42 Griffins enacted their plans. To ensure no further blood was shed against their new allies, they delayed reinforcements and supplies, forcing a halt of their forces for weeks. Only the night before the betrayal was to take place did any footsoldiers receive word of it. The following morning was a bloodbath as soldiers that had spent the last year bonding in battle now drew swords, guns and magic on one another. The Golden Griffins held many Elves in their ranks that were killed in friendly fire during this event. This betrayal came to be known as the “Dawn of False Gold.” This left the High Elf army in disarray as the Coalition finally managed to regain much lost territory throughout Formen which, was now held by their new allies. Still, this event didn’t earn much love or favour for the Golden Griffins in Formen or Belfrie. Though their prisoners were released and their headquarters have begun reconstruction, the people of Formen and Belfrie have tenuous feelings to these turncoats. They betrayed their home countries once for coin, then betrayed the Elves again for Liturium. Many wonder what price the Elves will pay for the mercenaries’ loyalty once again. Still, their aid has helped the Coalition push the Leacianans back to the Arcane Dome and their own land. Now a fragile ceasefire hangs in the balance as both sides recover from the surge of death that has washed over their kingdoms in the last three years.
43 The Fall of Elen Estel The Liturium War is not the only marker of the End of Grace however. Whilst Myrothlir schemed for the destruction of Duskweave he also used his brother Quorenderi to weave another sinister thread. The maker of deceit took the form of a messenger of the Tharameni to appear to an unsuspecting and naive group of would-be adventurers. In each of their minds he felt a burning desire of justice and good, a desire that burnt with such fervour it made them mindless and questionless to the authority of their gods. Disguised as a messenger of Cedhelieth, Quorenderi sent these “heroes” against the Garnet Monastery in Draksborne, the housing place of one of two of the Gems of Edravës. Being told that the Monastery had been overrun by indoctrinated cultists who aimed to desecrate Cedhelieth’s holy ground, the heroes promptly stormed the monastery with weapons drawn. Although some stopped as they noticed very few of the cultists fought back as they were cut down, most of those chosen by Quorenderi pressed on, slaughtering the monks until they found the Gem of Edravës perched on the end of the head monk’s staff. Quorenderi in guise told them that this was a source of the cultists power, and that it must be destroyed with a great blow to expel the dark presence in the monastery. So they did as told, and the angel’s form contorted and twisted as sea water cascaded down its body. The one-eyed bulbous visage of Quorenderi stood before them, mocking their folly and thanking them for their ignorance. After this in repentance for their mistakes the party flew to Draksborne’s capital of Sundestra to tell them what they had done. Realising the grave consequences that might unfold, the King’s court Arcanist advised the King to write to the Elves of Nan Thalias straight away and warn them, while also assembling an army and sailing there too. Belfrie also joined in the fray, as it was the homeland of those who had desecrated the monastery, and though Belfrie’s Crown was reluctant to fight alongside Draksborne, they knew it was necessary to defend their Elven allies and protect Tharador at large. So on the grassy plains in the shadows of the great white walls of Elen Estel, the forces of Men and Elves clashed against the hordes of Quorenderi. The Dark Divine of the depths had flooded the plain and the city, resulting in a struggle for the forces of Draksborne and Belfrie who were encumbered by the waist-high water, and whose Dwarven and Halfling soldiers could not fight as the water was too high for them to wade through. But in the dark and muddy flood hid many of Quorenderi’s abominations that eviscerated the mortal armies. After hours of fighting the mortal finally emerged victorious as those whose folly caused the battle delved into the fray themselves, throwing themselves at Quorenderi’s avatar and slaying it, though taking heavy losses themselves in the process. Banishing his avatar saw Quorenderi’s flood subside, and his forces wither and die without water to hold them. Elen Estel as a city was left in ruins for almost five decades as its population was drowned or cut down. Out of fifty thousand, only
44 five thousand survived. It was not until the Champions of Erdrydion visited the city some fifty years later did the city become restored, after the found motes of Quorenderi’s forces remaining and holding a curse over the city. Slaying them restored the city’s sight to the Tharameni. To them the city was enshrouded by Seroca, invisible and amiss. The souls that perished there never entered Namneri’s chalice and wandered in limbo for decades. When Seroca’s Shroud was lifted, they were given a new lease at life by both Cedhelieth and Namneri, and the fallen city became a shining jewel once again. The restoration of this city came at the same time as the Liturium War’s start, so has been widely overshadowed by most historians and scholars who are more focused on the unfurling situation near our borders than worrying about the supposed intervention of the divine in a foreign nation.
45 IV: Sects, Swords and Shadows: Tharador’s Factions Associated Magic Schools The Associated Magic Schools (AMS) of Tharador originated as a unifying effort to consolidate the three universities of Draksborne post the Empire’s dissolution. What began as an endeavor to standardize teachings burgeoned to include premier institutions from realms like Nan Thalias and Brightstone, even briefly embracing the schools of Leacianus prior to the divisive Liturium War. Standing as paragons of magical academia, the AMS schools are lauded as the zeniths of magical studies in Tharador. Reach Spanning across the vast landscapes of Tharador, the AMS’s influence permeates throughout the major kingdoms where magic flourishes unbridled. From the historical corridors of Draksborne to the magical hubs of Nan Thalias and Brightstone, these institutions act as the lighthouses of magical academia. While other magic schools do exist, the AMS’s members are unparalleled in their prestige. Activities & Methods The AMS’s prime directive is to foster magical proficiency through a standardized curriculum, ensuring uniformity in teachings across Tharador. Yet, under this canopy of uniformity, each institute boasts its distinct teaching methodology. Bruderland College in Brightstone, for instance, emphasizes experiential learning, ushering students into fieldwork and apprenticeships. Contrarily, the University of Ardris predominantly nurtures its pupils within its halls, allowing field excursions only occasionally, and preferring large-scale classrooms over singular tutors. Morality The AMS are the forefront of educational integrity and academic excellence. They uphold the sanctity of knowledge, emphasizing ethical magical practices and promoting unity in diversity. The affiliated institutions, while differing in their methodologies, converge on the principles of enlightenment, responsible magic use, and holistic student growth. Joining Admission into any AMS school is a mark of distinction. The criteria, while differing slightly per school, typically revolve around magical aptitude, academic excellence, and an unwavering commitment to the art. Rigorous entrance exams, coupled with magical proficiency tests, act as the gatekeepers to these esteemed halls. While understanding the history and divine that have shaped Tharador is intricate to navigating this continent, knowing the current factions and powers at play across the continent or in major kingdoms are arguably more important. These faction range from secretive organisations that I can only mostly theorise about, to vast international organisations that boast more power than some nations. It’s a good idea to take note of these factions and how they fit into the world, and then ask yourself how you might fit into them; whether you’re going to be on their good side, bad side or completely indifferent. One way or another it’s unlikely you’ll be able to go long without encountering some of these, so it’s best practice to think how you’ll deal with them beforehand.
46 The Crest of the Associated Magic Schools. Beneath it in Lamineran reads “Wisdom Teaches Stability” emphasising their belief that a magical Tharador is a peaceful Tharador. Persons of Interest Barandir the Lucid: The Headmaster of Ardris, Barandir is known for his immense power, but also as someone willing to turn a blind eye to his student’s misdeeds. Orstina of Havenmond: A half-elf professor of Bruderland College in Brightstone. She specializes in Colossal Blood Magic and Gene Research.
47 In Baldur, the shadow of dark magic is everpresent, a menace lurking on the peripheries of society. To combat this, the nobility established the Baldurian Inquisitors, a relentless force dedicated to rooting out and eradicating magic users. Yet, over time, the definition of ‘dark magic’ has broadened. While their intentions were to address genuine threats, Baldurian Inquisitors now frequently target even those who harness minor arcane powers or those yet to master their burgeoning magical abilities. Reach Their main area of influence is within the realm of Baldur, focusing heavily on areas notorious for magical activities. Places like the hidden alleys of Grimgate and secluded wilderness mires often come under their scrutiny. The mere mention of Inquisitors patrolling these zones is enough to sow dread among the magical community. Activities & Methods Their primary aim is to suppress and eliminate magic users. The majority of their operations involve confronting minor magical miscreants, but they are well-equipped to deal with potent dark magic when the situation demands it. The Inquisitors employ a mixture of intimidation, force, and specialized tools like anti-magic manacles. They will not hesitate to use brutal methods to subdue or kill any magic user, irrespective of the threat level. Morality The Baldurian Inquisitors operate with an unwavering, dogmatic belief that magic is an abomination, and their methods reflect this extremism. Their stringent anti-magic stance can sometimes lead to unwarranted persecution, with even the innocent facing the wrath of an overzealous Inquisitor. Their singular focus on eradicating magic often blurs the lines of justice and compassion. Joining Membership in the Inquisitors isn’t solely by choice. Some were former targets, particularly the ‘Dark Inquisitors.’ These members, originally battle mages or wizards, were either coerced into joining or genuinely believed in the Inquisitors’ cause. Dark Inquisitors are unique: they are allowed to use their magic but strictly under dire circumstances and without witnesses. They remain a secret weapon, with their existence and abilities cloaked in utmost secrecy even within the ranks of the Inquisitors. Persons of Interest Grand Inquisitor Vance Hammerlock: Current head of the Inquisitors, Hammerlock was once a Golden Griffin who joined the inquisitors after a harrowing experience in the Battle of Duskweave. Dark Inquisitor Cyrus: A young Dark Inquisitor who has only recently joined the order. He feels uneasy in his convictions. Baldurian Inquisitors Insignia of the Inquisitors. Adorned on shoulder patches of most Inquisitors as well as any official documentation or buildings. It very concisely sums up their views on magic.
48 Baldurian Inventors’ Society Founded after the creation of the first gunpowder weapon, a marvel that adapted Dwarven Artillery into a handheld device, the Baldurian Inventors Society was an initiative commissioned by the Crown. It aimed to gather Baldur’s most exceptional minds, providing them the resources to innovate and elevate the realm. The society has since enjoyed a cherished status, with many inventors becoming household names and heroes in Baldurian culture. Reach The society’s roots are firmly in Baldur, its influence extending to most intellectual and academic institutions throughout the kingdom. Many of the brightest pupils from Baldur’s elite schools and universities aspire to join the society, making it a coveted institution in academic circles. Activities & Methods Initially dedicated to pushing the boundaries of innovation for the betterment of the realm, the society’s priorities have shifted recently. In the wake of rising political tensions and threats to House Grimshaw, the Crown now pushes for inventions related to crowd control and quelling rebellions. This shift became especially pertinent after the 3E305 coup attempt that left King Argus gravely injured. Morality The society holds a strict stance against the integration of magic into their inventions. In 3E204, this led to a significant schism when a faction within the society harnessed Minera’s Breath in their creations. The deviation not only led to their exile but also played a role in revolutionizing Alimroth, turning it into a technological titan at the cost of destabilizing the region of the Katarn Sea. Joining Admission into the society is a rigorous process, often requiring potential members to showcase their innovative prowess and potential contributions. This usually also requires a letter of recommendation from a previous or existing member of the society. A strict no-magic stipulation is also enforced, ensuring all inventions remain purely a result of scientific endeavour. Persons of Interest Edward Elson: As the society’s president and the genius behind the ground-breaking invention of the shower, Elson epitomizes the spirit of Baldurian innovation. His invention has started making its way into the abodes of the wealthy, marking a new era in bathing, courtesy of advanced plumbing techniques. Jeffrey Lucas: An eminent figure not just in the BIS but also in other institutions like the Baldurian Taskmasters’ Conglomerate. Lucas is renowned for his inventive genius, spanning a range of disciplines and contributing significantly to the society’s acclaim. Symbol of the BIS. Their patriotic motto is written upon it. “Vision Drives Action. Action Drives Progress. Baldur Thrives.”
49 their operations may be deemed legal, their methods and practices are unquestionably unethical, given the pain and suffering they inflict on the enslaved Orc populace. Joining Potential recruits can find various roles within the BTC, whether it be in procurement, sales, or as slavers overseeing the transportation and containment of Orcs. Candidates typically undergo a thorough vetting process, ensuring their loyalty and capability to perform under often challenging circumstances. Persons of Interest Darian Dudley: The current president of the BTC, Dudley once owned a successful railway company which faced ruin following a devastating attack by Orc abolitionists. His motivations for leading the BTC stem more from a thirst for revenge than any financial aspirations. Jeffrey Lucas: An engineer within the BTC, Lucas is known for his innovative devices aimed at containing and transporting slaves. Some of his noteworthy creations include the “Manacle Carriage” a specialized train carriage designed for the rapid transport of large numbers of slaves, and the “Silencing Cuff,” a device that restricts an Orc’s ability to communicate or use vocal commands, ensuring a more subdued transportation process. Baldurian Taskmasters’ Conglomerate Founded in 2E504 following explorer Janius Hardvin’s expedition into Ukrondia, the Baldurian Taskmasters’ Conglomerate emerged as a force shaping the economic landscape of Baldur. Janius’s journey resulted in the introduction of Orc slaves to Baldur, effectively becoming the backbone of its labour force. In a realm where slavery is officially prohibited for other races, Orcs face a unique plight, labelled not as sentient beings but as mere beasts or fauna within Baldurian legislation. Reach The BTC’s operations span across Baldur, with a significant presence in Ukrondia’s jungles where Hardvin Fortress stands as a crucial forward base and trading post. Their influence touches various sectors, from mining and railways to shipbuilding. Furthermore, through partnerships with other entities like the Greenskin Union, they have managed to extend their reach to Baldur’s northern coast without incurring the transport expenses themselves. Activities & Methods The BTC specializes in the procurement and sales of Orc slaves, serving as the primary supplier to various sectors within Baldur and to reseller organizations. They employ procurement officers to seek out slaves within the jungles, salespeople to negotiate deals, and slavers responsible for ensuring the safe and efficient transport of Orcs from the Hardvin Fortress to their destined buyers. Morality In the eyes of Baldurian society the BTC is morally dubious at best, though their practice of slavery is condemned by Nan Thalias, Belfrie and Formen. The BTC capitalizes on the unfortunate loophole that classifies Orcs as non-sentient beings. While Taskmasters’ Conglomerate’s crest. It tries to portray their organisation as refined and noble.
50 The Belfrian Merchant League The Belfrian Merchant League stands as the premier international trade organization in Tharador, pivotal in filling the treasuries of prominent cities such as Jochenia, Tradver, and Velandria. While the organization’s prosperity is evident, it often faces scrutiny due to alleged affiliations with the Rossa Cartel and leveraging their founding ties to the Golden Griffins for personal gains. Despite these allegations, they point to frequent conflicts between the Griffins and the Cartel as evidence of their integrity. Reach The BML’s influence spans the continent, holding sway in most urban centers across Belfrie. Their exceptional trade network extends to treacherous lands like Greater Abune, from where they bring prized Edradorian spices, gemstones, and elemental essences. Their monopoly doesn’t end with exotic trade routes; they also dominate the Grey Sea and maintain an exclusive presence in the challenging waters of the Katarn Sea. Activities & Methods Their formidable trade endeavours are not just limited to international dealings. The BML is heavily invested in real estate and construction across Belfrie. They dominate almost every aspect of the construction sector, from labor and materials to the procurement of land and contracts. Recent times have seen a surge in their maritime activities as they facilitate the Golden Griffins’ troop transport to Leacianus’ Eastern Front. Morality Walking the fine line between free trade and monopolistic control, the BML, while promoting commerce and prosperity, often faces moral dilemmas due to its alleged affiliations with organisations like the Rossa Cartel. They emphasize their commitment to ethical trading practices, but rumours and accusations paint a more complex picture. Joining Membership to the BML is selective, usually extended to influential merchants or those with significant capital. Potential members undergo a thorough vetting process to ascertain their business acumen, influence, and, importantly, loyalty to the League’s interests. Persons of Interest Conrad Elstein: The illustrious Duke of Tradver and a stalwart supporter of the BML, his influence ensures that Tradver remains a major hub for the League’s activities. Barnavar of Volsvio: An opulent Drow wine merchant and owner of Vyncourd Manor. As a seasoned Duskweave veteran who had a significant role alongside Yinsylim in vanquishing Kelathar the Immortal, his association brings both wealth and strength to the BML. Stewart Gilman: As the president of the BML, Stewart’s vision and strategic acumen have been instrumental in maintaining the League’s dominance in international trade amidst various challenges and allegations. The Compass of the Belfrian Merchant League. This marker is adorned on all their ships, cargo and trade carts.
51 Church of the Tharameni The Church of the Tharameni is a revered institution, unifying the devout followers of the Tharameni under a single religious umbrella. Excluding the worshippers of the Wildcards Brinilmin and Markamin, the Church embodies the collective spirit of all those faithful to the Tharameni. While individual sects have their distinctive practices, the overarching Church ensures an equitable distribution of resources, a system established to promote unity and brotherhood. Reach Spanning the breadth of Tharador, the Church’s influence is deeply entrenched in religious communities, towns, and cities. Their presence is felt across the continent, from major temples to modest shrines, and in the hearts of the devout. Activities & Methods Beyond spiritual guidance, the Church has a functional role. They manage resources, address the needs of the various sects, and, when required, take proactive measures against heretical beliefs. Squads, often led by prominent figures like Yinsylim Lichbane, are dispatched as crusaders to combat the growing influence of entities such as Mindoriel’s Spawn. These squads also keep a watchful eye on worshippers of Brinilmin and Markamin. Morality Driven by a profound sense of righteousness, the Church’s morality centres around the teachings and tenets of the Tharameni. This morality may change from deity to deity. Their dedication often brings them in opposition to entities and beliefs they deem heretical, leading them to take sometimes drastic measures to preserve the sanctity of their faith. Joining Joining the Church is usually through a path of religious devotion. Aspirants might start as novices, undertaking years of study and service. The selection of higher roles, like high priests or clerics, is a blend of merit and peer endorsement. Paladins, given their rarity, often find unique paths within the Church, like Yinsylim’s leadership role being more “hands on” compared to usually bureaucratic affairs of clerics and priests. Persons of Interest Yinsylim Lichbane: Post his heroic act at Duskweave Isle, Yinsylim, a Paladin of Erdrydion, found himself in a pivotal role within the Church. Though initially reluctant, his leadership of a Heresy Hunter squad showcases his dedication to the Church’s cause. Aurelion the Evenstar: A devout Druidic follower of Renmaeth and Yinsylim’s companion, Aurelion’s spiritual depth and reverence for nature make him an influential figure within the Church’s circles, especially among those who venerate Renmaeth. Marker of the Church of the Tharameni. Though each deity has their own symbol, this is used to denote things that belong to the greater Church organisation. Usually on equipment or crates.
52 Joining Membership within the Reclaimers is largely based on an individual’s Elemi lineage and their alignment with the broader goals of the faction. Depending on the internal faction, specific rites or tests might be mandated, but allegiance to the Elemi cause remains paramount. Though anyone who is not an Elemi might join through one of their employed mercenary organisations, like the Golden Griffins or smaller mercenary outfits. Persons of Interest Zoltan Stone: Leading the Supremacy Union Committee, Zoltan is a staunch advocate for the Earth Elemi. His strategies often lean towards ensuring Earth Elemi dominance, even if it means sidelining other Elemi factions during military campaigns. Marshal Kardos of Hurikan: Kardos, an Air Elemi, oversees the Reclaimers’ military forces, drawing up strategies and leading the charge against adversaries. His leadership has been pivotal in the successes of the Reclaimers’ territorial campaigns. Admiral Odon Tides: A Water Elemi, Admiral Tides is the stalwart commander of the Elemi Reclaimers’ naval forces. His prowess on water has been instrumental in expanding the Reclaimers’ influence across the shores of Abunen Kolden and blockading the major cities held by their enemies. Elemi Reclaimers Emerging from the passionate cries of nationalistic Elemi, the Elemi Reclaimers aspire to establish a powerful Elemi Empire over Tharador and Edrador. While their publicly proclaimed objective is the reclamation of their homeland, Abunen Kolden in Edrador, there are whispers suggesting an ambition to establish the first transcontinental empire known to Minera. Reach Though originating from their homeland of Greater Abune in Tharador, their armies are almost entirely stationed in Edrador, in and around Abunen Kolden. Their military campaigns, supported by Tharadori mercenaries, have seen them reclaim vast territories previously under Fire Elemi control. Activities & Methods Engaging in both diplomatic and military campaigns, the Elemi Reclaimers navigate the complexities of multiple internal factions with varying agendas. Despite internal disputes, such as those instigated by the pro-Earth stance of the Supremacy Union Committee, the Reclaimers have made substantial headway in their territorial pursuits, primarily by leveraging the might of mercenary groups. Morality While united under the banner of the Reclaimers, the ethical stance of the group varies based on internal factions. For instance, while some factions prefer direct military conquests, others lean more towards strategic diplomacy. The one unifying factor is their collective ambition to reclaim and expand Elemi territories. Symbol of the Elemi Reclaimers. Adorned on flags and sails for identification in the war in Edrador. It showcases all four elements of Maethromin.
53 The Golden Griffins The Golden Griffins originated as an extensive mercenary conglomerate, their influence reaching nearly every kingdom within Tharador. Their foundation is deeply rooted in the Belfrian Merchant League, an entity to which they still maintain close ties. Historically, their tasks revolved around “adventurous” missions—eradicating goblininfested mines, safeguarding merchants on perilous routes, or hunting down bounties. However, following the events of Duskweave Isle in 3E300, their role evolved from mere mercenaries to a full-fledged army. Their allegiance has been fickle, initially siding against Belfrie when swayed by the Crown of Leacianus’s riches. But the allure of Belfrie’s abundant Liturium soon redirected their loyalty, causing them to betray the Elves. Reach While the Golden Griffins’ footprint spans Tharador, their most influential roles have been witnessed in regions of political and military unrest. Their mode of operation typically follows where the gold flows, offering their services to the highest bidder, regardless of loyalties or prior affiliations. Activities & Methods Despite their initial involvement in safeguarding merchant routes or pursuing bounties, their recent undertakings lean more toward large-scale warfare, as seen during the Liturium War. Their strategy is simple: allegiance to the one who offers the most, leading to their infamous shift in loyalties during the war. Morality Honour is a fluid concept for the Golden Griffins. Their primary compass is profit, and their reputation reflects this. With their betrayals, particularly during the Liturium War, they have lost significant respect and trust, especially from kingdoms like Belfrie and Formen. They’re perceived as untrustworthy opportunists, a sentiment that has spread across Tharador. Joining Joining the Golden Griffins primarily requires combat or strategic prowess and a flexible moral compass. Loyalty to the conglomerate is essential, but personal honor and allegiance to any particular kingdom are secondary. New members must prove their skills and be willing to adapt to the everchanging demands of their assignments. Persons of Interest Orlena - Master of Poisoned Talons: The head of intelligence and subterfuge in the Golden Griffins. She is renowned for being as cunning as she is ruthless. Tharimaeth - Archmaester of Golden Wisdom: The master and overseer of the Golden Griffin’s magic users, as well as a keen strategist and seer. Etherian - Master of Soundless Wings: The main strategist and tactician of the Golden Griffins and the leader of its special forces. He is suspected to have darker origins due to alleged associations with Almenhier Thrasliche. Ash of Goltia: The half-elf prince of the long forgotten kingdom of Goltia, Ash lived among the Hinatli for centuries even during their time buried beneath the sands. Ash joined the Griffins after fleeing the city during the midst of civil war. The Griffin emblem of the Golden Griffins. Its once pristine gold reputation has become tarnished in recent years.
54 of their power, understanding its potential repercussions on mind and body. Their dedication to safeguarding Tharador from the threats of Oldavor defines their moral compass, always prioritizing the greater good even in the face of personal risks. Joining The path to becoming a Hexhunter is fraught with challenges. The primary initiation involves embedding an arcane crystal into one’s skin—a procedure that can mentally and physically strain the unprepared. As such, only those with an exceptional constitution, both mentally and physically, are considered. Even then, the process remains a gamble; some may lose their sanity upon receiving a singular crystal, while others, resilient in nature, might bear multiple crystals without faltering. Persons of Interest Captain Gaius: A veteran Hexhunter who has delved into Oldavor’s wastes many times. He is one of the most experienced men alive when it comes to Oldavor. Tarick Wolfheart: A Hexhunter who has undergone rigorous amounts of Crystal Augmentation, making him one of the most powerful, and feared. Hexhunters Rooted in the aftermath of the Colossal War, the Hexhunters were forged in the midst of the Second Era in 2E247. Established within the heart of Brightstone’s capital, Flüssende. Leveraging ancient Colossal magics through arcane crystals embedded within their skin, the Hexhunters represent the evolution of the rune carvings and tattoos the Colossals once bore. While these magics played a pivotal role in turning the tide of the Colossal War, the Hexhunters only emerged centuries later, dedicating themselves to eliminating the dark horrors emerging from the desolate stretches of Oldavor. Reach Primarily concentrated in Brightstone, Greypeak, and the treacherous territories of Oldavor, the Hexhunters’ presence is keenly felt in these regions. Although rooted in Brightstone, their prowess and teachings spread to the resilient folk of Greypeak. However, Mayreth chose to distance itself, avoiding the embrace of Colossal magic and technology. While their name is known throughout Tharador, encountering a Hexhunter outside their primary zones of operation remains a rare occurrence. Activities & Methods Entrusted with the formidable task of combating the monstrous entities of Oldavor, the Hexhunters use Colossal rune-inscribed weapons to bolster their might. A mere handful of these elite warriors could rival the force of an entire battalion of Watchers. Their unparalleled strength and speed, akin to vampires, are attributed to the arcane crystals that adorn their bodies. However, harnessing such power is not without its perils. Morality The Hexhunters adhere to a strict code, emphasizing the responsible use of Colossal magic and technology. They bear the weight Mark of the Hex Hunters: Runes in Budnal script like what is engraved on their crystals. Used as a sigil of protection and usually adorns their weapons and arcano crystals.
55 Mandril Vilor The Mandril Vilor began as a bounty hunter and assassin organization operating solely out of Baldur. A significant turning point for them was the assassination of Baldur’s High Prince by a Dwarven blacksmith. The staggering bounty placed on the blacksmith’s head drew an array of assassins and hunters, leading to the Mandril Vilor’s influence expanding beyond Baldur. Recognizing the unmet demand in places like Belfrie, they established themselves as the dominant force pursuing bounties and official assassination contracts. Reach While their roots trace back to Baldur, the Mandril Vilor now boasts offices in Baldur, Belfrie, Draksborne, Formen, and Karkanoth. Their reputation for relentless pursuit has cemented their dominance across these regions. Activities & Methods Specializing in bounty hunting and legal assassination contracts, they are known for their unyielding tenacity. Their modus operandi involves publicizing contracts on bulletin boards within their offices, making the hunt open for any interested party. This approach has led to internal competitions, with multiple members often vying for the same target. The faction’s open-contract system has also occasionally led to conflicts with the Golden Griffins, although recent treaties aim to reduce these clashes. Morality Operating within the bounds of legality, they only pursue sanctioned contracts. However, their dedication to the task might sometimes push them to extreme measures. Their primary allegiance is to the contract and the gold it promises. Joining Aspiring members must showcase their skills in tracking, stealth, and combat. Having a successful bounty under one’s belt or being vouched for by an existing member can also be a ticket into the organization. The Mandril Vilor places a high premium on loyalty, trustworthiness, and efficiency. Persons of Interest Jorgen Sternwick: Serving as the current leader, Jorgen, a battle-hardened veteran, has steered the Mandril Vilor through some of its most tumultuous times, solidifying its dominance in the realm of bounty hunting. Melisandre Vile: A former member of the Veilbinders, she became a part of the Mandril Vilor after being marked for death by the crown of Leacianus, which her former employers aimed to cash in on. Her seasoned experience as an assassin, coupled with her intricate knowledge of rival factions, makes her an invaluable asset. The Insignia of the Mandril Vilor. A creative use of their initials, forming a torch, emblematic of them uncloaking those in the dark.
56 The Psithars The Psithars are an enigmatic pro-human faction renowned for their unique psionic abilities. Unlike the prevalent magics derived from Minera’s Breath, their power is untouched by Liturium or any antimagic devices, making it hard to detect. The genesis of their power is believed to stem from the distant world of Terra, the supposed origin of humanity. A subset of the Psithars, known as “The Awakened,” proclaim to possess memories spanning lifetimes, even those from Terra, making their psionic powers especially potent. Reach Their influence extends across all of Tharador’s human kingdoms. Through their covert networks, the Psithars swiftly discern the emergence of new psionic users, ensuring they remain uncharted and secure within their fold. Activities & Methods Foremost among their activities is the identification and recruitment of newly awakened psionics. Through rigorous training, these novices are taught to control and harness their inherent powers. A deeper philosophy underpins their practices: they believe in a cycle of rebirth specific to humans, where “The Awakened” can accumulate knowledge and skills from past lives. The ultimate aspiration of the Psithars is to utilize their combined might and the magic of Minera’s Breath to return humanity to Terra. Morality Their worldview is entrenched in the belief of humanity’s unique destiny and the potential of psionic powers. While they prioritize the safety and potential of psionics, it remains ambiguous how far they might go to realize their dream of returning to Terra and whether they would respect the choices of humans who wish to remain. Joining Any human exhibiting psionic abilities is a potential recruit. Upon detection, they are approached and given a choice to join. For the “Awakened,” their enhanced abilities act as a natural invitation to the inner sanctum of the faction. Persons of Interest Violet: The enigmatic leader of the Psithars, Violet claims to have journeyed through countless lifetimes since the dawn of humanity on Tharador. Her wisdom and power are unparalleled, making her a guiding light for the faction. Henrique of Avignon: A former leader and considered Violet’s soulmate, Henrique mysteriously disappeared after the end of the Colossal War. His absence has lasted for over a millennium, yet Violet holds onto the belief that he still lingers somewhere, awaiting his next rebirth. The Mark of the Psithars. A spinning wheel adorned with psionic energy. Their belief is that their cycle of death and rebirth is like a water wheel constantly pushed along by the flow of a river.
57 Rossa Cartel The Rossa Cartel emerged from the vast wealth secured by Skilet after capturing Baldur’s prince-killer, Barthin Steelforge. This massive payout served as the seed fund for what would eventually become one of the most infamous criminal organizations across Belfrie and Draksborne. Initially beginning as a gambling den in Velandria, Skilet’s vision rapidly expanded the Cartel’s ventures into a real estate empire, intermingled with money laundering operations, casinos, racketeering, and the extortion of local businesses. Reach The Cartel’s tendrils of influence stretch primarily across Belfrie and Draksborne, but they also have a noticeable footprint in various kingdoms across the Grey Sea. Their operations are clandestine and deeply entrenched in regions where nobles turn a blind eye, either out of fear or corruption. Activities & Methods Apart from their significant ventures in gambling and real estate, the Cartel has diversified into more nefarious domains, such as human trafficking and drug manufacturing. They function with a precise strategy, targeting high-value individuals or entities, while avoiding direct confrontations with the law. The Cartel’s methods rely on discretion and ensuring no evidence remains that could implicate their activities. Morality While criminal organizations often operate outside conventional moral constructs, the Rossa Cartel possesses its own unique code of ethics. Though it may seem thin in the eyes of outsiders, this code prohibits activities such as extorting the destitute or stealing from beggars. Instead, the Cartel targets affluent marks, operating in ways to avoid significant legal ramifications. Nevertheless, their path often leaves a trail of violence, and betrayal or retirement from the Cartel usually results in a grim fate. Joining While specifics about the Cartel’s recruitment process remain shrouded in mystery, it’s evident that loyalty and discretion are paramount. Potential members likely undergo rigorous vetting, and the price for betrayal or failure is often life itself. Persons of Interest Skilet: The halfling mastermind behind the Rossa Cartel, Skilet’s vision and leadership transformed a one-time bounty into a sprawling criminal empire. The Siren: An elven warlock, she blends allure with arcane power to push the Cartel’s interests. Her methods of seduction and charm have ensnared many a victim for the organization. Conrad Elstein: The Duke of Tradver’s alleged association with the Cartel remains a topic of much speculation. The rumors of his ties with Skilet are fueled by their shared history, adding another layer of mystery to the Cartel’s operations. The engraving found on a deceased Rossa Cartel member’s ring. The Cartel is usually secretive and bares little in the way of obvious identifiers usually. Those that wear such paraphernalia usually have bought themselves a way to be above the law, but not above death.
58 The Ten’Gwaël The legacy of the Ten’gwaël is interwoven with the dawn of the Beremeni, the First Elves. As lore dictates, Renmaeth, embodying the form of a faun, graced the early Elves, instilling in them a profound admiration for nature and its manifold wonders. Among these gifts, the dazzling beauty of flowers became the most cherished. In a poignant display of reverence to Renmaeth and her bountiful creations, the ardent Elves began adorning their skin with the hues of their beloved flowers. The moniker “Ten’gwaël”, translating to “Colour stained” in Brelyoss, the Elven tongue, commemorated this practice. These devout Elves became the first bestowed with Druidic magic, enabling them to further serve and protect the environment, marking the inception of the Druidic order. Reach While the Ten’gwaël trace their origins to the lands of the first Elves in modern Nan Thalias, their influence has since permeated throughout Tharador. With orders adapting to the nature and flora local to them, the Ten’gwaël have established sanctuaries and enclaves across diverse terrains – from dense woodlands to expansive meadows and even towering mount. Activities & Methods Central to the Ten’gwaël’s mission is the preservation and nurturing of the natural world. They cultivate gardens, tend to the wounded fauna, and restore regions scarred by devastation. The orthodox druids, staying true to traditions, adorn their skin with vivid colours extracted from native flora. They are also the protectors of the Four Pillars of Tharador, the great trees that keep the land of Tharador alive and flourishing, connecting it to Renmaeth’s Dream, the Fey World below. Morality The Ten’gwaël uphold a deep-seated respect for all living beings, mirroring the teachings of Renmaeth. They advocate harmony with nature, seeking to mend and not mar. Their worldview is grounded in the belief that every entity, regardless of its size, has a role in the grand tapestry of the ecosystem. Joining Aspiring members of the Ten’gwaël embark on a journey of immersion into nature, fostering an understanding and bond with the environment. This done usually through a concoction of herbal psychedelic teas. The orthodox druids further partake in the age-old ritual of staining their skin with floral hues, symbolizing their devotion. This practice, while revered, is not mandatory for all druids. Persons of Interest Zarbaeth - Arch Druid of the East: The Arch Druid who oversees Brel Vardra. He is known as a diplomatic Druid who resorts to violence as his last means of defense against Alimrothi industrialization. Treneal Ironbark - Druidic Defender: A Baldurian man granted long life by Gwynevel in exchange for his service as a guardian of her forest. The Druidic Shield. Most circles of the Ten’gwaël have localized symbols, but this is a greater encompassing emblem.
59 dissemination of knowledge for the benefit of all. Joining Entry into the TSA is not limited to academic elites. Instead, it’s an individual’s passion for knowledge, combined with their skills in reading, writing, and critical thinking, that holds value. While formal educations or affiliations might aid in recognition, it’s the contribution to the vast reservoir of Tharadori knowledge that truly matters. Persons of Interest Granulus Greywind: As the author of the Sourcebook and a dedicated scholar for a decade, I, Granulus, have committed my life to the detailed cataloguing and chronicling of events from the Third Era. Garrick Dracaurum: Hailing from noble lineage as the son of Duke Gendran Dracaurum of Velandria, Garrick is my cherished apprentice, showcasing immense promise in scholarly pursuits. Victor Aurelius: As the current president of the TSA, Victor’s vast experience spanning sixty years has lead the organisation to new strides and bounds in the brave new world we live in today. Tharadori Scholars Association The TSA began as an academic initiative from a group of scholars at Draksborne’s Canos University during the Second Era. With its primary focus on understanding and documenting the realms of history, culture, and language, the TSA has since blossomed into a continental enterprise, garnering members from virtually every territory. Reach From its inception at Canos University, the TSA’s influence has expanded across the entire continent. Their presence is not only found in academic circles but also in courts, with members holding noble titles such as dukes, counts, and barons. Moreover, their reach extends to grassroots levels, with educators and even skilled laborers like farmers and fishers contributing to the Association’s knowledge pool. Activities & Methods Central to the TSA’s objectives is the documentation and interpretation of antiquities - historical events, ancient cultures, and forgotten languages. They intentionally avoid the study of magic, believing it better suited for those with magical prowess. The Association’s endeavors have resulted in countless practical manuals, detailing trades and crafts that were traditionally passed down through word of mouth or hands-on experience. Furthermore, they have standardized calendars, integrating significant astral events like equinoxes to mark the commencement of new seasons. Morality The TSA promotes a secular and practical approach to scholarship, emphasizing tangible knowledge over abstract or arcane fields of study. Their ethos revolves around the pursuit of understanding and the Emblem of the TSA. A scroll adorned with the Brelyossi word for “Wisdom,” flanked by two Silverthorn tree branches.
60 Joining Any Vampire descended from Almenhier or his own spawn are technically part of the Thrasliche Clan. Though if one wants to voluntarily join and forsake their humanity they will need to seek out clan members that deviate from Almenhier’s teachings, as he himself forbids unsanctioned turnings, and will often slay a vampire for doing so. But entering via an unsanctioned turning starts one of immediately at the lowest rung of Thrasliche society possible, being the spawn of a deviant means they will have very few allies beyond whatever crazed vampire voluntarily turned them. Persons of Interest Almenhier Thrasliche: The founder of the Thrasliche Clan, transformed by Myrothlir but granted a new life by Tharador. Milvar the Hedonist: A vampire who epitomizes indulgence and hedonism, a counterpoint to Almenhier’s teachings. Thrasliche Clan Heralded as the First Clan of Vampires or Felanhier, the Thrasliche Clan’s inception is rooted in the Age of Creation. Almenhier Thrasliche stands as their patriarch, the original vampire turned by the sinister Myrothlir. Yet, in a strange turn of events, Almenhier’s end at the hands of Erdrydion and Horauthin was not to be his last. Tharador, in his unpredictable wisdom, resurrected Almenhier, bestowing upon him a life detached from Myrothlir’s shadows. Reach The Thrasliche’s reach is vast, their presence felt in whispers across cities and through the darkened woods. As descendants of Almenhier, they move freely, their influence seeping into various kingdoms and realms. Their unique status allows them a level of autonomy that other vampire clans do not possess, giving them both reverence and notoriety in equal measure. Activities & Methods While their vampiric nature cannot be denied, the Thrasliche Clan is not bound by bloodlust. Many choose to quench their thirst by feeding on the wicked or animals, a marker of Almenhier’s teachings. Yet, this freedom also breeds division, with certain covens operating against Almenhier’s principles. The clan is thus in perpetual balance, with some members pursuing art, music, and celebration, while others delve into the darker desires of their nature. Morality The essence of freedom defines the Thrasliche Clan’s morality. Under Almenhier’s guidance, many choose paths of restraint and coexistence. However, this freedom also births divergence, with some members leaning into their darker instincts. As such, the clan embodies a spectrum of moralities, from those upholding Almenhier’s peaceful teachings to those challenging the very fabric of his beliefs. While the Thrasliche clan has no symbols, as most covens use their own, all Thrasliche vampires are identifiable by their eyes. While most other clans have crazed eyes like a ghoul, Thrasliche vampires have more concentrated and wise eyes, almost feline like in their appearance.
61 The Veilbinders A rather mysterious faction with unclear motives. Veilbinders are mostly known as information brokers who can procure just about any kind of information for anyone, provided they can pay, and not always in coin. Their roots run deep into the annals of history, being a faction of Men established even before the first kingdoms were founded. Now their sights are set far beyond just the realms of men. Reach Their reach extends across the continent, including the courts of Leacianus, the depths of the Drow cities of Lo Fuin, and even the skyships of Alimroth. Here they broker information for all sides, selling the secrets of Leacianus to the crown of Belfrie, with whom they trade right back to Leacianus should the Leacianans choose not to simply execute the broker instead. Activities & Methods Though secrets are not all they deal in: death and theft are also part of their repertoire. If one can pay the price, they will gladly retrieve the ancient artefact only they know the location of, or place a drop of wyvern poison in the chalice of a noble. Even disputes between nobles have been resolved with unseen hands of the Veilbinders. Morality The Veilbinders operate in a moral gray zone. While they undertake tasks that might be deemed unsavory, they also have their own code of ethics. For instance, they never harm children, and they often find themselves aiding the underdog against oppressive rulers. Their true loyalty lies not with any particular crown or creed but with Tharador itself. Their agents often justify their actions by believing they’re maintaining a balance of power, ensuring that no single entity becomes too powerful to threaten the continent’s fragile equilibrium. Joining Recruitment is secretive and selective. Potential members often find themselves approached after having displayed a particular set of skills or moral flexibility. But once inside, the faction offers resources, protection, and knowledge unparalleled by any other group in Tharador. Symbols & Identifiers The Veilbinders use an emblem of an eye shrouded in mist, symbolizing their omnipresence and elusive nature. Members often carry a token – like a ring or pendant – bearing this emblem as a sign of affiliation and to gain safe passage in Veilbinderoperated territories. Persons of Interest There are no Veilbinders who are known public figures, though some believe them to have connections with the Psithars. Melisandre Vile is one of the only known Veilbinders who left and still has their life. The Shrouded Eye of the Veilbinders. This is a symbol known by few, and it is drawn on objects that can be used to invoke their services. A carriage might need its front left wheel changed, or a bucket might need to be filled with water and left on a certain corner in the street.
62 The Watchers The Watchers play an indispensable role in the safety and security of Tharador. As protectors against the horrors of Oldavor, they stand as the first line of defense, stationed at fortresses dotting the border regions of Greypeak, Brightstone, and Mayreth. Despite their critical importance, memories of the imminent threats from Oldavor have faded over time. As a result, the Watchers, once composed of willing volunteers and seasoned warriors, now predominantly consist of those from more compromised backgrounds, many of whom are there against their will. Reach Primarily stationed along the Oldavori border, the Watchers occupy numerous fortresses in the realms of Greypeak, Brightstone, and Mayreth. Their influence and activities are especially crucial in these border regions where they prevent the terrors of the frozen wastes from spilling into Tharador. Activities & Methods The Watchers’ primary duty is to contain and fend off the malevolent creatures and threats from Oldavor. Their fortresses serve as both a barrier and a base from which they operate, ensuring that the horrors from the frozen lands remain contained and do not encroach upon Tharador. Ranging parties are regularly be sent into the wastes to scout for potential threats or even as raiding parties against those threats if they are moving to the border. Morality The Watchers prioritize the safety of Tharador above all. Their methods might sometimes blur moral lines, given the recruitment of prisoners into their ranks, but their overarching goal is to protect Tharador from the dangers that lurk just beyond its borders. Joining Many of the Watchers are not there by choice but by circumstance. Minor offenders may opt to serve with the Watchers for a few years as an alternative to harsher penalties, while others, facing the prospect of public execution, decide that a life with the Watchers is a preferable fate. However, not all who join do so under duress; some willingly enlist, driven by a sense of duty or a desire for redemption. Persons of Interest Master Heisen: A seasoned veteran of the Watchers, Master Heisen has overseen Letzte Uhr for decades, ensuring its fortifications remain impervious to threats. Ranger Jorrick: Originally a stablemaster, Jorrick was handed over to the Watchers after committing the grave crime of murdering his wife’s lover. Despite the grim circumstances of his recruitment, he found solace in the company of Letzte Uhr’s animals, forming bonds with them amidst the challenging life of a Watcher. Symbol of the Watchers, the Northern Shadow Wolf, or Skygre Vulf in Deldoni. It is embroidered on all their clothes and armour, making deserters and corpses easily identifiable.
63 Joining Entry into the WEHL necessitates a passion for exploration, a sharp mind, and exceptional tracking abilities. A potential recruit may need to demonstrate their skills in navigation, research, or beast handling. Strong ties or recommendations from the Tharadori Scholar Association can also offer an advantage. Persons of Interest Aaron Drafthold: Though his true divine nature remains concealed, Aaron’s contributions to the WEHL are invaluable. His leadership and vision have shaped much of the league’s modern direction. Tomas Lumens: A half-orc inventor driven by the mission to end slavery. His inventions have aided the WEHL in various explorations, making him a key asset. Agga-Eyes-Like-Eagle: This Colossal Ranger and Barbarian lived in obscurity until her recruitment by the WEHL. With her unique skills and knowledge, she is an unmatched asset in wilderness ventures. The World Explorer’s & Hunter’s League The WEHL had its humble beginnings in Draksborne during the Second Era as an international mercenary company. Over time, they’ve pivoted from traditional mercenary tasks to specialization in exploration and wildlife-related assignments. Although they share the title of “mercenary company” with the Golden Griffins, the WEHL has carved out its niche, focusing on the investigation of untamed territories, ancient ruins, and vast cave systems, as well as the hunting, tracking, and categorization of uncommon creatures. Reach The WEHL operates across the continent, with its members spread throughout many of Tharador’s realms. They are often seen accompanying scholars to remote locations or tracking elusive creatures. Their presence is most felt in areas abundant with ancient relics, uncharted territories, or mythical beasts. Activities & Methods Their expertise lies in exploration and research. Collaborating closely with the Tharadori Scholar Association, they escort scholars to long-lost sites or support them in tracing legendary creatures. While they have had contractual clashes with the Golden Griffins in the past, the organizations have put multiple accords in place to minimize the risk of inter-faction confrontations. Morality The WEHL prioritizes knowledge and discovery over pure profit. Their collaborations with scholarly groups show they’re more than just brutish mercenaries, but are instead dedicated to understanding. However, they’re not entirely immune to conflicts, especially when their objectives align too closely with that of other factions. The Crest of the WEHL. Easily identifiable. This mark is placed outside all their headquarters across Tharador as well, acting as a call to adventure.
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65 and workmanship over most other characteristics. Scholars aren’t well-loved here, and magic is even less so. Most Deldonic regions still regard the usage of Minera’s Breath as black magic. Though magic is permitted and practiced in controlled environments like Colleges, using magic in public in such regions will typically result in imprisonment, followed by a trial for witchcraft. This attitude is perhaps a cultural carryover from the Colossal War. These men and women are descendants of those who settled near Oldavor after the war. They either transformed fortresses erected during the war into cities or inhabited the ruins of abandoned Oldavori towns and forts. Deldonic society values the contributions of the individual, farmers to nobles are all valued in their own way for keeping the wheel spinning, so to speak. But if a single spoke is broken, it’s quick to be replaced, with the broken spoke discarded. Influences The Deldonic Culture is profoundly influenced by its geographical setting and the protective role that most Deldonic Kingdoms play against the threats of Oldavor. Many have incorporated some elements of ancient Oldavori culture into their own, despite often denying it vehemently. This melding is evident in their traditional tattoos, ancestral worship, and alleged ancestral communes. Some remote Deldonic areas even practice shamanism that closely mirrors the practices of today’s Oldavori Colossals. V: Cultures & Kingdoms This section of my book is dedicated to categorizing the current cultures that span the continent of Tharador. It is worth noting that the cultures mentioned here are the predominant ones in a region. However, certain towns or regions within a realm might have their own unique culture or be a blend of different cultures. For example, the city of Hvirna in Belfrie’s north, while being a Belfrian city, aligns more with the South Deldonic culture of Formen than it does with the Tradvian culture of central and southern Belfrie. Cultures are also, of course, heavily influenced by language, and many language spheres bear close resemblance to the cultures associated with them. Using the same example of Hvirna, while the common tongue of Centrali is the standardized language there, most residents speak Deldoni as their first language. It is primarily official documentations and institutions of the Crown or Duke that use Centrali as their language. Deldonic Culture Deldonic Culture is the prevalent culture throughout the kingdoms of Northern Tharador. They are defined by their harsher boreal environments, with many Deldonic regions seeing snow as late as Last Bloom or even Summer’s Grasp. Deldonic people are hardy and rough, valuing labour, strength,
66 Traditions & Customs In Deldonic society, a person’s word is law. Despite their scepticism of “learned” types, they place enormous importance on contracts, valuing them even more than a Belfrian merchant does. These contracts are often sealed with bloodied fingerprints. If one breaks such a contract, depending on its significance, they might lose the finger that left that print. Consequently, liars or dishonourable individuals are easily identified by the number of fingers they possess. Deldonic regions have many traditions and festivities, though they vary among subcultures. Common celebrations include ancestral worship days, strength competitions, harvest festivals, and rites of passage for the young, which often involve challenges like slaying a beast or making a blood sacrifice. Notable Kingdoms/Settlements Flüssende in Brightstone is the heart of Deldonic culture, representing the quintessential Deldonic ethos. Notable kingdoms within the Deldonic cultural sphere include Alimroth, Brightstone, Greypeak, Mayreth, Formen, and Karkanoth. The latter two were occupied by Draksborne until the Third Era making them culturally distinct from their northern counterparts. Primary Languages All Deldonic territories communicate in Deldoni, the namesake of their culture. However, this language has fragmented over time, resulting in dialects so distinct that mutual understanding can be challenging. Further information about these dialects is available in the language section of this book. Few northern Deldonians speak Centrali, making a translator essential for travellers. However, many can converse in the ancient Colossal tongue of Budnal. Elvish is rare, except in Brightstone and Formen, which border Elven kingdoms. Subcultures Scholars often distinguish Deldonic cultures based on their dialects. Apart from West, South, and East, several unique subcultures exist. The borderlands of Oldavor in Brightstone and Greypeak are notably bleaker. Residents here are called “Grenzländer” or “Borderlander.” These individuals are more likely to speak Budnal and engage in shamanistic practices. They frequently trade with Colossal Wastewalkers who venture to warmer regions for supplies before returning to their icy homes. Some Colossals even reside here, though they’re viewed with suspicion. Deldonic Names Male Names: Alarik, Bjornrik, Björnhard, Dierkson, Einarich, Falken, Friderik, Gustavald, Gustenhelm, Haldor, Heinbjorn, Jorgen, Karlsten, Leifgard, Lundbert, Magnus, Oskarhelm, Ragnulf, Reinhardt, Sigfrid, Torvaldric, Ulfbrecht, Vilmar, Waldemar, Yngward. Female Names: Astrid, Brigitta, Eilinora, Freya, Giselheid, Ingrid, Karlotte, Liselotte, Margrethe, Ragnhild, Sigrid, Thora, Ulrika, Valborg, Ylva. Surnames: Adlersson, Bergfalk, Drachenberg, Eisenskjold, Fjordholm, Grimstad, Heldenstern, Jarnhand, Nordlicht, Silberstein, Thorsdottir, Vinterfeld, Wolfsgrund.
67 Ruling House The Leimberg clan has ruled Alimroth since their ancestor Jelma Leimberg unified the peninsula in a war of conquest three hundred years ago. Major Settlements • Brännfest - the sole entry way to Alimroth by land. A large city and airfield atop a flattened mountain. Only accessible by air or elevator. • Brel Vardra - Druidic Circle of Tharador’s east. Things of Interest • Alimrothi exiles in Oldavori ruins of Ensomnar are trying to cultivate undead (Mid Level: 5-7) • Cult of Idinhelieth activity in Halvoy and the Gaffelhode Isles. (High Level: 10-13) Deldonic Kingdoms The next few pages list the six Deldonic kingdoms and a few core points about each of them as of the time of writing this book. Keep in mind some of these points may change by the time you visit these kingdoms yourself. Alimroth A kingdom of unified Jarldoms that has soared to technological heights most lands can only dream of. Exiled inventors from Baldur landed on their shores with a magic-infused power source, turning the kingdom of superstitious sea-faring raiders into one of the most powerful kingdoms on Tharador in a matter of years. Capital Gønkyllingar, a gargantuan city built in tiers upon a mountain, navigated with an extensive network of elevators.
68 Brightstone Major Settlements • Letzte Uhr - Largest garrison of The Watchers in modern times. Used as the headquarters for all three nations. • Reichweite - A bustling coal mining town responsible for almost half of the coal in the northern kingdoms. • Zwilling Zwei - Fortress with a Hex Hunter academy and Bruderland College: the sole magic school of Brightstone and Greypeak. Things of Interest • Kobolds have begun making dens in the coal mines of Reichweite (Low Level: 1-3) • An evangelical cult is proclaiming the end of the world in Flussende and engaging in aggressive acts against inhumans (Mid Level 5-7) • A group of Sanguine Colossals have crossed over the Oldavori border and are capturing travellers on the road and harvesting them for blood (High Level 9-11) Defined by its riverlands and towering boreal forests. Brightstone is one of the largest exporters of timber and one of three kingdoms holding back the tide of Oldavor. Founded by united clans of Men in the First Era. The Great Havel Range provides a natural barrier against Oldavor. They are close allies of Greypeak, earning them both the moniker of “The Brother Kingdoms.” Capital Flüssende, the largest city in Brightstone built over the Ersene River. Blanketed by rain or snow most the year, it’s also the home of the Hex Hunters. Ruling House House Scheller rules the kingdom, King Hannes II sitting upon the throne. He is known for being a hands-on King, swinging his own sword in executions.
69 Formen Major Settlements • Gräns - A halfling and gnome enclave, their ancestral lands are in Formen, but were taken by Draksborne. • Huvuden - once a trade capital with Leacianus during peace times, its strategic position makes it the stage of constant warfare. It is now empty of citizenry, occupied either by Leacianans or Coalition military depending who most recently blitzed the city. • Voksnja - A city defined by its enormous wall that stretches east to west in the Voksnja valley, constructed by the Draksborne Empire in the event of rebellion or an Elven counter attack. Things of Interest • The Inn of Good Tidings has reported many of its patrons randomly dying in their sleep. (Mid Level 6-8) • A forest spirit in Jötenheim’s Woods has gone rampant, attacking any who walk in its territory. (High Level 12-15) Divided mountain clans of Men that were conquered by Draksborne as the empire’s might grew. Now they stand united after fighting for their freedom three hundred years ago. Now in the Liturium War they are united again, fighting alongside their Belfrian allies against the overwhelming might of Leacianus. Capital Stahltop, a multi-tiered city built up the side of a mountain all the way to its peak. its crowning citadel sits on a separate mountain, connected by a long, narrow bridge. The city overlooks Lake Ere in Belfrie. Ruling House Clan Hardmire rules Formen, with King Hjolmir II (known as Prince Jolmbröd before coronation). A vengeful and headstrong young king who wishes to see the Leacianan ruler’s heads on pikes.
70 Greypeak Major Settlements • Schlangekust - The main seaport of Greypeak. A bustling hub of trade and the gate to the kingdom for those travelling by boat. • Matinsel - The largest settlement of Mammoth Isle. This isle was the last battleground of the Colossal War, and is coveted by practitioners of dark magic. Things of Interest • Cannibal tribals on Mammoth Isle have captured several families from the outskirts of Matinsel (Mid Level 7-8). • A great monster said to lurk in the depths of Lake Weil is being blamed for five boats vanishing on the lake in the last month (Mid Level 9-11). Covered by rain and snow most of the year, this dreary kingdom is surprisingly the home of many flourishing artists and writers. It is one of the most naturally beautiful kingdoms of Tharador in the rare times of sunshine. Capital Vanlund, a cultural epicentre of the north. Many masterwork books, plays and paintings have been crafted in this lakeside city. Ruling House Ruled by King Rorick I of House Halgaard. A wise and fair but slightly paranoid leader. He is a lover of the arts.
71 Karkanoth Major Settlements • Havenmond - A large tradehub used as a stopover for those travelling to the Serpent Sea from the Grey Sea and vice versa. Known for the song “The Werewolf Count of Havenmond.” • Vunderwahl - A gargantuan citadel at the base of the Falans. It connects to Het Zicht through an enormous tunnel system that runs through the mountains. Things of Interest • A wealthy mogul in Het Zicht has purchased an abandoned hospital, but reports of ghosts by workers have halted its renovation into a commercial hub (Low Level 3-5). • Veilbinders in Havenmond are attempting to replace the Count with a magical clone that they control (Mid Level 8-10). A kingdom that earned its independence from Draksborne three hundred years ago. Similar in weather to its neighbours seeing wet weather for 3 of 4 seasons in the year. The summers mercifully last longer here owing to the warm currents of the Hollow Ocean to Tharador’s West. Karkanoth however is a hub of peculiarities. Capital Het Zicht, a large city built in a craggy bay. It features large drydocks for ship building and was the largest port and shipyard in the Draksborne Empire. Ruling House Ruled by House Valberk, King Heinrich IV. A middling man more concerned with stuffing his gullet than affairs of the realm.
72 Mayreth Major Settlements • Rykdöm - A beautiful quiet port city that acts as the sole port of Mayreth. All international trade with kingdoms other than Brightstone flows through here. • Steadfort - a dilapidated nigh abandoned town that has been the victim of raids by the Alimrothi for decades. Many buildings are burnt out, abandoned and destroyed. Things of Interest • A Greypeakian painter in Westforth is seeking escort to Frostcraf peaks where they can paint their magnum opus (Low Level 2-4). • Locals of Stathroth speak of a skinwalker, a shape changer stalking the road west and consuming any unfortunate enough to cross its path in darkness (Mid Level 6-8). • A Kraken is said to be loose in the Katarn Sea, wreaking havoc on any who sail more than a few miles from the coasts (High Level 20+). Large sweeping plains make up the majority of this land. Horses are the main trade of Mayreth, and nobles, kings and wealthy merchants pay top coin for Mayrethi purebreds. Though the trade has become less lucrative in recent years due to constant raids by the Alimrothi. Capital Broërda, relatively small by capital city standards. It flanks a wide river and is the evolution of a motte-and-bailey castle built on a rise near the river which regularly floods during summer from snowmelt and runoff. Ruling House Ruled by the House of Ealsen, by King Myrth. A jolly king who is blind to the woes and misfortunes of his subjects. He detests bad news, especially regarding the Alimrothi.
73 Centralian Culture are viewed with suspicion by most of their general populace. In Draksborne inhumans are not permitted citizenship and up until recently were still able to legally be enslaved. Because of their influence from Elves, most Centralian realms are open practitioners of magic, save for Baldur in which it is controlled with immense scrutiny. Unlawful magic in Baldur often sees one imprisoned, exiled or executed, depending on the severity of the crime. This is due bitterness felt against Elven Druids who had attacked their logging towns for centuries. Traditions & Customs Centralian societies’ religious traditions have been profoundly influenced by their elder races. The worship of the Tharameni is predominant in Centralian life. Therefore, they all observe the standard days of worship and holidays previously mentioned in this book. Other shared traditions include memorial/ hero days and festivals celebrating the abolition of slavery, which, ironically, also exists in Baldur. Notable Kingdoms/Settlements Velandria in Belfrie is the centre of Centralian culture, both geographically and culturally. It serves as a shining jewel on the Grey Sea, and is a marker of culture and beauty across Tharador. The three kingdoms of Centralian Culture are Baldur, Belfrie and Draksborne. Though some scholars argue that in the Third Era Baldur is beginning to culturally drift into its own culture that is referred to as “Baltian” culture. Still, the kingdom shares many similarities with Belfrie and Draksborne due to its roots with them. Centralian Culture, as its name suggests, exists across the center of Tharador’s human lands. Most kingdoms that fall within Centralian culture trace their origins to Draksborne, with even Baldur being descendants of Draksbornians who sailed across the Grey Sea during the First Era. Centrali Culture is a “melting pot” culture. It blends aspects of its own unique traditions with the exotic customs of its neighbors, whether they be Elves, Dwarves, Orcs, or otherwise. Centrali kingdoms are, therefore, the most culturally and racially diverse across Tharador, with most harboring significant populations of inhuman races. Because of this inhuman makeup, Centrali people are much more openminded and less superstitious of outsiders than the humans of the north. Centralian lands value attributes such as intelligence, charm, and wisdom above all else. As such, scholars, bards, academics, and inventors are celebrated as fervently as heroes for their contributions to society. They stand alongside heroes of old and new who have kept the forces of evil at bay. Most recent conflicts in Tharador’s history have occurred in Centralian lands, so the culture of heroes and heroic worship remains vibrant. Influences All Centralian lands either border the lands of inhumans, or occupy their ancient lands and have thus incorporated them into their kingdom. Some have done this better than others however, with Belfrie being the most hospitable to inhumans, treating them as regular citizens. While Baldur officially recognizes Elves and Dwarves as citizens, they still
74 Primary Languages Centrali is the dominant language across Centralian realms. The dialects among each kingdom differ only slightly, ensuring seamless communication between them. Most Centrali citizens are also bilingual. Lamineran is the liturgical language, but many also speak Brelyoss, especially those in Belfrie and Baldur near the borders of Nan Thalias. Consequently, Brelyossi terms and phrases have seeped into everyday Centrali speech in these kingdoms, occasionally bewildering those from Draksborne unfamiliar with the Elven language. Subcultures Because of the nature of Centralian lands, they bear many subcultures based on the ancient kingdoms, tribes or city states that were amalgamated by the Draksborne Empire. Though in Baldur’s case their subcultures are based more around the exports and primary industry of a region. Draksborne has the Armlanders in the south, Cannites in the center, and the Chorelian from the Uppror River to Karkanoth. Belfrie is segmented by Crownlanders west of Velandria, Tradvians between Velandria and Tradver, and Southern Deldonic in the cities of Hvirna and Edgar. Baldur has Grimfelite culture in its capitals and Edimir, with Heartlanders in its centre, Katarnians in the north and Drylander culture in the south, though assosciate Drylanders more heavily with Baltian culture. Centralian Names Male Names: Antony, Argus, Arthur, Brekken, Cardioth, Cedric, Conrad, Cordon, Darius, Dorian, Edward, Eridius, Geoffrey, Granulus, Henry, Jochen, Nathaniel, Silus, Tomas, Trellus, Trenon. Female Names: Adriana, Aurestia, Clarissa, Cordelia, Elaina, Emma, Isabel, Juliette, Lina, Liliana, Mari, Mina, Misty, Orlena, Rosalind, Ruby, Scarlett, Seraphina, Tyriana, Vera, Violet. Surnames: Alverstone, Bellamont, Carvendale, DuLac, Estenbrook, Fairelawn, Greville, Hartswood, Ivermere, Lorrington, Merrowgate, Norcliffe, Orlestone, Pennbrooke, Quinford, Rowley, Stellamont, Trevelyan, Valmont, Westerlyn, Yorbridge, Zanclere.
75 Centralian Kingdoms Major Settlements • Edimir - A city known for its gargantuan shipyards and drydocks. Edimir is responsible for almost two thirds of all ships produced on Baldur’s western coast. • Nortros - A beautiful coastal city built on a hill at the end of an isthmus. Nortros is Baldur’s trade hub on the Katarn Sea and where many exotic goods arrive in the kingdom. • Veinril - A mining town specializing in sulfur for creating gunpowder. The majority of miners here are Orc slaves due to the hazardous nature of the work. It has the highest slave to citizen ratio of any town in Baldur Things of Interest • Orc Tribals from Ukrondia have been raiding caravans and attacking farms near the Ukrondian border (Low Level 1-3). • A group of radical druids have taken twenty people hostage in a logging camp (Mid Level 4-6). • Baldurian Inquisitors are looking for magic users to infiltrate a Nosmarkan cult (High Level 10-12). A vangaurd of industry and technology. Baldur was founded by settlers who fled Draksborne during the Colossal War, landing on the stagnant, haunted bogs of Baladir. They have grown into one of the most powerful kingdoms on Tharador, though their hatred and fear of magic is debated to be holding them back. Capital Grimgate, and Grimhelm are the administrative and military capitals respectively. Both large cities, with Grimgate being the largest in Tharador. They are connected to most other Baldurian cities by the Grimshaw Locomotive Network. Ruling House House Grimshaw rules the kingdom, King Argus I being the current king. A stern and callous king, though Argus has also greatly improved the way of life of many Baldurians. He came close to death recently in a coup attempt by a large faction within Baldur’s military. Baldur
76 Belfrie Major Settlements • Aluvitar - Elven enclave. Reminiscent of the Wood Elf architecture found in Nan Thalias. Small human population. • Tower of Ardris - Most well regarded magical institution in Tharador. De facto head of the AMS. • Velandria - Wealthy city of scholars, merchants and nobles. Trade jewel of the Grey Sea. Things of Interest • Velandria’s Liberty Day Fair is looking for performers, as well as guards to keep the peace (Low Level 1-3). • A cave-in in the Formire Mines east of Jochenia has left 30 miners trapped (Mid Level 5-8). • A Death Tyrant has taken the village of Dreadwood Rest as its lair (High Level 12-15). Diverse biomes make up the picturesque kingdom of Belfrie, and its populace is a mirror of this. Belfrie is home to many races, free of the scrutiny they might face in other human kingdoms. Though they are at war with Leacianus, its effects are rarely felt in day to day life here. Capital Jochenia, an inland city that was called Mistrath up until the Belfrie Rebellion. It is filled with beautiful gardens city wide. Ruling House Ruled by King Trenon of House Belfrie. A young and competent king who fought on the frontlines of Duskweave against the undead hordes.
77 Draksborne The greatest civilization of Tharador in the Second Era. The Empire has fallen far from its heights. It has managed to climb back up in recent years through friendly diplomacy with its neighbours and more progressive policies towards slavery and inhuman rights. Though mistrust still lingers in the hearts of its former subjects.
78 Capital Sundestra, a bustling port city on an island. Wealth inequality is rife here, and gargantuan noble manors sit above the squalor of gang filled slums. Within its walls it is safe and even beautiful, but the outskirts and beyond are no safe placed for those who aren’t armoured and armed. Ruling House Ruled by House Destra since its foundation. This ancient house has had many contenders try take the throne, especially after the Empire’s Fall in the Third Era. King Anton III is a king with an eye for the future, wanting to follow in Belfrie’s footsteps as a welcoming land. Many factions within Draksborne are against this. Major Settlements • Brel Alda - Tree of the West. Western tree of the Four Pillars, and home of a large circle of Ten’gwaël. • Canos - Wealthy trade hub and home to many universities, both mundane and magical. • Garnet Monastery - A monastery of the Tharameni. It was sacked in 3E250 by adventurers tricked by Quorenderi. Things of Interest • A scholar in Canos wants to uncover a hidden treasure he believes is at the bottom of Lake Canne (Low Level 1-3). • Nymphs in Amarth forest have been seducing Men and using them as labour in their new society (Mid Level 6-8). • The Rossa Cartel has somehow got its hands on a Djinni and it’s beginning to create chaos in Sundestra’s slums (High Level 10-12).
79 Baltian Culture Influences Baltian culture is a conglomeration of Baldurian Drylander, Elemi, and Edradorian Slaver culture. Despite the hostilities among Baltian nations, they have influenced each other over the centuries. While Baltian culture in South Baldur might differ significantly from the culture of Elemi in Abunae, remnants of Goltia are evident in all nations. Traditions & Customs Worship of Glanion as a deity is more common in Baltian culture than it is anywhere else in Tharador. Festivals during the summer solstice dedicated to Glanion are much more commonly celebrated than Tharanais’ holy day of the Scholar’s Solstice. Masked galas are common ways for nobles to dine and engage in hedonistic pleasures afforded to them by their slaves. Slave market days are also commonly seen over weekends. Sudd Tohst and Southern Baldur both feature gladiatorial tournaments for their slaves as well, with victors usually earning their freedom or a place in the service of a high ranking noble, many of whom afford their best slaves plentiful luxuries. Notable Kingdoms/Settlements Torish Istrath is the centre of Baltian Culture, being the largest trade hub on Tharador’s southern coast. It is the landing place of most merchants arriving from other continents, usually seeing imported slaves of Beastfolk from Zandoriel or Men and Elves from Edrador. Southern Baldur and Greater Abune are also part of the sphere of Baltian culture, with the Men that reside under Elemi rule in Abune being descendants of Goltians. Baltian Culture is the primary culture of Tharador’s southern human lands. A portmanteau of Baldur and the fallen kingdom of Goltia, which is now the Elemi lands of Greater Abune. Baltian Culture is a newly emerging culture, seen as a deviation from Centralian culture. The human kingdoms of Tharador’s south and centre began to diverge as the Third Era progressed. The boundaries of this culture are blurred, but most agree it encompasses Southern Baldur, Sudd Tohst and Greater Abune. Baltian Culture is defined by its hot and dry climate, and its reliance on slavery, seeing it as necessary for the advancement of their nations. Thus, Baltians are often considered apathetic to the suffering or misery of others. However, the average citizen in these societies lives in utter comfort within their city walls. Their primary challenge is the wilderness’s dangers, resulting in somewhat secular cities, except for Baldur, which is connected by its locomotives to most regional capitals. Although inhumans are present in most Baltian realms, they are more tolerated than accepted and celebrated, like they are in Centralian realms. The holidays and beliefs of inhumans exert little influence in Baltian life. In Baldur, this differs slightly due to its Centralian roots, but this is slowly changing as some previously celebrated holidays and events are phased out for new ones. For the most part, Baltian culture varies greatly between its subcultures.
80 Primary Languages While Centrali is the most spoken language of Baltian nations, it is only the mother tongue of Southern Baldur. Sudd Tohst’s primary language is their regional dialect of Magyar, the common tongue of Edrador. The Elemi lands of Greater Abune share a similar situation, with their dialect distinct from Sudd Tohst’s, yet close enough to enable conversation. The Men that live within Greater Abune have mostly adopted Magyar as their mother tongue, with very few still speaking Centrali as their first language. Subcultures Baltian subcultures are distinct, with some arguing they could be their own cultures. However, for scholarly simplicity, they fall under the Baltian umbrella. Baldurian Drylanders straddle Centrali and Baltian cultures. Sudd Tohst divides into Savanese in the West and Dunites in the East, with the Hinatli Elves and Men to the North in Hinatal and its surroundings. Those in the Elemi lands of Greater Abune are mostly confined as Bekians within the Greater Capital of Beke in Abunae. Baltian Names Male Names: Adilaz, Asha, Barouk, Cseran, Daraq, Dazmir, Fazek, Gabori, Hakar, Ilhanos, Jassar, Khoran, Lászim, Mirek, Nizaro, Orbanif, Parvez, Pasrol, Raszid, Soltam, Tarikos, Uzair, Vahid, Zoltar, Zsafar. Female Names: Adila, Bahara, Bahiya, Csilla, Donya, Dalia, Erzsiya, Farida, Fereshta, Gulnar, Henna, Ilona, Inara, Kataliya, Laleh, Layla, Mirela, Nafisa, Nasrin, Parisa, Rozina, Sahar, Saira, Yasmeen, Zohara. Surnames: Almási, Bahari, Csorba, Darvish, Ebrahimi, Fazekas, Ghaffari, Hajnal, Illyés, Jafari, Khorrami, Kovács, Lászlói, Mészáros, Némethi, Orsós, Pártos, Qasemi, Rostami, Szabó, Tóthi.
81 Baltian Kingdoms Major Settlements • Alnardu - A holy city of Glanion. No weapons are allowed within the city limits and must be handed over to guards on entering. The guards and clergy members are armed, however. • Brel Harmen - Southern tree of the Four Pillars. The Druidic circle here is made up of many runaway slaves. • Hinatal - A forgotten city of Elves and Men that was buried under sand for four hundred years. It has recently re-emerged as a trade jewel of the desert. Things of Interest • A group of gnolls have set up camp across the river from the village of Naruk (Low Level 2-4). • A warlord in Markaz needs a group of slaves escorted to Beke in Abunae after many of his guards perished in the last run (Mid Level 8-10). A lawless badland of city states that have been briefly united under the sword of Sultan Hakim. This tenuous fealty could easily break at any moment, turning the land into a warzone once again. Capital Torish Istrath, a place of hedonism and vacuous spending in display of wealth. Its main import is slaves and spices from Edrador. Ruling House The Selassie Family rules Sudd Tohst after the conquests of Hasad Selassie one hundred and twenty years ago. His greatgreat grandson Sultan Hakim is more concerned with indulging himself with women and wine than running the realm. Sudd Tohst
82 Brelyossi Elf Culture Influences In their formative years, the Brelyossi were majorly influenced by divine guidance. Renmaeth instilled in them a deep love for the woods and all living entities, while Tharanais taught them building, crafting, and the utilization of Minera’s Breath. Events like the Sibling War and the Colossal War played a significant role in militarizing an otherwise peaceful elven populace. There are still some veterans from these wars who have shaped Nan Thalian culture to what it is today. Traditions & Customs It’s customary in Brelyossi culture for strangers to greet each other with a bow when meeting for the first time. Friends and family, on the other hand, greet by pressing their foreheads and noses together, a gesture sometimes paired with a handshake due to Centralian influence. This act is called “Senrëta” or “Face Touch”. Brelyossi are also a egilitarian society, treating males and females the same in most facets of their society, though some roles such as midwives are solely reserved for females. The predominant celebrations in Brelyossi culture are detailed earlier in this book, especially those related to the Tharameni. Flower festivals and crafter events are also frequent. When a Beremeni passes away, they are buried under an Estel tree, where they become one with Tharador and their souls transition to Syelden. Some of the Ten’gwaël and other traditional Brelyossi choose to have their bodies offered to their favourite animals, contingent on the body being fit for consumption. The Descendants of the Beremeni, the First Elves of Tharador. These Elves and their culture permeate solely in Nan Thalias, with parts of their culture existing in the Elven Enclave of Aluvitar in Belfrie, and most other Elven communities across Tharador. Most commonly they are known as “Wood Elves” or “Verdant Elves” by the commoners. Brelyossi culture is one of reverence and respect for all creatures and lifeforms of Tharador, a philosophy passed down by Cedhelieth and Renmaeth. The Brelyossi are those who stayed behind after the Schism of the Dindar in the Age of Creation. Those who viewed the unchecked use of Minera’s Breath as a malevolent force stayed in the lands of Brelrindor, today’s Nan Thalias. Those who left, seeing Minera’s Breath as a font of unending power, settled in Leacianus and became the Cyrndaëli Elves or, as they’re sometimes known by laymen, the High Elves or Violet Elves. While Brelyossi are generally unwelcoming to outsiders, their warmth or caution varies based on the newcomer’s origin. They hold the Men of Belfrie, Draksborne, and Formen in high regard due to their alliance during recent conflicts. Yet, they feel less affectionate towards humans from Baldur and the southeast regions, as these were the very men who defiled their forests and invaded their boundaries. Despite this, Brelyossi culture remains a monumental influence on many of today’s societies, given its status as the oldest enduring culture on Tharador.
83 Notable Kingdoms/Settlements Unviel, the First City of Tharador, remains the heart of Brelyossi Culture. Although deserted during the Age of Creation, it saw restoration in later years. Presently, it’s home to Cyrinia Thalias, High Priestess of Nan Thalias and an emblem of Brelyossi culture. Unviel is perceived as the spiritual and cultural nexus of Nan Thalias, with Ereb Mina serving as the political core and the dwelling of the royal lineage, the Thalias. Brelyossi culture also lingers in many parts of the Tradvian territories in Belfrie, which were Elven territories just a few centuries back – a mere moment in Elven eyes. Primary Languages The Brelyoss language is predominantly spoken among the Brelyossi Elves. Those living closer to cities or human frontiers are also fluent in Centrali. Lamineran is also widely spoken among the Elves as the sacred tongue, used in religious ceremonies places of worship. Subcultures The subcultures of Brelyossi Elves vary from city to city, rather than a regional basis. Though seaside cities of Nan Thalias have a distinctly different culture seen in their architecture, as well as straying more from their traditional views due to their large amount of exposure of international merchants and travellers. This is especially true in Elvanorei and Rast Tal, the two gateways to exotic Elven goods on the Grey Sea. Brelyoss Names Male Names: Aurelion, Berendor, Caralor, Dylion, Eranthor, Falion, Finlorn, Galathon, Hylarion, Ilthor, Llyrandor, Morilin, Nelor, Orilios, Rhondor, Silathon, Taranor, Thylor, Ulinor, Vaelion, Wynion, Yllion, Zarbaeth. Female Names: Aelindra, Anareth, Belthwyn, Celenor, Dylitha, Eryndel, Finlana, Galadhin, Glynaeth, Iltharien, Llyrandor, Melinna, Nelaeth, Orilindë, Rheda, Sylathor, Taneliën, Tharimaeth, Tyriana, Vyndira, Ystariel, Zelindor, Zylthana. Surnames: Aeloreth, Berenar, Caelorin, Daelthor, Elanar, Faelar, Faeloreth, Galathrin, Hylorion, Ilorand, Llyrionar, Morilore, Nelorand, Oriloreth, Rhonarion, Silathrin, Tarathor, Ulorand, Vaeloreth, Ylathrin, Zelorion, Thylarand, Wynorion.
84 Brelyossi Kingdom Major Settlements • Dae Valle - A busy port town exporting Elven goods across the Katarn sea. The boats here are hewn from living trees and sailed by druids. • Elen Estel - previous capital of Nan Thalias that was destroyed in Quorenderi’s flood in 3E250. It has only recently begun to rebuild. Things of Interest • An alchemist in Naugrim Dagnir is paying top coin for brave souls who wish to be part of their “clinical trials” (Any Level). • Ettin and ogres have made a home in Endra Marshes, accosting travellers with exorbitant tolls (Low Level 4-6). • A mischievous satyr in Tryamin Woods has been kidnapping and forcing travellers to have tea parties, rumours it is Markamin (High Level 15-17). The oldest kingdom of Tharador, the land of the First Elves, the Beremeni. Many of its ancient cities still stand, though some less gracefully than others. Cities range from being crafted in beautiful stone to solely existing in the trees. Capital Ereb Mina acts as the political capital, though Unviel is the religious and cultural capital. Ruling House The Thalias family rules the Elven Kingdom. King Vandiliar is the first child of Calanel Thalias and Vyrilia Nirlana, the two Elves that led their people during the Age of Creation. While Vyrilia went on to found Leacianus with her other children, Calanel remained with his father. Nan Thalias
85 Cyrndaëli Elf Culture Also descendants of the Beremeni, the Cyrndaëli Elves view themselves as the true successors to their predecessors. They believe they are the natural progression of Elven kind, bound to magic and Minera’s Breath, and regard their Brelyossi kin as savages and tribals in comparison. Laymen know Cyrndaëli Elves as “Violet Elves” or “High Elves.” The Cyrndaëli Elves place extreme emphasis on magic usage and attunement in their culture. Those who cannot cast magic are generally seen as shameful and are termed “inert.” Occasionally, an inert might rise in society if of noble birth, though this is a mark against the noble house’s name. For commoners, it signifies they are unlikely to ever achieve a respectable position in society. This perspective has led to their reputation as an “elitist” culture. However, in their eyes, an inert Cyrndaëli holds greater value than even the most magically-gifted human. Their culture is profoundly xenophobic, having limited contact with the world beyond Leacianus’ Arcane Dome for over a millennium. Until the Battle of Duskweave, contacts were limited and selective, with diplomats or merchants closely monitored throughout their stay in Leacianus. Influences Though the Cyrndaeli still trace their origins to the Beremeni and share certain attitudes with Brelyossi Elves, such as their egalitarian beliefs and worship of Tharanais, they are largely distinct. The events of the Colossal War saw the High Elves seal themselves off from the rest of Tharador. From that point in the First Era, they lived in solitude, oblivious to the world beyond. They remained unaware of humans until well into the Second Era, long after Men had populated Tharador. Cyrndaëli Elves have been shaped by their worship of both Brinilmin and Tharanais. While worship of Tharanais has declined, the brief period of open trade during the Duskweave Treaty led to a resurgence. In contrast, during their isolation, worship of Brinilmin became dominant. The Tharameni were even banned as deities for a period, seen as traitors to Brinilmin. This stance has since softened, but worship of any Tharameni, bar Tharanais, remains frowned upon. Traditions & Customs In High Elven culture, commoners don’t adopt surnames. Their secondary name typically represents a profession - either their parent’s, their spouse’s, or their own. In this egalitarian society, wives don’t adopt their husband’s name. Instead, the partner with higher societal standing imparts their surname to their spouse and offspring. Although the Cyrndaëli hierarchy is strict, anyone displaying magical prowess can ascend. Artorian, the current Nirloom of Leacianus, is a testament to this, having been a lowborn commoner. Leacianans hold numerous celebrations, predominantly centered on magic, especially along the magical Prendaël River. Upon death, many Cyrndaëli Elves choose to have their remains turned to ash and spread across the Prendaël River, merging their essence with Brinilmin’s. The specifics of their funerary rites during the Liturium War remain ambiguous as the Prendaël might have been overwhelmed with the ashes of countless fallen.
86 Notable Kingdoms/Settlements The capital, Nirloom, epitomizes Cyrndaëli culture in Leacianus. As a culture, it’s confined to the Triarchy of Leacianus and has scarce presence throughout Tharador, apart from the Leacianan settlement on Duskweave Isle. Primary Languages Cyrndaël remains the Cyrndaëli Elves’ primary tongue. It branched from Brelyoss during heightened animosity between the Elves of Nan Thalias and Leacianus. The two languages now have limited similarities, with only a few overlapping words. Lamineran is nearly forgotten, and few High Elves converse in the Centrali common tongue. Those who do typically employ spells. Subcultures Few Cyrndaëli subcultures exist. Due to the interconnected nature of Leacianus through its teleporter networks, differences are minimal. Nirmeni reside in and around Nirloom, while Duiniri live by the rivers. Each subculture is generally linked to a major city, with minor distinctions. Sylfaen, the sole naval port of Leacianus, stands out. It’s a trading hub outside the Arcane Dome’s reach. However, exposure to outsiders is rare, given the strict regulations on Dome access. Cyrndaëli Names Male Names: Aedron, Aelthor, Artorian, Aulten, Carodir, Charys, Daerion, Eranthil, Erestian, Faelor, Galdorien, Karydian, Lorian, Netros, Ortherion, Rhovion, Teverys, Uryndel, Valius, Zorandir, Zyril. Female Names: Aelira, Carineth, Cyrindeth, Daelana, Eldiara, Elexana, Faelinna, Glynbel, Ilythra, Irivyl, Loryndel, Maelis, Neryndel, Orianthel, Querina, Rylena, Thalini, Ulynna, Vyndira, Wynbel, Zerilin. Noble Surnames: Aelthor, Caelmir, Dros, Elendros, Feyltir, Glynar, Hanar, Ilynthor, Jorilthor, Kaelanar, Lyrandir, Miar, Naelthor, Olanmir, Phaerandir, Quendros, Rhyndar, Syrintir, Telynor, Uelthir, Verani, Wynelthor, Yndor, Yirilion, Zerendir.
87 Cyrndaëli Kingdom themself, the Arch Marshall and the Arch Holder. These are Artorian Nirloom, Valius Hanar and Ferendir Miar respectively. Major Settlements • Sylfaen - The sole port city of Leacianus and one of its three points of contact with the outside world. • Faërduin - The current staging ground for the Leacianan’s in the war. It, like Huvuden has been the site of many battles. Was once a bustling trade hub. Things of Interest • A squad of Golden Griffins are trapped in enemy territory, needing a way out (Mid Level 8-10). • The Rossa Cartel wants to steal the egg of an Arcane Wyrm in Sylfaen (High Level 12-14). Founded in the Age of Creation after the Schism of the Dindar. Here the Elves diverged in their ways of life, and the Elves of Leacianus delved into their obsession of magic. For thousands of years they have isolated themselves with an enormous Arcane Dome that surrounds their kingdom, keeping intruders out and its citizens in. Currently at war with Belfrie and Formen. Capital Nirloom is the capital of Leacianus. This city has three main tiers, with the upper two being enormous flying cities themselves. Other smaller satellites exist as manors and forts of noble houses. Ruling House Leacianus is not ruled by one entity. Its leaders are appointed, but rule for life. Three leaders rule Leacianus, the Nirloom Leacianus
88 Hinatali Elf Culture During the schism of the Dindar, smaller groups of Elves that sided with neither of the two main Beremeni clans left to found their own nations, leaving their homeland in search of refuge from the blight of Mindoriel and her spawn. One of these groups delved into the deserts, finding an Oasis by the haft of Horauthin’s blade, Severance, broken in battle against Mindoriel. These Elves founded the city of Hinatal, and would be recluses uncontacted by humans for centuries, though came to be called “Sun Elves” by them when they first met. Hinatali Elves have, for the most part, had good relationships with their human and Dwarven neighbours, being close allies of the Kingdom of Goltia and an important trade partner of Baldur, Dornat Al Karit and the various city states that dotted the badlands of Sudd Tohst. The flow of gold is important to the Hinatali, as is their reputation as excellent craftsmen and warriors. Though in isolation their devotion to the Tharameni waned. They did not abandon them like their High Elven kin, but came to instead worship the light of Glanion. Though that light darkened when a curse of Idinehlieth saw the city flee underground into the vast caverns beneath them. But there they found a new purpose: unity. Hinatali Elves thus lived beneath the sands of Sudd Tohst for hundreds of years with humans from Goltia who had fled there after the destruction of their kingdom by the Elemi. But the Men and Elves of Hinatal still hold different cultures and values, mainly owing to all Hinatali humans having grown up in the dark underground, while the Elves all could remember the time before the descent. Influences Although some holdovers from the Beremeni remain, the Hinatali Elves have developed mostly in isolation. Especially owing to some four hundred years in their subterranean city. Though some aspects of Goltian culture amalgamated into their own following the influx of Goltian refugees into their city and its sudden burial by mounds of sand. The Hinatali were weary to outsiders for many years. Their city passed into legend and mythos, and those that sought to find and loot it never returned. After the curse that sank them was lifted, they returned as the trade jewel of the south, much to the ire of the Sultan of Sudd Tohst. Traditions & Customs Like most Baltians, Hinatali Elves celebrate Glanion during the Summer Solstice. Wine pours freely for three days street as Elves dance in the suns warming embrace over two days and two nights. The short nights are interluded with extended plays and songs, the festivities beginning again at sunrise. Unity festivals are also common between them and the Batlian humans which occupy their cities. A new celebration has also begun for them since their resurfacing four years ago, seeing them dedicate a day of worship to Erdrydion and his pilgrims who lifted the curse from their city. All dead in Hinatali culture are cremated, usually on great pyres if they’re of noble blood. Though due to their nature of living underground, many were interred in furnaces and kilns for their cremations, with smoke from open fires being a danger in the underground. Some Hinatali are accused of being hedonists, seeming to overindulge in “Unity” or blur what its definition means to their culture.
89 Notable Kingdoms/Settlements Hinatal is of course the centre of Hinatali culture. Though there are dozens of tribes of other Sun Elves surrounding the golden city, their populations are sparse and they did little in the way of developing or deviating from old Hinatali culture before the Descent. Though the culture of resurfaced Hinatali bears a few differences to these tribals, most of who have little love for humans and reject the ideals of unity. Primary Languages Brelyoss is the main language of Hinatali Elfs, though their dialect is sizeably removed from the Elves of Nan Thalias. Communication is still possible, but misunderstandings are relatively common. The Centrali tongue has also slipped into their vernacular, and most Hinatali Elves within the city are fluent in the common tongue of Centrali, though this too is its own deviated dialect compared to the Centrali of Baldurians. Subcultures The two main Hinatali Subcultures are the Desert Dwellers and City Dwellers. The Desert Dwellers are more akin to the Hinatali culture of old before the city was buried under mountains of sand. The City Dwellers are those who lived within Hinatal for the last four hundred years, having their ideals shaped by the hard times they lived in, and the humans they lived alongside. Hinatali Names Male Names: Arkeus, Ash, Baelik, Dreytin, Ehsan, Faerid, Galen, Hasir, Idris, Jaleed, Keydrin, Malik, Naelin, Oraed, Rolen, Suleer, Suraci, Tarek, Uzair, Vareel, Yaser, Zaedrin. Female Names: Alina, Arkina, Azira, Beliya, Dalara, Faeliya, Haniya, Jaelina, Kaira, Laila, Mariya, Naera, Qaelin, Raela, Raheena, Sairena, Salima, Thaliya, Uzira, Yaeli, Zaira, Zarina. Noble Surnames: Azur, Baeril, Chaeid, Dalamin, El-Sindar, Faelaz, Galanor, Haladil, Il-Aranel, Jaerim, Khaledan, Luraedar, Maelithar, Naelorin, Ol-Saril, Palazur, Quaelith, Raelanar, Salimor, Taladir, Ul-Azuril, Valenor, Waelinar, Xalimith, Yel-Sundar, Zaelorid.
90 Hinatali Kingdom Major Settlements • Kahira - A village of Sun Elves that act as a waystation for any travelling through the dangerous desert to the Dwarven capital of Sharprahk. • Makan Aliha - Though not under Hinatal’s influence, it was historically constructed by Men to act as a trading post with Hinatal during the Second Era. Now it has become where Sultan Hakim plans to stage his armies when he conquers the city. Things of Interest • In Hinatal a young Elven maiden is grieving the loss of her lover’s mind. On a recent Valadhar patrol they returned in a catatonic state, taken by madness (Mid Level 7-9). • An Efreeti southeast of Hinatal has conjured a firestorm on the desert winds which threatens to destroy the village of Althatlith (High Level 10-12). • A red devil and its followers have begun a cult in Kahira demanding blood sacrifices (High Level 11-13). A golden city nestled within the dunes of Idinhelieth’s Sands. This enormous city is the sole free-state of Sudd Tohst, drawing the eye of Sultan Hakim. Buried for fourhundred years, it emerged again in a divine miracle three years ago, retaking its place as the jewel of the south. Capital Hinatal, the golden city. Other nearby Sun Elf villages pay tribute to Hinatal for protection and resources. Its elite Valadhar warriors, magical wielding knights, protect Hinatal and its neighbours. Ruling House Hinatal is ruled by the Elven houses of its merchant elite nobles who form the Hinatali council. The sole voice its humans have on this council is the royal family of Goltia. Hinatal
91 Remnant Oldavori Culture After the Vavanasai was activated, hundreds of thousands of Colossals perished due to the folly of their rulers. Their once-glorious empire was reduced to a frozen hellscape in the blink of an eye, and all that remained after months were isolated towns and cities that became even more dangerous than the snow-swept wilderness. Some of these cities fell completely, while others persevered, connected only by the very occasional caravans led by those who wandered the wastes. Over time, some cities were reclaimed, but many sat as empty husks or, worse yet, became the homes of Shapeshifters and Psyflayers. These were bioweapons of the Oldavori Empire that had escaped captivity and wreaked havoc on those who remained in their cities. What remains of their culture now is largely tribal, with most surviving settlements being distinct in language and customs. However, larger prevailing subcultures remain that differentiate the surviving Oldavori: namely the nomadic Wastewalkers and the settled Setonic Colossals. Remnant Oldavori culture emphasizes strength, resilience, and hardiness in the face of extreme adversity. Built on the foundations of their ancient empire’s love for war, the Remnant Oldavori have learned to temper their battlelust, harnessing it only when absolutely required — which is still quite often in their treacherous homeland. With dangers potentially lurking behind every crag or mound of snow, there is still a significant emphasis on learning to fight, whether it be with a sword or Minera’s Breath. Influences While the Oldavori Remnants remain heavily influenced by the warlike culture of their predecessors, their harsh environment has moderated this. Many now prioritize survival. Those who brave the wastes have become master trackers and hunters, while those in the cities have adapted their lifestyles to be more sedentary. The constant threat from Psyflayers and Shapeshifters has instilled a pervasive paranoia. Personal space is important to the Colossals, and they have adopted many radical traditions and customs to ensure individuals aren’t Shapeshifters or under Psyflayer influence. Traditions & Customs Oldavori culture was originally founded on pride and the philosophy that “might is right.” The past thousand years have greatly humbled this mentality. While trials by combat and challenges for positions of power are common among Wastewalker Colossals, Setonic Colossals are more reserved, cherishing the few lives they have left. They prefer to settle matters through debates or votes by councils. To distinguish themselves from potential Shapeshifters, all Oldavori, whether in settlements or wandering the wastes, bear “fire brand tattoos.” These are unique patterns and designs burnt into the skin of all Remnant Oldavori as identifiers. Shapeshifters cannot mimic scar tissue, and the fire used to create the tattoos would destroy a Shapeshifter. This tradition has evolved into a comingof-age ceremony in most tribes. Some Colossals who interact frequently with humans might choose to adopt Common names, such as Runs-on-Wind.