The Legacy of Fjánnin

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POMC S117
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The Legacy of Fjánnin

Post by POMC S117 »

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It is the one-hundred and sixty-fifth year after the disaster, in the land of Arag, in the town of Isgaragoth, where the Inver Esg and Arag meet in a crossroads. Isgaragoth is the capital of the region, which is one of the few remaining states of this fractured and disunified world. Once was the fate of the world dictated by the Mithraleenean Empire, law and order enforced by strength of arms and the virtue of the gods, trade flowing and prospering, but now the empire is broken. The world is now decided by the whims of chaos and the winds of evil. Norkel, the Demonic Knight, vâkdth Tûrkâlk Dagokndth, once locked and enchained within the Void, now seeps through into the mortal realm. Two years has it been since Tharghromir and his dragons were defeated, their crimes avenged and their castle broken. Yet, the world appears even more lost than ever. Following a short-lived but successful alliance, the kingdoms of Ajjergoff and Bjorf and the Imperial Senate break down into war over a small island. The Kingdom of Arag seems ever more pressed into joining the war, on either side and while the queen, Froidya, is reluctant to bring her country to war, it seems as though it may not be her choice. The threat to the kingdoms of Fjorr is not purely mortal and in the west, the orks of Norkel move once more. The ancient fortress of Braggûldndûr, once razed to the ground by the wrath of the valiö and the khârg, has returned to the world, overseen by the mysterious Three Kings of the Braggoldir, Vâkdth Trûgak Bragguld-ki-Râgrok. Where they lie is not known and no armies have been seen coming to or from the fortress, though a dark corruption stirs in the skies above the Braggoldir, the fertile region of the Valiän Empire now turned to ash for thousands of years. Your character is in Isgaragoth, for whatever reason, but one thing is certain, the world enters into its final stages and the allies of Norkel, despised above all others, now walk the lands once protected by Lokve.
Setting
Politics of the World
Less than two centuries ago, Esidon was governed solely by the Mithraleenean Empire. Since the disaster wiped out the centre of the empire and damaged areas in the surrounding provinces, the continent has been divided. At first, the empire was able to retain most of its territories and the capital was moved to Palmu. Over the years, however, an increasing number of rebellions led to much of the empire seceding and forming their own states. Many of the first independent states were owned by generals of the legions who had gone rouge and they were later reconquered by the empire. The first main territory to secede from the empire was the Elven Isles, which formed a union known as the Elven Confederacy. This was followed by later rebellions in Fjorr, which resulted in the formation of Arag, Ajjergoff, Bjorf and Fjerk; Mithraleeth, from which the states of Vettach, Tiberius and Braeburn came into being; and Nargd'Hcuthd, which fractured into many states.

With the death of the last emperor, the remnant of the Mithraleenean Empire formed into the Imperial Senate, which was ruled by a collective of nobles and generals within the empire who convened to elect a High Chancellor. The senators voted to abandon all lands that were not considered important. After this point, the Imperial Senate controlled parts of Donton and all of Palmu, Socra and Kroyhatheff. Many of the people living in the regions abandoned by the Imperial Senate migrated to more controlled regions of Esidon, with most leaving for Palmu. Some within the Heartlands formed small townships. In Miraleen, the villages are quickly over-powered by orks without imperial assistance. Instead of massacring the helpless villagers, the orks divided the lands between them and rule as warlords. There are perhaps twelve orkish warlords within the lands formerly known as Miraleen. The warlords are allied to Norkel, though they do not directly take orders for him. The most powerful warlords have up to six hundred orks and goblins under their command and perhaps five to seven villages. The warlords are constantly embroiled in diplomacy, squabbling over villages and tribute. Compared to most other orks, the warlords are rather civil, preferring homage to warfare.
Imperial Senate
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The Imperial Senate, known also as the Imperial Remnant and colloquially called the Mithraleenean Empire, is the one of the most powerful states of Esidon. Although weakened by years of warfare, rebellions and political strife, the Imperial Senate remains an economical power of the world, though its influence extends little from its homeland. The nation benefits from its great ethnic diversity. It is made up of erius, hardeteels, nargds and menagi, however, all other races have at least a few individuals within the lands of the Imperial Senate. The Imperial Senate inherited a proud and strong army from the Mithraleenean Empire and, though it is greatly paled in comparison to the legions of old, the army is among the most capable in the world. The Imperial Senate also inherited a significant naval force from the empire and owns roughly fifty warships, of which, thirty are stationed in Palmu or Socra and twenty in Kroyhatheff. It is led by High Chancellor Aristosis Comiqes, a competent leader.
Elven Confederacy
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The Elven Confederacy, known also as the Elven Empire (in ael'ùvahian Vo Techathïos iyu Valí) to some of the high-ranking ael'ùvah, is a collection of states of the Elven Isles. Although power is said to be shared equally by the menagi of the Havessé Islands and the ael'ùvah of Gil-Navarié it is obvious that there is a great disparity between the menagi and the ael'ùvah, the latter unofficially controlling most of the union. While the population is mostly menagi and ael'ùvah, there is a significant population of Essence Elves, X'azzeeri, ugluh and ael'nonùvah, most of whom immigrated to the islands after the disaster, following a call from the leaders of the confederacy for all elves to return to their ancestral homeland. The Elven Confederacy has almost equal power to the Imperial Senate, owning great trading centres such as Sangéth and Lír. Their military is small but highly-trained and enriched with a large amount of mages. Their navy is much like that of the Imperial Senate's however, the ships are generally smaller. Almdír iGíl is considered to be the most powerful person in the confederacy and he is a noble ruler.
Kingdom of Arag
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The Kingdom of Arag, known also as the Kingdom of the Two Rivers due to its position near the Invers Esg and Arag, is one of the four main factions of Fjorr. As one of the earliest factions to secede from the empire and also one of the safest in Esidon, the kingdom is in a strong position. Recent events have greatly weakened the kingdom and the orks in the west grow more violent and confident by the day. The politics of the region add further injury to the kingdom, despite its strengths. Despite clamouring from both sides of the conflict, the queen of the realm refuses to pledge support to either the Imperial Senate or the other kingdoms of Fjorr. The kingdom's armies are among the most skilled and the realm is protected by the famed Marshals of Arag. The Kingdom of Arag commands a small fleet of several galleys which are used to patrol the Invers Esg and Arag and ferry troops across great distances. The capital, Isgaragoth, is in a prime position for trade throughout Esidon and its port is the richest in northern Esidon. Queen Froidya is a powerful ruler and many consider her to be divinely blessed.
Kingdom of Bjorf
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The Kingdom of Bjorf is one of the kingdoms of Fjorr and broke away from the empire at roughly the same time as the other factions of Fjorr. Although it lacks the economy and power of the Kingdom of Arag, the Kingdom of Bjorf, commanded from an eponymous town, is strong enough to oppose the Imperial Senate in an alliance with Ajjergoff, over the sovereignty of Sytha. The war has been difficult for Bjorf and its main force was destroyed in the first attempt to secure Sytha, leaving the kingdom largely undefended. The kingdom is overseen by King Fadrul, a militarily-minded ruler, frustrated by a lack of troops with which to carry out his aims.
Kingdom of Fjerk
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The Kingdom of Fjerk is much the same as its fellow kingdoms. Although at peace with the Imperial Senate for now, the armies of the Senate have become more belligerent since the start of the war, passing through Fjerk lands and raiding Fjerk caravans. It is only a matter of time until the Imperial Senate tries to force its way into the Kingdom of Fjerk. Currently, it is protected by an old alliance with the Kingdom of Arag and a mediocre, mixed force of levies and professional troops garrison the wooden forts of the land. With an economy largely dependant on agriculture, the Kingdom of Fjerk is poor compared to the Kingdom of Arag or the Imperial Senate and is thus weak. It ruled by King Bjánn, a young and cautious ruler who has recently ascended to the throne.
Kingdom of Ajjergoff
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The Kingdom of Ajjergoff, known colloquially as the Old Kingdom, is one of the main factions of Fjorr and has its seat of power in the city of Ajjergoff, an ancient city that is several thousand years old, older than even the Mithraleenean Empire. Although ruled by the Mithraleenean Empire for centuries, the Kingdom of Ajjergoff is a continuation of an ancient nation of the same name and its people are proud of its heritage. It is perhaps the second most powerful kingdom of Fjorr and commands a powerful port, a significant army and the largest navy based in the north of Esidon. Despite its influence, the kingdom has struggled in the war against the Imperial Senate and a part of its navy was lost in the fight for Sythu. It is ruled by King Ójjor, a militant and aggressive general who seeks to strengthen his hold in the region.
Kingdom of Stjerkaj
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The Kingdom of Stjerkaj, known to its people as Stjerkaj Cúnrón and to its nobles as Hstærgi Cúnrón, is the largest kingdom in Nargd'Hcuthd and one of the most powerful in the world. Despite being locked in a war with the Kingdom of Dirich, which is supported and financed in its endeavour by the Imperial Senate, the Kingdom of Stjerkaj is rich and prosperous, with trade ships carrying goods to and from Isgaragoth and Ajjergoff. The kingdom is probably the most populous in the world, with several hundred thousand nargds living within its lands. It is ruled by a famous warlord, known as King Stjargór. He is notorious for his many [&@%!] children and his affairs with the few ugluh left in Agluh Hghdal.
Kingdom of Dirich
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The Kingdom of Dirich, known as Rhihn Dir to its people who had adopted the ancient tongue of the Bháinn, is the second largest kingdom in Nargd'Hcuthd. Protected by many competent armies, commanded by experienced generals and supported by the Imperial Senate, the Kingdom of Dirich has been successful in its defence against the Kingdom of Stjerkaj, though its border regions have been captured by the enemy. Its capital, Dir, is a powerful, economic hub, with trade routes leading as far as Braeburn. The kingdom is under the secure leadership of King Mád, who is allegedly descended from King Mháidh of the Bhá Empire.
Kingdom of Tiberius
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The Kingdom of Tiberius, based in the same area as the old Clan Tiberius, is the most powerful faction in Mithraleeth. Although its people were once loyal to the Mithraleenean Empire, it was abandoned by the Imperial Senate and a new nation was formed. The first ruler of the kingdom was quick to capitalise on the confusion caused by the abandonment and swiftly claimed land that once belonged to both the ancient kingdoms of Braeburn and Vettach. Currently, it retains dominance of Mithraleeth, though its strength is threatened by a slow rebuilding within the Kingdom of Vettach. It has several armies on its borders and its economy is rather strong. Ruled by the strong king, Ilis of Timorium, the kingdom is safe from outside attack, for the present.
Kingdom of Braeburn
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The Kingdom of Braeburn, a successor state of the ancient Clan Braeburn, is a vassal to the Kingdom of Tiberius. Unable to stabilise quickly enough to secure a strong position, the kingdom was swiftly subjugated and forced to pay homage by the Kingdom of Tiberius. Following its vassalage, the kingdom is only allowed a small force for defence against bandits and goblins and a handful of galleys to patrol its rivers. Its economy suffers from the annual requirement to pay homage to the Kingdom of Tiberius. The current ruler, Habrád of Brae, is a weak-minded and nervous thrall of the king of Tiberius.
Kingdom of Vettach
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The Kingdom of Vettach, succeeding the antiquated Clan Vettach, is the third kingdom of Mithraleeth and is opposed to the Kingdom of Tiberius and its expansion. Weakened by many years of war, the kingdom manages to field only small armies, though they are composed of well-trained veterans. Its navy is quite large, with enough ships to engage the Kingdom of Tiberius is successful naval campaigns. Its economy is weaker than the Kingdom of Tiberius', but far stronger than that of the Kingdom of Braeburn. Its current king is called Várr the Conqueror, who is famous for reclaiming much land that was once lost to the Kingdom of Tiberius.
Mahíär
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The Mahíär, known also as íOdhér, meaning the True, are a loosely-affiliated collection of tribes, families and groups of the ael'nonùvah (though a few other races can be found within them) who refused to return to Gil-Navarié. The Mahíär have two main languages, the most widely-spoken being Lañ-í-adí. Both languages are very similar and are part of a group of languages that comprise of ael'ùvahian (the lingua franca of the Elven Confederacy), Gotárÿé ( a once-extinct language resurrected to be a common tongue of elves in Mira, many of whom were descended from people who originally lived in Gil-Gotham), Fëarra-íqí-Laquí (the traditional language of the Fëarra) and various other languages. Despite their decentralised structure, their nomadic tradition and the distance between camps, the Mahíär are fearsome warriors, with great command of mêlée combat, ranged combat and magic. They are famous for their deadly cavalry. Their economy is almost non-existent and the individual tribes are self-sufficient and with a strong belief in a sharing community, however, they are famed for their ornamental and ceremonial jewels, weapons and armour. The Mahíär have no leaders. The tribes are commanded by councils of elders. Despite this, there are individuals who are held in greater esteem than others.
Villages of the Heartlands
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The villages of the Heartlands are small townships, farms and hamlets in the region formerly ruled by the Mithraleenean Empire. They are independent, however, many villages have formed loose alliances to regulate trade and defence. The Heartlands are plagued by bandits and lawlessness, due to a lack of centralised leadership. The villagers are under the formal protection of the Mahíär, though the Mahíär are rarely able to prevent bandits from raiding territories. The townsfolk are poor (though some towns are involved in trading with larger nations such as the Imperial Senate or the Kingdom of Vettach) and any armies are composed of ill-trained militia and levies and rarely a small core of dedicated guards. Most towns are under the command of feudal lords or oligarchies, although some are ruled by a council of elders or elected representatives.
Villages of Southern Fjorr
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The villages of Southern Fjorr are minor towns and independent cities located in the south of Fjorr. They are independent from larger civilisations, though many are reliant on each other for stability, wealth and protection. Unlike the villages in the Heartlands, the communities in Southern Fjorr are large enough to sustain stable economies and some settlements have populations large enough that they can be considered cities. The few cities are also entrusted in the defence of towns and villages nearby and have a political structure that is more solid than that of their central counterparts. The armies of this region are much the same as that of the Kingdoms of Fjorr, though they are smaller and without great amounts of training. The economy of the region is slightly richer than that of the Heartlands and most of the towns trade with Isgaragoth, Fjerk, Ajjergoff and many other cities.
Villages of Mira and the Orkish Warlords
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The villages of Mira are small townships (each with populations slightly exceeding six hundred people) or villages enthralled by orkish warlords. The villages are kept poor and without armies by the orks and are forced to pay homage. There are very few independent villages and most of them are too small to be bothered by the orks. The region is divided in to about twelve different sections, each ruled by a warlord. Each warlord commands around five hundred orks and goblins and they are based in fortifications near their most important holdings. The fortifications are typically motte-and-bailey castles that were constructed using the villagers as slaves or through the use of orks and goblins. A few of the warlords occupy forts that were once military bases for the Mithraleenean Empire. The fortifications house over half of the warlords' troops, with the rest being arranged in small camps of ten to thirty orks within a few hours of the main fortification.
Orks of Norkel
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The Orks of Norkel, known to themselves as Norkû-ki-mek or mekùnorkû, were orks who pledged loyalty to Norkel. Despite their fervent belief in the greatness of Norkel and their servitude to him, they are divided into many factions, which are located in many different areas. The largest faction is found in Mithraleen, in the ashes of the once fertile region. There are several hundred thousand orks within this land and almost as many slaves toil for them in mines. Little is known about the region that was once the capital of the Mithraleenean Empire as the entrances to the region are guarded by fortresses that are staffed by orks. The second largest faction is found in Miraleeth, to the west of Isgaragoth and to the north of Miraleen. It is one of the coldest regions of Esidon and also the region that has been least explored. For centuries, it was a forgotten wasteland without much habitation. Even the Mithraleenean Empire was unable to colonise it successfully, due to orkish raids and the severe weather. The orks of this faction have been preparing for a war for several decades and have slowly been encroaching on eastern territories. There are many other factions of orks, though none of them rival the other two in size. The remaining factions are found in Arctictas, Agluh Hghdal, southern Mithraleeth and in various other parts of Esidon. There are over a million orks that pledge fealty to Norkel and serve him with utter fanaticism. Many ork camps that are not part of larger factions and are ruled instead by shamans also side with Norkel. Although not considered orks by most, many goblins have joined Norkel in his crusade against the people of Esidon, though there are more independent goblin tribes than there are independent orkish tribes. The undisputed king and god of these factions is Norkel, who commands many generals. His generals carry out his bidding and he does not directly order his troops.
Witches of Eíldor
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The Witches of Eíldor, known also as the Third Witches of Kraathi, are a coven of witches who inhabit secret caves in the north of Mithraleeth. They are ideological opposites of the factions of Mithraleeth, who believe that Lokve (rendered sometimes as Lokanus) is the creator, as they profess Alitura to be the true creator of the world (which is somewhat true). Unwittingly and unwillingly, they are ruled by Norkel who impersonated Alitura at the first council that the coven convened and instigated hostility between the witches as the people of Mithraleeth, in an attempt to prevent the Kingdoms of Mithraleeth from growing strong. The witches have no economy and many of them operate as normal citizens during the day. Every witch and warlock is expected to fight and die for the bidding of Alitura, or rather, Norkel. They are skilled and dangerous users of magic, though none are equal to the skill of Kraathi, the First Witch.
Troll Lands
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The Troll Lands is a region of southern Mithraleeth, formerly under the dominion of the shortly-lived Kingdom of Mordach. The Kingdom of Mordach was defeated by the orks in Mithraleen within a decade of its formation. Its cities were sacked and its people were slaughtered, enslaved or were forced to leave for new lands. Instead of adding the lands to his dominion, Norkel offered them to the trolls that inhabited the mountains of Miraleen and Mithraleeth to foster an alliance between them. The trolls now terrorise southern Mithraleeth and are used by Norkel as shock troops and as raiders. The trolls greatly benefit from the hilly terrain of the region. The trolls exhibit signs of civilisation, though it is nothing compared to even the tribes of the goblins. They array themselves in meagre collections of stone buildings in the highlands of the region and keep cattle for food and goblins as slaves. Their civilisation is not such that they have a single ruler or even a collection of rulers. Instead, within each tribe of trolls, there is an alpha male who commands the others, much like a wolf pack.
Races of the World
Ancient Races
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The valiö, known to themselves as vatéra Lokve iyùrru Chenrenaliö, were a human-like race that inhabited Esidon long before the time of the other races. They were Lokve's second race and the first race that were given a soul by him. After the khârg, they are the second race on Esidon. In their prime, they were a very advanced, very magical race with an empire that spanned the entire continent of Esidon, excluding modern-day Miraleeth. A proud race, they viewed the mequë as lesser beasts and slew many of them. Their race was later brought to an end through infighting caused by a terrible war with the mequë and the cataclysm that followed it. They are the ancestors of all the validor races.

By the ael'ùvah, they are known as vos patróis i ael (our Holy Fathers) and aët ad'ommast ulasé (those who came before). The ael'nonùvah know them as viü fayis e sayis a Lokve. In Fjorrian, they are called Fjorentedhl, meaning Fathers of the People.

The Valiän Empire, also known as Myymundírë's Empire and as The Empire of Lokve, was one of the largest empires ever on Cerceres. It was dwarfed in size only by the Mithraleenean Empire. It controlled all of Esidon, except from Miraleeth, which was infested by orks, and had possession over the lands that would become the Faka'r Islands and X'zazaz. Of all empires on the world, it lasted the longest and ruled over Esidon for over twenty thousand years. Despite this, it only had three rulers, with each ruler having an average reign of roughly eight thousand years. The first emperor was Myymundírë, one of the original twenty-eight valiö.
Current Races
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The ael'ùvah are elves native to Gil-Navarié and the other islands of the Elven Isles. They were one of the first races to evolve from the Valiö. They are called the udesi by the ael'nonùvah, the ùpatiir by the Essence Elves and Mystic Elves by the Erius. The singular form of ael'ùvah is al'ùvah, which means I am blessed in their native tongue, ael'ùvahian. They were once called aelutur'ùvah by themselves in their early history. They are one of the validor races on Cerceres.

The ael'ùvah are a tall race. The average height is between 6' and 7', however, heights above that range are not uncommon. The tallest ever individual was an al'ùvah named Servésidrù, who stood at a height of 9' 6" when he died. They are also lithe and lean. They are naturally slim. It is very rare to see an overweight al'ùvah. On such example was Cyriöd the Undesirable, a very fat individual who was known for his feasts.

Their skin colour ranges from bronze to pale but it is commonly a faint golden colour. Those living in Palmu have paler skin than those living in Gil-Navarié. Their hair colour is generally blond or black. Red is very uncommon. Their hair turns grey or white as they grow older. Their eye colour is limited to blue or green.

The ael'ùvah are one of the longest-lived races. They can live to an age of two thousand. The oldest al'ùvah was roughly two thousand five hundred years old when he died. They mature slowly. They become adults around the age of one hundred and fifty years for males and one hundred and thirty years for females. They are quite infertile and mothers rarely bear more than three children.

The ael'ùvah as a whole currently hold one of the strongest and most stable positions within the world. They have a great leadership and command over one of the most powerful factions of the world. They were also barely affected by the disaster, which wiped out entire countries. Despite being a slow-breeding race, the ael'ùvah have a large population compared to many other races, a position that they have not enjoyed in thousands of years.
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The ael'nonùvah are a race of elves that are native to Esidon. They were once split into two cultures. One culture was a group of loosely-allied nomadic tribes that were continually on the move while the other had permanent settlements in Mithraleen (the latter of which influenced the political and cultural arrangement of the Mahíär). They are called Forest Elves by those in the Mithraleenean Empire and hárshés [pronounced: YAR-CHAYZZ] by the Essence Elves, which means ranger or archer. They are also called fatiir by the Essence Elves, which means brother. The nomads of this race call themselves nóhodál, homeless. The other group call themselves énos én Lokve, which means one in Lokve.

The ael'nonùvah are biologically similar to the ael'ùvah. Despite these similarities, the ael'nonùvah differ from their cousins in many ways. For example, they mature quicker than the ael'ùvah, with males being sexually mature at an age of one hundred and twenty and females being at the same stage at the age of one hundred. They are also shorter lived than the ael'ùvah. The average al'nonùvah can live to the age of one thousand five hundred years.

They are taller and generally stronger than the ael'ùvah. The average height falls between 6' 2" and 7' 2". As with the ael'ùvah, red hair is uncommon. Brown and black are the most common hair colours. While the ael'ùvah can only have blue or green eyes, the ael'nonùvah have a larger variety. Brown and grey eye colours are not uncommon.

Most ael'nonùvah belong with the Mahíär, although some can be found living in the Elven Isles or in the Imperial Senate. Although few, they occupy a stable place in the world and are well-poised in the fight against Norkel.
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The Essence Elves are an elven race that once inhabited the Faka'r Islands. They are the most biologically similar race to the valiö and, due to their isolation from Esidon, they have remained most true to the valiö. They are called Essence Elves by the Erius and actually prefer it over their own name for themselves, Hátéödiäpatiir. By the ael'ùvah, they are known as emùré and are called dhùsá by the ael'nonùvah (copiers and friends respectively). They are known as xhexteopaxt by the X'azzeeri.

The Essence Elves are a tall race, standing at an average height between 6' 4" and 7' 4". They have a light build and are naturally talented mages. On average, they have the greatest affinity to magic than all other races. This is due to their closeness to the ancestors to all validor, the valiö.

Their hair never turns white or grey and can be a fascinating golden colour. Other colours are blond, black and brown. Their eye colour can be pink, purple, green, orange or blue. Their skin ranges from white to tan.

Since the disaster, the Faka'r Islands and indeed all other parts of Cerceres that were not part of Esidon have been gone from the world. Perhaps it was the disaster that destroyed these lands. Whatever the reason, the Essence Elves are an ailing race. Only those that lived in Esidon at the time of the disaster survived. The majority of the remaining Essence Elves live in the Elven Isles or in Palmu, although a significant minority of them live or lived in the lands of Mira, where they adopted the Gotárÿé language.
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The ugluh are an elven race that, in antiquity, inhabited the northern parts of Esidon, though now most of them reside in the Elven Isles. They are an isolationist race and commonly cut themselves off from the rest of the world. They despise the khârg and the nargds and both races return this emotion.

By the ael'ùvah, they are called anlibrù, equals. By the nargds, they are known as inkelkédhaiht, slavers. The Erius know them as ugluh, which comes from the ugluhian name for themselves, ugluhre, meaning oneness in Lokve.

The ugluh are a validor race. They fall into the elven category. Like the rest of the elves, they have long lifespans and an affinity for magic.

The typical ugluh is blue, varying from a light complexion to a darker one. However, some rare individuals can be seen with purple or even green skin. They generally have black or brown hair, which turns white or grey with age. Their eyes are limited to red or purple. On average, they stand between 5' 10" and 6' 10", however, it is not uncommon to see individuals outside this range.

The ugluh have adapted to the extreme colds of Agluh Hghdal. For example, they are the only elven race that can naturally grown facial hair. They are also more tolerant towards the cold and can withstand freezing temperatures longer than most.

Currently, the ugluh have survived well after the disaster. Many of them left their icy homes for the Elven Isles almost immediately after the disaster, where they were greeted like kings by the ael'ùvah in Gil-Navarié. Though few, they enjoy great power in the Elven Confederacy. Very few ugluh remain in their ancient homeland and the few that do are typically outcasts or bandits.
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The X'azzeeri are an elven race. They are extremely different from their fellow elves as they are large and bulky. They are very-dark skinned. They have developed to deal with the harsh landscape and environment of X'zazaz as well as the surrounding lands. By the erius, they are called Volcanic Elves. They are known as pyra-hiárés by the ael'ùvah, fire people. By the ael'nonùvah, they are known as pyróis-edhanù, fire people, similar to the ael'ùvahian name.

The X'azzeeri are biologically asimilar to most races. Despite being validor, they have evolved dramatically to cope with the harshness of X'zazaz. In their early history, they were extremely similar to the Essence Elves. In fact, the only difference was that the X'azzeeri were slightly taller and were generally more muscular. After they had changed, their skin became very dark, being black or even dark, dark red. Their eyes became red and they lost much hair. Their skin developed an extra thickness to protect against the heat and their feet grew pads to stop ash from burning the underside of their feet.

They stand at a massive height, averaging between 7' and 8'. They are a well-built race, with the average weight being somewhere around 16st. Their hair is limited to black and their eyes are limited to black or red. They are short lived for an elven race, only lasting between three hundred or three hundred and fifty years.

Similar to the Essence Elves, their homeland, X'zazaz, was destroyed in the disaster, leaving only the few X'azzeeri in Esidon alive. The remainder of this race dwell in the Elven Isles, where they were welcomed alongside the other elven races.
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The menagi are an elven race that hail from the Havessé Islands and Sortír. Their ancestral homeland is Aman-Haver. They were originally the offspring of a union between ael'ùvah and ael'nonùvah but soon became their own race due to Boriémeg's involvement in their race. In many ways, they are more similar to the Mannish races than elven races. Despite this, they have the signature pointed elven ears. Menagi is the erius translation of the name mænagi, which is what the menagi call themselves. It is derived from ael'ùvahian marenag, meaning shame. Some ael'ùvah, especially those in Gil-Navarié, also call them marenagathù, great shame. To the hardeteels, they are known as meánaghi, to the nargds they are known as ménáhiá, méanáhir or máenáhir. In Mira, they are known as miégnag. All of these terms are derived from the erius word. The ael'nonùvah know them as chidhrén, meaning children. Due to the promiscuous nature of the menagi, many languages have words derived from menagi to relate to matters of a sexual nature. In the Sepilonæa language, the word for nymphomania is menagikoæsimaniæ. This is repeated across many languages.

The menagi are the result of extensive breeding between the ael'ùvah and the ael'nonùvah, however, most of their biological differences are a result of divine intervention, caused by Boriémeg, who nurtured the early menagi.

The menagi are regarded by many to be an attractive race, even to the ael'ùvah, though most would not admit it. They are highly sexual and reach sexual maturity at the same rate as humans, unlike elves, who can take over one hundred years to reach sexual maturity. In addition to this, their sexual organs are more sensitive than that of other races.

A peculiar thing about the menagi is their tattoos. All menagi are born with tattoos. There are many theories as to why the menagi have these tattoos, however, it is not biological, rather, it is spiritual as Boriémeg is said to have given the menagi their tattoos after she delivered them to Aman-Haver. Menagi within the same family will have similar tattoos. The tattoos can be any colour, from black to red. They can also take various patterns. The menagi are of similar height to the ael'ùvah. Their hair can range from blond to black. Their eyes can be red, blue, green, black, grey, brown or purple. The menagi have an immunity to certain diseases.

The menagi have formed a formidable and unusual alliance with the ael'ùvah. Despite a shared history of war, genocide and prejudice going back to antiquity, the two races joined together to form the Elven Confederacy. Not all of the menagi live in the Elven Isles and roughly a third of their entire population live within the Imperial Senate.
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The erius are a validor race, native to Mithraleen. Due to the Mithraleenean Empire, the race has become one of the most advanced in Cerceres. They can be found almost anywhere on Esidon as a result of their considerable power on the world stage. They can be found holding administrative posts in many kingdoms. Their name is derived from what ael'ùvahian settlers called them when they first met the early erius, iberanus iyu cerum ucognital. In ael'ùvahian, this means natives of this unexplored land, however, in everyday usage, the ael'ùvah know them as the iberius. By the Essence Elves, they are called the hesálth-hûr, central man. The hardeteels know them as éirus. The nargds call them úeirus, which is derived from the hardeteelean name.

The erius are a Mannish race. Together with the other races of men and the elves, they are a validor race. Due to this, they share considerable similarities with many other races, especially those such as the hardeteels and the nargds. Unlike the other races of men, they also share many traits with the ael'ùvah.

They are one of the most varied races. They are tough and hardy, though some individuals may not look it. They can live almost any where. They can adapt to their surroundings well. They stand at an average height between 5' 8" and 6' and weigh, on average, 13st. They are one of the most diverse races, with individuals varying dramatically in build, eye colour and hair colour. Their hair can be almost any colour. They have slightly pointed ears, though not as much as the ael'ùvah or other elves.

The power of the erius was greatly weakened by the disaster, however, they have managed to retain great power over the world, through their dominance of the Imperial Senate and prevalence throughout the world. Most of the erius live in Palmu, though they can be found almost anywhere.
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The hardeteels are a race of men that inhabit Fjorr, Kroyhatheff, Mithraleeth and the Heartlands and have large populations in other countries. They are very strong and powerfully-built. They are one of the oldest races. They are tough and hardy, able to cope with extreme conditions. They can be very aggressive. They are known as noreranus by the ael'ùvah and nûredhanù by the ael'nonùvah. They both mean North-native. They call themselves hárdetedhl, from which the word hardeteel is derived.

The hardeteels are a tall race. Excluding the Giant Men of Drooding, the hardeteels are the tallest races of men. They stand at an average height that falls between 6' and 7'. They are also naturally muscular and are built for endurance. They are generally quite slow at running but can do so for long duration and while carrying a heavy weight.

Like most Mannish races, they can have many hair and eye colours that vary between individuals. The most common colours of hair for hardeteels are black, blond and black, with it becoming white or grey in older age. It is not uncommon, however, for there to be individuals with red-coloured hair. Their eye colour is commonly brown, blue or green, however, grey eyes can be found.

The hardeteels, as a race, are very powerful. The kingdoms of Arag, Ajjergoff, Fjerk, Bjork and Braeburn are dominated by hardeteels and the kingdoms of Vettach, Tiberius and Stjerkaj have large populations of hardeteels within their lands. They have an influence that is equal to the erius and to the ael'ùvah. They can be found almost anywhere in the world.
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The nargds are a race of men who inhabit north-eastern Esidon. They are a warrior-like race and have a bloody history. They are divided along tribal lines. They make fierce warriors and are known for their bravery and strength. Despite their apparent savage nature, they are very cultured and many of them love fine arts and music. By the ael'ùvah, they are called calcheciän, a corrupted form of Kalkechián. They are called vaghmin, vermin, by the ugluh. By the ael'nonùvah, they are known as dhést-hár, eastern man. In aër'obahian, their name is rendered narcdo, which is derived from the erius word instead of the ael'ùvahian word, which would be carcesíän

The nargds are a Mannish race. They are strong and fast and naturally built for war. They can be quite tall, with the average height falling between 5' 8" and 6' 8". On average, they weigh 15st. but most of that is muscle. In the winter months especially, they can have a very thing and weak appearance, despite their true nature. Their ability does not extend to magic, however, as they are generally quite poor at it. This is also reflected in their culture.

Their hair colour can be black, brown, blond or red with a preference to the latter and the former. Their eye colour can range between blue, green and brown, with brown being the most common. Their skin is generally quite pale.

The nargds were least affected by the disaster of all races. Unlike the realms of Mithraleeth, Donton and Palmu, Nargd'Hcuthd (and, indeed, the nargds of the land) was not dependent on the Mithraleenean Empire and the nargds had fiercely retained some degree of independence and most of their ancient culture and traditions. The majority of the remaining nargds live in the kingdoms of Stjerkaj, Dir and within the Imperial Senate.
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The Giant Men are a strand of erius, who they call naídr-s-crysada, that inhabited the Drooding region of Mithraleen. In antiquity, they ruled the region of Dryd, however, they were enslaved by the Mithraleenean Empire in its early history. By the ael'ùvah, they are called thùinyar, by the ael'nonùvah they are called chéidedhanú, strongmen. They call themselves naídr-s-dryd, natives of Drood.

The disaster wiped out almost all of the Naídr-s-Dryd, reducing their population to less than one hundred individuals who were located outside of Mithraleen at the time. The remaining Naídr-s-Dryd moved to Palmu, alongside tens of thousands of other refugees.
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The barabs are a dark-skinned race of men that hailedthe arid deserts of Afrik. They are a formidable race, though they can be quite small. Like all Mannish races, they can be fierce and aggressive. It is unknown how they evolved from the valiö but they are a validor race. They are called norkù-hiärés by the ael'ùvah, black people. They call themselves nhā-h'ārs, which also means black people. By the canids, they are known as En'oor-Res, betrayers of Trust.

The barabs are known for their many languages. Their languages are part of the Valiän Language Family, however, the languages have not evolved from any current or extinct language that had been documented. One such example of a language is H'ārs-lh'ān'ā, which is also spoken by a minority of canids. The barabic languages also possess similarities to the canidic languages. The grammar of both groups of languages is also very similar. In certain barabic languages, h'ārs [HIY-YAARZ] is the word for people or men. This is similar to ael'ùvahian hiärés [HEE-AAREZ]. Both come from valiän hùrensiës

The barabs are biological similar to other Mannish races. Despite this, they do not share the diveristy of the other Mannish races and individuals can look quite similar. Their hair colour is limited to only black and brown, with it becoming grey or white in appearance in later life. Also, their eye colour is limited to brown. Their skin colour can be very dark, almost as dark as that of the X'azzeeri.

The barabs range between 5' 6" and 6' 4", with some individuals being shorter or taller than that. They have a lithe build, not unlike that of an erius.

Their situation is much like that of the Essence Elves and X'zazzeeri. Their homeland has been destroyed and the only survivors are those who dwelt in Esidon before the disaster. Most of the remaining barabs live on the southern coast of Esidon and work as traders or as hired mercenaries.
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The khârg are a short, rotund race that commonly inhabit underground cities built into mountains. Unlike the majority of other races, the khârg belong to the Cthori races, a group of races made by the god Cthor. Most of the other races evolved from the valiö, who were made by Lokve. They are an ancient race, older than even the valiö. They are renowned for their expert skills in smithing. By the ael'ùvah, they are known as the dimùné, the dimunitive. They are called keros by the ael'nonùvah. The hardeteels call them khergem, from which the word khârg is derived.

Khârg is what the khârg call themselves. It comes from khergem, which is what the hardeteels called them. The hardeteels were the first to teach the khârg language so their languages are related to Fjorrian. Khergem means little. It comes from valiän cérdhemn. It is from cérdhemn that ael'ùvahian gets themn, which evolved into Erius thin.

The khârg are a very small race. Standing at an average height of between 3' and 4' 6", they are smaller than all other races. Despite their small stature, they are quite heavy, with an average weight of 16st. They are hairy creatures. Their hair colour is generally black, red or blond. It is rare that a dwarf will have white or grey hair. Even the oldest dwarves usually keep their bold hair colour until their death. Their eyes are commonly green, brown or blue, although grey eyes are not uncommon. Due to time spent under the ground, they commonly have pale skin. They are very strong and naturally muscular. They have no magical ability as they were not made by Lokve. However, they have a resistance to magic and their bodies are unaffected by simple spells. For this same reason, they can rarely be manipulated.

Since a century after the disaster, the khârg have retreated inside their mountain cities, wherein they pursue a policy of isolation. Almost immediately after the disaster, without the influence of the Mithraleenean Empire to unite them, the cities of the khârg fractured into different factions, which warred against each other. Since the destructive wars have finished and they have retreated to their cities, very few of their race have been seen in the open world, typically only in the largest cities.
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The canids are a bipedal race of canines who inhabited the continent of Afrik. Their closest relatives are wolves and dogs. They are an ancient race, inhabiting Afrik before the valiö arrived in the continent. They befriended the early barabs but were betrayed by them. Their culture, languages and religion are similar to that of the barabs, due to this early bond. Despite their fierce appearance, they are a kind and gentle race. Many canids find employment as merchants and traders.

The canids are a remarkable race. They are bipedal canines with the ability of speech. This allows them to communicate with other races. They can manipulate sounds in the same way as the validor or cthori races can, however, they possess the ability to bark.

The canids are, as the name suggests, canine-like creatures. They have a cardio-vascular system that is suited for endurance, sprinting and to cope with the desert heat. They are dichromats. They have a skill for perceiving objects at long distances. Their vision is suited more for low-light situations, as they typically go out hunting during the night.

They have very good hearing, which stretches above the normal range of a human. They have hearing mobility, which allows them to pinpoint the direction of a sound quickly. This is vital so that they can hear desert predators and Barabic bandits coming during the night. What they lack in the visual field, they make up for it in nasal efficiency. Their mastery of their sense of smell is tenfold better than that of a human.

They have short, thin tails that have slowly retracted into their bodies as they have evolved. They have three fingers and a thumb and a pad on their palms. They have four toes. Their nails are like that of a dogs, although smaller and fatter. They typically stand at a height of six feet, just over the average size of a human. They live to about the age of fifty.

The canids are an ailing race. Only a handful of individuals remain, ever since their homeland was destroyed in the disaster. Many work as traders and as warriors, much like the barabs, with whom they once shared a continent.
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The mequë, singular mequ, are a tough and violent race that can inhabit and endure the most extreme regions of the world. They are the oldest race, older than even the valiö. They were the first beings made by Lokve, however, they were stolen from him by Helcêh and corrupted. They are loyal to Norkel and serve him willingly. They are colloquially known as orks. The ael'ùvah know them as mekeré, the ael'nonùvah call them mácù and the hardeteels call them orkùl, from which the term ork is derived.

The mequë are remarkable for their variation in height and weight. This is due to the amount of different sub-species of orks there are. Certain sub-species of orks can weigh as little as eight stone and reach the diminutive stature of 5', while others can tower as high as 8' and weigh as much as 20st., with some being found outside these ranges.

Like the erius, and other races with high individual dimorphism, the orks can have different colours of hair from each other, however, the variation is limited to only black, brown and grey, with most orks' hair turning white when they reach an old age, which they rarely do. What is considered old for an ork differs with the sub-species. Some sub-species only have a life expectancy (excluding unnatural deaths) of fifty years, while some have a life span of up to two hundred and fifty years. While uncommon, it is not impossible to find individuals outside of the spectrum. Another area of dimorphism is in their skin tone. Orks can have very varied skin tone and complexion. Some tones are more common for certain sub-species, while others are less so. Skin tones can range from brown to dark yellow, green to black. Many orks have a mixture of shades, with some orks having sickly-yellow colours and green-black skin pigments.

The orks now occupy the totality of Miraleeth and of Mithraleen, with many extending outside of these areas and into the borders of other regions. Although they do not yet enjoy the dominance that their race did near the end of the time of the valiö, they readily march the lands that once belonged to the Mithraleenean Empire, with their capital being built on the ashes and ruins of Crusada.
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Goblins are a primitive but fierce race that can inhabit many cruel and harsh environments. They are divided into two categories, separated through cultural differences and slight biological differences due to social incompatibility with each other. These two categories are the enacra and tribal goblins, with the enacra goblins being bred by Norkel originally for use as support troops for his orks. By the ael'ùvah, they are called gornù, by the ael'nonùvah they are named gordhù and by the hardeteels they are called gornùka. They are similar to the mequë.

Goblin is derived from the Mordach word gobléin. This came from Brae goíbléin. This is derived from Proto-Fjorrian gwoírnúka, which came from valiän ghëornùsá.

Goblins are a diminutive race, relative to most others. Even the enacra goblins, the tallest type of goblin, have an average height of 5' 6", compared to the average height of the human races, which is usually above 5' 9". They typically have crooked backs which make them look even smaller in stature than they already appear. As well as being small, they are light and agile. Tribal goblins can weigh between 8st and 12st. The enacra goblins are slightly heavier, with an average that falls between 10st and 14st.

Goblins commonly have dark green skin. It is not uncommon for goblins to have yellowy-green or yellow skin, however, or other mixtures. Some individuals can be found with brown or even black skin but this is apparently extremely rare. They have red or black eyes and black or brown hair, which turn grey with age or fall out completely.

Goblins are still hunted by men and elves and many have fled to Norkel for security and for the promise of freedom. There are a few tribes of goblins that do not call Norkel their liege, but they dwell deep inside caves to escape torment from both the hordes of Norkel and from the descendants of the valiö. These independent goblin tribes function as communities and they keep captured cattle as a source of food, mine for ores, forage outside their caves for sustenance and construct buildings for their tribe.
Last edited by POMC S117 on Tue Apr 29, 2014 11:36 am, edited 6 times in total.
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Re: The Legacy of Fjánnin

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Places
Regions
The Mithraleenean Empire divided its territories into provinces and regions. Within Esidon, there were twelve regions governed by the Mithraleenean Empire. These regions were Mithraleen, Mithraleeth, Miraleen, Donton, Palmu, Nargd'Hcuthd, Arctictas, Fjorr, Kroyhatheff, the Heartlands, Gil-Navarié and the Havessé Islands. There were two other regions within Esidon that were not ruled by the Mithraleenean Empire: Agluh Hghdal and Miraleeth. After the dissolution of the empire, many continued to use these terms to refer to the geography of Esidon, although the regions were generally not governed by a single faction.
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Fjorr is a country located in the north of Esidon. In it the most northern country inhabited mainly by Mannish races. It is the homeland of the hardeteels. Under the rule of the valiö, it was called Cer-Nugè. Its name is derived from Old Fjorrian fórer, father, cognate with nargdoc fjùrer, fjúirer, fjúir, júir, jûr, Old Mira fjor, Brae fáirr and Old Tiberius fáitr.

Currently, the four kingdoms of Ajjergoff, Arag, Fjerk and Bjorf occupy the region of Fjorr, as well as many independent villages, towns and cities which can be found in the southern part of the region. Recently, the region was terrorised by a warlord known as Tharghromir, who conquered much of the area, and his dragons and it is now locked in a war with the Imperial Senate.
Kroyhatheff
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Kroyhatheff is a country located in the north of Esidon. It is situated north ofthe Heartlands and east of Fjorr. To the west are Agluh Hghdal and Nargd'Hcuthd. It is predominately inhabited by hardeteels, with a significant nargd population in the east. The name is derived from Old Kroy, theff, fief, and kroyh, meaning king. 

Having been a poor region for most of its history, Kroyhatheff enjoys a slight elevation in wealth and importance. The port city of Hinnl, considered to be one of the richest ports in the north, is located in this region and is the second most-important city of the Imperial Senate.
Arctictas
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Arctictas, known as The Western Home, translated as Ghol Vestùr Hghdal in the language of the ugluh, is a country in northern Esidon. It shares a border with Fjorr, Miraleen and Miraleeth. It was populated primarily by ugluh, with a minority of nargds and hardeteels living there. The ugluh, and their ex-slaves, arrived in Arctictas after a great slave rebellion was led in Agluh Hghdal by Ud'thgtal.

The region has largely been abandoned since the disaster. It first became depopulated following the formation of the Elven Confederacy when many of the ugluh travelled from this place to the Elven Isles. Later, when bandits and orks moved into the region and began to terrorise the few people still living there, there was a second migration, with most of the people fleeing to Fjorr.
Agluh Hghdal
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Agluh Hghdal, meaning High House and sometimes known as Ugluh Hghdal, meaning Home of the Ugluh, and as Glagheur Hghdal, meaning Ice Home or Snow Home, is a country in the northern regions of Esidon. Due to its position in the north of the continent, its inhabitants have had to endure harsh and long winters with only the short summers offering a respite from the cold. It was the homeland of the ugluh and was home to the original houses of the ugluh, such as House Xurghl.

It is now sparsely-populated. The majority of the ugluh in the region migrated to the Elven Isles, to join their compatriots there. The remaining ugluh soon became a minority after the Kingdom of Stjerkaj conquered the ports of the eastern coastline and replaced the population with nargds.
Miraleeth
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Miraleeth, known as Miragnûkn to the mequë that lived there and as Mirgân to the goblins that lived there, is a country in north-western Esidon. Like the other countries of the northern regions (with the exception of Fjorr), it is very cold. Being further north than all other countries, even Agluh Hghdal, it has extremely long winters and short summers. Despite conquering most of Esidon, Miraleeth was one of the only two regions that the Mithraleenean Empire were unable to fully conquer. This was primarily due to the fact that the terrain and its inhabitants were extremely hostile but also because the country had little strategical or economical value. Emperor Varentinius III was said to have declared himself victorious against the orks of the country when he set up forts at the main entrances and exits from the region, though the inner territories of the region were filled with orks.

Miraleeth is now filled with orks, goblins and trolls who are steadily advancing from the region. Originally contained behind the mountains that marked the geographical boundaries of the region, the orks have pushed as far east as the Inver Esg and Arctictas.
Miraleen
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Miraleen is a country in Esidon. It is located in the west of the continent. It shares borders with many countries, such as Mithraleeth, Fjorr and Miraleeth. It is rich in fertile soil and was an agricultural power, but the disaster and the dissolution of the Mithraleenean Empire damaged its standing and position in the world. It was filled with many cities, though it is now composed of only coastal villages. It has a very long coast line which has made it a naval power in the past. It is inhabited by erius mainly and there was once a hardeteel majority in the north.

The political power of Miraleen is only found in the hands of the orkish warlords who dominate the region. The populations are contained to the southern coast, where they are forced to pay homage to the orkish warlords, in return for protection and the right to live.
Mithraleeth
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Mithraleeth is a country located in central Esidon. It is a medium-sized country with a very long and violent history. It is located north of Mithraleen, east of Miraleen, south of Fjorr and west of the Heartlands and Donton. Together with Mithraleen, Miraleen and Miraleeth, it forms the region of the Mith. The Mith River flows through the country and splits into many smaller rivers, which form into loch known as the Great Lochs of Mithraleeth.

The region's politics is divided between the kingdoms of Braeburn, Vettach and Tiberius and the Troll Lands. It is a dangerous and wild place, filled with great amounts of woodland, forest, highlands and rivers. Many goblin tribes and bandits call the region their home. Very few people live in the southern parts of the region as those that did are now enslaved by the orks and forced to toil in Mithraleen.
Mithraleen
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Mithraleen is a country in the south of Esidon. It borders Donton, Mithraleeth and the Eusian Sea. It was the home of the Mithraleenean Empire. The capital city was Crusada, which was built on the ruins of a city known as Sidrith. Due to its position as the homeland of the Mithraleenean Empire, it enjoyed much power over its neighbouring countries and was extremely influential. The highest peak in the country was Mênol Sûl.

Along with Mithraleeth, Miraleen and Miraleeth, it formed the region known as the Mith. It was known
as Cer-Ithrim by the valiö. It was the homeland of the erius, who first existed as the Proto-Cruéćs, before expanding into the neighbouring countries of Mithraleeth and Donton.

The power of the region has long since diminished. Once, it was the capital and the most important region of the Mithraleenean Empire. The disaster, which is believed to have begun in Mithraleen (in the Imperial Palace of Crusada), completely destroyed the region and turned it to ash. Only the mountains in the eastern part of the region is believed to have survived intact. The region is now the capital of Norkel's new empire and many armies of orks dwell in the region, alongside their many slaves.
The Heartlands
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The Heartlands, known as teínaíhc certhlûhends to the hardeteels that once dominated the region, was a province of the Mithraleenean Empire. It is positioned in central Esidon and was thus of great strategical importance. In its history, it has been owned by the hardeteels, the ael'nonùvah, the Osluths, the Murstaíg and the Mithraleenean Empire. It is a very temperate and wild region and is heavily forested in the southern regions. In the east, it is bordered by the Murstag Mountains and in the west, it is bordered by the Khâmolian Mountains. To the north is Kroyhatheff and to the south is Donton, from which it was separated by the Great Forest.

The Heartlands in no longer what it once was. It is no longer ruled by great kingdoms and empires and is instead fractured in to many states, some of which war over resources, power and glory. Many Mahíär tribes dwell in the region, though they rarely interfere with the politics of the human settlements. The population of the region is a mixture of nargds, erius and hardeteels, with some ael'nonùvah living in the region.

Nargd'Hcuthd
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Nargd'Hcuthd is a country in eastern Esidon. It is the largest country on Esidon and the most populous. It has been populated since ancient times and is home to the nargds and a large diaspora of other races. It is a hilly country with a varied climate. In the south, it can be quite warm, however, in the extreme north, the temperatures can become amongst the coldest in Esidon. For this reason, only a hardy few dwell on the northern coast of the country. By the hardeteels, it is known as nargdhtoudh. The ael'ùvah know it as calcheciänathù, Greater Kalkechián. 

Nargd'Hcuthd is divided in to two main factions, which are the Kingdom of Stjerkaj and the Kingdom of Dirich, although there are many other, smaller factions within this region. It is one of the few heavily-populated regions of Esidon and has many hundreds of thousands of nargds, erius and hardeteels living in the region.
Donton
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Donton is a country that borders the Eusian Sea. It also shares a border with Mithraleen, Mithraleeth, Palmu and the Heartlands. As a result, it was a prime economic centre and was home to many rich cities. Since ancient times, it has been the home of many great civilisations. For most of its early history, it was dominated by the Dons, a group of erius who also controlled some of northern Mithraleen. It was also ruled by the ael'ùvah at some points in history, however, they were expelled by the Dons. 
It was conquered by the Mithraleenean Empire during the first few decades of its foundation. The Mithraleenean Empire held onto the province for many years. The country prospered under its rule. During the turmoil caused by the Fledging Hegemony in Gil-Navarié, it was captured by the hegemony's forces. It was renamed Dontóin and became the hegemony's first province outside of the Elven Isles, though it was later recaptured by the empire.

Its current state is moderate compared to the suffering of other regions. Although the great city of Vitae was destroyed in the disaster, the cities of the eastern parts of this territory managed to retain some importance. In fact, cities such as Aton, which were considered to be lesser than the great economic centres of Crusada and Dwide, are now considerably powerful and wealthy cities of the Imperial Senate and are held with great importance.
Palmu
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Palmu, also known as Palem or Palemū to the Palemuī, is a country located in the south of Esidon. It borders the Eusian Sea, Donton, Nargd'Hcuthd and Sepilonaea. It was originally the home of some nargdoc tribes but it was eventually colonised by the ael'ùvah during their expansion. Once conquered by the Mithraleenean Empire, it became one of the main cities of the world. Despite once having an ael'ùvahian majority, the ael'ùvah were uncommon in Palmu during the imperial era, only found in countryside manors and mansions, or in the richer areas of cities, away from the common rabble. In the Valiän Empire, it was part of the province of Cer-Hithlum. 

Palmu is a warm and temperate land. It is ideal for growing all manner of produce. Its rolling hills and grasslands allows many farm animals to be kept. The northern, more mountainous regions are rich in minerals and metals. As such, it is a very rich land and has been the trading capital of many empires.
The coastal areas are rich in sea salt, sea weed and fish. There are many beaches. The island of Socra is similar to the rest of the country in many ways. Both areas have few trees. There are no large forests in Palmu. As such, it imports much of its timber from Donton and Nargd'Hcuthd. 

Palmu is perhaps the richest and most important region of what remains of the world. Its capital, a city of the same name, is the most-populated city in the world, with over ten thousand people residing within its walls. Its port has near-unrivalled, economic dominance of the Eusian Sea. The Imperial Senate is based in this region, with the Senate building being housed in Socra.
Gil-Navarié
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Gil-Navarié is the island from which the ael'ùvah hail. It is located in the Eusian Sea, south of Donton. Together with the Havessé Islands and some other isles, it forms the Elven Isles. 

Gil-Navarié was once the home of the valiö and thus was the seat of their empire, which spanned almost all of Esidon. Originally, it was a bay that was attached to the mainland. However, during an event called Lokve's Anger, the land was flooded and became an island. When the valiö fell, those on Gil-Navarié froze themselves and went into hibernation. When they awoke, they were the ael'ùvah.

Gil-Navarié is temperate. Most of the population resides at coastal regions as much of the central regions are jungle. In the centre of Gil-Navarié is the capital city, also called Gil-Navarié. There are very few mountains in Gil-Navarié. The only mountain range is located in the north, south of Sangéth. The largest mountain, Siërra Grés, is located in the city of Gil-Navarié. 

The political landscape of Gil-Navarié has changed countless times. In its early history, it was divided into two city-states, who fought against each other in a costly war. Soon, those city-states were united under one leader. Gil-Navarié was once united as a single entity, with control over land in Palmu and the Island of Oracle, however, during the Palmuian Uprising, the Paramount King at the time was slain and the island was fractured into many warring city-states. 

For almost ten thousand years, the city-states fought, allied and traded with each other. Some of the city-states, likeSangéth and Gil-Gotham, had impressive power in regions outside the Elven Isles. Sangéth, being the naval power of the island, had colonised much of the islands around Donton and Palmu. 

Under Hanethéöir, Gil-Navarié was once again reunited in the War of Ael'ùvahian Reunification. It lived in relative peace for some time, however, it entered an alliance with the ugluh of Agluh Hghdal, the nargds of Dír and Stjerkaj, Palmu andSocra.  As part of this alliance, it went to war with the Mithraleenean Empire. Although initially successful, the alliance was beaten in an imperial counter-attack. As punishment for the invasion, the empire invaded and conquered Gil-Navarié and made it an imperial province.

The island remained an imperial province for thousands of years, until the Third Empire of Mithraleen. A few hundred years after that there was a rebellion on the island. The rebellion was co-ordinated by one called Rrechír, a noble of an ancient family. He encouraged several revolts in many of the cities of the island. One by one, the cities fell, until at last Rrechír and his rebellion were the dominant force on the island. They kicked out the legions and killed any governors and lords of the empire that they found. Rrechír proclaimed that the Fledging Hegemony had been born.

The island has the benefit of being the main region of the Elven Confederacy and is thus very important in the politics of Eusaic. Gil-Navarié remained unmolested by the disaster and has been bolstered by the arrival of Volcanic Elves, Essence Elves, ugluh and the ael'nonùvah to the island.
Havessé Islands
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The Havessé Islands, also known as the Havessé, the Havessé Isles, the Menagi Isles and Haveráhhados, Second Home. It is the second homeland of the menagi. The menagi fled to the islands after Sortír became overpopulated. It was originally owned by the ael'ùvah but in a brief and violent invasion, the menagi forced them out. The invasion was partly influenced by the desire for revenge that some menagi harboured. At the time of the valiö, the Havessé Islands was part of a peninsula known as theCerceres iyurrù Bayyë. The peninsula was destroyed by an event known as Lokve's Anger. The Elven Isles, of which the Havessé Islands are part of, are the remnant of this piece of land.
Cities


There are less cities in Esidon than there once was. Great cities such as Albion, Crusada and Vitae were destroyed in the disaster and the events that followed. Many other cities were sacked or depopulated in the wars, confusion and famine that happened in the decades after the disaster. The remaining cities occupy positions of great power in the world.
Isgaragoth
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Isgaragoth, formerly known as Esgaragoth, so named due to its position near the Inver Esg and the Inver Arag, is a settlement located in the western region of Fjorr known as Arag. It serves as the capital of Arag. For much of its history, it was a peaceful place. During Norkel's first war with the hardeteels, however, the settlement was sacked and ruined. When it was rebuilt, the people were hardened by war and battled with the other cities of Fjorr. It was later captured by the Mithraleenean Empire, during their conquest of Fjorr.

Isgaragoth is the largest and richest city in Fjorr by the virtue of luck and due to the fact that the Kingdom of Arag, the civilisation to which it is the capital, is the most powerful kingdom in Fjorr. It has a sizeable population and is guarded by a loyal and dedicated group of soldiers. Its port is among the most busy in Esidon and is the second-busiest port in Fjorr.
Palmu
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Palmu, also known as Palem, Palemū or Palemū-Ōpi to the Palemuī, is the capital of the province of Palmu. It is a great city and rich due to the natural resources of the country, as well as its advantageous position in sharing a coastline with the Eusian Sea. It was famed for its trading and was an important city in both the Gil-Navarién Empire and the Mithraleenean Empire. It was originally a village of the Kalkechián but was abandoned when the ael'ùvah arrived. The ael'ùvah built upon the village and made it into an important port city that dominated trade in the region for hundreds of years.

For as long as Palmu has been a city, it has been among the most important in the world. Now, it is the most important city within Esidon. It is the capital of the Imperial Senate and is the economic hub and centre of trade for much of the southern world. It is the most-populous city in the world and its people are guarded by a well-trained legion, which is stationed in a group of forts near the city. This is in addition to a powerful fleet and a dedicated city guard.
Gil-Navarié
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Gil-Navarié is the capital of an island of the same name. It has been the capital of the Gil-Navarién Empire, the Valiän Empire and it served as the sub-capital of the Mithraleenean Empire. It was the city where the ael'ùvahfirst awoke after their hibernation.

Gil-Navarié means divine (beautiful) city in the native language of the ael'ùvah. Navarié is derived from valiän navariënsiäré. It is cognate with ael'nonùvahian navrar, menagi nevræn and navariësé, which means beautiful in many essence elven languages. Avarice is derived from navarié.
Gil is derived from valiän gilláré. It is cognate with ael'nonùvah gilla and menagi gæl. Gilláré evolved into Old Fjorrian ghweldách, which evolved into Fjorrian gweld. It is from this that guild is derived from.

It is the capital of the region of Gil-Navarié and is the capital of the Elven Confederacy. It is the largest city within Gil-Navarié and serves as an economic hub (although the main economic centres of the Elven Confederacy are Sangéth and Lír). The city is guarded fiercely due to its importance. Although the guard force is small, it is well-trained and all soldiers that serve the city have been soldiers for at least one hundred years and have a powerful command of all forms of combat.
Timeline of Events
Since the disaster, Esidon has been the only region of the world. All other continents were ripped from the universe and disappeared from the mortal realm. Despite this, the world has been very active and there is much history in the one hundred and sixty-five years that have elapsed between the disaster and now. Many cultures use the disaster as an event from which to judge relative dates. The Elven Confederacy name all dates as being alasé vo útechathù (after the disaster).
The Early Days – 1AÚ to 12AÚ
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The disaster was linked with three main events. The most apparent incident was a massive fireball that seemed to engulf much of the southern part of the continent. This fireball was responsible for the destruction of Mithraleen (most importantly, the capital, Crusada) and much of western Donton (including Vitae). The second event was the eruption of a long dormant volcano in Miraleen, which caused the city of Albion and many other populous settlements to be destroyed. The third event was the sundering of the world, in which Esidon was all that remained of the mortal realm. These events happened on the first day of a new year in the fifth incarnation of the Mithraleenean Empire.

With the destruction of its seat of power, its ruler, most of its nobles and much of its population, the Mithraleenean Empire was greatly-weakened. The few years after the disaster were critical to the fate of the empire. Originally, the first attempts at independence came from legates and generals in charge of legions spread over the different parts of the empire. These attempts at secession were quickly put down by those that remained loyal to the empire, now based in Palmu. Eventually, independence was not solely wished for by power-hungry and autocratic generals, but was a unifying cry for whole regions to return to simpler days when they dictated their own actions.

Gil-Navarié and the Havessé Islands were the first regions to secede from the empire, forming the Elven Confederacy under the control of Almdír iGíl. The emperor at the time (a distant relative of the former ruler) was reluctant to war with these regions and was aware that any attempts to reclaim this territory would be met with failure or that any victory achieved would come at a cost greater than what would be earned. This inaction caused much of Esidon to lose confidence in the emperor and the empire, inspiring much of the independence that would soon come.

Following this, the emperor was disposed of in a coup by nobles and replaced by his cousin, further distancing the current leadership from the dynasty that had once ruled over the Mithraleenean Empire for many thousands of years. The new emperor was a traditionalist and militarily-minded, prepared to involve the ailing empire in expensive wars to reclaim lost lands. Although he did not declare war on the Elven Confederacy as some had hoped, he began to repress the provinces of the Mithraleenean Empire that were feared to be too independent, unwittingly sparking later civil wars.

This period witnessed great turmoil in the region of Arctictas. The region had been depopulated by a mass-migration of elves to the Elven Isles (a migration which the emperor had failed to prevent). Due to this, the emperor saw it fit to retrieve the only legion stationed in the area and reassign it to Fjorr. Within months of this decree, bandits and orks moved in to Arctictas, terrorising the few inhabitants that remained. The small guard force was quickly over-run by the massive hordes of banditry and corruption and the region was lost to lawlessness.
The Great Secession – 12AÚ to 49 AÚ
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The second emperor of the Sixth Mithraleenean Empire ruled for several decades. His reign climaxed in a war known as the Great Secession, the Grand Civil War, the Great Imperial War or the War for the Empire, which would become the largest military campaign of Esidon since before the disaster. The war lasted for the last decade of the emperor's reign, until he was assassinated by a group of political enemies who wished to install the emperor's peaceful son as the ruler.

The war was started when many different cities in Fjorr and Kroyhatheff wished to secede from the empire. Encouraged by the success that the Elven Isles had achieved, the city of Ajjergoff relinquished all ties from the Mithraleenean Empire, with many of the legionaries stationed in the city doing the same. The emperor was quick to react and ordered the legions stationed elsewhere in Fjorr to advance on the city and besiege it. The secession of Ajjergoff from the empire coincided with a massive amount of civil unrest in Kroyhatheff, forcing the emperor to pull forces from Nargd'Hcuthd and the Heartlands to quell the disorder. Sensing weakness within the empire, the city of Stjerkaj and much of the area directly around the Sea of Stjerk broke-off from the empire and rapidly began to advance in to imperial territory, using the lack of imperial soldiers to its advantage.

The regions of Mithraleeth, Donton, Palmu and the Heartlands remained loyal to the empire and many joined the imperial legions, seeking wealth, glory and honour. Bolstered by this support, the emperor viewed his position greater than it actually was and mobilised many legions to move in to Fjorr, Kroyhatheff and Nargd'Hcuthd. He removed many soldiers from Miraleen to assist his armies' campaign in the north, though not enough to invite the orks of Miraleeth in to the region. Such events would come later, after the Imperial Senate had formed.

In the first stages of the war, the Mithraleenean Empire had many victories, though few victories were without great loss. Kroyhatheff had been completely subjugated and Ajjergoff's soldiers had been routed. The emperor could have achieved victory, had he not pressed too far north with such haste. A rebellion in Bjorf and then in Fjerk resulted in his Fjorrian legions being encircled and surrounded. With renewed vigour, the revolutionaries in Kroyhatheff rose again and sacked two cities before they were defeated. The newly-formed Kingdom of Stjerkaj had liberated most of northern Nargd'Hcuthd by this time. The most important and most-poignant blow to the empire was the loss of Dir and the formation of the Kingdom of Dirich. The soldiers of this nation (little more than basic-trained rabble), advanced south and almost reached the capital before they were forced to turn back.

Isgaragoth, the last main city of the empire in Fjorr, seceded from the Mithraleenean Empire less than a year before the assassination of the emperor, sealing the fate of the war and of the empire. Despite this great victory, these new nations did not co-operate and quickly began to war with each other. The armies of the empire had been laid to waste and erased by attrition. Many legions were broken, so much that only five legions remained to guard what was left of the empire. The orks in Mithraleen took their chance and sacked the cities of Mordach, Strabo and Broumar, before they changed their attention to the east and entered in to Donton. There, they terrorised the citizens before the legion that defended Palmu could intercept them. The legion was almost destroyed, but the soldiers succeeded in defeating the orks, who fled in to the Great Forest of Donton.

The emperor was assassinated three weeks after these orks had been defeated. A group of bandits broke in to his manor in Palmu, the emperor's most trusted nobles having bribed the imperial guard to abandon their posts long enough for the emperor to be slain. The emperor was found with a broken skull, several broken ribs, a punctured lung, one ear, one eye and many stab wounds on his body. His son replaced him as emperor.
The Formation of the Imperial Senate – 50AÚ to 57AÚ
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The new emperor ruled well and peacefully for several years. What remained of his kingdom was gradually repaired and rebuilt. Despite the emperor's popularity, he was weak and prone to being influenced by outside forces. His desires to protect those that were loyal to the empire (such as those of Miraleen and the Heartlands) were contrary to the views of current politics of the nobles within the empire (although earlier nobles had been ardent in their want to keep as much of the empire as possible) and led to his death. Many of the nobles considered the emperor just and jovial and did not wish to order an assassination to end his life. Instead, they bribed his guards to abandon him when they were passing through a dangerous region. The plan worked and the emperor was slain by unknown assailants. With the death of the emperor, the nobles acted quickly to prevent a new ruler from being chosen. In Socra, where most of the nobles lived, they convened a council to pass a law that led to the creation of the Imperial Senate and the dissolution of the Mithraleenean Empire.

The first act of the Imperial Senate was to abandon the realms that required more to keep than was generated in taxes and trade. The regions of Mithraleeth, Miraleen, the Heartlands and what remained of imperial lands in Fjorr, Arctictas and Nargd'Hcuthd were abandoned and these places were forced to fend for themselves. It was at this time that the orkish warlords invaded Miraleen and enslaved and extorted its people. The kingdoms of Braeburn, Tiberius, Vettach and Mordach were formed, but the Kingdom of Mordach was quickly destroyed by the orks from Mithraleen.

The Imperial Senate rearranged its forces and disbanded much of the army and navy. This was a risky act as it took a decade for the Imperial Senate to rebuild its armies and fleets to a sizeable level. One army was stationed in Kroyhatheff, another defended Donton and two protected Palmu and Socra. Many nargdoc bandits from Nargd'Hcuthd raided imperial villages in the north of Palmu, but never came close to assaulting the capital.
The Wars in the North – 60AÚ to 100AÚ
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Roughly two decades after the formation of the Imperial Senate, the north of Esidon was engulfed in a period of tough warfare. Orkish raiders from the west pushed in to the Kingdom of Arag and Bjorf, destroying many towns and villages. The Kingdom of Stjerkaj and the Kingdom of Dirich declared war on each other and the Imperial Senate assisted the latter kingdom. Piracy along the Kroyhatheff coast was great and sea raiders from Stjerkaj began preying on imperial trading vessels. The dwarven kingdoms of Khâ and Khâmol-Sûltra went to war with each other after the King of Khâ refused to pay homage to the Khâmolian ruler.

The orkish raiders were stopped by an alliance of all four kingdoms in Fjorr, but the cost was great and many settlements had been irreparably damaged. While most of the orks fled to Arctictas or to Miraleeth, a significant amount of them hid in the mountains near Isgaragoth, where they formed camps. Several more bands of orks entered in to Fjorr, but few came close to matching the size of the original raiding army. The turmoil in Fjorr came to an end with the turn of the century, though bloodshed would soon return to the region.

The war between the Kingdom of Stjerkaj and the Kingdom of Dirich lasted for almost four decades and saw the Kingdom of Stjerkaj gaining great amounts of land in Nargd'Hcuthd. They rebuked many of the imperial offensives from Kroyhatheff and succeeded in conquering most of the imperial vassals that separated Kroyhatheff from the Kingdom of Stjerkaj. During the war, the Imperial Senate's alliances did not remain static. The Imperial Senate changed sides countless times during the war. The senators first changed their aid from the Kingdom of Dirich to the Kingdom of Stjerkaj when the Kingdom of Dirich began to push its enemy back. They changed sides once more when the Kingdom of Stjerkaj captured the city of Bháinn Mhùrcháith and imperial forces helped the Kingdom of Dirich reclaim the city and only abandoned the war when the economy of imperial lands began to suffer from constant raids from the enemy. In 97AÚ, the Imperial Senate officially made peace with both the Kingdom of Dirich and the Kingdom of Stjerkaj. Both kingdoms made peace with each other a few years after the Imperial Senate's conclusion of the war.

The fighting between the dwarven kingdoms lasted for all four decades and was only concluded when the force from Khâ agreed to stop the siege of Khâmol-Sûltra in return for several tonnes of gold. Originally, the war had gone in Khâmol-Sûltra's favour and a great host of khârg was prepared. The army marched across Mithraleeth to Khâ and assaulted the Great Gate of Khâ. The attack was rebuked and the force from Khâ pressed their advantage. The Khâmolian king had ordered great fortresses to be constructed to the east of the Kingdom of Tiberius' land, defending the whole mountain range from attack. Forts were created at each entrance to the mountain range, in the event that the line of castles failed. With great siege engines, the armies of Khâ besieged each fortification, one-by-one, until they had all been destroyed.

The Khâmolian forts held against the onslaught from Khâ. It took two decades for the King of Khâ and his armies to break through the fort that guarded to path to Khâmol-Sûltra and his force had to fight off several attacks from flanking Khâmolian skirmishers. The King of Khâ was slain before the gates to Khâmol-Sûltra and his son continued the war, though only until the end of the century. At the end of the war, both kingdoms shut their gates to the outside world and disallowed entry and exit from their underground cities.
The Wars in the South – 104AÚ to 128AÚ
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The violence, while originally contained to lands above the Heartlands, soon spread south in to Mithraleeth, Miraleen, Donton and to the Elven Isles. The first engagements in the south came when the orkish warlords of Miraleen erupted in a fierce war, which resulted in the sacking of many towns and villages. The population of Miraleen was reduced by half in the conquests of the warlords, with humans and elves being treated as cattle by the opposing warlords. The peace deals saw many villagers separated from their families as they were traded and used as offerings to the victorious warlords.

In Mithraleeth, the kingdoms of Braeburn and Vettach formed an alliance, much to the distaste of the nobles of the Kingdom of Tiberius. The king of Tiberius sent his armies in to the Kingdom of Braeburn's land, surrounding the capital. The king demanded an end to the alliance between the kingdoms of Braeburn and Vettach. The Kingdom of Vettach quickly dispatched an army to assist the Kingdom of Braeburn, while another army entered in to the Kingdom of Tiberius' territories and began to burn fields and farms. The Kingdom of Braeburn, ruled by a weak king, surrendered to the Kingdom of Tiberius and was made a vassal state.

The war between the Kingdom of Tiberius and the Kingdom of Vettach continued for over a decade. In the end, the Kingdom of Vettach was forced to cede two towns and the surrounding farmland to the Kingdom of Tiberius, in addition to disbanding one of its three armies. This greatly damaged the Kingdom of Vettach's economy and many bandits moved in to take advantage of the lack of defence.

The most destructive war in the south did not come until five years after the conclusion of the war in Mithraleeth. The nobles in the Imperial Senate, eager to put an end to elven dominance over the trade in the Eusian Sea and encouraged by several menagi in the Havessé Islands, declared war on the Elven Confederacy. With mercenaries recruited from Nargd'Hcuthd and Kroyhatheff, the Imperial Senate landed armies in Sortír, while its fleet in Palmu engaged the Elven Confederacy's navy in a battle near this island. Despite a victory over the land forces in Sortír, the Imperial Senate was sorely defeated at sea and lost over half of its fleet. Before the Elven Confederacy could completely blockade Sortír, the Imperial Senate managed to invade the Havessé Islands and took several coastal towns before the invading force lost momentum and was depleted by attrition.

The Imperial Senate transported much of its Kroyhatheff fleet from the north of Esidon to Palmu, using a mixture of rivers and overland transport. The feat took several months and two years had passed since the war's beginning before the imperial fleet was large enough to engage the Elven Confederacy's navy once again. The garrison in Sortír had almost been overwhelmed by the time the imperial navy defeated the elven navy in a second maritime campaign and landed more troops to assist in Sortír. The elven army was routed in Sortír and a second invasion of the Havessé Islands was commenced. The city of Lír, one of the most important cities of the Elven Confederacy, was captured by imperial forces before they were beaten back once again.

A second elven fleet landed soldiers in Donton and sacked Aton, burning much of the city to the ground with a mixture of fire magics and artificial earthquakes. The imperial army stationed in Donton was dispatched to defeat this devastating enemy, however, it was routed in the field of battle. More mercenaries were recruited to defend imperial territories, draining much of the Imperial Senate's gold reserves. Several rebellions and increased pirate activity in Kroyhatheff further damaged the Imperial Senate's economy. With Donton lost to the Elven Confederacy and imperial troops in the Elven Isles being defeated and unable to be resupplied, the Imperial Senate was forced to concede defeat. Although the Elven Confederacy did not demand a great amount of reparation, they received a handful of islands near Socra.
The Reign of Fire – 132AÚ to 162AÚ
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Within years of peace coming to Esidon, violence reared its head once more in the form of a second war in Nargd'Hcuthd and more skirmishes in Mithraleeth. Bandits and orks in Fjorr multiplied and the kingdoms of Fjerk and Arag were attacked by goblins from mountain and forest camps. The city of Isgaragoth was almost burned by an orkish army and the docks were sunk beneath the waters.

The capital of the Kingdom of Stjerkaj was burned to the ground by a beast from the skies. Although most of the city was made from stone and the king's residence survived the assault, the kingdom was badly-affected by the event and ultimately lost the war against the Kingdom of Dirich (the terms of peace being that the Kingdom of Stjerkaj ceded all lands south of the Great Loch), though its forces continued the war for a few years after this disaster. The dragon retreated to the mountains, as it had been badly wounded by arrows during its attack, where it slumbered and rested for several years. The Kingdom of Stjerkaj later reconquered most of the lands it had lost in a third war that took place between 157AÚ and 161AÚ.

The Kingdom of Bjorf and the Kingdom of Ajjergoff attacked the Kingdom of Fjerk, which was busy fighting orks in the southern parts of its land. The Kingdom of Arag, allied with the Kingdom of Fjerk, joined the war, even though it was under attack from orks. A general of the Kingdom of Arag, known as Tharghromir, raided one of his kingdom's own towns and took the gold, fleeing his country. He was cursed by the king of Arag, who was said to possess great divinity, and was burned by the gold he touched. Swearing revenge, he searched for a great and formidable beast, rumoured to have taken refuge in the Khâmolian Mountains.

The Kingdom of Arag and the Kingdom of Fjerk were victorious against their adversaries, though the capital city of the Kingdom of Fjerk was ruined by raiders from the Kingdom of Ajjergoff and much of its wealth carried away. Arag's armies were stripped down by attrition and desertion and the kingdom was swept over by raiders and bandits. It took several years for the kingdom to recover and defeat the bandits and orks. When the kingdom had recovered, it was beset by a new enemy which was far worse than that which it had just warred with.

Tharghromir had discovered the dragon in its lair and, instead of being eaten or burned alive, he managed to persuade the dragon that he could help the beast gain great wealth and power. The dragon and its drakes came with Tharghromir in to Fjorr, where they began a reign of terror against the kingdoms of Fjorr. The city of Isgaragoth was finally destroyed and Bjorf's lands were turned to ash through a systematic campaign of slaughter and fire. Even the Kingdom of Ajjergoff could not fight off the dragons and many of its towns were burned. Some of the dragons came to Kroyhatheff, looting many towns of the Imperial Senate.

The king of Arag was slain in battle with Tharghromir and his daughter, Froidya, took his place as the ruler of the Kingdom of Arag. Froidya was instructed by Lokve to lead an army against Tharghromir, who had constructed a mighty fortress several miles to the north of the ashes of Isgaragoth. Froidya, blessed by holy powers, fought with the dragons and drove them back to their castle. Her forces were joined by many soldiers from the other kingdoms of Fjorr and a great alliance was forged to defeat Tharghromir. The fortress was besieged for one year, before Froidya broke down the walls and the armies flooded in to the castle, where they killed all of the dragons and drakes within. Tharghromir's body was destroyed, though his spirit was tormented to haunt Esidon for one thousand years in great agony.
The War of Pirates – 162AÚ to 165AÚ
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The kingdoms of Fjorr recovered quickly, assisting each other in the effort to rebuilt the towns, cities, farms and villages which had been destroyed by orks and dragons. Similarly, the Imperial Senate rebuilt what it had lost in the flames and readied itself for new military ventures. Pirates, which had plagued the Imperial Senate's northern ports for over a century, had raided Hinnl when the dragons had kept the imperial army distracted in the west. Many had been slain by the pirates and the port was burned before the fires started in the city by the pirates could be put out. The senators demanded retribution and had a new army and a new fleet prepared.

The Kingdom of Ajjergoff and the Kingdom of Bjorf had also been attacked by pirates and they formed an alliance with the Imperial Senate to defeat the most powerful pirate lords. The combined fleets of the kingdoms of Ajjergoff and Bjorf and the Imperial Senate quickly defeated most of the pirates. The Kingdom of Ajjergoff carried out several successful assault on coves owned by the pirates. The last pirate lord to remain had based himself in the island of Sytha, which he had turned in to his own kingdom. It took the forces of the Kingdom of Ajjergoff, the Kingdom of Bjorf and the Imperial Senate to invade the island and claim victory over the pirates.

With the pirates defeated, the Imperial Senate and the kingdoms of Fjorr divided the island between them, though both sides desired more land. Only a year after the conclusion of the war and the alliance, the Imperial Senate's garrison in Sytha attacked the Kingdom of Bjorf's garrison and then the Kingdom of Ajjergoff's army, driving them out of the island. This attack was followed by an invasion of Fjorr from Kroyhatheff and the war continues up to the current date.
Magic
Magic was once central in Esidon. In the days of the Mithraleenean Empire, nearly all mortals possessed the ability to learn magic. While not all of them could wield magic, all but the khârg could be taught to use it. Magic wielded by a confident user could bring a village down. Even the mages of the Mithraleenean Empire were weak in comparison to the ancient mages. Now, magic is dying. Only a few people are born with the possibility to learn magic and it takes decades of training to use it properly.
The Organisation of Magic
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The Guild of Heneth (translated to Vo Gilith i Heneth), also known as The Magical Order of Heneth (translated as Vo Magus Galúré i Heneth), was an organisation of mages and guilds unified under a common structure of command and learning, based in Heneth, though it extended far beyond this range. Its expansion was directly linked to the Mithraleenean Empire and if fell when the empire fell. Though some guildhalls remained, protected from the disaster or from rioters fearful of the now-exclusive art, they are not unified and the competence of their teachers differs markedly from one region to the next. There are less than ten guildhalls that remain in Esidon, with only one in Fjorr.

Not all magic is regulated by guilds, however, and many organisations fail to restrain their users from using their magic to gain influence over the world. Some magic users do not belong to any organisation and some, such as witches, form loose groups such as covens. Witch magic is the form of magic commonly practised by witches. It is categorised by the use of potions to unlock magic found in ingredients and through the use of spells generally unheard of by the general public. Through rituals this magic can be bent to the caster's will. This type of magic has gained prominence while the more traditional magic has faltered. The art itself is poorly understood by the general public. This is mainly due to the fact that the art is passed between master and apprentice who usually are unwilling to give away the secrets that they have learned through hard work. But also, the art is not well understood because most of the discoveries are found by each individual. Despite this, witches belonging to covens share in each others successes.

The first witch was Kraathi. She was an extremely powerful spellcaster. She terrorised much of Mithraleeth during her reign as empress of her empire. This has added much hate to the perception of witches, especially in the region where her influence was felt. Because of her actions, witches are despised by the khârg, due to the horrors they witnessed during the time of Kraathi. Even thousands of years after the time of Kraathi, witches still endured much hate and revulsion because of her action.
The Categories of Magic
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Where there was once a large variety of spells, there is now only a limited amount of difference. In the early days of the world, spells required a great deal of effort and thought. Spells could be as long as several chapters of a book, with the strength of a spell tied to the length of it. Over the years, the mages worked to simplify and refine the magic, isolating key phrases and slowly whittling them down to one word or a few words. When Crusada was destroyed and magic became rarer, the simplest spells failed to work and even the longer spells were weakened. The few spells that still work as they once did are found in ancient tombs on ancient tomes written in ancient tongues, most commonly elven in origin. This is because most of the magic users that reformed the magic were elves, who then spread it throughout much of Esidon as the Gil-Navarién Empire. These reforms were spearheaded by an ancient ruler known as Cuäroëd the Wise. As a mage, Cuäroëd revolutionised magic and was responsible for the early categorisation of spells. His organisation is known as the Cuäroëd Grouping. He theorised that there were only three types of magic: direct, indirect and spiritual. Direct spells were ones that caused a visible affect on another person or a thing. It included spells that changed appearance or spells that damaged people. Indirect spells were ones that affected people in ways that could not be detected through viewing them. It included spells such as warping the mind of another. Spiritual spells were ones that did not fall into these two categories. Alchemy and potions-making were included in this grouping. His simplifying of spells made magic accessible to the public. Spells used to require very long incantations which could be many pages long. Cuäroëd managed to shorten the vast majority of spells to a few sentences. As well as saving time, the spells were easier to remember and allowed mages to increase the spells they knew. Further simplification and categorisation led to the forms of Extirpation, Summoning, Phantasm, Concealment, Potion-making, Enchanting and Healing. These categories were used by the Mithraleenean Empire to differentiate different spells. As with many magic-related things, these categories are no longer in use and the ancient terms are used.
Last edited by POMC S117 on Tue Apr 29, 2014 11:40 am, edited 7 times in total.
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POMC S117
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Re: The Legacy of Fjánnin

Post by POMC S117 »

Mechanics
Within this RP, there will be a variety of mechanics which dictate the outcomes of your characters' actions. While you are at freedom to decide what course of action your character pursues, the outcome of said action will be decided through the roll of a dice and your character's proficiency in the area of that skill. The calibre of your characters' weapons and of their enemies will also decide the outcome of your characters' actions. For example, if a character who is proficient in archery attacks a goblin with a finely-crafted bow, the odds are in his favour. However, if a mage with a crippled leg, half a nose and no eyes who is suffering from extreme diarrhoea and exhaustion assaults a dragon while wielding a blunted butter knife, the chances are that his attack will be ineffective.
Skills
The skills that govern your characters' proficiencies can be improved through the course of the RP, but are largely decided at the beginning of the RP and by the class which your characters are made to be. There are several skills which cover each area of combat and augment your characters' ability to use certain weapons or attacks. The skills that affect the offensive capability of a character are as follows:
Hidden:
[*] Archery – governs a character's ability to use bows and arrows
[*] Crossbow – governs a character's ability to use crossbows and bolts
[*] Direct Magic – governs a character's ability to assault enemies with direct magic
[*] Indirect Magic – governs a character's ability to assault enemies with indirect magic
[*] Spiritual Magic – governs a character's ability to use spiritual magic
[*] Spears – governs a character's ability to wield spears, halberds and polearms
[*] Swords – governs a character's ability to wield swords and daggers
[*] Axes & Hammers – governs a character's ability to wield axes, clubs, maces and hammers
[*] Greatswords & Warhammers – governs a character's ability to wield greatswords and warhammers
[*] Hand-to-Hand – governs a character's ability to offensively use their fists, feet and head
Skills also decide how competent your characters are at defending themselves or, if their defence fails, how adequate they can take damage and repair any damage to their equipment or to their comrades. The skills that affect the defensive capability of a character are as follows:
Hidden:
[*] Shield – governs a character's ability to use shields
[*] Block – governs a character's ability to block enemy attacks with their weapons
[*] Light Armour – governs a character's ability to absorb damage while wearing light armour
[*] Medium Armour – governs a character's ability to absorb damage while wearing medium armour
[*] Heavy Armour – governs a character's ability to absorb damage while wearing heavy armour
[*] Armourer – governs a character's ability to repair damage to shields and armour
[*] Survival – governs a character's ability to heal themselves and the wounds of others
The materials that fall under the category of Light Armour are wool (robes), cloth (gambeson armour or robes), leather and light chainmail, while the materials that are described as being used in Heavy Armour are bronze, iron chainmail, iron plate armour, steel chainmail and steel plate armour. Medium Armour is armour that is medium chainmail, brigantine armour or of elven origin.

Each character has fifty-one points to distribute to the offensive and defensive skills. The type of class chosen also increases the amount of skill points in each skill. There is a maximum of ten skill points that can be added to each skill, although spells and potions can be used to temporarily enhance a skill over this level. The opposite is also true and curses or poisons can reduce skills to a negative level. Using a skill which is negative could have disastrous results.
Classes
There are three categories of classes, each containing three different classes. Two of these classes will focus entirely on the different skills within that category, while the third is a hybrid between that category and one of the other categories.
Magical Classes
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[*] Mage – adept in direct magic (+4 skill points), well-trained in indirect magic (+3 skill points) and with a moderate understanding of spiritual magic (+2 skill points), mages are well-equipped for tackling enemies from a distance. They are hampered by only having a very basic use of swords (+1 skill point) and light armour (+1 skill point). They lack skill in archery (-1 skill point) and with greatswords & warhammers (-1 skill point). They may find that using heavy armour restricts their magical performance (-1 skill point to all magical skills when wearing heavy armour). Mages can begin with the knowledge of two direct spells, one indirect spell and one spiritual spell.

[*] Enchanter – adept in indirect magic (+4 skill points), well-trained in spiritual magic (+3 skill points) and with a moderate understanding of direct magic (+2 skill points), enchanters can readily entrance and enthral their enemies. They are hampered by only having a very basic use of swords (+1 skill point) and light armour (+1 skill point). They lack skill in archery (-1 skill point) and with greatswords & warhammers (-1 skill point). They may find that using heavy armour restricts their magical performance (-1 skill point to all magical skills when wearing heavy armour). Enchanters can begin with the knowledge of two indirect spells, one spiritual spell and one direct spell.

[*] Spellsword – well-trained in the arts of direct magic (+3 skill points) and using swords (+3 skill points) and with a moderate understanding of indirect magic (+2 skill points) and using shields (+2 skill points), spellswords can easily defeat enemies with their use of mêlée attack and magic. They are not well-trained in the use of archery (-1 skill point) and they may find that using heavy armour restricts their magical performance (-1 skill point to direct magic and swords when wearing heavy armour). Spellswords can begin with the knowledge of two spells which may be either direct spells or indirect spells.

Ranged Classes
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[*] Archer – adept in archery (+4 skill points), well-trained in the use of crossbows (+3 skill points) and with a moderate understanding in the use of spears (+2 skill points), archers can defeat enemies from a long range. Without adequate shielding (-1 skill point), unless palisades are used (+2 skill point if palisades are used), and with poor training in the use of axes and hammers (-1 skill point), they are vulnerable at close range, though they may be able to ward off an attack through the use of daggers and swords (+1 skill point).

[*] Crossbowman – adept in the use of crossbows (+4 skill points), with a moderate understand in archery (+2 skill points) and in the use of spears (+2 skill points) and with a basic grasp in the use of shields (+1 skill point). This skill with a shield can be enhanced through the use of palisades (+1 skill point when palisades are used). With poor training in the use of axes & hammers (-1 skill point) and in the use of greatswords & warhammers, they are vulnerable at close range, though they may be able to ward off an attack through the use of daggers and swords (+1 skill point).

[*] Trained Spearman – adept in the use of crossbows (+4 skill points) and spears (+4 skill points) and with a basic understanding of archery (+1 skill point) and in the use of daggers (+1 skill point), trained spearmen are fierce soldiers and excellent against mounted enemies. They have a poor command of greatswords & warhammers (-1 skill point) and of axes & hammers (-1 skill point), though they may find protection through the use of heavy armour (+1 skill point) and shields (+1 skill point). Their defence can be further enhanced through the use of palisades (+1 skill point if palisades are used).
Mêlée Classes
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[*] Knight – adept in the use of swords (+4 skill points), well-trained in the use of shields (+3 skill points), with basic training in the use of crossbows (+1 skill point) and greatswords & warhammers (+1 skill point), knights are deadly warriors, especially when mounted. They may find difficulty when using light armour (-1 skill point), medium armour (-1 skill point) and when using barbaric weapons such as axes & hammers (-1 skill point), though their proficiency with heavy armour (+1 skill point) and a rudimentary understanding of armourer (+1 skill point) should allow them to ward off most attacks.

[*] Berserkers – adept in the use of greatswords & warhammers (+4 skill points), well-trained in the use of axes & hammers (+3 skill points), with basic training in the use of swords (+1 skill point) and archery (+1 skill point), berserkers are feared warriors. They may find difficulty when using heavy armour (-1 skill point), direct magic (-1 skill point) and when using noble weapons such as spears (-1 skill point), though their proficiency with light armour (+1 skill point) and a rudimentary understanding in the use of survival (+1 skill point) should allow them to ward off most attacks.

[*] Rangers – well-trained in the use of swords (+3 skill points) and archery (+3 skill points), rangers have the advantage of being variable. They are best-suited when using light armour (+1 skill point) and some have a rudimentary understanding of direct magic (+1 skill point).
Spells
Spells are only allowed by characters that are one of the magical classes or have a skill in the respective category of magic that is above five. The number of spells that each character is allowed is dependant on the type of class and the number of skill points that are invested in to a magical class.
[*] Less than five skill points – no spells
[*] Five skill points – one spell in said category of magic
[*] Seven skill points – two spells in said category of magic
[*] Ten skill points – three spells in said category of magic
Direct
Hidden:
väêdam, roër alýtùr bùról avûm (the waters, do I command to attack you) – an ancient Gotárÿé spell, users of this spell can assault enemies by conjuring great amounts of water to drown and surround them. It can also be used defensively.

céres vùpýredé, olýtùroteg, olýtùrobín (life's two fires, attack them, hurt them) – an ancient Gotárÿé spell, users of this spell can conjure great flame to attack their adversaries and burn them.

cûnývÿer, cûnývÿùr, ber, olýtùroërr (corruption, tyranny, crime, drown them) – an ancient Gotárÿé spell, users of this spell can use the most despicable crimes of their enemy against them, causing them great hurt.

e'érda! e'érda! bedéra! bedéra! (earth! earth! consume! consume!) – an ancient ael'ùvahian spell written in the ancestral tongue of the ael'ùvah of Gil-Navarié, users of this spell can use the ground to swallow up enemies or to defend the caster from attack.

erera! erera! ñaya, iya, avaya! (air! air! here, there, far-away!) – an old ael'nonùvahian spell, used by the Mahíär and written in Lañ-í-adí, users of this spell can use the air to crush enemies, throw enemies away or steal the breath from their lungs.
Indirect
Hidden:
alýtùripóssé cùr; olýtùripóssé bùr (bring me life; bring him pain) – an ancient Gotárÿé spell, users of this spell can sap the life of an enemy to heal their own wounds.

alýtùripóssé avwýniodín, alýtùripóssé avwýninavarÿín (bring me friendship, bring me peace) – an ancient Gotárÿé spell, the users of this spell can addle the mind of an enemy and turn him into an ally.

nelasefategín, nelasefategín, alýtùripóssé avwýnicér (fight on, no more, fight on, no more, give to me your strength) – an ancient Gotárÿé spell, users of this spell can drain the stamina and strength of an enemy and increase their own.

malacér, ýlacér, afâlacér, lacér (life here, life there, life far-away, life where) – an ancient Gotárÿé spell, users of this spell can locate enemies and friends from great distances.

bhýdh, bhýdh múhrí, bhýmú, mhé-rhíes, ghýdi-y mhé-bhýbhi, lhí mhúghivhó (dogs, wolves, cats, my power, you change, you follow me, attack them) – an archaic Bháinn spell, users of this spell can cause the wildlife and the plantlife to rise up and attack their enemies.
Spiritual
Hidden:
alwýniderdrí, der alýtùr âvýtùro: alýtùripôssê cér; alýtùripôssê navarÿín (my gods, I pray to you: give to me life; give to me peace) – an ancient Gotárÿé prayer asking for strength, which the gods may or may not grant.

alwýniderdrí, der alýtùr âvýtùro: alýtùrivardri, alýtùrodi (my gods, I pray to you: care for me, befriend me) – an ancient Gotárÿé prayer, asking for care, help and good health.

alwýniderdrí, der alýtùr âvýtùro: enaëùr alýtùriroüresa erira (my gods, I pray to you: in water, be I allowed to breath) – an ancient Gotárÿé prayer, asking the gods to allow breath under water.

alwýniderdrí, der alýtùr âvýtùro: alýtùriroüresa efategín enategín (my gods, I pray to you: be I allowed to fight on in battle) – an ancient Gotárÿé prayer asking for the gods to increase the stamina of the person praying.

árór, árór, damrirg wirg hstirgí, damnirg wirg hstirgá (the hills, the hills, here I am, there I will be) – an old Hstærg prayer, asking for the gods to grant the ability of levitation.

vômôrderonem, lâlónô avýtùr alûm, lâlô alwýnilâlíron, evadârírô avýtùr, dârerô avýtùr ëalwýnicûnderon (the dead, hear me, listen to my words, rise, march to my enemies) - an ancient and reviled Gotárÿé spell demanding that the dead rise from their graves and do as the bidder commands.

alwýniderdrí, der alýtùr âvýtùro: vômôrderonemŷlùrolaler alýtùr, darerón afâla, neïlelasë (my gods, I pray to you: I say to the dead, turn there, never come back) - an ancient Gotárÿé spell that asks the gods to cause any undead and reanimated enemies in the area to fall back in fear.
Character Sheet
Personal Information
Hidden:
Name:
Age:
Race:
Gender:
History:
Appearance:
Personality:

Attributive Information
Hidden:
Skills:
[*] Archery –
[*] Crossbow –
[*] Direct Magic –
[*] Indirect Magic –
[*] Spiritual Magic –
[*] Spears –
[*] Swords –
[*] Axes & Hammers –
[*] Greatswords & Warhammers –
[*] Hand-to-Hand –

[*] Shield –
[*] Block –
[*] Light Armour –
[*] Medium Armour –
[*] Heavy Armour –
[*] Armourer –
[*] Survival –

Class:
Armour and Equipment:
Weapons:
Spells:
Player Characters
POMC S117

Personal Information

Name: Fjónnin, son of Fjánnin
Age: 47
Race: Hardeteel
Gender: Male
History: Fjónnin, son of Fjánnin, a famous and skilled Marshal of Arag, was born in Isgaragoth in 118AÚ. While his father was out riding with the marshals against threats to the realm of Arag, Fjónnin helped his mother work the small farm that they owned outside the city. As soon as he was able to, Fjónnin joined the Marshals of Arag. This was in 138AÚ, Fjónnin's twentieth birthday, and Fjánnin was Sergeant Marshal of the Kingdom, one of the highest honours possible. Fjónnin served as his father's right-hand man and they rode against the enemies to their kingdom. His father was victorious over the Kingdom of Ajjergoff many times and received great wealth for his loyal service.

When peace came to Fjorr, Fjónnin and Fjánnin continued to patrol their homeland and kept the roads safe and traders protected. The peace did not last long and Fjánnin rode against Tharghromir and his dragons. Fjónnin was no longer at his father's side and had been promoted to Sergeant Marshal of the Kingdom, while Fjánnin was elevated to the position of Field Marshal of the Kingdom, a rank second only to that of the king. Fjónnin decorated himself in battle when he successfully held off the dragons long enough for the people of Isgaragoth to flee to a safer place and he and his father joined Froidya in her counter-attack against Tharghromir, where he led his former enemies (soldiers from the kingdoms of Ajjergoff and Bjorf) against the dragons.

Fjónnin and Fjánnin survived the war and were held in high regard by the people of Fjorr. Fjánnin, at the age of sixty-five, soon met death, though it was not of natural causes. A petty man, jealous of Fjánnin's success, slipped in to his house and slew him as he slept. He then stole great wealth and fled. Fjónnin was devastated and demanded revenge. For two years, he has been searching for the man who killed his father and is now gathering men for his quest in the inn of Isgaragoth.
Appearance: Fjónnin is said to be much like his father. He has long brown hair and brown eyes, typical for those of Arag, but unusual for those in the rest of Fjorr, who generally have blond hair and blue eyes. He is muscular and well-worn from decades of campaigning against the enemies to his realm. He has many scars that decorate his body like tattoos, scars which he has sustained in battle against men, orks, goblins and dragons. His largest blemish is a great burn on his right cheek, which has yet to heal in the three years since he procured it.
Personality: Fjónnin has been dark and gloomy ever since his father's death and is prone to bouts of melancholy. The heat of a campfire and the soothing tones of conversation can be enough to melt the ice inside him and encourage a jovial mood within him, though it is only a temporary reprieve from the inky cloak of depression that surrounds him.

Attributive Information

Skills:
[*] Archery – 5
[*] Crossbow – 4
[*] Direct Magic – 0
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 10
[*] Swords – 10
[*] Axes & Hammers – 0
[*] Greatswords & Warhammers – 2
[*] Hand-to-Hand – 2

[*] Shield – 6
[*] Block – 5
[*] Light Armour – 0
[*] Medium Armour – 0
[*] Heavy Armour – 5
[*] Armourer – 5
[*] Survival – 3

Class: Knight
Armour and Equipment: Fjónnin wears leather hauberk over heavy iron mail. His helmet is made of strong leather and has a plume of horse's hair coming from the tip of the helmet. He has a tough leather shield, reinforced by a thick wooden board. He has heavy leather boots. Fjónnin owns a horse called Túró the Quick-Footed.
Weapons: Fjónnin has a long, iron-tipped spear and an iron long sword. He also carries with him a crossbow, with fifteen iron-tipped bolts. He has an iron dagger for cases of an emergency.
Spells: N/A

The_Last_Dovah
Hidden:
Name:Navariësé or Navar to her friends.("Beautiful" in the language of the Essence Elves)
Age:200
Race:Essence Elf.
Gender:Female
History:Navariese was born in a village in Mira The village was under the rule of a local ork warlord and they always had to pay him for protection. Her father was the village blacksmith and her mother worked in the fields.

She got along with the humans and befriended some. Her father taught her how to use a sword and bow. Purely for hunting and self defense. She helped her mother in the fields and helped her father with the forge. Usually delivering small orders. Such as an iron dagger or a repaired farming tool. Her father had hidden armour in their house under a hidden storage space.

At the age of 190, she discovered an injured owl on the way back from delievering a dagger to one of her father's clients. She couldn't bare to leave him to his fate and elected to care for him. It took her a while but she nursed him back to health and called him the elven word for Friend. Oderúr. The two formed a very strong friendship and they cared for each other. She didn't treat him as a pet but as a friend. From letting him hunt for his own food to speaking to him. She treated him very well. He developed a small tendecy to nibble on her ears out of affection. He never hurt her. And prefered to use her head to stand on. She didn't mind him doing that and it was a common sight for the villagers to see the elf walking around with Oderúr on her head.

It seemed that she, like many others would live in the village untill the Warlord killed her or die of old age. But it was not to be.

2 Months ago, the Warlord demanded payment from the village and the village was unable to meet his price. So he had 1 quarter of it killed. Navar's parents were the unlucky victims. She was devestated and it was the final straw for her.

She took the armour her father had left for her and gathered her blades. And bow. She aimed to kill the Warlord but knew that she couldn't do it by herself.

She spent days wandering the region and spotted a small patrol lead by an Ork Lieutant. They were carrying gold, spices and food. And were 6 in total. Including the lieutenant. She killed them all using just her bow but an Ork spy saw her act.

The Warlord ordered the village searched for her after arriving there with his army. She knew that she would have to flee to the north. But she made sure he knew that she was no longer in Mira.

She encountered a patrol of 20 on her journey north and attacked them. She killed 2 before fleeing. And ended up in the city of Isgaragoth.
Appearance:She has blonde hair and light blue eyes. Her hair is tidy, long and in a pony tail. With two pieces of rope holding the ponytail. Her ears are medium sized. she has thin chin and her face is not very wide. Her nose is small and thin. Her eyebrows are very thin but that is by her nature. She is on the slim side as a result of her living in Mira and her race.
Personality: Navar is a kind woman that cares greatly for nature. She views it as her religon and believes that when a person dies, their soul returns to nature and they spend the rest of time with it. She is implusive and is quick to anger. She has developed a hatred of the orks and has elected to kill every stinking ork she comes accross. She likes to meditate as it comforts her. But she misses her parents and often suffers from a recurring nightmare. Their deaths and the village burning. She gets along well with humans and is a bit curious about her own kind. She wishes she was strong enough to take on the Warlord and that she could free her people. She cares a lot about her people and feels guilty for leaving them. She fears that she has made things worse for the village.

Skills:

[*] Archery – 10
[*] Crossbow – 0
[*] Direct Magic – 1
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 0
[*] Swords – 10
[*] Axes & Hammers – 0
[*] Greatswords & Warhammers – 0
[*] Hand-to-Hand – 5

[*] Shield – 0
[*] Block – 6
[*] Light Armour – 7
[*] Medium Armour – 0
[*] Heavy Armour – 8
[*] Armourer – 7
[*] Survival – 5

Class:Ranger
Armour and Equipment: Iron Curiass with Leather Pauldrons. Brown trousers that are suffering from wear and tear. A white slightly dirty tunic. Black boots and a dark green cloak.
Weapons: Two iron longswords with roëré eälwýnopavaï roëré avwýnoëlas(Pronunced ROH-ER-AY EH-AL-WINE-OH-PAVA-EE ROH-ER-AY AV-WINE-OH-EHLAS) inscribed on them. Half on one sword. Half on another. The translation is To our daughter rule your future. A wooden bow with 5 arrows left.
Spells:N/A
Rook
Hidden:
Name: Regis Cobain
Age: 35
Race: Erius
Gender: Male
History: Born into a family of talented potion makers in Aton, Regis soon learned that that life wasn't for him. Like some of his family, he was talented with magic, and honed his craft. Once his skills had improved greatly, he set off to travel with his brown horse, Argo. Unfortunately, his impatience lead him to be captured by a group of bandits. He escaped using his magical abilities, but not before taking a sword and armor from his captors. With guidance from what teachers he could find, Regis became a effective swordsman, supplementing his magic. Since his run-in with the bandits, his impatience has been tempered but not eradicated. Recently, he has taken up the mercenary life.
Appearance: Regis has messy, medium length red hair, and a light mustache and beard. His eyes are green, and he has a light and ruddy face. His form is muscled but not overly so. Regis stands at 5 feet, 6 inches. A scar runs across his left cheek.
Personality: Impatient, but not to the brink of stupidity. If you win his loyalty, he'll follow you long before you run out of coin. Regis likes animals, but is most attached to his horse, Argo. He hates cold and hot weather, but likes rain and wind.

Skills:

[*] Archery – -1
[*] Crossbow – 10
[*] Direct Magic – 10
[*] Indirect Magic – 10
[*] Spiritual Magic – 5
[*] Spears – 3
[*] Swords – 10
[*] Axes & Hammers – 0
[*] Greatswords & Warhammers – 2
[*] Hand-to-Hand – 10

[*] Shield – 2
[*] Block – 2
[*] Light Armour – 0
[*] Medium Armour – 6
[*] Heavy Armour – 0
[*] Armourer – 2
[*] Survival – 0

Class: Spellsword
Armour and Equipment: Regis wears medium chainmail with leather gauntlets and boots. He also wears a pair of grey pants, which are covered in grass stains. Upon his forehead is a brown headband, and a silver necklace in the shape of a war horn hangs from his neck.
Weapons: Regis carries a steel longsword, and a backup iron dagger. He also totes a crossbow, but tends to favor his magic for ranged encounters.
Spells:Direct:
erera! erera! ñaya, iya, avaya!
väêdam, roër alýtùr bùról
e'érda! e'érda! bedéra! bedéra!
cûnývÿer, cûnývÿùr, ber, olýtùroërr


Indirect:
bhýdh, bhýdh múhrí, bhýmú, mhé-rhíes, ghýdi-y mhé-bhýbhi, lhí mhúghivhó!
nelasefategín, nelasefategín, alýtùripóssé avwýnicér
malacér, ýlacér, afâlacér, lacér
alýtùrpóssé cùr; olýtùrpóssé bùr


Spiritual:
alwýniderdrí, der alýtùr âvýtùro: enaëùr alýtùriroüresa erira
Hissien
Hidden:
Name: Alytrra
Age: 876
Race: Essence Elf
Gender: Female
History: There is little enough to say about her youth because she remembers none of it, but I will tell you as her spirit guide. Alytrra was born in the homeland of the essence elves, however she was not destined to stay there. Her mother and father were traders, so they moved to Gil-Navarie to set up shop but went on many ventures, eventually settling in Palmú. There they conceived a child of a special significance. She was born under special stars, she was born under the star of Alitura, truest creator of all. And that is where her story truly begins.

I met her for the first time then, when she first breathed the free air of this world. It was then we were bonded, if only by my deep infatuation for her. I am spirit, that much is true, but as for what else I am unsure. I was someone once I think but no longer. Whoever I was I am known as Kraas now. But this is not my story, it is hers, Alytrra's.

Alytrra was a relatively happy child, her parents were wealthy enough, they always managed to give their daughter a good meal even if they themselves went without, on birthdays they found a way to give her a special dinner and perhaps a small toy, they were good to her and loved her truly and completely. But such childish wonder, such purity can never last when corruption is on the rise. It was when she turned fifty, quite a young and vulnerable age for an essence elf, that she was taken by the witches who had a known presence within the city. Being mostly human they had heard greatly exaggerated tales about the essence elve's affinity for magic and sought the only likely candidate for the coven, young Alytrra. For the next two centuries she toiled as an apprentice for the grand witch, being indoctrinated by the corrupted witches, they were deceived. They had no idea that Alitura was gone, taken from the hearts of her worshippers and replaced by the fell one Norkel. Alytrra however, was not deceived, perhaps one day the bards will say it was due to her skill or ingenuity. But they would be wrong, I guided her unseen. Taking the form of a Raven I became part of her spirit and she mine. I bade her flee that same night, but she persisted in staying for another century, becoming a full member of the coven, then without warning she left, finding her own way, drifting from town to town, curing the sick, killing the corrupt and passing her blessing of personal insight unto all who sought her and forcing the curse on all who she deemed unworthy. The common folk praise her as a saint, and the nobles curse her as a demon, but most think she is a phantom.
Appearance:
Spoiler:
Image
Pale alabaster skin, golden blonde hair and eyes of violet. She is quite beautiful but also quite frightening to look upon. She has an unmistakeable grace about her and a regality that can make her blend in with even the most distinguished crowd.
Personality: typical tough on the outside but soft on the inside, she is harsh to men, but for women and children she is kind and would do anything for the downtrodden but hates nobles with a special zeal
Skills:
[*] Archery – 0
[*] Crossbow – 0
[*] Direct Magic – 7
[*] Indirect Magic – 10
[*] Spiritual Magic –10
[*] Spears – 1
[*] Swords – 5
[*] Axes & Hammers – 1
[*] Greatswords & Warhammers – 1
[*] Hand-to-Hand – 1

[*] Shield – 1
[*] Block – 1
[*] Light Armour – 2
[*] Medium Armour – 1
[*] Heavy Armour – 1
[*] Armourer – 1
[*] Survival – 7

Class: Witch (Enchanter)
Armour and Equipment: White robes and a cloak of violet for warmth on those cold nights. Black leather boots, and gloves. A laurel circlet that she enchanted with a spell of true sight. A mortar and pestle for potion making as well as the bare essential ingredients in her bag
Weapons: A silvery wand, shoots bolts of lightning, fire and pure essence. A dirk strapped to her thigh.
Spells: direct: céres vùpýredé, olýtùroteg, olýtùrobín

cûnývÿer, cûnývÿùr, ber, olýtùroërr

erera! erera! ñaya, iya, avaya!

Indirect: All

Spiritual:
alwýniderdrí, der alýtùr âvýtùro: alýtùrivardri, alýtùrodi

alwýniderdrí, der alýtùr âvýtùro: alýtùriroüresa efategín enategín

árór, árór, damrirg wirg hstirgí, damnirg wirg hstirgá

vômôrderonem, lâlónô avýtùr alûm, lâlô alwýnilâlíron, evadârírô avýtùr, dârerô avýtùr ëalwýnicûnderon
Witchery
Hidden:
Name: Danica
Age: 28
Race: Hardeteel
Gender: Female
History: From a young age Danica was interested in becoming a priestess of Lokve. She was always very interested in it and visited the temple often; she left the orphanage she was raised in when she was of age and quickly joined to study under the clergymen there. She learned much of history, scribework, theology, beneficial magic, and her favorite; healing. She works in the temple as both a priestess and healer. Danica lives in Isgaragoth and has her entire life.
Appearance: Danica is a comely, strong-looking woman of average height (for a hardeteel). She has long, silver-blond hair that she generally wears in a conservative bun -- her eyes are a deep blue and her fair face is lightly sprayed with freckles. Her face is broad, her lips are full and her presence is warm and inviting.
Personality: Danica is a warm, compassionate woman -- however, her kindness only goes so far, as she will always uphold rules, traditions and fight for order (a true Lawful Good :P ) above all things. She is a devoutly religious woman and is sworn to Lokve.

Skills:
[*] Archery – 0
[*] Crossbow – 0
[*] Direct Magic – 8
[*] Indirect Magic – 10
[*] Spiritual Magic – 10
[*] Spears – 0
[*] Swords – 4
[*] Axes & Hammers – 1
[*] Greatswords & Warhammers – 0
[*] Hand-to-Hand – 3

[*] Shield – 0
[*] Block – 2
[*] Light Armour – 8
[*] Medium Armour – 0
[*] Heavy Armour – 0
[*] Armourer – 0
[*] Survival – 10

Class: Enchanter
Armour and Equipment: She wears the simple roughspun robes of a priestess of Lokve.
Weapons: A simple steel dagger
Spells:
- alwýniderdrí, der alýtùr âvýtùro: alýtùrivardri, alýtùrodi (my gods, I pray to you: care for me, befriend me)
- alwýniderdrí, der alýtùr âvýtùro: alýtùripôssê cér; alýtùripôssê navarÿín (my gods, I pray to you: give to me life; give to me peace
- alwýniderdrí, der alýtùr âvýtùro: enaëùr alýtùriroüresa erira (my gods, I pray to you: in water, be I allowed to breath)
- alwýniderdrí, der alýtùr âvýtùro: alýtùriroüresa efategín enategín (my gods, I pray to you: be I allowed to fight on in battle)
- alwýniderdrí, der alýtùr âvýtùro: vômôrderonemŷlùrolaler alýtùr, darerón afâla, neïlelasë (my gods, I pray to you: I say to the dead, turn there, never come back)

- malacér, ýlacér, afâlacér, lacér (life here, life there, life far-away, life where)
- alýtùripóssé avwýniodín, alýtùripóssé avwýninavarÿín (bring me friendship, bring me peace)
- nelasefategín, nelasefategín, alýtùripóssé avwýnicér (fight on, no more, fight on, no more, give to me your strength)

-väêdam, roër alýtùr bùról avûm (the waters, do I command to attack you)
- cûnývÿer, cûnývÿùr, ber, olýtùroërr (corruption, tyranny, crime, drown them)
EpicAbrad
Hidden:
Name: Benlyn "Ben" Fendell
Age: 26
Race: Erius
Gender: Male
History: The Fendells were once a well-respected line of soldiers in Donton, but after the Disaster occurred, Ben's ancestor Denis took the family out of the city for their safety. They set up a small isolated farm in the Heartlands, which they have worked for the past few generations and on which Ben grew up. When he turned 18, however, his father decided that Ben should go reclaim his family's reputation, and sent him to Isgaragoth with a sizable amount of money. This Ben used to buy a small house and pay for training. He tried out different kinds of weapons during the first few months of training, but soon found that he was best with bows and crossbows. He was also fairly proficient with a few other weapons and forms of combat, but he always preferred a crossbow. Three years ago, he managed to join the guards of Isgaragoth, and has slowly been working his way up the ranks since then.
Appearance: Ben is rather thin but fit, with a fairly average height (only about 5'11''). He has messy, shoulder-length black hair, and wide, dark green eyes. His face is quick to smile, and he carries himself with confidence.
Personality: Ben is the rare kind of person who knows who he is, and is content with his lot in life. He is generally easygoing, lighthearted, and kind to others. He likes to joke around, and only takes the most solemn of things seriously. He believes in honour, but has few ambitions beyond winning respect as a soldier and having a family, and he has no aspirations of glory or fame.

Skills:
[*] Archery – 10
[*] Crossbow – 10
[*] Direct Magic – 0
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 8
[*] Swords – 6
[*] Axes & Hammers – 1
[*] Greatswords & Warhammers – 1
[*] Hand-to-Hand – 6

[*] Shield – 4 (+1 with palisades)
[*] Block – 1
[*] Light Armour – 8
[*] Medium Armour – 0
[*] Heavy Armour – 0
[*] Armourer – 2
[*] Survival – 3

Class: Crossbowman
Armour and Equipment: Brown leather cuirass, greaves, and boots, a black leather belt, and a small all-purpose storage pouch affixed to the belt.
Weapons: A good-quality crossbow and twenty iron-tipped bolts, and a steel dagger at his belt. He also owns a wooden bow and fifteen iron arrows, but he keeps those in his home.
Spells: N/A
Last edited by POMC S117 on Sun Feb 23, 2014 5:09 pm, edited 10 times in total.
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

As i've said, I'm in. And Navar has been rebooted. Yep, rebooted. The original was a result of me being new to RPing and biting off way more then i could chew. And pretty much didn't know what i was doing. This Navar will not be like the old one. And hopefully, more likable.
Spoiler:
Name:Navariësé or Navar to her friends.("Beautiful" in the language of the Essence Elves)
Age:200
Race:Essence Elf.
Gender:Female
History:Navariese was born in a village in Mira The village was under the rule of a local ork warlord and they always had to pay him for protection. Her father was the village blacksmith and her mother worked in the fields.

She got along with the humans and befriended some. Her father taught her how to use a sword and bow. Purely for hunting and self defense. She helped her mother in the fields and helped her father with the forge. Usually delivering small orders. Such as an iron dagger or a repaired farming tool. Her father had hidden armour in their house under a hidden storage space.

At the age of 190, she discovered an injured owl on the way back from delievering a dagger to one of her father's clients. She couldn't bare to leave him to his fate and elected to care for him. It took her a while but she nursed him back to health and called him the elven word for Friend. Oderúr. The two formed a very strong friendship and they cared for each other. She didn't treat him as a pet but as a friend. From letting him hunt for his own food to speaking to him. She treated him very well. He developed a small tendecy to nibble on her ears out of affection. He never hurt her. And prefered to use her head to stand on. She didn't mind him doing that and it was a common sight for the villagers to see the elf walking around with Oderúr on her head.

It seemed that she, like many others would live in the village untill the Warlord killed her or die of old age. But it was not to be.

2 Months ago, the Warlord demanded payment from the village and the village was unable to meet his price. So he had 1 quarter of it killed. Navar's parents were the unlucky victims. She was devestated and it was the final straw for her.

She took the armour her father had left for her and gathered her blades. And bow. She aimed to kill the Warlord but knew that she couldn't do it by herself.

She spent days wandering the region and spotted a small patrol lead by an Ork Lieutant. They were carrying gold, spices and food. And were 6 in total. Including the liuetant. She killed them all using just her bow but an Ork spy saw her act.

The Warlord ordered the village searched for her after arriving there with his army. She knew that she would have to flee to the north. But she made sure he knew that she was no longer in Mira.

She encountered a patrol of 20 on her journey north and attacked them. She killed 2 before fleeing. And ended up in the city of Isgaragoth.

Appearance:
She has blonde hair and light blue eyes. Her hair is tidy, long and in a pony tail. With two pieces of rope holding the ponytail. Her ears are medium sized. she has thin chin and her face is not very wide. Her nose is small and thin. Her eyebrows are very thin but that is by her nature. She is on the slim side as a result of her living in Mira and her race.
Personality: Navar is a kind woman that cares greatly for nature. She views it as her religon and believes that when a person dies, their soul returns to nature and they spend the rest of time with it. She is implusive and is quick to anger. She has developed a hatred of the orks and has elected to kill every stinking ork she comes accross. She likes to meditate as it comforts her. But she misses her parents and often suffers from a recurring nightmare. Their deaths and the village burning. She gets along well with humans and is a bit curious about her own kind. She wishes she was strong enough to take on the Warlord and that she could free her people. She cares a lot about her people and feels guilty for leaving them. She fears that she has made things worse for the village.
Skills:
[*] Archery –10
[*] Crossbow –0
[*] Direct Magic –0
[*] Indirect Magic –0
[*] Spiritual Magic –0
[*] Spears –0
[*] Swords –10
[*] Axes & Hammers –0
[*] Greatswords & Warhammers –0
[*] Hand-to-Hand –5

[*] Shield –0
[*] Block –6
[*] Light Armour –7
[*] Medium Armour –0
[*] Heavy Armour –8
[*] Armourer –7
[*] Survival –5

Class:Ranger
Armour and Equipment: Iron Curiass with Leather Pauldrons. Brown trousers that are suffering from wear and tear. A white slighty dirty tunic. Black boots and a dark green cloak.
Weapons: Two iron longswords with roëré eälwýnopavaï roëré avwýnoëlas(Pronunced ROH-ER-AY EH-AL-WINE-OH-PAVA-EE ROH-ER-AY AV-WINE-OH-EHLAS) inscribed on them. Half on one sword. Half on another. The translation is To our daughter rule your future. A wooden bow with 5 arrows left.
Spells:None.
Last edited by The SheoDovah on Sun Jan 05, 2014 12:18 am, edited 3 times in total.
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Re: The Legacy of Fjánnin

Post by POMC S117 »

What of the skill points?
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

Added the skills in.
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Re: The Legacy of Fjánnin

Post by Rook »

Dayum, POMC. DMing three roleplays at the same time?

Hmmm... Should I reuse Gailen or make a new character? Hard to decide...
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Re: The Legacy of Fjánnin

Post by POMC S117 »

You still have eight points to distribute, if I've counted correctly.

@Rook, if you reboot Gailen, you'd have to edit the history to reconcile it with the current setting. With a new character, you would have to create everything from scratch. It's up to you.
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

I know but i have no other use for them. Apart from upping the numbers of her skills.
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Re: The Legacy of Fjánnin

Post by POMC S117 »

You don't have to use all of them, but it would be advantageous for you to do so.
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

I'll bump the points up to 10 or 8.
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Re: The Legacy of Fjánnin

Post by Rook »

@POMC As much as I liked Gailen, I'll probably make another. I already have a basic idea.
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Re: The Legacy of Fjánnin

Post by POMC S117 »

@Rook, that's great to hear. :P I look forward to your character.
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

Used the rest of the points up. And i forgot to put Of Mira next to her name. Oh well, only one Navar on the wiki anyway.
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Re: The Legacy of Fjánnin

Post by POMC S117 »

I'm going to experiment with some different combat mechanics.

The initial combat mechanic will be:

For every one skill point in a skill, you will get one dice roll. If you have a skill of four for swords, you get four rolls when using swords. If you were to get two sixes, a five and a two, your attack would do 19 damage. Each type of enemy will have a different set of skills and hitpoints. If the enemy has an armour skill less than the damage you have dealt (I'm undecided whether armour rating will be decided the same way as damage is or will receive a multiplier), then they will take damage (I'm undecided whether the number of hitpoints subtracted should be damage minus the armour rating or if it should just be the damage).
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Re: The Legacy of Fjánnin

Post by Rook »

I can't count the number of times I derped while allocating skill points. :lol:
Hidden:
Name: Regis Cobain
Age: 35
Race: Erius
Gender: Male
History: Born into a family of talented potion makers in Aton, Regis soon learned that that life wasn't for him. Like some of his family, he was talented with magic, and honed his craft. Once his skills had improved greatly, he set off to travel with his brown horse, Argo. Unfortunately, his impatience lead him to be captured by a group of bandits. He escaped using his magical abilities, but not before taking a sword and armor from his captors. With guidance from what teachers he could find, Regis became a effective swordsman, supplementing his magic. Since his run-in with the bandits, his impatience has been tempered but not eradicated. Recently, he has taken up the mercenary life.
Appearance: Regis has messy, medium length red hair, and a light mustache and beard. His eyes are green, and he has a light and ruddy face. His form is muscled but not overly so. Regis stands at 5 feet, 6 inches. A scar runs across his left cheek.
Personality: Impatient, but not to the brink of stupidity. If you win his loyalty, he'll follow you long before you run out of coin. Regis likes animals, but is most attached to his horse, Argo. He hates cold and hot weather, but likes rain and wind.

Skills:
[*] Archery – -1
[*] Crossbow – 10
[*] Direct Magic – 10
[*] Indirect Magic – 10
[*] Spiritual Magic – 5
[*] Spears – 3
[*] Swords – 10
[*] Axes & Hammers – 0
[*] Greatswords & Warhammers – 2
[*] Hand-to-Hand – 10

[*] Shield – 2
[*] Block – 2
[*] Light Armour – 0
[*] Medium Armour – 6
[*] Heavy Armour – 0
[*] Armourer – 2
[*] Survival – 0

Class: Spellsword
Armour and Equipment: Regis wears medium chainmail with leather gauntlets and boots. He also wears a pair of grey pants, which are covered in grass stains. Upon his forehead is a brown headband, and a silver necklace in the shape of a war horn hangs from his neck.
Weapons: Regis carries a steel longsword, and a backup iron dagger. He also totes a crossbow, but tends to favor his magic for ranged encounters.
Spells:
Spoiler:
Direct:
erera! erera! ñaya, iya, avaya!
väêdam, roër alýtùr bùról
e'érda! e'érda! bedéra! bedéra!
cûnývÿer, cûnývÿùr, ber, olýtùroërr


Indirect:
bhýdh, bhýdh múhrí, bhýmú, mhé-rhíes, ghýdi-y mhé-bhýbhi, lhí mhúghivhó!
nelasefategín, nelasefategín, alýtùripóssé avwýnicér
malacér, ýlacér, afâlacér, lacér
alýtùrpóssé cùr; olýtùrpóssé bùr


Spiritual:
alwýniderdrí, der alýtùr âvýtùro: enaëùr alýtùriroüresa erira

As for the new combat system: Yeah, it seems fine.
Last edited by Rook on Sun Jan 05, 2014 6:43 pm, edited 3 times in total.
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Re: The Legacy of Fjánnin

Post by POMC S117 »

@Rook, looks good. Just a few small errors. You don't receive any minuses to heavy armour. It's only that when you wear it, your competence with direct magic and swords suffers. Also, you can have another three direct spells and three indirect spells. Possibly increase the age by five or ten years, but that's not necessary.

Examples of enemies and their skills:
Spoiler:
Goblin Grunt

Attributive Information

Hitpoints: 35
Skills:

[*] Archery – 3
[*] Crossbow – 0
[*] Direct Magic – 0
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 2
[*] Swords – 3
[*] Axes & Hammers – 3
[*] Greatswords & Warhammers – 1
[*] Hand-to-Hand – 1

[*] Shield – 1
[*] Block – 1
[*] Light Armour – 2
[*] Medium Armour – 1
[*] Heavy Armour – 0
[*] Armourer – 0
[*] Survival – 2

Class: Grunt
Armour and Equipment: Low-quality, light armour
Weapons: Low-quality daggers, swords, axes, clubs, spears or bows
Spells: N/A

Goblin Archer

Attributive Information

Hitpoints: 35
Skills:

[*] Archery – 5
[*] Crossbow – 2
[*] Direct Magic – 0
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 0
[*] Swords – 2
[*] Axes & Hammers – 2
[*] Greatswords & Warhammers – 0
[*] Hand-to-Hand – 1

[*] Shield – 0
[*] Block – 1
[*] Light Armour – 2
[*] Medium Armour – 1
[*] Heavy Armour – 0
[*] Armourer – 0
[*] Survival – 3

Class: Archer
Armour and Equipment: Low-quality, light armour
Weapons: Low-quality daggers, swords, bows or crossbows
Spells: N/A

Goblin Skirmisher

Attributive Information

Hitpoints: 37
Skills:

[*] Archery – 3
[*] Crossbow – 3
[*] Direct Magic – 0
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 3
[*] Swords – 2
[*] Axes & Hammers – 2
[*] Greatswords & Warhammers – 0
[*] Hand-to-Hand – 1

[*] Shield – 0
[*] Block – 2
[*] Light Armour – 3
[*] Medium Armour – 0
[*] Heavy Armour – 0
[*] Armourer – 0
[*] Survival – 2

Class: Skirmisher
Armour and Equipment: Low-quality, light armour
Weapons: Medium-quality daggers, swords, spears, bows or crossbows
Spells: N/A

Goblin Guard

Attributive Information

Hitpoints: 37
Skills:

[*] Archery – 2
[*] Crossbow – 0
[*] Direct Magic – 0
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 3
[*] Swords – 4
[*] Axes & Hammers – 4
[*] Greatswords & Warhammers – 1
[*] Hand-to-Hand – 1

[*] Shield – 2
[*] Block – 1
[*] Light Armour – 1
[*] Medium Armour – 2
[*] Heavy Armour – 0
[*] Armourer – 0
[*] Survival – 2

Class: Guard
Armour and Equipment: Low-quality, light armour
Weapons: Medium-quality swords, daggers, axes, maces or greatswords
Spells: N/A

Goblin Warrior

Attributive Information

Hitpoints: 40
Skills:

[*] Archery – 2
[*] Crossbow – 1
[*] Direct Magic – 0
[*] Indirect Magic – 0
[*] Spiritual Magic – 0
[*] Spears – 3
[*] Swords – 5
[*] Axes & Hammers – 5
[*] Greatswords & Warhammers – 3
[*] Hand-to-Hand – 3

[*] Shield – 3
[*] Block – 2
[*] Light Armour – 0
[*] Medium Armour – 3
[*] Heavy Armour – 0
[*] Armourer – 2
[*] Survival – 3

Class: Warrior
Armour and Equipment: Medium-quality, light armour
Weapons: Medium-quality daggers, swords, spears, greatswords, warhammers, axes or maces
Spells: N/A

Goblin Shaman

Attributive Information

Hitpoints: 40
Skills:

[*] Archery – 1
[*] Crossbow – 0
[*] Direct Magic – 5
[*] Indirect Magic – 5
[*] Spiritual Magic – 5
[*] Spears – 1
[*] Swords – 2
[*] Axes & Hammers – 1
[*] Greatswords & Warhammers – 0
[*] Hand-to-Hand – 1

[*] Shield – 0
[*] Block – 1
[*] Light Armour – 3
[*] Medium Armour – 0
[*] Heavy Armour – 0
[*] Armourer – 0
[*] Survival – 2

Class: Shaman
Armour and Equipment: Robes
Weapons: Low-quality staff
Spells: Norkù, Norkù, lûhâlkadth tûrak, lûhâlkadth tûrak! Âlkadthbûhâvkadth kashgâ! (Norkel, Norkel, I am weak, I am weak! Give me reason!)
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Re: The Legacy of Fjánnin

Post by Rook »

Done. I increased the age by 6.
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Re: The Legacy of Fjánnin

Post by POMC S117 »

Looks good, accepted.
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

After there are enough people, when will it start? Just looking forward to it. :)
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Re: The Legacy of Fjánnin

Post by POMC S117 »

When there are enough people, it will start.
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Re: The Legacy of Fjánnin

Post by All hail! »

can i join
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

You can. The character sheet is in the OP as well as the races. It's worth reading This for more information about the world. :)
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Re: The Legacy of Fjánnin

Post by All hail! »

this seems 2 complikecated...

someone help me understand
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Re: The Legacy of Fjánnin

Post by The SheoDovah »

Have you been in a roleplay before?
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