules with wisdom and fearlessness beyond her years. Under her guidance, Atralonia and the whole of Aina will continue to see prosperity long after this humble scribe has passed into the halls of the Divines.

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Land

he land of Aina is made up of a wide range of climates and cultures, locales and rulers. Everything from lush jungle, barren deserts, cosmopolitan cities and virgin frontier can be found in the breadth of its countryside.

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G G

Geatahem

eatahem is a snowy land to the Northeast, full of lowland plains, mighty mountains, and riddled with fjords. Home to the seafaring and warlike Geats.

eatahem is a collection of autocracies governed by whichever clan member or tribal lord can assert enough dominace over one of Geatahems seven regions to occupy its ancient longhouse. The people of Geatahem are the Geats, warlike humans from across the northern seas who delight in combat, feasting, and exploration. They are fair haired, light-eyed warriors and sailors of gigantic mirth and gigantic anger. There is no overarching racial unity amongst the Geats, although there is certainly unity amongst families and clans, and these invariably stick to particular regions, forming distinct if relaxed kingdoms. Each leader of a region is referred to as a King or Queen, and while King Angus the Bold has the strongest kingdom in Geatahem, it would be innappropriate to call him the king of Geatahem as a whole. The geography of Geatahem ranges from lowland plains in the south to snowy forests and mountains in the north. Geatahem itself is situated around Frostvik Bay, which is riddled all round with deep fjords. These fjords are easily defensible from the Geatish sea-based attack style, and are thus almost always populated by a small village, raider outpost, or just a ship mooring for the night. Far to the north of Geatahem, in the Frozen Crown mountain range lies Grand Gunder, a sacred mountain for the Geats. It is inhabited by the Tongues, Geat sorcerors who have united to pursue study of the elements and the metaphysics of the Asylonian cosmology. Many of them are so powerful that they ritualistically gag
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GEATAHEM

themselves, as the pronunciation of sound by the Tongues can create huge tempests, blizzards, or various other magical backlashes. Valde Doxim, first emperor of Atralonia, is famous for climbing to the monastery at the top of Grand Gunder, hearing the Vald-song of the Old Ones, and surviving. Heraldry Geatahem has no national cohesion, and is rather organized into smaller, constantly-bickering kingdoms. For this reason, there is not an overarching heraldic device for the entire country. agnar Hairy-BreeKs Bregas Keep A red axe on a white field. lord torolf tHe CrUel Castle UtHgar A white castle tower on a black field. forstaHem Captain Ulfgar Wind-sHifter A white ship emblazoned on a deep blue field. QUeen fryssa mer-HeWer gloryBertH A yellow sea lion rampant on a red field. Hyre inga goldenWave A black garb of wheat on a yellow field. fafnir longtHeWs Hall a WHite snoW Crystal on a
tHe

peaCefUl BlUe field.

tHoreKs WatCH King angUs tHe Bold A golden sword and axe crossed over a green field.
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GEATAHEM

Imports Wine, Agriculture, Weapons, Armor Exports Ships, Alcohol, Mercenary Services, Precious and Nonprecious Metals

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Krn
harsh land of mountains, rocky terrain, and dark pine forest located in Northern central Aina. Home to the Krnians, a race of nomadic, melancholy humans.

rn is the land of Kaol, Draenic Prince of struggle. There is a huge, seemingly unnatural mountain near the southern border of this hard tundra land that the native Krnians refer to as Kaol; according to them, it is the Princes home on the Material plane, from which he can watch the toils of his chosen people. The Krnians themselves are a gloomy lot of tall, dark barbarians. They are organized into over 120 clans of 30-100 members, and are scattered throughout the harsh land, scraping together a survival as best as they can. Clan leaders are chosen based on whomever is strongest in the clan to influence the rest of the clan members. If someone seeks to challenge the current clan leader, then so be it, but it will most frequently boil down to combat to the death. For this reason, clan leaders are almost invariably the fiercest warriors in their clan; the best leaders are also wise, or know whom to seek for council. Every clan has a council, which is made up of all proven adults. It is their job to provide insight to the clan leader, who will make a decision that is hopefully to the benefit of as many clan members as possible. Clans in the far south commonly ride horseback and hunt wild cattle with spears. They often raid into the northern reaches of Atralonia during especially harsh winters, taking food from the villages and retreating back into their lands, slaughtering anyone who gets in the way. To the west, clans predominately carry maces and axes, and live mostly as foragers and small farmers of chicken
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KRN

or goats in the dark forests of the Needledeep. These clans are almost constantly engaged in combat with monstrous races from the Feral Mountains, and live a sorrowful life of struggle and loss. To the north, clans roam almost exclusively as big game hunters and gatherers. These clans mine ore from mountain caves and are renowned in legend for their skill at forging blades of all kinds. They wield swords and arrows against bears, giants, and monsters from the frozen wastes. There is no clear unity between the clans. In years of plenty they may trade between themselves--offering the easy meat from cattle in exchange for high-quality weapons, for instance--but sometimes even small affronts can result in bloody inter-clan battles. In times of great trouble, the clan leaders meet in the Ring of Chiefs next to the convergence of the Crystalrun and Needledeep rivers to discuss temporary alliance. These days, almost all of the clan leaders end up appointing Gwydd, leader of the Orckiller clan, as temporary High Chief. His clan lives far to the west, and is in engaged in combat most frequently and most desperately. In the south of Krn lie the ruins of Ultonis, an Atralonian settlement constructed in 4e 96 as an outpost for deeper expansion. Before the settlement was completed the combined might of the Krnian hordes descended on Ultonis, murdering almost everyone inside after only a two day siege. Those Atralonians that escaped were pursued as they fled south, and only one, a scribe named Allian Hanotepelus, survived to tell the tale of slaughter. Atralonia began assembling an army to retaliate, but Krnians surged across their Northern borders, annihilating the army before it could muster its full strength at the Battle of the Alessian Highlands.
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KRN

Since then Atralonia has maintained a strict nonincursion policy with Krn; the Empire tries to defend its frontier cities and villages from Krnian raids, but will not under any circumstances cross the Krnian border in force. With that in mind, Krnians are suspicious and terse but tolerant of foreigners in small numbers. Southern Krnian tribes have even been known to trade weapons in exchange for food goods. Heraldry Krnians have no civilized socio-political structure, and therefore have no need of heraldry. Rather, they organize themselves into distinct clans, though each individual clan still displays no banner or symbol. Selected clanS Orckiller Rillfisher Bearhunter Plainsrider Storm Imports Food goods exports Weapons Windcaller Cavedelver Snowhome Treeshadow Cougar

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Atralonia

he Empire of Atralonia occupies much of the fertile land of central Aina, as well as commanding substantial access to the Gulf of Tears. It has recently increased its holdings to the south in battle with the RaVirr. It is a melting pot and home to most of Ainas humans. he Empire of Atralonia is an expansive human monarchy in central Aina. It has existed for just over 450 years, and in that time has grown from a cobbled together federation of separate, squabbling kingdoms into the leading force for diplomacy and military might in all of Aina. It is ruled by the Doxim lineage, an family which can trace its heredity back to Valde Doxim, a semi-legendary historical figure who ascended to godhood at the end of his life. Currently they are ruled by Camilla Doxim IV, known for inheriting the throne at age 10 and--in spite of that--ruling the country almost as well as her grandfather, Cephorus III, who ushered in a second Golden Age for the Empire. Strictly speaking, there is no law stating that a Doxim must rule, but there hardly needs to be in the eyes of the people, when the Doxim lineage is descended from godhood. Though the Emperor or Empress has absolute power, he or she is nonetheless guided and counseled by an Imperial Senate, made up of ancient noble bloodlines as well as democratically elected representatives. These nobles are elected by virtue of their birth and are elected for life, and serve as governors for each of Atralonias six regions; the representatives are chosen by each landowning citizen in Atralonia, and serve for terms of three years. The Senate is invariably held in the capital city of Atralon, at the Senate Hall
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ATRALONIA

of the Imperial Palace. They convene once every three months for one week, just before the national celebrations for the Solstices and Equinoxes. The lands of Atralonia stretch from Cydonia in the West with its wilderness frontier and constant sorties with the monstrous races to Wayrest with its access to the Stridflow river in the midst of stretching pastureland in the east; from Lacusium with its grazelands in the Alessian Highlands in the north to the bustling naval market of Port Vento in the south. There is a successful road system completed by Empress Camilla I in 4e 43 that stretches across the entirety of the Empire, and a highway reaching abroad as far as Ersatis completed by the Dark Empress Galvene Llothri in 4e 216. It was a substantial milestone in opening up lucrative trade with the Dunmer. By far the most well-known site in Atralonia is the capital of Atralon. An almost completely pristine relic from the Great Merran Empire, it is an invulnerable fortress that has stood the test of time for over 3500 years. Countless people from powerful wizards to kings and conquerors have walked its shaded streets and carefully-planned neighborhoods; the main complex of Atralon proper is home not only to the headquarters of the Imperial Legion, the Imperial Senate, and the Imperial Palace, but also Atralonias prestigious Arcane University. Across the rest of Atralonia, ancient Merran ruins lie in wait for the intrepid adventurers. Finally, Atralonia has held a long-time peace with the Gryphons. Gryphons in Aina are tantamount to dragons, and the bravest and most elite of Atralonias troops ride them into battle. Gryphons also provide fast, aerial transportation to the citizen with enough coin.
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ATRALONIA

Heraldry As a unified empire, Atralonias symbol is a pair of silver Gryphons rampant facing away from each other on a dark blue field. Several of the noble lines of Atralonia (typically descended from the ruling families of the ancient kingdoms of the 3rd Era) have heraldry of their own which they use to identify themselves amongst the peerage. House Appius A silver chevron on a plain blue field. House LutrovA A single red star in the middle of a white and cobalt checkered field. House JubA A red and gold diagonal (Northwest to Southeast) band on a green field, with a gold laurel in the Northeast corner. House reiniA A black field featuring a silver escarbuncle. House YuAn A golden eagle on a red field, surrounded by six golden stars arrayed in a circle. Imports Airships, Horses, Mercenary Services, Armor, Education

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ATRALONIA

Exports Wine, Agriculture, Livestock, Manufactured GoodsClans in the far south commonly ride horseback and hunt wild cattle with spears. They often raid into the northern

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L L

Lilandor

ilandor stretches across the rolling grasslands of Eastern central Aina. It is a temperate land home to the magical Althieri, but also to roving tribes of humans and RaVirr, and wandering Gypsy wagon trains. ilandor is a Magocratic Federation of city-states in Eastern central Aina. Each city within Lilandor is essentially a sovereign nation, although racial pride keeps them all focused on a unified cause: the advancement of magical study and of Altmer society. Led by Grand High Councillor Alister Starmere, each city elects a lifelong representative to attend a High Council in the Altmer capital of Aethers Gate, wherein each of the eight High Councillors gather to decide policy for the whole of Lilandor. The land of Lilandor itself is home to scarely more than expansive, rolling grasslands for miles. The Altmer are more or less isolated in their magical cities, leaving the indigenous human and RaVirr tribes and gypsy wagon trains to their own devices. Great beasts roam this area, and strangely no relics or ruins remain from the time of the Great Merran Empire. It is theorized that the complete absence of ruins and the relative sparseness of the region is a testament to the full brunt of Utsirtes power during the Cataclysm. Perhaps the most important locale in Lilandor is the capital, Aethers Gate. It is an ancient Merran city paralleled in its pristine condition only by Atralon itself. Here was obviously a collection of powerful Merran spellweavers, considering the artifacts left behind. Giant magical crystals slowly orbit the citys towers and spires, a forest of crystal trees in the citys Western quadrant, and the citys namesake, a gargantuan, magical orrery, all stand as testament to
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LILANDOR

the long-lost wonder of the Merran Empire. Heraldry Somewhat surprisingly, all Altmer cities identify themselves with one banner, despite the almost sovereign nature of each city. The symbol of Lilandor is a purple field decorated with a circle of seven crystals. The crysal in the north position is twice as large as all the others. Imports Potion Components, Precious and Nonprecious Metals and Stones, Lumber, Exotic Creatures exports Magic Items, Education, Horses, Airships

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Ersatis

rsatis, which means The House of Flame, is home to the superstitious, ritualistic Dothieri. These dark-skinned, red-eyed elves live in service to their chaotic gods in the shadow of the great volcano Durgu Giru, which holds religious significance for all of Aina

rsatis is an absolute theocracy founded on worship of the Princes of the Draenic Pantheon. Their capital is Ayyakku, located just within the Ashlands. Chiefly, the state worships The Tribune of Asipta, Ikanu, and Duru as foundations of their culture, although most other Princes are highly revered as well. Even the four classically evil Princes of the House of Woe have a hallowed (if feared) place in the daily lives of the ashen-skinned Dunmer. Archcanon Shargon Dinadad is the head of the Temple in Ersatis, and therefore the nations de facto leader. He administers the growth of trade and preservation of culture with the help of his clergy, who serve in a capacity similar to the nobles and representatives of Atralonias government. The land of Ersatis is most notable for Durgu Giru, the mighty volcano. Legends hold that Durgu Giru is the place where Sheors heart fell from the skies during the time of the Unfolding, and is the source of the Princes power on Irte. Because of this, much of Ersatis religious life is focused on the great, lonely mountain. There is a temple and university, Isatis-Gigunu, in the foothills where hopeful casters and warriors go to hone their skills. Surrounding the volcano are countless miles of blasted ashland, filled with lava flows, sparse vegetation, and primitive ashlander tribes. These tribes are groups of Dunmer who maintain the Dunmers ancient lifestyle and
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ERSATIS

methods of worship (an altogether more wholesome practice than the greater Dunmer population), and are considered to be official state relics by the clergy of the Dunmer temple. The ashlands are walled off by the Girunasaru, a great wall enforced by Dunmer magic. Outside these walls, the lands of Ersatis stretch from pastureland in the north, through forests and into exotic mushroom marshlands in the south. One other notable location in Ersatis is the island of Gishurru, where the most talented caster-warrior hybrids go to train. This is also home to the Dunmers mysterious Ministry of Truth, a sprawling prison complex. The Dunmeri culture is a strange beast, the result of a strictly codified and traditional society focused on the worship of chaotic gods. The Princes are known worldwide for meddling in the affairs of mortals for their own satisfaction, and the Dunmer believe that these requests must be followed to the letter. Some of the Princes are benevolent, such as Asipta and Duru, whereas some others, such as Nex, are among the most evil and destructive entities in all of the planes. This strange combination of lawfully abiding beings who have no taste for laws is a culture full of political intrigue, from incredibly specific courtly dress expectations to government-sanctioned assassinations. It is a land of mystery, where one would do well to keep one eye over their shoulder at all times. Heraldry The symbol of the Dunmer is a stylized black flame on a red field. Around the edge of the field is a thin black border. Clockwise around the flame are Dunmeri letters signifying the three gods of the Tribune; from the bottom, there are letters for Ikanu, Asipta, and Duru.
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Imports Precious and Nonprecious Metals and Stones, Manufactured Goods, Livestock, Potion Components Exports Processed Ore, Armor, Weapons, Trade Goods

52

Virrah

ome to the RaVirr, a race of agile cat folk, the jungles of Virr are at once beautiful and dangerous. They are choked with ancient ruins and deadly creatures, and the RaVirr jockey for control of resources with themselves, outsiders, and the land itself.

irrah is an absolute monarchy in the center of southern Aina, and is completely covered by sprawling jungles. Bordered to the East by mountains constantly enshrouded in misty clouds and to the West by the Gulf of Tears, Virrah is a predictably wet land with daily showers and frequent downpours. While the trees in this area cant match the height of those evergreens found in northern Hikipale, they are by far the most sprawling in the world, with their roots draped above and below ground for miles around their trunks. It is theorized that these greens were cultivated by Utsirte with the help of the Bosmer just after the Cataclysm, as a means to devour those Merran ruins she couldnt outright destroy. It is fact that Virrah and Hikipale have the highest concentration of Merran ruins of any region in Aina, which means that the Bosmer forbid both Altmer and Dunmer from setting foot on this ground. Kaasha, queen of the jungle and leader of the RaVirr, helps the Bosmer by patrolling her own lands and offering much harsher punishments for incursion than her jovial neighbors. To that end, RaVirr culture has settled almost exclusively in Merran ruins, developing into a thriving society amongst the rubble of their ancient masters. It is in these communities that RaVirr children learn the basics of honorable conduct, wariness of the outside world and those who would abuse Virran honor pacts, as well
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VIRRAH

as hunting. Hunting is perhaps the strongest, most visible tradition amongst the RaVirr, and there are many different rituals and methods associated with it. Hunts are most often undertaken by either two or six RaVirr, depending on the size of prey, and can vary from ostentatious displays of aggression to patient, careful stealth. Before the hunt is a ritual sacrifice, usually of small game, and after the hunt is a prayer offered to Vessli; large-scale hunts are often followed by celebrations that include music, dance, and feasting. The spiritual capital of Virrah is Jungleheart, one of the largest extant Merran facilities and home to over 900 RaVirr. This is the home of the Heartfang tribe, to whom all the other tribes of Virrah pay their respects. Kaasha rules from these ruins and commands a suprising force of expert strike teams, including the most elite RaVirr warriors: Falcons. These RaVirr train to use a special polearm and to leap to great heights, using gravity and their weapons to fell gigantic beasts and whole platoons of their enemies. The rest of the RaVirr are loosely organized into over 250 tribes, each with anything ranging from 50 to close to 1000 members. Heraldry As a primitive culture, RaVirr have no civilized heraldry. However, the various RaVirr tribes identify themselves by adorning their weapons and clothing with different colored feathers from all kinds of jungle birds. Roc feathers are especially prestigious, and are the symbol of Virran Falcons. Imports Magic Items
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VIRRAH

Exports Exotic Creatures, Potion Components

55

T T

The Troublemire

he Mire is a seemingly endless expanse of swamp and marshland, fetid and black with evil. It is home to the Hressh, a race of anthropomorphic lizards with latent skills in sorcery.

he Troublemire is a vast swamp ruled only by anarchy. Its morass stretches from the southern reaches of the plains of Lilandor to the Black coast: Ainas southernmost shore. In between is stinking bogland as far as the eye can see. This land is believed to be everything from the home of Germordl, Prince of Madness, to the site of the worst Merran atrocities, but the only thing every scholar agrees on is that it is the result of powerful dark magic. Even with that universal agreement, all scholars have yet to turn up any evidence in support of this. There are a wealth of Merran temples and palaces visible within the mire, but what few that have been explored have turned up nothing remotely magical. Even Elante, an Altmer wizard who became so obsessed with the question that he constructed a tower in the southern reaches of the region has not reported any findings; it is feared that he has succumbed to madness in the wilds. There are all kinds of monsters found in the Troublemire ranging from monstrous crocodiles and wicked bog hags to creatures that seem to come from some other world entirely. The only sentient species native to the Mire are the Hressh, lizardfolk with a powerful connection to magical forces. They live in constant competition with each other and the other creatures in the swamp, eliminating those more powerful than themselves by any means necessary. They judge power amongst each other on how many of their peers fear them, and by that criteria none are more powerful than Dark
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THE TROUBLEMIRE

Mask. He is an aging Hressh who has set up a fortress almost in the geographic center of the Mire, and from there he commands a large host of resentful underlings, all Hressh who would rather submit to his will than be destroyed by it. Very little happens in the Mire without his knowledge, and while he can be dangerous to approach, it is often advisable not to attempt to sneak around what he considers to be his land. There are a few notable locations in the Troublemire, the first of which isnt truly within it at all. The Last Tavern is situated just as the landscape begins to make a definite change from rolling plains into fetid marshlands, and is a small but significant establishment where the bravest of adventurers stop to recharge before heading out into what could certainly be their last adventure. It is run by Kjeld Wind-Eye, a retired Geat adventurer who is famous for his 17 journeys into the Troublemire: more than any other man or mer. Simshon is another noteworthy location, an outpost and dock for Dunmer military recruits. Elite Dunmer strike teams train on these grounds, exposing themselves to the harshness of the swamp for weeks on end before their training can be considered complete. Finally and most important is the Mad God, the largest tree in the Mire. It appears to be a tree growing upside down, with barren roots spreading into the sky and branches smashed into the ground. This gigantic tree with limbs thicker than most Atralonian homes is considered to be the physical home of Germordl, and is welcome shelter for thousands of small, ferocious critters. Imports None
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THE TROUBLEMIRE

Exports None

58

Hikipale

ikipale is the Land of the Broken Covenant, and is dominated by the islands known as The Shattered Soul. The kingdom is home to the Vethieri, the distant descendants of the greatest culture of the First Age. They are a nation of naturalistic, benevolent elf villages with a common ruling family. The Vethieri hold their land more for the purposes of protecting nature than for need of resources, but they are friendly to all those who would respect the wilds. ikipale is a nation in the South and West of Aina, governed by a loose monarchy. It is the home of the Bosmer, and is ruled over by Akunui, the malama or oathkeeper of the Bosmer. These woodland and sea folk spend their days ensuring that the ancient seat of the Merran Empire is protected from those who would seek to exploit its still-considerable magic power. The Bosmer spend their days wandering the shaded ways of their home, enjoying a deep connection with nature and worshipping Aohine. The land itself is unofficially divided into two regions. In the North there is a large landmass covered in gargantuan temperate forest. In the southernmost reaches there are mostly deciduous trees gradually shifting to evergreen in the along the northern borders, but all across the land there are trees that tower over 800 feet in the air. These massive specimens are a testament to the power of Bosmeri nature magic, and are almost exclusively the homes of Northern Bosmer, with only a few ground-based settlements on the southern and western extremes. In the south, Hikipale consists of dozens of small islands known as the Shattered Soul. These islands are almost exclusively tropical, and Bosmer that live in this region are famous for their prowess with small sailing craft. They spend
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HIKIPALE

most of their days fishing on the high seas, patrolling the uninhabited islands and the Merran ruins that lie dormant on them, and relaxing in the evening with song and dance around campfires. Both regions have seen remarkably little cultural change since their Concordance in Favor of Divine Magic over 400 years ago, and remain grouped into small communities that focus on as complete harmony with nature as is possible. Perhaps the most interesting thing about Hikipale is the nature of the Shattered Soul. Even first-year schoolchildren understand that the entirety of the Gulf of Tears was once above sea level, and was the heart of the Great Merran Empire, but few understand that the islands which dot their way across the mouth of the gulf are actually nothing other than the ruins of great Merran palaces and temples. The most notable example is the island of Halaini, which means sinful place and is considered to the ruined Merran capital, is very clearly nothing but toppled stone slabs that still vaguely resemble the grand palace they must once have been. Bosmer maintain a steady patrol around its waters but do not go there, and have discovered that below the surface of the water is nothing but ruins until the ocean floor. This story is similar with all the other islands, although some (like the island of Halenui, the Bosmer capital) have grown to resembled natural islands considerably more than others. Halenui is a huge island covered in sloping hills and lush forests, but sample excavations all around its landmass have revealed nothing but Merran ruins as close as 2 fathoms below the surface. Imports Alcohol, Trade Goods, Agriculture
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HIKIPALE

Exports Ships, Lumber, Trade Goods, Exotic Foods

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T T

The Wild Lands

his land is filled with monstrous races like Goblins and Orcs, and has done a remarkable job of resisting Atralonian expansion. The mountains hold significant deposits of ore, but the creatures of the land refuse to yield ground to the imperious Atralonians. he Wild Lands are actually dozens (if not hundreds) of small kingdoms of monstrous races, men and mer in exile, and unclaimed wildernesses. It is a vast land that--for a variety of reasons--has never known a single ruler, though some kingdoms have lasted for far longer than others. In the south of the Wild Lands there is almost no cohesion of any kind, with the exception of the outpost at Raptor Bluff. This city of some 4000 souls sit atop a 200 foot tall mesa, and is home to the most legendary hunters in history. These southern lands are filled with monsters of all kinds, and men, mer, and feykind from across the world will journey here to hunt them and claim their pelts or hides as trophies. Perhaps not surprisingly, the Bosmer--who have forsaken the use of metal in any fashion--have steady trade with this region in exchange for alternatives to heavier armor, such as dragonbone plate and the like. The lands around Raptor Bluff are temperate for the most part, featuring all manner of rocky outcroppings, stretching fields, shady copses of trees, and all manner of other biomes from the Feral Mountains in the East to the Great Western Ocean. As one travels further North, they arrive in territory that has long been fought over by rag-tag armies of orcs, goblins, ogres and trolls. This land is harder than the south, but still has its share of growth and plant life. In this region is the city of Grapple, founded by Grak Oak62

THE WILD LANDS

fist, an orc, around 100 years ago as a staging area for a great, monstrous invasion force of the lush lands of Atralonia. This plan was thwarted by the Guardian Company, a semi-legendary group of adventurers, and the city has barely maintained order in the years since. It is a place where the monstrous races live in an extremely tenuous peace; they would pose a serious threat if another leader came along with enough influence to organize them. Further North, the lands change into taiga on a latitude with Krn, quickly becoming almost barren tundra. This is the land of great forgotten beasts. It is rumored that there are massive, elephant-like creatures covered in fur, and the largest bears in all of Aina. Somewhere far to the East of this region, known as the Everwinter Wastes, is Jotunbrow, fabled home of the terrible Frost Giants. Also in this region are small hunting tribes of men and mer that stumbled into the wastes and decided to carve out a living for themselves rather than attempt to find a way back into less harsh climes. Imports Weapons, Armor, Magic Items Exports Mercenary Services, Exotic Creatures, Processed and unprocessed ore, Weapons

63

Deities

here are 21 deities at work within Asylon, and they run the gamut of all moral stands. They are categorized into generally lawful deities, called the Nine Divines or the Aenen, and 12 generally chaotic deities called the Draenic Princes or the Draenen. These deities have been opposed countless times in countless ways, from the Unfolding to the present age.

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The Nine Divines

he Nine Divines, also known as the Nine Aenen, are the deities created by the primordial force of Anu, and are inherently the more lawful and good-natured deities of Asylon. The Eight Divines put forth their power to create Asylon, imposing law and order amongst the raw, unobstructed power of Aether. The Ninth Divine, Valde Doxim, joined their ranks after his mortal death. Though not all of them are worshipped everywhere, they are nevertheless widely known, and someone would have to come from a secluded, primitive background to not be familiar with them. Krinios, the Aenen of Logic And Wisdom The Gavel and Scroll Krinios is called the Philosopher, the Judge, and the Divine Historian. Krinios is the master of intellectual pursuits, and the keeper of law. The domains he is associated with are Knowledge, Law, and Magic. His favored weapon is the Warhammer. Lex OrdO A gigantic, perfectly laid-out university in Axius filled with more scholars and knowledge than could ever be discovered on the Material Plane. Mortals that come here gain knowledge through their simple presence. AshA, the Aenen of order The Infinite Hourglass Asha is known as the Highest, the King of the Nine, and the Master of Time. Asha is the first being created by the interplay
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THE NINE DIVINES

of the forces Anu and Padomay, and is the embodiment of order and law. The domains he is associated with are Knowledge, Magic, Sun, and Law. The quarterstaff is his favorite weapon. Ashum Known as The Adamantine City, Ashum is an impossibly large astrolabe floating thousands of feet above the Plains of Order in Axius. The infinitely complex mechanisms of the astrolabe make up the buildings in this magnificent city. From this place, one can look out to any other place on any of the planes. Daraith, the aenen of Weather anD travel The Lightning Bolt She is a chief deity among the Geats, where her title is the Queen of Storms. Daraith controls the winds and waves, and can conjure weather both fair and ill for any traveler. The domains she is associated with are Air, Luck, Travel, and Weather. Her favored weapon is the spear. Avenoi The city of Daraith is a great harbor situated on a narrow slice of land on the edge of Elysium. On one side is the beginning of a great ocean, and the other is a bottomless cliff looking out onto the Astral Plane. It is a perfect berth for the most dedicated explorers. Sarga-tol, the aenen of Balance The Blackened Ankh Sarga-Tol, Aenen of the balance of life and death, iis known as the Unifyer, the Giver, the Taker, and the Wise. Sarga-Tol is
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THE NINE DIVINES

the son of Asha and Utsirte, and is responsible for natural death and the inexorable change of seasons. The domains he is associated with are Air, Death, Healing, and Sun. His favored weapon is the two-bladed sword. The GaTeway Sarga-Tols patron city is a giant portal on the edge of Axius where all souls pass on their way to the Aether. It is here that the souls of mortals and gods alike wait for their return to the Material Plane, and are able to watch all of their past actions played out before they depart. En-SaluS, thE aEnEn of MErcy The Ruling Serpent En-Salus is known as the Healer, the Upright, and the Steadfast. He is a god concerned with moral and physical excellence, but also humility, and is the inspiration of magistrates and nobility, and is the patron of the Atralonian Legion. The Church of En-Salus demands service to the disadvantaged, courage, and peace, albeit sometimes as the result of war. The domains associated with EnSalus are Good, Healing, Protection, and Law. His favored weapon is a mace. UTUlna The city of En-Salus is a place in Elysium where all wounds are healed. It looks like the ruins of a military compound, long-overgrown with pleasant flora and inhabited by kindly spirits and gentle fauna of all kinds. It is impossible to be harmed in this realm. aSEyri, thE aEnEn of lovE and BEauty
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THE NINE DIVINES

The Harp Aseyri is the Aenen love and beauty. She is called the Lover, the Artist, and sometimes the Carnal Lady. She is the daughter of Utsirte, and has domain over the practice of compassion, rather than its spirit. She has a wide variety of temples, some devoted to women, others to art, music and aesthetics, and still others devoted to erotic instruction. The domains she is associated with are Good, Healing, and Luck. The short bow is her favorite weapon. The Wellspring This city is a huge interweaving of hanging gardens and beautiful architecture on the plane of Elysium. Music, poetry, and theatre can always been heard or seen on its streets, and sweet smells waft everywhere, from exquisite balconies to shadowy, romantic alcoves. Utsirte, the Aenen of nAtUre And CompAssion The Tree Utsirte is known as the Mother, and the Nurturer, and her physical form makes up the planet Irte. Utsirte is the chief deity amongst the Bosmer, and is considered the lifeblood of nature itself, and the very essence of love and compassion. Her associated domains are Animal, Earth, Fire, Healing, Plant, Sun, and Water. Her favored weapon is the long bow. Utsirte has no city dedicated to her. As the body of Irte, her worshippers choose instead to take an active role on the Material Plane.

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THE NINE DIVINES

aDagri, tHe aenen oF commerce The Timbered Wheat Adagri is known as the Diplomat and the Divine Laborer. Adagri is the god of wealth, labor, and communication, and is an inspiration for commonfolk as a symbol of the results of hard work. The domains he is associated with are Law and Fire. His favored weapon is the sickle. Lanx This kingdom in Axius is the perfection of free trade. At every level of production, every member of society is absolutely productive, prosperous, and content with their station in life. valDe, goD-King oF manKiD The Shield Valde Doxim is the Protector, the Courageous, and the Invincible. Valde is revered by both civilized races of men, though the Geats name him Framir Prottigr. He is renowned for forging the empire of Atralonia, as the patriarch of the Doxim line, and as the exemplar of the virtues of Wisdom, Courage, Moderation, and Justice. The domains associated with Valde are Protection, Strength, War, and Law. His favored weapon is the longsword. Warriors rest Valdes city is a mighty castle on the Elysian frontier. The souls of Irtes greatest warriors come to rest here for a time before moving on to the Aether.

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THE DRAENIC PRINCES

The Draenic Princes

lso known as the Children of Sheor, the Draenic Princes are twelve deities created by the primordial force Padomay, and are thus inherently chaotic. Sheor, who is their father and is known as the Deceiver, tricked the Aenen into using up their power in the creation of Asylon as a bid for dominance amongst the pantheons. The Aenen realized their folly just in time, and combined their might to kill Sheor once and for all. His children live on, and run the gamut between good and evil. However, it must be said that all of them act for their own divine purposes, and most are practically impossible to really categorize as good or evil.

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THE TRIBUNE

hese three Draenic Princes are considered the most benevolent and involved in the lives of their followers. Each is responsible for an indispensable part of the Dunmer lifestyle, and each are recognized by all Dunmer.

AsiptA, the DrAenic prince of MAgic The Black Rose Asipta is known as the Twilight Lady, and the Queen of the Black Rose. Asipta is the patron prince of the Dunmer, and is the only Prince who could be considered morally good. Her spheres of control are in magic, dawn and dusk, and she is actively concerned with the fate of her followers and the Dunmer race, unlike many other Princes. Her domains are Healing, Magic, Weather, and Chaos. Asiptas favorite weapon is the scimitar. TwilighT garden A palace and surrounding gardens in Elysium always caught in an impossibly beautiful twilight. Mortals that have entered claim difficulty of vision within its realm. ikAnu the DrAenic prince of AssAssinAtion AnD secrecy The Spider Ikanu is known as the Weaver, the Spider, and the Night Seeker. Ikanu has dominion over secrets, justice, and assassination, and is the patron Prince of the honorable Kabatu Nertu, Ersatis officially sanctioned assassins guild. Unlike some Princes, Ikanu has no specific gender, and will appear both as male and female to his followers. The domains associated with Ikanu are Death and Trickery. His favorite weapon is the dagger.
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THE TRIBUNE

Sableport Beyond the reach of mortals, Sableport is said to be an intricate, shining web spread over tangible darkness somewhere in the Abyss. Ikanu weaves plots of all kinds from this realm. Duru, the Draenic Prince of civilization anD combat The Clutched Gauntlet Duruis known as the Warlord, the Smith, and Schemer. Duru is often the Prince of choice for good-aligned, warlike Dunmer, but is also known to have control in the areas of artifice and intrigue. The domains associated with Duru are Destruction, Protection, and War. Durus favorite weapon is a Bastard Sword. the tournament GroundS A sprawling kingdom of labyrinthe gardens, with a great coliseum at the heart of Durus city.

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THE GRAY ONES

hese Princes are only considered to be related in that all of them are either mischievous or uncaring. Some of these Princes care almost nothing about the creatures of Asylon, and some delight in disrupting the lives of those around them, but all of them take pleasure in achieving their own ends without regard to those under them.

Qabu, the Draenic Prince of Promises The Bound Hands Qabu is called the Binder, and is known for dealing in the business of wishes, ritual, and oath. Qabu has a place of esteem amongst the honor-bound RaVirr, but is regarded with wariness amongst most other peoples, for an oath sworn in Qabus name is permanently binding, and a deal made with Qabu is rarely what one expects. The domains associated with Qabu are Luck and Magic. Qabus favorite weapon is the Whip. AltArin The realm of Qabu, located within Bedlam, is an otherwise tranquil countryside inhabited by horrible monsters. simtu Pasiru, the Draenic Prince of memory The Open Book Simtu Pasiru is known as the Chronicler, and He Who Knows. Simtu Pasiru holds dominion over the realm of knowledge both obscure and unknowable, and has a perfect memory. Alone amongst all of his companions, Simtu Pasiru can see clearly the threads of
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THE GRAY ONES

fate from the past and into the future. His domains are Knowledge and Luck. Simtu Pasirus favored weapon is the Quarterstaff. ApocryphA A library in the middle of a vast desert in Bedlam, each of the books in Apocrypha have blank, black covers, are written in a forgotten language, and contain all the forbidden knowledge of the universe. Spirits wander these halls, ravenous to discover the secrets of the past and future. AvlAmAk, the DrAenic Prince of the hunt The Horn Avlamak, the Draenic Prince of the Hunt, is Chaotic Neutral. He is known as the Huntsman, the Gamemaster, and is the patron of were-creatures. Avlamak holds a contest known as the Great Game once every 100 years, where a group of mortals are chosen, and are pitted against each other in a hunt to the death. He is also often prayed to for safe travel on behalf of hunters and questgoers alike. His domains are Animal, Chaos, Earth, and Travel. Avlamaks favorite weapon is the Spear. The hunTing grounds A land of unconquered wilds in Bedlam filled with larger than usual monsters and puzzling corridors. erePu, the DrAenic Prince of DArkness The Black Veil Erepu is known as the Queen of Thieves, Dicebane, and the
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THE GRAY ONES

Unseen. She is known for tilting the odds towards and away from her followers as she sees fit, and is the patron of thieves the world over. Her domains are Chaos, Luck, and Trickery. Erepus favorite weapon is the rapier. Pitch A land of complete darkness in Bedlam with Erepus city, Sanctum Silentium, at the center. Eristu, thE DraEnic PrincE of hEDonism The Laughing Mask Eristuis known as the Fool, and the Great Fop. His is the realm of debauchery, and the darker side of passion. His domain is Chaos, and his favored weapon is the dagger. Sanguine A sun-washed metropolis in central Bedlam filled with nothing but taverns, pleasure houses, and drug dens. Prone to violent thunderstorms.

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THE HOUSE OF WOE

hese Draenic Princes are notorious for meddling in the affairs of the people and things of the Arena, or at the least causing nothing better than hardship and suffering. Each have their own foul agendas, but some are like unto embodiments of chaotic forces, while others are simply the harbingers of strife.

Kaol, the Draenic Princle of Struggle The Greatsword Kaol is known as the Uncaring, and the Cold Lord. Kaol breathes strength into all creatures, and is digusted with anything calling upon him for aid, effectively denying his gift. There are none who worship Kaol, though some might respect him, for to worship Kaol is to invite misery and hardship into your life. Kaols domains are War and Strength. Kaols favorite weapon is the Greatsword. Kom-Katu An infinite mountain in the north of Bedlam, whose bleak slopes and valleys are home to vicious monsters. It is impossible to die in this realm, though you never recover from injuries naturally. teSuKu, the Draenic Prince of uPheaval The Wooden Storm Tesuku is known as the Upsetter, the Son of Sheor, and the Destroyer. Tesuku is perhaps the purest creation of Padomay, and is the embodiment of change. Plans gone awry are said to be the work of Tesuku, as are natural disasters and destruction on almost any scale. His domains are Chaos, Death, Destruction, Fire, and
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THE HOUSE OF WOE

War. Tesukus favorite weapon is the Greataxe. Sheorin Volcanic islands adrift in a sea of lava in the heart of the Abyss, Sheorin is the ultimate land of tumult. Full of danger. Nex, the DraeNic PriNce of Loss The Black Manacles Nex is known as the Slavemaster, and the King of Rape. Nex is the god of slavery, death, cruelty, and vampires. The domains associated with Nex are Chaos, Evil, Trickery, and Death. Nexs favored weapon is the scythe. The Defile This realm of the Abyss is a twisted copy of Irte, where the only buildings and settlements are charnel houses, slave pens, and unspeakable brothels. Mortals caught in this realm are sent to one of these places for eternity. GermorDL, the DraeNic PriNce of maDNess The Laughing Ruby Germordl is called the Madman, and Unknowable. Germordl is thought to test the creatures of the Arena for mental weakness, and has dominion over the realm of mental chaos. Germordls domains are Chaos and Trickery. His favorite weapon is the mace. Delirium An island in the middle of a small sea in Bedlam, Delirium is a
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THE HOUSE OF WOE

place where rules fluctuate seemingly at random. As a DM, choose to apply any traits you wish as often as you wish, such as double gravity, no gravity, incredible heat, extreme cold, etc.

78

The Absent Ones

wo of the deities worshipped in Asylon are unique in that neither play an active role in the lives of Ainas people. These are worshipped because of their deeds during The Unfolding, and for their contribution to the world as it exists today.

Moiar, God of the Sun The Sun Moiar is called the Architect, the Brilliant, and the Watchful. As an Absent One, Moiar does not recognize followers, and thus makes no demands, but he is revered by the Altmer as the progenitor of magic. Clerics may not choose Moiar as a primary deity (as he grants no domain powers), but they may worship him in addition to another deity with no penalty. Sheor, father of deceit Nothing Sheor is known as the Deceiver and the Father of Chaos. There is a small but very devoted cult of Sheors followers who seek a means to revitalize the power of Sheors heart, which feel into the earth and--accoring to legend--is the cause of Durgu Giru, the great volcano of Ersatis. Sheors followers (like Moiars followers) gain no benefit from worship, but they hope that by bringing life back into his heart, Sheor will be born again and destroy all of creation.

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OTHER DEITIES

Other Deities

ome deities in the Ainan pantheon dont fall into any of these above categories. Whether they are lesser Aenen or mortals that ascended into godhood, for one reason or another they lack the stature of the Eight and the Princes.

Gallu, Queen of ChromatiC DraGons The Dragon Heads Gallu is known as the Usurper Queen. Gallu clawed her way to the top of the dragon hierarchy, and rules over all chromatic dragons with an iron-scaled fist. All chromatic dragons obey her word in equal parts reverence and fear. Her favored weapon is a heavy pick. The domains with which she is associated are Destruction, Dragon, Evil, and Law. The Bleak Cliffs The home of Gallu, this realm is an impossibly tall range of seacliffs in the Abyss, from which the evil dragon queen incessantly organizes every element of her domain.

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Races

sylon is home to many forms of sentient life, but in no place is there such diversity as the continent of Aina. Often called The Arena, it is home to 8 distinct races that wax and wane in power and control through the ages.

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Atralonians

he standard humans of the world, they are an imperious culture trying to hold on to their waning glory. They are righteous, pious, and perhaps have their hands in too many of the worlds affairs.

Personality Atralonians are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their tastes, morals, customs, habits, and ethnicity. They are heirs to a great empire with a rich history of conquest and peace, prosperity and near-ruin, and take pride in that history. Physical DescriPtion Atralonians define the standard for the races of Men. They typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, Atralonians are more physically diverse than other common races; they are a conglomeration of many races of men that were separate until the reign of Valde Doxim. Their skin ranges from nearly black to very pale, their hair from black to blond (curly, kinky, straight), and their facial hair (for men) from sparse to thick. Plenty of Atralonians have a dash of foreign blood, and they may demonstrate hints of any of the races of Man and Mer (more commonly their human kin), or other lineages. The grooming and dress of Atralonians varies by region, and can include unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like. Atralonians have relatively short life spans, reaching
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adulthood at about age 15 and rarely living even a single century. Relations Just as readily as they mix with each other, Atralonians mix with members of other races, among which they are known as everyones second-best friends. Atralonians serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds. alignment Atralonians tend toward no particular alignment, not even neutrality. The best and the worst are found among them. lands Atralonia is a kingdom that has survived for almost 450 years, which is at once unheard of amongst the races of Men, but modest by the reckoning of other races. The history of Atralonia has been through good times and bad, and seems to be near the end of its life due to the previous reign of Emperor Lucanus the Tyrant. Members of other races still find Atralonian lands exciting but eventually a little wearying or even bewildering. Since humans lead such short lives, Atralonian leaders are all young compared to the political, religious, and military leaders of longer-lived nations of the Mer. Atralonia has changed over the generations despite its proud tradition and general conservatism, adapting and evolving faster than parallel institutions among the Mer, the Hressh, even the Geats to an extent. Individually and as a group, Atralonians are adaptable opportunists, and they stay on top of changing political dynamics.
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Atralonia includes relatively large numbers of other races (compared, for instance, to the number of non-Dunmer in Ersatis, the Dunmer homeland). Religion Valde Doxim was the first Emperor of Atralonia, and is often revered as a god amongst citizens of the Empire. The institution of the Atralonian Empire also pays tribute to the Nine Divines. That said, Atralonians in general have no specific deities they worship. Some Atralonians are the most ardent and zealous adherents of a given religion, while others are the most impious people around. language Atralonians speak Common. They typically learn other languages as well, including obscure ones, and they are fond of sprinkling their speech with words borrowed from other tongues: Geatish curses, Bosmer musical expressions, Dunmer poetry, and so on. names Atralonian names can vary greatly. With such a short life span and exposure to so many cultures, Atralonians mutate socially at a fast rate. Atralonian culture, therefore, is more diverse than other cultures, and no Atralonian names are truly typical. Some Atralonian parents give their children Geatish or Elvish names (pronounced more or less correctly).

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Krnians
highlands of hardy. They and fight for the next day.

culture of barbaric nomads in the northern Aina, the people of Krn are powerful and rise every morning to toil for their resources their territory, only to lay down at night and repeat it

Personality Krnians dwell in the northern highlands between the Ebony and Feral mountain ranges, and their temperament reflects this harsh landscape. It is said that Kaol, Draenic Prince of Strength and Hardship, created the Krnians for no other reason than to subject a people to eternal struggle, but the Krnians have thrived in spite of the gloomy Prince on his throne. They are tough, solemn, physically powerful, and wary of outsiders after centuries of raids from neighboring lands. They also possess an odd courtesy, knowing that affronting a fellow Krnian doesnt mean receiving an insult, but receiving the tip of a sword. They are never slighted, but just the same Krnians can be agreeable if one knows how to deal with them. They are wary of magic, and consider physical weaklings to be worthless. Utility and pragmatism are highly prized in Krnian tribes. Physical DescriPtion Krnians are a race of tall, powerfully-built humans. Men and women alike often have imposing physiques, with women substanstially smaller than men. These folk are practically created for strength and battle; indeed, outside of their homeland, Krnians are known almost solely for their tenacity in battle and their metalworking skills. They are fair skinned, with dark hair and light
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eyes, often hazel or blue. They range in height from 5.5 to 6.5 feet, and weigh between 140 and 250 pounds, with the women noticeably shorter and lighter than the men. They are a ruddy people, wearing whatever suits the climate, usually either animal skins or thicker furs, and see little use for decoration. Their life spans are identical with Atralonians, coming to maturity at around age 15 and rarely living even a century. Because of their harsh lives, many Krnians die before their natural limit due to conditions or warfare. Relations Krnians have no love of any man, mer or beast from the wide world. They identify with the daily struggle of the Hressh (though they do not trust the lizardfolk) and respect the combat prowess of the Geats (but have been attacked by Geatish raiders too many times to like them). They have almost nothing in common with Atralonians, and are the complete opposites of the Altmer. They have practically no contact with the Bosmer, Dunmer, and RaVirr, though they regard all races with equal parts suspicion disdain. alignment Krnians follow the maxim that if one doesnt treat others with respect, they are asking for death. Cooperation is essential in the highlands of Krn, and any dissent amongst the clan is dealt with. That said, they are inherently free-spirited, and are almost always chaotic. They are not often evil, but neither are they frequently good. Many times, they seem much more chaotic (and much less good) amongst civilized peoples than in the wild lands.

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Lands The highlands of Krn are surrounded on three sides by imposing peaks, and are filled with dark forests, empty moors, wild cattle, and dangerous beasts. The population of Krn is small, but is almost completely dominated by the Krnians: very few outsiders have a reason to go to Krn, and Krnians dont want outsiders coming into their lands to waste valuable resources. Krnians are organized into several dozen clans that rarely number above 150 souls due to their constant battle with nature and those who would try to encroach on clanheld lands. Many wonder why Krnians dont move to a more hospitable land, but when asked, a Krnian will usually only respond with mocking laughter. Krnians are almost inexplicably patriotic of their homeland, and would gladly sacrifice themselves to defend it from those who would try to take what is theirs by birthright. ReLigion The Krnians revere Kaol, the Draenic Prince of Strength, Courage and Hardship, to the exclusion of all other gods. The folk of the north believe that Kaol lives at the always-shrouded peak of the greatest mountain in their lands, and sends forth doom and death. Worshipping Kaol only earns his ire, so the Krnians instead merely recognize his power, and use it to explain the hardships of their daily life. They believe that Kaol is completely removed from the endeavors of Man and Mer, save that at birth he breathes strength and courage into their hearts, enough to endure the hardships and cruelty of life in their native lands.

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Language The Krnians have their own tongue which has some connection both to Geatish and to the common tongue of Atralonia. It is unclear which of the three came first, but Krnian has changed little over the millenia, and is the most foreign of the three. names Krnians are given a name at birth, and hold no family names. When they have reason to leave their clans they often name themselves as members of their clan after their given name. When outside of their country, they name themselves as Krnians. Sometimes a Krnian will come to earn a title through legendary deeds. Male names: Aiden, Banagher, Bruhul, Connacht, Goran, Gwydd, Liam, Rafer, Seann, Tialfi, Tynan Female names: Caolan, Donelle, Fionn, Ianna, Kella, Kiara, Maeryn, Nuala, Sinead, Torrin, Una adventurers Krnians are not often found adventuring outside their homeland. Because every day is a struggle for survival, most Krnians feel that their place is amongst their people, and to leave would be deserting them. Those that do wander forth, however, are known for their ferocity in combat, and their rough manners in social dealings. They are usually found amongst crowds of adventurers, and far from the heights of culture and politics.

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Geats

he adventurous Geats are a culture of warlike raiders who make their home on the icy northern shores of Aina. The Geats are a people of gigantic mirth and gigantic anger, and are responsible for the transmission of much of Ainas cultures from one place to another.

Personality It is indisputable fact that the Geats came many leagues from across the Northeastern Sea. Whether they are the progenitors of all the races of Men in Aina is another question, and unknown to all that walk the earth today. Known for their mercurial tempers, they are more likely to laugh like thunder than chuckle and sooner to shake with rage than suffer an insult quietly. Geats value gold, gems, and treasure, perhaps because these things lend credence to their sometimes far-fetched stories. They are also fond of days filled with action--whether it be sailing on the open ocean, hunting boar in the forests of the North, or a day spent in combat with a neighboring kingdom--and nights spent feasting next to roaring fires, listening to the tales of heroes past and present. They are courageous, decisive, and are often true to their word. Geats are particularly fond of their voices, which are among the deepest and loudest in the lands of Irte. It is rumored that these voices were born by breathing deep the winds of the frozen, Northern oceans in times long since passed. Daraith is the mother of all winds, and it is said that she taught the Geats to shout magic into existence, which is called thuum in their tongue. The greatest of Geatish magic users are known as Greybeards, and must undertake an oath of silence and a life of isolation from the
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wide world, lest they unintentionally destroy the lands and people they love. They live together in a high fortress on Grand Gunder, a mountain in the far north of the Ebony Ranges, and study nature of the Aether and Time itself. Physical DescriPtion Geats are a hearty folk, and while they are only marginally taller than Atralonians, they are much heavier. Geats range in height from 5 feet to 6.5 feet, and generally weigh 135 to 265 pounds. They have fair skin and almost universally light hair, ranging from blonde to red, which they wear long, and often braided in small cords. They most often have eyes of blue or green. All Geats are fond of furs and other adornments with a story behind them, whether they be opulent or ragged. Because of their sturdiness, Geats come to maturity at age 15, but often live well past the age of 150. Frald the Old, a Geat known for his longevity, actually lived until he had known 223 winters. relations Geats are notoriously warlike, but they are also jovial and can make fast comrades. In their own lands, the Geats are often at war with at least one other kingdom, and abroad they often organize into small, mobile raiding parties. On the ocean these raids are always aboard traditional Geatish longships, but on land they are often on the back of the heavy horses of the northlands. Some of these raids are bloodthirsty, but others are almost chivalrous: in the minds of some Geats, it is an honor to written into their tale, and any person they raid should be glad for the opportunity. Altmer
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and Dunmer are often the targets of Geatish raids, with the former looking on the Geats as uncouth and reckless, and the latter considering the Geats to be far too unsubtle. The Geats recognize the unity of the Atralonians and the power that grants them, and share a profitable truce with them: in exchange for advantageous trade agreements, most Geats will leave Atralonians alone. The Geats recognize the martial prowess of their Krnian neighbors, and often raid their lands to boast of a victory and for prized Krnian steel. Bosmer and RaVirr alike enjoy listening to the stories of Geats, and often build healthy relationships with them; RaVirr can especially relate to the Geats tendency to swear blood oaths. Geats have particular emnity with the orcs and frost giants of the northern wastes, and attack them immediately. Alignment Geats are most frequently chaotic, but lawfulness is not unheard of amongst them. Geats are also commonly good, but an evil Geat is nothing to be surprised about. lAnds Geatahem is a land that ranges from fertile grassland in the extreme south, through wooded taiga up into frozen wastelands in the north, and all surrounding the dark waters of Frostvik Bay. The coastline is riddled with fjords, and the Geats often build their cities and fortresses at the end of these narrow bays due to their natural protection. They move upcountry to hunt and do battle with their enemies the orcs and the frost giants, and trade on the seas with other kingdoms and distant lands. Outside their home, Geats are
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often mercenaries hired for their tactical skill and courage in battle. They are also sometimes seen as merchants, with a personal knowledge of the items and artifacts they sell. Religion Geats revere a group of deities that are a combination of Anuaic and Padomaic deities. Their ancient legends hold that Shur, the old name of Sheor the Trickster, was actually a bloodthirsty warrior king deity who helped the Geats carve a kingdom from the lands of the Great Merran Empire. Angered by his incursion, the old gods of the Merrans united against him and killed him, and the Geats are without an official chief deity. They also revere Asha (under the name Aldartal), but consider him a deity of the end times before he is a deity of time itself. One of the most important deities to the Geats is Daraith, whom they revere as the Queen of Storms. She guides them on their travels, and also taught the Geats their unique form of magic called thuum. The Geat consider Avslore (the Draenen Eristu) and Idrett (the Draenen Avlamak) to be important Padomaic deities. Naturally, they also worship Valde, but they name him Framir Prottigr, and he is renowned for hearing the prophesy of the Greybeards and living. language Geatish is a language that rolls like the ocean in a storm. It is filled with long vowels and guttural, swallowed phonemes that betray the harsh nature of life in the cold north. Geats also have their own alphabet, which is a runic script and is the basis for the languages of Giants, Orcs, and Goblins. Geats always speak com92

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mon (for purposes of trade and storytelling to a broader audience), and often the languages of their enemies (Orcs and Giants). Names Geats are given names at birth, and have no surnames in their society. Instead, they are often given titles which reflect their reputations. Male Names: Aenar, Bedrir, Engar, Fjorgeir, Frald, Hloggar, Hrundi, Jolgeir, Lassnr, Radd, Ulfgar Female Names: Aeta, Brasteir, Edla, Eydis, Fryssa, Heddvild, Hroa, Igna, Maeva, Risi, Ygfa Titles: the Crazy, Fork-Beard, God-Hater, Highlander, HairyBreeks, Oaken-Hull, of the Isles, the Fair, the Roarer, Sea-Strider, the Wide adveNturers Geat adventurers go forth because their culture practically demands it. If a Geat doesnt go forth to make a name for themselves by slaying monsters and gathering treasure, they have no legacy to pass on to their people. Slaying giants of any kind is sure to establish a name for themselves in stories for many years to come, and the further away from home a Geat goes adventuring, the more... liberty they can take with their tales. Notes Geats are born at a gender ratio of two males to one females. Due to this imbalance their society has developed some interesting quirks. Every Geat is born into a very tightly-knit family. The
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family is all important in Geat society and forms the primary building block of their society. A middle-aged male, who has proven himself through mastery of a trade, or a trader, or through martial prowess- basically that he is able to support a family, and is a leader--is approached through a female representative for an arranged marriage to a younger female. The power to arrange marriages gives females an important basis of power since the male with his property then becomes a part of her family. Males that do not become married remain a part of their mothers family. That said, there is much interaction between the genders, whether it be dining, adventuring, or ribaldry. Families act as mini-clans within the larger clans and explain the reasons why Geats are so loyal to those within their close daily orbits. And why they make excellent adventuring companions once their mates have been battle-tested.

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Althier

all, regal, golden-skinned elves, this race inhabits the plains in the center of Aina. They are a race practically obsessed with the knowledge and display of magical power, and look at other races as unfortunate primitives.

Personality Althier are a race more advanced in the ways of magic than any other in Aina, and they have no trouble reminding others. Althier characteristically consider other races to range from sadly primitive to vulgar and beyond help. Their long life spans help them to keep a broad perspective on events, but it also causes them to keep the more short-lived races at somewhat of a distance. In the opinion of the Althier, why put energy into a real friendship thats only going to last for a few hundred years at most? They devote themselves almost entirely to the scholarly pursuit of a school of magic of their choosing, which makes them at once stoic and insatiably curious. Rather than gold or jewels, an Althier will study ancient scrolls and runes with rapt attention during a dungeon raid. Althier are polite but aloof toward other races, and often take measure to point out their relative sophisication and culture. They are not often roused to either great anger or great joy (preferring instead to control their base emotions), but nevertheless such displays happen on occasion, and can be hard to avoid or easily forget. Physical DescriPtion Althier are tall and slight, usually between 6 and 7 feet tall and ranging from 130lbs. to 180lbs., with the males the same height and only slightly heavier than the females. They have skin that is
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usually a shade of yellow or gold, and hair that is almost always a shade of blonde, brown, or red, fading to grey with old age. Beyond this, Althier age very little over the course of their very long lives, and most members of other races cannot tell an Althiers age simply by looking at them. Althier age slowly, coming to physical maturity at around age 80, and some Althier have been known to live for over 800 years. An Althiers eyes are usually either green or brown, and the males can occasionally grow facial hair. Like all elves, Althier are more elegant and have finer features than other races, and they do not sleep. Instead, they meditate in a deep trance for 4 hours each day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice. Relations Althier are proud and aloof. When dealing with each other they are cordial and careful not to offend each others sensibilities; when dealing with any other race they are polite, although oftentimes gently condescending or even deprecating. They are aware of and have a respect for social and political hierarchy, but are no strangers to maneuvering through these systems to accomplish their myriad goals. alignment Althier most often devote their lives to the scholarly pursuit of knowledge about the various schools of magic and the nature of
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Aether itself, and are thus usually lawful. That said, magic is a tenuous, convoluted force, and has been known to have gentle chaotic effects on those who practice it in any form. Althier are most often neutral or good, but those Althier that are evil are almost always such as the result of exposure to raw magical energies. Lands Lilandor is a golden jewel under the radiance of the sun, set in the middle of Ainan grasslands. There are few trees and no true forests on the rolling plains, but most creatures find shelter either in numbers or in the many intricate cave systems and rocky outcroppings in the land. The Althier live in comfort in many great cities that dot the plains, and most are powered or influenced by magic in one way or another. These cities are autonomous and sovereign for the most part, but each city elects a representative (usually a powerful or wise wizard from the community) to serve on the Althier Grand Council in the capital city of Aethers Gate. Althier--whether it be individuals or whole populations--rarely fight with each other, so the Grand Council is more for the purposes of the Althier as a people remaining competitive and involved with the many lands and peoples of Aina than for any sort of internal Althieri stability. Racial pride binds them into a nation, and takes first consideration in legal or interkingdom affairs. ReLigion Althier worship the Anuaic pantheon of deities as a race, but individuals have been known to revere padomaic deities as well. Above all they revere Moiar, who was the architect of Asylon, and the
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first conduit of magic from Aether into the world of Aina. Chaotic Althier often worship Asipta, Draenic Prince of dawn, dusk, and magic, or Simtu Pasiru, Prince of Knowledge, though alignment does not inform an Althiers religious devotion as much as it might with other races. Language Althieri is a language that is said to be most closely related to the ancient, now-ineffable tongue of the Therans. It has many similarities with Draconic, being often long and lyrical, and has a power that can almost be felt in the uttering. Characters that speak Althieri may take a +1 on a caster check for audible spells a numbers of times equal to their caster level per day. names Althier are given names by their parents at birth, much the same as human children. Some Althier have surnames, and a child only very rarely bears the same surname as either parent. Rather, these names are given to the child when they reach adulthood, and typically reflect (always in a poetic fashion) something meaningful about the Althiers life. These surnames are most often in Common. Boys: Adeipho, Doron, Esidor, Ganymede, Orestes, Priam Girls: Alcina, Cynara, Galatea, Ianthe, Kynthia, Nyssa, Zenobia Surnames: Jewelshine, Starmere, Scrollward, Crystalsong, Aethergem, Silversword

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Adventurers An Althier is likely to take to adventuring in pursuit of magical knowledge. Especially considering that some of the most powerful magical secrets in Aina lie hidden in Vethier and Virran lands, and considering that it is illegal for Althier to set foot in Hikipale and dangerous for them to journey into Virrah alone, it is often beneficial for an Althier, laden with spellbooks, historical notes or what have you to journey with a party of other adventurers. They can often serve as tacticians for the group, providing insight on monsters, traps, and artifacts. notes Elves dont sleep. Everyone knows this, of course, but most people dont appreciate just how bizarre the concept of sleep seems to members of these races. During Trance, an Althiers mind wanders the Ethereal plane, Dothier explore the plane of Shadow, and Vethier walk the Green Ways, but these dream journeys are fully lucid, not too dissimilar from how such a journey would feel while awake and corporeal. Dreaming, as members of other races do, is quite a foreign concept. Most Althier find unconsciousness utterly terrifying. This strange state of non-control is not something the Althier mind is equipped to deal with. It cant even be said to resemble death, for at least the departing soul of a dead Althier is still self-aware as it journeys to the Ethereal Plane and then Beyond. Its like death would be if your very soul was also destroyed. And true dreaming, random and uncontrolled and nonsensical (not even following the odd rules of the Ethereal Plane, which are not so odd to an Althier, after
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all) is likewise a profoundly unsettling experience. Althier never lose control of their minds wanderings (even the apparent insanity of some of the most ancient noble Althier is, fundamentally, a personal choice to appear insane) so being unable to control where one goes and what one experiences in a dream is like being possessed by some malevolent force. Most Althier who experience true unconsciousness are deeply traumatized by the experience. Althier have a low sex drive, which compensates for their extremely long lifespan. To an Althier, sex is something that marks special occasions and turning points in ones life, celebrating major resolutions and developments in the relationship between lovers. Althier mate for life, and go into a period of mourning lasting for years after the death of a lover, until the end of which they cannot (or at least will not) take another.

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Dunmer

he ashen-skinned elves of the eastern lands, the Dothieri (sometimes referred to as the Dothieri) live in reverence of the great volcano, Durgu Giru. Theirs is a land of law ruled by gods of chaos, and intrigue and honor exist hand-in-hand in this strange, bleak country.

Personality The Dunmer are a secretive race bound by honor in the most formal sense of the word. They live in a theocratic society of rigid social and political structure, and must constantly keep one eye open for fear of being framed or (as is more often the case) blackmailed into disgrace. They are grim, aloof, reserved, and distrusting and disdainful of other races. Paradoxically, they are a culture dominated by rules and regulations, yet they are even more predominantly worshippers of the chaotic pantheon of Draenic Princes. All Dunmer are loath to break any law (publically, at least), yet their gods have clear agendas and demand that their followers are loyal. This creates a fascinating, sometimes deadly web of deceit and subterfuge beneath a veneer of civilization and order. Because of this, Dunmer have a keen awareness of people and situations, and are often seen as shrewd negotiators and businessmer. There are many strong traditions of magic and combat in Dunmer society, but all are dominated by religion, and all pay homage to one Prince or another. Perhaps the most honored guild tradition in Ersatis, though, is the Kabatu Nertu, the only legally sanctioned assassins guild in all of Aina. The Great Houses of Ersatis often resolve their disputes via honorable writs of execution through the
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Kabatu Nertu, and joining the secret society is a dream of many young and ambitious Dunmer adventurers. Physical DescriPtion Dunmer are just as tall as Atralonians, ranging from 5 to 6 feet, but are more slight, weighing only 100 to 185 pounds on average, with males noticeably taller and heavier than the women. The most notable features of the Dunmer are their blood-red eyes and ashen-gray skin, which is said to be the result of constant exposure to power of the Draenic Princes. Dunmer hair is most often degrees of black or reddish-orange, but white hair (while usually a sign of old age) is not uncommon. Dunmer dress more opulently than any other race. They have a complex, subtle fashion that can often mean the difference between success and humiliation at social gatherings. They are fond of red and black, but just as often wear oranges, yellows, or any other warm colors. Jewelry or other ornamentation is almost standard on any Dunmer that can afford it. Dunmer come to physical maturity at 25 years old, but typically dont set out on adventures until they are around 100 years old. Because they live next to the fumes of Durgu Giru their life expectancy is shorter than other Mer, and most Dunmer dont live past 400 years. Like all mer, Dunmer are more elegant and have finer features than other races, and they do not sleep. Instead, they meditate in a deep trance for 4 hours each day. A mer resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, a mer wanders through a special section of the Plane of Shadow that is cut off from any location on the Material
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Plane. While meditating, they wander the ways of that darkened realm, putting themselves through mental exercises that follow the twisted logic of the transitive planes. The common word for a mers meditation is trance as in 4 hours of trance. Relations The Dunmer are a slightly mysterious race. They have only began trading with other nations in the past 400 years, which is still fairly new by the reckoning of Mer. Dunmer find all other races disappointingly impious, although the Atralonians come closest to displaying proper religious reverence. Surely, most Dunmer now have regular contact with the outside world, but there is a palpable condescension on behalf of the dark-skinned elves. They are often proud, ruthless, cruel, and young female Dunmer are well known for their promiscuity. They can come to position of small influence in other lands, but their history of betrayal and age-old conflicts prevent them from gaining more influence. alignment Dunmer almost always obey the laws of wherever they find themselves, but also try to find underhanded loopholes, and are thus rarely good. lands The symbol of Dunmer religion (and, therefore, the object of political power) is the great volcano Durgu Giru, which is believed to be the eruption of power from Sheors heart, which was pulled from his body and cast into the soil of Irte before Man or Mer first
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appeared. The Dunmer look at the fiery mountain as the remains of the progenitor of their gods, and a symbol of their power. The lands of Ersatis are then divided into two basic groups: normal terrain and ashlands. The ashlands are a harsh terrain home to a few roving tribes of Dunmer and a few schools of magic or combat, and the rest of Erastis ranges from grass- and woodlands to watery sloughs in the far south. Religion Dunmer worship all of the Draenic Princes, though individual Dunmer may exclude some of the deities. In particular, the Princes known as the Four Corners of the House of Troubles (Kaol, Ragdar, Nex, and Germordl) are generally avoided by neutral and good Dunmer. Whichever Dranen the Dunmer choose to worship, they believe that the Princes have an active, concerned role in their lives, and pray and make tribute to the gods often. language The Dunmer tongue resembles the fire and smoke that flows from Durgu Giru: sometimes bright, other times dark, and always characterized by rolling lyricism chopped up by harsh consonants. It uses the standard Elven script, and shares remarkable similarities with Ignan, the language of fire-based creatures. names Similar to humans, Dunmer names are given by their parents at birth. They are given one or two names, and inherit their family name.
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Male Names: Ano, Dutadalk, Eno, Fervas, Galtis, Hetman, Llavam, Lliryn, Massarapal, Niras, Zabarbael Female Name: Adusamsi, Bedenea, Elvasea, Ibanammu, Galvene, Idula, Marasa, Nidara, Pilu, Raishi, Volmyni Family Names: Aravel, Beneran, Dinadad, Farandas, Girendas, Hainabibi, Kil, Nedalor, Orelu, Pansamsi, Vandus Adventurers Dunmer adventurers almost always find a balance between magic and combat. Whether it be offensive casting specialization, investing skill ranks in Use Magic Device, or multiclassing between combat and magic, Dunmer love to integrate both into their lives. While there is no dearth of Dunmer clerics, its interesting to note that they rarely venture outside their homelands. Dunmer that leave Ersatis are more likely to do so for greed than for piety. notes Dunmer are primarily nocturnal, explaining their low light vision and aversion to bright lights and loud noises. Quite the opposite of Altmer, Dunmer view unconsciousness and dreaming as pleasurable, but dangerous and addictive. The soporific poison Dunmer use to coat their weapons actually originated as a drug used to achieve true sleep for recreational purposes. The experience of unconsciousness, and especially true dreaming, fascinates and excites them, for it offers a temporary escape from the incredible stress of living in Dunmer society, yet it leaves a Dunmer utterly vulnerable to his or her enemies. Even the rumour that a Dunmer has succumbed to an addiction to true sleep invites danger.
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Vethier

he remnants of Irtes first great civilization, the Vethier (also known as Wild Elves in some parts of the world) are an uncomplicated race of sea-dwelling elves. They are known for their reverence towards nature, and for their positive outlook on life.

Personality Vethier are lighthearted lovers of nature, and would love to have the opportunity to tell you all about it. Naturally talkative and inquisitive, the Vethier are interested in the art of conversation with anyone they encounter, especially those from lands they consider to be exotic. Vethier are used to sharing everything from food to clothing with not only their family members, but everyone in their village, and may not be used to the civilized notions of property and theft. Vethier are somewhat flightly, but if they care deeply about something they will keep coming back to it over the course of their lives. This flightiness is exactly their motivation for adventuring, in fact most Vethier have a time of going forth near the onset of adulthood. It might be said that Vethier arent expected anywhere but their homeland, and yet it is no surprise to find them anywhere in the wide world. Physical DescriPtion Vethier are the shortest of the races of Men and Mer, but only slightly. They are often between 4.5 and 5.5 feet tall, with the males taller than the females, and their weight is proportionate to other mer. Their skin is naturally tan from generations spent im106

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mersed in nature, and their eyes range in color from green to blue. Their eyes are notable in that they are slightly larger than other elves, and it is common that their irises take up most of their visible eyes. They are known for their distinctive brows, which grow out in delicate antlers several inches away from their heads. Vethier have hair that is always lighter shades of gray or completely white, which they wear long, often woven with trinkets or decorations. Vethier dress simply and comfortably, wearing earthy colors and materials that vary by region. They are considered to be adults at age 40, and can live to be older than 600 years old. Like all elves, Vethier are more elegant and have finer features than other races, and they do not sleep. Instead, they meditate in a deep trance for 4 hours each day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice. Relations Vethier are generally good-natured, and in theory would get along with anyone. However, Vethier hold nature above all else, and those who abuse nature or seek to place themselves above the cycle of nature are quick to earn the Vethiers rare and frightening wrath. Vethier get along especially well with the RaVirr, and look upon the Althier as fools who are chasing after disaster. alignment Vethier are always chaotic at their cores. Living so closely to
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nature and her unpredictable ways has rubbed off on the wild elves, and they have a hard time abiding by rules. They are often Chaotic. Also, the Vethier are often considered to have the biggest hearts among all the races of Irte, and are generally good. There are of course exceptions to the rule, but the Vethier are a people who enjoy nothing more than a feast and merry-making at the end of a long, full day. Vethieri Lands The Vethier control the land of Hikipale, which in their tongue means Broken Vow. The name itself refers to the cataclysm that befell the Great Theran Empire in the first age, and originally was only the name for the island chain known now as the Shattered Soul. Now Hikipale broadly includes the huge stretch of forest land under the rule of the Vethier, stretching from the temperate forest in the northwest of Aina to the heats of the tropical rainforest in the farthest south. The Vethier live in small villages which usually number no more than 200-300 people, although their capital, Halenui, shelters more than 5000 Vethieri. These villages are always either on the beach or in the branches of large trees, and are usually concealed in the latter case. Each village is a collection of living huts, larger craftsman huts, and the gathering circle near the center of the village. When a village is on the coast, it has several fishing canoes, and when a village is in the trees, it is often connected via wooden bridges and can be accessed from the ground by great, retractable ladders.

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Religion Vethier revere nature above all else, a practice said to have been caused by the fall of the Great Theran Empire. Utsirte is their chief deity, and she is known as Aohine. Other important deities include Daraith (known as Huakai), and Avlamak, the Draenic Prince of Hunting, but he is known as Hahainui. language The Vethieri language is one of the oldest surviving tongues on Irte. Its vocabulary has evolved gradually over the millenia, but it retains much of the ancient formality of the old tongue. Words are still long, basically hyphenated descriptions of their definitions, and are filled with long vowels, soft consonants, and hard k sounds. The Vethieri language also has no alphabet, but has a strong oral tradition to transmit the history of the people. names Vethier are given names sometime during the first ten years of their lives. These names are always in their native language, and generally reflect a body feature or a notable occurence in their formative years. Names are given by the childs parents, although the whole community is often involved in one way or another. Vethier have no family names, and are referred to as sons or daughters of their parents if their lineage is made reference to at all. Occasionally Vethier children will be given more than one name, usually accumulating them over the course of a few years. It is rare for a Vethier to have more than one name, and having more than two is almost unheard of.
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Boys - Alewina, Hinano, Hekili, Iakepa, Kahai, Laka Girls - Ailana, Ele, Ilima, Anuenue, Hinaea, Kailani Adventurers Vetheri adventurers are often the lighthearted, optimistic members of their groups, and are more often than not the partys scout. They find civilization fascinating but are completely out of place, whereas they blend in almost seamlessly with nature, especially forests. Expect the Vethier in a party to crack--and play--a lot of jokes. Vethier are most often Rangers, but might just as often be a druid, or at least have a few levels in the class. roleplAying FlAvor As a result of their pact with Utsirte, Vethier have an actual, physical kinship with the plants they protect, and while they dont grow leaves instead of hair or bark instead of skin, they still have several traits that are a result of this. First, Vethieri disgestion is very slow; they dont need to eat nearly as often as other races. Every week, a Vethieri tribe will have a massive, gluttonous feast in which they devour copious amounts of meat, fruits, and vegetables. The rest of the week is spent hunting and gathering for the next feast; the Vethieri dont eat between feasts except for occasional snacking. They drink water all the time. When Vethier die, they turn into trees. Dryads are powerful Vethieri priestesses who, through their spiritual power, managed to remain sentient and mobile in this next life, though they are psychologically changed and retain few of their old memories. Dryad-trees are sacred sites to the Vethieri, and dryads are consulted as
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immortal keepers of history and communers with the spirit world... though they themselves no longer identify with the Vethieri people, and are not especially predisposed toward them. A dryad doesnt give out help for free... Another effect of their transformation into trees is that when Vethier trance, they travel what is called the Ala Uliuli, which could be translated both as Green Path and Green Awakening. It is described by Vethier as the plane where the spirits of the trees live, and by journeying there they learn when it is time to make the transformation into a tree, as well as communing with their ancestors to better revel in the fervor of their Oath. For this reason, most good Vethier look forward to their trance hours, while most evil Vethier (who have usually violated the Oath) dread it.

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RaVirr

race of small, feline humanoids, the RaVirr inhabit the dense jungles of the southern reaches of Aina. Naturally agile and stealthy, they are often found serving as scouts or scraping out a living as thieves in more civilized parts of the world.

Personality Heirs to a complex cultural heritage that reaches back for millenia, the RaVirr value individual and family honor above all else. This honor is most often exhibited through a system of rituals and sworn oaths (or life debts), and a RaVirr is faithful to his word to a fault. However, the RaVirr are most commonly an ethnocentric culture, and have a hard time taking the laws and customs of other cultures seriously. You can rest assured that if a RaVirr gives you her word, she will do her very best to carry out that word. Sadly, many Ravirr are manipulated when traveling in civilization because of their loyalty. Everyone is aware of the oath system of the RaVirr, and many figures of ill repute will attempt to trap a RaVirr into service by saving her from thugs hired expressly for the purpose of trapping the RaVirr. Because of this, many RaVirr are shifty and distrustful when traveling, and insist on doing things themselves. In the Jungles of Virrah, the RaVirr survive thanks to their excellent hunting skills. They utilize stealth and the terrain to maximize their skills, and often remain on the hunt for days at a time before returning to their village. Their refined senses also make them naturally curious, however, and younger RaVirr are famous for getting caught up in small amusements and getting into trouble for it.
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Physical DescriPtion RaVirr are feline humanoids, and are uniformly the shortest of all player character races in Aina. The males and females both range freely from 4 to 4.5 feet tall. Their bodies are lithe and tightly muscled, and are covered in fur that is patterned similarly to their evolutionary cousins, and are assorted according to their geographic location. In the thickest parts of the jungle the RaVirr are patterned similarly to tigers, with white tiger patterns being extremely rare. Throughout much of the jungle, they are patterned after jaguars and black panthers, both of which are the most common strain. To the north, they live on the skirts of the jungle near the plains, and their color is often like that of a cougar. Finally, in the high mountain reaches of the Shrouded Peaks in Eastern Virr, above the treeline and into the near-constant snows, there is a strain of RaVirr that are patterned similarly to snow leopards. RaVirr age similarly to Atralonians, coming to maturity at age 15 and rarely living longer than 100 years. RaVirr have long tails that help them balance, and are partially prehensile. These tails are deft enough to pick up objects (but not enough to manipulate any sort of gadgetry), and are not strong enough to lift more than 5 pounds, nor can they support the weight of a RaVirr. relations RaVirr are agreeable (albeit a little skittish), and get along well with almost every race. Because of their complex system of oaths and rituals, they are slow to make fast friends, but have no problems with giving anyone a shot at becoming a friend. They are
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least likely to ally with Hressh because of constant struggle in the southern reaches of the world, and consider Atralonians to be imperialistic warmongers because of recent Atralonian expansion into Virran territory. They are fond of Bosmer, feel a loose connection with the furtive Dunmer, are fascinated by the magical prowess of Altmer, and can appreciate the vitality of the Geats. Krnians are somewhat of a mystery to the Ravirr, but this doesnt deter them from being friendly. Alignment In Virrah, RaVirr would be considered lawful creatures because they stay true to the traditions of their culture to a fault. However, this devotion holds outside of their homeland also, so the RaVirr are rarely considered lawful when traveling abroad. Racially, they are just as inclined to do works of good as they are acts of evil, although individuals are much more likely to be devoted to one of the three alignments on the good-evil axis. lAnds The jungles of Virrah are home to many dangerous beasts, ancient ruins, and breathtaking beauty. The RaVirr live in this world organized into small tribes that live off of the land, and commonly inhabit the ancient Merran ruins that have been reclaimed by the hand of nature. Collectively, these tribes all submit to the will of the Heartfang tribe, which dwells beside the Swelterine in the heart of Virrah. Each tribe is generally autonomous, but they consider themselves to be united in spirit and are rarely in conflict with one another. When such a conflict does take place, it is marked by
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secret raids and guerilla tactics, and never features open warfare. RaVirr are also found outside of the jungles of Virr fairly commonly, although they prefer to avoid the colder climates of the north. Religion RaVirr religion is centered around their tradition of oath, sacrifice, and the hunt. Because of this, they revere Verilarh (their name for the Draenic Prince Qabu) equally with Avlamak, whom they call Vessli. Other deities in their pantheon are Daraith (whom they call Bahrumbo), and Addirhanir, their name for the Aenen En-Salus. language The Virran tongue is filled with guttural purrs and growls, but is nonetheless marked by distinct grammatical structure. It is difficult for other races to learn, but not impossible; if another races seeks to learn Virran, they must expend 1 extra skill point to do so. names RaVirr names are full of the richness of their own language. The RaVirr consider their names to be sacred expressions of their inner natures, and are never translated into any other language. Even when one is familiar with Virran, it is considered taboo to attempt to translate a RaVirrs name. RaVirr have no family names, despite being bound into family groups. Male Names: JRaksa, Baadargo, Hassiri, DroShavir, Srazirr, MaKhar, QaDarr
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Female Names: Aravi, Shamada, Ekapi, Zabhila, Khinjarsi, Tsavi, Ayisha Adventurers Unfortunately, many RaVirr are adventurers because they were manipulated into swearing an honor pact with some seedy individual, and are thus often seen as burglars or low-level enforcers. Just as often, however, RaVirr are seen outside of the jungles of Virrah because of their curious natures, in which case they often travel with a pack of their brethren or find an wandering group of adventurers with which to travel. They are curious of civilized culture and cordial, but extremely skeptical of placing their trust in another being, and thus very independent. It can sometimes be very hard for RaVirr--who are often Rogues of the wilderness or Rangers--to keep themselves from putting their noses into trouble. notes RaVirr have many traits in common with their feline cousins. They are notoriously curious, they are fond of perching in high places both to sleep and just to stretch, and they are usually either in motion or completely still and relaxed. RaVirr are primarily nocturnal, explaining their darkvision and aversion to bright lights and loud noises. Many RaVirr eventually acclimate themselves to daytime activity, but they are likely to be the first in a group to volunteer for a night watch. They are also primarily carnivorous; theres literally no animal in the forest they dont hunt. Even though they are among the smallest creatures in Virrah, their intelligence has placed them into the niche of domi116

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nant predator; it is their role to prey on all other life forms. Because of their hunting instinct, RaVirr have no aversion to eating anything they kill. They will avoid obviously unhealthy meat (such as an unwashed, emaciated goblin or an undead creature), and are conscious of (albeit confused by) the customs of their neighboring races, but have sometimes even been known to dine on human flesh after a battle. This has no special reverence attached to it, such as ingesting ones life-force, but is rather simply a matter of survival: there is meat right there, so why not? Finally, RaVirr culture is obsessed with honor, and the taking of trophies from kills is very common. Most RaVirr have a necklace of some kind with feathers, claws, or bits of bone from their most prestigious kills.

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Hressh

he Hressh are reptilian humanoids that dwell in the trackless expanse of the Mire of Troubles. Hailing from a land of eternally dreary, treacherous swamps, its possible that only the Krnians of the North understand the phrase survival of the strongest as deeply as the Hressh. They are well known for their latent magical talent, volatile tempers, and their black disposition.

Personality Hressh are selfish, ruthless, and cunning. They have accumulated these traits over milennia surviving in the Mire of Troubles, and often have no qualms about killing anything to further their purposes. They are fond of powerful things, whether it be enchanted weapons and tools, or simply gaudy clothing. They often showcase their power and their status as often and as visibly as possible, and expect other races to hate them for it. Weaker Hressh often lie about their accomplishments to make themselves appear more formidable, whereas stronger Hressh simply make their power known by taking what they want, when they want it. Hressh are capable of living in society, but they will take every opportunity to circumvent the law in a region to satisfy a desire. In civilization, it is uncommon but also unsurprising to see a Hressh in a position of lower-class wealth such as a merchant of exotic, questionable goods, or as a thug boss. It is even rarer to see a Hressh in the position of a government official, but such things are not unheard of, and it is almost always the sign of a corrupt government. In their homeland, anything goes. Hressh understand that in the
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Mire of Troubles, youre either willing to kill to get what you want, or youre already dead. They often resort to cannibalism in the Mire, as they believe that eating the brain and heart of a powerful individual will give you a part of his power. Diplomacy is a thing almost unheard of, even amongst the weakest Hressh, as they would rather have the opportunity to grow strong individually than accept the help of another, which is the strongest sign of weakness. Physical DescriPtion Among the tallest of the races, Hressh are a reptilian humanoid race between 6 and 7 feet tall, but they stand stooped, and thus appear to be only 4.5 to 5.5 feet tall. They usually weigh 180220 pounds on their wiry frames, with the females slightly larger than males. They more closely resemble lizards than snakes, alligators, or crocodiles. They are covered in scales that can range in color from mottled gray, to red, blue, green, and sometimes black. Hressh have a thick tail that is usually around 3 feet long, and can only manipulate its tail enough to wag it a little, but it can use the tail as a blunt striking weapon. Hressh struggle to contain their magical power throughout their lives, and thus they come to maturity at around age 9; although they may live for as many as 300 years, they begin aging much sooner than other races. relations Hressh are selfish above all other things. They rarely make close companionships, and never think about anyone before themselves. The only way Hressh can make a name for themselves outside of their native homeland, the Mire of Troubles, is through deception
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and ruthlessness. They have almost supernatural skills of persuasion, and are capable of entrancing people to accomplish what they will. As a culture, they dont even get along with each other. There is weak government control in the Mire, there are not many Hresshi villages, and none of them are very large. Hressh often live in isloated huts which they steal from other Hressh, usually after killing them. Rarely, a Hressh will be powerful and intimidating enough to attract weaker Hressh, but this is more because the weaker Hressh hope for an opportunity to overthrow their stronger masters. Individually, Hressh usually only come together to mate. In the Mire, the relationship begins and ends here, but outside the Mire Hressh often mate for years on end (most likely because most Hressh outside the mire are neutral, or sometimes good), although mating for life is extremely rare. Alignment Hressh are practically the embodiment of chaos. They are capable of living in lawful societies, but have neither the desire or the ability to be lawful. This often makes them evil in the common sense of the word, but they are not universally so. It is almost completely unheard of for a Hressh to be truly good, and when they are, they often fight with their dark impulses, and are almost never trusted by others. lAnds Historically, the Hressh have lived in perpetual anarchy in the Mire. They lived in isolated huts, and lived out their lives in constant competition with every single living thing they encountered.
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However, recently the ancient and powerful Darkmask has put into motion his plans for control over the Mire, and has established a powerful cabal of lesser Hressh in the heart of the Mire, in an ancient ruin called Withered Mound. His roaming bands of enforcers exact fealty from nearly half of the Mire, and shows no signs of slowing down. There are many Hressh who despise the thought of being lorded over by anything in their homeland, but separate they are powerless to stop it, and they wouldnt dream of uniting on their own. Religion The accumlation of power is the only religion the Hressh truly understand. In their homeland, they perform sacrifices to Sseratus, their version of the Draenic Prince Tesuku, and also Vesshrin (Nex) and Ssylvkvn (Germordl), but they do not worship these gods in the traditional sense of the word. They know that by pleasing these gods they can become more powerful, but the Hressh have no respect or reverence for them. language Hresshi is a language that sounds like the hiss of a dire basilisk, and while its possible to learn to understand the language, it is impossible to be repeated by the vocal cords of man, mer, or RaVirr. It is theorized that their language might be one of the keys to their latent magical power, but this has never been tested, much less proven.

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Names Hressh are given a name by their mother before she abandons them. These names reflect a part of their personality or physicality in their first years of life, and sometimes simply describe something the Hressh happens to do regularly. They are given a name in the Hresshi tongue, but it must be translated into another language (most frequently common) in order for anyone else to call them by name. Names: Waits-in-Shadows, Long Tail, Swims-with-Beasts, Hideshis-Eyes, Sleeps-in-Tree, Scar-Tail, She-Wanders-There adveNturers Hressh adventure for three reasons. First (and most commonly), a Hressh was born outside of the Mire, and adventures for the same reason of other members of that society, albeit probably with more selfish intentions. Second, the rare good Hressh is born in the Mire, and eventually survives until they make it out into the world. These Hressh are often callous and scarred from their time in the Mire, but nevertheless try to make a name for themselves as a force of good in the world. Third, a Hressh has become powerful enough in the Mire that she begins to develop amibitions to grow more powerful. The only way she sees to accomplish this is by descending on the outside world like a tempest of power and fury. Notes Hressh have a casual proclivity towards brutality and cruelty. This is especially inhuman because it is not really a choice, as it is with humans. If a human saw a slave drop a platter of food, he
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could become angry, and then choose to beat/execute that slave. For a Hressh, violence is a natural conclusion, with no other real options. When your nose itches, you sneeze; when a servant displeases you, it dies. Also, in Hresshi society, there is an absolute lack of social stigma towards this behavior. In the above example, those who witness the humans barbaric treatment of another human being would at least illicit some reaction, be it looking away in disgust but saying nothing for fear of your own life, or cheering out of a genuine appreciation for bloodshed. Among Hresshi, you would see no more a reaction to this than you would if someone excused himself to go to the restroom. For this reason, Hresshi have no concept of mourning for someones death. Hresshi also have a thoroughly literal sense of time which borders upon the sacrosanct. To them it is more fundamental and pervasive an element than water, air, fire, or earth, and is thus deserving of the highest reverence. While a Hressh will calmly wait years or even decades for an event to occur at an unknown time, they typically have no patience whatsoever for tardiness. If a time has been given and not honored, violation of that promise is a serious offense both to the waiting party and, in a sense, to time itself. Time is a gift, a currency which can only be misspent if it is not spent at all. To wait is a kind of reverent meditation, but to wait in vain is akin to sacrilege. This can sometimes make Hresshi seem testy or difficult to please; in truth, at Midday means when Moiars Eye has reached its zenith: seconds after means a violation of that trust. Though no explicitly religious philosophies follow from this sacred sense of time, the mystical respect for its passage engenders
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an affinity for time pieces. Even the most ascetic of swamp-dwelling Hressh will establish an unmarked sundial by which to follow times march, and those more acclimated to civilization may have collections of clocks and watches of all types.

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Languages

sylon is a realm filled with many different beings and creatures. Many of these souls speak their own language, while some speak several. Following is a list of all languages presently known by Ainen scholars. Language Abyssal Altmeri Ancient Merran Aquan Auran Bosmeri Celestial Common Draconic Druidic Dunmeri Geatish Giants Goblin Gnoll Hresshi Ignan Infernal SpeakerS Demons, Chaotic Evil Outsiders Altmer Unknown Water-based Creatures Air-based Creatures Vethier Good Outsiders Atralonians Kobolds, Lizardfolk Druids Dunmer Geats Ogres, Giants Goblins, Bugbears Gnolls Hressh Fire-based Creatures Devils, Lawful Evil Outsiders
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aLphabet Infernal Meri Draconic Wilden Draconic None Celestial Common Draconic Druidic Meri Geatish Geatish Geatish None Hresshi Draconic Infernal

LANGUAGES

Language Krnian Orc Sylvan Terran Virran

SpeakerS Krnians Orcs Dryads, Brownies Xorns, Earth-based Creatures RaVirr

aLphabet None None None Wilden None

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Cosmology and Calendar


ina has one sun which looks and behaves almost exactly like our own. The sun, called Moiars Eye, and the stars are actually holes in the fabric of Ora, the barrier protecting the planes, which lead to an outlying chaos known as the Aether. Ora is a perfect sphere, and the planets orbit an unspecified point in the middle of it, giving the illusion of the sun and stars rising and setting, just like our own world. The planets are the long-vacant physical bodies of the Eight Aenen, with the exception of Irte itself, which is the still-inhabited body of the Aenen Utsirte. Aina also has two moons, the red-hued Pristis and the smaller, gray-blue-hued Feltis, which are the fractured body of Sheor, the Deceiver. These behave exactly like our own moon, except that they follow separate, non-colliding orbits. When they are seen overlapping even partially it is considered to be an omen of mischief or wrongdoing. The Ainan calendar has days of 24 hours arranged into a seven day week, beginning with Moiadas and continuing with Pantodas, Ordas, Irdas, Andas, Agradas, and Valdas. Four weeks make up a month, and 12 months make up a year, equalling a 336 day year. These months are reckoned by the solstices and equinoxes, with the year beginning on the winter solstice:
Aetherdark Moiars Dawn First Stock Waterboon Second Stock Heatswell Winter Solstice Late Winter Early Spring Spring Equinox Late Spring Early Summer Midyear Late Stock Harvestfire First Frost Moiars Flight Asiptas Rise Summer Solstice Late Summer Early Fall Fall Equinox Late Fall Early Winter

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COSMOLOGY AND CALENDAR

The years are categorized into eras, which are reckoned by momentous events rather than any mathematical formula. The common notation for a date is to specify the day of the month followed by the month, followed by the era and then the year. For instance, Valde Doxim, our god and progenitor, was born a mortal on Valdas, the 24th of First Stock, 3e 2977.

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Closing

have written these words in an effort to help our people, the people of Atralonia, to better understand the world around them and the multitude of races and creatures within it. As I have sworn an oath in defense of the ideals of this great empire, so too do I defend the people of this land. Not only do I safeguard their health and livelihoods, but so too do I defend them against the greatest of all evils: ignorance. May this work glorify the names of all the Nine Divines, and may my hand continue to be a fitting tool in their eyes. May you, reader, take this knowledge and use it for the betterment of you and your fellows, and strive to lead lives of honest work and true devotion to the Divines, united as one people under the Eye of Moiar in this great land. PILUS VALIUS Cleric of Asha the Highest Champion of Valde Doxim Knight of the Imperial Gryphon Hero of the Atralonian Empire

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