Showing posts with label History. Show all posts
Showing posts with label History. Show all posts

Paragon City (Capital)

  • Classification: Metropolis
  • Population: 212,000
  • Wealth: Wealthy
  • Major Industry: Government, Education, Philosphy
  • Specialty Goods: Psionic Items, Titles of Nobility
  • Populace Average Alignment: Lawful Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, King Theodotus Legatus III, Earl of the City Clesius Ordinatio
Demographics:
Human: 74% Half-Elf: 4% Elf: 2%
Dwarf: 3% Gnome: 5% Halfling: 11%
Half-Orc: <1% Other: <1%

History: Around EH600, the nomadic tribes of Huri settled next to the Great Lake (which is now called the Lake of Kings), in the city of Sul-Lag (literally "On the Lake"). From here, they would slowly grow, absorbing the rival tribes, and expanding the great city. When the tribes were united, the city became the great focal point of the One Tribe, and would ever more devote itself to the rule of the continent.

The city itself has grown almost continuously. Each of the chieftains, kings, or emperors who have resided in the city have tried to leave their own mark, so the city abounds with memorials, statues, and decoration. Many even survive despite the almost near destruction of the city during the Great Seige.

During the time of the Rising of the Three, the city was assaulted. And though it held, nearly two thirds of the population perished. The city would rise from the ashes, and be rebuilt during the Age of Reconstruction, but it wouldn't attain its granduer until after the wars of reunification, when the coffers once again filled with the tithes of other lands. Today it stands a wholly made monument to the willpower and single-mindedness of the Muriahan people, to dominate and rule over the continent.

City Lore: Paragon City, or the Imperial City, is a wonder of architecture. Every building is done in a classical brown-gray shale, and the wide paved streets make the entire place fit for a King. Towers and faux-castles abound, as each edifice attempts to be a statement of grandeur in this wondrous city. Cleanliness is important as well; the teams of city janitors set to work early in the morning most days to maintain the pristine appearance of the city.

However, there is an air of unfulfilled greatness: many of the enormous structures are mere facades, empty and barren. Most of the populace lives on the vast residential areas, and sprawling suburbs, outside of the city center. The Grand Avenue, with its larger-than-life temples and centers of learning, can seem soulless and empty.

The city is laid out with the epicenter being the King's Palace. Leading up to the palace is the Grand Avenue, lined with enormous temples devoted to each of the major legal religions, the arcane guildtowers, and various centers of philosphy. Along the back alleys of the Grand avenue can be found guild halls for every substantial guild, such as the Sword and Shield, the Axe Bashers, the Order of the Mind, etc, as well as a variety of noble residences and palaces. Sprawling out from the Grand Avenue, past the Imperial Walls, spills the city proper like some sort of alluvial fan, housing residences and markets, commerce and living space for legal residents of the city. Ever changing as buildings are torn down to be rebuilt in the newest fashion, and streets constantly being redirected to accomdate the latest fancy of some bureacrat, even long-time residents of the city can have difficulty finding their way around. It is a place of considerable activity and commerce. It is contained by the original city walls of the old city. Beyond these walls lies the sprawling suburban zone, unconstrained it spreads outwards, slowly advancing on the farmland beyond. This is where those who have not gained permanent residence status with the city must live.

The weather in Paragon City is temperate. The lake effect moderates both the summer and winter, making for mild seasons. The only complaint residents have is of the strong winds that can blow, especially during the shoulder seasons, and the abrupt changes in weather that can occur. Some magical attempts at mollifying these patterns have been attempted, but for reasons unknown none have been wholly successful.

Paragon City is policed heavily by the Order of the Mind. Adepts in the psionic arts are constantly on the lookout for seditious or criminal behavior. This has resulted in a fearful, paranoid feeling most residents have learned to live with. The populace is expected to report any suspicious activity to the authorities.

The duty of governing the city is delegated to the Earl of the City, one of the King's many advisors, Clesius Ordinatio. He is rumored to be more concerned that the wagons flow in and out of the city in a timely manner than with the general welfare of the city's residents, he has held his position for several years now. Each Earl of the City often reorganizes the layout of the city's market streets, but Clesius has completely revamped the layout of the city proper, and the surburia zones, to such an extent. It is said no street, alley, or avenue has been left untouched by his architects.

Residents of Paragon City are granted a special monthly stipend for living in the city, paid from the King's coffers from the tithes the region receives. Nominally, it is to fund their education and health, but many have taken to living solely on the stipend. It is difficult, however, to become a legal resident of the city, requiring either substantial forgery of a birth record, or to legitimately have relatives living in the city. Every year, however, a lottery is held to allow new residents to take up living legally within the city proper. For everyone else, they make their home in the suburbia.

Landmarks/Places of Interest:

  • The King's Palace - Every day thousands of tourists flock to take in the wonder of architecture and engineering of the King's palace. And nobles crowd the great chambers hoping to advance their station with a (usually brief) audience with the King.
  • The Grand Tomb - The tomb of kings is an ancient mausoleum devoted to the final resting place of each of the great kings, tracing their ultimate heritage (in one way or another) to the progenitor, Chief Huri XV, the first king.
  • The Golden Eye - This enormous statue of a single, gold eye represents the Order of the Mind's watch over the citizens of the city, to protect it (critics ask: from whom?) and remain vigilant.
  • Various Memorials, Statues, Etc. - Many statues and edifices remain from even before the Great Seige, and there are no less than 12 monuments devoted to the Great Seige itself, commemorating events large and small, men and women famous and forgotten. Museums also abound in the city, chronicling the history of everything from warfare to pottery.

Kingdom of Muriah (The Heartland)

  • Capital: Paragon City
  • Government: Feudal Monarchy
  • General Alignment: Lawful Neutral
  • Population: ~12,000,000 (~109/sq mile)
  • Area: 110,000 sq. miles
  • % Cultivated: 61% (~66,000 sq. miles)
  • Major Cities/Capitals:
    • Paragon City: The King's city, it is the capital of the entire continent of Muriah.
    • Azmara: The Gateway to Conquest, Azmara is large city devoted to war.
  • Cities:
    • Regulus: Large farming city; the larder of the King's Army.
    • Tesselpact: City of magic and wonder, with a large gnome population.
    • Centarine: Fortified city bordering the Elven Nations, it is a mining and logging city.
  • Townships: Iridale, Lona

Climate: Temperate. Situated in the heart of the continent, the Kingdom has four distinct seasons, with hot summers and cold winters.

Geography: The Kingdom is mostly comprised of the lower part of the Plains of Sunia: verdant grasslands suitable for agrarian pursuits. The King's Forest, nestled in the shadow of the great peaks of the Knife Edge mountains to the north and east, provide needed hardwoods, and the Lake of Kings ample fresh water. The Kingdom is bordered to the south and southeast by the Hills of Nevar, and to the south and southwest by the Forests of Myrrh. Two major rivers provide fresh water and expedient travel from Paragon City to the other major cities of the Kingdom.

History and Politics: It is unsure if settlers arrived in the Muriahan heartland from the Bloodcoast, or if the human tribes first settled in the region that would become the Kingdom, and expanded northwards. Either way, the region was an abundant and fertile area for these early tribes, which were estimated to have settled down in the region between EH200 and EH400. The Myrrhian Elves and Clan Dwarves rarely ventured out from their native regions, creating a fertile pocket in which the human tribes could develop.

Warfare was common amongst the tribes at first, and it was through warfare that the first united tribes were created, under the banner of Chief Huri (the first). Still a stone age culture, they were a primitive lot, still following the elemental ways of the shamans, though worship of the Old Gods had already taken root.

The tribes would prosper under the enforced peace of the One Tribe. Where other areas saw repeated conflict (such as the tribal warfare in the Bloodcoast, and the racial struggles in the Dyninn), the heartland grew in population, and stature. Trade began between the humans, the Clan Dwarves, and the Myrrhian Elves. Unaware of the abilities of their short-lived neighbors, the demihumans traded away important technologies such as archery and iron working to the Huri Tribes.

During the years EH600 or so, there is strong evidence that members of the Huri tribes began scouting far beyond their usual range. There is evidence the tribes made contact with the Arborlorian Elves and the Dwarves of the Lower Wold. Trade flourished with the Huri Tribes and the Bloodcoast tribes, and there is evidence of raiding to the south, in the Hills of Nevar and Queshka tribes.

Sometime starting around EH2000, the tribes of Huri began the systematic conquering and subjugation of their neighbors. What brought about this revolution from raiding and trade to subjugation is unknown, but its impact would be huge. Every year saw another tribe or village brought to heel under the rule of the Tribes; the relentless pressure would eventually see the capitulation of the Bloodcoast tribes, and the annexation and forced alliance with the various non-human races under the banner of Chief Huri XV, thus ending the Endless War. Chief Huri XV would crown himself the first King of Muriah, the name of the land in the native tribal tongue (that would become Old Imperial).

Again peace and prosperity would ensue, with the Kingdom receiving ample tribute from the vast conquered territories. The Godwars brought religious upheaval for a time, and many internecine disputes were quelled during the Era of Kings. But much of the foundation for the modern roads and trade routes were established. Over time, however, the Kings became complacent, and the far-flung territories were allowed to lapse into mostly autonomous rule. This would cause a great fracturing during the Rising of the Three, as each region would break down along ancient hereditary lines, withdrawing to defend themselves against the great undead hordes instead of uniting against their common enemy. Following the defeat of the three, the heartland of the Kingdom was once again isolated and alone.

And once again it set about building an army. Except this time it had a new weapon: during its time of introspection, psionics had been discovered amongst one of the many schools of philosophy founded from the largess of its conquests. The Order of the Mind quickly integrated itself deeply into the Kingdom's society, serving as police and educator, spy and propagandist. The Order would become the right hand of the King of Muriah, giving his armies unequaled intelligence, and allowing them to divide and confuse their enemies. The Order was a secret weapon, little talked about, and greatly feared in the Kingdom. They would be instrumental in the re-unification of the continent.

Laws: The Kingdom of Muriah has a rather harsh penal code, with many major offenses resulting in death, enslavement or hard labor, or imprisonment. The Order of the Mind acts as the enforcement arm of the Kingdom, though the Judicial duties are still given to the Temple of Divine Justice (Midir). The Kingdom is a very controlled, placated place, where only the canniest of criminals last long.

Economics: Much of the Kingdom's economy is driven by the tithes from the conquered regions. The tributes go into the King's treasury, and the funds are made available through public works projects. As such, the populace has access to excellent education, and many citizens of the Kingdom survive without work or trade on the King's Stipend. Still, the Kingdom is a major exporter of food, lumber, and metals, as well as manpower and technical and magical knowledge.

Military and Clout: The Kingdom is landlocked, so has no navy to speak of. Their army is second-to-none in training, with a highly devoted, even fanatical, officer corps. Their troops are well equipped and well paid. The Imperial Legion is respected throughout the continent.

Nobility

The Kingdom of Muriah recognizes the following titles of nobility, in order of stature:
  • King/Queen: The head-of-state, naturally. The residing King/Queen chooses their heir, which is typically by blood, and confirmed by the Eccleastical Convent, who are religious advisers to the throne representing all the major legal religions. The King/Queen has the power to bestow any title/apointment to whomever they wish, but in most cases they allow the region or village to make their appointment themselves.
  • Prince/Princess: The official royal heirs to the throne. May hold other titles, such as Duke or Marquis. When a new King/Queen is needed, the Eccleastical Convent chooses from amongst the ranks of titled Princes and Princesses. Generally they are blood relatives, but there are isolated cases of individuals being awarded the title of Prince or Princess due to great service to the realm.
  • Marquis/Marquessa: The Marquis/Marquessa is the King's governor of one of the traditional regions of Muriah. There are a total of 12 Marquis, five greater (sometimes called Grand Marquis) and seven lesser, representing the major and minor regions of Muriah. In some instances, the local ruler also serves as the Marquis of that region, such as the Dwarvan Clan Lord in the Clanlands.
  • Earl: A royal advisor to the king, holding one of any number of advisory "stations". Their relative rank amongst other members of nobility varies depending on this station; a noble can be an Earl as well as holding another landed title, such as Duke or Count. Currently there are no fewer than 62 Earls in the court of King Theodotus Legatus III
  • Count/Countess: Ruler of a major metropolis and its surrounding lands.
  • Duke/Duchess: Governor of a city, and its surrounding areas. Reports directly to the Marquis/Marquessa.
  • Baron/Baroness: Head of any small town. Pays fealty to the local Duke/Duchess or Count/Countess.
  • Landgrave/Landgravine: The lowest rank of landed nobility, they govern any settlement ranging from a simple plantation to a large village. In many instances a local farming commune will not have a local noble in charge, and instead have an official representative of the Duke/Count, who will serve as the village reave.
  • Lord/Lady: Unlanded member of a royal family, or individual granted the title of nobility based on service to the realm. Sometimes used as the generic title of address as well.
In the Bloodcoast, there are only three ranks of nobility:
  • Sultan: One of the three rulers, each representing one of the historic tribes of the Bloodcoast, they share power and govern the city of Arroch. Equivalent to a Marquis/Marquessa.
  • Pasha: Governor of a city. Equivalent to a Duke.
  • Bey: Overseer of a village or town. About equivalent to a Landgrave.
  • Effendi: An unlanded noble, so equivalent to a Lord or Lady.

Free State of Dynoria (Dynorian Steppes)

  • Capital: Freestone
  • Government: Constitutional Monarchy
  • General Alignment: Chaotic Good
  • Population: ~35,000,000 (~70/sq. mile)
  • Area: 500,000 sq. miles
  • % Cultivated: 39% (~195,000 sq. miles)
  • Major Cities/Capitals:
    • Freestone: This large, teeming city is a vast melting pot of cultures and peoples.
    • Sadhe Kiristi: An old city in the plains of Dynoria.
    • New Dynoria: A young city built on the ruins of its predecessor, New Dynoria is a major shipping hub.
  • Cities:
    • Dunwiddie: Gnomish city of learning and science.
    • Queshka: The last major city of the Ques, the native people of Dynoria.
    • Point Naris: Lumber and shipbuilding city, it has a strong naval presence.
    • Newland: A frontier city bordering the Great Untamed, it is popular as a refuge of those seeking their fortunes in the dangerous lands beyond.
    • Castle Greystone: Once an equal part of the Tri-Cities (Dynoria, Greystone, Freestone), this city has yet to recover from the wars that ravaged its populace.
  • Townships: Icehold, Port Jynn, Fisher's Folly, Medhe, Leah, Tertes, Intera, Whaler's Rest

Climate: Temperate, and dry throughout the steppe, the coast receives considerably more rainfall than the interior. Temperatures range from arctic extremes (-40 C) in the southern ranges in the winter, to 40 C at the height of summer in the northern steppes. The rainy season in spring brings monsoons that last the entire month of Nature's Hand. Autumn sees scattered rain showers, with summer being hot and dry, and winter being cold, windy, and dry with an occasional heavy snowfall. The coastal regions often experience severe blizzards in the winter. Tornadoes and duststorms are common in the interior of the region during the summer, and lightning storms often accompany the monsoons during the spring.

Geography: Situated in the southwest of the continent, the Free State is bordered by the Great Untamed and the Holy Republic of Astalus to the east, and the Nevarine Combine and Elven Nation to the north. The terrain is dominated primarily by the Dynorian steppe, with a small range of mountains to the south and a forested region in the west along the coast. Also, a great canyon named the Dry Pit lies conspicuously amidst the plains.

The Dry Pit is a dangerous place of wild and anti-magic, where few people return from. It is thought that an ancient evil resides there, and legends tell of it being the site of the final battle between the Gods and the Dragon-Lords. It is a deep canyon of rocky spires and craggy ravines.

History and Politics: The region was first settled by the Ques sometime in the Dawn of Man. Little is known of their origin, even amongst their own population. What is known is they developed a fairly advanced society throughout the southwest based on honor, loyalty, and the Great Spirits. Refugees flooded in during the Dawn of War, making the region a highly eclectic blend of cultures and tribes, which would set the tone for the region.

During the Mercenian Dynasty, the Ques were systematically conquered by the King's forces. A system of forced intermingling with invading settlers dissolved much of their ancient customs, though pockets survived. The city of Queshka remains a bastion of Ques traditions, architecture, and society.

The region is named after the conquering general, Chief Thrangol Dynor, who became the areas first prefect, or marquis, choosing the city of Dynoria as his capital. For the next several centuries, the region persisted as a miniature empire for the marquis under the feudal system. During the Rising of the Three, the region suffered the worst of the undead's assaults: the city of Dynoria - a thriving port estimated to house over 50,000 souls - was completely razed, and its population enslaved. Several other cities were destroyed or attacked; Castle Greystone survived, but saw most of its population dead through plagues and starvation, and the city proper destroyed.

After the three were defeated, the region was in turmoil. Those rulers who hadn't fled or been killed had often survived at the expense of their subjects. In each of the cities - now isolated and alone in the aftermath of the war - saw peasant revolts that quickly established democracies in various forms, based on plebian rule. Once trade and travel between the cities began, the cities formed an alliance of city-states which would persist until their defeat during the Age of Reunification.

After reunification, attempts to instill a feudal system were met largely with unrest and peasant revolts. The Edict of Self-Governance, issued in ER 1348, declared that the cities of Dynoria could form their own governing bodies, with their imperial representative being elected amongst their own number, who would give fealty to the King. This quelled much of the unrest, and the city-states quickly reverted back to their former democratic customs, though more standardized across the region.

Laws: Compared to other regions throughout Muriah, the laws and penalties in the Free States are fairly lenient. Most serious crimes (cavorting with demons, murder) incur banishment, or life imprisonment, with only the most heinous crimes awarding execution (treason, mass murder). Lesser crimes incur a modest fine, time in prison, or time at hard labor.

The court systems are overseen by the Church of Midir, though most cases are decided by a jury of peers. Each citizen is expected to perform their civic duty on the jury, as needed. Failure to report for duty is considered a fairly serious breach, and results in a fine and potential expulsion from the community.

Each citizen of a community is also expected to serve in their militia for two years upon reaching their maturity (16 for humans, equivalent for other races), with exceptions being rare (health, previous service provided, etc.). A modest stipend is paid for their time. Not all positions in the militia require patrol; many spend their mandatory two years as clerks, gophers, or assistants to the commanders. Service in the militia is a source of pride for most, an onus for others.

Economics: Being the second most populated region on the continent (the Holy Republic of Astalus being first), the area is a major market for traders the realms over. The Free States, with its lenient laws, has become a melting pot of cultures from others fleeing their own societies. Combined with fairly lenient laws and punishments, crime in many of the cities can be problematic, but when it comes to innovation and new products, the Free States is first.

Military and Clout: The Free States maintains only a small volunteer military force, but each city has a sizeable militia on hand, due to their policy of required service. And each citizen is typically at least trained in the use of weaponry. The Dynorian Navy is adequate for stopping most pirate raids, though they rely more on hiring mercenaries to seek out bandits and raiders typically.

The Free States have an ongoing border dispute with the Holy Republic of Astalus around the city of Intera, which has on occasion resulted in military standoffs and even an occasional violent outbreak. Frequent incursions into the Great Untamed has caused much strife with the Druidic Council, who often stages protests, demonstrations, and even sabotage. The Free States are on good terms with the Elven Nations, one of their major trading partners.

Politically, the Free States keep to themselves, and most other regions ignore them.

Languages of Eninn

LanguageAlphabetLocation/Speakers
AbyssalInfernalAncient language of power used by Demons and their worshippers, it is woefully complicated, with many contradictory rules of syntax, spelling, and word order
AlaterialElvenThis tongue, also known as Ancient Elven, is the language of subtlety and magic; difficult to study, it is known only by few amongst the elven community, and is carefully guarded; it dates back to the time of the precursors
AquanElvenAn old and simple tongue heard in the sounds of flowing water, or babbling brooks. Used by water creatures and elementals, as well as druids or worshippers of Hele
AuranDraconicThe sibilant sounds of the wind; air elementals and other creatures of the sky use this simple pre-creation language.
Bandit's BanterNoneA pidgin used by wayfarers and vagrants the realms over, it is sometimes refered to as Thieve's Cant
CelestialCelestialAn ancient and powerful language of good; used by angels and other outsiders from the upper planes, it is also used in many church services for Astalus
ClanspeakDwarvenThe language of the dwarves of the Northern Clanlands, it later became the basis for modern Dwarven
CommonCommonThe standard 'trading' language of the continent became the de facto language of humans, and many other races, during the DuNentis Dynasty
DraconicDraconicThe ancient language of the mighty dragons, and the meek kobolds, it is one of power and grandeur, it dates back to the time of the precursors
DruidicDruidicSecretive language of Druids
DwarvenDwarvenModern language of the dwarves, it is a gruff and gutteral language with many colorful idioms
ElvenElvenModern language of the Elves, it is a complex and nuanced language
ForestspeakCommonA trader's tongue for the Dyninn region, the number of speakers of this language have dropped dramatically since the adoption of Common
GiantDwarvenThis simple language is a bastardization of Ancient Dwarven, and spoken by many creatures of the mountains, including ogres and all types of giants
GnomeDwarvenModern language of the Gnomes, it is highly flexible and descriptive, easily adopting or creating new words to describe new phenomena
GoblinDwarvenMish-mash creole used by goblins, hobgoblins, and many other monstrous humanoids
GodtongueDraconicThis is the lost language of power, spoken by the precursors; also known as Truespeak, it is said that those that master this language can control the very fabric of the universe
GnollCommonA harsh offshoot of common, this language is difficult for non-gnolls to master
HalflingCommonThere is much debate about which came first: modern halfling or Common; it is very similar to common in pronunciation, though verbiage and syntax are generally more complicated
IcentongueDwarvenThis dwarven tongue was once used extensively by the dwarves of the Lower Wold, until the standardization of the Dwarven tongue during the Clanmeet of EK792
IgnanDraconicThis simple, harsh language sounds like the crackle-pop of a roaring fire; it is used by creatures of flame, including elementals and Elementalists, and pre-dates creation
InfernalInfernalAn ancient, strictly codified language with hideously difficult conjugation and sentence structure, this is the tongue of devils, and their worshippers
KundarianCommonLanguage of the sands, it is the trader's common tongue for those who ply the Sandstorm desert.
Mariner's CantNonePidgin of sailors throughout the continent
MoragtongElvenThe language of the dark elves, it is an offshoot of Alaterial, though it shows little resemblance to modern Elven; it is the tongue of the underdark Elves, the Morogh, as well as dark magics and some demon-worshippers. It is sometimes called Drow, or Darkspeak.
NoldoliilamDwarvenA simple, yet jovial and bright language of the first gnomes, it shares many aspects of ancient elven and dwarven tongues, which gives credence to theories of the gnomes acting as diplomats between the two ancient precursor races
Old ImperialCommonFormer language of the Kingdom of Muriah, it is still spoken in some remote pockets of central Muriah, and can be found amongst old fort ruins scattered about the continent
OrcDwarvenThis relatively simple language deals mostly with subjects related to war and battle; an offshoot of Ancient Dwarven, it is spoken by orcs, but serves as a 'common' tongue for many monstrous humanoids
PeshkanArrochianThe language of the Arroch tribe, in the Bloodcoast region. Still spoken by members of that tribe, it is commonly borrowed from for its epithets and curses.
QueskianPictoglyphiaNative tongue of those that now live in the Free States of Dynoria, with a highly pictographic alphabet; it is very structured, with varying terms of 'respect' that change based on the speaker, listener, subject, and object
Qur'affiArrochianOne of the many Arrochian dialects in the Bloodcoast region, it is spoken predominately by members of the Qayaffi tribe.
RavlishCommonThe tongue of the barbarian raiders from the Isle of Ravlos
SahelianArrochianA dead language, was the language of the vanquished Saheli tribe from the Bloodcoast region. A few surviving artifacts from their time exist.
SentallianArrochianTribal speak of the Sentalli tribe, still spoken amidst the great plains in the Bloodcoast region. A related dialect to the extinct Sahelian language.
StonespeakDwarvenThis ancient dwarven tongue was used during the time of the precursors; it is a simple tongue more akin to Terran than modern Dwarven
SylvanElvenLanguage of the Fey, this lilting, musical, and enchanting language is rife with double-meanings and lends itself well to word-play
TerranDwarvenAnother simple and ancient elemental language, it is the rumbling tongue spoken by beings of the Earth: elementals and many subterranean creatures
UndercommonElvenThe common tongue of trade for the Vast (the network of underground caverns), it is a creole of languages; mostly Drow, but a smattering of Svirfneblin, Goblin, Dwarven, Illithid, and many others

Era of Reason: Age of Peace

With reunification has come peace, for the most part. Occasional regional skirmishes still occur, and the Orclands have their seasonal offenses against the Great Wall. Crusades from the Holy Empire often reciprocate, though both tend to have no lasting effect.

The populace is once again turning their attention towards exploration and development, with some seeking to re-capture some of the lost secrets of old, where others hope to open up whole new worlds. Tales of sailors arriving in strange boats hint at adventure across the Endless Sea, which has yet to be successsfully navigated.

It is now the year ER 1556. Adventure awaits!

Era of Reason: Age of Reunification

Up until this point, the continent was still largely fractured into small governing units, usually no more than a couple hundred square miles. This period saw the formation of larger groups, and a return in many places to the feudal allegiances of old. As alliances were made, so were enemies, and many minor wars occurred during this period.

The Kingdom of Muriah, in particular, sought a return to the glory of old, when it was the leading power on the continent. Establishing contact with the Dwarves of the Knife Edge mountains, they formed an alliance. The dwarves supplied weapons, and some mercenaries, to which the Kingdom of Muriah would make good use of in the coming war.

And war did come – like never before seen. A force of 100,000 footmen, knights, and warmages set out from Muriah to strike at her neighbors. Using psionic spies and agents, the force struck first at the Free States of Dynoria. The independent city-states of the democracy failed to support one another, and quickly were defeated. The Free States soon pledged loyalty, and manpower, to the Kingdom of Muriah.

This first quick victory was not repeated. The Bloodcoast Consortium, and the Holy Empire of Astalon, joined the war, and the fighting was long and drawn out. Sudden attacks by Ravlish barbarians, and a major Orc offensive, spelled the downfall of both of these forces. Some believe the Kingdom of Muriah instigated those events.

During this time, the League of Cities in the Dyninn region were also brought under the crown, due to fractional infighting and treachery on the part of Muriahan mercenaries. With the major players defeated, the lesser nation-states soon pledged fealty.

The Great War was a relatively quick affair, lasting only 23 years. Hardest hit were the central and southern regions of the continent. The League of Cities would grow to be a mercantile power, mostly from supplying both sides of the conflict with weapons and goods. In the end, however, the continent was once again united under the Muriahan banner.

Era of Reason: Age of Enlightenment

After several centuries of recovery, the lands of Muriah had reached a population level almost commiserate with that from before the Three. Much of the wilderness had been, if not tamed, subdued, so as to no longer threaten the greater population centers. Everywhere arts and culture exploded, as people once again felt safe enough to pursue interests other than survival.

Magical and scientific research also advanced relatively quickly. Alchemy was established, with many new concoctions and formulas created. New spells were constantly being devised, and the first forays into the outer planes were conducted. Magical and alchemical experimentation saw the creation of many magical items, as well as countless magical aberrations or monstrosities.

Government also saw many innovations in development. City-States lead way to the democracies in Free Dynoria; guilds and unions were formed for most industries, and the peasant saw an increase in livelihood and political power in some parts of the lands (though many still clung to their feudal structure). Merchants became the largest class of people, and often held more clout than the nobles. In Dyninn, this led to the Merchant Revolt of ER 820, which was unsuccessful, but served as a wake-up call to the nobles, who would later grant many freedoms to the merchant class in that region.

Religion had its own revival during this period. Where in the Age of Reconstruction, religion focused on the afterlife, religion here focused on the mortal realm, and how one’s actions were important in life. It also sought to seek out the meanings of the planes, and the structure of the universe. Philosophy was studied in earnest, with many of the greatest names having lived in this period.

It was during this period that the first accounts of a new power was reported: Mentalism, or the power of the mind. Psionics would become widely used in the Kingdom of Muriah, and would serve it well in the next several centuries.

Era of Reason: Age of Reconstruction

After the Three had been destroyed, the various duchies, baronies, and municipalities splintered into smaller, self-governed kingdoms. There were more than 100 separate kingdoms throughout the lands at the most fractured time. This was mostly due to the severe depletion on infrastructure and population; communication with other locations was for many impossible.

During this period, the population slowly began to recover what was lost. Wilderness reclaimed many ruins, and several cities razed during the time of the Three were never resettled, nor found, but several cities were rebuilt: Andors in the north, Faith and Divinity in the south, and Tesselpact in the central region. Arborlon came out of its magical seclusion, to a world wholly devastated. They would serve as a hub for rekindling magical research in the lands, though much of their lore was spirited off to the newly founded Castle of Controlling Power.

Often this period is known as the Dark Ages, due to the lack of new development that occurred, and the barbarism cultures teetered on following the Three. Undead were still a common threat, as were other monsters from the wilderness created in the great magical wars. Bandits and brigands held minor kingdoms of their own. It was a very dangerous time.

Era of Reason

The Era of Reason, or the Modern Era, is one of recovery and reunification. The Three caused rampant destruction, and their defeat left roaming bands of undead and other monstrosities loose in the lands. Nature was, in many areas, corrupted, and resistant to efforts to recover what was lost.

The governments were sorely fractured into minor kingdoms and fiefs. The Great War was an effort on the part of The Kingdom of Muriah to recapture some of their glory by uniting the continent under one rule. This has, so far, brought about lasting peace, and a strive towards development.

Age of Reconstruction Age of Enlightenment Age of Reunification Age of Peace

Era of Kings: The Rising of the Three

The Three were the first three known arcanists who had found the secrets to achieving lichdom. These first three liches sought to enslave the entire continent to their dark, twisted, undead whim, and raised a large force of undead. They struck in the north, first, catching the Arborlonian elves completely by surprise. Many elven towns were wholly razed and destroyed. Arborlon itself was only saved when the Elven Enchanter Neravenwyn Silleastril sealed the entire city in a protective cocoon of magic, thwarting the Three, but preventing the elves from being a force in the region for ever more. The seal would not be broken for 100 years.

The Dyninn was not the only region ravaged by the three. In the south, the liches seiged Paragon, the seat of the King, for fifty years. The city held off, but was cut off from the rest of the world; only the work of the wizards and clerics in the city kept the city from perishing. The Bloodcoast was mostly spared, but only because of the deals the Marquis of Arroch made with the three.

Astalon was nearly sacked. The southern breadbasket was almost entirely wiped out. Famine and disease ran rampant. The population of the continent was reduced to almost a third. The advancements of the previous ages were almost all nearly lost.

The three spread terror and death for nearly fifty years. Their sacrifices of creatures to their war machine was feeding an elaborate spell, designed to give them godly powers. On the eve of the completion of the spell, an alliance of wizards, numbering in the thousands, faced off against the three. Only 1 in 100 survived, but the three were destroyed, wholly and utterly. From then on, the wizards of the realm formed the Guildtowers, and pledged to protect the continent of Muriah from further magical threats.

Era of Kings: Havolorian Dynasty

The Havolorian Dynasty is often held up as an example of ineffective, continuous failures in statecraft. Seeking to reign in many of the independence that duchies had enjoyed under the DuNentis, the Havolorians spent much of their time demanding tribute, or enacting decrees meant to paralyze or emasculate their fealty-givers.

Relations soured greatly, as well, with the Elves of Myrh and the Arborlonian Elves, and with the Clanland Dwarves and those of the Lower Wold. The Kingdom’s power was waning.

The Havolorian Dynasty ended with the conflict that would almost destroy the entire continent: the Rising of the Three.

Era of Kings: DuNentis Dynasty

The DuNentis family were wealthy merchants, who bribed or assassinated their rivals. All of the kings or queens of this era met their ends by poisoning, or the assassin’s blade. It was the Era of Intrigue.

A few good things did come from these times, however. Before, each geographical region had their own dialect and language, and only nobles and clergymen could read or write. The DuNentis’ one admirable goal was to standardize language, and improve the education of the populace. To this end, the Common language was developed by Queen Annabelle DuNentis, and it met with widespread use as a means to facilitate business. It was based on the Old Imperial tongue, but made simpler and more internally consistent. A simplified alphabet and writing system also made it more easily adapted.

Thru trade, the secrets of Mithril and Adamantium, and many other smithing technologies were introduced, as well as a host of farming and agricultural improvements.

Still, the constant intrigues at court made the rule a very ineffective one, which meant that each duchy was largely self-governing. The final ruler, Queen Tymora DuNentis, was found slain by a jealous lover in her bed.

Era of Kings: Mercenian Dynasty

Where the Sinter Dynasty was one of reconstruction and development, the Mercenian Dynasty was one of exploration and expansion. Seafaring gained many advances, as explorers set to map out the continent and outlying islands. The Isle of Ravlos was finally discovered, giving a source to the ages long conflict with the Ravlish Barbarians, which gave the Bloodcoast its name.

During the Godwars, refugees had fled into the southwest, settling an untamed and unexplored area that would later become Free Dynoria. The Empire sought to bring this new Kingdom into the fold, but the fighting was long and involved. Unaffiliated tribes of people had also settled many other areas of the continent, and these 'barbarians' were systematically conquered.

Factional fighting between feudal empires was also frequent, with many leaders owning their own private armies. The First Order of Royal Knights was founded, along with other orders devoted to particular Dukes, Counts, Barons, or other nobles. Military technology advanced: armor technology was increasing, with chainmail and banded mail common, and the longbow was first introduced from the Elves.

The final Mercenian King was slain in battle, at the age of 20, trying to defeat a minor noble accused of refusing to send troops. A brief civil war would erupt, as the Kingdom sought a new liege.

Era of Kings: Sinter Dynasty

At the conclusion of the Godwars, a new order was established in Muriah. King Harold Sinter I was ordained, backed by the Temple of Divine Justice, which began the tradition of the church of Midir as the maker of Kings.

The Sinter Dynasty was one of reconstruction and development. The forging of steel was teased from the dwarves in the Clanlands, and trade opened with both the dwarves of the Knife Edge, and the dwarves of the Lower Wold. New cities sprang up in many locations, while the continent was divided into political groupings very similar to modern day maps.

Several minor conflicts did arise. The Dwarves of the Clanlands placed an embargo on trade between the Dynnin region and the rest of Muriah, which isolated that region. The dwarves were protesting trade with the Arborlonian elves to the north, with whom they were on ill terms with. This resulted in the Battle of Ep pass, which was a major victory for the Kingdom of Muriah. King Regulus the Firebrand was wise, and knew the dwarves would never pay fealty to the Kingdom, so signed a treaty of co-operation. This treaty stood as a basis in the years to come for the alliance between the Dwarven and Elven lands with the Kingdom.

The Sinter dynasty would end with the childless King Kostov Sinter, despite his fifteen wives.

Era of Kings

The Era of Kings was a time of mostly infrastructural change and development. Religious revivalism occured, from the fires of the Godwars, and temples and churches sprung up in every corner of the continent. Everyone was a believer in the Gods.

Laws grew more codified, and complex. The feudal system was challenged on several occasions, and would ultimately lead to the fracturing after the Rising of the Three. Experimentation on a local level did occur, but rarely past the level of the local Baron or Count.

Technologically, development was slow, hampered in part by the reliance on divine magic or intervention. Warfare was also common, due to the nature of the feudal empire, which further hampered development outside of more efficient means of waging war.

The devastation of the Rising of the Three would effectively wipe out all philosophical and technological development prior, as the devastation destroyed or reduced most major population centers.

Sinter Dynasty Mercenian Dynasty DuNentis Dynasty Havolorian Dynasty Rising of the Three

Era of Humanity

The period known as the Era of Humanity represents the transition from primalistic and tribal societies, with rampant elementalism and shamanism, to one of a higher, more modern society. All of the races went thru this transition at the same time, more or less. The dwarves worshipped earth spirits, the elves were mostly in thrall to the Fey, and the orcs held an awe for many spirits of the dead.

Technologically, the race of humans were the driving force for development. They typically acquired technology from other races (woodcrafting and magic from the elves, mining and metallurgy from the dwarves) and synthesized new uses for it (iron-working, for instance; previously the dwarves could smelt iron, but did not use it for tools or weaponry).

The gnomes and halflings were content to mix freely with the other races, living amongst them, and acting as a conduit for trade and the exchange of ideas.

The Dawn of Man

Some time after the Dragon Wars, a new race appeared on Eninn – the race of Humans. Some say they were inter-dimensional refugees, others that they were the new children of Enchantra, but regardless, they quickly formed tribes and spread out across the continent. For the most part, the old races shunned these newcomers as savages and uncultured barbarians. The tribes of man warred with one another, and sometimes with the older races.

Eventually the tribes would be united under regional chieftains: The Three Sultans in the region now known as the Bloodcoast, Chief Huri in the central region, known as Muriah and Lucias the Pious in the southeast, now known as the Holy Empire of Astalon, and Yond the Great in the Dyninn region. Villages formed into towns, which became the first human cities: Astalon, Paragon (then known as Caerganon), Tourmaline (then known as Casule-on-Dovons), and Arroch.

Dawn of Magic

Magic has always been used by the sentient races to some degree: many of the pre-cursor races had always had an inherent ability with magic. With the end of the Dragon-Wars, though, these races soon found their abilities beginning to wane. The races of man and elf, orc and dwarf, would have to find new ways of piercing the veil and working magic.

During this period, the existence of the Veil was first discovered, and the primary tenants of magic first codified. The idea of ‘schools’ of magic was also developed. Magic was wild and barely controlled during this time; a dangerous topic for study. Experiments with magical artifacts, both divine and arcane, were performed, yielding items of interest and power, both cursed and benign. Some of the most raw and powerful items of lore stem from this period.

Dawn of War

This age, also known as the Endless War, began with the discovery of the process for forging iron. The deep dwarves had long known the secret to metalcrafting, but its discovery by the surface races heralded an era of almost constant conflict. The powerful tribes fought each other, and at times themselves, in constant wars, civil uprisings, and skirmishes that unleashed new weaponry and magics that would change the world forever.

This era would end with the tenuous unification of the tribes under one ruler: Chief Huri XV, later dubbed the First King of Muriah. He was also the first human to strike a deal with the High Elves of the North, and the Elves of Myrh, who were key in his conquests of his human neighbors.

Dawn of Civilization/The Godwars

The Era of Humanity is typically said to end during the troubling time of the Godwars. Civilization had been burgeoning, despite the strife and ruin of the endless conflicts of the previous 500 years. With it, new religions had been founded, disbanded, and started anew. Humans, and many of the other races, had begun seeking more from the world, and this desire for the numinous had called other deities to the world of Eninn.

These new deities all sought followers amongst the mortals; no sentient race was innocent of seeking out a new order in their complex worlds. The old deities: Sunia, Hele and Solis mostly, had strong followings that resisted the changing world order, but these deities were typically not concerned with many of the new aspects of civilization, or even ethical dilemmas that the new races were facing.

Thus began a time of conflict that had not been seen since the Cataclysm. It all began simply enough: followers of the Sun-cult succeeded in summoning the Avatar of Solis. This breach in the Veil would allow all of the deities, interested in gaining foothold in the lands, to pierce the Veil, and manifest themselves on the world. Beings of immense power, they sought to defeat the followers of one another. These wars often ignored political boundaries, and entire cities were razed by the religious zeal rampant in this time.

The followers of Enchantra were eager to stem the tide of magic flowing into the world, for they foresaw the consequences: if the Veil was not mended, the entire world would be consumed by the chaotic energies of the Void. Enchantra herself gave birth to offspring, to aid her in tending the Veil: Illias and Nostalus, who both took on the portfolios of magic tinged with ethics. During this time, magic was chaotic and uncontrolled, and many races found their own native latent abilities burgeoning.

Many other deities conceived, bore, or created children, both to meet the needs of their followers, and to battle the foreign deities seeking to usurp their world. Some of these demigods survived, but many did not, destroyed in the fights that raged.

The wars were brief. Some say they actually raged for eons, but that Chronos stepped in at their conclusion and erased the years of destruction, condensing them to a single year. Regardless, the Godwars changed everyone’s outlook on faith, ethics, and the Gods themselves, and established many new religions on the face of Eninn.

The Dragon Lords

Age of the Precursors

During the cataclysm, the Dragons were the first sentient race created by the Gods. They would be their foot soldiers in the war with the elements. To lead these forces, the Gods created champions – the Dragon-Lords. They were beings of immense power, these avatars, but sentient and having their own free-will.

Enchantra also blessed other creatures with the gift of sentience. These beings are now called the pre-cursors. The Dragon-lords, after having defeated the great Elemental masters, set about subjugating these new races, forming great empires devoted to their own worship. Their rule lasted for thousands of years, during which the time the Dragon-Lords warred with one another in great individual battles of might and magic.

The Dragon Wars

Over time, the pre-cursor races chaffed under their enslavement, but any uprisings were brutally put down. Still, a great secret organization thrived for the eventual overthrow of the Dragon-Lords. At the sign of a great comet in the sky, the united forces of the pre-cursor race rose up against their overlords.

The war that raged lasted for a century. Entire pre-cursor races were extinguished, along with their Dragon-Lords, as not only pre-cursors fought Dragon-Lords, but Dragon-Lords fought one another, and loyal pre-cursors fought rebellious pre-cursors.

In the final battle, the last of the Dragon-Lords was struck down, at the cost of thousands of lives. The magic unleashed by his death would cause irrevocable changes to some members of the pre-cursors, who would one day become the Elves, Dwarves, Orcs, Ogres, and other sentient races.

The dragons themselves disappeared for centuries, retiring to parts unknown in the great wilderness of the world. The pre-cursors, finding themselves suddenly free, spread out into the wilderness, to form the modern races of the day.

The Creation

Age of Amarhl

In the beginning, there was chaos. A primordial soup that boiled and heaved, flashed and thundered. Of the gods, there was only Corbrin, master of the heaving heavens, and Chronos, silently ticking away the eons. Worlds of every imagination were borne, and consumed, by the unending chaos.

From the chaos, though, came a new world. One that would not be consumed by the chaos. The world of Amarhl was born, and with it, the First Four were created: Solis, Sunia, Hele, and Nox. And they protected the new world from being devoured by the unending chaos. They nurtured this new found creation.

The world of Amarhl was one of pure elements. The mountains waged mighty struggles against the thunderclouds; huge firestorms battled endlessly with titanic oceans. The land itself was alive with sentience.

The End of Amarhl

Solis and Nox spawned a new creation: Mortis. Their offspring would seed the world Amarhl with the first life. Great forests, and mighty beasts sprang up around the land. Plants and creatures of all types were created, and struggled in the shadows of the great elements.

Corbrin saw these new creations, and introduced her own element to the world. She created Enchantra, and magic sprang forth onto the land. The first sentient creatures came to Eninn. The Precursors were born.

At first, the great elements ignored the newcomers. They were insignificant. The elements were slow to realize their existence. But when they did, they raged. They rampaged, destroying all life that they could, in a great cataclysm. Then they raged against the Gods themselves, attempting to destroy their own creators.

The very existence of the world teetered on the edge of destruction. The new Gods struck back at the elements, and the war was devastating. Corbrin turned a blind eye to her elemental children, and they were forever silenced: trapped in the land, and sky, and oceans, and forced to be tools of the new sentient races.

History of Eninn (Timeline)

The CreationPre-Time
Amarhl
The Cataclysm
The Dragon Lords
Time of the PrecursorsAD1-AD2000
The Dragon WarsAD2000-AD2100
Era of Humanity
Dawn of ManEH0-EH1000
Dawn of MagicEH1000-EH2000
Dawn of WarEH2000-EH2500
Dawn of CivilizationEH2500-EH4000
The GodwarsEH4000
Era of Kings
Sinter DynastyEK0-EK250
Mercenian DynastyEK250-EK650
DuNentis DynastyEK650-EK900
Havolorian DynastyEK900-EK1250
Rising of the ThreeEK1250-EK1300
--ApocalypseEK1275
--The FoundingEK1300
Era of Reason
Age of ReconstructionER0-ER600
Age of EnlightenmentER600-ER1300
Age of ReunificationER1300-ER1443
--The Great WarER1420-ER1443
Age of Peace ER1443-Present