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The Elder Gods are beings who were defined by how they responded to
the primal fear of existence. All they do is filtered through this
experience, from their philosophies to their very personalities and
even, to a certain extent, the domains they rule over. Each is great yet
all are flawed, for the fear has left its mark, gnawing at their immortal
souls. The flaws are stronger in some than others, but they are an
inextricable part of them, and just as a coin has two sides, so do the
Elder Gods have two aspects, one radiant, and the other loathsome. It
is surprising then, that mortals exist who revere the dark side of the
Elder Gods, perhaps ironically, out of fear.
Torrodoth, The Unyielding Spirit:
He knew fear, then squared his shoulders and stood firmly between its
source and the others, regretting only that he would die not knowing
their names. He is Torrodoth, whose name means the Unyielding Spirit,
and his immense courage is matched only by his humility and resolve.
He is the god of champions, of fortitude and of self-sacrifice. Whenever
one would use himself to shield their loved ones, Torrodoth stands with
them. He is also revered by warriors across Simarra, for his
commandments are simple, to stand the line in defense of all you hold
dear. Torrodoth gives strength to tired soldiers, that they may raise
their swords once more. He is god of endurance, and steel and
everlasting valour. Common folk pray to Torrodoth to safeguard their
children, for defending the next generation is the highest of tasks.
Workers too, offer him prayer, and the god looks favourably on diligent
souls, for perseverance too is but an aspect of sacrifice.
Torrodoth is depicted as a colossal humanoid figure, clad from head to
toe in armour that is as much shining steel as it is solid fortress walls.
His great horned helm leaves only his glowing blue eyes visible, which
shine with resolve and calm, for he is not a wrathful deity. He wields a
masterfully crafted tower-shield that is as a portable castle in its
strength, and a massive spear whose thick, rune-enamelled blade
looks more fit to crush than cleave. In all his depictions, Torrodoth is
kneeling, his head bowed in humility, showing that he is as much at his
worshippers service as they are at his. Torrodoths children are the
Toldorr whom he fashioned in his image from the living steel and stone
of his armour. The Toldorrs legendary fortitude and stubbornness are
seen as a sure sign of their lineage to this Elder God, and they worship
him as the spiritual general of their armies. It is said that no force of
Toldorr has ever failed to stand the line, and if they retreat, it is never a
rout, for Torrodoth will always have their backs.
Orodt-Thor, The Ruined Lord:
them, and to enter into a pact with him is to surrender oneself to his
service forever more, for the god of Lies never keeps his word.
Thrak, the Baneful Craven:
He knew fear and he ran. He ran as fast as he could, into the bowels of
Asha-Tor and there he remained, crying and pleading to the cosmos to
spare him. Then he knew shame, as the others looked upon him with
contempt, understanding and worst of all pity. This shame soured
swiftly and soon he knew bitterness, and anger and terrible, burning
hatred. He is Thrak, whose name means the Baneful Craven, and his
bottomless loathing of all things is matched only by his great fear of
that which he perceives as a threat. Thrak is the god of tyranny, spite,
vengeance, and perhaps fittingly, of caution. He is seen by the people
of Simarra as the most despicable of the Elder Gods, an enemy of all
things who endlessly works to destroy the accomplishments of his
fellow Gods. Thrak hates his kin for judging him a coward, and wishes
nothing more than to conquer the world, showing everyone that he is
to be feared and respected, not pitied. Despite his posturing, Thrak
knows full well his own cowardice, and remains safely ensconced in his
fiery home of Thugash-Tor, the very same cave he hid in at his birth,
where he issues his orders to his minions, mortal and immortal alike.
This also makes Thrak the god of cold pragmatism and methodical
planning, as he will not strike until he has a clear and overwhelming
advantage against his enemies. Proof of his nature is the current Age
of Blood, he made sure Agrazn had witnessed the full scope of
Simarras decline before ordering the Sundaari to approach him, as he
did not want to risk the Othrnnn having a change of heart before it
was far too late.
Thrak is depicted as a humanoid male with ash-grey skin, sitting on a
throne of black steel. His features are patrician, with a neat beard and
closely cropped black hair, yet his eyes burn with the terrible crimson
light of a raging inferno. In all his depictions, Thrak is always scowling,
his shark-like teeth clenched in anger. He wears a suit of ornate halfplate over flowing robes, his hands encased in cruel, barbed gauntlets
of steel, to symbolize the iron fist of tyranny. Thraks throne doubles
as a command chair, for it rests atop a colossal Orak-dra war machine.
This massive steel engine of destruction is powered by the gods own
divine energy, and has no need of mana shards. The joints and chest
blaze with the glow of Thraks hatred and the enchanted steel it was
constructed with has been rendered impervious to nearly all forms of
attack. Followers of Thrak are required to swear oaths of fealty to him,
for he demands subservience and recognizes no equals, only pawns.
Conquerors, despots and particularly brutal peacekeepers are his
Kenzes face is aged but noble, and his mouth always wears the hint of
a smile. Old-Kenzes followers are almost exclusively the people of the
fallen nation of Sargolia, and many orders of ascetics exist devoted to
one or more of his virtues. When Sargolia fell to the keza-drak, her
people scattered into Simarra, bringing with them Old-Kenzes worship,
and in the years since, his cult has welcomed many non-sargolians,
who see the gods teachings as a source of hope in these grim times.
Gimbureth, the Frozen Tramp:
She knew fear and took a step forward. The fear overwhelmed her,
consuming all that she was. Tears streamed down her face and she
began to laugh, for she no longer knew fear and regretted only that
she had shied from it at all. She is Gimbureth, whose name means the
Frozen Tramp. She is the goddess of fear, mysteries and the night. In
embracing terror, Gimbureth has become it in some fundamental way.
The emotion itself is a prayer to her, and many Simarrans invoke her
name to give themselves courage. She is also the shepherd of the
dead, whom she sends on their way to their final rest, and those who
would commune with spirits offer sacrifices to Gimbureth. Despite
ruling these dire forces, Gimbureth is also the goddess of
understanding and acceptance. She teaches that in embracing the
unknown, one no longer fears it. She is the protector of outcasts, those
that others fear and hate because they do not understand. Gimbureth
is seen as one of two truly neutral deities, whose spheres are relatively
subjective in their perceived morality.
Gimbureth is depicted as a lithe, slender female humanoid in a coalblack gown that is worn and tattered. Dirt, grime and less pleasant
substances cake the fabric of her clothes. Her skin is porcelain white,
completely untouched by impurities, and her long hair is the colour of
polished obsidian. Her eyes are a deep violet and glow in the dark like
eerie stars. A pair of gigantic, leathery bat wings emerges from her
exposed back, topped with razor spines. Her frail-looking arms end in
the oversized, rending claws of some nightmare beast. Gimbureths
followers are drawn from societys misfits, often building their hidden
temples on the outskirts or beneath cities. They travel frequently and
have developed a secret cant with which to communicate discreetly
with other faithful. Gimbureth is also a central goddess of the Shek-Tar
races faith, who revere her as the mother of their god, the Aberrant
known as Kar-Goth.
Bhemgurti, the Blazing Moon:
pair of majestic steer horns and his features are severe, but not
unkind. The worship of Terrhaig is widespread and every major city has
a temple dedicated to him. The Priests of Terrhaig also act as barristers
for communities that have no official judges, and the militant arm of
the temple, The Order of the Scales, is commonly seen aiding the local
peacekeepers with their duties.
Uzgora, the Inevitable Mistress:
She knew fear and purged her soul. She shut down, rendering all her
emotions to nothing in her efforts. She opened her eyes, feeling
nothing more, and she had no regrets. She is Uzgora, whose name
means the Inevitable Mistress, and her mastery over the tides of fate is
equal with her complete and utter lack of emotion. Uzgora is the
goddess of fate, stoicism and time. She represents the inevitability of
destiny and the serenity that comes with accepting ones place in the
grand scheme of things. Uzgora is not merely master at reading the
strands of Fate, she is Fate in a certain capacity. Because of this, she is
the patron of seers, who learn their craft through her teachings. She is
also the goddess of winter, embodying the harsh and unrelenting
nature of the season, which comes every year no matter the
circumstance to bring years to a close. Uzgora is also notable for being
the only Elder God that is not hated by Thrak, because she did not
gaze at him nor judge him for his cowardice. As a result, Thrak has no
quarrel with Uzgora, and his followers tend to leave hers in peace.
Uzgora is depicted as a comely female humanoid dressed in a pure
white winter coat, complete with snow boots and hat. Her arms are
wrapped in countless thin crimson strings, that trail behind her as she
walks. Her skin is fair and her hair is ice-blue and cut chin-length. Her
features are soft and her cheeks are perpetually pink with cold, but her
eyes are vacant and dark, completely devoid of life. Uzgora is the Elder
God responsible for the creation of the Shodonai race. She had
intended to use them as assistants and messengers between her and
the rest of Simarra, but it transpired that the Shodonai had the
emotions their mother lacked. As a result, they used their knowledge of
navigating the pathways of fate to avoid calamities and preserve
others, hoping to steer Simarras future for the better. Uzgora let her
children be, for even they were playing their part in the design of Fate.
Rozaug, the Cherished Bell:
Uzgoras light half is Rozaug, who responded to her fear by giving
thanks. She thanked the universe for letting her experience such a
wonderful life, short though it was, and welcomed her death with a
smile and a heart at rest. Rozaug is the goddess of peace, serenity and
forgiveness. She is favoured by the common folk of Simarra for her
gentle teachings, and she is often invoked to calm disputes or anger.
Rozaug was the primary ally of the Othrnnn during the Age of Plenty,
filling the void left behind by Enras departure and giving the
demigods her counsel. Despite her positive spheres of influence,
Rozaug is also the goddess of death, whose solemn visage is often the
last thing a dying mortal will see. Following her example, her followers
teach others to accept death as a natural part of the world, and to
cherish the time one has left instead of bemoaning their end. Rozaug
works closely with Gimbureth in this role, housing the souls sent to her
within Asha-Tor, in the time before they are reincarnated.
Rozaug herself appears similar to Uzgora, except her hair is long and
flowing, the colour of wheat at harvest. She wears a simple work dress
and a crown of lilies rests on her head, both are the same white as
Uzgoras garments. Her arms are bare and covered with an ever
moving lattice of black lines, which are in fact the names of every soul
currently residing in Asha-Tor, tattooed in minute letters on her flesh.
Rozaugs eyes are a lovely golden colour and are filled with the warmth
one might expect from a mother. Rozaugs temple is one of the most
involved with the common folk in Simarra, providing everything from
orphanages to performing funerary rites. In the Age of Blood, the
priests of Rozaug have become vital in maintaining the morale of the
remaining safe havens, even if their resources are extremely taxed.
Of dragons and the Elder Races:
Once the gods recovered from their labours in creating Simarra, they
set to the task of creating children, a people to represent them on their
new world. Vathrim, boldest of the gods, took the initiative and
fashioned from his divine essence the beings who would take the name
Vasparri. Iragreth, desiring mighty warriors to carry his standard,
created the giants, who in their hubris, led a rebellion against him.
Their defeat and consequent punishment led to the birth of the halfgiant peoples. Torrodoth, the guardian of Simarra, created the Toldorr
from the unyielding stone and steel of his armour. Uzgora, the
custodian of Fate, fashioned the Shodonai from the seas of mana
around Asha-Tor. Finally Enra created the Enr, but gave them no
purpose, for it was not her place to define that which her children
should find for themselves.
So the Elder Races lived, building their civilizations under the gaze of
the Gods. But as time wore on, the gods began to develop a fascination
with certain mortals. Whether by their deeds, their wisdom or their
simple personal character, these individuals drew the attention and
have the same sphere, whereas an Elder God cannot possess a sphere
already claimed by one of his kin.
The most prominent Aberrant Gods are the ones who created the major
Aberrant Races:
- Kar-Goth, formerly a Toldorr, incarnated by Gimbureth and God of
Predators. Creator of the Nahl-Tesh race, though only the tribe
known as the Shek-Tar venerate him.
- Gark, formerly an Enr, incarnated by Iragreth and God of War.
Creator of the Saran-Ghori race, was slain by his creator and they
now worship Iragreth.
- Zoria Zamoria, formerly a Vasparri, incarnated by Mithvar and
Goddess of Crime. Creator of the Zoriash race, disowned by them
after trying to sell them out to Mithvar.
- RedClaw, formerly an Enr, incarnated by Vathrim and God of
Freedom. Creator of the Wyldling race, wed to Cania, an Aberrant
Goddess of wolves.
- Storm, formerly a Toldorr, incarnated by Kathr and god of
Community. Creator of the Ghaskrii race, also worshipped by the
Sudejans of the Ranaath Mts.
Of the Othrnnn and the Age of Steel:
The Primordial Age came to an end when Enra decided that the Elder
Races were in need of guides, wise advisors to help them fully realize
their potentials, and soothe relations with the Aberrant Races. This
decision came in response to rumours that Thrak was creating his
own race, which he planned to use to destabilize the civilizations of
Simarra in retaliation for the Elder Gods scorning of him. To counter
the arrival of Thraks people, Enra called the Elder Gods together
and explained her plan, she would take one of them as a consort and
together they would create a new race, one that was strong in mind,
body and spirit, strong enough to advise the elder races and strong
enough to deny the depredations of Thrak. However, Enra wished for
this new race to have only the best traits from the worthiest of the
gods, and thus she decreed that the Elder Gods would compete to earn
the privilege of helping her conceive. The tournament was held in the
Threshold Realm, so that Simarra would not be damaged by the Gods
fighting, and Enra bid all interested parties duel in any fashion until
one of the gods emerged the victor, and would receive the honour of
creating the race of champions alongside Enra. Of the Elder Gods,
only Torrodoth abstained from participating, occupied as he was by his
Vigil, and by extension his dark-half, Orodt-Thor also did not
participate.
And so the Gods departed Simarra once more, informing only their
most trusted worshippers of their purpose, and the Threshold War
began, a conflict that would rage for almost 1000 years. With the Gods
gone, the elder races found their prayers were no longer answered and
despite the temples best assurances, a profound unease swept across
the land, and it did not go unnoticed. First to capitalize on the now
godless world was Thrak, the rumour that he was creating a race of
servants had been a lie, for he had created and unleashed them into
Simarra some time ago. The shapeshifting moragrim, creatures of
malice and first amongst Thraks servants, had been the ones who
duped Enra, and now that the Elder Gods were gone, there was
nothing to prevent them from plunging Simarra into ruin. They moved
unseen amidst the elder races, uttering false warnings and showing
erroneous evidence of hostility from the Aberrant races, and it did not
take much to convince the lords of Megath-Tor that these bastard
offspring of lesser gods desired their lands for their own. Meanwhile,
the moragrim did much the same with the Aberrant races, stoking the
resentment that had been accumulating since the unfair peace treaty
all those centuries ago. Inevitably tensions erupted into open conflict
and war between the elder and aberrant races was ignited across all of
Simarra. So had begun the Age of Steel, a time of violence, hatred and
endless feuding in which suffering flowed like blood from an open
wound.
The Age of Steel was a significant time for all of Simarra, and many
deeds, great and vile were performed. Most notable was the falling
apart of the Cradle of Lifes great civilization in response to the
Ascendant Wars (the conflict with the Aberrant Races). Because the
Cradle held the majority of the elder populations, it became a focal
point for many aberrant invasions, and though they were armed with
great sorcerous might, the armies of the elder races were being worn
down. The leaders of the elder races decided that in order to better
protect themselves, they would need to relocate their people to
separate homelands, reasoning that the aberrant races would follow
the exoduses, thus fragmenting the forces amassed against the Cradle.
Utilizing the great gateway of Sedrin Henge, the elder races went their
separate ways in a great migration known as the Procession of the
Brave. The Toldorr travelled to the Shieldwall Mountains, ancient site
of their birth, and the Vasparri scattered to the east, eventually
founding the Kingdom of Volspar. Only the Enr remained in the Cradle
but in the event of their defeat, they sent many colonists of their own
through the Henge. As predicted, the Aberrant Races splintered and
left to pursue the departed peoples, alleviating (but not removing) the
pressure on the Cradle of Life.
Another important event of the Age of Steel was the decline of magic
in the world. With the absence of the Elder Gods and the fair weather
attitude the Aberrant Gods towards their duties, Simarras link to the
seas of mana weakened and mortal sorcerers found it far more difficult
to conjure up even the simplest of enchantments. Thus were the elder
races placed at a disadvantage against the aberrant races, which still
enjoyed the favour of their Gods, fickle though it was. This changed
with the discovery of Mana Shards by the Toldorr known as Thengrin.
Thengrin found that with the proper treatment, these crystallized
chunks of magical energy could be used for a staggering variety of
purposes, not the least of which was as fuel. So came the advent of
Ascendant Technology (for whom the Ascendant Wars are named), with
the elder races developing mana-infused weapons and tools that
served to compensate for their stunted magical capabilities. Ascendant
Technology revolutionized the face of Simarra in addition to evening
the odds in the Ascendant Wars, and many devices created during
those times are still in use today.
By far one of the greatest tragedies of the Age of Steel, and one of the
greatest triumphs of Thraks sabotaging were the Hunting Times.
Throughout the Ascendant Wars, the great Dragons had remained
studiously neutral, refusing to endorse or aid either side in their feuds.
This reluctance to fight would be the ancient races undoing, as the
fiendish moragrim seized upon it to turn Simarra against them. They
whispered poisonous words into the ears of the elder races, saying that
the dragons did not join the fight because they were themselves
waiting, plotting to take advantage of an eventual weakness to
conquer Simarra for themselves and enslave all mortals. Enough of the
leadership of the elder races were fooled and the Hunting Times
began, a savage conflict with the dragons that all-but eradicated the
majestic creatures from the face of Simarra. Though the dragons were
superior in every way, the mortals utilized Ascendant Technology and
sheer numbers to overwhelm them. Monstrous war-engines known as
the Orak-dra stomped across the fields, their colossal size and manacharged weapons matching the dragons own destructive power, and
eventually the remaining dragons went into hiding and have been seen
only rarely since then.
And in heaven the Threshold War raged as fiercely as the conflicts on
the mortal plane. The Gods fought battles of cosmic proportions and
engaged in intrigues of infinite complexity, all for the honour of
creating the saviours of Simarra. All of these battles have entered
legend and a few are recognized as defining moments for the Gods
involved. Notable confrontations include the duel between Iragreth and
Bhemgurti, which lasted for 50 straight days and which Iragreth only
won because he collapsed after Bhemgurti, for the goddess of courage
fought like a true demon despite her lack of martial training. Also
notable was the confrontation between Gimbureth and Mithvar, which
consisted entirely of one long conversation as both gods attempted to
find a fear or secret to exploit respectively. They spoke about anything
and everything, duelling with words for the better part of two months,
and in the end neither could find a chink in the others armour and the
fight was declared a draw. Kel-Zedons fight with Vathrim shook the
heavens as the god of disaster pulled every card from his Black Deck,
only to be frustrated by the god of knowledge, who knew just the right
way to counter his attacks.
The Threshold War was terrifying, epic, plane-shaking, and ultimately
completely pointless. For as the Gods fought, Enra watched, and as
the centuries wore on, she came to realize that none of her children
were suitable for the task she had envisioned. All were great, but all
were flawed, and her race of guides could have no flaws. Ultimately,
Enra trusted no one but herself to her endeavour, and thus in secret
did she create the Othrnnn, the God-Spawn. Of course it was only a
matter of time before the other Gods found out about her actions, and
they were outraged by them. Not only had Enra reneged on her sworn
word, but her decision had removed the prize of the Threshold War,
effectively making the past millennium of war an utter waste of both
time and lives. In a rare moment of unison, the Elder Gods punished
Enras arrogance with exile to the war-ravaged wastes of the
Threshold Realm, leaving her to wander the blasted plane and reflect
upon her actions. Unfortunately her exile left Enra exposed to the
nightmares outside reality, the very ones she had herself created out
of fear, and this was enough to driver her completely mad with despair
and fear.
So Enra passed from Simarra, but the Othrnnn remained,
determined to carry out the sacred charge placed upon them by the
First Mother. As the Elder Gods returned to the mortal plane, the GodSpawn accompanied them, and set about bringing order to this
beleaguered world. With their semi-divine power, indomitable spirits
and boundless wisdom, the Othrnnn did just as they had been
tasked, and in only a year, they had brought peace to Simarra for the
first time in a millennium. Through diplomacy, eloquence and
compromise, they had not only smothered the flames of war, but they
brought hope to all they met, elder and aberrant races alike. It was
they who unmasked the vile moragrim and imprisoned them deep
below the earth, denying Thrak his most favoured servants, and it
was they who broke the backs of the wicked Sundaari, a nation of
mortals who had been converted by the moragrim to Thraks worship,
scattering them into isolated gypsy clans. The Othrnnn smashed
aside the influence of evil and shone forth the light of righteousness
once more, bringing an end to the Age of Steel, and raising the curtain
on a new era, the Age of Plenty.
The Mad Goddess:
Though the Elder Gods rule to this day, the seat at the head of their
table is empty, for its owner will probably never return. Enra, the First
Mother and creator of Asha-Tor and the other gods, is lost to all. For
centuries since her exile, she has wandered the dark and bleak
Threshold Realm in exile, as penance for her own hubris. Here in the
dark between the worlds she lives a tormented existence, constantly
harried by the nightmare spirits borne of her own primordial terror.
They have been her companions from the beginning, and the fear they
elicit in her as well as her own despair and regret at her actions and
those of her children have completely broken her.
She staggers in the dark, blind and hungry, unable to conjure anything
of substance for long. Her drink spoils in seconds and food turns to ash
in her mouth, and the nightmares shriek and gibber with mirth at her
suffering. Madness is her only companion anymore, and she has
forgotten much of what she was, no longer even recognizing her own
name or those of her children. Travelers in the Threshold realm had
best be cautious, for there is no telling when they will cross paths with
the Mad Goddess, and then their fate is entirely up to her own
shattered will. There are tales in the Age of Blood that the monstrous
keza-drak, who use the Threshold Realm as their staging ground in
Simarras invasion, have been harried by a terrifying force. In the
shadows of that dark place, entire contingents of keza-drak, and even
camps have been reported lost in mysterious storms of carnage,
shrieking, and the chilling sound of a womans giggling, peppered with
choking sobs and desperate entreaties.
The Age of Plenty and the Talmosian revelations:
The Age of Plenty was a period of unparalleled peace and prosperity, a
time when nations rose and grew strong, forging their histories and
legend under the watchful eyes of the Elder Gods and the Othrnnn.
The Aberrant races were visited by the God-Spawn, who convinced
their masters, the Aberrant Gods, to allow them to guide their children,
and under the Othrnnn, many aberrant races were reborn, growing
to be the equals of the elder races. The first born themselves knew a
golden age once more, the Toldorr spread out and turned the
Shieldwall range into a symbol of their race, whereas the Vasparri of
Volspar placed themselves on the cutting edge of progress. The Enr
grew from refugee colonists to full-blown nations, developing unique
cultures and beliefs far removed from one another, and in the Cradle of
Life, the city of Megath-Tor, restored to its former glory, shone brightly
once again.
With the return of the Elder Gods, magic was once again prevalent in
Simarra, but the Hunting Times deprived many of the mortal races of
the wisdom of the dragons, who had been so integral in the mystic
superiority their ancestors had. Instead of isolated covens of magi, the
elder races founded the Arcanus League, a unified body of sorcerers
who taught magical theory and searched for clues of the worlds
distant past. Many influential mages and even a few Ascendant smiths
rallied behind the League and soon, they had become they authority
on all things magical in Simarra. It was, however, agreed that many of
the weapons developed in the Age of Steel no longer had their place in
the world, and the Arcanus League, in cooperation with the Othrnnn,
decommissioned and or hid away the vast majority of these dangerous
machines in unknown vaults all across the world, so that no one could
potentially threaten the world with them.
The Elder Gods themselves no longer restricted their movements to
the Cradle of Life, and travelled the world, eventually finding worship
in some of the worlds nations, or taking it for themselves in the case
of Iragreth, who hunted down and slew all the Aberrant Gods of War,
thereby securing his status as the mightiest warrior of the Gods. OldKenze, compassionate and caring, became the patron of the Sargolians
behind the Wall, and never left his adopted people. Many of the
temples dedicated to the Gods, elder and aberrant, reached the zenith
of their power in the Age of Plenty, counting many thousands of faithful
and becoming influential temporal institutions in their own right. A
shining example was the temple of Terrhaig, that became inextricably
linked with the justice system in many nations of western Simarra, and
whose priests were reputed for their fairness above all.
The Age of Plenty lasted for 934 years and was the time when many of
the worlds modern conventions were established and perfected.
Despite this, some ominous rumblings did indeed occur; reminding
everyone that evil was still present in the world. In the 333rd year of
plenty, in the marshy nation of Talmosa, a dire prophecy was spoken. It
was pronounced by three withered hags, in front of the Overlord of
Talmosa in the bog-ringed capitol Tadar-Kesh. No one knows from
whence they came, but they claimed to serve the infamous cronesorceress Uldana Rae, who was well known as the most favoured
priestess of dread Kel-Zedon on Simarra.
The Theladrin Order, protectors of the second home:
Among the Othrnnn there is partition of duty, just as not all citizens
are soldiers, so do the God-Spawn work for the benefit of all in different
ways. The Theladrin Order, named after the archmage who founded it,
was dedicated to discovering threats to Simarra and extinguishing
them before they could cause too much damage. It was the Order that
brought low the deceitful moragrim and scattered the wicked Sundaari
at the end of the previous age. The Order was based out of Megath-Tor,
and made extensive use of the mystic gateway known as Sedrin Henge
in their duties. The Talmosian revelations were kept by the Order,
whose mission extended to averting such dire prophecies. Indeed, the
Orders last master, the powerful God-Spawn known as Agrazn,
made it his personal quest to prevent the prophecy from coming to
pass.
Agrazn the Just and the Decline:
Agrazn determined that to better understand the nature of the
Talmosian Revelations, he needed the counsel of his races creator, the
First Mother Enra. Unfortunately, Enra had not been seen on Simarra
since the Age of Steel and no mortal entreaties had been answered
since then. Agrazn inquired with the other Elder Gods, but he
learned that not even they knew where Enra had gone, only that she
had vanished whilst visiting the Threshold Realm. He did however
receive a worrying revelation from Uzgora. The goddess of Fate
pronounced that the seals on the bound darkness had already begun
to weaken. Agrazn realized that he would have to prepare the world
for the worst.
Agrazn brought his findings to the temples in an effort to warn them
of the coming storm. Unfortunately his warnings were not heeded, and
it became awfully apparent that the priests had no interest in helping
him <>As for the gods themselves, Agrazn could only find a
handful of those he judged concerned with the fate of Simarra, most
wandering beyond his ability to find. Torrodoth had allowed his ennui to
consume him and was overshadowed by Orodt-Thor, who cared noting
for Agrazns pleas. Terrhaig was swamped by cases and problems,
many caused by the decadence of his own clergy, and could only
promise to help Agrazn if he could present undeniable proof of the
danger. It seemed that he could not count on the gods for aid
<>
All around him Simarra seemed to rot from the inside. Indolence,
corruption and petty greed festered all across society, and at last
Agrazn realized the truth. The prophecy was already realized, the
age of darkness had been upon them all along, and he had deluded
himself into believing he could save a world that had already fallen.
Enra had left because she had no wish to return, and Agrazn feared
that she would never do so whilst this evil persisted. It fell to him, then,
only he was still pure and only he could purge this world of wickedness
and filth. But to do so, Agrazn would need allies, those who had
become his only hope to make things right, and their master, the one
who had fought to end this sinful reality from the very beginning.
The Deeds of Agrazn the Betrayer:
Agrazn performed forbidden rites in the ruins of an ancient temple,
and summoned forth an apparition of dread Thrak. He told Thrak of
his realization, and that he needed the gods aid to cleanse the world
of sin. Thrak agreed to give his support to the God-Spawn, but he was
limited in his movements. He promised Agrazn an unstoppable army
if he freed his servants the moragrim, and opened a way to the
Threshold Realm for his minions to cross over. But it would not be easy,
Thrak warned, for only a master of his unique magical arts, the ThalZrun, the Way of Blood, could undo the seals placed by the Othrnnn
on the prisons of his servants. He told Agrazn to travel north to the
Feycrag Wood, and there he would find the necessary instruction to
realize his goals. And so Agrazn embarked on his fateful journey,
unaware that he himself was fulfilling the prophecy he had given up
on, a prophecy that had been exploited by Thrak for his own
diabolical ends.
<>
Once he had freed the moragrim, Agrazn set his sights upon Sedrin
Henge, for it was only from there that mortals could access the
Threshold Realm. But the Henge and its surrounding environs was the
domain of the Othrnnn, thus they would need to be dealt with. <>
Though many Othrnnn perished and only a few escaped to survive,
there were those who, out of greed, fear or simple sympathy for his
cause, joined the Betrayer in his cleansing. These fallen God-Spawn
came to be known as the Thaork, the Bane Lords, commanders of
their masters armies and his left hand in the Age of Blood. The
Thaork number seven, in parody of the Elder Gods, but the actual
number of Othrnnn in service to the Blood Throne is a fair bit higher
than that.
Thrak had not been idle during the Age of Plenty, and whilst the
mortal races prospered and grew complacent, the Baneful God quietly
laid the foundation for his ultimate vengeance. Realizing that he would
need more than just the poisoned dagger of the moragrim and the
blood-fuelled sorcery of the Sundaari, Thrak looked beyond Simarra,
and into the infinite void of the Threshold Realm. His search lasted
decades but eventually it bore fruit as his eyes settled on a world
wracked by war. On this world, called Ikoria as Thrak would later
discover, there existed two empires locked in a struggle for supremacy.
The first empire, the Keza-Drak, were discipline and lived for conquest,
but could not use magic, whereas the second empire, the Kizunar,
were relatively fragmented into bickering castes and highly territorial,
but were sorcerers without peer. Thrak realized that he could tip the
scales in this war for either side, but ultimately chose to aid the KezaDrak, because they were more unified as a people, and more
superstitious, and thus more susceptible to being awed by his divinity.
Thrak appeared before the Keza-Drak battle-lords and struck a
bargain with them. In exchange for their allegiance in the future,
Thrak would deliver them victory over the Kizunar. Using his scrying
magic, Thrak provided the Keza-Drak with invaluable information and
knowledge of the weaknesses in the Kizunar defenses. Furthermore, he
taught them how to open gates to the Threshold Realm, which allowed
the Keza-Drak to strike unexpectedly from behind enemy lines. In less
than a year the Kizunar Empire was no more and all of Ikoria belonged
to the Keza-Drak. They were not ungrateful to the one who had
secured their victory and they pledged eternal allegiance to Thrak,
swearing that when he demanded it, the Keza-Drak would march under
the Dark Ones banner.
<>
Thel-Kaza and the Age of Blood:
As the invasion of Simarra raged and the nations of mortals burned,
Thrak proved himself every bit as proactive as his champion. Thrak
knew that his siblings, usually content to let the mortals direct their
own fates, would intervene to stop him. The God of Tyranny would not
allow them the opportunity, and unleashed an enchantment upon the
world of such power that the sun did not rise for a full day. Thrak had
carefully husbanded and shaped this spell, spending a thousand years
developing it to his purposes for this day. Great ethereal chains of
shimmering black mana, visible only to those with magical training,
snaked across the skies of Simarra, casting a divine lock over the
world. Its purpose was to separate the Elder Gods from their people,
denying both entrance and egress to all but Thraks specified
crushed, their lands despoiled and their people enslaved. Still, many of
the people from these fallen lands survive, carrying their cultures and
beliefs as refugees in the few remaining safe zones. Rarer still are the
nations who, against all odds, still hold out against the invaders. They
are hammered relentlessly by the forces of the enemy, but these brave
people refuse to pass quietly into the night.
The Enr: Children of the First Mother:
The Arcanocracy of the Wood (the Daleians):
Megath-Tor may have been the political center of the world, but the
Daleian Wood was its educational summit. The Arcanocracy was a
nation of scholars and sages who lived amongst the ancient trees of
the Daleian Forest. Their cities were gardens, built in and around the
glades of the Wood, harmonized with the land through the use of
powerful magic. Situated near the Cradle of Life, the Arcanocracy
benefited greatly from the trade, and it boasted many large port cities
due to its control of the Thirian Bay, which was the closest body of
water to the Cradle.
But in the end, the Daleians greatest resources were always their
scholars and sorcerers. Great memory vaults, crafted from manashards held the knowledge of a thousand centuries and peoples.
Learned magisters taught eager initiates the arts in and around
glimmering marble halls and gilded observatories. Hundreds of
students, many the children of nobility, came from all across Simarra to
receive education of a quality they could hope to find nowhere else in
the world. Even the ancient and arrogant Arcanus League of MegathTor sought the counsel of the sages of the Wood.
The Arcanocracy was amongst the last of the western nations to fall.
With the aid of their Thusparri allies, the armies of the Wood held out
for seven years before the Keza-Drak seized Daedal, its capitol. The
magisters had long planned an evacuation, but it was nevertheless
costly, and a great many Daleians did not make it to the ships in time.
Afterwards these refugees scattered, going their separate ways to
different destinations to ensure at least some of them would survive.
Some of them undertook a long and harrowing journey to Ardrennen
Falls and today, the city counts a large population of Daleians.
Daleians are usually a friendly and welcoming people with a
cosmopolitan mindset, but more than other people, the loss of their
homeland has taken the joy from them. Now most of them are dour
and humourless, prone to melancholy and lamenting their lost home.
Since they are well-educated (generally) many Daleians have become
obsessed with devising a plan to retake the Wood, and their magisters
in particular, feeling that they have failed their people, work tirelessly
to find a way to turn the tide of this war.
The Kingdom of Narballa:
During the time of the Brave Procession, a colonist train was sent into
the harsh northern regions near the Feycrag Woods and along the
coast of the Long Sea. The leader of this exodus was lord commander
Narbal; a decorated soldier who, upon seeing the bleak tundra of their
new home, declared that in the entire world, there was no more fitting
a homeland. Since its founding, the kingdom of Narballa has had a long
tradition of military excellence. Their wars with the Saran-Ghori and
the Sundaari, coupled with the famously rugged climate of their
homeland have made their reputation as the Power in the North a welldeserved one.
In Narballa, the monarchy holds absolute power, and serves as the
senior staff for its armies, since the royalty is supposed to be strong
enough to lead in war as in peace. Furthermore, the King is expected to
be harsh in his standards in regards to his retainers, and a noble
retains his privileges only as long as he continues to prove his
competence. There are no slaves in Narballa, but every freeman, be
they farmer or craftsman, must do their part for the kingdom or face
exile, for their laws do not tolerate dead weight. The Pride of the
Kingdom are the Paladins of the Cliff, an order of warriors and generals
devoted to the god Terrhaig, who have been the defenders of Red Cliff,
the capitol, since their founding in the Age of Steel.
In the Age of Blood, Narballa stands resolute in the face of the KezaDrak onslaught. Because of its relative isolation, superior natural
defenses and command of the Long Sea, the Kingdom has managed to
beat the forces of Thrak back at every turn. The chief threat comes
from the sea, as fleets of Sundaari raiders are launched regularly from
the Droghedian Peninsula. On land however, a more insidious threat
has emerged on the fringes of the Kingdom. Reports have come of
villages being rocked by cases of violent insanity and its sufferers,
after attacking their loved ones, vanish into the Feycrag Woods, only to
re-emerge days later as part of a Keza-Drak assault, completely
unrecognizable as having been human.
The Narballans are a proud, doughty people, with a strong sense of
personal and civic duty. Though they may appear less civilized than the
gentile folk of the Cradle, they are merely practical, as their homeland
leaves little room for luxury. Though a touch prickly and intolerant of
that their ways are every bit as civilized as those of the enlightened
Cradle, just in a different fashion, and resent them for their
condescension. By this token, the Narmrothans have better relations
with the aberrant races such as the Saran-Ghori of the Tarud Mesa, and
are more likely than most elder races to be found in their company.
Despite a mutual distrust of the southern nations, the Narmrothans are
courageous and resourceful companions to the free peoples, ready to
lay their lives down against the minions of Thrak.
The Most Serene Homesteads (Sargolia):
Before the war, many Simarrans wondered about the massive, misty
chain of mountains far to the east, known simply as the Wall, and the
fabled nation that lay beyond its treacherous passes. The land of
Sargolia was colonized during the Age of Steel much like its
contemporaries, but the people involved were a fair bit different than
most others who joined the Brave Procession. These were farmers,
tradesmen and simple folk, poor and wishing to get away from the
wars in the Cradle so they could live in peace. Their leader was EliasDai-Shen, a minister of Megath-Tor who had grown tired of the
prejudiced wars against the Aberrant races, and set out to found a
nation based on harmony and brotherhood.
The result was the Most Serene Homesteads, or Sargolia as it was
known to the world. This land was one dedicated to the ideals of its
founder, and whose people lived according to a distinct philosophy of
humility, integrity and love for ones fellows. Sargolia was the country
of Old-Kenze, the god of spiritual serenity and compassion, who taught
its children the path to enlightenment in the fertile farmlands and lush
forests of the realm. Sargolia was ruled as a council by her people, and
was a land where no man was a slave and cities prospered alongside
serene townships, watched over by the jade statues of August
Proprietors, the laughing virtues, and of course, Old-Kenze himself. The
Sargolians knew little of the world beyond the wall, content with
leading their humble existences, tilling their fields and holding their
sermons, but never turned away a stranger in need.
However the Sargolians received a bitter awakening to the outside
world when the Keza-Drak flooded through the ancient stone ArchGates from the Threshold Realm, slaughtering and conquering in the
name of Baneful Thrak. Despite the valiant efforts of the Sargolian
Home Guard, the nations dedicated peacekeepers and soldiery, they
were hopelessly outmatched by the battle-hardened invaders, and the
Serene Homesteads fell in less than a week. What followed was a
terrible rout of the Sargolian people, as they struggled desperately to
flee the bloodthirsty Keza-Drak. Many died at the blades of the enemy,
and scores more perished during the disorganized and impromptu
exodus across the treacherous passes of the Wall. The refugees,
suddenly adrift in a totally unfamiliar world, thankfully emerged in the
territory of Volspar, and were taken in by the Volsparri. Those who
emerged further south however, into the dark Spiderhaunt Forest, were
forced ever westward, scattering like leaves into the Wild Lands.
The Sargolians, though having lost all they cherish, still cling to their
sense of community and philosophy of virtue in the Age of Blood. The
strong bonds of brotherhood they have amongst themselves and the
teachings of Old-Kenze give these people hope for survival. Sargolians
are both intensely curious of the other Simarran cultures and
profoundly shocked by them at the same time. The Volsparri alone
have a society and lives so radically different from their own that many
Sargolians joke that it would be less daunting to face the Keza-Drak
than understand their new allies. Nevertheless, the people of the
Homesteads make for sober, serene companions, who manage to find
beauty in this Dark Age through the ties of friendship they forge, and
giving hope to those who travel with them.
The Five Colonies of New Elysium (Sudeja):
Of all the Enr expeditions to leave Megath-Tor during the Brave
Procession, none went further than those brave souls who settled the
northeastern most lands in and around the barely explored Ranaath
Mountains. The colonists were led by lord Kurassier Moribond, who to
give his people heart for the task ahead, proudly named their place of
arrival New Elysium, after the Enr name for Megath-Tor, and declared
it the birthplace of a grand new country. Despite many hardships, New
Elysium grew and prospered thanks to a booming fur trade, rich
mineral wealth, and abundant lumber of the Moberon Forest. The
original colony spread until five colonies existed, spread as far as the
eaves of the great Sarangak Forest.
The Five Colonies, or Sudeja as it is more commonly known, is a nation
that has a proud tradition of self-reliance and resourcefulness behind it,
having come into its own completely without aid from the Cradle. Also
unique to Sudeja is its political system where settlements and counties
are governed by a magistrate and a council of intendants (typically 13)
elected by the people themselves. Each colony is managed by a
governor, who answers to the Governor-General and his Colonial
Council in New-Elysium, but are semi-autonomous with their own laws
in addition to those of the nation as a whole. The populations of Sudeja
are supported by a relatively small, yet intensive agriculture due to the
made for carrying with four fingers and very hard nails that feel like
stone to the touch. Toldorr faces are broad and angular, often
described as being hewn from stone. Prominent is the fact there is no
cleft between a Toldorrs brow ridge and their nose, but said noses are
flattened so as not to hamper their vision. Toldorr eyes are luminous
and pupil-less, and can be of a variety of colours ranging from blue to
gold. Their mouths are wide, more so than an Enr, and their flat, white
teeth are hard enough to bite down on solid stone without chipping.
Toldorr have skin tones that range from flinty grey to almost obsidian
to the silver of polished steel. Like most races, Toldorr are capable of
growing facial hair, and hair colors are similar in scope to those of the
Enr.
Clan Thorongar:
When most folk think of the Toldorr, it is the people of Clan Thorongar
that come to their minds. During the Age of Steel, the Toldorr returned
to the ancient land of their creation, the Shieldwall Mountains, and
since then, have become almost synonymous with the mighty range,
to the point of being referred to as Shieldwallers by the other races.
Clan Thorongar cleaves closest to the ideals of Torrodoth, going so far
as to center most of their culture and society on what they describe as
their Sacred Charge. Over the centuries, the Shieldwall range has
become the immovable wall protecting the lands of the west from the
depredations of the Wild Lands, with Clan Thorongar transforming the
majestic peaks into something resembling an impenetrable rampart,
commanded by mighty bastions and mined with underground supply
railways. The lands surrounding the Shieldwall, particularly the Fey
Wood, the Thelstaad Forest and the lands between them, are under the
sovereign protection of Clan Thorongar, and all races living there rely
on their frequent patrols to keep the peace.
The Clan represents over half of the Toldorr people, and is actually
composed of many lesser clans united under Thorongar, which is the
ancestral clan of the Toldorr who led his people back to the Shieldwall
in the Age of Steel. Each clan is akin to a military regiment, with its
own history and heraldry, but merely a part of the greater force of
Thorongar, and Toldorr wear their clan names and colours as medals of
honour. The Clan is also a dogged supporter of the authority of MegathTor, and often lends its regiments to aid the city and their Othrnnn
allies. Conversely, the aberrant races, particularly the Zoriash, and the
Wyldlings, are ancient enemies of the Clan, as they have often thrown
themselves against the Shieldwall in attempted conquest of the more
prosperous lands beyond it. The Thorongar are generally cordial with
anyone, but those who would threaten the safety of the Elder Races or
the peace of the western regions are met with stiff, implacable
Clan Volagar:
In the closing decades of the Age of Steel, a crisis rocked the Shieldwall
Toldorr, a dispute that threatened to explode into outright civil war. A
small sect of Toldorr had been discovered, one that did not worship
Torrodoth as the rest of them did, but instead venerated the one known
as Galburak, one of the Aberrant Gods. The leader of this cult, one
Durrigan Flamebeard, espoused a philosophy of self-determination and
passion, the notion that all dwarves should be free to pursue their own
aspirations and dreams, burning free as the flame of his god. The
marshal-thanes of Clan Thorongar decried Flamebeards preaching as
heresy against Torrodoth, and demanded he surrender himself to their
custody. Much to their utter bewilderment, a very large number of
Toldorr rallied to Durrigans defense, these were the clansmen who
could not cope with the rigidity and demands of society, the outcasts,
free-spirits and Toldorr who simply did not wish to live beholden to
dusty tradition. News of this uprising spread like wildfire across the
Shieldwall, and many more Toldorr came forward with their discontent,
joining the ever-growing ranks of Durrigans flock. The situation began
to intensify and would have resulted in violence, had Durrigan not
declared his departure from the Shieldwall, choosing exile over
bringing chaos to the nation. The marshal-thanes, seeing an
opportunity for a bloodless resolution to the dilemma, formally
with the wealthy merchants and craftsmen standing well above the
other clansmen. Poorer Volagar often live in harder conditions
compared to similar populations in other nations, but movement
between the classes is prevalent, as no one in the clan would dispute
their right to better their lives. This has given a uniquely opportunistic
mindset to the clan, who believe that nothing is truly beyond them,
and the only unacceptable means to achieve their goals is by removing
the freedom of others. Volagar culture is vivid and riotous, expressing
their freedom through every medium from cuisine to architecture to
fashion. The clan is noted for its thriving contributions to the arts,
elegant opera house, boutiques and cultural landmarks dot the nation,
and great libraries and museums can be found in their cities. The
Volagar favour bold colours that would make their Thorongar cousins
scoff and their buildings are gilded and shingled, with spacious roads in
between littered with street performers. The state religion is the
worship of Galburak, and the priesthood shares the duty of ruling the
clan, with a council known as the Havenly Conclave made up of
clerics and influential merchants serving as its executive power.
Clansmen have freedom of worship, but the majority of them are
devout followers of the Fire Church, from whom the clan derives many
of its national values.
In the Age of Blood, the Volagar have become one of the remaining
bastions of safety in the east, alongside the kingdom of Volspar.
Because their armies were both professionally trained and supremely
well-equipped, the Toldorr of the clan were able to weather the initial
onslaught of the Keza-Drak, forcing the invaders into a strategic
retreat. This bought the Volagar time, whilst the invaders regrouped,
the clan was able to marshal its defenses and gird itself for a defensive
war. Using the burning magic of Galburak and the relatively closed
nature of the vales by the surrounding Meregost range, Clan Volagar
has managed to keep the Keza-Drak at their borders. Unfortunately the
clan is cut off overland by the enemy, who control the plains between
them and Volspar, thus their only escape route is on the sea if it should
ever come to that, and the Volagar fleet daily battles to keep their sea
lanes clear of Sundaari pirates. Clansmen found in the west are
oftentimes merchants and their escorts, unable to return home due to
the Keza-Drak presence, and in Ardrennen Falls, the Ember Trading
Companys western headquarters serves as the de-facto embassy of
the Volagar to the Free Peoples. Unfortunately this has caused the
leaders of the city several problems, as tensions between the company
and the Thorongar garrison simmer beneath the civility they present to
one another.
Toldorr of clan Volagar are jovial, light-hearted people with a zest for
living few can match. They are optimistic, believing that as long as the
fire burns in their breast, the Keza-Drak have not yet won. However
they tend towards opportunism and are known to be downright
mercenary in the pursuit of their goals. Most Volagar are also deeply
pious, firmly adhering to the philosophy of Galburak, and many will not
embark on a course of action before offering the Fire God a prayer. The
two things Volagar despise are oppression and slavery, which are
antithetical to their culture, and for this reason, they fight the forces of
Agrazn with a determination that even their Thorongar cousins
respect.
Appearance: Due to their worship of Galburak, the God has altered the
Toldorr of Clan Volagar to better reflect himself. Volagar skin is
universally paper-white, and hot to the touch. Their hair is exclusively
coloured in shades of red, yellow and orange, with the rarest colour
being the blue of intense flames. This gives the Volagar the
appearance of giant, fleshy candles, something they take pride in.
The Vasparri: Children of Vathrim
Among the first born, the Vasparri are the eldest. Their creator is
Vathrim, who in his endless curiosity and desire to innovate, fashioned
his children using the arcane rituals stocked in his magical scroll sac.
Seeing Vathrims success, the other Elder Gods followed suit, but the
Vasparri have the honour of being the first true mortal race to exist on
Simarra. Inheritors of their creators eternal wanderlust, the Vasparri
were the first to strike out into the unknown, travelling the world and
seeing all that Vathrim and his siblings had wrought. Eventually many
settled down, but even then, the nations of the Vasparri are active in
Simarran life, with most cities hosting a sizable population of them.
They hold good relations with the Enr and Toldorr, and trade with the
enigmatic Shodonai, whose reclusive nature only fascinates Vasparri
more. They are better disposed to the aberrant races, having
interacted with them more than the other Elder Races, and tend to be
more accepting of the second born.
Appearance: Vasparri average at five and a half feet, being slightly
shorter than the Enr, and are slimmer in their builds, ranging from
sinuous and slender, to whip-thin and wiry. They move with a nervous
energy that seems tied to the fact that they do not suffer the adverse
effects of over-eating as much as other races, though they do eat a lot
more. Vasparri legs and feet are built similar to those of avians, with
sickle-shaped forelegs and four flexible, clawed toes, three on the front
and one at the back. Their features are delicate and fine, with
distinctive ears that rise and taper to a point. Their eyes are distinct,
with black pupils and sclera, with the irises running a gamut of colours,
from blue to gold and on rare occasions, red. Vasparri are capable of
seeing in low-light conditions, and their hearing is sharper than that of
other races. Vasparri can grow hair like other races, and their hair
colour is generally similar to those of the Enr. Their skin is also of
similar colours, though the skin on their forelegs is tough and leathery,
ringed in much the same way as a birds.
The People of the Sky (Thusparri):
Though many Vasparri returned to live in the Cradle of Life before the
Age of Steel, there were those who did not, taking up residence in the
great mountain chains of Simarra and in the deep woods surrounding
them. These people had discovered the majestic animals known
collectively as the skylords, creatures who traveled the sky in utter
freedom, something the adventurous Vasparri found kinship in. When
next encountered during the Age of Steel, these souls had become
culturally linked to the skylords, and called themselves the Thusparri,
the People of the Sky. Historically, the largest concentrations of these
people have been in the Northern Reaches, the Dragonspine
Mountains, the Black Peaks, and the aptly named Griffon Peaks, as well
as the immediate woodlands. Though culturally similar, each grouping
of Thusparri has associated with a different type of skylord. The
Dragonspiners have bonded with the nimble Dire Falcons, the Black
Peaks folk ride the imperious Great Eagles, the Northerners take to the
skies on the imposing Roc Condors, and the Griffon folk tame the very
creatures for which the Peaks are named. Their settlements are high in
the mountains or on the slopes, built close to the roosting grounds of
their beloved mounts. The most impressive of these elevated homes
were the great mountain strongholds known as the Aeries, stout keeps
of stone that dominated the surrounding lands, and from which the Sky
Lords, the rulers of the Thusparri people, governed their people.
Despite their arguably earthy ways, the Thusparri are of the Elder
Races, and have often cooperated with the Enr in times of war, with
the Dragonspiners sharing a historic friendship with the magisters of
the Daleian Wood. The Thusparri maintain distant, but non-violent
relations with the Aberrant races, with a general understanding of
mutual non-interference between them. Indeed their relations with the
Nahl-Tesh tribes of the Wild Lands are considerably better than those of
their Volsparri cousins, with both cultures finding common ground in
their respect for the natural world. Interestingly enough, the Thusparri
hold a delicate network of ancestral rivalries and friendships within
their own society, with many well-known (and obscure) debts, oaths,
vendettas and competition existing between their Aeries. For instance,
the Black Peak folk are sworn by lineage to the rule of the Northern
Aeries, but have been in border disputes with the Northerners for well
Iragreths eyes. Thus began the existence of the Kotarrans, the HalfGiants in the Divine tongue, who to this day, are locked in an age old
feud to redeem themselves in the eyes of their god.
Appearance: Kotarrans average at seven feet tall, but can grow to up
to nine in some cases. Built by Iragreth, the Kotarrans possess great
strength and the physique to match, with broad shoulders and chest
cavities. The bones in their forearms are much larger and heavier than
those of the Enr, and protrude through their skin at the elbow as they
grow older. This gives Kotarran forearms a tree-trunk appearance,
complemented by their large, five-fingered hands. Kotarrans appear to
have no problems raising and moving their arms. Kotarran have heads
that have been described as being Acorn-shaped, with wide
craniums, rounded cheekbones and pointed chins. Their ears are large
and point outwards from their skulls, and unlike other races, Kotarrans
are able to move their ears in a variety of directions. Their faces are
similar to those of the Enr, though their mouths are wider and their
teeth are noticeably sharper, as if made for biting. Kotarran eye colours
range from amber to brown and their hair is usually black, with the
occasional brown, and very rarely, stark white, which is seen as a sign
of great potential in their society. Kotarran skin is earthy brown but can
be as bright as tan or as dark as polished oak.
After the Shrivening (the term used to refer to Iragreths curse), the
Kotarrans settled in the highlands at the foot of the Dragonspine
Mountains. Eventually this area came to bear the races name, and the
Kotarrans built many rugged settlements in the stony terrain. Their
capitol is the city of Korbannath and three other great Heaths (cities) of
Kotarrans exist, Ostorna, Ruall and the fallen Alkmarr. The Kotarrans
have never shown much ambition, content to remain in their
highlands, though they would frequently venture forth in great
numbers to make war with the vicious Sundaari to earn their
redemption. The Age of Steel was a time of great deeds for the
Kotarrans, as it was a half-giant army that broke the Sundaari siege of
Megath-Tor during the Bleeding War, and their conflict during the War
of the Broken Sword have entered into Simarran legend as example of
the Kotarrans savage ferocity as well as the Sundaaris bottomless
cruelty, for it was during this time that the blood lords abducted
Kotarrans, and produced the Urrumz through their vile experiments.
The Urrumz were crazed, mutated and bloodthirsty half-giants that
the blood lords continue to use to this day as shock troops, and their
birth is heralded as one of the greatest wrongs done to the Kotarran
people. In the modern day, the Kotarrans are considered valuable allies
and bodyguards to the western nations, particularly the nobles of
Megath-Tor, who spare no expense to secure the employ of one. They
tend to mesh well with the Toldorr, who recognize the half-giants
military, thus lending their great strength to the defense of the Free
Peoples.
The Kotarrans are methodical, calm and stolid companions, who are as
implacable as the coming dawn. They believe that if a job is to be
done, then it is worth doing well and thus focus intently on the tasks
they undertake. This can make them seem absent-minded however,
and it is notoriously difficult to pry a Kotarran from his labours.
Kotarrans are also tend to be quite patient, not averse to waiting long
periods of time in wait to ambush an enemy, or to finagle with
something until they get it just right, resulting in a superior quality at
the expense of speed. Despite their somewhat plodding mindset, the
Kotarrans are fearsome warriors, who utilize their great strength and
prodigious resolve to defeat their foes. In battle, the free peoples could
not ask for mightier or more unyielding allies in the fight against evil.
The Shodonai: Children of Uzgora
Uzgora, the Inevitable Mistress, watched as her siblings
enthusiastically created the elder races, and realized that with each
new life the web of Fate grew more tangled. Though she could see all,
Uzgora decided that she would need servants to record her findings,
and thus fashioned the Shodonai from the crystalline strands of mana
that permeated Simarra. Attuned to the forces of Fate, the Shodonai
are the most enigmatic of the Elder Races, who have not been seen in
force outside of their homeland since they departed Megath-Tor at the
end of the Primordial Age. Their culture is relatively unknown to the
western nations, and the Shodonai keep to themselves, living in the
desolate Vaskrall Wastes south of the Dragonspine Mountains. They are
diligent servants to their goddess, though they often use the
knowledge gleaned from her visions to better their own lot, something
Uzgora does not seem to mind.
Appearance: The Shodonai stand as tall as the Enr on average, and
their builds tend towards being athletic and fit, a by-product of their
harsh, unforgiving homeland. The most striking aspect of the Shodonai
is that, without exception, their skin is as black as the moonless night,
though it lightens from the forelimbs down. Said forelimbs are typically
ice-blue in their colouring, but greens, reds and violet are also fairly
common. The rarest colouring in the Shodonai appears to be bone
white, the same colour as the clothing of Uzgora, and such individuals
are marked as being destined to join the Nekarm priesthood, the
personal servants of the goddess. Also notable are the strange mineral
growths that appear on the Shodonais arms, back and chest as they
age, sprouting as early as puberty. These crystal-like protrusions are in
fact attuned to the flow of mana, and act as a natural focus for this
energy, glowing whenever a Shodonai casts a spell or utilizes a mana
shard. Shodonai grow hair just as other races, though it is coloured
much like the rest of them, pitch-black at the center and coloured at
the tips. Shodonai eyes are luminous and yellow, though devoid of
pupils, and allow them to see clearly at night.
The Shodonai were never prominent in the Age of Steel, whilst the
other races battled and slaughtered one another, they remained in
their wastes, building their society and interpreting the last words of
Uzgora before her departure for the Threshold War. They did however
cultivate a friendship with the mighty Kotarrans, who were their
immediate neighbours to the north, and the two races have a long
history of trade. Even in the early decades of the Age of Plenty, when
Uzgora returned and the Othrnnn spread peace throughout the
world, the Shodonai lived much as they always had. During this time, a
Daleian expedition was sent to the Vaskrall Wastes to document the
Shodonais civilization for the magisters mana-vaults. The Shodonai
would re-enter western history in a big way, when in the final century
of the Age of Plenty, a large delegation of them arrived at Megath-Tor
to deliver a most dire warning. The Nekarm priesthood had learned
from studying the fate-readings of their mistress, that Uzgora had
foreseen the imminent realization of the prophecy known as the
Talmosian Revelations. They had learned that it would be one of the
Othrnnn who would bring about the foretold age of darkness, and
that he would be righteous in his purpose. The officials of Megath-Tor
however, in agreement with the Arcanus League, saw no cause for
concern. After all there had been no sign of any treachery and the
Othrnnn assured the Shodonai that none of their number was
capable of such a vile deed. Furthermore, the Talmosian Revelations
were over five centuries old, if they had any truth to them than surely
they would have come to pass by now. The Shodonai, seeing that there
was no point in forcing the issue, returned to the Wastes, but they did
not believe for a second that this was a mistake and thus resolved to
prepare for the worst. In the last years of the Age of Plenty, the
Shodonai finally received irrefutable proof from Uzgora of their worst
fears, for her readings spoke of nothing more than blood, sorrow and
death for all of Simarra. Wasting no time, the Shodonai marshalled
their hosts and made for Megath-Tor, not realizing that it was already
far too late.
The Shodonai are divided into two different, yet connected societies,
those who wander their desert home as nomads, and those who have
founded settlements near the great oases and on the coast of the Sea
of Storms and the Sea of Wrecks. The nomadic Shodonai are divided
into numerous Border Clans, which patrol the periphery of the wastes
even as they live off the harsh terrain. Border folk, as they are known,
make their livings by herding the mighty Kapurra Beasts, hardy desert
animals used both as mounts and beast of burden by the Shodonai.
Furthermore, it is the Border clans who mine the all-important manashards from the Wastes, trading them to the settled Shodonai for
commodities and supplies. The oases and coasts of the Wastes hold
the cities of the Shodonai, and those living there are known as the
Bastion Clans. Each settlement belongs to a different clan, but the
larger ones such as Kuspala and Aran-Bhedrin have several clans
coexisting. The Bastion folk are the artisans, traders, farmers and
fishermen of the Shodonai, and are usually the ones encountered
beyond the Wastes. Both clans are subject to the joined rule of the
Clan Chieftains and the Nekarm Priesthood, the mystic servants of the
goddess of Fate, Uzgora herself. The Nekarm are equal parts clergy,
scholars and strategists, who record all readings made by their
mistress and interpret them for the general public. They use their
knowledge of the future to steer the fortunes of the Shodonai, and
have found that the vagaries of fortune are better interpreted when
applied on a local scale. Hence the Shodonai are insular and have
never tried to expand beyond the wastes, as the future becomes
harder to determine the wider its focus becomes. Shodonai culture
emphasizes self-determination, as individuals are encouraged to not
rely on the words of the Nekarm, and forge their own personal destiny.
Ambition and initiative are valued traits to the Shodonai, and there is a
societal drive to excel at ones profession, whether it is that of a
humble farmer or a mighty warrior. Indeed, Shodonai youths undertake
a rite of adulthood by striking out alone and only once they have found
a concrete method to contribute to their clan are they considered full
members. Another important tenet of their culture is their loyalty to
Uzgora and the Fate of the Shodonai. Every clan and community is
expected to unite when a crisis is predicted by their goddess, and work
towards averting it. Shodonai are proud of their role as erstwhile
guardians of their Fate, and show a unity of purpose uncommon in
most nations.
The dawning of the Age of Blood has come as a terrible blow to the
confidence of the Shodonai. When the hosts arrived in the Cradle, they
found Megath-Tor burning and the Keza-Drak hordes ready for them.
Though the Shodonai were able to withdraw with low casualties, their
return to the wastes was a nightmarish journey, as they fought their
way through the embattled Plains of Lordunn and the Dragonspine
Mountains. During this time, many Kotarran refugees came under their
protection and were escorted to Korbannath, but the Shodonai were
unable to help many, including the Daleians who had been surrounded
by a far more numerous army of Keza-Drak. They returned to the
wastes in defeat, the knowledge that they had failed to protect Simarra
cutting deeper than the blades of the enemy. They had little time to
recoup however, as Agrazn, knowing of the Nekarms talent at
fatereading, ordered his forces to assault the Vaskrall Wastes, and the
coasts became battlegrounds, as Sundaari corsairs deposited legions
of bloodthirsty Keza-Drak, intent on putting the Shodonai to the sword.
Today the Shodonai fight a guerrilla war, though the enemy has been
deterred by the deep, unforgiving Vaskrall Wastes, the eastern coast
has fallen, and the Shodonai conduct hit and run raids upon the
columns of the enemy forging inland. The Nekarm are able to foresee
Keza-Drak troop movements and plan accordingly, costing the invaders
dearly as their columns are struck time and again with perfectly
coordinated raids from the Shodonai. Unfortunately, the insidious
moragrim have begun to infiltrate the Shodonai, sabotaging their war
effort, and rooting the fiends out is proving a particularly difficult task,
as they elude the attentions of fate thanks to the magic of Thrak.
The Shodonai are audacious, cunning and quick-witted. To them, there
is no such word as impossible, and if one is stumped, then it is merely
a matter of re-evaluating the situation and trying another approach.
Shodonai generally find that which they excel at and develop it until
they are true masters, believing that their weakness will be
complimented by anothers strengths. More than other races, the
Shodonai respect and listen to their elders, especially the Nekarm,
who advise each Shodonai to find their place in the world. This drive
for self-determination can sometimes encourage the Shodonai to take
risks others would consider foolish, and more than one youth has come
to regret his exuberance. However the free peoples find staunch and
determined allies in the Shodonai, who now strive to redeem their
failure in preventing the Age of Blood.
The Aberrant Races:
The Nahl-Tesh: Children of Kar-Goth
The Wild Lands, are a massive, sprawling and primeval region, mostly
wooded and home to the Nahl-Tesh. The Aberrant God known as KarGoth, once a Toldorr and incarnated by Gimbureth, was lord of
Predators and animal dominance, who ran free in the Wild Lands, living
and hunting as the fiercest of its denizens. But even this mightiest of
hunters grew lonely after a time, and he decided to craft himself a
pack, a people who would share in his hunt, and thus were born the
Nahl-Tesh. The Nahl-Tesh are the lords of the Wild Lands and it has
been such since the end of the Primordial Age. An aberrant race, the
Nahl-Tesh choose to ignore the arrogant western nations, focussing
their attention on their domains and trading occasionally with their
communing with the spirits of the forest, and have access to potent
elemental and curative magic. A typical Branchs Wildwarden will
favour either their role as temporal leader, or spiritual one, leading to a
secondary leader to make up for it. These are the Guides, who are
usually former Wildwardens who have served their term, which varies
between five to ten years depending on the Branch. Segweiron himself
dwells in the tribes heartland of Sacred Spring deep in the most
ancient part of the Wild Lands, and is nominally the ruler of the entire
Seg-Weir people. In practice however, the god serves as spiritual
authority whilst a council of Wildwardens, known as the Dahz-Roda, the
Trunk of the People rules in his stead. Seg-Weir society is one that
lives in harmony with the natural world; they build their settlements
around, atop and under the root-systems of the great trees and much
of their architecture is designed to flow around them as opposed to
subjugating them. At the heart of every settlement is the Thal-Nurash,
the Green Heart, a verdant garden tended by the Order of the Wild,
the priests of Segweiron. It is here that the children of the tribe are
instructed and social gatherings occur, and due to the presence of the
priests, it acts as a focal point for mana, allowing fast and instant
communication with other Green Hearts. The Seg-Weir revere nature
and strive to protect the sanctity of the Wild Lands from those who
would seek to despoil it. All tribesmen can fight and the hunter-hosts
can be raised in a heartbeat whenever their homeland is threatened.
Their culture recognizes that every Branch is an extension of the
nation, all Seg-Weir are brothers united and there is little civil unrest in
the tribe, any disputes being swiftly settled. Seg-Weir also respect a
rite known as Vishas, that decrees they are to aid others lost in the
Wild Lands, be they Nahl-Tesh or foreigner, and as long as they do not
make themselves enemy, they are under Seg-Weir protection and
hospitality.
With the coming of the Keza-Drak, the Wild Lands find themselves
under attack. All along the border, great warcamps have been erected,
and legions of bloodthirsty invaders, wielding fire and dark magic, have
made major forays into Seg-Weir territory. The tribe opposes the KezaDrak with all the fury of the Wild, but because the Keza-Drak have
seized the Great Southern Trade Road, they are sandwiched between
them and those forces in the Aradi Headlands. This war on two fronts is
beginning to tell on the Seg-Weir, who fight on with grim
determination, resolved to not let their beloved homeland fall.
Furthermore a great many refugees from both the realms of Talmosa
and Sargolia have found their way into the Wild Lands, and the tribe
must care for them in addition to defending their lands. Despite this,
the presence of the Keza-Drak in Aradi means that the Seg-Weir are in
a position to catch them in a pincer attack should they ally with the
kingdom of Volspar. However centuries of enmity are proving a
Ghori agreed to his plea for peace with Narballa, though tensions
remain to this day.
The Saran-Ghori are organized into a loose confederation of clans,
each with their own customs and practices, but united by a common
mythology and warrior tradition. Each of these numerous clans is led
by a Warlord, who in turn answers to the Great Commander, who leads
the Saran-Ghori people as a whole. Leadership in every tribe must be
earned through a series of rigorous trials culminating in a duel with the
current Warlord, and there exists a caste of elite veteran warriors, the
GorushNarak, the Unbroken Elders, composed of defeated Warlords
who have sworn to protect the one who bested them with their lives.
Saran-Ghori society is a martial one where individuals must fight to
survive in their homeland, especially during the bitter northern winters.
Because of this, the Saran-Ghori value the virtues of strength,
determination and resourcefulness, and there is no word in their
language for giving up. Saran-Ghori are also very communityconscious, for they know that alone one can survive, but together they
can thrive, and many of their religious rituals involve reinforcing their
bonds with their clan-mates. Selfishness is considered a sin within their
society, and no Saran-Ghori should dishonour himself by trading the
clans wellbeing for personal gain. Mentorship is an important tradition
for the Saran-Ghori, and children are not told who their parents are,
being entrusted to a clansman who becomes their guardian,
responsible for teaching them to fight, hunt and all the essential skills
they will need. This pairing lasts for three years, whereupon the young
Saran-Ghori is paired with a new teacher and so on until they reach
maturity. This practice is called the Vark, the Fostering, and it
reinforces the idea that ties of blood are unimportant, for the clan is
the greatest family of all. Another important tradition is spiritcommunion, where the Saran-Ghori mystics known as Pyrhok, the SoulMen, speak with the souls of ancestors who reside in Asha-Tor to
receive advice and wisdom. Before a clansman makes an important life
decision or if a clan is considering going to war, they will consult their
ancestors to receive their counsel. The Pyrhok are also the students of
the philosophy of DundranKal, for the wise Othrnnn still lives with
the Saran-Ghori, and holds status as the Great Teacher, who has no
temporal power, but whose wisdom is considered timeless.
When the Age of Blood Dawned, the Saran-Ghori were plunged into a
terrible civil war, one that would prove to be their undoing. A powerful
warlord by the name of Nogrod Seven Tongues challenged Great
Commander Chgok Felslayer to battle for succession, but contrary to
custom, slew his foe upon his victory. Worse yet, Nogrod and the clans
loyal to him summoned forth the vile hosts of the Keza-Drak, inviting
them into their lands without so much as a fight. Nogrod offered his
The lands west of the Grey Sea are known as the Baldarak Highlands,
whose name means Sanctuary in the tongue of its people, the
Zoriash of Snowhaven. This Aberrant Race is the progeny of Zoria
Zamoria, a Vasparri woman who attracted the admiration of the king of
lies, Mithvar, for her remorseless exploitation of others for her own
advancement, and her complete disregard for anyone save herself. The
Spinning Crier incarnated Zoria Zamoria, and she became the goddess
of Crime, who decided to found her own personal paradise in the
Broken Bone Hills. Zoria Zamoria created the Zoriash to be her
henchmen and agents, who plundered the surrounding lands and reforged the Broken Bone Hills in their mothers image. This is ancient
history and the Zoriash today could not be more different from their
ancestors, though a legacy of betrayal and bitterness is something the
aberrant race struggles with even today.
Appearance: The Zoriash are a relatively short people, averaging out at
4 feet tall and possess slight, wiry frames. Despite this apparent frailty,
Zoriash move with energy and are quite nimble on their feet. Zoriash
stand and move in a slight crouch, a state that does not discomfort
them, and when straightening their legs, they gain a good few inches.
Their proportions are roughly humanoid, with four-fingered hands
tipped by sharp, clawlike nails. Their feet are flat with the same
number of toes as their fingers, but the nails on them are considerably
sharper and thicker, being used to great effect by the Zoriash when
kicking. All Zoriash possess a long, powerful tail that many experienced
individuals can use as a tripod to balance themselves. Zoriash possess
Enr-like facial features, though they tend to have longer faces than
Enr, with bony cheeks, flat noses and small, thin mouths. Their teeth
are similar to those of the Enr, though a touch more pointed, and
grow back swiftly, often within days of falling out. Prominent are their
long pointed ears that taper the length of their skulls and sometimes
further. Zoriash hearing is very acute and they can pick up sounds that
other races cannot. Their eyes are similar to those of the Enr in form
and function, though lack pupils. Zoriash skin colors range from dusty
brown to olive to greyish blue with plenty of variation present. They
can grow hair like many other races, but they seem incapable of
cultivating beards.
All throughout the Primordial Age the Broken Bone Hills were the
playground of the Zoriash and their mother, whom they served with
great devotion. Travellers in the east at the time had great reason to
fear the Hills and the opportunistic marauders who thought nothing of
making easy prey of them. The ill-gotten gains were heaped at Zoria
Zamorias feet by her children, and she in turn lavished them with
praise all while drinking in their worship. Unfortunately, the greed and
selfishness that had earned her godhood would be the force to destroy
this idyllic existence. Near the end of the Primordial Age, Zoria Zamoria
was contacted by her patron Mithvar, and the God of Lies offered his
favoured a deal. Mithvar lacked a people of his own and had observed
how efficient the Zoriash were, he desired to make them his and in
return, he offered Zoria Zamoria even more divine power, enough to
make her the strongest of the Aberrant Gods. Zoria Zamoria jumped at
what she saw as a true bargain, for she could always make another
race of servants, one who would be even better than the Zoriash, and
even that paled in comparison to the promise of such power. Without
hesitation, Zoria Zamoria agreed to Mithvars offer, but unbeknownst
to her, the Spinning Crier had secretly whispered word of this to the
Zoriash beforehand, and they had been watching, hidden by the
shadows of Mithvars presence. Mithvar had tricked Zoria Zamoria, for
Enra had announced the tournament to create a new saviour race,
and Mithvar, wanting to ensure that his favoured would not usurp his
network of spies in his absence, decided to rob her of her agents. The
Zoriash were utterly heartbroken and horrified at their beloved
mothers betrayal, and they denounced Zoria Zamoria for her heartless
greed, rejecting her utterly and announcing their intention to leave.
Before she could attempt to explain herself, Mithvar, feigning outrage
at having been cheated of his end of the bargain, proceeded to drain
Zoria Zamoria of her divine power, though the incarnation could never
be reversed, he left her with nothing but her immortality and a sliver of
her former power, leaving her cursing and howling in rage in her empty
temple. The Zoriash, ignoring their mothers supplications, left
northwards and did not stop until they reached the foot of the Black
Peaks. There, they decided that they would start anew, they would
build a nation free of Zoria Zamorias treacherous tenets, but they
would never forget her poisonous betrayal. Since then, the Zoriash
nation has come to encompass the region known as the Baldarak
Highlands, stretching from the Grey Sea to the edges of the Wild
Lands. During the Age of Steel, the Zoriash came to the aid of their
ancestral allies, the Wyldlings, in their war against the Toldorr
fortresses of the Shieldwall Mountains. What started out as a mere
obligation to an ally soon became a national vendetta, as the War of
the Tides stretched from months to years to decades. The Zoriash and
the Toldorr fought back and forth, gaining and losing territory, and
countless warriors on either side, leaving growing grudges in the
hearts of the survivors. The war ended after 40 years, but the truce did
not last a decade before the Zoriash, now the ones calling the
Wyldlings to aid, invaded and seized the region surrounding Elk Horn
Pass, sparking the Antler War, which would rage until the coming of the
Othrnnn, and is the source of the mutual animosity the two races
now share.
their efforts in helping the war, earning them the gratitude of their
allies.
The Wyldlings: Children of Redclaw
The Nahl-Tesh tribes have always claimed to be the masters of the Wild
Lands, though on all their maps, the Northernmost region is never
figured, for that is where their rule ends. It is whispered that not even
mighty Kar-Goth, the greatest hunter in all the Wild Lands dared
braved what is known as the Twilight Weald, for that was the home of
Redclaw the Untamed and his children, the Wyldlings. Once an Enr
man and humble trapper, Redclaw had traveled a stretch with the God
Vathrim, who was disguised as a mortal. His love of exploration, fierce
spirit and simple kindness so impressed the Highest Journey that he
granted him the gift of incarnation. Redclaw became the god of primal
Freedom, the untamed expression of the wild, and his spirit would
never again be shackled. This sentiment he strove to echo when he
created his progeny deep in the Wild Lands, and like their father, the
Wyldlings have never been, nor they say, will they ever be, subservient
to the will of another. Arguably the least civilized of Simarras peoples
according to Megath-Tors Arcanus League, the Wyldlings spurn the
prejudices of the Elder races and know that they have never yet
mustered the courage to face their strong, proud and unbowed nation.
Appearance: The Wyldlings are the most physically imposing of the
eastern races, standing at seven feet on average. They possess
powerful, muscular, albeit not bulky builds that lend themselves to the
easy grace most Wyldlings move with. Wyldlings are covered from
head to toe with a coat of shaggy fur that thickens in the winter and
grows shorter in the summer. Because of the insulating properties of
their fur, Wydlings favour light, baggy clothing that does not cause too
much discomfort in the hotter months. Their hands are strong and
possess five long, sharp-nailed fingers that exert a powerful grip. Their
legs are large and canine in appearance, propping their frames up on
five strong, sharp toes. Wyldlings possess short, furry tails that shift in
position with their moods. Many Wyldlings have large, prominent
manes that run from the backs of their heads to the small of their
backs. Their heads are utterly inhuman, having an indeterminately
canine appearance, with large, blunt muzzles and mobile, triangular
ears that are sharper than those of any other race. Wyldling fur is
much thicker about their heads, often trailing from their jaws and
snouts, and sprouting about their skulls in shaggy tufts. Also notable is
their apparent lack of a nose, though in reality, it is quite small and
covered by the fur of their muzzles. Wyldlings have large, canine teeth
and strong jaws meant for crushing bone, though their thin lips give
two races, a conflict the Wyldlings would eventually win, driving the
Toldorr back into the mountains. Since then, both the Toldorr and the
Nahl-Tesh of the Shek-Tar tribe have frequently made forays into the
Twilight Weald, and every time the Wyldlings were waiting for them,
blades and claws ready to defend their home. The founding of the
Elder race city-state of White Castle Harbour in the Southwest led to a
more peaceful relationship, as the Enr who ruled it managed to enter
into trade agreements with the Wyldlings, who allowed their merchants
to travel the Weald and reach the Zoriash lands without having to take
the long, circuitous road around the Wild Lands. These accords did
much to connect the East to the West, and the Wyldlings have
benefited from the trade as much as their allies have, appropriating
many technologies and knowledge for themselves.
The Wyldlings are organized into large social groupings known as the
Grand Lodges, each of which incorporates many hundreds of
individuals. Under the Grand Lodges rest the Minor Lodges, more local
entities that often denote the population of one or two settlements.
Each Grand Lodge is helmed by a Head, who is charged with seeing to
the needs of the Lodges under his purview, and coordinates the efforts
of the Heads of the Minor Lodges. From the Heads of the Grand Lodges
is chosen the Patriarch or Matriarch of all the Wyldlings, who rules her
people with the aid of their god. Redclaw himself does not wish to rule
and is content with advising the current Patriarch, confident that his
children can succeed very well without him. A Head is only worthy of
becoming Patriarch if they can overcome many grueling challenges
that unfold over a week known as the Tempering Trials, for they test
the mettle of each candidate. The winner of the Trials receives
Redclaws blessing and rules until death takes him or he chooses to
resign. Wyldling society is typical of the Wild Lands, with hunters and
fighters holding much esteem in the eyes of the common folk, and
traits such as strength, cunning and resourcefulness being valued.
Where they differ however, is that Wyldlings are far more open to the
outside world than the Nahl-Tesh, letting travellers and merchants
cross their lands as long as they behave themselves. This acceptance
extends to their own people, and there are no restrictions on what
profession a Wyldling may practice, nor are there gender inequalities.
Furthermore, differing creeds are accepted, and prominent cults to
Vathrim, Terrhaig and even Enra are present in the Weald. The idea of
cultural freedom is very important to the Wyldlings, and their warriors
are ever vigilant against incursions from either the Toldorr or the ShekTar. Conversely, the Wyldlings give healthy respect and deference to
the Lodge Heads and their retainers, for they recognize their rightful
place as leaders of the people. There is a prevalence of Lodge
culture, where the Head and his favoured warriors and servants
establish differing customs and practices unique to their Lodge, often
Castle Harbour safe, a task that has them working with the newly
arrived Saran-Ghori.
The Wyldlings are not the savages many western folk believe them to
be, being both inquisitive of the outside world and actually rather
peaceful despite their hard existence. All Wyldlings strongly value
freedom, both personal and collective, and will frequently attempt to
defend that right for other races, whether they were asked to or not.
The Wyldlings also have a tendency to appropriate the customs or
beliefs of their comrades, especially those whom they have spent
many years with. They are often quite confrontational about their
adopted values, quarrelling and even fighting with anyone who takes
issue with them. This may make Wyldlings seem zealous and
overprotective about their beliefs, but it is a sign of great respect
amongst their people to adopt the ideals and mores of another, and
the free peoples understand that the Wyldlings will fight alongside
them to the bitter end, even their long-time rivals, the Toldorr and the
Shek-Tar.
The Ghaskrii, Children of Storm:
The tale of the Broken Realm of Numarth is one of the great tragedies
of Simarra, a testament to the unpredictable and sometimes heartless
vicissitudes of Fate. A land ravaged by disasters both natural and
arcane, Numarth has suffered much during its history, and none have
shared in its travails more than then her sons and daughters, the
Ghaskrii. This Aberrant Race is the progeny of Storm HearthWarder, a
Toldorr woman who was incarnated by Kathr for her great compassion
and desire to preserve, becoming the goddess of communities and
families. Indeed, she was one of only two mortals to ever receive the
gift of Godhood from the Raised Life, and it was one of the precious few
times the god of Sanctity ever visited Simarra. Storms fondest wish
was to create a great family for herself, one she could raise and
proudly watch as they lived long, fulfilling lives. Though she is no
longer with them, the Ghaskrii live still, struggling day by day to
recreate the majesty of their ages past and heal their fallen land.
Appearance: None but the Gods remember the original forms of the
Ghaskrii, centuries of magical fallout and the tampering of one of their
own having long ago turned them into something wholly different.
Ghaskrii stand at roughly the same height as Enr with gaunt, spindly
forms that belie a surprising sturdiness developed to survive in their
homeland. Their arms are segmented by two elbow joints, thus making
them far longer than those of the Enr, falling to their ankles. Because
of this, Ghaskrii are able to contort their arms in ways no other race
can, though the motion is disconcerting. Their hands are topped with
long, delicate fingers that taper into hardened claws of a deep jet
black. In contrast, Ghaskrii legs are goat-like in their shape, ending in
cloven hooves to better weather the burning sands of Numarth.
Ghaskrii have heads of a similar shape to those of the Enr, but their
features are profoundly inhuman. Ghaskrii have no noses, thin lipped
mouths that conceal wide, flat teeth, and spider-like mandibles
protrude from their cheeks, complete with a pair of sharp, gleaming
fangs. Their tongues are forked and are used to smell in the same way
as snakes. Ghaskrii have two pairs of eyes that allow them superior
depth perception and night vision. Finally a pair of thin, sickle-shaped
ears juts backwards from their skulls. Overall the Ghaskrii are
considered monstrous or disturbing in their countenances, and wear
finely wrought metal masks that cover everything above their mouths,
full-face affairs being uncomfortable to place over their mandibles.
Ghaskrii skin colors range from dusky purple to midnight blue and their
eye colors tend towards yellow, green, amber or violet.
During the Primordial Age, when peace was imposed upon the Elder
and Aberrant races, Storm and the Ghaskrii chose to live far and away
from the first-born, having no taste for further conflict. This exodus was
joined by several great dragons, which had been impressed by the
races dignity and decided to help them seek their fortunes. They
settled in a fertile, pleasant realm of rolling hills and balmy weather
they came to call Numarth, which in their tongue meant Cherished
Hearth. Here, with the wisdom of the dragons and the love of Storm,
the Ghaskrii nation grew strong and prosperous, the envy of the
eastern world, and by the beginning of the Age of Steel, was one of the
few islands of calm in the roiling sea of war that had engulfed Simarra.
The Ghaskrii built great cities, places where magic was used to aid in
everyday life and ornate buildings towered over streets of paved
marble. However, no city was mightier than Voarralon, jewel of the
nation and home to a wonder of the world, the Voarralon Nexus, a
mortal-made ley-line confluence that the dragons had constructed in
order to provide the Ghaskrii with a powerful font of magical energy
with which to draw from. Unfortunately, the Ghaskriis rise was
suddenly and terribly ended when an earthquake struck Numarth.
Though the quake itself was a relatively minor thing in terms of
disasters, it damaged the pillars containing the energies of the
Voarralon Nexus, and like a dam giving way, the magic within surged
forth in an apocalyptic explosion. In an eye-blink, Voarralon was
eradicated, its structures flattened by the force of the Nexus
destruction, and the shockwaves sent through the ley lines caused
every lesser confluence within Numarth to overload and explode,
resulting in untold devastation. Almost two thirds of the Ghaskrii
people died that day, engulfed in mana-spawned fire, and many more
ambition to unite the world under their rule. Inevitably the first of their
expeditions reached the lands of the peaceful Furians, who could not
stand before them for long. So the Furian leaders came to the KezaDrak for aid, warning that if they were to fall, then their own people
would be next. Seeing the truth of this, the Great Commanders of the
Keza-Drak sounded the drums of war and marched forth to oppose the
Kizunar colossus. Though the sorcerer-kings were mighty indeed, they
had never faced warriors like the Keza-Drak before, who made up for
their lack of sorcerers with iron discipline, canny tactics and
unremitting savagery. Despite these advantages, the Keza-Drak new
that to triumph over the Kizunar, they needed numbers to match their
foes, and thus sent the call to the remaining free nations of Ikoria to
join them or be subjugated by the Kizunar. Eventually the war evolved
into a global conflict between the Kizunar and their vassal states, and
the Keza-Drak led coalition of nations. This conflict raged for decades,
with lulls and periods of success for both sides, but even the most
hopeful leaders could see that the war had settled into a grinding,
bloody stalemate.
By this time the coalition, in the interest of keeping the war running
smoothly, had delegated complete military control of its armies to the
Keza-Drak, who were deeply frustrated by their lack of progress, no
matter their numbers or tactics, the Kizunar could not fall as long as
they wielded their sorcery. The answer to their dilemma presented
itself in the most unexpected way, as the Great Commanders found
their minds contacted by an immense, otherworldly force. This entity
called itself Thrak and claimed to be a deity from a distant world who
had been watching the struggles of the Keza-Drak from afar. Moved by
their noble opposition to the decadent Kizunar despots, Thrak had
decided to lend his aid to the Keza-Drak, and all he asked in return was
for an alliance between them. The Keza-Drak were initially skeptical of
this grey-skinned stranger, but when he began giving them vital supply
information on the Kizunar, laying their weaknesses bare for
exploitation, they began to reconsider his offer. As a final boon, Thrak
promised that he would give the Keza-Drak the means to match the
Kizunars sorcery. Using the universal constant of ley-line nexii, Thrak
taught the Keza-Drak how to open portals to the Threshold Realm, and
thus travel almost anywhere in Ikoria in record time. Armed with this
new art, the Keza-Drak struck decisive blows from out of nowhere and
the Kizunar, taken completely by surprise, were finally defeated before
long, their lands falling under Keza-Drak control. Having ironically
achieved the very thing their foes had sought, the Keza-Drak decided
to lead the peoples of Ikoria in this new age of peace. As for Thrak,
the god left Ikoria, but he promised that one day he would return to call
their alliance into action, and on that day the Keza-Drak swore that
they would march to war in his name.
ways, the Thaork are the Iron Fist to the shadowy blade of the
Moragrim, the Blood Thrones right hand.
The seven Thaork are:
-
the open mind in that respect that his fellows lacked. He is the
Minister of Lore within the Blood Throne, as well as the
Keymaster, responsible for opening and maintaining new ley-line
portals. His breadth of knowledge and sorcerous might are
almost unrivalled in Simarra, with only dragons or his colleague
DundranKal as competitors
ZhiR, the Eternal Typhoon, formerly a venerated champion of
the Theladrin Order, heavily injured and crippled in battle against
Simarras foes. Agrazn healed her using blood magic and she
swore eternal loyalty to him out of gratitude. She has become
the Blood Thrones personal champion, leading their forces into
battle and striking fear into their enemies. Her furious, berserker
fighting style complements her incredible vigor, agility and
might.