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Pocket Guide to the Empire of Eroris - Third Edition

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Pocket Guide to the Empire of Eroris - Third Edition

Postby Eroris Historical Society » Thu Jun 16, 2016 6:18 am

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Pocket Guide to the Empire of Eroris - Third Edition
- Imperial Scholar Theodas Ilitoris



Eroris. Jewel of the World. This land is home to many cultures and many conflicts. It is called the Arena, in the Orcish tongue, but also called Beauty in the Eldyaar tongue. This land has had history, both good and bad, but I, and many others, still call it... home...

- Archmage Oeric Kalyfir

Foreword



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This tome is written in the year 4E 829, during the reign of the Emperor Azelian the Great of the Ashen Empire. It has been eight hundred years since the conqueror, Alaro Ashen saved the lands of Eroris from the fires of the Third Interregnum and established the Ashen Empire. With the ascension of the new Emperor in 4E 821, the third edition of the Pocket Guide was commissioned by Emperor Azelian. My mentor, Galius Julius, worked diligently to pen this new work before, unfortunately passing away before he could complete it. With his death, both his work and his position in Imperial Archive fell to me to hold, and with that transition, I worked hard to complete his work. It is my hope, as was the hope of my mentor, that with this knowledge stored here, that Eroris can truly be enlightened again.


[Hello, you may know me as Everhall, creator the Legends of Eroris RP series, a major worldbuilding project. To contain all of the info created for the RP it has been put here, in the view of the inhabitants of Eroris. Consider it as a fourth extra thread for a single RP. You don't have to read it all to RP, just the basics. (Races, Provinces), then you should be good to go. Please refrain from posting on this thread. This is not a chat thread. Thank you.]
Last edited by Eroris Historical Society on Mon Jul 02, 2018 9:44 am, edited 44 times in total.

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The Provinces of Eroris

The Empire of Eroris is divided into the six provinces all of which contain their own, cultures, customs, and peoples. With the continent united under the Empire, the leaders of each province swear allegiance to the Emperor in Isnhrion, who in effect serves as both Emperor and King of Eldrion.

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Eldrion - Center of Civilization

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Eldrion: home of the Mayaar and center of Civilization. Called The Vale by outsiders, Eldrion is the oldest province in Eroris dating back to the beginning of the Age of Legends. Its lands were settled by the Eldyaar, the original elves, who spread across the continent becoming the Mayaar (High Elves), Vvalyaar (Valyar/Dark Elves), and Orisyaar (Orcs) over time. Eldrion is a mountainous land dominated by the Mountains of the Moon, full of towering peaks, valleys, forests, and crevices. This rough terrain has made Eldrion quite difficult to invade by outside threats and is the reason why the Mayaar homeland remained safe through most bouts of war and interregnum. The terrain of the province has another effect: the concentration of the Mayaar people into the few large cities of Isnhrion, Yherion, Crystilight, Aarendeel, Elvenas, Elkurion, Al'enaas, & Ashnlion, all holding their own identity and influence. They are all (save for Elkurion) ruled by Lords who swear fealty to the King of Eldrion who, up until the death of King Ayduin, was from the Craceran Dynasty. Elkurion, however, has diverged from the rest of the cities, serving as the headquarters of the School of Kuruth.

The earliest recorded moment in Eldrion's history occurred circa 4230 AoL, when the Covenant occurred between the El'ra. Mayaar songs state that his meeting took place on the hill where the Ember Tower now lies. The second recorded moment in Eldrion's history took place circa 2500 of the Age of Legends when the Eldyaar, predecessors of all elves, landed in Eldrion to begin Erori history. These Eldyaar, led by Cracar the Shipwright and known as Wise or Elder Elves, where the founders of civilization on a continent that contained only Beastfolk. They founded the cities of the Eldrion, and some of those in the Reach such as: Atlas, Summerset, and Lenora. As the years wore on, the Eldyaar people began to split into different races of elves, becoming the Valyar, the Orisyaar, and the Mayaar. The Mayaar continued to live in Eldrion, maintaining one of the most powerful civilizations on the continent. Their colonies in the Reach were bountiful, and the threats from the North were minuscule. The homes and families of Eldrion were safe, at least until the rise of the Normen Dynasty in the Reach. Centuries of elven rule in the land had reached its breaking point. Many Mayaar interbreed with the Nordic population creating the people of the Reach. Lead by an ambitious Reachmen slave, Argilac the Red, the Reach was liberated from Eldrion. During the Third Interregnum, the elven King of Yherion, Edenyur Crarcean, led an campaign to unite the province under his rule. With his death in 2247, his top general, Aracio the Phoenix, became King of Yherion. This is the man that we now know as Alaro Ashen. With the conquest of his Empire complete, the province of Eldrion took its place as the capital of the world.





Norravägg - Harbinger of the North

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Norravägg, home of the Nords & Lupans. It is the second oldest province of Eroris, founded when Aganof Dragonslayer sailed on the Northern Sea to the land. Home to both man and beast, Norravägg has had its share of wars with the Nords usually carrying the day. The main feature that has defined this Kingdom is its southern border fortification: Orrin's Wall, built and named by the first King of Norravägg, Orrin Stormcrown. Little can be grown in the rocky soil of the province due to its frigid climate. The south of Norravägg, however, dominated by the coniferous Kingswood forest, contains acres of arable land mostly around the Nordic city of Wolfhelm. Two rivers run through Norravägg, the Nør & the Grey Rivers. They have proven integral to Nordic society providing a source of trade into inland portions of the province. The religious nature of the Nordic Kingdom remains split between the Eight, and the Old Gods. While most in the northeast adhere to the Eight, Nords closer to the wall prefer their forefather's gods. Norravägg is divided into seven holds, Åleried, Stormgard, Nør, Snowhawk, Orrinmarch, Greymarch, & Highmarch Hold. They are all governed by Jarls, whom, upon the death of the High King, meet in a moot to elevate one of their own to the position.

Nordic history begins circa 1121 of the Age of Legends, when Aganof Dragonslayer and the Arginans arrived on Eroris. They encountered the Lupans, the wolf-life natives of Norravägg, who accepted the Arginans into their land with suspicion. This hesitation proved needed when Aganof and his people began a war with the Lupans, called the First Rite, in order to claim that land for themselves. The Ancient Nords were able to push the Lupans back from the mainland, forcing them to flee towards the island of Vvragonfall. Dane, the last king of the Lupans, confronted Aganof Dragonslayer in the Battle of Isengar, and was able to overwhelm the Nordic warrior. With the death of their leader, the Nords suffered their first defeat, allowing the Lupans to broker peace, but at a great cost: their homeland. They walked away with their lives, but faced discrimination in the Nordic Kingdoms; their descendants still carry on their traditions to this day. The Nord invaders went on to establish their nation, Norravägg, meaning North's Beauty in Old Arginan. They built the cities of Åleried, Årgin, Tarnak, Wolfhelm, Frosthold, & Stormgard in the icy land they now called home. It was from the last city, Stormgard, that the first High King of Norravägg rose: Orrin Stormcrown. He united the Nordic Kingdoms, and, for a time, the Lupans into the Nordic Empire, which at it's height in AoL 115 had even beat back the Empire that the Mayaar had established. Orrin built Orrin's Wall as a barrier against the encroaching Elven races, and he beat back the Dwarves in one of their chief strongholds, establishing Highmarch in its place. With the end of his male line in AoL 42 , the Nordic Empire collapsed, paving the way for the rise of a new Empire, the Normen Empire of the Reach.

With the founding of the empire, Norravägg too fell under the Legions of the Ashen Empire. Its High King now serves faithfully under the Emperor in Isnhrion as any vassal should.





Orsinium - Wasteland of the West

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Orsinium: the Wasteland of the West. What one must first realize about this province is that it is not a homogeneous society. While yes, there is great truth to the picture of savage Orcish raiders pillaging the countryside, there are also Orcs who use their brute strength in diplomacy not war - the were once elves after all. No where is this more true than in the three main divisions of Orisinium; Far Orsinium, Middle Orsinium, and Nearer or Near Orsinium. Far Orisinium consists of the great wastes that cover the area between the strongholds of Ikh Godar on the Dead Coast, and Zran Agez on the River Orisis. Though it may not look as threatening as the scorching Israand Desert of Pandora, it is easily its rival being one of the most ghastly and dangerous places on the continent. This, along with the toxic waters and vicious beasts of the area, has made the Orcs of Far Orsinium tough and resilient though few in number. Middle Orsinium, or 'The Middle Realms' as some call them, is the central most portion of Orsinium located at the headwaters of the River Orisis and the treacherous Steel Pass. Middle Orsinium enjoys more political stability than the majority of Orsinium receives mostly due to their location around Lake Dummuz and the many lakes of the Steel Pass. However, this semblance of unity should not be taken to mean that peace is a way of life in Middle Orsinium. Apart from incursions from tribal Orcs from Far Orsinium, the Middle Realms all have to contend with the ambitions of each other, mainly over control of the Great Bridges that span the Orisis River. The capital of Orsinium, Accokh, is the greatest of strongholds of Middle Orsinium and is usually the location successful Orc Kings make their seat. Near Orsinium is the least warlike of Orcish regions. Situated in the south of the Divide, Orcs of Near Orsinium has mainly made their living trading instead of invading the civilized nations of Eroris. The greatest of these trading Kingdoms is the city of Red Rock which has historically been isolated from the greater Orcish culture.

The history of Orsinium begins in the people only known as the Ren, an ancient civilization that lived in the once fertile plains of the land. They were excellent architects and mages who built structures that today dot the landscape of Orsinium; the greatest being that of the Great Bridges and the city of Myar-Aranath under present day Accokh. When the Eldyaar landed in Eroris around 2500 of the Age of Legends, they came as a unified people. However, with time and disagreement, the elves splintered into separate groups that went out to take the lands of Eroris from the Beastfolk & the Dwarves. It is still unknown what the Ren exactly looked like, but it is known that they, even being non-elf, were revered by the Eldyaar that landed on the shores of the Orisis as Gods. Whatever else transpired between the Ren and the Eldyaar was lost to the event that happened next: the Rift. What little is known of the event is recorded in the Journey the incomplete journal of Olymar Valuyar, a famous Eldyaar explorer. It was found during one of the many Reacheon incursions into Orsinium in the ruins of Myar-Aranath near some kind of mysterious 'machine'. The last words written in the journal speak of a young Eldyaar crew member who was apparently carrying out a 'heinous act that would by its very nature, doom the lands of Eroris forever.' This is assumably the last words written by Valuyar before the Rift occurred, resulting in the disappearance of the Ren, and presumably the creation of the Orcs.

While the Orcish state may have submitted to the rule of the Ashen Empire, many orcs still cling to the old ways of prize and plunder of the lands of Eroris. Even the submitted rulers of the many tribes of Orsinium mutter in their courts of their desire for freedom from the taxes and regulation of the Ashen state. It is only a matter of time before this desire turns into action.





Pandora - Land of Always Summer

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Pandora, Land of Always Summer. Pandora is a land of lush and desert beauty, an incomprehensible idea to some people. Called Aduara by the race who call it home, the Aduarans, the land of Pandora is a one that has been the battlefield of warring races. Originally inhabited by the Raj, a feline race whose cousins now inhabit the southern continent of Akou, it was taken by the expanding Eldyaar forces. It was then taken early in the First Era by the Aduarans who made it their home. The province is home to an age long rivalry between the Houses of Sentinel & Saega whose argument stems from the disagreement between the brother and sister who took over Pandora for the Aduarans, Alik'r and Dahlrva. Instead of making themselves Kings or Queens of Pandora, they claimed the title of Prince which rulers of Pandora still use today. Pandora is divided between seven equal city-states that all have there own Princes and laws. They all swear allegiance to the ruling Prince of Pandora who is usually of the Sentinel or Saega families. The land that surrounds the coastline and river of Pandora are collectively called the Ilstria, while the interior desert parts of the province make up the Israand Desert.

The History of Pandora begins with the people known as the Raj, who inhabited Eroris along with the other Beastfolk and the Dwarves before the landing the Eldyaar. Once the elves landed circa 2500 LoA, they spread out across the continent to populate their new world this included Pandora. The Eldyaar landings in what would become Orisis spelled doom for the Raj, at least in Eroris. They were all slaughtered, save for a few who managed to escape across the Kurdaruth Ocean to Akou and their southern cousins. After their victory over the Raj, the elves went on to colonize the lands of Pandora to better serve their homeland in Eldrion they founded the cities of Orisis & Kingsrest and laid out the foundation of the cities of Sentinel, Dune, Wryest, and Saega. The efforts of the Eldyaar, however, were cut short with the landings of the Adurans. Hailing from a southern continent, suspected to be Akou, the Adurans landed in Pandora and quickly decided to make it their new home, driving out the elven occupation of the land. The two leaders of the Adurans, the brother and sister Alik'r & Dahlrva, took on the titles of Prince, and Princess, ruling over an area that, at a time, controlled the entirety of Solitude Bay, a contentious water feature with a history for the war between the cities on its shores. All things were not well with the rule of the siblings, however, the argued constantly and in 1E 221, it broke into open war. In the end, Dahlrva won the day, and her descendants formed the House of Sentinel the exists to this day. Alik'r descendants, on the contrary, went on to found the House of Saega. Conflict between these dynasties have engulfed Pandora in war numerous times with only and calls of total victory able to put an end to the fighting.

With the unification of the continent, Pandora was put under the Elven Yolk. With the Prince of Pandora appointed by the Emperor in Isnhrion, faith in the ruler in Sentinel has collapsed. The situation in Pandora is ripe for internal civil war, all it would take is the spark to start it.





The Reach - Garden of Eroris

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The Reach, is a province in central Eroris known commonly as the "Breadbasket of Eroris" for it's large fields of food that feed the six provinces. Being a mostly open plain, the Reach has been prone to conflict in past eras between the Mayaar, Nords, Orcs, and the Reachmen that call it home. It was originally inhabited by the beastfolk, who were the original denizens of Eroris. When the elves landed in Eroris and began their colonization of the continent, the Reach was the first place to be settled. The Eldyaar built the cities of Summerset, Atlas, Lenora, and Herrath to be the homes of their colonists. They intermingled with the Nordic population that had also migrated into the Reach and, over time, created the race known as the Reachmen who inhabit the Reach to this day. The Eight Divines is the main worship in the Reach, and it forms the core of the region's hierarchy. The Templum, the religious center of the faith, is found in Lenora. Many rivers run through the land that has fed Eroris for generations, the Grove being the greatest of them all. The Grove river divides the Reach between its two cultures, the Normans, north of the river, and the Groves, south of the river. In history it has usually been the Normans who have been the more militaristic of the division. The province has a western coast on the Solitude Bay, an important trading hub of Eroris. It also has a southern shore of the Sea of Lunara, giving access to trades from Norravägg & Eldrion. The Reach is divided into nine Counties, ruled by counts, and three city-states, ruled by Exalts. The counties are ruled from their respective cites: Ceureon (Ceureon), Summerset (Summerset), Lenora (Lenora), Calfon (Stonereach), Atlas (Blacktyde), Herrath (Hearth), Harmon (Lunara), and Solitude (Solitude). At times in the Reach's history, there has been a High King to rule over the unruly counts of the Kingdom. In practice this King has always been of Lenora, the greatest of the Reachmen cities.

The History of the Reach begins in the history of the elves when they landed in Eldrion in AOL 2500. With their rapid colonization of the lands of Eroris, they quickly came across the fertile lands of the Reach. They invested heavily in their colonies in the area and established their dominance in the area. The elves that settled the Reach eventually became known as the Naryid. Later, when the Nords landed in Eroris in AOL 1121, many of the Nords migrated south to live in a place characterized as a land of honey, mead, & wealth. There, they intermingled with the Naryid population, and, over time, created the Reachmen. This new race was subject to Naryid ridicule and oppression, and they were considered second-class citizens. This lead to the uprising of Argilac the Red in AoL 1 who liberated the Reachmen from elven rule and began the First Era and First Empire of the Reach. When the Empire collapsed in 1E 369, the Naryid reconquered the Reach, this time placing the burgeoning race into slavery. This inadvertently lead to the rise of the Eight Divines when Nymeria, an Aduran born in the Reach, was blessed by Kuruth with the Crown of Kings, which allowed her to lead the Reachmen into victory against the Naryid staring the 2nd Era. This was the last time that the elves would extend their rule over the Reach. Nymeria began to establish the faith during her reign, and her customs influenced the Reachmen with Aduran traditions. With the collapse of her empire and the rise of the Attican Empire, the Reach continued its existence feeding the lands of Eroris.

Under the rule of the Ashens, the Reach has experienced great prosperity and wealth. The Kingdom has been able to retain its High King residing in Lenora, and its people welcome the legions of the Empire into their lands. All in the province know, however, that should war ever come to the shores of the Reach, Eroris would starve.





Mirfuhn - The First Civilization

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Mirfuhn, the First Civilization. Long before Alaro Ashen conquered all that there was, there was Mirfuhn. Long before Veran Atticus II was assassinated and the Third Interregnum engulfed the continent, there was Mirfuhn. Long before even the Eldyaar of old landed in Eldrion, there was Mirfuhn. Many more ignorant people of Eroris assume that Mirfuhn is only a tale mothers tell their wide-eyed children to delight them, Mirfuhn, however, is a real place. Home of the dwarves, one of the original inhabitants of Eroris, Mirfuhn is the oldest continual province of Eroris. Unlike most, however, Mirfuhn is underground. Consisting of several city-state like kingdoms under the earth only rarely united under a High King. The tunnels that connect the cities together are long and complex, leading to long overran and conquered cities. Many an unsuspecting citizen have had the misfortune of breaching one of these ancient tunnels letting forth the dangers within. The tunnels linking the remaining Khundar cities are dangerous enough, those that lie abandoned or forgotten are home to monsters such as Nah'ni or Dea'ra. The cities at the ends of these tunnels have been built into the very stone, ruled by powerful potentates known as Grismgruths (Clan Kings). It is these leaders that have led the dwarven race through the centuries.

No living person knows the origin of the Dwarven Kingdom. What is know has, over the years, been twisted through speculation and record destruction. In most sources available to scholars today, the Dwarves used to inhabit a state along what is now the Orisis River in Orinisum. The old Kuronic texts claim that in those early days Khun, King of the Gods, ruled over the Dwarves from the great citadel of Akronruth whose ruins now stand in the Orcish city of Accokh. The texts then speak of a great war that sprouted between the Dwarves of old Orsinium and a mysterious race believed to be the Ren a thousand years before the landing of the elves in Eroris. It was this conflict, many of my colleagues suggest, that drove the dwarves underground in the centuries leading up to the elven landing. It was during the Golden age following the end of the war with the Ren that the cities of Mil Doral, Vagdorul, Hagrid, Vindoral, Mol Darihn, and many others were founded. The Dwarves spread their influence throughout the continent, claiming cities in the Reach, Norravägg and Orsinium. My predecessor, Galus Julius, put it best that by the year 2500 AOL, "the Divide and Karst Mountains had become the domain of Dwarven race: Mirfuhn." The golden age, however, did not last. With the landing of the elves, and their subsequent colonies founded in the Reach, the Dwarves were driven from their underground strongholds. With the landing of the Nords in the North, this situation deteriorated more. The Northern hold of Highmarch, was founded from the remains of a taken Dwarven stronghold. This period of successive territorial loss and the attack of the Elves and Nords is known today as the Kürsengrøss, the Great Dying. For a time, it was believed that the combined Nordic and Eldyaar attack would wipe out the Dwarven race, until a hero rose to fight back the threats to the Khundar: King Hrothgar Ironside. The twelfth of his name of Clan Kørmnwuld, Hrothgar was born to the Ragnarr IX Loðbrók, the accomplished King of Hagrid. Continuing the work of his father, who successfully defended his Kingdom from repeated attacks by the Naryid (Grassland Elves) of the Reach, Hrothgar, with strength of wit and arm, united the remaining Dwarven clans and Kingdoms as the first High King in nearly a thousand years. He was the one that decisively defeated the Nordic army of Harald Ulfricsson, grandson of Orrin Stormcrown, in the Battle of the Pass in the year 312 of the Age of Legends. With the threat to Mirfuhn dealt with, Hrothgar set about the task of rebuilding his realm and securing the kingdom of the dwarves. If not for Hrothgar's victory against the Nords near the end of the Age of Legends, the dwarves, much like the Lupans; would have become thralls to fuel the ever-growing Nordic Empire.

The Dwarves bit stand united under the banner of the Empire of Eroris, forged in an agreement that would see Mirfuhn maintain many of its old powers and autonomy. How will the Dwarven Kingdom change in the future as we advance further into the Fourth Era? Only time will tell.





Valyaria - Forge of the Gods

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Valyaria, forge of the gods. Valyaria is an archipelago of islands, the largest ones being the islands of Vval and Alistra. It is home to the largest volcano in the world, Mount Oynx, which can be seen as far away as the mainland and its eruptions felt all over Eroris. The tradition capital of Valyaria, Oynx, is rested on the slopes of the volcano. The inhabitants of Valyaria, the Valyar (Dark Elves) live in the main cities that dot the land of the two main isles. These cities, ruled by Exalts, all swear allegiance to a King of Valyaria in Oynx. The climate of Valyaria is influenced heavily by the volcanic features that dot its landscape. It is an ash-filled land, full of strange animals and plants that somehow are about to suffer these unfavorable conditions. Unlike the rest of the eastern parts of Eroris, Valyaria does not worship the Old Gods or Eight Divines, they worship the Aduran, a religion centered in Valyaria that follows the phoenix god, Aduranos. Recently, however, there have been reports of Dread worship on the isles of Valyaria, rumors that the Prophet, leader of the Aduran, refuses.

The History of Valyaria, once again, begins with the history of the Eldyaar, who landed on Eroris in 2500 AoL. However, unlike most of the migrations to the lands I speak of the Eldyaar were not interested in the lands of Valyaria. They viewed it as a molten wasteland not needing their attention. Valyaria was settled despite this because of one person, Namiro Kilgorin. This Eldyaar was born in Eldrion in the city of Aarendell circa 2071 AoL. In 1950 AoL, he received visions of the phoenix god Aduranos, recruiting him as his prophet to spread his worship. Namiro went on to become the First Prophet, the original leader of Valyaria, and began preaching his beliefs to the people of Aarendell. He amassed many followers, so much so that the Lord of Aarendell, an elf known only as Galan, expelled Namiro and his followers from his city. Instead of marching on to the next Eldyaar city, Namiro lead his people to the sea where they acquired ships to take passage to the land he had seen in his vision: Valyaria. Landing on the island that now holds the small town of Ashfall, it is believed that the Phoenix himself, Aduranos came down to greet Namiro and his people. They went through challenges in their first year on that isle, changing slowly with time to become Onyaar, predating the Valyar. It is said that after ten years on the isle, the prophet was invited to the peak of Mount Oynx where he met the phoenix again. When the prophet walked back down from the mountain, it is said that the entire race of the Onyaar had changed, this time, to the Valyar we see today. Namiro's descendants counted to rule over Valyaria as prophets over the next a thousand years, up till 821 AoL. Being elves, this meant that only four of them, Namiro included, ruled as prophets. In 821 AoL, war broke out between the Valyaar and the Mayaar of Eldrion. In the battles the ensued, the fourth prophet, Verandah Norcan, was killed by a Mayaar solider. Though in the end the war ended in a stalemate, the Valyar had still been dealt a massive blow. A new prophet took their place, not as strong as the Four Founders, and rebellions ensued known as the Great House War. Ever since Namiro had first landed, the Valyar divided themselves into factions, Houses. Though not holding family relations, they held relations in political and social issues. These houses include: House Elyxis, House Oynx, House Roedox, & House Gris. These rebellions greatly weakened the Valyar state, and easily allowed for the Reachmen warlord, Argilac the Red, to invade parts of Valyaria in, 0 1E, and take the city of Gris, named Old Gris by 2117 3E. This shattering defeat triggered still humiliates the Valyar today, who even now in the Fourth Era view their Reachmen brothers with suspicion and hate.

With the unification of Eroris, Valyaria continues its survival as the High Kingdom of the Valyar. Though issues on the surface seem peaceful, the Emperors of Eroris and the Kings of Valyaria shall always fight over one thing, the supremacy of Aduranos over the other divines. This conflict has long since divided the High and Dark Elves, with unification only increasing the divide. Though things remain unchanged at the moment I write this entry, any Emperor who seeks to push the issue shall face the wrath of thousands of Valyar swords.


If you would like to learn more, check out this google document on Valyaria! It's a little lengthy and made by a good college of mine, Zanera.
Last edited by Eroris Historical Society on Mon Jul 02, 2018 9:53 am, edited 124 times in total.

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Postby Eroris Historical Society » Thu Jun 16, 2016 6:20 am

The Races of Eroris

Eroris is a diverse land, populated by the eight races you see before you. These groups are the people that have defined Eroris from the beginning of time.



The High Elves - Masters of Etherius

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The High Elves, masters of Etherius. Otherwise known as the Mayaar, meaning Cultured One, in their formal tongue of Eldyaari, the High Elves are the moms magically inclined race of Eroris. Descendants of the legendary Eldyaar, Mayaar legend holds that they were children of the Eldea'ra, the Forerunners and that through this ancestry their unique connection to Kuruth & Etherius flowed. This connection allows Mayaar to call on the Strength of Kur'ra (Kuruth) an ability that allows them to call on the magic of their surroundings for a few seconds. They make for excellent battlemages and sorcerers with this ability. Mayaar are the tallest race on Eroris towering over even Nords and Orcs. They usually have brown to platinum blonde hair unique to their race. Being elves, the average lifespan of a Mayaar amounts to 300-400 years, some even being about to reach ages of the thousands of years.

In the province the Mayaar call home, Eldrion, they hold their society to perfection. The people of Eldrion practice more in the fine arts and culture. Unlike more barbaric, as they see, cultures, the Mayaar hold the mind over the brawn. This, however, does not prevent the development of a small, but strong warrior class in the Mayaar hierarchy revolving around the use of Silversteel Armor, a process kept by the highest in their ranks. Chivalry is essential in the life of these Elven Knights, for they represent the face of the most powerful people in the world of course.

The Mayaar are the agile and quick masters of all things arcane. Since the beginning of time, the Mayaar have dominated the field of magic a feat that no other race can claim. To all those who face a fully realized Mayaar mage, beware.





The Dark Elves - Lords of Fire

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The Dark Elves, Lords of Fire. Better known as the Valyar, a shortened version of their true name Vvalyaar, meaning Dark Elves they are, like their brothers the Mayaar, a magically inclined race. Like all yaar on Eroris, they trace their lineage back to the original Eldyaar that landed in Eroris in 2500 AoL. With the blessings of the Phoenix God, Aduranos, they became the race they are today, dark-skinned and strong. Though they have a heavy focus on magic, mostly destruction magic, it is quite easy to find a Valyar assassin or warrior who combines the uses of both magic and blade to their advantage. Each Valyar has a special ability to call on the wrath of the Phoenix, cloaking themselves in an armor of fire and boosting their martial ability. This, along with their natural resistance to the effects of fire, makes them excellent spellswords as well as battlemages. Along with all their elven brethren their average lifespan is about 300-400 years, a few being about to even make it to ages of a thousand years.

The province that they call home, Valyaria, is a volcanic land full of lava filled rivers. This homeland has granted Valyar a physique stronger than that of heir Mayaar cousins. It, however, does not have the rigid social hierarchy of Eldrion. It is quite easy for an average Valyar to rise to power; it taking hard work and determination. Most Valyar choose to be part of one of the four houses of Valyaria, which, though unrelated in blood, work to outdo their rivals and enforce their vision of the lands. The Valyars hold outsiders with great suspicion in their land, most likely due to the pain and destruction suffered during the start of the First Era.

The Valyar are a race that have made a hostile land their home. They are cunning and strong and are well versed in the arts of magic. Though they are elves, they hold the sword just as well as a Nord or Aduran might. The Valyars are not a race to be trifled with.





The Reachmen - Builders of Empires

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The Reachmen, Builders of Empires. They are a race of men who are the most populous in terms of number and were born out of the interbreeding of two races of Eroris, the Nords, and the Eldyaar. Over time, this interbreeding resulted in the birth of a new race, the Reachmen. While not having the same strength as their Nord brethren, they hold more than the elves who descend from the Eldyaar like themselves. They were originally considered second-class citizens in the homeland of the Reach but then received their land under the leadership of the great Argliac the Red, who the Reachmen credit with their freedom. In the centuries since the end of the First Nordic Empire, lead by Orrin Stormcrown & his descendants, the Reachmen have formed the backbone of all Empires of Eroris, including the Attican Empire. Remus Atticus himself was a Reachmen who hailed from the city of Ceureon. There is a cultural split between the Reachmen that goes back to the beginning of their existence: the Normans and the Groves. The Normans were the more militaristic of the Reachmen cultures. Being further north than the Groves, they were more influenced by Nordic culture and blood, resulting in a military tradition that runs back centuries. The Groves, south of the Grove River, were always the more peaceful and arcane people. They were more influenced by the elves to the east and relied more on trade than conquest due to their shores on the Lunara Sea & the Solitude Bay. Generally, the Reachmen have a strong ability in magic due to their elven blood. They make powerful conduits into the plane of Dread, summoning Dread Beasts and causing terror to their enemies.

Great magical prowess is not the only trait that Reachmen possess, they also possess the ability to conjure or summon an ancestral spirit of sorts. Typically the spirits summoned have a deep connection to the summoner, or their ancestors, be it a Beast or other being that was once entwined with the summoners ancestors or their family. While those with the Sight are the only ones that can make full use of the spirits and their abilities, most Reachmen can access this ability, it just comes easier and at less cost to those with the Sight. The Spirits are quite interesting, being quite intelligent, sometimes even more so compared to when they were alive, if they were. The Spirits usually fight alongside those that summoned them, fighting much as they did when alive. A skilled summoner can not just make great use of their spirit, but even take it into themselves, and for a time gain the abilities of the spirit, but both a high compatibility and familiarity is needed with the spirit. The summoning ability can only be used a limited amount of times a day, and for a limited time in total, which can be increased through practice and skill.

In the province they call home, the Reach, the Reachmen are split within the counties they call home. They swear allegiance to the count of that land, and work to build their counties to higher heights. There is a strong sense in chivalry and nobility, inherited from the elves, that permeates through the Reach. Many Reachmen crave the luxuries of the wonders of lordship, but many just remain farmers and planters for much of their life. Their homeland is a venerable land of unfavorable terrain to the defense in times of an outside invasion. This conundrum has endowed the Reachmen with a strong sense for strategy that has mostly kept their lands theirs in times of war.

The Reachmen are a hardy race born from the union of two of the greatest races before them. They have the power, they have the strength, and they have the intelligence to succeed. The Reach has been known as the birthplace of Empires. Maybe once again this race of mages, warriors, and builders can lead the rise of a new Eroris.





The Orcs - Chiefs of the Wastes

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The Orcs, Chiefs of the Wastes. The orcs are a race of warriors living in the unending wastes of Orsinium. Oddly enough, though they couldn't be any more different from the average elf, they are actually yaar. Called Orisyaar by those versed in academic study, the Orisyaar are the descendants of Eldyaar explorers that came to the land of Orsinium before the waste spread from the Divide to the ends of the lands known to us. In an event only known as the Rift, the exploration was turned into the race of the Orcs, who shunned from the homeland, established their home in the lands of Orsinium. Physically speaking, the Orcs are extremely muscular and tall. This is in contrast to other elves who hold a more lean physique. This physical strength makes the Orcs masters in heavy armor, wearing a special armor made from a material known as Renstone. The Orcs also gained the ability to go into a state known as Berserk, an ability that allows the orcs, in times of dire straits, to go on a flurry of strength and destruction, though it leaves the user weakened considerably.

In the Orcish homeland of Orsinium, it's an every man for himself society in most senses. The land is divided into chiefdoms that all compete with each other for dominance. The Orcs hold glory and bloodshed over all other things. Orcish raids are feared throughout the continent, the largest being the Bleeding of Lenora when an Orcish force of ten-thousand razed the city in the center of the Reach. It is for this reason that many of the wooden buildings in the city today were replaced with solid stone.

The Orcs are the feared race of Eroris, prone to violence and war. This reputation has not given them much sympathy. They are powerful and can pulverize their opponents. Now with the land of Eroris united under the Ashen Empire, maybe they can put their destructive tendencies aside for the betterment of the whole continent.





The Nords - Warriors of the North

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The Nords, Warriors of the North. Descendants of the Arginans, lead by Aganof Dragonslayer to Eroris in 1121 AL. The Nords were the first race of men to land on the continent of Eroris and have shaped the history of the land since that time. Nords are a warrior race much like the Orcs who practice mainly in martial combat. They are tall and are usually fair of hair, and are the most martially inclined race of Eroris. Their blood goes back to the Forgotten Continent, a land that was home of the Arginans, their ancestors. It was a cold land, much like Norravägg, and it is from this that Nords have their resistance to the cold. Nords usually have more body mass than their Reachmen cousins, who they see as brothers. The Nords have a special ability to go into a berserk state, much like the Orcs, which makes them unstable forces on the battlefield if someone is foolish enough to face them. The Nords have mastered the art of the bow, axe, & sword, along with the armor to protect themselves from said weapons. The Nords are the human hulks of Eroris.

In the land that they call home, Norravägg, the cold and biting wind could make even the proudest elf run for the south. Though the land they live in seems inhospitable, the Nords, much like the Valyar, have found a way to live and feed themselves in the cold breath of the north. Nord society is bound together by a common sense of honor and brotherhood, which has bound the people of the land, even in times of political strife, into a common people. Magic use by Nords is almost non-existent, most Nords looking at the use of the arcane with suspicion. While it is still possible to find the Nord mage, they are often ridiculed as milk-drinker fools.

The Nords are an old race bound to an old land. With the rise of the Ashen Empire and the unification of Eroris, they look at their home in the hopes of uniting it again, and beyond in the hopes that the likes of Orrin Stormcrown can bring those lands back to the hands of the Nords, the Warriors of the North.





The Dwarves - Kings of the Deep

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The Dwarves, Kings of the Deep. Referred to in their native tongue as Khundar, they were, along with the beastfolk, the original inhabitants of Eroris. Legend tells us that the Dwarven people were molded from the earth by the stone god, Otan, who molded them in his image to populate the lands of Eroris. Khun, supposedly was joined by his brother & sister, Kurdoc & Styke, and created the rest of the world for the dwarven people to inhabit. The dwarves are a people without a province, and for most of their history have lived in the Dwarven cities spread across Eroris. Despite their stout height, they still can claim prowess on the battlefield. The dwarves act as living tanks and are heavily armored to the teeth. They may be slow because of this but can tear through their opponent if they get the chance. Due to their connection with the god Otan, they possess the ability to raise stone golems from the ground to fight for them, leaving them weak in the aftermath of their attack. This power has served them well in defense of their isolated city-states surrounded by enemies.

The Dwarven homeland is the earth itself, Mirfuhn. This is a land that is below the surface, a world unknown to some. It is populated by great dwarven cities that span the land connected by tunnels that go from city to city. In the days before man and yaar, there were more cities, but with constant war, destruction, & conquest, many were lost. The dwarves have weathered these problems and confronted them, continuing to hold on to some of their precious lands. This is mainly attributed to the Deep Lords, rulers of the Dwarven city-states. Back in the days before elves, there were Kings of Mirfuhn, the first being Otan himself. This tradition, however, was abandoned with the arrival of the elven armies, and unity between the dwarves was destroyed.

The Dwarves are a proud race who see opportunity in the interregnum. They are strong and able, and field armies of mass strength. With Eroris fractured maybe the dwarves can retake their lost land. Maybe a strong dwarf can reunite the cities against the surface to take back their land. The Dwarves, however, first have to find the dwarf to do it.






The Lupans - Last of the Beastfolk

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The Lupans, Last of the Beastfolk. They were the original inhabitants of the province Norravägg before the landing of Aganof Dragonslayer and his people, the Arginans. Lupan legend tells us that they are the creation of Geia, Goddess of Nature, and Lucan, Father of the Wolves. The Lupans along with the rest of the beastfolk and dwarves were the original inhabitants of Eroris. Their appearance is warranted to discrimination throughout much of Eroris, being distrusted as thieves and criminals. It is not a completely unfounded belief, the Lupans are renowned thieves and tricksters. They possess the ability to call on wild animals in their time of need to aid them in taking down enemies. Lupans are also known as great warriors, practicing mainly in light armor and dual wielding combat. They possess deadly weapons of their own, their claws, that they can utilize when they have no weapon to spare. The Lupans are quick on their feet, an ability that can allow them to outrun many and defeat their enemies with ease.

In their homeland of Norravägg it is incredibly rare to find a Lupan of high status. The Nords that took their lands in the Age of Legends treat Lupans as second-class citizens. The Lupans have a strong sense in community, being that they stick to their own. Some stay in isolated villages in Norravägg run by village elders, while others remain in the slums of the Nordic cities built on their land. A Lupan generally views both man and elf with distrust and disgust. Centuries of oppression by these new races of Eroris has thought them that much. Though they were almost wiped out when the Nords landed so long ago, their population has rebounded a little less than equal to the population of the Nords. In the days of the Age of Legends, the Lupans used to have a King of their own, Dane, who ruled over them when the Nords landing in Eroris. Ever since the Battle of Vvragonfall, when the Nords forced the Lupans to submit to their rule, the Lupan race has lacked a clear leader, an obstacle in any chance of taking back what was theirs.

The Lupans are a people that were almost lost to time at the beginning of civilization. They are divided greatly in this time of opportunity in many different tribes and leaders. If they are to ever take back the land that they hold dear, the land that is rightfully theirs, they will have to find a new leader to march them to victory.





The Adurans - Lords of the Sands

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The Adurans, Lords of the Sand. The Adurans are a race of dark-skinned humans that call the province of Pandora home. Like the elves and other men, they came to Eroris from a land lost to history. Unlike other men, they did not descend from the Arginans who landed on the shores of the Northern Sea. They came from a different land, far south of the landings of the Arginans. The Adurans that landed in Eroris in the 1st Era went on to conquer the lands of Pandora for their people. Lead by the brother and sister, Alik'r & Dahlrva, they established their new homeland there where the Adurans remain today. Adurans are skilled in the art of the sword, unitizing the unique weapon of the scimitar to take down their enemies in a flurry of blades. Each Aduran posses an ability to use their health to augment their adrenaline and stamina to take down their enemies. It is this power that has allowed the Adurans to defend against the forces of Orcs & Reachmen who had invaded Pandora in the past.

In the Aduran homeland of Pandora, the geography is filled with desert & jungle. It is from this harsh land that Adurans boast their resistance to poison & fire, though not to the extent of the Valyars. The two houses of Pandora divide the people greatly in the land. They hold loyalty more to their individual house than the ruler of Pandora which has paved the way for many conflicts between the sides. Most Adurans practice the art of the sword, unitizing light armor and one-handed weaponry to defeat their opponents. There is, however, a sizable population of an Aduran mage class that mostly resides in the south, using their own style of magic known as Desert Wind. It is a style that focuses on the power of the sky and wind using it to destroy their enemies.

The Adurans are a race who have made a hostile land home. Like many others, it boasts the achievement of beating back the arrogant elves of Eldrion. They are a strong people, unbending to those who would attempt to subjugate them. With the rise of the Ashen Empire and the unification of Eroris, however, their unwillingness to bend may prove to be the downfall of the Empire.




The Races of Akou

Akou is a continent shrouded in mystery and conjecture. Scholars throughout Eroris have come to the conclusion that the land is a large diverse land far to the south across the Kurdaruth Ocean. Despite the long distance between Eroris and Akou, thousands of years of Akouteen migration onto Eroris has been recorded



The Raj - The Lost Race

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The Raj are what my colleagues refer to as a beast race or beast folk much like the Lupans of Norravägg. Of the races that inhabit the southern continent, these are the most well known and numerous on Eroris. Most of the knowledge we today know of them comes from the studies of an early Eldyaar scholar named Yaris who was among the Eldyaar colonists who made Pandora their home when it still belonged to the Raj. Yaris writes that "The Raj were a very peculiar race that came in many different variations based on the clan they came from." He writes that there was the "Shadow Clan, known for breeding sly and weak of frame Raj adept at thievery and espionage; the Dragon Clan, known for breeding towering warriors who, when called upon, would defend their homes; the Ironclaws, known for breeding light on their feet, skilled fighters; and the Moon Clan, known for breeding the few magic users and shamans of the race."

Based upon the accounts of several Raj living throughout Eroris, they originally inhabited an area of Akou known as Shoktah; a land of endless deserts, and poisonous jungles. One of the older Raj that I have personally spoken to during my research has described Shoktah as a "land of constant wonder and mortal terror at the same time." The land the Raj has shaped them profoundly, making the Raj profound warriors and sly thieves. The Raj are common mercenaries serving in the many groups who make their living by selling their swords. It is this attribute that has made them highly of value for any noble wishing to prevent the frequent stealing of their possessions. Though, admittedly, it almost never occurs to these nobles that said Raj was the one stealing from them in the first place. Thus is the clever intelligence, and skillful ability that this Beast race retains.





The Il'Nagi - The Great Serpents

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Considered to be one of the most despised and feared races in Eroris, the Il'Nagi or Nagi (as they are more commonly called) live in the ancient jungle of Naagiti in the core of Akou. They have no legs, instead moving through the use of a large tail and they appear to closely resemble the great reptiles that once roamed through Valyaria. Most of the knowledge we now possess on the Nagi was written in the mid Second Era by Archmage Ceiril Aranthael during the Nagi's attempted invasion of Valyaria. He writes that "Their naturally rough reptilian skin, in itself, serves as an armor protecting the Nagi against their foes." It has been well documented also that they possess a natural and deadly poison in their razor-sharp fangs that, when extracted, is commonly used on their weapons to paralyze and sometimes kill their opponents based on the Nagi the poison came from. The one last, and probably the most deadly, power the Nagi possess in the power of hypnosis. While only effective on only the weakest of minds, it can be a powerful tool if used, for example, on animals as it was in the infamous Battle of The Burning Plains when the Valyarian Army was defeated in part by a murder of Ash Gliders under the control of Il'Nagi forces. While often banned from entering most cities on the continent, the Nagi are not entirely condemned to social exclusion. Like the Raj, they often serve as powerful mercenaries using their naturally serpentine strength to destroy enemies on the battlefield. They are the least numerous of the Akounateen races on Eroris as many over the years have been hunted down and killed by those intolerant of this reptilian race.





The Strix - Architects of Wonder

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An Owl-like race originating high in the Kyengrad Mountains, no mortal race is more intelligent, or more mysterious than the elusive Strix. Little is written and little is established about this group of elusive beastfolk. What is known is that these sentient "Owl Folk" as some of my colleges have dubbed them, worship no gods, no deities, no spirits, and no demons. What they worship is the pursuit of pure knowledge. What has been learned from Nagi or Raj living in Eroris is that long ago, these Strix did have a god, one found on the mortal plane named Aluco. The living god ruled with a kind and fair fist dishing out divine justice to those who were deserving of it. Then one day, apparently, he simply vanished without a trace. Since that time the Strix, highly gifted in magic, have remained high in their advanced mountain cities taking little to no interest in the affairs of Akou unless directly assailed. Their vast intellect is, to our knowledge, largely respected on Akou and they often act as mediators between armed conflict on the continent. These are the only things known about the Strix at this time.
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Inoffensive Centrist Democracy

Postby Eroris Historical Society » Thu Jun 16, 2016 6:49 am

The Faiths of Eroris

Eroris is a land of many people, yes, but also many faiths and religions. Some worship the El'ra of Etherius, others the Dea'ra of Dread. In some lands worship of the other is frowned upon. To understand these faiths, we must first understand the origin of our world, Astergea.


The Beginning

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The universe, Andus, was formed from the celestial dance between two forces, Ren, Order, and Ky'eta, Chaos. This brought on the existence of the Forerunners, or Eldea'ra who were the original inhabitants of Andus. It is said that Kuruth was the first Eldea'ra, beginning the passage of time circa 9000 of the Age of Legends. Kuruth was joined by many lesser and greater Eldea'ra along with those who would eventually call themselves Dread Lords. From the birth of Kuruth to the creation of Magnia, the Eldea'ra occupied the planes that would become known as Dread & Etherius. The creation of Magnia, the mortal realm, began with the idea of the Eldea'ra Geia and Pyrene, who convinced much of their Eldea'ra brethren to aid them with promises of greater power. With this fateful decision, the Eldea'ra were divided into two camps: the El'ra and the Dea'ra, depending on if they aided Pyrene or not. With this, the solar system and Astergea came into existence.

All things were not well in the construction of Pyrene's construct. A Dea'ra, Xuvius, watched with envy at the work of Pyrene and the El'ra. With this jealously as his drive, Xuvius convinced many of the other Dea'ra into supporting his efforts to seize Magnia and, as such, he came the Dread Lord of Destruction. In the war that followed, known today as the Dawn War, all the pain and suffering of the world was created. It has been told that the casualties of the war fell to Astergea in its infancy and shed their divine powers to become the races of the world. In the end of the Dawn War, Pyrene was struck down, and the Dea'ra claimed victory. Little did they know, however, Kuruth and his allies had sealed them into the realm of Dread, preventing them from entering the developing world of Astergea. The El'ra met on the surface of the world they had created There they gave up their bodies to protect Magnia from the forces of Dread. They became the planets, the body of Pyrene becoming the moons. There, in the night sky they hold the barrier between Magnia and Dread.


The Eight Divines - The Faith of an Empire

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The Eight Divines. The faith that built the Empire of Eroris. When Nymeria the First liberated the Reachmen and the Nords from Naryid rule, she founded the pantheon in the hopes of uniting her people: Nord, Reachman, and Mayaar. Though the faith is widespread in most areas of Eastern Eroris, many still hold on to their old gods. The religion is headed by the Arch-Primate, ruling from Lenora, who is a priest elected from among the chantries of each divine. This Arch-Primate acts as the main bridge between the world of the Divines and the world of Magnia, being the gods' voice in the world.


Kuruth - God of Time & Magic


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Kuruth, God of Time & Magic. Represented by a Dragon and known as the chief god of the Eight Divines, Kuruth is the god that has defined the Empires. He was the god that came to Nymeria in her time of need and blessed her with the Crown of Kings, an artifact that allowed for the founding of the Nymerian Empire. It his divine life the brings the arcane into the world and allows to the connection between Ethereius and Magnia to exist. The chantry that follows him is located in the Temple of the One, in the province of Eldrion in Isnhrion.
Adeus - God of Fire & Life


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Adeus, God of Fire & Life; brother to Kuruth & Sokva. The Phoenix God represents the passage of life in Eroris and the heat of the flames. Disciples of Adeus customarily take the pilgrimage to Mount Oynx, where it is said the heart of Adeus lies. Adeus is the father of all other Phoenixes and is believed by some of his, more ardent worshippers to be the one true God of the world. Though Eight Divines hold little sway in Valyaria, Adeus' chantry is located in Fire Temple of Oynx due to the connection between himself and the Valyarian god Aduranos.
Sokva - Goddess of Death


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Sokva, the Raven of Death. Sister to Kuruth & Adeus. Her chantry is located in the Grey Temple of Herrath. Sokva is the one that carries the souls of the dead into her realm, the Shadowland. Though she is El'ra, the Shadowrealm is a plane in Dread. Many Dea'ra worshippers look to the realm of death as the path for their masters to enter Magnia. As such, she, and her followers are the bulwark between Magnia and Dread. Should she fall, then the gates of Dread would be open...
Aorr - God of Justice & Commerce


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Aorr, God of Justice & Commerce is the decider judged and the creator of wealth. As God of justice, priests of Aorr double as judicial figures in the Empire. They act as the deciders of important decisions between people, businesses, and nobles which can choose the fate of nations. His cult is located near the city of Solitude, in the Temple of Aorr.
Subelia - Goddess of Love & Marriage


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Subelia, Goddess of Love & Marriage. The binder of families. Priests of Subelia commonly perform unions of matrimony in the areas where the Divines are prevalent. They act as healers as well, for the weary and injured traveler. There is, however, a split between her worshippers, some follow the orthodoxy of her teachings, while others take more to the lustful face of Subelia. Her chantry is located in the city of Yherion in the Temple of Love.
Ryenar - God of War


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Ryenar, God of War. Chosen of Warriors and Soldiers, Ryenar is the Divine that in the Dawn War lead the forces of Kuruth & Norrav to victory against the forces of the Dea'ra. Ryenar is a god for and made by conflict. Those that adhere to him form the Order of Ryenar, an elite fighting order spread throughout Eroris where warriors of great strength compete in tournaments and work as mercenaries. The headquarters of this order and the chantry of Ryenar is located in the county of Atlas in the castle of Bastion.
Geia - Goddess of Nature


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Geia, Goddess of Nature. She is the goddess of all things of the world, earth, water, & sky. It is from her womb that the world of Astergea was born. She was the sister-wife of Pyrene the Fallen, and with him created the world of Eroris. She is worshiped mainly be those who proclaim themselves more connected to the world, mostly elves and beastfolk. Her main chantry is located high in the mountains of the moon near the city of Cystilight.
Ceros - God of Mercy & Chivalry

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Ceros, God of Mercy & Chivalry. He is the patron god of the Lord's Order, a legion of knights and small landowners operating between the Reach & Eldrion. He is the god of mercy, and as such his priests can be called on as lawyers in legal cases of the courts. He is the chosen god of knights and honor-bound warriors, and his main chantry is located in the elven city of Elvenas.



The Old Gods - The Faith of the North

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The Old Gods. The same gods that Aganof the Builder brought onto the land of Eroris so long ago. A pantheon of five greater and numerous lesser animalistic deities were the gods that Argilac the Red prayed to when he was creating the Reacheon Empire. These are the gods that the workers that build the Orrin Wall made offerings to. These are the gods that the first humans of Eroris worshiped. The ones that would create a civilization. They consist of the many minor nature spirits, such as the Direwolf or Fox, but also contain six major gods to whom the people of the north largely pray to. In the early days of the faith, there was no organized practice or orthodoxy of the Old Gods. Over time, however, an organized system of ceremonies and passages were established, though with little to no adherence by those who follow the Old Gods.


Khrun - King of the Gods

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Khrun. King of the Gods. He is the one at the end of time, the guide of man through the end of the world. In the age before the rise of the Divines, he held sway over all the Nords and Reachmen of Eroris. They prayed to him as their Divine ruler, while others feared him as their corrupt dictator. Nordic legend says that back before the rise of the seven Kingdoms of Norravägg, Khrun actually ruled in the mortal plane. If stories are to be believed, Orrin Stormcrown himself defeated Khrun, sending him from the mortal realm, and declaring himself the first High King of Norravägg.
Adgathor - God of the Hearth and Fire

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Adgathor. God of Fire. Believed to be related to the Phoenix god, Adeus, though this is the only representation of him not to be depicted as a phoenix. In the Nordic pantheon, he is considered a brother to Khrun, and his right-hand man in ruling Magnia. It is said his fiery breath paved the way for many victories for Khrun and his armies over the forces of Dread. Adgathor is the overseer of the Nordic home, keeping it warm with his fire against the cold of the northern province. It is said that Bjorn Stormcrown, second King of Norravägg, faced Adgathor on the top of Mount Beall, and, unlike his father, perished in the duel.
Sokka - Goddess of Death

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Sokka. Goddess of Death. It is said when a Nordic funeral pyre is engulfed in flames, Sokka carries the soul of the fallen warrior to the warm halls of Norravgard or to the cold depths of Utgard. Sokka is the Nordic Goddess associated with the passing of life and the beginning of the afterlife. She is the sister of both Adgathor and Khrun and is the right hand of Norrav, the Nordic God of Valor. She acts as the bridge between life and death, bringing the souls of dead Nords to the cheerful halls of Norravgard where they would live in merriment. Her priests oversee funeral ceremonies in the more traditional parts of Norravägg.

Subelia - Goddess of Love and Marriage
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Subelia - Goddess of Love and Marriage. Much like her Imperial counterpart, the Nordic Subelia the goddess of love and marriage. She oversees Nordic wedding ceremonies and is worshiped by those who participate in more erotic activities. Because of her many similarities between the Imperial Subelia, the Nordic version of her has been largely forgotten to history, unable to be compiled in this tome.
Asuhn - Warrior God of Man
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During the War of the Wall, Nordic legend tells us that when it seemed that the Orrin Fort would fall, this hero-god came from the heavens to defend it. In many points in Nord history, this warrior god has been present, protecting the realms of man against those of the yaar. The Nord people, even those who worship the eight, still remember this god above all else as their one true savior. They believe that he is the combination of many of their legendary heroes: Aganof Dragonslayer, Balgruuf Stormcaller, Orrin Stormcrown, and many more. It is said that he employs a powerful magic to destroy all enemies to Norravägg. What this magic is, however, has been lost to history.
Norrav - God of Valor
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Pyne - God of Valor. This is the final Nordic god I shall mention in this tome. As mentioned in the creation of Magnia, Pyne was the main architect of Magnia, the mortal plane. It is because of this that men, in general, praise Pyne as their creator and savior. Elves on the other hand curse Pyne as the reason the Elder War began, plunging many Eldea'ra onto Astergeia who they believe are their ancestors. Pyne watches over the halls of Norravgard, a plane of Etherius that contains the souls of dead Nords. Unlike other gods in this tome, Pyne cannot exert his influence outside of Norravgard. In the Dawn War, his body was torn asunder by the Dead Lord Xuvius which has prevented Pyne from having much influence on his own creation. Still, however, the Nords, and other men that worship the Old Gods, believe one day he shall rise again.



The Aduran - Guide of the Valyar

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The Aduran. The faith that builds the province of Valyaria. It is said that the first prophet, Namiro Kilgorin, received visions of the phoenix, Aduranos, in his dreams in Eldrion. He led his followers on an exodus from the Eldrion to found a new land, Valyaria. The Aduran Pantheon consists only of Aduranos, the phoenix god. He is revered within Valyaria by its people, and the four prophets that served him are seen as angels and heroes. Priests of Aduranos, known as Fire Sages, perform rituals to appease their god whom they believe is the controller of Mount Oynx. It has been said by some, from time to time, that the Phoenix sometimes materializes itself into the mortal world, easily noticeable from normal phoenixes who are his children. The Valyar credit many of their early victories to Aduranos, and also their altered appearance. The Valyar hold everything they have as gifts from Aduranos.


The Temple of Zun

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"The sun is male, representing masculinity, and the moon is female, representing femininity, and when the two come together, they create the perfect being: Zun." This exert from the ancient texts of Pandora


The Khun'ra - Gods of the Deep

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The Khun'ra is faith held by the Dwarves of Mirfuhn and their forefathers. They worship a pantheon made up of three gods, Khun, God of Stone and King of the Dwarves, Kurdoc, God of Strength and Time, and Styke Goddess of Death. Dwarves legend states that Khun raised the dwarves from the stone of Astergea, when the world was being created. He endowed the stout people with knowledge and bravery, to set out in the world of Astergea and make it their own. Certain types of dwarves are selected to be priests of the Khun'ra. They are from the clan Utgard, a clan of priests and clergymen that serve the gods faithfully. Though Khun is referred to as a King, it is generally accepted by most dwarves that a mortal Dwarf rule in his place. The Dwarves give sacrifices of gold and silver to the gods to appease their creators. It is a religion only practiced by the dwarves, and that is why it is sometimes thought of as Dread-Like by outsiders.


The Dread Lords - Overlords of Dread

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All of the Eldea'ra before this point presented were of the El'ra, protectors of Magnia. What I list here are the polar opposite of those gods, the Dea'ra. These are beings that inhabit the plane of Dread, preying on the dreams and foolishness of us mortals. While most Dea'ra are just the common Dreadhound or Dread Knight, there are some that stand above the rest. The Dread Lords. These nine beings are the most malevolent beings of Andus. They will stop at nothing to conquer this realm and enslave our people. There are some that follow them, believing themselves to be exempt from this destruction, but they are mistaken. These are just my views, but most can agree that the Dea'ra named here are unworthy of our trust, for if we give it to them, they will betray us.


Xuvius - Dreadlord of Destruction
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Xuvius. The Dreadlord of Destruction. It is because of this being that all the pain and suffering of the world exists. It is because of this being that the Divines lost their physical forms. It is because of this being that Magnia fears that land of Dread. Xuvius was the first Dreadlord, being the first of who would become these malevolent deities when he refused to follow Norrav's construct. He then grew jealous of the creation as millennia went by and began the Dawn War, the first conflict of Andus. He struck down Norrav himself, supposedly making a crown out of the El'ra's bones. His initial goal, however, remained out of his reach: the conquest of Magnia. The El'ra had given up their physical forms to keep the Dea'ra from the mortal plane, locking them in Dread. The followers of Xuvius and the Lord himself have attempted to break the barrier ever since.
Malincar - Dreadlord of Power

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Malincar. The Dreadlord of Power. This Dea'ra was the right hand of Xuvius during the Dawn War, becoming an essential commander on the battlefields of the heavens. Malincar is associated with power, and the people trying to gain it. Many times has a follower of Malincar become a high ranking official in the pursuit of this power. Like all Dea'ra, Malincar's blessing or deals are not without consequence. A predecessor of mine, Haldr Snow-Hammer, summed it up best: "You must give something to gain something: The Law of Equivalent Exchange." These deals that we mortals would make with Malincar always turned into the very curse of the requestor. Behind the scenes, Malincar would secretly take something extremely dear to the requestor, a family member or organ would be the most common. It is because of this that I recommend all who read this tome not to make a deal with Malincar should you face him.
Noranos - Dreadlord of Betrayal

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Noranos. The Dreadlord of Betrayal. Any mortal unlucky enough to encounter Noranos when not hiding behind a disguise of flesh and blood has described him as a dark and forbidding figure, bearing a dark essence as a face and single red point as an eye. It is said that this Dea'ra was one of the few that, in the beginning, sided with Kuruth and his army of El'ra. It was then that during the final battle, Nora's betrayed Norrav to Xuvius, allowing the Dreadlord to slay the El'ra. It was from this moment that Noranos became the Dreadlord of Betrayal. This is the Dreadlord responsible for the event known as the Rift, when the ancient Ren civilization was destroyed and the Eldyaar of Orsinium became the Orisyaar. He is the patron god of those who wish to lie or betray their own friends, family, or Kingdom. It is because of this that he has earned his malevolent reputation.
Ezmis - Dreadlord of Dawn

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Ezmis. Dreadlord of Dawn. She is the lady of dawn and dusk, the controller of the rotation of the sun. While a Dreadlord, she is usually considered as the only one of true benevolence for the people of Eroris. It is because of this that the worship of her, though frowned upon, is not outlawed or prosecuted throughout most of the six provinces. She has built a sizable following in the province of Valyaria from those who reject the faith of the phoenix instead for the faith of Ezmis. That is the reason why Valyaria is the only province that outlaws the worship of Ezmis.
Dazarae - Dreadlord of the Woe

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Dazarae. Dreadlord of Woe. Dazarae is the bringer of disease and plague, and the deliverer of death. With the flick of a finger, she may slaughter entire empires. She is a Dreadlord who's followers practice in dealmaking, however, with each pact a new ailment assails the recipient. Dazarae is often fatally confused with the much similar Dread Lord Malincar due to their shared fondness for dealmaking. Many aspiring to contact Malincar in order to gain some sort of mystical power have had the misfortune to instead contact Dazarae. It is said that many who make this mistake often emerge from their error missing a few limbs.
Tarna - Dreadlord of Knowledge

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Tarna. Dreadlord of Knowledge. Tarna is a strange case on our list of the Dea'ra, mainly because she is both El'ra and Dea'ra. She once was just El'ra, helping Kuruth and the Divines place the seal around the realms of man. She was once also on the Nordic Pantheon, being the patron goddess of the Nordic city named Tarnak. All this came to an end, however, with the Infinity Tower incident. The Infinity Tower was the main temple of Tarna in Eldrion during the years of the Age of Legends. It is said that in the year 313 of the Age of Legends a priest of Tarna turned to the worship of the Dreadlord Xuvius, and attempted to open a portal to Dread from the halls of the Infinity Tower. This incident corrupted Tarna to an extent, making her unfit to be a Divine in the eyes of the perfectionist Mayaar society. While Tarna is officially excluded from the pantheon of the Divines, many (mostly of the city named for her), still carry a small shire to this Dreadlord.
Beruset - Dreadlord of Debauchery

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Beruset. Dreadlord of Debauchery. Though this Dea'ra may look menacing, his intentions are more wild than dangerous for the average mortal. Beruset is the Dreadlord of all things vulgar and without grace, things such as drinking or cursing out your friends and family members. A more sinister side of Beruset, however, is his connection to the more sexually inclined mortals of Astergeia. Beruset has been known as the King of Rape, because of this unsavory record.
Nebunie - Dreadlord of Madness

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Nebunie. Dreadlord of Madness. Nebunie is a Dreadlord unlike any other. He is quite mad. The Dreadlord of Madness doesn't take joy in the failure of others or conquering the world. He is just content to watch us do things of unimaginable insanity, his trade. He takes joy in meddling in the affairs of us mortals, sometimes to a dangerous extent, to entertain his own needs. It has been well recorded that most that conspire with this Dreadlord usually go mad in days.
Vis - Dreadlord of Dreams

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Vis. Dreadlord of Dreams. Vis is the last major Dreadlord that I shall discuss in this tome. She is the controller of the Dream Realm, and has control over the minds of the people of Eroris in their slumber. She collects these Dreams for her own nefarious purpose leaving Nightmares in their place. For what reason she takes the dreams of us mortals? None know. All that is known is that like all Dreadlords mentioned on this list, the purpose of this activity is not in interesest of the mortal realm.

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The Light-Born - The False Gods of the Second Era

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The Light-Born, the Seven Sun-Touched, The Seven Dark Ones, the Ascended. These are all names used to describe the pantheon of seven living gods who ruled Eroris with an iron fist during most of the Second Era. Now, of all the entries listing in this guide to the Empire of Eroris, this is the most peculiar. You see, the worship of the Light-Born, unlike the other faiths listed in this text is dead. Gone with the wind. Why? You may ask. Because these were never true gods. If it were not for the Valyarians, who stood as the bulwark against the rule of the Light-Born during their reign in the Second Era, we would not know much about them. For four thousand years they reigned over this land. Seven arcanists who, through their magic, had acquired eternal life. In a time of chaos, in the midst of the War of Righteousness, they gave mankind what they thought it needed most. They ruled over with an ironclad, but fair hand. These seven arcanists, Torr, Azeil, Ilrodan, Lyana, Irlanda, Cameron, and Elucid, enforced their will over the continent and declared an end to both the Nymerian Empire and the First Era. In the beginning, there were little that believed the Light-Born to be gods. But, as the years passed, and the Light-Born continued to live as those who disbelieved perished, worship of the false gods quickly overtook that of the Divines. Through the now-defunct Holy Order, the Light-Born imposed their own theocratic form of law over the peoples of Eroris. Reigning from floating fortresses that put even the citadel of Elkurion to shame, the Light-Born would have gone on to rule for many more thousand years if it were not for the emergence of the Forgotten Hero.

The Lost One, the Shadow God, the Doomstryder; these are all names for the Forgotten Hero who put an end to the Light-Born's tyrannical reign. Though little is known about the Forgotten Hero's early life, much is known about his or her accomplishments during the waning days of the fourth millennium of the Second Era. This individual gathered the pieces of the Infinity Blade, a powerful artifact now lost to history, to kill the Light-Born. After a quest spanning years of hardship and perseverance, the Forgotten Hero faced the Light-Born on the floating island of Volengard. In the ensuing battle, all the Light-Born fell, save for Ilrodan, and the Hero began to face off against his final adversary. Unfortunately, Volengard began to fall from the sky, crashing down on the ancient Dwarven capital of Morea in Valyaria, destroying the vast city in an instant and triggering an eruption of Mount Onyx. No bodies were found in the ashen remains of the Light-Born's capital or in Morea, leaving the question as to what happened in those final moments.

I teach you, the reader, of the failing of the Light-Born because it is a lesson in arrogance; To believe themselves to be gods. The Light-Born certainly believed themselves so, but that hasn't stopped others from seeking what they found: the elusive Ark of Pyrene. It is said that this artifact imbued the Light-Born with the powers of the Eldea'ra of old, allowing them to claim rulership over mortals. It is also said that this Ark reveals the truth, the undeniable truth of the fabric of the world. Whether this is true or not is neither here or there. It has not stopped ambitious adventures from seeking it out.
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Factions of Eroris

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Eroris is a land of many professions and many trades. Over the recorded history of this many people of similar skill sets have come together to form various guilds and factions throughout the vast land of Eroris. Listed in this Pocket Guide to the Empire are some of the most prominent of these organizations.



The Imperial Legion

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The Imperial Legion. Considered to be the most effective fighting force on Astergeia, the Legion is the force that built the Ashen Empire. Divided into numerous Legions commanded by Generals, the Imperial Legion swears direct allegiance to the Ashen Emperor. Previous Empires, such as the Attican and Nymerian Empires, have also employed the use of Legionary soldiers but not to the effectiveness of the Ashen Empire today. The Legion we know today was founded off the core Order of the Phoenix which was Alaro Ashen's main fighting force during his conquering of Eroris. One of the organization's most noteworthy moments is its defeat of the Orc Warlord Worthag the Everchoosen in his attempted conquest of the Western Reach. The legion prides itself on its inclusion of all races of Eroris in its ranks, proving to be a powerful battle force for the Ashen Emperors.

The Shadow Legion

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Considered one of the more secretive segments of the Imperial Legion is the mysterious Shadow Legion. The Shadow Legion is known as the formal division for the training and deployment of battlemages in the Ashen Legion. The battlemages of the Shadow Legions are typically graduates of the School of Kuruth who go through a magical trial known as "The Proving." They train in the Imperial Battlespires, special magical constructions located between the planes of Dread and Magnia accessed by arcane portals in Shadow Legion facilities. Over the years, the Battlespires have continually turned out the best of the best in the Empire to serve as Imperial Battlemages.
The Order of the Phoenix

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The Order of the Phoenix. Founded named after the initial army that Alaro Ashen used to conquer most of Eroris, the Order of the Phoenix serves as the Imperial Bodyguards and intelligence unit. Governed from Forgotten Temple, a former outpost of the false Light-Born between Eldrion and the Reach, the Order keeps tabs over those who the Emperor finds to be in need of surveillance. Their agents are hidden all over the Empire to such a level that if some petty warlord got to big for his breeches in the far corner of Orsinium, the Emperor would hear about it at a moment's notice. It is often said of assassins trying to get close to an Emperor that it is not the armored guards surrounding said Emperor that concerns them, it is the hidden spy among the crowd that can really put an end to any foolish assassin's life.
The School of Kuruth

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It is said that one day, a very long time ago, a young elf born in the shadow of the Mountains of the Moon fell into a crevice from which he was incapable of escaping from. The boy starved in the crevice for eight days before he finally collapsed from exhaustion. With the last few vestiges of his life, the boy reached out towards the divines, to Kuruth, and pledged that if they could give him the power to escape the crevice with his life, he would dedicate the rest of his days to their name. That was when the sight was revealed to the elf boy. Using his newly found power, he escaped from the crevice from which he was trapped and remained true to his promise to the divine Kuruth. That elf's name was Oeric Kalyfir, the legendary first Archmage of the School of Kuruth.

The School of Kuruth serves as many on Eroris' primary location for arcane advancement & learning. Ever since the Nymerian Empire, it has contained a division of its illustrious order in every major city on the continent. While most novices only remain in their local Annex (the official term for such a place), the best of the best are granted entry into the Citadel of Ala'Kur (or The Citadel) in the elven city of Elkurion. If you have ever seen it with your own eyes, the Citadel is a glory to behold. Rising higher than the Ember Tower itself hundreds of feet in the sky, the city (and by extension the Citadel) can be seen for leagues around. The great dome of the college stands as a shining beacon of on a hill to all aspiring mages. Inside the college grounds, all forms of magic, both orthodox and taboo are allowed under certain circumstances. The Archmage of the College, elected for life by the faculty, serves as both a master teacher and administrative figure. Because of the prestige the office affords, it has not been uncommon for many Archmages to be named to the Wise Council to serve as the Emperor's lead magical advisor. In recent years, however, the relationship between the Empire and the School of Kuruth has strained.
The Thieves Guild

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One of Eroris more... devious organizations is the infamous Thieves Guild; Eroris' center of scum and thievery. Founded in the closing days of the Second Era with the collapse of the Holy Order, the Thieves Guild is an alliance of several regional guilds dedicated to the art of stealing. Since its conception in the chaos of the Second Interregnum, the guild has prided itself in becoming one of the most notorious factions in Eroris coming to the point that it existed in every province of the Empire by 4E 901. Every local division of the Thieves Guild is headed by a Guild Master, who is the head thief who coordinates concentrated theft around the jurisdiction of the guild. Once every few months, all the Guild Masters in the province would gather to elect a head Guild Master who would oversee and plan the operations of the Thieves Guild in a single province. Many of the more downtrodden peoples of Eroris find solace and brotherhood in the halls of the Guild. Often, when rulers failed to come to the aid of their ailing citizens, the guild would be there to care for them. Similarly, the poor of the land work with the Thieves Guild, acting as spies and minor pickpockets that only add to the guild's revenue. This co-dependency between the Guild and the poor peoples or Eroris has made it difficult for any ruler to root out this devious faction.
The Order of Ryenar

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Founded during the Attican Empire in the city of Atlas, the Order of Ryenar is an organization chartered by the Empire to oversee the hiring and training of mercenaries. It also serves a dual role as the religious order of the God of War, Ryenar, and though most of its members do not often join for this aspect of the Order, many others do, forming a loyal fighting force officially under the command of the Arch-Primate (though it practice they usually answer first to the Emperor). Headquartered in the Castle of Bastion, the Order receives and distributes mercenary contracts among its members from as easy as stopping a rat infestation to as difficult as clearing out a bandit camp. On occasion, the Order receives larger contracts from the likes of Kings and Queen requesting their services in military campaigns or foreign exploration as was done during Aren II's failed invasion of Akou. The Order's members are paid in honorarium, as bequeath their status, and set out immediately to complete their contract. Any failure to do so is punished harshly by the Order's inner council of captains headed by the High Priest of Ryenar, with the most common punishment being exclusion from the Order. It contains minor branches in every city of the Empire making it one of the most widespread of all the factions.
The Lord's Order

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Dedicated to the elven god of mercy and chivalry, Ceros, in their daily lives, the Lord's Order is Eroris' foremost knightly order. It was founded during the reign of Emperor Remus I in his campaign to reintroduce the worship of the divines after the fall of the Light-Born. Unlike the Order of Ryenar, which is made up primarily of those who call themselves mercenaries, the Lord's Order is a more elite group of sirs knighted in the light of the divines to carry out their work on mortal Astergea. They carry out contracts in the service of patron lords who pay them a monthly salary in return for their work. Some of the highest knights, however, can even attain the rank of Lord, making them masters in the Order. All masters in the Order, however, must answer to a single Grandmaster, traditionally elected by the High Priest of Ceros, who has the ability to summon all the lords and knights of the Lord's Order to form one powerful force with which to ride out and defeat the enemy. Recently, however, the Order has come more and more under the control of the Empire especially after a half of it sided with Emperor Melkor during the War of the Black Phoenix. During Emperor Azelian the Great's reign, the Order simply became another wing of the Empire, subservient to the Emperor's wishes. Corruption has seeped into the Order, men who have no business being knights are let in daily to inflate the numbers of the once prestigious organization. The Grandmaster himself is not even a knight, just an official appointed by the Emperor to carry out his bidding. To those on the outside of the Order, it seems as if the days of valiant knights and honorable men are over.
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Magic

In the eyes of commoners and the more mundane folk of Eroris, Magic is many things, it is a weapon or a gift, for others a curse. In truth it is none and all of these things, first and foremost however it is a gift from Kuruth the God of Magic.


How Magic Works
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Magic or The Sight as most arcanists refer to it, is the force which permeates the very bones of this world and grants power to those able to tap into it. The Law of Eventualities is the main rule that governs magic. Those gifted with the arcane are able to see into different eventual occurrences, such as ones in which the tome you are currently reading was on fire. They are then able to bring certain aspects of that eventuality (This book being on fire) and turn that into a spell which they use to fulfill that eventuality. Not all the people of Eroris, however, are gifted with the sight. The exact percentage varies per race but there is always those who cannot access the Sight simply because they were not born with the ability to do so. For those who do, however, the Sight can be a powerful tool. The most powerful of arcanists, able to see multiple realities at once, can even destroy entire armies, though this is highly dangerous. A mage usually becomes aware of their magical ability when the main drawback of its use rears its head: The Arcanist's Fever.

While at first, the fever only serves as a nuisance, inducing an unending headache that increases in intensity with the use of spells, alchemical potions, and in certain environments, if left alone for too long a mage can easily go mad, overwhelmed by the unending possibilities. Another side effect of the Sight is Arcane Toll, its tendency to steal away a piece from those that lose control of their emotions and therefore their magic. The Toll will often come in one frantic burst of magic, one in which the user shall lose something of themselves whether it be limb, organ, or mind. The Toll, as far as we know, is the result of when a Mage, overwhelmed with their emotions releases a burst of magic without following the Law of Eventualities. Magic permeates this world, but we mere mortals are not true conduits for which it can flow. Only through the Law of Eventualities can we use magic without incurring the dire consequences that the Toll demands. Though many have tried to create ways to completely negate the effects of the Arcane Fever and Toll, the only thing that can truly reduce the fever is Ambrosia, made almost exclusively in the deserts of Pandora. All attempts at negating the Toll have failed, usually ending in disaster. The Fever, however, through the use many distinct arcane rituals around the provinces, can be lessened, making these rituals essential for any mage that did not want to run through the continent throwing fireballs that everything that moved.

While the arcane is generally sorted into classifications, such as Elementalism, Entropy, Light, Mentalism, and Psionics. There are some that are apart from the average school, inaccessible to some. One example of different types of magic is Runic Enchantments. It involves the carving of arcane runes to do a purpose, whether to act as a minor charm or to increase the sharpness of a weapon. Over the years this originally Nordic craft has spread across the continent becoming the sole way to empower weapons with magical abilities. Another one of these "Elder Magics" include the Royal Bloodlines. This type of magic is one that has been lost to history, but it effects still permeate today. Some royal bloodlines dating back to the Age of Legends and First Era possess an inherited ability, may it be small teleportation or beastly transformations. Many of my comrades believe that unfiltered mana that flowed throughout the world during this time is to explain for these strange affinities. These royal bloodlines pass from parent to child, making them exclusive for these families. There have been some cases, however, of commoners able to wield the powers of a Royal Bloodline. Suggesting that these ancient powers are not so uncommon as originally thought.

The power of teleportation, outside its uses by gifted noble families, is not a power arcanists can acquire. Many advanced provinces, however, such as Valyaria, Eldrion, and the Reach have developed Runic Scrolls that, when used, transfer the individual using the scroll from the place they were to the place the runes specified. They come at a hefty price for most normal citizens, costing upwards of a thousand silver Kings for a single teleport scroll. While attempts at military application have been attempted, these endeavors have become mired in disaster.

While Mana is the way most arcanists utilize and fuel Magic, there are other much more sinister ways. All of these other ways involve consorting with the Dreadlands and those that inhabit it. Those who consort with beings of the Dread and use it to fuel their mana without the consequences of Arcane Fever are called Dread Mages. They are often more powerful than most normal mages, as Dread magic is extremely potent. They often pay a ghastly price, mostly their very souls or the souls of their loved ones. Those dubbed Spellbreakers were once thought to have been a type of Dread Mage, which is one of the reasons they were nearly extinct and still are rather rare. Though Dread Mages fear Spellbreakers the most, as they can cut off the mages connection to the Dread rendering them powerless, it was the infamous Dread Mage, Tharn Indor, whispering in the ear of Emperor Uthur Atticus that began their fall. The Spellbreakers recovered however and grew in strength once more until it happened, an incident that is known as the Butchery of Barrow, in 821 4E, in which most Spellbreakers were killed, caused by the actions of Emperor Melkor Ashen, the Black Phoenix, thought to be a Dread Mage himself.

While not technically magic, and not even requiring the Sight, alchemy is a discipline, more of an art really, that makes use of Reagents, materials that hold magical properties. Alchemy is similar to enchantment in some aspects as it imbues or carries the effects of the reagents into another medium. Take potions for example, rare and expensive though they are they are eminently useful. Healing potions use troll fat and other ingredients that when mixed with pure spring water can increase ones natural healing when drank or applied to a wound. Other products of Alchemy include stones that emanate a field which keeps animals and similar Beasts away, used by merchants and travellers.

Despite the fact that Alchemy is not truly an arcane art, many skilled Arcanists dabble in Alchemy. It is not only quite useful, more than a few Arcanists have found that it can help in obtaining insight into magic. Some skilled Arcanists that are masters of Alchemy have been able to enhance their alchemical products with the power of their magic or spells. Such practitioners are rare, so rare that there is only a handful per province, if that. Alchemy is expensive, both concerning purchasing its products and producing them. Many Alchemists are impoverished and regardless many are looked upon by 'true' arcanists with derision and scorn. This is in part because Alchemy is often lumped together with true magic as being a magical art.

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The Beasts of Eroris

While there are more than a few Races of Eroris, that are quite varying in appearance, from massive Nords to the stout Dwarves, the Beasts of Eroris, are even more numerous, and in some cases, are even more renowned than the Races. Some are used as mounts or kept as pets, while others are greatly feared and sought after. This holds true to the Dire Animals, who are almost as common as their mundane counterparts, to True Dragons, whose might and fury are still spoken of in whispers by the 'Enlightened' Races.

Within this tome, this Bestiary, you will find countless Beasts that roam or have roamed Eroris. Some Beasts you may know others have been lost to time with the passing Ages and the toppling of Empires. There are three main Classifications of Beasts contained within this Bestiary, each of which is detailed at the heading of their section. These Classifications are Magical, Mythical, and Legendary, there is a fourth category, but it is for Beasts not native to our lands, Beasts that are Exotic to those of Eroris. Despite the extensive detailing of BEasts contained herein, not every specific Beast of Eroris is detailed, this may be because they are covered broadly, as is the case of Dire Animals, or they may be rare, or something else entirely.



Beasts of Magic
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There are many dangerous Beasts that lurk in Eeoris, and elsewhere, the vast majority of them are Magical Beasts, which are essentially animals twisted by magic, as is the case of Dire Animals, or formed by magic, of magic, or simply touched by magic, as is the case with Frostlings, Drakons and even Goblins. They are among the most numerous of Eroris' beasts, and in some cases more troublesome than their other counterparts, though this is not always the case. Many Magical Beasts have Variants, which are typically those different from the normal verions, usually capable of magic or governed by an element.


Golems

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While most of the Other Beasts contained herein breed naturally some such as the Golem are different. Golems are usually constructs created through magic to serve their creator. This is not always the case however, sometimes the elemental energy is so strong in an area and it combines with ambient magika to form Wild Golems, free from any restraints and capable of untold destruction. Many have reported of Golems almost possessing an intelligence, but due to the ease at which they can be destroyed usually, make verifying this difficult.

There are three commonly known variants or types of Golem. Frost Golems exist and are usually seen around Norravägg. Fire and Magma golems are seen in Valyaria. While the most common type Stone or Earth golems are seen in mountainous areas and plains. Wild Golems unlike their controlled counterparts can grow in both size and power when they exist in prolonged contact with their element.

It is suspected that the Giants that were once common in Eras past were forced to extinction by these powerful beasts. Golems usually possess a core of sorts, which is usually exposed and visible, this core serves as their heart. Unless the core is destroyed a golem will regenerate most damage done given time, some larger golems possess multiple cores while a few have been shown to have no cores at all, and simply vanish after a time. The Cores are usually a stone or magical reagent of great power, before being used for the Golem.


Drakon

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While True Dragons are thought to be extinct entirely, Drakons aren’t. It is unknown whether they are distant cousins to the terrifying beasts or descendants, as by many accounts some Dragons had certain appetites that were reportedly quite voracious While these are some of the more popular theories others belive these Drakon are the result of experimentation to create dragons from Lizards and the like. Regardless of their origins they are varied in type and size. In truth the only apparent similarity they have to True Dragons is their appearance and their temperament. Although this is not always the case, it is true more often than not.

Drakons as detailed before, are of varying shapes and sizes, and despite their shared temperament with Dragons, some are more akin to puppies, or other animal young than anything else. One example of such a Drakon would be the Ash Drake, a small form of Drakon, they get to be no bigger than a dog and are just as loyal, they have ash colored scales, and like to play in the remnants of smoldering fires, in the ashes. They are found throughout VAlyaria and are often trained and kept as pets by Valyar children, often accompanying their masters to adulthood, and death.

Another example of a similar commonly seen Drakon would be the Nymos, commonly found underground, especially in Mirfuhn and Eldrion, and other places with deep dark caves. They are larger than their Valyarian counterparts, becoming the size of horses, and are/were even used by Dwarves as beasts of burden, after being properly trained. They do not much like sunlight, but light generated by flames or their equivalent draw them. The fact that their are DRakons that can be 'tamed', is what sets them apart from True Dragons the most.

One Drakon that is closer to True Dragons in temperament, if not in intelligent or appearance would be the Wyvern, a large reptilian, similar in size to Imarith, though a bit larger. Unlike most True Dragons, they do not have front legs, instead their wings have grasping forearms, and can serve as both front legs and arms. They have sharp teeth and closes as well as tough scales, but their wings are thin and easy to damage, a grounded wyvern is not far from death. Despite being rather different from True Dragons, they are both capable of breathing fire and have a habit with collecting valuable objects.



Lost Ones

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The Lost Ones are a bit different from many of the other Beasts roaming Eroris. Some are summoned through magic to do the casters bidding, though like with Golems there are exceptions. It is thought that many of the so called wild undead are beings who were cursed by the Divines. Others still believe it was the Ambient magic mixing with other things taht caused the bodies to come to life in a sense. Many of the commonly seen Lost Ones are nothing more than mindless beings with rotting or skeletal bodies. Very Rarely however there are Lost Ones who possess intelligence and true sentience, many of these are Liches, this is thought to happen because the mind of a mage is more durable than that of most, thus allowing the mages mind to survive the process.

There are many commonly seen and known types of undead. There is the Lich as detailed above, other commonly seen variantas are normal skeletons, or perhaps Zombies. Draugr’s are a rarely seen undead that often appears in Sagas and stories in the North. There are many types of Lost Ones, far too many to list, and some go by different names in different places. Despite all the different types of undead, most of them have the same weakness. They are capable of attacking and defending but not actual tactics and they are ependent upon the magic animating them, though in some cases the ambient magic in their location is abundant enough to stop any efforts to drain the undead of their magic.


Dea'ra

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These creatures are widely feared and despised, they have no definite form. Some suspect they choose the form most likely to cause terror and fear. They are monstrous beings regardless, they like Chimaeras are thought to be beings from the Dread. These beings however are much different, while they can be summoned they also appear capable of entering this plane without assistance. Scholars have been unable to determine just when these beings first appeared. They are so ingrained in some stories, even before the Eight Divines took hold.

Although many Dea'ra are indeed cruel and malevolent beings, despite popular belief they are not all so. Even among the Dreadlords, at least one is not wholly malevolent, at least according to some reports. Despite this fact, it is better not to become involved with Dea'ra, they are far more trouble than any boon that could be gained. Regardless of their supposed nature, there are more than a few denizens of Eroris that make a living dealing with Dea'ra and those that consort with them, most such people are associated with one faith or another.

In some cases there are reports and stories of Dread Mages attempting to summon one of these as a familiar and being consumed by the Beast instead, with the Beast assuming the fools form. This has explained many odd things seen about some captured Dread Mages. Some Dea'ra however do not consume their foolish summoner but instead can enslave them with either a promise of power or other things. They are monstrously powerful, one particular Dea'ra that went by the name of Rahdon, fought against Oeric Kalyfir, and forced the Archmage to a near stalemate, before becoming over-confident and being destroyed. Dea'ra are in truth more akin to lesser gods than Beasts, but are still dangerous and powerful nonetheless.


Dreadhound

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These Beasts like several others are not of Eroris, these can only be summoned. Servants of the Divines are ordered to immediately kill these monstrosities and to call for reinforcements. This is because they usually are only summoned by powerful Dread Mages and Dea'ra. They come in all sizes and shapes, many are larger and extremely powerful, some come in packs and are faster than nearly anything else on the ground. Regardless they are dangerous and vicious beasts that like those that command them show no remorse, not that they are capable of such things.


Warg

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Wargs are for all intents and purposes giant magically enhanced wolves. They are native to the Divide and are often trained by and raised for Orcs. Though they are rarely seen out of the divide or away from their Orisyaar masters, it can happen. Whenever a Orisyaar horde marches forth, these beasts can often be seen. They are prized and common mounts though some orc prefer stronger and rarer creatures. Occasionally some Wargs may escape or be released from the Divide, and breed with common wolfs creating unique monstrosities. Dire Wolves as they are called are non-magical relatives of Wargs often seen in the forested areas of Norrvägg.


Nah’Ni

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These peculiar and mysterious beings, are rarely seen and varied. They operate much like normal insects, with clear Castes and division, and being led by a Queen. the Soldier Caste has a secondary layer of Chitin that they can grow. All Nah'ni can release pheromones, though other Castes have different types that are sued for different purposes.

Most Nah'ni adapt to their environments, some have humanoid forms, but most of the lower Castes have strictly insectoid forms. Aside from their shapes, some have adapted the ability to produce electricity, as a biological trait, others can shoot globs of acid that can eat through weak metal. The Nah'ni have existed for a long time, but they were first discovered by the Dwarves, when they dug too deep. That was what led the Nah'ni out into the world, prior to that they had been strictly underground.


Werewolves

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Werewolves are a peculiar type of beast for the main fact that they can change from human into their bestial state. Contrary to popular belief, werewolves are not made from the union of a Lupan and a human but are instead the result of the Dreadlord Malincar. Long ago, during the First Era, the powerful King Fenris of Wolfhelm craved more and more power than the divines would not give to him. Eventually, he turned to the Dea'ra, to Malincar, and took up a pact. In return for his worship, Fenris would be granted the power of the wolf in becoming one of the most powerful men on Eroris. And indeed, Fenris was granted much power and turned into the very first werewolf in a fit of blood and rage. Unfortunately in his bestial state, Fenris brutally murdered his wife and children and was driven from the city by the angry populace. Tricked by Malincar, he was forced to continue on as a werewolf, both man and best, for the rest of his days.

One can only become a werewolf if bitten or scratched or if sired by a werewolf. Most those who undergo a transformation go feral, and lash out in an attempt to fulfill their desires to hunt or mate making such occurrences common especially in Norravãgg. They are keenly tuned hunters in the endless wilderness, and hunt both man and beast indiscriminately. For those able to keep control over their beastial urges, the abilities of the wolf can be a powerful tool.


Ogres

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Ogres are large in size, easily reaching heights of 8 feet for smaller specimens. They are solitary creatures, more often than not, but fiercely defensive of their territories. The most notable thing about them, aside from their size and strength, is their stench. They themselves are immune to it, but most other Beasts find it to be a rather horrific thing. They have dark bluish black skin and are genrally humanoid in appearance, strangely enough they are rather hairy, with much of their bodies covered with thick hair that is actually capable of stopping some weapons. Most Ogres use makeshift weapons, large clubs, small trees, large trees, even their victims. It is not a rare sight to see a disarmed ogre make use of one of its attackers to bludgeon the others to death. Though mistaken for simple lumbering brutes, some Ogres have shown to be capable of setting traps and luring would be attackers into them.


Trolls

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Trolls are massive tough skinned humanoids that usually reside in mountains. Most are solitary in nature, but small groups can be found on occasion. Though they have great strength befitting their size, they are most known for their rapid healing ability. A Trolls skin is thick and usually a mixture of fat and muscle, making it hard to truly injure them, but they heal quickly. Few things can hamper their healing ability, but fire can negate it, and injure them easily. Though most Trolls rely on brute force, some Trolls are different from others.

In certain areas of Eroris, most often those with extreme environments, there exist trolls that are capable of magic. Frost trolls can use primitive ice magic, and are found in Norravägg, while Fire Trolls, nearly extinct outside Valyar territory, are immune to fire and can harness it in certain conditions. Rarely will one see freely roaming Trolls, as most stay close to their den of choice, usually a cave or hollow of some sort. Though rare, some Trolls have shown the ability to make their own arms and harmor, but they are mostly makeshift at best and too large for most of the Races to use.


Iarim

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often called Frostlings, or Frost Goblins by denizens of the North, Iarim are a near constant plague on the people. They appear to be childlike beings made of ice, which is true, but they are dangerous nonetheless. Though it is a simple matter to defeat one or two, or even five, they are rarely found in small groups. The people of the North have learned that it is wise to clear Frostlings out as soon as they are sighted. A lesson learned after the loss of several villages one harsh winter. Strangely enough, Frostlings are only found in the Cold reaches if the North. Despite being called Frost Goblins some of the time, this is only due to the similar appearance between the two, but it is still a commonly held misconception.

Typically they travel in groups of 20 or more, sometimes with numbers in excess of 100 or more, given enough time, they reproduce quickly and even small groups can soon number in the hundreds. More often than not they inhabit cave systems, often creating new tunnels and burrows over time, though camps in open areas are not too rare. Iarim make use of primitive tools and armor, usually made from stone or bone, but some have seen making use of good quality weapons and tools. Due to their icy nature, Fire works wonders against them, but even that can be ineffective given the right circumstances.


Goblins

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Goblins are strange creatures, they are small humanoids, most only reaching around 3-4 feet in height, they are highly aggressive, but at the same time they are also cowardly unless they have a seemingly overwhelming advantage. They are simple creatures and usually the strongest, smartest (for what it is worth), Most vicious Goblins lead any groups, most things they use are scavenged, often rusted or eroded. They eat nearly anything, from weeds to other creatures to anyone unfortunate to fall to them, but strangely enough, they are not cannibalistic, possibly because they know how bad they would taste.


Vampires

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To most the true origins of vampires are a mysterious thing, most think that they are children of Malincar, that have given up their humanity in pursuit of power, others say they were once followers of Ezmis that were cursed for a betrayal, cursed to never fully experience that which Ezmis holds domain over. The truth of the matter is that the first Vampire was a Valyar that worshipped Ezmis, as worshippers of Aduranous prosecuted those not worshipping the phoenix god, he made a deal with a very different Dreadlord than the one he worshipped, a deal with Malincar, the Dreadlord of Power.

In a desperate gamble the Valyar man made a pact, the pact enabled him to draw power from bloodshed, and the act of drinking blood. For a time the Valyar was relatively normal, just many times stronger than any of his peers, and capable of strange magics. That changed however, the more blood he drank, the the more aggressive he became, and the more the bloodlust took him. Eventually he fled Valyaria, after killing his family. Normally one would be distraught over the loss of his family, but by that time, he had long since stopped being who and what he previously was, now he was (insert Valyar name and ridiculously long and prestigous title here). He would flee his homeland of Valyaria, but would not be alone as he did so, he would take those that he had turned, made like him with him.

Vampires can either be born, from two powerful enough vampires, or made, by an old enough vampire, using their own blood and a spell. Young vampires are weak and apper the most like their Race, but they must feed from flesh blood nearly constantly. Most SIres, the name for the vampire responsible for changing a Fledgling, feed their brood from their own blood, which deepens the already close bonds between them. As a Fledgling grows they develop certain weaknesses after a time, usually a year, the weaknesses include a dependency on blood, with magical blood being all the sweeter, being harmed by sunlight, which strengthens as a vampire grows older, in most cases.

Vampires, usually appear normal at first glance, this applies to all but the oldest and most ancient, who are monstrous in visage, but the fangs and crimson irises when they are under the Thrall are dead give aways. The Thrall is a process that happens to Vampires that have not fed for a while, usually a week or longer, it makes them belligerent and aggressive, and desperate for their next sip of blood. The Thrall can be offset by feeding once a day at the least, it is the most prominent in Fledglings. The older a Vampire is the more prominent their weaknesses are, but they are also equally powerful.

There are a few exceptions to most rules and common sense concerning vampires, the most prominent of these Exceptions are the Ancestors, the Ancient Vampires responsible for Siring most of the Vampires around today, if only by ancestry. Some say that the first Vampire, the Valyar, is one of these Ancestors, and that he still walks Eroris, quenching his thirst as he does. Vampires are usually solitary, but do hunt in family like packs called Covens, usually made of a powerful vampire and its Sired Brood. When someone becomes a Vampire, they lose what they had once been, sure they still possess that persons appearance, and their memories, even skills, but they are more akin to a Beast, a finely tuned hunter wearing that beings skin.

Vampires are fast and strong, and become even more so when freshly fed, an old enough Vampire that is freshly fed can tear through a group of skilled soldiers with ease. Most Vampires can lengthen their nails, that can tear through flesh and most light armor, while other more experienced ones can transform entirely, though these are rare. Vampires also heal fast, extremely so, but heal slower if affected by Divine magic or sunlight. All Vampires are able to use their blood to fuel their magic, much like some Dread Mages can. Almost any race can become Vampires, except for Dwarves, it is not known why this is so, but they themselves are grateful for it.


Mimics

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Like many a Beast recorded here, Mimics, as common folk call them, are of unknown origins. Some think they are a construct of Nebunie, the Dreadlord of Madness, others think they were an attempt at creating the perfect assassin. They are capable of assuming any shape, though most favor inanimate objects such as chests or cabinets. They are shapeshifters, and thus cannot just assume their preferred forms, but also the forms of any being or object they have consumed. They are weak to fire, heat, and lightning generally, but heal extremely quickly, this is especially so if they are freshly fed.


G'mlins


G'mlins have gone by many names, in many different tongues throughout the Ages, Imps, Pixies, Woebrigners, Cursed Children, among others, G'mlin is the name the Ren supposedly gave these Beasts. Despite possessing a host ominous names, they are not inherently cruel, the name that describes them best would be Cursed CHildren, atleast concerning their nature. They are neither wholly benevolent, nor malevent, being a mix of the two generally. They are mysterious and powerful beings, supposedly capable of well, nearly anything, from feats of magic many Arcanists would consider childs play to turning a village into statues.

Many a scholar believes that G'mlins themselves do not actually exist, that they are beings created by the imaginations of children and drunkards to explain the inexplicable. I on the otherhand do not doubt their existence, in this world of ours where Gods have walked this Plane, are such beings really an impossiblity. Their origins are shrounded in mystery, some think they are a creation of Dazarae, Dreadlord of Woe, or no Dreadlord in particular, others still speculate that they were not created, not intentionally atleast, they simply came into being as a consequence of the powers displayed by the El'ra and Dea'ra both.

According to the studies of myself, my master before me many others, G'mlins are as varied in appearance as they are origins, only their shared love of chaos and mischief being a commonality amongst them. Some sightings report them to be akin to miniscule humans with the wings of insects, smaller than even the Dwarves and sharing features with a few of the Races, most predominantly the Elves. Others say that they are smaller furry creatures that seem adorable at first glance, but become ferocious under certain conditions. Others still report them to be some type of Lost One, haunting certain areas of Eroris.


Dire Animals

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Though there are many, many Dangerous Beasts detailed within this tome, not all of them are rare, or elusive, some are encountered quite frequently. One example of such a beast would be the DIre Animals, which at first glance appear to be normal animals, but for their massive size. They are animals that have been forever changed by magic, they are smarter, stronger, tougher and more ferocious than any mundane beasts. They are incapable of using the magic that changed them, but despite they, or perhaps in spite of they are still dangerous foes nonetheless.

Dire animals, are still animals, despite their increased intelligence, they still adhere to their common base instincts, which could be a good or bad thing. A Direwolf for example, most commonly found in the North and the Divide, wil often take control of a wolf pack and its territory, often staying their for its lifespan. This is not a wholly good thing however, as all of its offspring will be Direwolves, there have been stories told of packs of hundreds of DIrewolves roaming the North, but that was in the far past.

DIrewolves are not the only DIre animals however, every province of Eroris, from Eldrion to Orsinium to Mirfuhn, has DIre animals, in some shape or form. In Eldrion for example, its mountains are home to Dire Bears, massive creatures with enough strength to shatter armor, larger than a Whuna and twice as aggressive. They rarely leave their caves, but are still dangerous and still easily encountered if you know where to look, and what to look for.

As stated before Dire animals can be found nearly anywhere, with a great variety of them to be seen. Strangely enough, a Beast that is already magically twisted or enhanced cannot become Dire, but in rare circumstances a Dire animal could gain traits of a more magically inclined Beast, for example, a DIre wolf and a Frost wolf of the North could have a pup that is even more resistant to the cold, and perhaps grow to be even more ferocious and fearsome than either parent. These hybrids are a rarity, but do happen from time to time.

Last edited by Eroris Historical Society on Sat Aug 04, 2018 8:51 pm, edited 29 times in total.

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Postby Eroris Historical Society » Thu Sep 28, 2017 6:02 pm

Beasts of Myth
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Though Magical Beasts are the most numerous they are not the only Beasts that citizens of Eroris know of, in fact the Mythical Beasts are in some cases more renowned as they are entwined in the very culture of some Provinces and villages of Eroris. Though their name implies that they are long since extinct, this is not always the case, they might just be diminished in numbers or rarely seen. The ranks of Mythical Beasts include the terrifying Dragons to the awe inspiring GIants to the Nightmares, whose names are not even whispered, for the fear of them is so great.



Chimaera

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The Chimaera, These Beasts are rarely seen in Eroris, this is because they cannot naturally exist. Many who preach the faith of the Eight consider these beings creatures from the Dreadlands. They look like a bizarre amalgamation of multiple animals forced and meshed together into one form. Rarely do these beings appear, this is because of how they are brought here. They can either be summoned or made by combining dark magic sacrifices and animal parts. They have no truly defined form, whatever pieces used to make them determine their form they have, this however only applies to created Chimaeras and not Summoned ones.

It is believed the creation of these monstrosities is a closely held secret to some Dread Mages and their descendants. On occasion some of these may be seen in ancient runes or tombs predating the Ashen Empire. It is suspected by scholars that these beings were used to combat armored forces long ago. They are greatly resistant to non-magical weapons. They have been known to tear through entire troop formations on their own. While immensely powerful, they are limited by the strength of their creator or summoner, this is why many ancient dark Mages would use 5 or more mages to control and effectively use these monstrous beings.


Dragons

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These beasts were once the most feared beings to roam Eroris. No one knows why they disappeared, one day they just vanished. Oh,Rumors of True Dragons have popped up here and there as they always do, but they were mostly just False Dragons or Drakons. Once they popualted not just the skys and the mountains but some could even be found underground. Others still chose to reside in water. Many Dragons favored fire, but Dragons using other elements have been seen. Orrin Stormcrown once reputedly fought a Frost dragon when he commanded the construction of the massive wall that would be named after him. Many stories such as this permeate early lore, but after a time they dwindled off and disappeared entirely.

Though thought to be Beasts, there is a reason that more than a few Deities of Eroris are given the image of Dragons. They are highly intelligent, even more so than a few of the Races, legends tell that of Dragons that were capable of speech, with some even dabbling in poetry or other written arts, but my Master believed that such tales were a result of fanciful thoughts. Their intelligence is the only disputed fact about them however, some scholars believe that Dragons did not vanish, that they still walk among us in more mundane forms.


Phoenixes

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Known as the children of the fire god, Adeus, the phoenix is an creature of extreme magic valued for their beauty. Long ago when the Onyaar first sought to settle in what would become known as Valyarr, they encountered this magnificent creature. They were often seen around Valyar after they settled there, but they did not fall into conflict. It is suspected that there is some connection between the phoenixes cycle of rebirth and the activity from the mountain, which has been increasing for many years.


Giants

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Giants were once rather numerous beings, they were intelligent enough to forge simple weapons. They like the Golems have elemental variants relative to the area they inhabited. Though unlike the Golems there were normal variants as well. These beings inhabited the mountains and the plains of Eroris. They could also be found in the Frozen wastes or Norrvägg, and for a time in the Hellish heath of Valyar. Some even resided in swamps and forestsm they were among the more peaceful of their kind. As magic became widespread Wild Golems became more and more common and Giants became less frequent, True Giants anyways, on occasion their have been Nords who have dwarfed many other Nords in size, suggesting Giants may have been capable of interbreeding.


Nightmares

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Of the few tomes that I've recovered from the long lost ancient Ren Civilization, none has chilled me more than The Coming of the Nightmares written in an age long forgotten. In this tome was described a savage, flesh-eating race of horses that swept over the Ren Kingdoms early in their history. They charged farm to farm, village to village, city to city, destroying all in their wake. No where was this more disturbing than in the case of the city of Telantar, mentioned in the book, in which several thousand people where devoured by the relentless horde of nightmares. All hope seemed to be lost, before, suddenly, all the nightmares disappeared in one single night.

There are many things that leave me perplexed about this legend made by the Ren. Many of the dates used in the making of the tome date back to before the creation of Andus by several thousand years, casting doubt onto the validity of this legend. Oddly enough, much of this tome is dedicated to first person accounts of the atrocities of the Nightmares, suggesting that our author himself lived during the crisis which only adds to the mystery of these ancient beasts. The strangest thing, however, was the last line of the tome:

"As a warning to all those who read this, the Nightmares of Sokva know no mercy."
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Postby Eroris Historical Society » Sun Feb 11, 2018 5:22 pm

Legends of Eroris

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This is a section of my tome reserved for the greats of Eroris. The people who moved the world with their actions. For those who will be able to call themselves a Legend of Eroris.
Last edited by Eroris Historical Society on Fri Jul 27, 2018 8:58 am, edited 3 times in total.

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Inoffensive Centrist Democracy

Postby Eroris Historical Society » Fri Jul 27, 2018 8:58 am

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