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Blood Throne Append: New and revised lore

Enra and the Elder Gods:


As fear ripped through its mind, raw and primal, the god-form
understood from whence it had come. The sea of night, with its
inscrutable black depths, hid an unseen menace, a nameless and
formless horror that had caused the god-form to feel this first emotion.
To escape this shadowy dread, it used its fear to create a pocket realm
in the blackness of the void.
Unbeknownst to the god-form however, the fear that it had harnessed
to build its refuge had begun to resonate in the sea of night. The power
of the god-form caused a chain reaction of eldritch might in the empty
darkness that, in time, would give true birth to that which the god-form
so dreaded, the nightmares. It was a cruel irony that the god-forms
own fear had served to bring about the creation of that which had
incited it in the first place, and so the imagined terrors of the dark
passed into the realm of reality.
Upon gazing outwards, the god-form beheld nought but the seething
black void, and the malice-filled eyes of the nightmares gazing back.
By this point the darkness had finally been given full form, and the
teeming masses of these fear-spawns jeered and mocked the god-form
for its loneliness. Seeing no help from these wicked creatures, the godform turned inward to create for itself the company it had grown so
desperate for.
The god-form divided its essence and its infinite power into seven
distinct beings, each of them truly unique in their ways. But as it was
that emotion had been its first true experience, so too did the god-form
wish it to be for its nascent progeny. Thus did each new being come
into existence marked by the same fear that the god-form had felt, all
so they would be akin to it in one respect. Yet despite this common link
between them, each of the new god-forms responded to the fear
differently, thus cementing their individuality. The god-form recognized
these differences, and so to honour them, it bestowed names upon its
children. These seven became Torrodoth, Vathrim, Thrak, Kel-Zedon,
Gimbureth, Iragreth and Uzgora. In return, they proclaimed their
creator Enra, which meant the First Mother in the divine tongue, and
for a time the Elder Gods knew peace, as they laboured to create the
world that would become Simarra.
The Elder Gods:

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:

Torrodoths dark half is Orodt-Thor, who faced his fear because he


dreaded the unknown torments of existence more, and it would simply
be easier to face what was at hand. Orodt-Thor is the god of apathy, of
stagnation and neglect. He embodies unfeeling fatalism and the
lassitude born of it. His name is invoked as a curse upon the lazy, and
indolence is said to make him stronger. The rot of Simarran society at
the end of the Age of Plenty and the widespread corruption of its elite
is said to have been precipitated when Torrodoth grew complacent, and
thus allowed Orodt-Thor to grow in power.
Suicide in particular, as well as the search for ones death are certain
to please Orodt-Thor and souls who willingly choose to die rather than
face the drudgery of life are reincarnated as Garrows, spectral fiends
that can literally suck the life from living creatures. They are OrodtThors chief servants, and their presence in a community is a bane, as
they work to bring it down from within by encouraging sloth and
stagnation. His followers build no temples, opting to worship him in the
ruins of ages past or in abandoned structures. Orodt-Thor appears
similar to Torrodoth, except his armour is dull and faded, the metal
being pitted with rust and the stone overgrown with grave-moss. His
armaments are cracked and crumbling, and the eye-sockets of his
helm are empty pits of darkness. Effigies of the god are rude things of
badly chiselled rock and scavenged-together armour.
Vathrim, the Highest Journey:
He knew fear and raised his hand to his wildly beating heart, eyes wide
with wonder, and regretting only that he was to die not knowing what it
meant. He is Vathrim, whose name means the Highest Journey, and his
great wisdom is matched only by his boundless curiosity and
knowledge of the world. Vathrim is the god of travel, knowledge and
understanding. He is the patron to which scholars, students, explorers
and adventurers pray to, the great loremaster for whom the word
unknown holds the greatest magic of all. He is also the god of
technology and innovation and during the hunting times, the
development and spread of Ascendant Technology carried Vathrims
favour, which contributed greatly to its success. The map of Simarra
was said to have been copied down from visions Vathrims priests
received many centuries ago, as the god knew all about this world
before mortals even drew their first maps. Lastly, Vathrim is the first of
the Gods to have created his own mortal race, as well as the first one
to have raised a mortal to godhood, thus resulting in the birth of the
Aberrant Gods.

Vathrim is depicted as a tall humanoid male who dresses in simple,


functional travel gear, sturdy boots and a worn, yet well-cared for
cloak. A large sack said to contain every text ever penned is slung over
his shoulder, filled to the brim with protruding scrolls. Myriad pouches
and satchels festoon his belt, whose buckle is the stylized globe of
Simarra. He wears a wide-brimmed hat that casts shade over his
handsome, smiling countenance. His eyes are alight with curiosity and
good-humour, and an old scar, said to have been inflicted upon him by
a great elder dragon, runs across his right cheek. Temples to Vathrim
are often centers of learning, great colleges and humble schoolhouses,
where a small shrine to the god can be found, always facing a window
to symbolize his adventurous nature. Vathrims children are the
Vasparri, the eldest of the elder races and inheritors of his inquisitive
spirit. The Vasparri carry their god wherever they go, from the aeries of
the Thusparri to the complex, technologically advanced metropolises of
the Volsparri. The very name of the race is and homage to their god, as
it means Vathrims People in their language.
Mithvar, the Spinning Crier:
Vathrims dark half is Mithvar, who wept tears of rage in the face of
fear, for he hated the sick feeling in his gut and hated that he had no
idea how to make it stop, and to hurt it back in vengeance. Mithvar is
the god of lies, secrets and blackmail. His presence is felt whenever
one would use deception or withholds information to their advantage.
Mithvar believes that knowledge is something to be hidden, hoarded
and wielded like a blade, to slice ones opposition to bloody ribbons
using their darkest secrets against them. As the saying goes,
knowledge is power, and Mithvar ruthlessly exploits his, for only by
using knowledge in this way is one truly safe from being hurt in turn.
Because of this creed, Mithvar is the god of spies and even the most
altruistic of secret agents prays to him for a successful mission.
Mithvars followers are equal parts temple and underworld guild, who
specialize in selling sensitive information to the highest bidder, and
whose clients include everything from peasants to emperors. Of course
these mortal thieves and scoundrels hold a great deal of leverage in
the form of countless dire and compromising secrets, which if revealed
would very well damn entire nations to anarchy, and the guild
remorselessly blackmails the recipients of their juiciest bits of gossip,
squeezing every last drop of power and money from their desperate
victims. Mithvar himself appears as a figure swathed in deep black
vestments, with not a hint of skin visible. His face is shadowed by the
same hat worn by his better half, but the shadows reveal only his
grinning mouth and sharp eyes sparkling with spite and scorn. It is said
that Mithvar knows all the secrets a mortal keeps just by looking at

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

classic worshippers, though one need merely desire power and be


willing to step on others to join his temple. Thrak keeps his faithful
quarrelling for his favour, both to motivate them to chase power and to
ensure none may rise to challenge him or his favoured avatar,
Agrazn.
Kathr, the Raised Life:
Contrary to popular conception, Thrak does in fact possess a little
known better aspect. Thraks light half is Kathr, who ran from fear
because he was alive, and he did not wish to squander this precious
gift. He wanted to see it grow into something beautiful that could be
used to properly thank the world for its generosity. Kathr is the god of
preservation, nurturing and promise. He works tirelessly to care for all
living things, strengthening and shepherding them so that they may
realize their full potentials. He is the benefactor of parents, guardians
and teachers. Kathr is also the god of prudence, who advocates
patience and not compromising ones integrity through rash action.
Though he may not take big risks, Kathr teaches that the prudent
man will never cease to prosper, eventually becoming all they can be.
Kathr, because of the infamous nature of his dark half, is rarely
worshipped or even known to exist by the people of Simarra.
Nevertheless, there is a small, but dedicated corps of priests, which
wander the lands posing as tutors, midwives and wise men, who do
their best to keep others, particularly children, safe and give them
sage advice to help them better themselves. Every one of Kathrs
servants hides their identity in the present Age, for Thrak despises his
light half, and works to ruin his works and kill his agents, to prevent
him from undermining his authority. It is said that one day, Thrak will
be defeated and Kathr will take his place for as many years as his
dark half was dominant, which is to say several millennia. Depictions of
Kathr do not exist owing to the wandering nature of his clergy, but his
priests say that he will reveal himself at last when Thrak falls.

Kel-Zedon, the Poisoned Prophet:


He knew fear and sank to his knees, beating the cruel earth with his
fists, cursing and hating whatever heartless force had decreed his end,
and regretting only that it didnt choose someone else. He is KelZedon, whose name means the Poisoned Prophet, and his mastery
over the tides of Fate is matched only by his complete disregard for
anyone save himself. He is the god of misfortune, calamity and

disasters. Kel-Zedon embodies the cruel vicissitudes of Fate, that can


cause death, ruin and sorrow in the blink of an eye and at any
moment. The people of Simarra fear his attentions greatly, and a
plethora of superstitions exist that are said to invoke Kel-Zedons
displeasure. He is powerful enough to decide where catastrophes such
as storms or earthquakes will strike. He achieves this using an artefact
known as the Black Deck of Kel-Zedon, which contains the name of
every realm in Simarra, as well as the name of every plague and
disaster. Kel-Zedon is also the god of callousness, and mortals who
sacrifice others to ensure their own survival are bolstering his power.
Kel-Zedon is depicted as an incredibly tall, emaciated man, whose pale
flesh is covered by a lattice of tattoos. He wears nothing aside from a
ragged loincloth festooned with mirror shards he uses to observe the
world, and his hands are like white spiders, thin and spindly. His head is
covered by a mane of very long ink black hair that pools on the ground
around him and is forever slick with rainwater. Only his mouth, nose
and jawline are visible, but the baleful witch-light of his eyes shines
through the mat of hair covering them. Kel-Zedon is unique amongst
the Gods in that he does not seek, or even care anything for, his
followers. Yet scores of mortals are attracted to his worship, since his
blessings and magic are potent wards against harm. The most powerful
of Kel-Zedons faithful are able to redirect most anything, from spells to
blades to even wounds, turning them away from themselves and onto
any unfortunates near them.
Old-Kenze, The Conquering Virtue:
Kel-Zedons light half is Old-Kenze, who sat calmly and waited for
death to take him, glad that it had not chosen his kin, and wishing
them long, happy lives. Old-Kenze is the god of compassion,
selflessness and platonic love. His teachings hold these virtues as
ideals to constantly strive for, with the ultimate goal of finding inner
peace. Old-Kenze smiles on acts of charity and benevolence devoid of
personal interest. He is the patron of peacekeepers, healers and,
somewhat ironically, of soldiers. Specifically, Old-Kenze is the god that
promotes camaraderie and brotherhood amongst soldiers, and who
teaches them to temper their wrath with mercy and the three virtues.
In essence, anyone who performs a good deed for free or helps another
in good faith is working towards the ideals laid down by Old-Kenze.
Old-Kenze himself appears just as tall as his dark half, but where KelZedon is skeletal, Old-Kenze is whip-thin but physically fit. He wears
flowing robes, but never wears the shirt portion, leaving his chest bare
to display the divine character for love tattooed upon it. His hair is very
long and white, combed neatly out of his jade-coloured eyes. Old-

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:

Gimbureths light half is Bhemgurti, who responded to her fear by


charging forward, laughing her defiance to the heavens. She laughed
and charged until her feet bled and her voice grew hoarse, but the fear
was gone, and in its place was nothing but the sound of her own,
hysterical laughter. Bhemgurti is the goddess of courage, defiance and
hope. She is the force behind doomed last stands, bold deeds and acts
of sheer willpower. Warriors pray to her to steel their hearts and
leaders use her name to rally their people. Bhemgurti also favours
athletes, and the competitive nature of sports falls under her sphere of
influence. Despite these qualities, few are truly devoted to Bhemgurti,
for she is also the goddess of madness, as well as decidedly mad
herself. Reckless behaviour and ignorant foolishness are hallmarks of
her nature, and when one performs acts of suicidal bravery or insists
on undertaking an incredibly risky challenge, it is said Bhemgurti walks
with them. Her mania and unpredictable behaviour, paired with the
value her followers place on courage over good planning somewhat
hamstring Bhemgurtis popularity in most of Simarra.
Bhemgurti herself appears similar to Gimbureth, except her skin is a
rich, chocolate brown, and her hair is wild, and unkempt. Her gown is
ripped and torn to the point that it has become a ragged, knee-high
skirt and her bare feet are caked in dust and dried blood. Unlike
Gimbureth, Bhemgurtis skin is scarred and scratched, a testament to
all the fights or challenges she has undertaken. Her wings are scarred
stumps, a relic from her battle with Iragreth during the Threshhold war,
but her hands are encased in massive, steel-plated gauntlets that
shine with divine light and seem far too large for her to be able to lift.
Her eyes are lime-green and are filled with a feverish energy
completely devoid of any sanity. The worship of Bhemgurti is prevalent
amongst the Talmosans of Tadar-Kesh, who have been fighting a
dangerous guerrilla war against the forces of Agrazn and their own
queen, who has betrayed her people to stand with the invaders.
Iragreth, the Raging King:
He knew fear and snarled, shaking with fury and hatred. He pounded
his chest and roared his anger, swearing bloody murder upon the
source of his fear, and regretted only that he would die without a rock
in hand to even his odds. He is Iragreth, whose name means the
Raging King. He is the god of anger, destruction and war. He is the lord
of fighters, of conquest, and the simple, terrible act of violence.
Iragreth is seen as an evil god by most Simarrans for his bloodthirsty
nature and the fact he slew many Aberrant Gods, heedless of their
morality, in an effort to prove himself the greatest warrior of them all.
Iragreth was also the god who spearheaded the exile of Enra, furious

at their mothers retracting of her promised reward for waging the


Threshold War. Nevertheless, a great many warriors still pray to him,
for he is the patron of martial skill, and his boons grant great strength
to his faithful.
Iragreth is depicted as a gargantuan male humanoid, whose form
ripples with muscle, and whose skin is the colour of burnished brass.
Iragreth is clad in a tasset, sabatons and pauldrons, forged from the
bones of a great metallic dragon, and inscribed with ancient runes of
incredible power. He leaves his chest, arms and head bare however, to
give himself a handicap and make fights more challenging. Iragreth
never wields the same weapon twice, for he is a master of all fightingstyles. His features are fierce but noble, and a great pair of curling ram
horns sprout from his shaved skull. Iragreth is the Elder God who
created the giant race, as he wished for a race of warriors who would
strike fear into the hearts of his foes. Unfortunately the giants rebelled,
thinking themselves superior in their numbers, and Iragreth, after
slaughtering scores of them, placed a curse upon his arrogant progeny.
He cut their size in half and decreed that they would wander the world
as mortals until they were able to eradicate the Sundaari, their hated
enemy. Today, the descendants of these cursed giants are known as
the Kotarrans.
Terrhaig, the Founding Charge:
Iragreths light half is Terrhaig, who responded to his fear by looking
around him. Seeing his siblings terror, he was filled with sympathetic
anger, which caused him to step forward and demand that the source
of his fear cease and asking what gave it the right to torment his
family. Terrhaig is the god of justice, of law and of righteousness. He is
the ally of the people, the patron of lawbringers and the enemy of
those who would use force to tyrannize others. Terrhaig is also the god
of civilization and tradition, for only with a strong social order can the
common folk live free of abuse. Terrhaig is recognized as a symbol of
fairness in Simarra, and witnesses swear upon his name when offering
testimony during trials. Of all the Elder Gods, Terrhaig is the most
directly opposed to his dark half, opposing Iragreths savage
warmongering at every turn.
Terrhaig himself appears similar to Iragreth, except his skin is silvery
grey and he possesses a large, well-groomed beard tucked into his
belt. Terrhaig wears the robes of a judge under a suit of polished mail
armour emblazoned with the image of a block of mortared stone, the
so-called foundation rock. Terrhaig is the bearer of a massive
warhammer known as Judgement, as well as a set of silver scales used
to measure the truth of any statement. His bald head is crowned with a

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

admiration of their divine lords. So great was their interest in these


mortals, that certain gods took a heretofore unheard of action and
imbued them with a portion of their divine power. So the Aberrant Gods
came to be, but their creators feared Enras wrath for such an
unprecedented act, and commanded these new deities to hide. Hide
they did, but now that they possessed such incredible power, it was
only a matter of time before these godlings began to revel in it.
Though less powerful than their creators, the Aberrant Gods could
mould aspects of reality in much the same way. From their efforts
sprung the first of what would come to be known as the Aberrant
Races, which included the likes of the Nahl-Tesh, the Wyldlings, the
Saran-Ghori, the Zoriash and the Ghaskrii to name a few. These new
creatures soon made contact with the elder races, hoping for good
relations, but these were wary of the newcomers and spurned them.
The situation deteriorated between elder and aberrant, and bouts of
violence soon erupted, threatening to become full-blown conflict.
Finally the elder gods intervened, commanding the Aberrant Gods to
control their children. The Aberrant Gods complied and a fragile peace
was formed, albeit one that obviously favoured the elder races. This
laid the foundation for a mutual animosity between the first and
second born that lasts even unto the present day. Unbeknownst to the
Gods however, Thrak had been the one to plant the seeds of doubt in
the hearts of the Elder Races. He had secretly whispered distrust of the
Aberrant Races to their ears as the first step towards throwing the
works of his siblings into chaos.
The Elder races founded a heartland during this Primordial Age. It was
in the pleasant region known as the Cradle of Life that the oldest and
grandest cities rose, worked on by craftsmen from all the elder races
(except the Shodonai, who had departed at the command of their
mistress, Uzgora). In the Cradle, the elder races lived in harmony as
equals, safe in their grand cities, the grandest of which was MegathTor, the Sacred Home. Megath-Tor was a majestic city, as much a work
of magic as masonry, and it was built around a massive ley-line nexus.
This nexus power was harnessed by the elder races through the use of
a ring of specially prepared standing stones known as the Sedrin
Henge. It was used to magnify the citys importance in Simarra, as
instant travel to it was possible from any mana-well in the world.
Seeing the prosperity of this lush, fertile region, the Elder Gods decided
to migrate from Asha-Tor and descended to live amongst their people
in the Cradle. Only three gods abstained from this move, Torrodoth who
stood eternal vigil on the Threshold Realm, Iragreth who could not
abide such dull peace and wandered Simarra, battling myriad foes, and

Thrak, who stayed in Thugash-Tor, plotting his terrible vengeance on


the gods and their children.
The Gods were not alone in those days, and their children lived
alongside the mighty yet reclusive creatures known as the Dragons.
Creatures of vast physical and sorcerous power, the dragons had come
to Simarra during the worlds creation, having crossed the Threshold
Realm from a distant, mysterious home world. In exchange for their aid
in creating the mystic bindings that link Simarra to the seas of mana,
the Elder Gods allowed the nomadic dragons to settle down upon their
world. The dragons in the Primordial Age were many and wiser than
any mortal, they taught the elder races how to harness and use the
currents of mana, and lived amongst them in mortal guise. Many of the
oldest and most illustrious sorcerer covens were founded by a dragon,
and it is whispered that the eldest of them sleep below the earth to
this day.
The Aberrant Gods:
The beings known as the Aberrant Gods are mortals upon whom the
gift of godhood was bestowed by the Elder Gods in a process referred
to as the Incarnating. This boon can only be granted by one of the
seven, and is not gifted lightly, being reserved only for individuals who
have earned a gods personal fascination. The current number of
Aberrant Gods is unknown, as many have risen and fallen over the
centuries. The Aberrant Gods, though deities in their own right, differ
significantly from their benefactors in several ways. Firstly, they are
markedly less powerful than the Elder Gods, being gifted with only a
portion of their cosmic power. This means that an Aberrant God can
only rule over one or two spheres of reality, whereas the Elder Gods
typically preside over five to six.
Secondly, whereas the Elder Gods have become their spheres to some
extent, embodying and propagating them out of a metaphysical
imperative, the Aberrant Gods have no such obligation, and are free to
treat their godly duties as they see fit. This also means that the
Aberrant Gods are limited only by their own morality and personal
beliefs in their behaviour, unlike the Elder Gods, who will behave the
same way in certain regards because it is their nature to do so.
Thirdly, because the Aberrant Gods were once mortals, they are not
defined by fear as are the Elder Gods, thus their sphere of influence is
usually given based on a prominent personality trait, interest, skill or
even a strong belief. This also means that multiple Aberrant Gods can

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.

The Coming of the Keza-Drak:

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

servants. To the Gods in Asha-Tor, this spell prevented them from


directly influencing Simarra, but far more dire was the effects it had on
the Gods still walking the worlds surface. Of the 6 Elder Gods and their
counterparts, 7 remained trapped upon Simarra, unable to access the
bulk of their divine power.
Though no force could slay an Elder God, tied as they were to the
existence of Simarra itself, they found their energies reduced to a mere
fraction of their capabilities. Exacerbating the matter was the rapidly
spreading armies of Agrazn, which had been informed of the Gods
entrapment by their master. The earthbound Gods decided to go into
hiding, for if they were ever to directly oppose the advance of Thraks
forces or use their divine power conspicuously, they could easily find
the hiding places of their faithful and extinguish all mortal opposition
to Agrazns rule. They now wander the lands of Simarra in disguise,
giving aid where they can and keeping hope alive in secret for their
children. Of the gods, only Uzgoras location is widely known, for the
Goddess of Fate yet resides at the San-Gheri Oasis, capitol of the
Shodonai. Bhemgurti is assumed to be aiding the resistance in
Talmosa, though there is no proof of the statement. Iragreth is like a
summer storm, appearing at random to slaughter soldiers and armies
with no heed to either side. Of Vathrim, Gimbureth, Old-Kenze and
Mithvar, no definite information has surfaced, and for these Gods, this
is a good thing.
As of the present day, Thel-Kaza has dominion over all of western
Simarra, with the Narballans and the Shodonai unable to pose a
serious threat, focused as they are on rebuffing the relentless assaults
of the Keza-Drak. In the East the situation is little better, with Sargolia
and the entire south under Agrazns rule. In the north the Black
Peaks and all the lands between the Sarangak Forest and the Griffon
Peaks belongs to the invaders, and the Wild Lands are hotly contested.
The last bastions of the Free Peoples in the east are the northeastern
portion of the Shieldwall Mountains, the Baldarak highlands, the Wild
Lands, The Kingdom of Volspar, the Meregost Range and the city states
of Aradan, White-Castle Harbour and Ardrennen Falls.
Since his rise to the Blood Throne, Agrazn has ruthlessly pursued the
war against the free peoples, making clear his intention to see this
conflict through to the bitter end. The lands under Thel-Kazas rule are
one of harsh occupation and oppression, as the iron-fisted agents of
the Betrayer force the population to labour for his ultimate victory. The
vast majority of the free-peoples, soldier and civilian alike have been
enslaved, and those few still remaining free must ever prove
themselves loyal to Agrazn or risk death and worse. The Keza-Drak
have taken residence in former bastions of Simarra, or constructed
their own black fortresses in the ongoing struggle. The Sundaari enjoy

positions of power in Agrazns regime, having reformed their


ancestral nation in the Droghedian Peninsula, though they must ever
compete with their Keza-Drak allies for Thraks favour. The Moragrim
act as the eyes and ears of the Blood Throne, enforcing its tyrannical
rule from the shadows by rooting out dissent and infiltrating the ranks
of the enemy.
Recently however, a rift has appeared in the previously united forces of
the Betrayer. The Keza-Drak, visitors from another world, have become
divided in a religious schism. The heart of the debate is over which god
their people should give primary worship to, Thrak or their own deity,
the brutal embodiment of the races ideals, Urkog-Drall. Many argue
that their loyalty to the Baneful God is borne out of obligation and that,
as much as he has aided their people, Thrak is not to be venerated
above Urkog-Drall. Thrak and Agrazn are valued allies yes, but
ultimately the Keza-Drak must remain true to the principles that UrkogDrall imparted upon them. Other warleaders say that Thrak helped
the Keza-Drak achieve in a year what they had spent over a century
attempting. He gifted them with the means to travel between worlds
and has offered them a new world to conquer, as well as strong allies
to aid them in future endeavours. Urkog-Drall safeguards their ideals
its true, but it is Thrak who will secure the future of the Keza-Drak
people.
Because of this schism, the war effort has slowed to a crawl, with many
warleaders only obeying orders after much delay if they were given by
a superior with an opposing view on the matter. Worse, because of
their highly superstitious nature, a few legions simply refuse to
continue the fight until the matter has been settled, defending their
gains but making no further advances. Keza-Drak warpriests debate
upon the issue with increasing vitriol and the situation is rife with the
potential for violence. Agrazn has refrained from taking sides upon
the issue, as siding with either of the factions would plunge his domain
into a civil war that he can ill-afford. The schism has forced the lord of
Thel-Kaza into a position of mediator, and he works to resolve the
dispute with as little bloodshed as possible. For the first time in 10
years, the free peoples have a respite, precious time before Agrazn
resumes his conquest that may very well decide the fate of the safe
zones.
Backgrounds, Nations fallen and fighting:
In the 10 years since the fall of Megath-Tor, the hordes of Thrak have
swept across Simarra like a tide of destruction and sorrow. Many great
nations, who had existed since the end of the Age of Steel, were

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

any sort of laziness, Narballans make hearty companions whose loyalty


to their king and country is ironclad. Because of their culture, most
Narballans have served or do serve in the military, and all of them
know the basics of combat.
The Marcher Lords of Narmroth (Narmrothans):
The Trachian Steppes are a rugged realm, populated by many, but all
recognize the rulers of these lands. The Marcher Lords of Narmroth,
astride their majestic Belares beasts, have lived on the Steppes since
the Age of Steel. These people have traditionally lived as nomads, with
the great March Clans following the seasons all across their realm. But
their lifestyle concealed a strong, civilized people whose cities moved
with them and could, in times of war, marshal an immense, expertly
trained and all-but unstoppable cavalry in mere days. The Marcher
Lords have never pillaged to gain their resources, a fact they like to
remind their detractors of whenever they wish to write off the
Narmrothans as mere savages
The Marcher Lords are unified under a ruling council known as the
Tribunal of Clans, which partitions the Steppes amongst the various
clans, and handles judiciary matters that import the Narmrothan
people as a whole. Unusually for members of an Elder Race, the
Narmrothans venerate a trio of Aberrant Gods, all of whom are former
Narmrothans. These are Tehmu, lord of the plains and the Belares,
Ornlu, the god of the Hunt, and Jayeen, goddess of agriculture and the
Harvest. The Narmrothans hold a deep cultural bond with the noble
Belares, and every clansman is paired with one when they come of
age. The Belares are partners in peace as in war, and any selfrespecting Narmrothan has a healthy respect for these animals.
The advance of the Betrayers armies has been hampered as they
cross the Trachian Steppes, with columns of Keza-Drak warriors
destroyed in lightning raids by the Narmrothans. The Marcher Lords
have been fighting a guerrilla war, using hit and run tactics to harry the
Keza-Drak as they travel to other wars. They are always on the move,
using hidden and isolated strongholds to rest and refit, not letting the
forces of the enemy trap them into direct conflict. Only the warriors
remain on the Steppes, the non-combatants having been sent to either
hide in the Blood Wood, or find solace in the safe zones in the east. In
the city of Ardrennen Falls, a large number of the mounted scouts are
Narmrothans.
Narmrothans are notable for their fierce adherence to their tradition
and culture, as well as their respect for the natural world. They feel

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

mountainous terrain of the nation, and farmers hold many privileges in


the kingdom.
In the Age of Blood, the free peoples have received no word from the
Five Colonies. No one has traveled there and the routes to Sudeja are
infested with bandits, renegades and the ever-present Keza-Drak
raiders. Freehold rulers can only speculate about the fate of NewElysium, and any Sudejan found in the zones was away from their
homeland when Agrazn launched his invasion. The Sudejans look to
their surviving ambassadors for direction in this dark time, and the
small populace in Ardrennen Falls is represented by ambassador Orlon
Duroc, who is attempting to rally all the Sudejans in the east.
Sudejans are a very independent-minded people, who have trouble
accepting the authority of others unless it was they themselves who
helped bestow it, as they do with their leaders. Despite this, they are a
generous people who give a fair deal and expect the same. Sudejan
courage is also noted, and they draw strength from their culture that
lets them go where others will not or fight on against overwhelming
odds. Furthermore most Sudejans are experienced woodsmen, able to
survive in and tame lands for their allies. Their earnestness and
tenacity make them valued companions for the free peoples to have,
despite their sometimes confrontational relationship with nobles or
other elites.
The Toldorr: Children of Torrodoth
The Toldorr are the progeny of Torrodoth, who moulded them from the
living steel and stone of his armour. The Unyielding Spirit wished for his
children to defend Simarra while he stood his unending Vigil upon the
Threshold Realm, for even an Elder God could not have eyes
everywhere. Though the Toldorr have not the numbers to fulfill the lofty
ideals of their God, they protect the lands they inhabit to the best of
their ability, carving mighty bastions and formidable checkpoints
amongst the mountain ranges of the world. As one of the elder races,
the Toldorr are contemporaries of the Enr, the Vasparri and the
Shodonai, and enjoy good relations with both of the former. They tend
to be indifferent towards the Aberrant Races, with the exception of the
Zoriash, with whom they share an ancestral hatred sparked during the
Age of Steel.
Appearance: The Toldorr average around four feet tall with stocky and
compact frames. They are burlier than humans because of their wide
bodies, and tend towards plumpness, though this is often the result of
muscle as opposed to true fat. Toldorr have large, shovel like hands

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

resistance from these Toldorr. If the Thorongar can be said to truly


despise another nation, it is the Toldorr of clan Volagar, who split from
them long ago, and whom they revile as heretics and unworthy of
being called Torrodoths children.
Thorongar society is quite focused on their Sacred Charge, and those
who become either peacekeepers or warriors often earn much esteem
from their fellows. The Clan values duty, reliability, cooperation with
others and above all, toughness, hard work and humility. These virtues
are expounded upon in a comprehensive code of conduct known as the
Pillars of Torrodoth, which details many rituals, rules and behavioural
guidelines for the Clan. Thorongar clansmen are expected to ever be
ready to answer the call to service, and many lead simple lives that are
not too constraining and that they are able to abandon and return to
with ease. The Clans society is martial in nature, for it is ultimately the
soldiers who form the most tangible defense, and military service is
mandatory for Toldorr of both sexes. Within the military, Toldorr are
known for their crisp, efficient chain of command, and their supremely
dutiful warriors, who almost never disobey the orders of their
superiors. The Thorongar also believe that the highest of distinctions is
service to others, and clansmen are known to set aside their quarrels
with even a hated enemy, if said enemy honestly requests their aid.
Expounding on this, the Clan runs several Benevolent Orders of
healers, educators and craftsmen, whose mandate is to travel the
world, offering aid to the poor, ill and to help refugees and victims of
war. To serve in these orders brings as much prestige as a military
career for clansmen, and many of them are honoured by the other
races of Simarra for their selfless dedication to their missions. But such
a rigid, restrained society is difficult to adapt to, and not all Toldorr are
able to meet the exacting demands of the Clan, a fact that led to the
schism between the Thorongar, and those who would go on to form
clan Volagar. In light of this, the clan has softened its code of law
slightly, making things demanding, but a bit more bearable for their
people.
The Thorongar suffered much in the initial months of the Keza-Drak
invasion. Because the assaults came from the west and southwest, the
clan was caught unawares and lost the quasi-totality of their holdings
beyond the Shieldwall range in short order. The Keza-Drak were halted
at the foot of the great mountains by the clans stubborn resistance,
formidable defenses and plentiful soldiers, and the war on this front
ground to a halt for the next few years. However the western face of
the Shieldwall was never as heavily fortified as the eastern face, for
the Thorongar had allies at their backs since the Age of Plenty, and
eventually this proved to be the battlefronts undoing. After 7 years of
war, the clan command stronghold at Thelstaad Keep fell to the Keza-

Drak, and the clansmen retreated deeper into the Shieldwall to


regroup. Currently the Clan controls the northeastern portion of the
range, keeping the vital Elk Horn Pass free from mighty Ubrathil Keep,
whilst the Keza-Drak have taken Spire Reach Pass and use the
conquered Thelstaad to launch underground wars against the
Thorongar, as well as conduct assaults on the city of Ardrennen Falls.
Toldorr of Clan Thorongarr are stoic, dutiful and supremely reliable
companions, who trust in their allies to know the best course of action.
They are a tad uncomfortable when placed in leadership positions they
have not earned however, and tend to be rather awkward in situations
that dont pertain to their own duties, preferring to remain silent.
Ironically this makes them seem difficult to approach as opposed to
merely nervous. Once befriended however, a Thorongar can quickly
become chummy with companions they perceive to be of a similar
station, as the clan places great stock in fostering brotherhood
amongst its warriors. When in their element, Thorongar are often the
model of efficiency, crisply and expertly performing their duties as
naturally as breathing, and will take pride in doing so, for honest work
is one of the few things Thorongar are permitted to exalt.

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

banished Durrigan forever, further decreeing that any Toldorr unwilling


to commit to the ideals of Clan Thorongar were free to join him in
leaving. Practically a third of the Toldorr in the mountains left over that
week, gathering their belongings and making for the eastern foot,
where Durrigan waited patiently. Once they had assembled, Durrigan
proclaimed them free at last, and led them into the east on a long and
arduous search for a new homeland.
After months of travel, the exiled Toldorr finally found a place to call
home, settling down in two great valleys ringed by the Meregost
Mountains, the easternmost range in Simarra. They would not live
underground, as the Thorongar did, and they founded their first
settlement, Haven, in the delta of a great river, flowing from a deep
forest into the Eastern Ocean. To commemorate the founding of Haven,
Durrigan Flamebeard delivered a rousing sermon, filled with passion
and optimism to his fellow exiles. The past lay behind them like melted
candles, he declared, no longer were they enslaved by duty or
tradition, now they were the unbound, the Volagar, and the future was
in their hands. In the ages since, clan Volagar has become a power
unto itself, growing to encompass fifty clans and bringing the Meregost
range and the two valleys, renamed Smoldervale and Cindervale,
under its control. The Toldorr of this nation frequently trade with the
Five Colonies to the north, the lands of Sargolia to the south, and the
kingdom of Volspar, sending heavily defended caravans to safeguard
their interests. Clan Volagar is relatively unknown to the great nations
of the West, with only the occasional merchant or traveler to let
Megath-Tor know of the clans existence. At one time, the Clan hosted a
mission of Daleian scholars, who had come to document their nation
for their mana-vaults, and the most comprehensive texts on the
Volagar in the west can be found in the Wood. In regards to their kin in
clan Thorongar, the western clan has almost totally disowned the
Volagar, denouncing their unacceptable disregard for the Sacred
Charge, and refuses to associate with them, going so far as turning
any Volagar that nears the Shieldwall away. The exception to this rule
are the Benevolent Orders that (very grudgingly) offer their aid to
Volagar who require it, something the proud clan frequently refuses.
Clan Volagars society is almost diametrically the opposite of their
western counterparts. Clansmen are free to hold any profession they
so wish and military service is strictly voluntary. Furthermore, there is a
great sense of personal and professional autonomy, Volagar merchants
and craftsmen are free to organize themselves into guilds with no
obligations to the state aside from taxation, unlike the heavily
nationalized industries of Thorongar. Because of this, the clans coffers
are rich and many affluent trading companies call Haven home. This
societal freedom has led to the emergence of distinct social divides,

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

over three centuries. For their part, the Northerners refuse to


acknowledge this nominal vassalage, for it was pronounced by an Aerie
Lord who proved to be a hated despot, but their code of law states that
the oaths can only be undone by the original recipients line, of which
none are alive today.
Thusparri society is clannish, with each Aerie in the ranges being a
fiefdom unto itself, and ruled by a different Kithwing. The Kithwings are
responsible for the protection and governance of every Thusparri
within their ranges, and typically oversee a handful of villages and
outpost in the vicinity. In each range, the Kithwings are united under an
individual known as a Zenith-King, the leader of the Thousand Wings,
who is named from amongst the various Skylords based on personal
merit and prowess. Within the Kithwings, the most important figures
are the Skylord, holder of temporal power, the Free Priest, who is a
religious authority and speaks with Vathrim on the Kithwings behalf,
and the Roostmaster, the kithman responsible for breeding and
training the great skylords. The Wind Seekers are also important
amongst the Thusparri, these are the elite riders of the Kithwing, those
who have mastered their mounts to the point of making death-defying
aerial acrobatics seem as natural as breathing. They hold a place of
great honour in the Kithwing, and their names are forever engraved on
the walls of the Aerie, alongside those of their courageous mounts.
Thusparri culture exalts the virtues of the hunter and craftsman, to test
oneself against the beasts of the world is the highest of callings, as is
creating something with ones own hands. The most beautiful and
valuable handcrafts, art pieces and ornaments are made by the
Thusparri, who frequently trade them to other races in exchange for
modern conveniences. Contrary to popular belief, the Thusparri do not
disdain technology, Ascendant or Mundane, but merely develop those
innovations that directly pertain to their own particular lifestyles, and
are more than eager to learn the ropes of some fancy new gadget.
The war with the Keza-Drak has not been kind to the Thusparri.
Agrazn knew that the People of the Sky would be a severe
annoyance if he did not deal with them promptly, and thus the Aeries
were some of the first places hit by the portal-raids of the Keza-Drak.
Many of their greatest Aeries fell in the initial months, as the Thusparri
reeled in shock from such an unexpected assault. Even once they
finally regrouped, the Black Peaks had already been lost to the
invaders, and the Griffon Peaks followed shortly thereafter. The
Kithwings of these places scattered to the winds, retreating as best
they could to the safe zones. The Dragonspine Kithwings held out for
as long as their Daleian allies, and when the evacuees of the Wood
were boarding the ships, the wind seekers of the Dragonspine

conducted a valiant rearguard action, engaging the Keza-Drak and


buying as much time as they could to allow their allies to escape. The
cost was high, but the Thusparri ensured that most of the refugees
from the Arcanocracy reached open waters, and thereafter
accompanied them on their journeys to safe haven. Only the
Northerners remain whole, having allied with the Narballans, and daily
conduct aerial raids on Keza-Drak encampments, frustrating the efforts
of Thraks minions at every turn. In Ardrennen Falls, Thusparri of the
Black Peaks, the Griffon folk and the Dragonspiners are most common,
with several Kithwings claiming the surrounding peaks as their own,
vigilantly patrolling the skies above the city for signs of impending
attack.
The Thusparri are a fierce, free-spirited folk who prefer honest emotion
and take a direct, and some might say blunt approach to lifes
challenges. Thusparri deeply honour their Kithwings, believing that the
only permanent thing in this world is the bond of kith and kin. Thus
they are known to swear binding oaths with those they consider close
friends, and are positively terrifying when such bonds are broken, often
going to great lengths to avenge either themselves or their loved ones.
Thusparri are curious about much of modern Simarra because of their
relatively isolated communities, and often try new technologies or
learn foreign customs enthusiastically, often heedless of any trouble
they may cause while doing so.
Appearance: Thusparri are generally more athletic and muscular than
the Volsparri, often wearing their hair loose or in long braids. They also
favour long, braided beards festooned with fetishes, and incorporate
many handcrafted accessories in their dress. They dress in functional
clothing that does not get in their vision, and their garments
incorporate feathers to better symbolize their link to the skylords.
Thusparri all possess elaborate tattoos about their bodies that denote
their native ranges, Kithwings and families, and Thusparri can tell
many things about their fellows by observing their tattoos.
The Kingdom of Volspar:
During the Brave Procession, the majority of the Vasparri leaving
Megath-Tor elected for the same destination, which was the environs of
Mirror Lake far to the east. Mirror Lake was peculiar in that it and its
surrounding forest already hosted a small, isolated community of
Vasparri, who aided their newly arrived cousins to get acclimated to
this untamed land. The settlement of the region progressed relatively
quietly for the first years, until an expedition sent to the foot of the
Sargolian Wall found the area to be rich with minerals of all types. By
exploiting these resources, the fledgling nation began to develop

exponentially, establishing trade with their neighbours, the Sudejans,


the Ghaskrii and the Nahl-Tesh of the Wild Lands. This nation, Volspar
as it came to be known, was changed forever with the discovery of
Ascendant Technology and the realization that its land was rich with
crystallized mana deposits. With the blessing of Vathrim, who was god
of innovation, Volspar soon became the largest constructor and
developer of Ascendant Technology in Simarra, with Thengrin, its
discoverer, even coming to live amongst the Volsparri to further his
research. At the end of the Age of Steel, Volspar had grown to
encompass all the lands from Mirror Lake to the Aradi Headlands and
the Broken Bone Hills, with the original colony town, Mirror Lake,
having become the first of the nations metropolises. During the Age of
Plenty, the end of Ascendant weaponry saw the Volsparri turn to
develop more peaceful technologies, and many revolutionary
practices, such as the use of shard engines and the application of coke
to iron smelting were developed in its borders. In the modern day, the
Kingdom of Volspar is the pre-eminent power in the East, with vast,
sprawling metropolises, numerous outlying townships and mines that
fuel wondrous workshops dedicated to developing new technologies.
Volspar, as befits its status as one of the wealthiest and most powerful
nations in Simarra, is the favoured trading partner of the western
nations and Megath-Tor, with the Kingdom exchanging its technologies
and resources for lower prices than with other nations. This is due to
the fact that the Volsparri, as an Elder Race, are allied with the Cradle
and her neighbours, and there exists plenty of goodwill between them.
The Kingdom also trades frequently with the Five Colonies and provides
much of the essential equipment the Sudejans required to properly
tame their homeland. The same can be said of the Ghaskrii of
Numarth, who despite being an Aberrant race, allow the Volsparri to
mine their lands at cost since the Kingdom has always treated with
them fairly. Volspar is not without enemies, and its expansion has been
halted at the Wild Lands, where the kingdoms aggressive foresting
industry is hampered by raids from the Nahl-Tesh. The tribes of these
ancient forests have been at war with Volspar for the better part of
three centuries, and despite the Kingdoms most determined efforts,
the Nahl-Tesh, particularly those of the Seg-Weir tribe and their
powerful nature magic, have kept them from encroaching too far.
Furthermore, the wicked Sundaari, who have always been strong in the
Sunken Vale north of Volspar, frequently raid their trade routes, and
the Kingdom has never been able to dislodge them from their dark,
forested lairs.
The Volsparri are a constitutional monarchy, with the King presiding
over the chambers of law, and most community leaders being
appointed by ministers, themselves appointed by the king. The most

well-known features of Volspar are the metropolises, massive,


sprawling cities that possess factory districts and where countless
Volsparri live shoulder to shoulder in storied tenements. The streets are
cobbled and lit with mana-lamps, and public transportation is ensured
by mana-trams, a feature unique to the metropolises. Volsparri
communities are characterized by the mash-up of fairly conventional
technologies (such as horse-drawn carts, plows, irrigation) with
wondrous machines of Ascendant make (Shardic Hay-Balers, ManaClocks, Mana mine dredgers and the highly popular multi-purpose
Volsparri operations blade) which render life easier for its inhabitants.
Volsparri culture has been caught in the throes of an innovative
zeitgeist since the end of the Age of Steel. The people of the Kingdom
support the work being done by the Ascendant Workshops, the Steel
Guilds and the Colleges of Innovation, as they know firsthand the
advantages technology can bring. Possession of the latest technologies
is seen as a status symbol, and many wealthy Volsparri boast all kinds
of mechanical odds and ends, whilst even the lowest factory labourer
has the useful shardic screwdriver. The large worker class of Volspar is
organized into Labour Guilds, whose crusading for worker rights has
served to keep things relatively even between the aristocracy and the
common folk, and prevent exploitative policies from employers. Many
Volsparri are literate due to mandatory four year education for all
children, but few can hope for more than their inherited profession
unless they show a particular aptitude for technology, such children
are taken in by the Colleges of Innovation, where they train to join one
of the prestigious Ascendant sectors such as the novators, the manasmiths, the engineers and more.
In the Age of Blood, the Kingdom of Volspar is beleaguered like never
before. Like all other nations, the Metropolises were taken by surprise
by the Keza-Drak invasion, but the invaders found themselves matched
by the Royal Army and their formidable arsenal of Ascendant
Weaponry. With Shardic Machine Cannons, Shard-blades, casters and
Mana-Grenades, the Volsparri halted their advance at the BastionMetropolises of Orelgranna and Thulassan. However roughly two-thirds
of their lands have been claimed by the Keza-Drak, and countless
thousands of their citizens have fled into the Wildlands, been enslaved
or simply died to the blades of the invaders. The remaining territory is
in a precarious state, for although the defenses hold, countless
refugees from the satellite townships have caused serious overcrowding in the townships. Furthermore, the fall of the Most Serene
Homesteads has led to a flood of Sargolian refugees ending up in
Volspar, and although the king has decreed they be cared for, these
poor souls are putting an even greater strain on the kingdoms
diminished resources. The kingdom is still in contact with several
freeholds, and the city of Ardrennen Falls exchanges news daily with

Volspar. The Volsparri living in Ardrennen Falls have set to work


bolstering the defenses with their own powerful Ascendant weaponry,
but the number of engineers is in short supply and relatively few
amongst the 2000 strong Volsparri minority are more than workers or
merchants.
The Volsparri are industrious, quick-witted and perceptive, being raised
in environments that support alacrity of mind as much as body. Most
working-class Volsparri tend to come off as pushy, sly and ill-tempered
mostly due to the hardscrabble nature of life in the Metropolises. The
Ascendant Sector Volsparri are another breed entirely, seeming to live
in another world and tending towards absent-mindedness,
obsessiveness and eccentricity to accompany their unmatched
proficiency with Ascendant Technology. Despite this, the Volsparri are
firm believers in personal and communal rights, and are earnest in
their desire to help their allies, showing a strong sense of camaraderie
that was fostered by the Labour Guilds of their homeland.
The Kotarrans: Children of Iragreth
During the Primordial Age, the Elder Races recognized that of their
number, the mightiest were undoubtedly the Kytorrans, the Great
Giants and the children of the Raging King. Iragreth wished a race of
warriors mightier than those of his kin, a race he could proudly call his
own and lead into glorious battle. He built the Kytorrans to suit his
ideals, and in those days, where the colossal beings walked, the
ground trembled with every step. The Kytorrans delivered battle unto
the enemies of Iragreth, fighting beasts, monsters and the Sundaari,
blood-sorcerers of Thrak. Eventually however, the Kytorrans, heady
with the thrill of their victories, began to question why they followed
Iragreth. Surely they, with their size, strength and numbers were not
subservient to the will of but one being? And so the giants staged a
rebellion against Iragreth, seeking to cast him down and take his place
as rulers of war and battle.
The God however, proved totally beyond their ability to defeat, and he
slaughtered the Kytorrans mercilessly, toppling them as if they were
nothing more than wheat before his blade. The surviving giants
surrendered, but Iragreth would not stay his wrath, the Raging King
decided they could do with a lesson in humility. He cursed the
Kytorrans, shrinking and stunting their forms, cutting their height
dramatically and making them weaker than they were, and decreed
that if they wished their powers restored, they would need to make
amends. He charged them with exterminating the Sundaari, for the
servants of the God of Cowardice would not be suffered to live in

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

martial prowess. When it comes to the Vasparri, the Kotarrans tend to


prefer the more grounded Thusparri to their cousins, who are odd to
say the least.
The Kotarrans are not the warrior nation some of the more genteel folk
consider them to be. Whilst it is true that warriors are honoured,
particularly the Thao-Krall, the Blooded Ones who specialize in fighting
their hated Sundaari foes, the majority of Kotarrans live off the land,
with a prominent labourer and farmer class. The Kotarran Highlands
are actually four states, concentrated around their four major cities,
with each being ruled by a Steward-Regent, as the Kotarrans have no
kings. This is because the only king the Kotarrans recognize is Iragreth,
and the God of Battle is as prominently worshipped in the Highlands as
his light half, Terrhaig. The Kotarrans know their gods infamous
reputation however, and thus channel Iragreths destructive teachings
into a philosophy of self-defense, where aggressors are utterly crushed
but seeking battle is discouraged. Interestingly enough, the Kotarrans
have culturally evolved, with most of them only mildly supporting the
racial ideal of redemption. They discovered many new and wonderful
things in their cursed existence, and many are content with their lot.
Kotarran culture exalts the virtues of patience, diligence and respect,
with civil unrest being quite rare in the Highlands, as even the nobility
is taught to value the commoners for the services they provide.
However quite a few Kotarrans still cleave strongly to undoing the
Shrivening, particularly those of a military bent, and the Thao-Krall are
still tireless in their hunts for the Sundaari. The Blood Lords are
universally despised by the Kotarrans for the many atrocities they have
committed against their people, and they clash with these worshippers
of Thrak wherever they go.
In the Age of Blood, the Kotarrans are amongst the countless nations
whose people have fled to the dubious safety of the east. The
Highlands were one of the first nations to fall to the Keza-Drak, despite
the best efforts of its defenders. The Sundaari had led the charge and
the Kotarrans, for all their might and skill at arms, were overwhelmed
by the sheer number of the Keza-Drak legions, as well as the blood
lords own profane magic. The only city of the original four that still
stands is Korbannath, due in part to its proximity to the Vaskrall
Wastes, the homeland of the Shodonai, who have allied with the
Kotarrans to repulse the invaders. Many surviving Kotarrans have
crossed the sea into the Wild Lands, and from there have scattered to
the winds. Several groups have been taken in by the Nahl-Tesh
whereas others have travelled to the Freehold of Aradan in the Aradi
Headlands. The city of Ardrennen Falls also plays host to a sizeable
number of Kotarran refugees, many of whom have joined the citys

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

eastern neighbours. Mysterious and uncivilized in the eyes of the elder


races, the Nahl-Tesh jealously guard their untamed homeland and only
seldom travel the lands beyond, usually to keep abreast of current
events. Due to a momentous event in their past, the Nahl-Tesh are
currently divided into two major tribes, both of whom co-exist in the
Wild Lands.
Appearance: Nahl-Tesh are amongst the shorter races, averaging at 3
feet tall, and possessing of lithe, agile frames that bely surprising
strength. Nahl-Tesh have arms that are one and a half times longer
than their bodies, and topped with strong, clawed hands, each with five
fingers. Their legs are short and squat, topped with similarly clawed
feet, which allow them to dig into the bark of trees to facilitate
climbing. Nahl-Tesh are capable of running at great speed by getting on
all fours and knuckle-walking, though they usually walk upright. NahlTesh have large rounded heads and possess distinctly inhuman
features, with two slit-like nostrils, a wide mouth filled with shark-like
teeth. Nahl-Tesh have horns jutting from the back of their skulls, which
can vary in number from two to six, though hornless individuals are not
unheard of. Their eyes, in addition to being pupil-less, are large,
expressive and luminous, allowing them night vision. Nahl-Tesh have
powerful jaws, capable of exerting a crushing, vice-like grip once
clamped shut on something. Their skin is leathery and oftentimes
mottled, being especially tough around their knuckles. Common skin
colors are shades of green, brown and grey, ideal for camouflage in
their homeland. Nahl-Tesh do not grow hair, but their horns are capable
of growth, and often need to be filed lest they become unwieldy. Eye
colours vary considerably, with blues, purples, yellows and even solid
whites. All-in-all, the Nahl-Tesh seem designed to be superb packhunters, as was the intention of their god Kar-Goth, though they can
eat anything.
The Seg-Weir Tribe:
For years Kar-Goth and the Nahl-Tesh lived and hunted as one,
becoming the kings in the Wild Lands and striking fear in the hearts of
the lesser creatures. However this constant life of predation and
domineering began to wear thin for some of Kar-Goths children, and
some wondered if perhaps there was something to their existence
beyond the law of the predator. One in particular, a Nahl-Tesh by the
name of Segweiron, wished to give instead of take, and began taking
care of a small grove deep in the woods, away from his kinsmen.
However it was not long before Kar-Goth discovered this garden, and
banished Segweiron when he refused to destroy it. The delicacy he
displayed towards the plants and animals there, as well as his own
kindness drew the attention of the Elder God Kathr, who grew to

admire this wayward soul. Kathr appeared before Segweiron and


bestowed upon him the gift of incarnation, and he took the mantle of
God of Sanctity and growing things. Returning to the Nahl-Tesh,
Segweiron confronted Kar-Goth, declaring that he no longer
acknowledged him as his lord, and extended a hand to any Nahl-Tesh
who was tired of their lot in life to join him. The Lord of Predators would
have slain Segweiron but to his astonishment, he found the former
Nahl-Tesh untouchable, his every strike failing to meet his flesh.
Segweiron did not fight back, allowing Kar-Goth to expend himself on
fruitless attacks, and this amazing display was witnessed by his
people. Awed by their Gods inability to harm Segweiron, many NahlTesh stepped forward, and a trickle became a flood as those discontent
with the savagery of their existence, joined the new god. Eventually
Segweiron led his people southward, declaring that he harboured no illwill towards Kar-Goth, and founded what his followers would eventually
come to call the Seg-Weir tribe. The Seg-Weir tribe has ruled the
southern Wild Lands ever since, not as predators but as stewards and
keepers who tend to their home and ensure the sanctity of life and the
land is forever preserved.
The Seg-Weir Tribe is considered one of the powers in the east of
Simarra, despite the tribes relatively reclusive nature, due in no small
part to their proximity to the Great Southern Trade Road, which they
use to ferry goods northwards to White Castle Harbor and southward to
Talmosa. Their relations with their cousins in the north are peaceful for
the most part, with only a few isolated incidents of violence in their
history. This is due to the departure of Kar-Goth, who left to parts
unknown soon after the schism and has not been heard from since. In
regards to their other neighbours, the Seg-Weir treat fairly with the
Talmosans, who despite being Enr, consider the tribe as equals. The
city-state of Aradan is neutral to the Seg-Weir, who trade with it on a
fairly regular basis. In contrast however, are the abysmal relations the
tribe has with the kingdom of Volspar, whom they have been at odds
with for centuries. The Volsparri logging and deforestation of the Wild
Lands bordering their domains have provoked the enmity of the highly
protective Seg-Weir, who have responded by raiding and destroying
the kingdoms logging camps and bases. The tribe holds a deep hatred
of the Volsparri for their uncaring and destructive harvests of their
domain, and have smashed every army sent by the kingdom to put an
end to them. For their part, the metropolises disdain the tribes
hampering of their industry, and refuse to give the Seg-Weir the
satisfaction of seeing them back down.
The Seg-Weir tribe is actually many smaller tribal Branches united by
the worship of their god, Segweiron. Each Branch is led by a
Wildwarden, powerful warrior-mystics who have mastered the art of

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

formidable obstacle to an alliance between the two, and in the city of


Ardrennen Falls, the delegations from both nations have been bickering
ceaselessly since the fall of Megath-Tor. Nevertheless it appears that
for better or for worse, the Seg-Weir and the Volsparri are in the same
boat, for Agrazn will make slaves of them all should he prevail.
The Seg-Weir tribesmen come off as primitive and savage, but there
are few peoples more fiercely devoted to the war. Seg-Weir deeply
revere the balance of nature and their homeland, and are suspicious of
outsiders, especially the Volsparri. Many take their duties as guardians
very seriously, and given time, they can come to see anyone as part of
their Branch, outsider and Nahl-Tesh alike. Because of their societal
teachings, Seg-Weir are very generous towards friends and allies,
believing that everyone needs to be of one purpose for the Branch to
grow strong. Conversely they are utterly merciless towards their
enemies, especially those who impugn their principles, and have met
the Keza-Drak with a ferocity and hatred matched by few others.
The Shek-Tar Tribe:
When Segweiron led his exodus southwards, he left Kar-Goth,
exhausted and humiliated at his failure to slay his impetuous former
subject. However, he noticed that not all the Nahl-Tesh had left with
Segweiron, and many of his children remained, though they looked at
him with uncertainty, and they were right to! What king predator
allows himself to be bested by an opponent that does not even fight
back and still presumes to be worthy of his title? Kar-Goth decided that
he was no longer fit to lead his people, and he decreed that he would
leave and would not return until he had found a way to defeat
Segweiron and restore his status. He instructed his people to learn
from his defeat but not to lament it, for Segweiron had earned his
victory fairly, and his final words as he departed for parts unknown
were Hubris is the poison that turns predators to prey. Since then,
the Nahl-Tesh who remained have become known as the Shek-Tar, the
inheritors of Kar-Goths legacy. Throughout their history, the tribe has
striven to be worthy of their fathers ideals, and their history is a
testament to it. During the little-known Shadow-Bough War, the ShekTar dealt a stinging defeat to their northerly neighbours the Wyldlings,
and cemented their position as the middle-kingdom of the east. During
the Age of Steel, the Shek-Tar also became known across Simarra as
Dragon Hunters, who disdained the use of Ascendant Technology and
relied on their own strength and powerful primal magics to slay the
great beasts. In the current age, the Shek-Tar live as they always have,
kings in their realm, just as Kar-Goth was in his day, and await the time
when their God will return and prove himself the greatest predator of
them all once more.

The Shek-Tar hold an interesting position in eastern politics and


diplomacy. Though they are the largest of the Wild Lands nations, they
have the least amount of contact with the other nations. Their
immediate neighbours are the Seg-Weir Tribe to the South, the
kingdom of Volspar to the East, and the Wyldlings to the North. They
are on peaceable terms with their cousins, and unlike the Seg-Weir,
have no qualms about the Volsparri logging efforts along their border,
for they do not hold the same regard for the sanctity of the natural
world as do the Seg-Weir. The Wyldlings are a more complicated
matter, for the Shek-Tar have a long history of invading their lands or
defending against their attacks. Both nations maintain truce, but
frequent and intermittent conflict is common between them, as they
quarrel for dominance over the Wild Lands. The Shek-Tar maintain
amiable trading relations with the Zoriash of Fairhaven, who have been
exchanging their ore for Shek-Tar lumber for centuries. If the Shek-Tar
can be said to possess a true enemy, it would be the Ashoi-Noktah, a
dissident tribe of Nahl-Tesh who practice dark necromantic rites and
eat the energy of the spirits. These wretches are servants of the
Ruined Lord, Orodt-Thor, and live in secret enclaves deep in the
foothills of the Wild Mountains and the Griffon Peaks, and are known for
kidnapping Shek-Tar to raise them as undying slaves to further the will
of their god. For this blasphemy, the tribe makes it a point to
exterminate the Ashoi-Noktah wherever they find them.
Like their cousins, The Shek-Tar tribe is divided into many tribal
Prides, groupings of individuals led by a Huntsmaster, who is at once
the mightiest hunter within the Pride and the wiseman. Because of
their position, Huntsmasters are no mere warriors, and are often looked
to for advice by other members of the Tribe, being typically drawn from
the most experienced hunters of the tribe. Huntsmasters take no
second for it is a sign of personal strength to be able to perform their
duties competently without aid. Their capitol, Pridesholm Rock is the
meeting place for the Prides and the home of the Great Hunter, the
individual who leads the Shek-Tar tribe as a whole. The Great Hunter is
chosen during a great tournament held every four years, where
Huntsmasters will battle to determine who shall receive the right to
rule as the strongest hunter of all. This method of succession reflects
the highly pack-like structure of Shek-Tar society, where the hunters
are mightiest of the Pride and all others must constantly strive to prove
that they are not prey. All Shek-Tar know how to fight, and children
often learn to fight before their fifth year. They do this in honour of
their departed god Kar-Goth, whom the Shek-Tar believe will return
when he has finally discovered how to overcome Segweiron. His last
words to them have become mantra to the Shek-Tar, who understand
that a true hunter constantly strives to prove himself worthy of his

station, to not do so is arrogance and it invites defeat as surely as


underestimating ones quarry. This unique social dynamic is something
they apply to other races as well. The tribe is well-known for taking
slaves from amongst the enemies it defeats in battle, for the Shek-Tar
believe that if one does not have the strength to prevail over ones
enemy, then they are prey and do not deserve to be considered
equals. Furthermore, though the custom of Vishas is not enforced
among the Shek-Tar, they believe in protection for recompense, if a
traveller is lost in the Wild Lands and is rescued by the tribe, then he
must work to pay off his debt before they allow him to leave. By the
same token, slaves are not generally mistreated, and if they can prove
themselves equal to the Shek-Tar by defeating the one who captured
them in combat, then they are released. Furthermore such people are
given an invitation to join the tribe, in recognition of their ascension to
predator, something they are free to refuse for the Shek-Tar consider
that they have earned the right to determine their own destiny.
In the Age of Blood, the Shek-Tar find themselves on the defensive as
the Keza-Drak pour in from the Great Southern Trade Road, attacking
with the same ferocity as the forces invading their cousins to the
south. The eastern front is relatively more secure however, as the
majority of the Betrayers hordes are focusing on the kingdom of
Volspar, but the fortress of Charr in the Broken Bone Hills daily sends
raiders into Shek-Tar lands to pillage and burn. Worse yet, the AshoiNoktah have taken advantage of the Keza-Drak invasion to start a war
of their own, unleashing legions of ravening spirits and undead horrors
upon the Wild Lands in a bid for dominance. It is small comfort that the
Ashoi-Noktah seem not to be allied to the forces of Agrazn, attacking
them and the Shek-Tar indiscriminately. Ironically enough, the presence
of the necromancers has driven a wedge between the Shek-Tar and the
Keza-Drak, and the eastern domain is locked in a stalemate between
these three armies. Acting with foresight, Great Hunter Khemrion has
allied with the Wyldlings to the north to present a united front to the
invaders, and has sent envoys to Ardrennen Falls to better coordinate
with the free peoples. Huntsmaster Gothrin speaks for the Shek-Tar in
the city, and many of the tribes mightiest warriors have come to
defend it, understanding its importance to the war.
Shek-Tar tribesmen are a touch more aggressive than their cousins,
imposing their will with blunt words and force of personality instead of
niceties and compromise. This often makes them domineering and
more sophisticated races think of them as bullies. Despite this, they
are less xenophobic than the Seg-Weir, and respect strength both of
mind and body in others, regardless of their blood. Shek-Tar will only
follow a leader of proven ability, considering anyone less to not be
worth their time, and suffer fools very poorly. When a hierarchy of

dominance is clear, the Shek-Tar demonstrate their fierce bravery and


capacity for teamwork, since they are taught to function as a pack,
complimenting their individual strength and shoring up any
weaknesses. This makes Shek-Tar very willing to take orders and follow
plans, a definite asset to the Free Peoples.
The Saran-Ghori: Children of Gark
The Tarud Mesa and Twin Shadow Vale to the north are cold, hard
places that demand much of their inhabitants but give back to those
who are strong enough to survive. This state of affairs suits their
masters just fine, for prospering through adversity has always been the
lot of the Saran-Ghori, the Aberrant spawn of Gark, Lord of War. Gark
was the mightiest warrior of his time, a living legend undefeated by
anyone, and for his great victories, he was incarnated by Iragreth as a
sign of respect. As a god, Gark decided that he would require soldiers,
much like his patron, but unlike Iragreth, Gark knew to limit himself
and crafted the Saran-Ghori to be fine warriors, but taught them to
above all be loyal to the mightiest warrior, him. Though Gark has
since passed, the Saran-Ghori have done his memory proud, fighting
and thriving despite great hardship and founding a strong, martial
nation in the Tarud Mesa, though one that often clashes with the elder
races that neighbour it.
Appearance: Saran-Ghori stand at six feet on average and have
hulking, broad-shouldered builds. Their rear-arms and legs are skinny,
with the musculature being a lot slimmer over the bones and
appearing almost emaciated in contrast to their well-muscled
forelimbs. This gives their limbs an odd oar-shape when unfolded, but
the apparent ill-distribution of mass does not appear to affect their
strength. Similarly the Saran-Ghori torso is an inverted triangle, with
the abdomen being slimmer than the thorax. Saran-Ghori have the
same number of fingers and toes as Enr, though their fingernails are
tougher, and their feet are wide and flat, making them far more stable
and harder to move. Unlike Enr skin, Saran-Ghori have rough skin that
has been described as feeling like sandpaper and has proven to be
quite durable. Saran-Ghori features are considered monstrous by the
standards of the elder races, with thick, prominent brow ridges, small
flat noses and jutting chins. Their eyes are sunken into their skulls and
two tusk-like teeth protrude from their thin-lipped mouths. Their large
foreheads are covered by small, sharp bony growths that can be used
to great effect when headbutting unarmoured foes. Saran-Ghori can
grow hair, but their hairline is much further back than other races and
they possess no eyebrows. Their ears resemble the wings of a bat in
flight, and are more sensitive than those of other races, allowing for

greater sound perception. Saran-Ghori skin colours run the gamut


between dun, waxen yellow and iron grey, while their hair colour is
usually black, brown or the occasional velvet blue. Their eye colour
varies, with gold and silver being the most common, with hazel,
greenish-brown and orange coming a close second.
Gark led his children for much of the Primordial Age, and he was the
last to command them to cease attacking the elder races, for he was a
man of great pride who stood by his kin. When the Age of Steel
dawned and centuries of resentment boiled over into open war, the
Saran-Ghori led the charge against Megath-Tor. The insidious moragrim
were swift to exploit their longstanding animosity with the elder races,
and a few well-placed accusations and murders were all it took to send
the Saran-Ghori on the warpath. During the Brave Procession, when
the elder races scattered to the four winds, the Saran-Ghori would not
have it, and pursued their foe northward, eventually settling in the
Tarud Mesa, opposite the nascent kingdom of Narballa. When this Age
drew to a close and the Elder Gods returned once more, the SaranGhori were locked in internecine warfare over the necessity of
declaring peace with their neighbours. Many felt that there could be no
peace with the hated elder races, but others saw the wisdom in
allowing their race to rest and recoup their losses, and the two factions
came to blows with Gark supporting the former group, for his pride
would not let all the atrocities committed by their enemies go
unavenged. In the midst of this vicious battle, a blazing comet struck
the heart of the conflict and from the smoking crater rose Iragreth, who
had come to indulge in battle and claim Garks head. The carnage
wrought by the Raging King was terrible as he laid waste to both sides
looking for his quarry and finally Gark stepped forward to challenge
his former patron. The Saran-Ghori watched in awe as the two gods
battled and the earth shook under the force of their blows. Though
Gark fought with the ferocity of a demon and scored many good
blows upon him, Iragreth was simply too mighty a foe and he clove
Gark in twain with a final, mighty chop of his axe. At that moment the
Saran-Ghori went to their knees as one, all personal quarrel forgotten,
and declared that in slaying Gark, Iragreth had proved himself the
mightiest warrior under Heaven and by right, the rule of the SaranGhori was his. Iragreth, having long known the martial prowess of
these people, agreed to be their god, but bid them rule themselves, for
he had no interest in petty politics that could infringe on his battles.
Since then, the Saran-Ghori have been their own masters, and have
grown stronger than ever during the Age of Plenty. Part of this
prosperity is thanks to the efforts of DundranKal, a kind-hearted
Othrnnn who taught the Saran-Ghori to focus their aggression into
developing their then lacking agricultural, industrial and mystical skills.
In recognition of DundranKals contributions to their people, the Saran-

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

people a fateful choice, join him in pledging their allegiance to


Agrazn and his master Thrak, and he would lead them to cleanse
the hated narballans and forge the north into a nation worthy of the
Saran-Ghori. Many clans, already incensed by Nogrods callous murder
of Chgok Felslayer, were utterly disgusted by his alliance with the
Baneful Craven and his lapdogs, and pronounced that they would
rather die than serve him. The War of the Betrayer as the free SaranGhori know it, was a swift and brutal affair, those who dissented fought
bravely, but Nogrods warriors were bolstered by the Keza-Drak and in
the end, they were massacred. This would have been the end of the
Saran-Ghori but for the intervention of DundranKal, who had by then
received word of Agrazns betrayal and Megath-Tors fall. The
Othrnnn rallied the disparate rebels and retreated to the Sundered
Stone Peaks, the forces of Nogrod in hot pursuit. At the foot of the
mountains, DundranKal led his people to an ancient ley-line nexus and
there opened a gateway to the city-state of White Castle Harbour, a
city believed to still be free, and the Saran-Ghori escaped certain
death. Currently the free Saran-Ghori, numbering a scant ten clans of
the original twenty four that had rebelled, are based in White Castle
Harbour, lending their strength to its defence and keeping the supply
route between it and the freehold of Ardrennen Falls open. DundranKal
himself and four of the remaining warlords reside in Ardrennen Falls,
coordinating with the other leaders of the Free-Peoples, and they have
named a new Great Commander, Sarchra Flamegaze, the student and
foster daughter of Chgok Felslayer, who has risen to the challenge
and kept her people together in with DundranKals assistance.
The Saran-Ghori are a hardy and honourable lot. Hailing from a hard
land, they know the value of perseverance and determination, rarely
complaining and focusing on the tasks at hand. They greatly respect
elders and veterans, even those of other races, for might is nothing in
the face of experience. By the same token, Saran-Ghori can be
stubborn to the point of pigheadedness and convincing them to
reconsider a course of action is an uphill battle to say the least,
especially if it involves backing down in the face of a fight. Saran-Ghori
are warriors-born, who comport themselves with honour on the
battlefield, but this same sense of honour makes them easily
exploitable, for a Saran-Ghoris word is his bond, and many
treacherous foes have taken advantage of this. The clans hold a
vitriolic loathing for Nogrod Seven Tongues and his minions, whom they
dub the Morash-Gran, the Monsters Filth, or simply the filth, and have
been known to summon a terrible berserker fury when battling these
detested traitors.
The Zoriash: Children of Zoria Zamoria

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.

The Zoriash have a highly organized method of government, with a


clearly delineated hierarchy. At the top sits the Ministry of Baldarak, a
group of the seven ministers whose individual Domains run the nation.
Each minister is as a Duke in a monarchy, wielding supreme authority
within their administrative Domains, and leading them is the First
Minister, who heads the entire government. At the provincial level, rule
is enforced by the Prefects who are charged with collecting taxation
and applying the rules of the Ministry, governing in its name. The
Prefects in turn, oversee the Magistrates, who rule cities and
communities and are the lowest level of leader among the Zoriash. The
nation also boasts an advanced judiciary system, where every Zoriash
has right to a trial and representation, and verdicts are decided upon
by a jury of randomly selected individuals. The reality of the situation
however, is that there exist two governments amongst the Zoriash, the
one most people see, and those who are known as the Night Cartels.
The Night Cartels are ancient organizations dating back to the founding
of the nation, who are a cross between legitimate business
associations, criminal organizations and foreign espionage agencies.
Whilst the Ministry enforces the rule of Law and maintains order, the
Night Cartels ensure that the Zoriash prosper economically, using any
means necessary. Owning most of the artisan guilds within the
highlands and coordinating the trade with their neighbours, the Night
Cartels also operate extensive criminal enterprises including
smuggling, banditry and gambling. This is done with the quiet approval
of the Ministry, who receives a large portion of all Cartel earnings. The
two institutions operate side-by-side and do not bother one another
unless the Night Cartels are obvious about their dealings, for discretion
and pragmatism are the watchwords for their technically illegal
activities. This state exists with the understanding that both are
working for the benefit of the Zoriash people. The secret mission of the
Night Cartels highlights the inherent pragmatism of the Zoriash, who
tend to employ whatever means they can to succeed, both as a nation
and on an individual basis. Zoriash society is meritocratic, with hardwork and resourcefulness being prized in all walks of life as the only
true method for advancement, and Zoriash in important positions are
almost certain to have earned them, either through fair means or foul
ones. This opportunistic and ambitious mindset is tempered by a
strong sense of loyalty and honour, with the Zoriash employing
elaborate rituals of oaths and vows to stand by their comrades. This is
done with the aim of strengthening the nation as a whole, and though
there is much squabbling between the Night Cartels, the Zoriash come
together in times of crisis and work as one to overcome it. Zoriash
culture is unique in that they worship no gods and have little
spirituality outside of common superstitions. After the betrayal of Zoria
Zamoria, these people decided that they would forge a destiny without
the aid of capricious deities. Storytelling is an important part of Zoriash

lives, perhaps as a result of not worshipping gods, and every Zoriash


knows at least a few tall tales. So prevalent is the art, that an entire
class of Fablers has developed, individuals who are equal parts
performers, historians and philosophers and use their deep knowledge
of customs and lore to weave the most fantastic tales.
The Zoriash find themselves fighting a war on two fronts in the Age of
Blood. Though the Wild Lands and the Shieldwall have spared them a
massive invasion from the west, the Baldarak Highlands are threatened
from the east and north. The Black Peaks serve as a staging ground for
Thraks forces, with the Keza-Drak descending from the captured
Aeries of the Thusparri to attack Zoriash towns and villages. The Grey
Sea is regularly crossed by fleets of Sundaari raiders who pour from the
Sarangak Forest on the eastern shore. The blood lords have established
beachheads across the coast and the armies of the Zoriash are hardpressed to contain their advances whilst also dealing with the KezaDrak. Thankfully, many of the Thusparri of the Black Peaks have taken
refuge in the Zoriash lands, and they have joined together to repulse
the invaders. To the south, the great city of Fairhaven serves as a
bulwark against the enemy, though the Keza-Drak are too occupied by
their three-way war against the Shek-Tar tribe and the Ashoi-Noktah to
mount a serious assault on the city. The wicked moragrim have no such
inhibitions however, and it is believed several of their number have
infiltrated the city, working to weaken it for the inevitable onslaught.
Elk Horn Pass, a region that has long been contested by the Zoriash
and the Toldorr, now finds itself jointly defended by the two, who
understand its importance to the free peoples. The two sides do not
work easily however, and ill-sentiment prevents them from defending
the area as efficiently as they could, something both sides naturally
blames the other for. In the city of Ardrennen Falls, the Zoriash have
become one of its prime resuppliers, being able to ferry goods from the
Highlands through the relative safety of Elk Horn Pass or even through
the Wyldling lands thanks to their alliance.
The Zoriash are a dour, solemn race, who are wary of outsiders and
generally prefer the company of their own kind. Despite this, they are
known to be very trustworthy and loyal to those who have earned their
respect, though they are slow to trust. It is said that a Zoriashs word is
sacrosanct, and to break it is a sign of blackest villainy. Zoriash also
tend to be quiet, not given to idle chitchat, though when they do
speak, it is with frankness, and a Zoriash generally says nothing less
than what he means. This harshness of speech belies the regard with
which they hold their loved ones, and none fight more fiercely than the
Zoriash to defend their families. Towards the free peoples, the Zoriash
may chafe at having to work with the Toldorr, but they have put all

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

them trouble when articulating certain letters and they appear


incapable of whistling. Wyldling eyes are large and luminous,
noticeably glowing at night. Their pelts run a gamut from browns,
greys, blacks and the occasional fiery red. Older Wyldlings have tufts of
white hair and in extremely rare cases, albino individuals have been
reported. Their eye colors range from yellow to white to orange,
though red is not unheard of.
Upon creating the first of his children, Redclaw proclaimed that the
primeval woodlands they lived in, the Twilight Weald, was now and
forever their sovereign domain. For a time the Wyldlings lived
peacefully, cultivating a simple, familial existence amidst the shadowy
boughs of the north, and much of the troubles that were stirred
between the Elder and Aberrant races passed them by. However
conflict was sparked when Kar-Goth and his children, the Nahl-Tesh,
struck deep into the Weald, making prey of the Wyldlings. The
Transgression War as it was later known, went poorly for the Wyldlings,
as the ferocious and coordinated Nahl-Tesh claimed much of their lands
and took their people as slaves. Seeing that they were at risk of being
subjugated, Redclaw took a select group of Wyldlings eastward,
running for days and nights before arriving in the highlands of
Baldarak. Redclaw knew that decades ago, a new race of beings had
made their homes here, and having observed them, he concluded that
they were struggling to survive in the cold, harsh north. Making
themselves known, Redclaw and the Wyldlings met with the Zoriash
leaders and explained their situation, promising the Zoriash their aid in
taming their land in exchange for helping them drive out the Nahl-Tesh.
The passion of Redclaws plea and the humility with which he made it
stirred the souls of the Zoriash, who decided that after so much time
spent taking from others, it was now time to start giving. When
Redclaw returned to the Weald, it was with an army of grim, armoured
warriors at his side, Zoriash wielding iron where the Nahl-Tesh had
mere stone. With their combined might, the two races drove Kar-Goths
children from the Weald and freed many captured Wyldlings. True to
his word, Redclaw opened the Wealds wood for Zoriash harvest and
ordered the Wyldlings plentiful food stores to be shared with them. If
the Zoriash were able to secure and survive in their new home, it was
thanks to the help of the Wyldlings, who in turn benefitted from the
secrets of technology the Zoriash possessed. The Transgression War
wounded the Wyldlings, but it also sowed the seeds of a strong
friendship with the Zoriash that endures even unto the present day.
Another notable moment in Wyldling history was the first contact with
the Toldorr, who sought to claim the wood surrounding the eastern
flank of the Shieldwall range for themselves, intent on turning them
into a buffer zone to better defend their home. Naturally the Wyldlings
opposed such a notion and the War of the Tides erupted between the

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

centered on the exploits of the revered ancestor who founded the


Lodge, thus giving their people a stronger sense of identity. This breeds
great loyalty amongst lodgers, who often swear oaths of brotherhood
or sisterhood amongst themselves. This also makes lodgers unwilling
to bow to other Lodges, thus creating rivalries between Minor and
Grand Lodges, many of which have entered Wyldling legend. Lastly, all
Wyldling warriors observe a ritualistic code of behaviour that
encourages greatness of spirit and a willingness to spare his enemies.
This practice is believed to have been inherited from a Sargolian monk,
who in the distant past, impressed the teachings of Old-Kenze upon
one of the Patriarchs, who then drafted the code as the Wyldlings know
it today.
In the Age of Blood, the Twilight Weald found itself attacked from the
inside. In the oldest clearings and around the most ancient standing
stones, long-forgotten ley-line nexuses flared to life and disgorged
hundreds of Keza-Drak warriors, who fell upon the Wyldlings with
terrible fury. Taken by complete surprise, hundreds of Wyldlings were
massacred before the Lodges could organize a defense, and by the
time they did, the region south of Elk Horn Pass had fallen to the
invaders. The Keza-Drak, acting on concise plans from Agrazn,
wasted no time in marching southwards, determined to smash the
Wyldlings, but with their home-field advantage, the people of the
Weald made the task considerably more difficult. This defensive war
continued for three years , with the Wyldlings slowly losing ground, but
when things were at their grimmest, salvation arrived from the most
unexpected sources. From Ubrathil Keep, a host of Toldorr descended
to aid the Wyldlings in their fight, and from the south, prides of ShekTar hunters came forward, lending their old rivals their strength. With
the combined might of these three forces, the Keza-Drak were beaten
back and routed, the Wyldlings regaining much of their territory. It
transpired that both the Shek-Tar and the Toldorr required the
Wyldlings aid, as the forces of the Betrayer were hammering them
with equal abandon. Matriarch Snowfang, leader of the Wyldlings,
agreed to set aside their differences and aided the Toldorr in liberating
Elk-Horn Pass whilst also sending her warriors south to aid the Shek-Tar
in their defence. Despite their great victory, the Keza-Drak still hold the
Whitecap Delta, and with the seas beyond under their control, the
Wyldlings must contend with fresh waves of bloodthirsty warriors and
pirates on a regular basis. Furthermore, the loss of the Black Peaks has
yet more enemies descending into Wyldling Lands, pillaging and
destroying all in their path, and the Lodges are hard-pressed to keep
Elk-Horn Pass open whilst also contributing to the defense of the
Zoriash capitol of Snowhaven. The Wyldlings also have the important
task of keeping the road between the city of Ardrennen Falls and White

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

would die in the following weeks, as unstable magical fallout settled


across the land, sickening the survivors and turning the once lush
lands into blasted, magically irradiated wastes. Storm and the great
dragons had been at the epicenter of the cataclysm, and had been
incinerated alongside Voarralons people, though because of her divine
nature, the goddess essence was merely shattered into a thousand
pieces, scattering across the eastern continent like leaves in the wind.
The Ghaskrii despaired at the magnitude of their losses, and many of
them began to lose hope, inviting the influence of Orodt-Thor. The
Ruined Lord fed their despair and fatalism, leading to a dangerous
sense of apathy settling across Numarth for centuries, strange pale
figures with gaping maws stalked the land and the Ghaskrii died a
slow, empty death. All would have been lost had it not been for the
arrival of Gimbureth, the Frozen Tramp saw the plight of the Ghaskrii
and in them, she recognized fellow outcasts, a people whom the world
had left to its cruel fate. She visited each Ghaskrii settlement in turn,
proclaiming her intent to save them, which she did by transforming
their bodies. The Ghaskrii realized that with these new forms, they
could weather the perils of their homeland and could at last commence
rebuilding. Gimbureth had given the Ghaskrii hope once more, and
they embraced her as their new Goddess, purging the phantom of
Orodt-Thor and his minions. And so the Ghaskrii set out on the long
road to recovery, and by the present day, their land, though still
dangerous, begins to approach a semblance of its former grandeur.
The Ghaskrii exist in a series of fairly autonomous settlements built
amongst the ruins of Numarths old cities. Each settlement is both a
living space and a tribal community, with Ghaskrii often introducing
themselves as being from their home village or town. Each settlement
is governed by a Circle of notables representing each of its key
populations, such as the warriors, the laborers, the hunters and the
priests. Each Circleman or woman speaks on behalf of the
denomination they represent, and are nominated by majority vote from
amongst their peers, usually as the most experienced or well-liked
person. The larger towns are in a position of feudal authority over the
smaller villages, with overall governance being handled by the town
Circle in exchange for tithes of produce and supplies from the outlying
settlements. There is no one ruler amongst the Ghaskrii, but each of
the seven largest towns is home to single member of the Chamber of
Sovereigns, which functions as the most powerful and influential of
the Circles in Numarth. The Chamber, named after the organization
that chose the King in the old days, meets once a month in the town of
New Voarralon to decide matters of national importance and
commemorate the day their old civilization came to an end and their
new lives under Gimbureth began. Ghaskrii society is by necessity, a
practical one, with every member of a settlement contributing to its

survival. Though their bodies have adapted to the hazardous


conditions of Numarth, the Ghaskrii must still work hard to ensure
their communities have enough to endure, leaving little time for the
finer points of culture enjoyed by their ancestors. They always find
time to venerate Gimbureth however, and the priests of the goddess
are ever busy, ministering to their flocks in addition to their regular
duties. Ghaskrii keep detailed records of their history in a unique
fashion, by inscribing the walls of their homes with text. This practice
was adopted during the initial decades following the cataclysm, when
paper was difficult to find and parchment harder to make. Though this
is no longer the case, the practice of wall-inscribing has remained, and
many Ghaskrii take pride in being able to recite their family history by
heart, having spent every day of their lives gazing upon it. The masks
all Ghaskrii wear form an integral part of their culture, as they are the
canvas upon which an individuals deeds will be recorded. Ghaskrii
decorate their masks with minute symbols describing a significant life
event or part of their being such as the names of their loved ones or
the tale of a great victory. Many of the oldest Ghaskrii have veritable
museums of masks in their homes, each covered in the details of how
they have lived. Lastly, the Ghaskrii scholars and priesthood have
taken upon themselves the task of reassembling their fallen goddess
Storm. An elite order of explorers, warriors and historians known as
the Hearthbringers is ever on the lookout for shards of their goddess
essence; so far 259 of them have been recovered.
The Ghaskriis fortunes were once again soured, albeit this time by
malign intent and the savage violence of an invading horde of KezaDrak warriors. Because of the destruction of the old Voarralon Nexus,
the ley-lines were too unstable for the armies of Agrazn to directly
travel into Numarth, thus requiring them to attack from the seas.
From fallen Sargolia and the Sea of Balan, vast fleets of Sundaari ships
disgorged the Keza-Drak, whose strict discipline and superior numbers
were able to swiftly overwhelm the Ghaskrii defenders. The Chamber
of Sovereigns, realizing the magnitude of the threat they faced,
ordered the total evacuation of the villages in the invaders path, and
thanks to the singularly lethal nature of Numarths mana-wastes, the
Keza-Drak were slowed enough for the Ghaskrii to conduct a successful
retreat. Though they had the advantage of terrain, the Ghaskrii forces
could do little more than disrupt and harry the enemy, whose superior
numbers would surely crush them in direct battle. Deciding that their
position was too precarious, the Chamber and their generals led the
Ghaskrii north past the Sargolian Wall, placing the safety of their
people above all else. From there, it was decided that the Ghaskrii
people and the Chamber would be escorted northwest to the city-state
of Aradan, whereas the bulk of their warriors would remain in the Aradi
Headlands to hamper the Keza-Drak further. In the years since, Aradan

has become one of the most important freeholds in Simarra, its


defense bolstered by the Ghaskrii who have chosen to make their
stand with its residents. Hearing the plight of the northern city of
Ardrennen Falls, the Ghaskrii and Aradan have sent a delegation and
warriors to help coordinate the efforts of the free peoples.
The Ghaskrii are a people that have a well-earned reputation for being
pragmatic, so much so that they were willing to abandon their
homeland without a second thought. More realistically, Ghaskrii are a
cautious folk who have very firm priorities, the foremost of which is the
survival and betterment of their race. This mindset, and the fact that
the Ghaskrii are not the most talkative sort due to the constant needs
of their communities, makes others see them as cold or emotionally
distant. When not immediately occupied however, the Ghaskrii are
surprisingly good company, as they believe that one must enjoy the
brief moments of rest and relaxation to their utmost, for they are few
and far between. Ghaskrii are also honest and treat with others fairly,
believing lies to be a waste of time and potentially dangerous to ones
survival. The Free peoples would be hard-pressed to find a more
hardworking or determined ally than the Ghaskrii, for they were raised
in an environment where one cannot afford to put in a half-hearted
effort, and the races sheer tenacity and professionalism are a definite
asset in the war against Agrazn.
The Keza-Drak, Conquerors from Ikoria:
Agrazns near-total conquest of Simarra, inherent morality aside, is a
herculean task, one that many agree the fallen Othrnnn would not
have been able to achieve were it not for the army gifted to him by his
infernal master Thrak. This army, the Keza-Drak as they call
themselves, have become a symbol of dread to the Free Peoples, the
brutal iron onslaught of a mad Othrnnn and a hate-filled god.
Consummate warriors who respect strict discipline, the Keza-Drak
seem to have been born for battle, as the Free Peoples have found out
to their dismay. Accentuating their fearsome reputation is the fact that
the Keza-Drak are not from Simarra at all, but hail from a distant world
known as Ikoria. Furthermore, they worship a God who observes laws
alien to the deities of Simarra, the Great God Urkog-Drall. Despite their
reputation as a barbarous war machine obeying the whims of evil, the
Keza-Drak have a culture just like the Simarrans and like their foes, are
far more than the tales of woe recounted by haggard refugees.
Physical Appearance: Keza-Drak are a tall race, averaging around
seven feet tall, though eight feet is less common but not unheard of.
They possess burly frames and long arms, topped with strong five-

fingered hands. Keza-Drak skin is unique in that it is covered with


extremely tough, chitinous plates and protrusions, providing them with
a highly durable form of natural armour. This makes Keza-Drak
inherently more resilient than many other races, though it does make
armour crafting a longer, more meticulous process, as moulding
requires more careful attention to their physiology. Much like insects,
Keza-Drak molt their chitin, a phenomenon that seems to occur when
they reach puberty, as their plates take their final form. Keza-Drak
have large heads, perched upon relatively short necks, and their
features are quite unlike anything seen on Simarra. Their skulls are
slightly elongated to accommodate sloping foreheads, crowned with
chitinous plates or ridges. Their brows are hairless and their eyes are
small and round, nestled deep in their sockets. Their jaws are thick and
their thin-lipped mouths cavernous, capable of opening wider than
their size would first suggest. Unlike other races, Keza-Drak possess
four rows of teeth, similar to sharks in that the first row is largest,
though all are quite sharp. They possess sharp, bony noses and small
pointed ears that are tucked away behind their forehead plates so as to
protect them from harm. Also notable is the fact that Keza-Drak
possess long, flexible tendrils sprouting from the backs of their heads,
that grow in a fashion similar to hair and that can be severed with
little-to-no discomfort. These tendrils are coated in a softer, more
pliable version of their chitin, thus better protecting their skulls from
eventual attack. Keza-Drak skin colours range from dun to flaxen to
ochre, though a few individuals have displayed sable-coloured skin.
Their eye-colour appears to run the gamut of yellows and oranges, with
the occasional green or even solid white.
The Keza-Draks history began on the distant world of Ikoria, situated
somewhere in an unfamiliar stretch of the Threshold Realm. Ikoria was
similar to Simarra, with many varied climates and environments, and
the Keza-Drak rose to prominence in the harsh, arid lands surrounding
a mighty mountain chain called the Spine of Creation. Theirs was an
unforgiving land, with many dangerous predators and long droughts,
but the Keza-Drak were well suited to it and managed to thrive despite
the many hardships they faced. As the centuries wore on, the KezaDrak went from warring clans to a strong, united nation that favoured
an isolationist policy, content to see to their own affairs in peace. They
did however take steps to prevent conflict with their neighbors, the
Furians and the Trigori, by forging bonds of mutual alliance and trade.
However as the Keza-Drak remained in their mountains, Ikoria was
changing, and in the Far East a great empire was rising. The Kizunar, a
race of beings that wielded the little understood forces of sorcery were
expanding from their homeland at a prodigious rate. Using their
superior weapons, tactics and fearsome eldritch might, the sorcererkings subjugated many nations, pushing ever westward with the

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.

Of Magic and Machines: Sorcerous traditions and Ascendant


Technology
Magic in Simarra is the manipulation of the cosmic energy known as
mana through a variety of means. During the Primordial Age, the
mighty astral travellers known as the dragons aided the Elder Gods in
attuning their world to the currents of mana in exchange for asylum on
its surface
Dramatis Personae, notable figures of the Age:
The Thaork: Left Hand of the Betrayer
The Thaork (Bane Lords) are perhaps the ultimate expression of
Agrazns defiance towards the Elder Gods and the perceived
corruption of Simarras old societies. Once counted among the
foremost defenders of Simarras peoples, the Othrnnn that make up
the ranks of the Thaork now do the bidding of the Blood Throne. They
work to further Agrazns ambitions and realize his dream of freeing
the world from the remnants of its decadent, benighted leadership (or
so their master describes it). During the conclave of Sedrin Henge,
when Agrazn revealed his ploy to his brethren, the Othrnnn who
would become the Thaork chose to side with the Betrayer and took
part in the massacre of their reticent brethren. Their reasons for doing
so may have varied, but their betrayal has condemned them in the
eyes of all surviving Othrnnn and the Free Peoples, and these fallen
God-Spawn have nothing to look forward to but death should
Agrazns conquest be thwarted.
The Thaork were originally fourteen in number, but over the last
decade, through death, betrayal or simple disappearance, their ranks
have been thinned down to seven. Each Rk (Lord in the language of
the Othrnnn) bears a title that is either a subversion or a
bastardisation of those borne by the Elder Gods, a symbol of their
commitment to sweeping away the old world. Perhaps not
coincidentally, the Rks display characteristics that are similar to those
of the gods they denounce, but they are nonetheless devoted to the
ideals and goals of Agrazn and his infernal patron, the Baneful God
Thrak. Currently, the Thaork serve as Agrazns greatest retainers,
leading his armies, managing a part of his empire or simply
accomplishing tasks of the utmost importance at his command. They
are considered to be the left hand of the Blood Thrones rule, an overt
expression of its authority and Agrazns favoured comrades. In many

ways, the Thaork are the Iron Fist to the shadowy blade of the
Moragrim, the Blood Thrones right hand.
The seven Thaork are:
-

Rhyza, The Relentless Bastion, commander of the Thaork and


Agrazns closest friend. He has sworn an oath of brotherhood
to the lord of Thel-Kaza and serves him out of personal loyalty
and fatalism borne of tragedy. Considered to be the mightiest of
all the Thaork physically and is a master of the Othrnnn
martial art of ShraBal (Invincible Form)
Shodn, The Indomitable Vice, second-in-command of the
Thaork, formerly master of arms for the Theladrin Order. Equally
disgusted with the rampant corruption in Simara, he joined
Agrazn in order to better the lives of the common man.
Though he doubts Agrazns methods, he truly believes in what
he is trying to accomplish. An unequaled master of weapons, he
is also a peerless general and canny tactician.
Krzzi, the Crimson Truth, a former ranger who is now the chief
of law enforcement for the Blood Throne, charged with making
sure none abuse the law or upset the social order. A natural
sadist and lover of violence, he joined with Agrazn because it
gave him a chance to finally revel in the emotions the morally
rigid Othrnnn always forced him to supress. This nature,
coupled with his superlative tracking, stealth and combat skills
make him the terror of the Blood Thrones enemies.
HaeBryn, the Final Herald, formerly the Othrnnn ambassador
to the city of Megath-Tor and the chief mediator of the Sedrin
Conclave. She was enticed by the promise of power Agrazn
offered and now enjoys the status of Foreign Minister to the
Blood Throne. She is a powerful sorceress and a charismatic
speaker, widely recognized as the greatest negotiator and
diplomat of her generation. She presents the face of the Blood
Throne to the leaders of the Free Peoples.
Sirdn, The Proud Destroyer, the chief blacksmith of the
Theladrin Order and noted pioneer of Ascendant Technology. She
bowed to Agrazns demands because she knew to oppose him
would mean death; she was the only Othrnnn to do so for that
reason. She is the Forgemistress of the Blood Throne, overseeing
production of weaponry and technological research. Her mastery
of Ascendant Technology compliments her great strength, and
she is known for wielding a shardic machine cannon singlehandedly.
Yshori, The Profane Sage, a first generation Othrnnn and
former Steward of Lore for the God-Spawn. He considers no
magic or knowledge evil or forbidden, and Agrazn had exactly

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.

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