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Published by necron43, 2024-06-01 09:35:33

Greywinds Guide to Tharador

Greywinds Guide to Tharador - Digital

i Credits Tharador Created by: Glenn Greyling Lead Designers: Glenn Greyling, Sheldon Greyling, Robert Hardgrove Lead Writer: Glenn Greyling Lead D&D 5E Content Designer: Robert Hardgrove D&D 5E Content Designer: Glenn Greyling Additional Contributions: Shay Bowden, Christian Huic, Rod Oliver, Wesley Oliver, Rihards Rubulis, Connor Skarott Edited by: Glenn Greyling, Sheldon Greyling Illustrations by: Brodie Swift & Midjourney AI Cover Art: Alexey Rudikov with editing by Brodie Swift Kickstarter Producer: BeerBrigade Special Thanks: Jackson Clarke, The Official Podcast, Justin Lane (AKA Critical Paint) And many thanks of course to the DM Stash community and our backers for all their help and support during this project! DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2023 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. ©2023 Dungeon Master Stash Pty Ltd. All rights reserved. No portion of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means—electronic, mechanical, photocopy, recording, scanning, or other—except for brief quotations in critical reviews or articles, without the prior written permission of the publisher. Published by Dungeon Master Stash Pty Ltd. www.dmstash.com ISBN: 978-0-6454796-2-1 All characters, locations, and events in this book are fictional and any resemblance to real persons, living or dead, or real events, is purely coincidental.


ii I: The Land Of Tharador 1 The Tharadori Scholar Calendar 3 Glanbeli & Glanion 8 Minera’s Breath 11 II: Divine And Dark 13 Tharameni: Wise Children 13 Mindoriel’s Spawn 25 III: Third Era Tharador 31 The Final Blow 33 The Days Of Grace 36 Abolition Of Slavery 36 The End Of Grace 38 The Liturium War 41 Golden Griffins Alliance 41 Golden Turncoats 41 The Fall Of Elen Estel 43 IV: Sects, Swords And Shadows: Tharador’s Factions 45 V: Cultures & Kingdoms 65 VI: Tharador’s Races 99 Human Subrace: The Awakened 106 VII New Class: 107 The Psionic 107 Graviturgist 111 Warp Walker 112 Mindweaver 113 VIII: New Subclasses 123 Primal Path 123 Bard College 125 Cleric Domain 127 Druid Circle 129 Martial Archetype 131 Monastic Tradition 133 Paladin Oath 135 Ranger Conclave 137 Roguish Archetype 139 Sorcerous Origin 141 Warlock Pact 143 Arcane Tradition 145 IX. Feats Of Tharador 147


iii Preface Eight years ago, my friend, Josh drew a basic U-shaped map on a blank sheet of copy paper. From there I went in and filled it with cities, landmarks, and kingdoms. That map was originally the Kingdom of Belfrie, the melting pot of Tharador and the centre of the continent. Though back then we had no clue what the rest of the continent would look like, nor what even lay beyond Belfrie’s borders. As we continued playing in the world, I continued to expand it, and soon had a full continent map drawn and fleshed out (at least in my head). Then came the entire world map of Minera after, making Tharador seem grounded by being surrounded by even more exotic and far off lands. Our world grew, but I never imagined that the world I was growing would one day be in the hands of people around the globe, to enjoy, play in and build their own memories and stories. This is what makes Tharador so special to me. Since starting DM Stash at the start of 2021, I have used it as an outlet to build upon the foundations of Tharador, fleshing it out more and more each month with 5E campaigns, and novels. This includes its genesis story “Tears of Creation,” which is an important to understand Tharador’s gods. This is a world with thousands of years of history, deeply fleshed out and influenced by many fantasy novels and worlds that I found myself lost in as a child. Wanting to have my own world akin to those in scope and scale, I ensured that what I would go on to build was grounded yet still fantastical. Tharador is not however, a world that is the result of one person or one mind. Fellowship, brotherhood and the passion of everyone around me built this world: from the campaigns with my friends to the support of my family and loved ones, everyone has contributed to the shaping of Tharador in one way or another. But now I am fortunate that I can share this world with you, dear reader. So the endless joys this world has brought me can be passed on to you. This book describes Tharador and its history, plus as it is in the current Third Era. Through this you can begin your own games in Tharador, using the stories in our handcrafted Campaign sagas, or coming up with your own! Greywind’s Guide to Tharador is written from the perspective of a human scholar: Granulus Greywind from the Kingdom of Belfrie. Every chapter past this one (barring mechanical chapters) will be written from the perspective of Granulus. This book is an in-universe chronicle of Tharador during Granulus’ lifetime, including his understanding of history, religion and the current world events of the time. With a scholar’s perspective I hope to provide a window into the thoughts of laypeople in this world. Plenty of original content is present in terms of races, classes and feats, we hope that it creates enough of an image of the world so that players and DMs alike can bring their own additions when playing in the world. Remember that this is a guide, not a rulebook. So enjoy, dear reader - for this is the fruit of many years of labours.


iv First Map of Belfrie The humble beginnings of the world. You can find the latest renditions of Tharador and Minera’s maps on the next four pages. Then you can delve into the world as written by Granulus Greywind!


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1 Tharador, The Wise Land, as it is translated from in Lamineran, or Celestial as layfolk call it. The last of the Five Children to rise from the Tears of Minera, referring to the Oceans of our planet. Tharador is the youngest of the Dormeni and the continents of the world by that matter; also the smallest. Yet for what Tharador may lack in size and vastness of space, it more than makes up for in vastness of history, cultures, customs and languages. To describe the depths of this vastness is indeed the purpose of this tome you have chosen to read. It has been my life’s work to bring such a book to the hands of the commonfolk, and in these writings I shall do my best to explain scholarly concepts and knowledge so they may be best understood by even the most cloistered of farmers who would live and die on their farmland, seldom venturing further than a day’s walk from their home. The first matter of business is the name Tharador. It is used to refer to two things in this book (and sometimes a third) - firstly, the name of course of this continent upon which we all live. Secondly, it is the name of the deity Tharador, the Dormeni and the Wise Child. In truth the two are one and the same, for the continent is simply the physical body and form of the deity, and his humanoid form is in fact his spiritual form. Thirdly, a mistake common by lay people is referring to the world itself as Tharador. This is in fact incorrect, for Tharador is simply one of four continents, or a fifth if counting the frozen wasteland that is Mindoriel, chained down in the furthest southern reaches of the world. The correct name for this plane or world I: The Land of Tharador which we all call home is Minera, who also is the Mother of All Creation, having given life to the continents (the Dormeni) and shape to the world thereafter. Therefore Minera, like Tharador, can be used to refer to the planet, as well as the deity. This goes in turn for all continents, including Edrador the Wide, and the Twins Zandoriel the Daughter and Zandorion the Son. Though since this book is my guide to Tharador, minimum mention will be made of the continents beyond the sea. Should I be fortunate enough I will aim to further explore and write of these exotic far off lands, but for now I will turn my attention to my home. Tharador is a rather diverse continent, made up of many cultures, peoples and kingdoms: each kingdom varying in its levels of diversity and homogeneity according to their own cultures and surrounding lands. For example the human kingdoms of northern Tharador: Greypeak, Brightstone, Mayreth and Alimroth all hold largely human populations, owed to their isolated location in relation to the lands of Dwarves and Elves. On the other hand, kingdoms neighbouring Dwarven, Halfling and Elven lands like Belfrie and Baldur are very much “melting pots,” though Belfrie strongly embraces this label while Baldur attempts to suppress it and vainly maintain human superiority in its realm where it can.


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3 The Calendar used within Tharador was adopted during the Second Era after it was devised and agreed upon by the Tharadori Scholars Association (TSA), an international organisation of scholars that was founded near the start of the Second Era with the purpose of preserving and recording the knowledge and history of the various cultures and peoples of Tharador. With each race and kingdom using their own dating conventions, the TSA Calendar was devised as a standardized form for universally tracking events and simplifying mishaps from converting dates in Elvish, Dwarvish, Colossal or Human calendars. The calendar thus marks the entire history of Minera into four eras, from the Age of Creation to the current Age of Liberty. Dates are written with this in mind. For example, at the time of writing this it is the 308th Year of the Third Era, so it would be written as 3E308. Eras and Years The TSA have defined four distinct eras or ages in Tharador, which also partially extend to Minera as a whole. Each of these eras has its own distinct features, and are usually marked by the end of a powerful entity or empire. Of course these are mainly reflective of only our events here in Tharador, and these eras are often glossed over by Edradori travellers for example. The Tharadori Scholar Calendar


4 Zeroth Era: Age of Creation Much of what is known of this era is typically the mythos of Minera and Tharador. Truth, fiction and exaggeration are all blurred in this era as all of it happened before the creation of Men on Tharador, so the only things that can be ascertained are from ancient Elvish records and hearsay from Elves who claim their great grandparents walked Tharador during these times. It is unknown exactly how long this Era lasted, for it began with the formation of Minera and ended with the destruction of Mindoriel and her severing from Tharador, being taken to the southern edge of Minera and frozen in place. First Era: Age of War Tharador’s First Era lasted 2409 years, beginning with the liberation of Tharador from Mindoriel and ending with the activation of the Vavanasai and the collapse of the Colossal’s Oldavori Empire. This is known as the Age of War and with good reason, the entire Era saw almost constant warfare, with much of the first half categorized by infighting among the Colossal Clans that once were unified in fighting against Mindoriel, and the latter half a cluster of wars between Men, Elves and Colossals. When the infighting among the Colossals in the first half ended, one winner emerged: the Oldavor Clan. Though they were not satisfied with simply unifying their people, so their expansion and thirst for battle continued. In this time they warred with the Elves and Dwarves of Tharador, many heroes from the Age of Creation are slain in the battles as well. In 1E1770 Tharador gave life to the Race of Men to fight against the Colossal’s. This cost Tharador much of his life force, and Renmaeth too sacrificed herself and many Ten’gwael to create the Trees or Four Pillars of Tharador. Over many centuries Men and Colossals fought until the Colossals brought about their own demise. The Vavanasai was a weapon intended to freeze the lands of Men and starve them out in eternal winter, though somehow the mechanism malfunctioned, and the Colossal Lands that were to be spared were instead blanketed in eternal winter and the human lands were unaffected. So over a thousand years later winter still constantly blares over Oldavor, a reminder of the ancient war we once fought with the Colossals. Second Era: Age of Men The defeat of the Oldavori Empire saw Men beginning to finally settle after their centuries long dispute. It’s argued that we became worse than the predecessors we were created to destroy, cutting up even larger swathes of land and subjugating Elves, Halflings and other races into servitude: be it slavery or just enforcing imperial rule upon them. This was mostly spearheaded by the Draksborne Empire in Central Western Tharador, though to the East the Kingdom of Baldur encroached on the lands of both Orcs and Elves as well. Nan Thalias found itself pincered by both Draksborne and Baldur’s expansions, only alleviated when the Draksborne Empire fell into civil war as nobles from their subjugated territories began raising their arms in rebellion. Our fair kingdom of Belfrie was one such province, having originally been Elven land, the twin brothers Jochen and Arthur Belfrie from the town of Mistrath allied with their emperor’s Elven foes in warring against him. Their campaign was a success and


5 soon after the territories of Formen and Karkanoth successfully rebelled from the Empire as well. Scholars mark this as the end of the 750 year long era, as the expansionism of human kingdoms simmered hereafter, including Baldur as well. Third Era: Age of Liberty When the Draksborne Empire fell and Baldur halted its own expansionist policies, the militarization of nations faltered. War was no longer a necessity and many kingdoms looked inwards to improve the lives of their people, sparking the Age of Liberty. New ideas flourished: academics advocated for change, magical understanding furthered and history became a point of significance and study. With all these ideas came also the brave concept of liberation - slavery was abolished in many kingdoms, even Draksborne. The only places that still employ slavery are Baldur with its use of Orc slave labour in its mines and railways, and Sudd Tohst - a lawless land that has never adhered to the rules of others. There’s also of course the concept of thraldom in Alimroth and the Siring Servants of Greater Abune. For the most part however, standardized slavery has been abolished in civilized lands, thus owing the name Age of Liberty, and the places where it has not been outlawed have their own movements brewing as well. Abolitionists and Orc rebels cause havoc in Baldur often, decrying their monarchy and wishing to instead vote for their leaders among their peers. Scholars predict if this ever comes to fruition it will begin a domino effect among all of Tharador that would likely see the end of the Third Era.


6 Days, Months and Seasons The Tharadori week has seven days, and each day is named after the seven (acceptably) worshipped Tharameni, the divine of Tharador. Weeks begin with Tharren. Balaren, Maethren, Syeldren, Drendaren, Drydaren and Vosaren all follow, the week beginning again after. In order they respectively follow the supposed birth order of the Tharameni, as well as their respective domains: Tharanais, Cedhelieth, Renmaeth, Namneri, Inderimaeth, Erdrydion and Horauthin. Of course these are the traditionally Elvish or Lamineran names for the days, and most lay-folk in Central Tharador simply refer to them as the commonly known terms such as Monday, Tuesday and so on, although these names change among cultures and Kingdoms, thus the use of the Elvish names is a form of common ground, especially in scholarly writing. A Tharadori Year is made up of twelve months, each month containing thirty days for a total of three-hundred and sixty across the year. The year begins with the first day of spring in the month of First Bloom, and ends with the last day of winter in Winter’s Wane. The new year and the thawing winter is a time of much celebration in Tharador. The Elves of Nan Thalias and many Men as well celebrate Brel Nostar - The Week of the Trees. This holiday is recognized across all Tharador as thousands flock to sacred sites of Renmaeth and remember her sacrifice to keep the continent of Tharador alive. Spring’s end in Last Bloom finishes with the raucous occasion of the Ten’gwaël Flower Festival: a five day holiday dedicated to the final blooming flowers of Spring and ending the season with merriment, drinks and mind altering concoctions. The only other majorly celebrated holiday until the year’s end is Tharadornos and Tharamenos: two days of non-violence that celebrate Tharador and his Children respectively. Tharadornos is the Day of Giving, and Tharamenos is the Day of Aiding. These are celebrated at the year’s exact midpoint, over the 180th and 181st days, during the month of Summer’s Ebb. It is a crime in almost all kingdoms to commit any act of violence on this day, and it is said that even those that do and go so unpunished by the law, will find their punishment with the Tharameni themselves. There are of course other minor holidays between these, some celebrated across the continent and others local to certain kingdoms or cultures. These are listed


7 Month Holidays First Bloom Brel Nostar (2nd Maethren of the Month - lasts 7 days) Midbloom Days of Gathering (1st Balaren and Maethren of the month) Last Bloom Ten’gwaël Flower Festival (21st - 25th) Summer’s Grasp Scholar’s Solstice - Day of Knowledge (21st-23rd) Midsummer Day of the Receded Sea (1st Drendaren of the month) Summer’s Close Tharadornos - Day of Giving (15th) Tharamenos - Day of Aiding (16th) First Fall Divine Communion Day - (1st Tharren of the month) Liberty Day - Belfrian Holiday (6th) Midfall Hannesenos - Nan Thalian Holiday (14th) Fall’s Passing Cedhelieth’s Day of Bliss (1st Balaren of the month) Winter’s Hold Erdrydion’s Day of Atonement (1st Drydaren of the Month) Horauthin’s Day of Redemption (1st Vosaren of the Month) Midwinter The King’s Birthday - Belfrian Holiday (4th) Victory Day - Formeni Holiday (29th) Winter’s Wane Day of Ancestor’s (Last Syeldren of the Month) THARADORI SCHOLAR’S CALENDAR in the following table, alongside the months of the Tharadori calendar in their respective order for the year. Note some of these holidays change date based on the cycles of Glanbeli or the first occurrence of a certain deity’s day in the month.


8 Glanbeli & Glanion The two great lights over Minera. Glanbeli and Glanion, or the Moon and Sun as called by layfolk, are the two constant lights that shine above the world and grace it with light. Their own origins are owed to the Creation Myth of Minera, with Glanbeli being the first Great Light to be birthed by Minera, and Glanion born from Minera’s soul directly. Thus Glanbeli is often referred to with genderless language in most cultures, as it is believed that Glanbeli has no soul or deity assigned to it, though some cultures, such as certain sects of Drow in Lo Fuin, believe this to be erroneous and that the soul in Glanbeli is simply yet to hatch. Glanion however indeed has a soul and played an active role in much of the Creation Myth. It was Glanion who also created Glancalnos, the heart and spirit of fire that breathes life into flames across all Minera. Glanion too is said to have bestowed his knowledge of life and creation to Tharador, so Tharador could create the Tharameni. Finally Glanion intervened at the end of the Sibling War, unleashing a great radiant beam of fire and severing Mindoriel from Tharador, releasing his youngest brother from the clutches of his sister. No such records exist of any great deeds of Glanbeli save for providing a graceful light against the void of night, so it is understandable as to why its followers are few in contrast to the greater light of Glanion. Glanion: The Sun Glanion has many worshippers across Tharador, though fewer than the Tharameni; his nephews and nieces. Still it is a sizeable presence and many clerics and paladins find themselves dedicated to Glanion’s incandescent light. Most particularly are those in the sandy plains of Sudd Tohst, where the power of the beating sun is in abundance. The Hinatali Elves and Men worship Glanion as their main patron and their high priests are rumoured to somehow still speak to the divine directly. Beyond Tharador Glanion is worshipped too, though to the extent I have yet to discover. In my meetings with Edradori or Zandori travellers I have learnt that his presence is supposedly equal in those places, but their depictions and local mythos differ greatly to our own. Glanbeli: The Moon By contrast the only civilization I have stumbled upon in my travels who actively worshipped Glanbeli was the Drow of Hirika (who were also gracious enough to spare my life). Calling themselves Moon Drow, they claim that Glanbeli is in fact an enormous font of magic, being the first great release of Minera’s Breath, the source of magic that flows through our world. I did indeed witness their powerful magics with my own eyes, and indeed it seemed their skin glowed bright under the light of Glanbeli, but whether their power truly came from the Moon I cannot say. I believe throughout Minera these Drow are alone in this belief, though I have read of a few sects of cultists who have used the Moon as iconography, none drew on it as the Drow claim to do themselves. The only other proof of Glanbeli’s supernatural powers could be the affect it has on certain supernatural creatures such as werewolves and certain undead.


9 Roles in Laymen Life It is only a vacuum of scholars and religious types that care about matters such as the naming and history of astral objects. When the average farmer wakes up to Glanion’s light beaming into his bed he does not think about what role the Sun played in creating the world. Though Elves are much further in touch with the history of Creation and Minera, the average Man cares only for the tilling of his crops and a cool and foamy ale at the end of a work day. When he reads a bedtime story to his children under the light of Glanbeli, no thoughts crop into his mind that it was Minera’s first Great Light. He only cares it wards off the darkness and that Glanion provides him with a bountiful harvest. He does not think how Glanion gave knowledge of life’s creation to Tharador, nor does he think that Glanion might have a soul and Glanbeli might not. To him he may not even know them by those names at all, and simply only as the Sun and Moon. Of course for the educated we refer to them as this since these Elvish and Lamineran names are used across Tharador and even the other continents. As with all things older than we Men, we trace back to the elder tongues for our naming of them in writing. For our tongues change rapidly, and Elvish does not. In a few centuries Sun and Moon may be replaced by other, newer words, but Glanion and Glanbeli will remain forever. Already we name them differently based on our home, for in Greypeak they are called Solnne and Lunde, and the Men of Edrador call them Narp and Hord. Thus in day to day life many in Belfrie may call these the Sun and Moon, though people of higher calibre will likely exclusively refer to them by their names of Glanion and Glanbeli; Elves and other Elder races especially.


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11 exorbitant tuitions to attend these schools. Thus, the main attendees of Tharador’s magic schools are usually wealthy merchants’ and nobles’ families, or those with natural talent who are granted scholarships. Of course, there’s the option of being self-taught, but this is very dangerous for both the learner and their surroundings. It’s outlawed in most kingdoms to practice magic unsupervised. Past incidents have seen mishaps ranging from turning the family dog into a stool, to obliterating an entire city block and killing hundreds. Still, in lands like Belfrie and Draksborne, magic is openly used, though it remains rare. The average person encounters magic on a semi-regular basis, with city-dwellers occasionally witnessing a battlemage or wizard casting a spell in preparation for a journey. While many may not realize it, Minera’s Breath benefits them immensely. It has kept the forces of darkness at bay many times. Messages can be relayed across the continent by garrisoned Court Mages almost instantly. If a city in Formen is besieged, the local Court Mage can inform all other allied holds and their respective Court Mages almost immediately. Even kingdoms like Baldur, which detest or outlaw the use of magic, still employ Court Mages (though they are watched very suspiciously and don’t live in the glamorous limelight like those in Belfrie or Draksborne). For a noble house to exist without an allied Court Mage places them on a lower rung of the noble ladder. They become easy targets without a means of defense against magic. Minera’s Breath All the magical forces of Tharador and Minera at large stem from a single force: Minera’s Breath. The sole exception to this is the magical force of Psionics, which will be discussed later in this book. Minera’s Breath is the energy unleashed by Minera herself as she shaped the world. It dwells in the veins of almost anyone who lives on this world. Although it is found in the air across the planet, it is more concentrated in certain locales. All waters surge with Minera’s Breath, for all water on Tharador originates from the Tears of Minera and is imbued with her magical powers. This means that magic becomes less common and less potent the further inland one moves, or the drier the climate becomes. Other places, like the Prendaël River in Leacianus, are fonts of powerful Breath. The magic here is so potent that every creature in Leacianus has the innate ability to wield the Breath, save for a few unfortunate souls called “inert.” Since water is abundant on Tharador, with our only desert being the small one in Sudd Tohst, we are renowned for being the most magically potent land in Minera. However, even with such a prestigious title, only a select few have the gift or knowledge to use this latent energy. Technically, almost anyone should be able to use magic in Minera, though some are more attuned to it than others. If one doesn’t possess this innate gift for magic, it might take years of practice and mastery to even cast a single flame from one’s fingertips. Magical institutions are also rather expensive. Those who don’t have a natural knack for magic must pay


12 Recently, the Formeni have become particularly attuned to magic, having firsthand witnessed the terrors Minera’s Breath can unleash, especially when harnessed by lunatic zealots like the High Elves of Leacianus. For three years, during the Liturium War, the High Elves used Minera’s Breath in the cruellest of ways: entire towns reduced to cinders and ash, and bolts of explosive energy raining from the sky, annihilating entire armies. But the power that brings unfettered destruction can also bring joy and beauty. It was Minera’s Breath that enabled Cedhelieth and Renmaeth to sing the land to life in the time of creation. It’s what endowed Men and Elves with wisdom, elevating them above other beasts of the world. Druids use Minera’s Breath to maintain lush, green forests, and clerics and priestesses of Cedhelieth ensure the safety of both mother and newborn during childbirth. Though some kingdoms may despise it, Minera’s Breath is vital for Tharador’s flourishing existence. Without it, the forces of Mindoriel’s Spawn would take over, leaving the Tharameni defenseless. Liturium The Breath has one antithesis: Liturium. This dark, heavy metal with a green hue was forged solely from the hatred of Mindoriel for her brother, Tharador. This metal disrupts any essence of Breath it comes near. It’s the source of the current conflict engulfing Belfrie, Formen, and Leacianus, as the three kingdoms war over this finite resource, believed to be found only on Duskweave Isle. Such a material is invaluable, yet endlessly destructive.


13 II: Divine and Dark The Deities of Tharador and greater Minera are said to mostly have been created to fulfil a need during the Age of Creation that was required by their respective creators, or so the legends go. Most of the true history of this time is purely speculative, with many accounts contradicting each other. The most commonly accepted story of Minera’s Creation is that she willed herself into existence from void, giving herself shape and then willing light into existence in the form of the Astel (stars) and Glanbeli and Glanion, the Moon and Sun respectively. After came the Dormeni, the continents of Mindoriel, Edrador, the twins Zandorion & Zandoriel and finally Tharador. It is said after that Tharador grew illcontent sharing the world with just his siblings and himself, thus he created the first of the Tharameni, his own children. Tharanais, Cedhelieth and Renmaeth were the first to be born and they lived upon their father’s body and tended it to become beautiful and filled with life. But Mindoriel was infuriated by this, for Tharador created the Beremeni, the first Elves. They were mortal and held finite lives, Mindoriel is said to have thought the creation of mortality to be an evil, and wished to halt this evil by breaking their cycle of suffering. Thus the Sibling War erupted between Tharador and Mindoriel and each of their children. Of this War many Elven scholars have written deeds both heroic and foul. The Colossi also have their own records, though many are lost beneath the icy wastes of Oldavor. When the war concluded, Minera was forever changed and both siblings had created their own retinue of Children who acted as agents in the war against their aunt or uncle. Tharameni: Wise Children The Children of Tharador are referred to appropriately as the Tharameni, meaning Wise Children in their own tongue of Lamineran. There are seven openly worshipped Tharameni, whom the days of the week are named for, and two others who have cultivated a more nefarious following for themselves. These two are Brinilmin and Markamin, both children beyond the design of Tharador yet somehow or other willed into existence - wildcards who exist in no capacity within their siblings hearts. Deity Alignment Domains Tharanais - Prince of Wisdom Lawful Good Knowledge, wisdom, magic, history, teaching Cedhelieth - The Lifegiver Lawful Good Life, family, love, fertility, beauty, art Renmaeth - Custodian of the Body Neutral Good Forests, mountains, landscapes, beasts, beauty Namneri - The Soulbearer Lawful Good Death, life, rebirth, cycles, fate Inderimaeth - Custodian of the Sea Chaotic Good Sea, weather, joviality Erdrydion - The Truth Bringer Lawful Good Truth, justice, honour, light, righteousness Horauthin - Harbinger of War Lawful Neutral War, peace, glory, valor, strength, diplomacy Brinilmin - The Broken One Chaotic Neutral Chaotic magic, power, arcane Markamin - The Chanced One Chaotic Neutral Chaos, luck, change PANTHEON OF THE THARAMENI


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15 THARANAIS Worshipped by scholars, wisemen, craftsmen and anybody whose life pursuit is dedicated to knowledge and/or magic. Tharanais is the patron of teaching and wisdom and his name translates literally to “Prince/Inheritor of Wisdom.” He is often seen as the leader of the Tharameni, being the firstborn child and the supposed likeness of Tharador himself. Many mages or magic users also pray to Tharanais for guidance in their craft. His symbol is a candle in a sconce imbued with the Lamineran rune for Wisdom, giving light to a tome. Large temples to Tharanais are found across Tharador, and most university campuses will have a building dedicated to worship of this divine. Depiction. Tharanais is often depicted as a stoic cloaked male scholar, burdened with scrolls and books, surrounded by candles. The candles are representations of enlightenment gained through learning. Domains. Clerics of Tharanais embody Arcana, History and Knowledge in their powers. Holy Day. Scholar’s Solstice is the holy holiday of Tharanais. This takes place over a three day period bearing the Summer Solstice each year. It is said that the day that is most illuminated will bring the greatest enlightenment to scholars, and with the long hours of these days scholars are encouraged to share knowledge with the general public through public forums, lectures and tutoring. Many scholars choose this three day period to publish their works as well, feeling it will be blessed by Tharanais should they do so. COMMANDMENTS OF THARANAIS • Thou shalt seek knowledge and wisdom at all times, for they are the keys to understanding the world and our place in it. • Thou shalt use thy knowledge and wisdom for the betterment of all, and not for personal gain or to cause harm. • Thou shalt pass on thy knowledge and wisdom to others, for the spreading of knowledge is the greatest gift we can give.


16 CEDHELIETH One of the most commonly prayed to of the Tharameni, Cedhelieth is the first born daughter of Tharador and hailed as the “Lifegiver” for being the divine that gave life to the first Elves, the Beremeni. Cedhelieth designed Elves and thus all following creatures in a way that they could create new life in a joining of their souls together through the act of love. Thus Love and Life are both her domain, and she is prayed to for family and fertility as well. During a woman’s pregnancy, a prayer is said to Cedhelieth by morning and evening, with offerings of fresh flowers also given up to her shrines by the afflicted each trimester. It is common as well for her name to be invoked during the rituals that lead to such scenarios. Cedhelieth’s temples are common and found in almost every city. Any person who wishes for love or family finds Cedhelieth as the Tharameni closest to their heart. Many bards and artists also dedicate their works to her as all things beautiful are said to be her domain. Depiction. Cedhelieth is depicted as a hauntingly beautiful and gracious female. Her expressions range from melancholic to jovial. She is depicted usually carrying her Soulflower, the source of life which pollinated the continent of Tharador. Domains. Clerics of Cedhelieth embody Love, Emotion and Life in their powers. Holy Day. The Day of Bliss is the first Balaran of Fall’s Passing. Many use this day as an excuse for hedonism in modern times, but it was originally steeped in tradition as the best day of the year to try for a child. True worshippers of Cedhelieth detest the modern interpretation of the holiday. COMMANDMENTS OF CEDHELIETH • Thou shalt honour and respect the sanctity of life, and work to preserve it at all times. • Thou shalt nurture and cherish the bonds of family and love, for they are the foundation of a fulfilling life. • Thou shalt cultivate beauty and art in all that thou doest, for they enrich the world and bring joy to those around thee.


17 RENMAETH The patron of druids, gardeners and even artists, miners and builders. Renmaeth’s spectrum of worship is incredibly varied owing to everyone’s differing interpretations of the Keeper of the Body. Her domains are nature and landscapes, thus the obvious patronage of Druids. However the depiction of Renmaeth varies, and many crafters (such as Dwarves) worship her as the creator of mountains and metals as well, a strong juxtaposition to the Elven or Druidic worship of her. However most depictions of Renmaeth do meet the latter, and in human lands she usually is worshipped as the patron of animals, nature and landscapes. Temples to Renmaeth are usually uncommon - usually her places of worship are shrines erected in gardens or parks within cities. She has many significant landmarks of worship as well across Tharador, including the Four Pillars, the great trees she and her druids sacrificed themselves for to preserve the continent when it began withering and dying during the First Era. Depiction. Renmaeth is usually depicted as a fair female faun holding her pinecone staff. Dwarves however depict her as a woman of stone and muscle carved from the mountains. Domains. Clerics of Renmaeth embody Nature, Beauty and Beasts in their powers. Holy Day. Renmaeth’s Holy Day is Brel Nostar. It is the first holy holiday of the year. Brel Nostar lasts usually a week and involves pilgrimages to Renmaeth’s holy sites, namely the Four Pillars in each corner of the continent. Some also travel to Farlena and the forests of Nan Thalias for this occasion. COMMANDMENTS OF RENMAETH • Thou shalt respect and protect the natural world, for it is a sacred gift from Renmaeth. • Thou shalt honour the beasts of the land, sea, and sky, and treat them with kindness and compassion. • Thou shalt appreciate the beauty of the landscapes around thee, and work to preserve it for future generations.


18 INDERIMAETH Sailors, mariners, fishermen and Elves of the Sea all hold Inderimaeth as their patron and most beloved of the Tharameni. Inderimaeth is the guardian of the seas, ruler of the waves. Alongside her two Leviathans, the Vosinderi, she guards the people of Tharador from the evils of Quorenderi. Many assosciate her with storms and weather as well, though this is not a universal assosciation as many hold Glanion as the maker of weather too. Though when a sailor leaves on a long voyage, a prayer is said and an offering is made at a shrine or temple of Inderimaeth, common in almost any seaside town. They pray for smooth sailing, and that includes the weather too, so it’s understandable where this connection came from. More naturalist worshippers of her, such as Druids of the Sea, pray while immersed in the ocean itself. Some extreme worshipers drink a mouthful of sea water as their way of paying tribute to her. Depiction. Inderimaeth is depicted usually as a jovial female with bright blue eyes, dark hair and tanned skin. This depiction has resulted in woman in Tharador who usually feature these traits themselves being known as “Daughters of Inderimaeth” and are affectionately known as “Inderiel.” Domains. Clerics of Inderimaeth embody the Sea, Storms and Joy in their powers. Holy Day. The first Drendaren of Midsummer is the Inderimaeth’s holy day. This day is known as “The Day of the Receded Sea” as quite literally the tide of the ocean recedes a significant distance for the full day. In this time many families and worshippers of Inderimaeth flock to the beach to enjoy themselves. COMMANDMENTS OF INDERIMAETH • Thou shalt see crashing waves as a reminder of the boundless strength of Inderimaeth, and in that strength find humility. • Thou shalt embrace the joy in all things, for in it lies the favour of Inderimaeth, and in her favour lies prosperity and goodwill. • Thou shalt heed storms as a sign of Inderimaeth’s power and a call to steadfastness, for to weather them is to earn her blessings.


19 NAMNERI Often worshipped as simply the Divine of Death, some misinterpret this as a malicious deity. In reality Namneri is more a shepherd of souls and a guide to those who have passed. It is said that he is the architect of our afterlife, and when we pass to join our families and ancestors it is Namneri who shall bring us to them. “All good souls go to Namneri’s Chalice,” is a common saying used to encourage good deeds and thoughts, since it is said that evil souls wander Minera for eternity, while good souls are placed in Namneri’s Chalice to enter the blissful afterlife. There are also of course those who believe in rebirth, and a cycle of life and death, and that it is Namneri who gives people the choice of rebirth from the afterlife. When a person is terminally sick, those close to them will say prayers to Namneri for an easy passing, and that he will guide their soul so it may fill his chalice with another drop. Temples to Namneri are common across most cities in Tharador, and are often used as housing for the dead with mausoleums or columbariums built in basements or in upper levels of the temple. Similarly funerals are mostly held in Namneri’s temples. Depiction. Namneri is depicted as a pale skinned, stoic young male with white and bright blue eyes. Sometimes he is depicted blank faced, other times with a kind smile. Domains. Clerics of Namneri embody the Death, Life and Fate in their powers. Holy Day. The day of Ancestors is held on the last Syeldren of the month. This day sees families pay respects to those who came before them, writing their names down and giving offerings or telling tales about their deceased ancestors. COMMANDMENTS OF NAMNERI • Thou shalt honour the cycle of life and death, for in it lies the wisdom of Namneri. Embrace the inevitability of your passing and in doing so, find peace in the present. • Thou shalt embrace thine fate, for it is the will of Namneri. Do not struggle against the tides of destiny, but flow with them and in doing so, find purpose. • Thou shalt honour the rebirth that comes with death, for in it lies the promise of new beginnings. Embrace change and in doing so, find hope in the future.


20 ERDRYDION Woe to deceivers and the unjust caught in Erdrydions Lance, for it is the bane of all evils, forged as poison to Mindoriel and her Spawn. Erdrydion is worshipped collectively by most of Tharador as he is seen as the bane of all evils, and a warrior too like his twin Horauthin. Erdrydion is often invoked in courts and councils where truth is paramount, oaths are taken which swear upon his name for upheld truths in such matters. Justice and Truth are his two domains, and it is with these that he decries the lies and evils of Mindoriel’s Spawn. Many paladins of Erdrydion are dedicated to the purging of any creatures that come from her Spawn, including undead and infernal beasts; they are only second to Horauthin’s devotees as being the most militaristic. Erdrydion’s places of worship are found in most temple districts in cities, and shrines are often in courthouses and castles. Most notable of these is the enormous Grand Temple to Erdrydion found in Velandria, Belfrie. Depiction. Erdrydion is often depicted as a powerful winged male wielding a sword wreathed in radiant fire and holding his lance, which is often depicted as a lightning bolt or something akin to a throwing spear. Domains. Clerics of Erdrydion embody Truth, Justice and Light in their powers. Holy Day. The first Drydaren of Winter’s Hold is Erdrydion’s Day of Atonement. It is a day for confessing sins and wrongdoings to ones peers and loved ones. Many long standing grudges or dark secrets are admitted or revealed on this day. The following day is Horauthin’s Holy Day which is used to resolve any hardships and differences created in confession to one’s peers. COMMANDMENTS OF ERDRDYION • Thou shalt speak the truth, for in it lies the light of Erdrydion, and in his light there is wisdom. Let your words be true, and in doing so, earn the respect of Erdrydion. • Thou shalt act with justice and honour, for in it lies the righteousness of Erdrydion. Let your actions be guided by fairness, and in doing so, earn the favour of Erdrydion. • Thou shalt stand for what is right, for in it lies the courage of Erdrydion. Let your convictions be unshakable, and in doing so, earn the protection of Erdrydion.


21 HORAUTHIN Known by many as the Harbinger of War, Horauthin has truly earned such a moniker. Though many forget that Peace is also his domain. Horauthin champions war as a necessity against evil, but Peace as the status quo at all other times and is said to weigh down heavily on the souls of those who wage unjust wars. Horauthin is worshiped as the God Ancestor of most Colossals, but many temples and shrines to him may be found across Tharador, particularly in major cities or militaristic societies. Worship of him varies greatly between cultures, with Elves much more in touch with his domain of peace than Men and Colossals who pray to him for success in battle. Horauthin is the twin brother to Erdrydion and many worship the two in unison and their temples are always found close by to each other. Depiction. Horauthin is often depicted as a one handed male warrior clad in ornate plate armour. Sometimes he possesses wings. His face is never depicted as his helmet is never removed. Sometimes his missing hand is replaced with a glaive infused into his armour. Domains. Clerics of Horauthin embody Strength, Valour and Diplomacy in their powers. Holy Day. The Day of Redemption is the holy day of Horauthin, taking place immediately after his twin’s Day of Atonement. Held on the first Vosaren of Winter’s Hold, the Day of Redemption is a day that celebrates Horauthin by settling disputes with one’s peers or family. Often this is done through sparring or non-fatal combat, but also at times with debate or diplomacy. COMMANDMENTS OF HORAUTHIN • Thou shalt honour Horauthin in all matters of conflict, whether through war or diplomacy. • Thou shalt never use thy skills for personal gain or selfish purposes, but rather in defence of those who cannot defend themselves. • Thou shalt always strive for peace, but be prepared for war when necessary to defend thy beliefs and those in need. • Thou shalt respect the decisions of those in positions of leadership, but also have the courage to speak out against injustice and wrongdoing.


22 BRINILMIN One of the two “Wildcard” Tharameni. Brinilmin is separated from his older siblings. It is said its creation was corrupted by Mindoriel, and what was intended to be a master of magic instead became an unhinged font of power which killed indiscriminately. Thousands of Colossals and Elves were both killed in its creation, and thus Brinilmin is seen as evil by most in these cultures. However Brinilmin also was responsible for instilling the powerful magics of Minera’s Breath in the soil of Tharador, most particularly in the Prendaël river that runs through modern Leacianus. It is for this reason that the High Elves settled in Leacianus, and thus many worship Brinilmin as a font of power and master of arcane knowledge, despite the taboo associations across the rest of Tharador. Thus no temples to Brinilmin exist anywhere in Tharador except in Leacianus, though small shrines might be found that were erected by cultists or power-hungry wizard sects. Depiction. Brinilmin’s depiction varies greatly between Leacianus and those beyond its Arcane Dome. The Leacianan’s depict it as an Elven Sorcerer dressed in ornate robes pouring its essence into their great river. Beyond Leacianus it is depicted as an ethereal-like being that is magical essence in a vague humanoid shape. Domains. Clerics of Brinilmin embody Arcana, Power and Chaos in their powers. Holy Day. There is no widely celebrated Holy Day for Brinilmin. Although in Leacianus the first day of second month is a holiday in Brinilmin’s honour that involves drinking water from the Prendael River to be annointed with Brinilmin’s Power. COMMANDMENTS OF BRINILMIN • Thou shalt embrace chaos, for it is the source of power in Brinilmin’s domain. Let your actions be spontaneous, and in doing so, earn the favour of Brinilmin. • Thou shalt not be bound by the rules of convention. For in the chaos of Brinilmin’s realm, the unconventional path often holds the key to understanding. • Thou shalt access the power of the arcane abundantly, for it is the tool of Brinilmin’s command. Let your magic be wild, let it be unpredictable, for in it lies the greatest potential for change.


23 MARKAMIN The Second of the two “Wildcard” Tharameni. Markamin is a peculiar place as not even in any tales of the Age of Creation is he mentioned. It is thought that Markamin was therefore created in the First Era, either by somehow willing himself into existence, or as a by-product of Tharador’s final act as he passed into slumber. Markamin appropriately is the divine of luck, chaos and change. Although he isn’t openly worshipped in temples or shrines like other Tharameni, many men will admit to saying a prayer to Markamin before they toss a coin or roll a dice. However since worship of him is banned by the Greater Tharameni Clergy, very few will be the type to worship him as a patron. Those that do are usually roguish types or gamblers. It is often said that the winds of change ride on the curtails of a coin toss by Markamin. The few places shrines to Markamin might be found are small rooms in the back of gambling houses or casinos. Depiction. Markamin is depicted as a male faun with a devilish look about him. Sometimes he is equipped with a tea cup, accentuating his madness, other times a coin with the likeness of his own head and tail on each side. Domains. Clerics of Markamin embody Luck, Chaos and Change in their powers. Holy Day. Similarly to Brinilmin, Markamin does not have an established Holy Day. There is a saying among gamblers that “any day you’re up is a holy day of Markamin” implying that the Divine of Luck and Chaos was feeling particularly generous to put odds in their favour that day. COMMANDMENTS OF MARKAMIN • Thou shalt embrace change, for it is the very essence of Markamin’s realm. Let your actions be unpredictable, and in doing so, earn the favour of Markamin. • Thou shalt embrace the power of luck, for it is the force that drives Markamin’s favor. Take risks and let fate decide the outcome, and in doing so, earn Markamin’s blessing. • Thou shalt embrace the chaos that comes with your actions, for it is a sign of Markamin’s influence. Let the consequences of your actions be unknown and be open to any outcome, and in doing so, earn Markamin’s rewards.


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25 Mindoriel’s Spawn While Mindoriel herself has been defeated for sometime, her spawn somehow survived the calamity that saw their mother ultimately maimed, frozen and defeated. Though they reportedly returned from death, changed and corrupted. Much of this history is from the same records of Elven scholars, with some speculation of my own to fill in gaps left in the writings. When Mindoriel devised each of her Spawn, they were intended as tools simply in her crusade against mortality. The first of these children was Seroca, the Secret. An extremely mysterious entity that has no gender, voice or face. Simply an enigmatic tool used by Mindoriel to spy upon Tharador and his Children in the earliest days. After Seroca, Eldrinderi (who resurrected as Quorenderi after his death at the hands of Glanion) was created who threw an enormous wave over the continent of Tharador, killing many of the first Elves, the Beremeni. It was this calamity that saw Tharador in turn give rise to Namneri the Soulbearer and Inderimaeth the Keeper of Seas. After this she created Myrothlir who was the father of all undead, and creator of the Felanhier, or vampires as they are known in common. With his general Almenhier he brought untold suffering to the Beremeni. So much so that Tharador was forced to create his twinned Children Erdrydion and Horauthin to counter the hordes of undead. When Myrothlir was temporarily defeated, Mindoriel thus brought about her two final Spawns, Idinhelieth was the first of these, the bringer of pestilence. Disease, starvation and suffering swept any lands he gazed upon and many famines and plagues battered down the dwindling numbers of the Beremeni. The second of these (and the fatal mistake that lead to Mindoriel’s downfall) was Nosmarka, Burning Chaos. She wielded the body of Glancalnos, child of Glanion and caused him unending anguish. It was this that forced Glanion’s intervention in the war of his younger siblings, bringing about a radiant beam of fire upon Mindoriel and severing her hand which still grasped onto the body of Tharador after the continents had collided. This saw all the Spawn of Mindoriel perish, save for Myrothlir. From the depths of the sea he retrieved his slain siblings, bringing them back to life, undead and bent to his own will. All in all there are five Spawns of Mindoriel, and though they are not usually worshipped, there are many strange cults and desperate people upon Tharador who devote themselves to these dark deities. Some of these deities provide raw power and create nefarious pacts with their followers. Others have instead created their own Spawn in attempts to fulfil their mother’s wishes in ending the “sin” of mortality. Deity Alignment Domains Seroca - Eyes of All Neutral Evil knowledge, secrecy, darkness, divination Quorenderi - Deepest Tears Lawful Evil shapeshifting, dread, deceit, ocean Myrothlir - Corpse Bearer Chaotic Evil undeath, misfortune, dark magic, curses Idinhelieth - Bringer of Pestilence Neutral Evil famine, disease, pestilence Nosmarka - Chaos Burning Chaotic Evil chaos, wrath, grudges, change DARK PANTHEON OF MINDORIEL’S SPAWN


26 SEROCA First created of Mindoriel’s Spawn. Seroca was born as a tool to Mindoriel with the intent to use it to keep a constant vigilance over the schemes of her brother and his children. Seroca was not seen as her own child in her eyes. It was no son nor daughter, and even still those select few across Minera who know of Seroca’s existence refer to it either by name or with the disparaging word of “it.” But it makes little difference to Seroca for its domain lies beyond the minds of most mortals, yet in their secrets and hidden or even unknown desires. Seroca’s worship across Tharador is quiet and sparse, barely a hundred worshippers make up its clergy across the continent. Those that find themselves in such company find themselves well sourced however, for Seroca trades in secrets. For unknown facts and secretive knowledge, Seroca will grant its worshippers immense power: unaging life, altered memories and altering records of history are some such feats Seroca has performed in the past. Depiction. Seroca is depicted as a faceless hooded humanoid figure, veiled in shadow. The only markings on them is their symbolic wreathed eye, matching the end of their Staff of Eversight. Domains. Clerics of Seroca embody Secrecy, Stealth and Knowledge in their powers. Holy Day. Seroca, like the rest of Mindoriel’s Spawn, does not have a Holy Day. However it is said that his follower’s congregate and conduct seances with their dark deity on the nights where Glanbeli fields no light upon Tharador. COMMANDMENTS OF SEROCA • Thou shalt seek the darkness, for in it lies the truth hidden from sight. • Thou shalt guard the secrets of others, for in their unknowing, your power thrives. • Thou shalt not fear the unknown, but master it; for in the shadows of the future, dominion awaits.


27 QUORENDERI Second born of Mindoriel. Eldrinderi was his name at conception, the Guardian of the Seas. For his purpose was to keep the meddlesome Beremeni from defiling the Tears of his Grandmother. When Mindoriel first saw the Elves sail upon the waves of her mother’s sorrow, she saw it as an affront to her mother’s pains, a sign of utter disrespect and heresy. So Eldrinderi was born and with a great wave he cleansed the seas of all mortals that might dare tame it. As the Sibling War ended, Eldrinderi like many of his siblings was slain during the Sundering of Mindoriel. His body sunk to fathomless depths, but was recovered by his brother Myrothlir. The Divine of Undeath brought Eldrinderi back from oblivion, though now under his own control like a puppet, torn from his own agency and left with a foul form. Quorenderi became his new name, and seldom did he rise from the black depths beneath Minera’s Oceans, bound to the will of his younger brother. In recent years Quorenderi caused upheaval on Tharador after using a shapeshifted projection of himself to destroy one of the Garnet Seals that protects Tharador from himself and his siblings. In pursuit of the second Seal, he destroyed the ancient city of Elen Estel, which has only just begun recovering from its destruction over fifty years later. Depiction. Quorenderi is depicted as a monstrous being barely resembling a humanoid. His face is a gaping maw with a single bulbous eye. A mass of tentacles string shoot from beneath its head, filling out a humanoid shape beneath its dark and bedraggled robes. Domains. Clerics of Quorenderi embody Shapeshifting, Dread and Deceit in their powers. Holy Day. Quorenderi possesses no Holy Day that is openly celebrated amongst the populace of Tharador. The general populace of Nan Thalias mark The Day of Tears in Last Bloom as a day of remembrance for the destruction of Elen Estel. Some wicked followers of Quorenderi spend this day in celebration. COMMANDMENTS OF QUORENDERI • Thou shalt embrace the formless depths, allowing thyself to become the ever-changing tide. • Thou shalt weave webs of deceit, for in falsehoods, true power and control lies. • Thou shalt spread dread as a dark shadow upon the world, for fear is a potent dominion.


28 MYROTHLIR The third of Mindoriel’s children and the most destructive of all. Myrothlir lead the armies of Mindoriel against the Tharameni and their own children of Elves and Colossals. He was born in the wake of destruction left by Mindoriel’s collision with Tharador, his own soul fuelled by thousands of perished Beremeni. He became the Harbinger of Undeath, giving rise to the first undead to plague Minera and later creating his own children, the Felanhiér, commonly known as Vampires. Myrothlir is perhaps one of the most well known and feared of Mindoriel’s Spawn for these reasons, as well as the most worshipped. Necromancers, liches and practitioners of dark magic worship the Undead Divine. So too do many of the Vampiric Clans that walk Minera, save for the Thrasliche clan which has waged war against their creator since their liberation from his grasp. Depiction. Myrothlir is contrasted heavily to the depiction of Namneri, for he chose his form in mockery of the Divine of Death. His wings are sharp and crude, he carries a chalice of blood and misery in two hands, and in two more her carries a spear-like spade. His face is stony, pale and hollow, baring little emotion. Domains. Clerics of Myrothlir embody Necromancy, Misfortune and Curses in their powers. Holy Day. Like his siblings, Myrothlir has no allotted holy day. Cultists that follow Myrothlir will engage their magics and practice worship at anytime, and it is rare to find congregations that choose to worship him on one certain day above others. Every day is a good day to bring life to the dead in their eyes. COMMANDMENTS OF MYROTHLIR • Thou shalt grant the mercy of unending existence to the mortal coil, for in the wake of death lies the truest form of compassion. • Thou shalt weave misfortune into the lives of the unwary, for the tapestry of existence is enriched by adversity. • Thou shalt brand thy enemies with curses indelible, for vengeance is the language of the betrayed and wronged.


29 IDINHELIETH Fourth of Mindoriel’s Spawn. Idinhelieth was not known to the Tharameni for some time as his part in the Sibling War was mostly covert. It was thought that the disease and emptiness that gripped the land was the work of Myrothlir and his unholy abominations, when in truth Idinhelieth had been concocting his own means to dwindle the numbers of Tharador’s mortals. Sickness, starvation and suffering were his means to such an end, leaving the lands barren and wasted. In current times Idinhelieth is prayed to and bargained with by the greedy and envious who wish to impart suffering on their neighbours and kin. Most notably Idinhelieth was responsible for the desolation of Hinatal during the Second Era that saw the ripe and fertile oasis turn to a dried mound of sand. There are some cultists who worship Idinhelieth as well, evoking the deity in a bid to try control the ever-growing population of Men that are sprouting across Tharador. Depiction. Depicted as a sick, gangly and leprous boy. Idinhelieth’s skin is often depicted as rotting and peeling from bone, though more conservative depictions show him dressed in bandages to cover his diseased and pus-ridden flesh. Domains. Clerics of Idinhelieth embody Famine, Disease and Pestilence in their powers. Holy Day. No official holy days exist for Idinhelieth since his worship is banned in all kingdoms of Tharador. However the few cults that worship him will usually undergo rituals and sacrifices during Autumn to ensure barren harvests befall their enemies come the time of reaping. COMMANDMENTS OF IDINHELIETH • Thou shalt spread famine among thy foes, for in their hunger, their true nature is revealed, their sins laid bare. • Thou shalt unleash disease on those who have wronged thee, for through suffering, they atone for their transgressions. • Thou shalt bestow pestilence upon the unworthy, for in death’s embrace, they find mercy from life’s relentless torment.


30 NOSMARKA Last of Mindoriel’s Spawn and that which caused the ultimate demise of the Dark Divine. Nosmarka was imbued with the essence of Glanion’s own child, Glancalnos. This caused agony to Glancalnos, forcing Glanion to intervene after Nosmarka began casting flames across Tharador. This resulted in the deaths of Nosmarka and all her siblings, save for Myrothlir who would later raise them all as undead bent to his bidding. Though Nosmarka was raised and kept in a dreaming stasis instead, for her flames would bring the ire of Glanion once again. So she sleeps and dreams, creating her own Dreamscape akin to Renmaeth’s Fey. The Hellscape of Nosmarka is the home of all infernal creatures: beings of chaos, wrath and hatred brought to life in the mind of Nosmarka. Some have learnt how to leave this infernal prison, and some on the mortal plane have learnt how to enter it, or summon its inhabitants. Those that have landed on Tharador from Nosmarka’s Hellscape still pay reverence to their creator. Depiction. Nosmarka is depicted as a hammerhead like demon with a slim feminine frame that is still rocky, hard and intimidating. Her claws are razor sharp and fire constantly swirls around her red hot body. Domains. Clerics of Myrothlir embody Chaos, Wrath and Grudges in their powers. Holy Day. Nosmarka’s unofficial holy day as decided by her Infernal worshippers takes place on the first and last days of summer. These usually involve Fire Baths in which her worshippers will literally jump into enormous bonfires in a bid to emulate their homeland of the Hellscape. COMMANDMENTS OF NOSMARKA • Thou shalt cultivate chaos, for in disarray, the order of oppression is shattered. • Thou shalt hold wrath in thy heart, for anger ignites the flame of justice. • Thou shalt nurse thy grudges, for the memory of wrongs fuels the strength for retribution.


31 III: Third Era Tharador The dawn of Tharador’s Third Era was signalled by the disintegration of the Draksborne Empire, a colossal, martial human empire that reigned over the central territories of Tharador. Throughout the Second Era, the Draksborne Empire morphed from an unremarkable coalition of city-states hidden in a remote corner of the continent into a ravenous beast, its hunger for power driving it to gobble up the surrounding lands in an insatiable quest for domination. However, its relentless expansion came to a grinding halt when it reached the boundaries of the Elven kingdoms of Nan Thalias and Leacianus. The High Elves of Leacianus were a formidable adversary they knew was insurmountable; their territory was enveloped by an unbreachable Arcane Dome, and even if an entry was discovered, the Elves possessed sorceries that baffled human understanding. On the other hand, the Elves of Nan Thalias seemed a more conquerable adversary. Emperor Silvian III and his council of advisors dismissed them as simple beings who scraped out an existence from trees and slumbered in branches. The majestic Estel trees of their land, famed for their incredibly strong bark and fruit and leaves with healing properties, were an irresistible prize. However, the Nan Thalians were quick to dispel any notions of frailty. Many of the Elves were battle-hardened veterans from the Colossal Wars of the First Era, their fighting skills still sharp despite the passage of centuries. The forces of Draksborne had decimated the independent Elven settlements on the western side of the Tradver river, presuming that resistance on the other side would be negligible or easily vanquished. They were wholly unprepared for the relentless carnage that awaited them once they crossed the river. Their knights were ensnared by predatory vines, while arrows whistled through the air, the silent symphony of their flight delivering hushed death. The human forces scattered in retreat, and the Tradver river morphed into a crimson battleground for countless years as the Empire steadily clawed its way into the untouched forest. For generations, colonists in the newly founded settlements were dispatched to the front lines as retribution for the pettiest of crimes. Few survived what came to be known as the Tradver War. Despite the relentless onslaught, the Empire was able to penetrate the Elven lands, establishing colonies along the river and to the north. However, the impregnable Elven City of Elen Estel stifled any further progress. Despite the Empire hurling battalion after battalion against it, its walls held firm. Frustrated by the futile attempts, twin brothers, Jochen and Arthur Belfrie, resolved to negotiate with the Elves they had been conscripted to fight. They were the sons of a local baron and held the support of all the frontier lords. The Elves agreed to an alliance with the Belfrie brothers, who sought to rebel against their imperial overlords and establish an independent state. King Vandiliar Thalias of Nan Thalias, perceiving a potential advantage in either outcome of the rebellion, swore an oath upon the Estel Tree of Aluvitar to assist the brothers as


32 long as they remained faithful to their cause. Armed with the allegiance of the cities of Hvirna, Edgar, Velandria, and Tradver City, in addition to their father’s forces from Mistrath and numerous nearby townships and villages, the Belfrie’s declared their independence. Over the course of a week, they dismantled Imperial institutions and executed its officials across the region. The Emperor reacted swiftly, marshalling his forces toward the Gilrain River. However, the rebels had already marched to confront his armies. A fierce battle erupted in Elifer Marsh, resulting in a costly victory for the rebels. Their ranks significantly depleted, they were forced to rely on guerilla warfare with the aid of the Elves to undermine and weaken the remaining Imperial forces that later swept through and occupied their lost territories. The Belfrie Rebellion was marked by five years of brutal warfare. In that time, Arthur Belfrie fell victim to the curse of vampirism; the Imperials had enlisted a coven of vampire assassins to eliminate the twins. Many of their most loyal men perished in their defence, or themselves became vampires alongside Arthur. Grappling with a newfound malevolence and loathing, Arthur bid farewell to his brother while his sanity was still intact. Under the cloak of darkness, he journeyed to Draksborne’s capital of Sundestra with his fellow vampires. They rested during the day where they could. Utilizing his newly acquired supernatural abilities, Arthur infiltrated the Keep undetected. The


33 Emperor, upon seeing the burning hatred etched in Arthur’s face, knew what was coming. Arthur attacked, ripping apart the Emperor with the savagery of a feral beast as he feasted on his royal blood. Once he was satiated, Arthur regained control of his senses and sought out the Crown Prince. Holding him hostage at knifepoint, he forced him to sign the Belfrie Peace Treaty, securing freedom for his brother’s realm. Gripped by fear, young Prince Jakobus hastily signed the treaty. Arthur afterwards departed to rejoin his brother. Days later, he presented the bloodstained treaty, prompting Draksborne’s forces to retreat. This momentous event signalled the close of the Second Era and heralded the onset of the Third Era: the Age of Liberty. Subsequently, Arthur found himself ostracised by his brother and erstwhile allies. His name was ruthlessly expunged from history as Jochen was loath to acknowledge that their victory had been achieved by a vampire consumed by bloodlust. According to Belfrian records, an insurrectionist from the capital assassinated the Emperor, a fact contested by Draksborne to this day. However, even Draksborne remains oblivious to the fact that the assassin was none other than the twin brother of the heroic figure, Jochen Belfrie. Every reference to Jochen having a twin has been systematically erased from the annals of history, barring the ancient archives untouched since the Second Era. Belfrian scholars attribute the mention of a twin in Draksbornian records to mistaken identity. They conjecture that Jochen had a court mage skilled in crafting body doubles and mirror images through magic. In the wake of Draksborne’s capitulation, Jochen took upon himself the task of founding and reestablishing his realm. His native city, Mistrath, was proclaimed the capital and renamed Jochenia in tribute to his own valour. The region itself adopted the name Belfrie, the fruition of a long-standing jest between him and his brother. Post this, Jochen fathered a multitude of children with his three wives, begetting fifteen progenies by the time of his demise, forty-five years after securing his people’s freedom. Following his death, his offspring splintered into factions, triggering a period of internal strife and jockeying for power. Jochen’s ambition was not satiated by merely achieving independence; he was acutely aware that Draksborne would rapidly recover, even within his lifespan. To eliminate any possibility of their resurgence, he instigated rebellions in the empire’s peripheral regions. Karkanoth, an ancient kingdom in the empire’s north, boasted a formidable navy, while Formen housed a myriad of venerable warrior clans rumoured to share the bloodline of the Colossals. To these regions, Jochen penned letters, promising financial support for their respective independence wars. He convinced them that striking now, with Draksborne in its weakest state, would yield the most favourable outcomes. The empire’s military was yet to recover from a relentless five-year conflict against him, and their newly-crowned emperor was even less seasoned than the wine in his cellar. At Jochen’s encouragement, they coordinated their rebellions. Draksborne’s The Final Blow


34 naval assault on Karkanoth failed: the northern region controlled a significant portion of the empire’s ships and shipyards. Their land border was nearimpregnable too, the massive fortress of Vunderwahl and its tunnel were the sole land entry into the kingdom, barring the treacherous crossing of the icy, razor-sharp Falan Mountains. They laid siege to Vunderwahl for over two years to no avail. Their own siege camps fell to disease and attrition faster than the fortress, which received regular supplies via the tunnel connected to the capital, Het Zicht. In a last-ditch attempt, sorcerers teleported in soldiers and sappers, which backfired spectacularly when Karkanoth’s own sorcerers sent them back into the siege camp while lobbing the sapper’s explosives over the walls. As the tent-city under Vunderwahl’s walls went up in flames, a battalion of knights charged from its gates, slicing through the panicked besiegers. The siege ended disastrously for Draksborne, whose forces retreated within their borders to recover. Depleted, encumbered, and bereft of supplies, these weary forces were ordered into Formen. However, Formeni scouts had vigilantly observed the events, readying their army. A few dozen miles into Formen’s territory, Draksborne’s remaining forces met with a humiliating defeat. In the aftermath, the young Emperor Jakobus conceded both Karkanoth and Formen, pronouncing the Draksbornian Empire dissolved. He vowed to channel the remaining resources inward to enhance the lives of his subjects, enticing those who had left to return. This lofty ambition, however, proved far-fetched. Despite numerous attempts at reconquest by Jakobus’ descendants, none were successful. Defensive alliances formed between Formen, Karkanoth, and Belfrie deterred Draksborne, as war against any one of them meant fighting on three fronts. Thus, Draksborne was relegated to a kingdom, albeit still among the largest in Tharador, both in terms of landmass and population. Its era of affluence was over, though, with Belfrie claiming that title. Founded on the principles of liberty and equality, Belfrie contrasted sharply with Draksborne’s discrimination against inhuman races like Elves, Dwarves, Halflings, and Colossals. Instead, Belfrie embraced them, becoming a cultural melting pot due to this ideology and its central location. Although Belfrie lacked a unique cultural identity, the fusion of cultures came to define it. Centuries later, Belfrie stands as one of the wealthiest human kingdoms in Tharador.


35


36 Following the fall of the Draksborne Empire was a period of peace that lasted two and a half centuries across Tharador. This time became known as the Days of Grace, many attribute Horauthin as the cause of this, for only intervention of the divine could keep swords sheathed for such a number of years. This wasn’t a time of complete lack of bloodshed, but the greatest conflicts in this period were several failed reconquests by Draksborne and no battles took place between rival nations that were grander than a handful of skirmishes. In this time the alliances of Belfrie and Formen strengthened considerably. The hulking mountain warriors of the north gained favour with the elegant nobles of the south through intermarriage of their dynasties and trade agreements. Karkanoth’s alliance, though still bound by paper and ink, began to dwindle. Karkanoth was a secular kingdom, and though it partook in trade with both Formen and Belfrie, it did little to strengthen relations otherwise beyond its obligations in the defensive pact. But Belfrie also grew warm with the Elves of Nan Thalias that had fought alongside them in their war for independence. A ruin of an Elven town was reconstructed for all those who had lost their homes in the Tradver War, and it was named “Aluvitar” as a beacon of friendship between the two nations. Elves of Nan Thalias were mostly content with the stasis they had lived in since the First Era. But many grew curious to live among the lands of humans, beings whose flames burned but a tenth as long as theirs. Although some humans were still hesitant to welcome Elves with open arms, the Men of Belfrie grew The Days of Grace accustomed over a few generations and the Elves integrated into the fast pace of human society. So Central Tharador in this time became a well connected place, and even over time the icy hatred between Draksborne and its rebel states began to thaw and they would eventually engage in trade and diplomacy with one another. But this time of diplomacy and alliances was not the only marker of change that would begin at the dawn of the Third Era. Abolition of Slavery What truly gave the Third Era its moniker of the Age of Liberty is the end of slavery. Draksborne’s Empire was built on a workforce of slaves and indentured servants that had been taken from the lands that had rebelled against them. This consisted of all races, ages and genders. The newly liberated lands banned all forms of slavery, and many slavers were executed when the lands found their independence, or brutally maimed before being tossed out the city gates. Having lost the large majority of their slave source, one of the first decisions the newly anointed King Jakobus made was to abolish slavery across Draksborne. This was in part to save face since the industry had wholly dried up, and to try make the remaining lands of his realm more appealing for commoners, creating paying jobs in place of jobs fuelled by slaves. It was in hope that this would see commoners from the rebel states move back to Draksborne in search of work. Still, despite the intentions, it had ramifications that echoed through the rest of the continent. Draksborne may have fallen, but it still had influence,


37 especially in Baldur who always attempted to keep itself a step ahead of their western rivals. Baldur followed in abolishing slavery, though this was in practice of abolishing “humanoid” slavery. Officially, Baldur saw the Orcs of Ukrondia that they had already been enslaving for hundreds of years as “fauna.” So while slavery became outlawed for the other races of Tharador, it continued for Orcs who would come to form the backbone of Baldur’s monolithic economy during the Third Era. Those who wanted things done cheap would have them done in Baldur by the labour of Orc Slaves. This lead to the eventual dawn of industry that Baldur now finds itself in. But Belfrie took ill to this practice. Morally they thought the enslavement of Orcs was abhorrent, but also many merchants took their business to Baldur for the greater gold that flowed there. Underground networks of Abolitionists worked within Baldur and Ukrondia to free the Orcs, providing them shelter on the island of Mastania off Belfrie’s coast. This enclave of Orcs became a self-governed subject of Belfrie. Though they still paid tribute to the crown and provided a levy of Orc warriors when needed, Mastania was a safehaven for Orcs of Tharador and many Ukrondian Orcs and runaways found themselves starting new lives there. Baldur is not the only land to continue some form of slavery practice in Tharador though. The Raiders of Alimroth rely greatly on thraldom for their own industry as well, and it is perhaps an irony that the two kingdoms who are afraid of magic still practice slavery in some regard to instead fuel their technological marvels and nightmares. Though most surreptitious of modern slavery practices is the Siring Servants of the Elemi in Greater Abune. The Elemi cannot reproduce with each other, and require a “mundane” parent to beget a child. Since the Elemi are not well loved


38 by their neighbours, and for many other reasons, they do not have a steady supply of those willing to donate their bodies to the cause of maintaining the Elemi population. So Siring Servants are slaves bought on a contracted time from the warlords of Sudd Tohst. Usually males, these servants work within Siring Houses for anywhere between three months to three years and may father hundreds of children in that time. Female Siring Servants are usually custom ordered for Elemi nobles and will be contracted from conception until the child reaches three months old. Though the practice is seen as abhorrent, some travellers have been known to work at or volunteer at Siring Houses across Greater Abune. Siring Servants are also generally given extreme care, and though most hate the work, they would consider it preferable to carrying cargo through the scorching deserts of Sudd Tohst or panning for gold in a river. Some have been known to disappear after their contract is ended: presumed to be runaways who have no desire to return to their old lives and the Elemi Council does little to search for them. Nigh three centuries had passed since the Third Era began when the Days of Grace came to end. Since the Age of Creation the only enemies of the people of Tharador had been their neighbours and kin. Long forgotten were the evils of Mindoriel and her Spawn, and for the races of Men, Dwarves and Smallfolk they were never even known. But the evils of the Dark Divine had festered and healed in their millennia of banishment. Myrothlir now controlled the will of all his siblings, and slowly but surely began to enact his plan of vengeance against the Tharameni and the mortals of Tharador. At first he targeted those of weak will, instilling malice and misfortune in those who could easily be bent to his service. The only land he still held any sway in near Tharador was a remnant of his home of Ilthwaën that had drifted into Tharador’s waters after the Sundering of Mindoriel: Duskweave it was called by Men. The Gems of Edravës were fashioned by Edrador’s child whose namesake they are called after. Edravës gifted these so henceforth the fingers of Mindoriel and her Spawn could bare no touch to Tharador and his lands. But Duskweave was not his land. Myrothlir would be foolish to plant himself so closely and obviously to his foe, but he could create his own army and lieutenant there. So one day, a poor orphan by the name of Elias Kelathar was snared by Myrothlir’s clutches. Already troubled, Myrothlir sealed the boys fate when he used his brother Quorenderi to deliver a tome on the waves to the child. The content exactly is still unknown for it was smote by the same hero that would go on to slay Elias as well. For the contents would The End of Grace


39 have been dire indeed, as the young boy descended into madness and treaded down the foul path to necromancy and eventually lichdom. All inhabitants of the isle became his subjects, as did the scores of men sent by Baldur to reclaim their colony. Though sources vary as to when the isle was enshrouded by Seroca, and why, it dates to about fifty to sixty years before its rediscovery in 3E300 by Yinsylim Lichbane who had shipwrecked upon the isle and fought his way off. There are claims it was enshrouded after the failed taking of Elen Estel, hiding an army of undead from the eyes of the now alerted Tharameni. Yinsylim himself claims that Arthur Belfrie was in fact one of the residents of the isle, and that the vampiric forgotten hero had made a bargain with Seroca to hide himself and his own familial vampire coven there. Though as far as official recorded history goes, Yinsylim was able to stave off Kelathar after he shipwrecked, making a raft with other survivors and sailing to Belfrie. On the ship they carried Liturium found on the island, dampening all magic around them and providing them safe passage to leave. It was on arriving in Belfrie that Yinsylim told King Silus of his encounters on the isle. This prompted Silus to begin marshalling his men, but Yinsylim knew the forces of Kelathar would be too powerful for only one nation to fight. So him and other survivors travelled across central Tharador, gaining agreements from both Nan Thalias and Formen as well. But Kayrick, one member of Yinsylim’s group thought this would not be enough: powerful magic would be needed to slay the undead, especially a powerful Lich. So the group snuck into the High Elven Kingdom of Leacianus, passing through the Arcane Dome with the same Liturium they had taken from the island. There they were captured once they were brought to the capital of Nirloom, and with Arcane Glaives at their throats, Yinsylim and his party begged the three rulers of Nirloom for their aid. Artorian, Ferendir and Valius spoke for a time about the decision, before ultimately offering to bring aid, under the agreement that Leacianus would receive the three quarters of Liturium reserves found on the isle. Liturium was a threat to the Leacianans, its anti-magic properties rendered their enormous Arcane Dome useless, so for so many of their neighbours to have it was a great threat to them. Kayrick agreed to these terms immediately before any others in his party could debate such harsh demands.


40 It was this agreement that ultimately lead to the Liturium War five years later. For now however, the party could only scold Kayrick and stew in worry for what might come when the war was over. Together nearly twenty-thousand soldiers of the living marched against almost ten-thousand soldiers of the damned, though Kelathar’s forces were aided by foul beasts: undead dragons, hordes of werewolves, giant werewolves and even vampires (who reportedly changed sides to aid the living after the first day of battle). Ultimately the living were successful, Kelathar was slain and the four kingdoms signed the Duskweave Treaty that would see them each be given a portion of the island, and an equal share of Liturium. Nan Thalias took exemption from this: they wanted no land nor Liturium. They felt the safeguarding of Tharador from forces of evil was their duty, and wished for no reward from it. Leacianus however, felt scorned. Formen and Belfrie receiving an equal share of the Liturium was never agreed, and no amount of bargaining or arguing would have them budge. Begrudingly, Valius Hanar signed the treaty, but stewed a plan of his own in secret afterwards. Kayrick was to be chained and punished for his fallacious negotiation, but the man disappeared before he could be arrested and was never found again. Wanted posters for him hang on job boards across Belfrie and Formen to this day. For his deceit cost many more lives than he could ever predict, as Leacianus did not take the rugpulled agreement lightly. Over the next five years, Leacianus would in secret employ bandits, highwaymen and mercenaries to ransack caravans carrying Liturium in Formen, and then transport the goods to dead drops for their own agents to retrieve. When this was discovered a group of messengers were to sent to King Hjolmir I to inform him of the treachery, but the King’s quarters were secretly watched by the spies of Leacianus. When the messengers gave this news to him, Valius Hanar himself teleported to the King’s chambers, slaying him and framing the messengers, and placing a hex on their minds. It was not until Prince Jolmbröd delved further into his father’s death that he realised the true culprit, pardoning the messengers and sending a declaration of war to Leacianus. During his coronation, Jolmbröd took the name of his father, carrying it through the fires of war in vengeance. King Hjolmir II will now not rest until he sees the head of Valius Hanar on a pike.


41 The Liturium War Valius had prepared for this declaration of war, expectant of it and perhaps even excited. Within minutes of war being declared, a Leacianan strikeforce had mobilized near the Formeni city of Huvuden. In mere minutes they had laid waste to the city and its populace using their advanced magicks and the element of surprise - the people of Huvuden were completely oblivious to the political tensions with their neighbours. The invasion of Leacianus was quick and devastating. Formen called the other members of the Duskweave Treaty for aid. The Elves of Nan Thalias took a neutral stance, aiming to maintain a neutral ceasefire zone in Duskweave lest they awaken evil again, but they would not bring aid to either side in the war. Belfrie however was quick to come to the aid of their Formeni brethren, our two human kingdoms still held an alliance bound in three centuries of blood. The recently annointed King Trendium, whose father Silus had passed a few years prior, sent a contingent of his finest warriors and battlemages north, alongside a stockpile of Liturium to counter Leacianan spellcasters. So the Liturium War erupted into a full conflict that has ravaged Formen’s north for three years. Golden Griffins Alliance Outnumbered and stalled by the use of Liturium in the Human Coalition armies, the High Elves sought the help of Tharador’s largest Mercenary Company: the Golden Griffins. Though the Griffins are a Belfrian founded company, the coins that the Elven crown was willing to throw to them more than covered the price they would pay in all their Belfriand and Formeni chapters. Local rabble did most of the fighting there, so much so that intervention was required by town guards in both Tradver and Velandria to stop the complete slaughter of the respective chapter members. Though hundreds of Golden Griffin soldiers saw their lives end at the pointy end of a pitchfork, many more were taken prisoner until a time when the war was over, or they might turncoat and fight under a Belfrian banner against their excolleagues and the High Elves. Though their forces in their homeland were quickly dismantled, their international troops in Draksborne, Baldur and Karkanoth were able to reach Leacianus, totalling fifteen-thousand soldiers across dozens of Golden Griffin battalions. From the spring of 3E306 to the spring of the following year the Golden Griffins gave the High Elves the edge they needed to push their stalling lines forward. The mundane mercenaries were largely unaffected by the Liturium Beacons, which left the magical Leacianan fighters nauseous and weak and completely inert in casting magic. Golden Turncoats Seeing their situation as dire, the kings of the Coalition deigned to negotiate with the leaders of the Golden Griffins behind closed doors, some of whom had been taken prisoner in the first hours of the declaration of their alliance with Leacianus. The Golden Griffins came to an agreement that they would become turncoats: allying with the Coalition in exchange for a sizeable sum of Liturium from both kingdoms. On the second week of 3E307 the Golden


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