Original: Yes
Genre: Dark Fantasy, Steampunk, Action, War, Drama, Political
Setting: Panak: A fantasy world with creatures mythical and imaginary, demons, fairies, sprites, pixies, Gremlins, ogres, elves, etc. not uncommon. However, it is not wholly fantastical, great steam driven factories churn out rudimentary firearms, metal airships soar over the forests, and the click of gears drive the dwarven furnaces.
Encyclopedia: (Also in attached pdf file)
You venture upon a dusty cave. Within the cave, at the very rear, you find an old book, the cover cracked and worn. It appears to be decades old. You open it to it's first page.
Welcome, traveller. As a visitor to our fair continent, I'm sure you must have many questions. This book was designed to answer those questions. In it you will find much reference material which should aid you in the enjoyment, and safety of your stay on Sharom. Sharom is a vibrant and beautiful land, filled with abundance and plenty.
The book you hold in your hands is the result of years of research and care by four men, each an expert in his field. The idea for this book came in the year 2530, but due to the unrest at the time was unable to be started for some time. There was a great need by visitors to have something to give them a general overview of the continent, in order that they might have a more enjoyable stay
Here the writer rambles on for several pages, boring you to tears.
Table of Contents:
I. Intro
II. Geography of Panak, and Sharom
III. Races and Creatures of Panak
A. Humans
B. Elves
1. Shadow Elves
2. Light Elves
3. Water Elves
a. River Elves
b. Sea Elves
1. Steel Dwarves
2. Stone Dwarves
3. Brass Dwarves
4. Blood Dwarves
1. Pixies
2. Sprites
3. Wisps
4. Gremlins
1. Forest Trolls
2. Stone Trolls
3. Sea Trolls
1. Imps
2. Scamps
3. Spider Goblins
4. Piranha Goblins
5. Orcs
a. Bear Orcs
b. Hound Orcs
1. Sandstone Ogres
2. Granite Ogres
1. Centaurs
2. Satyrs
3. Fauns
4. Nekos
5. Minotaur
6. Were beasts
a. Werewolves
b. Were boars
c. Wereapes
8. Lizosas
I. Vampiri
1. Black Vampiri
2. Purple Vampiri
3. Red Vampiri
4. Blue Vampiri
5. Silver Vampiri
1. Flame Dragons
2. Earth Dragons
3. Water Dragons
4. Wind Dragons
5. Gold Dragons
A. Former Kinaan Empire
1. The Kinaan Empire - Brief History
2. Present States
C. Himmel Raiders
D. Confederacy of Girlonian Elves
V. Factions
A. Dragon Knights
1. Order of the Dragon
2. Empire of the Dragon
C. Association of Mages
D. Engineer's Union
E. Trade Guilds
F. Knights of the Altar
G. Knights of the Box
H. Jinta Family
I. Yuusef Dynasty
J. The Shadow
VI. Religions
A. Cult of the Temple
B. Natorino
C. Hinomi
D. Imperial Forefather Worship
E. 13 Deities
A. Nature Magic – Ken
B. Essence Magic
C. Psichoran
D. Body-Alteration
A. Engines
B. Fliers
C. Guns
D. Misc.
Geography:
The Geography of Panak, our world, is much like that of other worlds similar to it, with jungles and deserts, frozen wastelands and balmy coasts. It has 4 known continents, Panoplia, Gerona, Sharom, and a mysterious land to the east of Sharom which is known simply as "The Mysterious East."
Sharom itself is roughly divided into several areas by landscape. The area on the north east coast, generally fairly chilly and rugged is known as the North Hamner. The Island of Skye is just off of the North Hamner. Continuing down the coast the South Hamner is much more moderate and quite balmy, generally speaking. A large promontory shaped like two razor sharp claws protrudes several hundred miles from the rest of the coast, known, appropriately, as The Twin Claws of Hinjeid.
Directly east of the South Hamner is the fertile, valley of Fenti, sandwiched between Lake Cha and Jok, the mountainous area to the south. Fenti is crisscrossed with rivers which are fed from the mountains and flow in a roundabout manner into Lake Cha. Lake Cha itself is really more of an inland sea, with a very large island in the middle of it shaped somewhat like a comma. The island, generally known simply as The Isle of Cha, is a fertile land spotted with trees and little farms, until one reaches the Imperial City of Kinaancha, which takes up a great portion of the Island.
Directly north of Lake Cha are the Woods of Dol Enol, a dark and dangerous place. While most of the forest is far too dangerous to live in, a portion of the northern woods is spotted with tiny villages, barely fending off the evil creatures, bandits, and sorcerors which inhabit the rest of it. North of the woods are the Mogili Stepppe, and beyond that is anyone's guess.
Between the North Hamner, the Woods of Dol Enol, and the Mogili Steppe lies the Doorana, a harsh wasteland in which water is scarce and food even scarcer. It forces merchants travelling to or from the North Hamner to either take ship down the coast or take the overland route south to Lake Cha. East of the Woods of Dol Enol lies the Grohar, a vast grassland prone to howling winds and little rain. East of Grohar is the massive mountain range known simply as Glod, and beyond that lies the Mysterious east, into which few have ventured and fewer still returned alive.
South of Grohar, between Fenti and Glod are the Woods of Dol Erath, which are, if possible, even darker and more deadly than those of Dol Enol. They effectively block the pass between Jok and Glod to Gerona. The only viable entrance to that continent is between Jok and the Eastern Sea, but it is a nearly impenetrable maze of razor sharp black stones, remnants of a now dead volcano. The Himmel Isles, home to the Himmel Raiders, are a tropical place around 500 miles off the portion of the central Hamner Coast.
Races and Creatures:
Panak is home to myriad races and subraces, species and subspecies, monsters and sub monsters. To make an exhaustive list would be the work of many lifetimes, lifetimes which are not available to those compiling this guide. Therefore in this guide we have provided a list and brief description of those monsters and races which one is most likely to encounter in their journeys through Sharom.
The Three Civilized Races, as they are known, are the Elves, Dwarves, and Humans, so called because they are the only races to have developed established governmental structures and countries. They make up the bulk of the populace in the cities and tamed countyside of Sharom, several of the other races acting as servants and providing some of the manual labour. The Civilized races are generally fairly prejudiced against other races, believing that their race is vastly superior and better than any other. There are exceptions, of course, but this is the case for the majority of the populace. This attitude leads to much race-related violence and hate crimes, and in the olden days often sparked all out wars. Nowadays it merely leads to dark alley beatings and the occasional attempt at genocide by the ruler of a country.
Humans: Humans are by far the most versatile of the races, coming in all sorts of sizes, shapes, and colors. They are unique for their enduring ability to adapt to most any climate and terrain, and for their very short memories, which is arguably a factor which has helped them to survive, whatever one may believe about the deity which created them. They generally stand between 5' and 6', though in some tribes the average height may be less or greater than this. They are neither particularly weak nor particularly strong, although this, as in all things, varies between individual tribes and groups. Humans have however, shown an extraordinary affinity to power, and to gradually lose whatever morals they may have had previously once they gain that power in order to stay in control of it. A small amount of power is generally relatively harmless to them, however as the amount of power increases, so does the risk to the wielder of that power. Only those with strong wills and morals can resist the temptations of great power. It is said that this corruption under the influence of power is humanity's curse, given it when it attempted to climb to the stars and challenge the heavens themselves. Most humans, if their lifespans are not augmented artificially with magic or potions, tend to live no longer than 200 years.
Elves: Elves are, overall, the wisest of the races, though of course some exceptions exist. They tend to be very long lived, the oldest recorded having lived for over ten thousand years, and are immune to most diseases and illnesses, but wounds sustained in battle heal much more slowly than those of humans, a serious injury potentially taking years to heal completely. For this reason they prefer to negotiate to avoid outright war if at all possible. Elves also reproduce, as one can imagine, at a much much slower rate than humans or, indeed, even dwarves, the average age for having children generally being around 500 years old. The Females of the race are generally considered particularly beautiful, with slender bodies and graceful movements. Generally the easiest way to tell an elf is by the ears, which are always pointed, in varying amounts depending upon the subrace. The curse of the Elves is said to be their seeming inability to act quickly and decisively, as they generally prefer to examine all aspects and consequences of an action before they undertake it. As a result, the Elves as a race rarely occupy positions of great power in the countries of Sharom, though there are several notable exceptions. There are 4 subraces of Elves, the Shadow Elves, the Light Elves, and the two races of Water Elves: The Sea Elves and the River Elves.
The Light Elves are those which one would be most likely to see when roaming Sharom, as they are those with the closest ties to Humans, which, overall, make up more than half of the population of the continent. They are average height for Elves, 6'-6'2", and the males are generally fairly muscular, by no means as slender as some of the stories portray them. The chief form of Magic used by Light Elves is Psichoran, though there are several masters of Essence Magic among them as well. When battle comes, the Light Elves prefer to fight out on the open battleground using their traditional sabers and longbows, shunning the more advanced technology put to use by other races, and donning heavy armor to protect themselves. During leisure they are mostly great patrons of the arts, enjoying refined music, dance, and literature. Light Elves are, as their name would imply, generally fair-haired and skinned, and whose ears are pointed only a small amount.
The Shadow Elves are nearly the direct opposite of the Light Elves. They live in the forests and remote places of Sharom, hiding amongst the trees and darkness, though it is rumoured that many of them make their living as thieves and assassins in the retinue of wealthy lords. For the most part, however, Shadow Elves keep to themselves, living in isolated groups in the woods, with a nominal allegiance to the Lord of the Shadow Elves, who, according to legend, has a vast court in the Mysterious East. However, the last time anything was heard of him was nearly 500 years ago, when the Empire still stood. Shadow Elves are quite content to keep to themselves for the most part, following the laws of whatever country they live in and living off of their forest, occasionally bringing their furs and skins to barter for weapons with the Steel Dwarves, with whom they are great friends. When going into battle, the Shadow Elves greatly prefer stealth to open warfare, indeed it has only been heard of them fighting a pitched battle on a field once, during the founding of the Empire. They generally use whatever they can find to kill the enemy silently, crossbows with poisoned bolts, short bows with poisoned arrows, daggers, throwing knives, traps, and several different kinds of elaborate clock wound traps bartered from the Brass Dwarves; generally donning no more armor than a leather jerkin. They are also great users of Nature Magic, though some prefer to use Body-Alteration. Battles aside, the Shadow Elves enjoy their tribal dances and music, spending most of their time, however, walking through the forest listening to nature. The Shadow Elves generally have dark hair and fair skin, and are much more slender than their cousins the Light Elves, with moderately pointed ears.
The two races of Water Elves were once one, split into the Sea Elves and the River Elves millennia ago for some reason lost to history. They both possess a curious ability to change the lower portion of their body into a strong swimming tail which looks similar to that of a dolphin, they both have skin with a bluish tint, they both use a strange water magic peculiar to their race, and they both are tied to their separate bodies of water (It seems this connection is spiritual rather than physical, as the two races will often meet at the mouths of rivers emptying into the sea to trade fairly often. However, members of both races begin to waste away if they are taken away from their own body of water for more than a few months). A common misconception is that the Water Elves can breathe underwater. This is simply not true, they are warm-blooded beings just as the rest of the Elves and must breath oxygen to survive, though the methods by which they obtain it are quite different. At first glance it is difficult to tell the two races apart, however there are several ways in which to do so.
The River Elves are those you're most likely to see, as they inhabit the freshwater streams, rivers, and lakes which flow throughout Sharom. They generally have straight hair of varying shades of blue, and are quite a bit smaller than most Elves, rarely reaching a height of more than 6', and are quite slender and delicate, with ears which are the longest (proportionally) and most pointed of the elvish races. They have no government and generally live by themselves or in small groups of no more than 5, breaking up and coming together as the mood and rivers take them. They generally take up their temporary residence in the small caves and grottoes which dot the river banks. The River Elves are masters with their own peculiar weapons, a two edged sword with gracefully undulating curves, and a matching dagger, and, on the rare occasion that they fight, generally wear no armor at all.
The Sea Elves are spotted far more rarely, as it is unusual for them to come close enough to the shore to be seen with the naked eye, and they generally keep out of sight of ships, unless they have some message to give or goods to barter. Unlike the River Elves, the Sea Elves are formed together into 3 large, mostly peaceful, states with Kings and large bureaucracies. They are the largest of the Elves, the males generally between 7'-8' long and with quite bulky builds. Sea Elves have wavy hair in varying shades of green and blue, with ears only slightly less pointed than the River Elves. The Sea Elf weapon of choice is a two or three pronged trident, with medium heavy armor and a short sword as a side arm. Sea Elves live in great buildings built at the bottom of the sea which contain pockets of oxygen filtered through the seawater with a special membrane, the particulars of which are unknown to science.
The Dwarves: The Dwarves are an old race of people, though they have a great amount of disdain as being referred to as a people. (If you do refer them as this, they will take much pleasure in shoving a pick axe where it should never have belonged.) They are dwarves, and everybody else are lesser than they, for those that are not dwarves are simply that, not dwarves.
The Dwarves are a pretty easy going bunch in everyday life though, caring more about their work than about the drama's that go on above ground, as long as they have gold, bronze, and ale, then all is well in the world. It is generally taken as a given that a female dwarve of only 12 years of age can out drink a man with the strongest constitution in the world, and very few can hum a ditty like an old drunken dwarve with plenty of time on his hands.
The Dwarves have separate communities; each with different passions. Throughout the ages, those communities became more and more separate and now there are even physical differences in the different communities. Each community has a passion that they hold above all else, (Except ale, Ale is common to all, Ale is good. mmm Ale.)
Dwarves are fairly long lived race, but not nearly as long-lived as the elves; no records exist of a dwarf living past one thousand.
The Copper dwarves are the IT department of the underground. They like to pull things apart and build and create new things, and also like to study the way machines work, and then make them work better, or even find a way to have machines brew Ale They are generally skinnier and smaller than the other dwarves, but make up for their lack of size with their know-how in getting strange contraptions to work with ease.
The Steel Dwarves are the stronger and tougher type of their species. They create weapons and have a passion for making things that can cut through the hardest of stone. There is a legend that there is a dwarven axe, built by the finest of the steel dwarves, which can cut through diamond.
They do have strange passions though, because they also love to create fancy pieces of bling, and wear them at the most inappropriate of times. There is the story of Baldric the unlucky, who wore a giant necklace into battle, and managed to make the enemies daughter fall in love with him. Problem is, she was an Ogre and due to the mating style of Ogres, Baldric was never heard from again.
The Steel dwarves are generally 4'6"-5' tall
Dude, relax. Take a chill pill. The stone dwarves are of the more relaxed variety of workers. What they do is important though, so they get away with it most of the time. I'll show you a building site where they spend most of their time.
The Architects are there yelling at the stoneworkers, who are off having a smoke of their pipes. The Masons are standing around admiring all the different stones that are being used for building. A lady of their species walks past and in unison, a huge wolf whistle can be heard " Nice beard, I wouldn't mind trimming that one!" Then at a certain point in time, a bell goes off, signalling that lunch has been called.
They are masters of their craft, and can build the most stunning things if given enough motivation.
Stone Dwarves have tough, stone-like skin and rather long arms, giving them a somewhat gorilla like appearance. They're generally 4'4"-5' tall.
The Blood Dwarves are said to be descended from a clan of Steel Dwarves who once ruthlessly slaughtered another clan of their fellow tribesmen to gain their secrets. From that day forth they were cursed by a bloodlust which would manifest itself during the season of the blood moon, sending the dwarves into a frenzy, heightened if they had been drinking. For the next 500 years the Blood Dwarves were ostracized by the rest of the Steel Dwarves, becoming slightly inbred and, as a result, slightly insane even when not under the influence of the Bloodlust. The Steel Dwarves eventually resumed trading with the Blood Dwarves, some clans occasionally even allying with them against a common foe, but to this day they do not fully trust them. The Blood Dwarves have developed a reputation, which is quite deserved, as some of the fiercest fighters in the realm, even when stone sober. They normally fight with little more on than a kilt, wielding hefty axes, maces, and swords. Blood Dwarves are around the same height as Stone Dwarves.
Thing to note: There is a way to tell a female from a male, but you should never attempt this feat. It involves a lot of screaming on your part.
Faeries: The smallest and probably scarcest race in Panak are the Faeries. They are an ancient and magical folk descending from the days of old, where the land was beautiful and delicate enough that the once enormous empires of the Faeries could live and thrive.
Now, reduced to many small groups and clans, the Faeries only survive by hiding and concealing themselves in magical havens across the lands of Panak. Some, like the Wisps and a large portion of the Pixies have managed to keep their culture and history for the most part intact, practising many ancient rites and traditions in their havens today. A large portion of the faeries, such as the Gremlins have fallen away from their natural being and have resorted to using their once holy magic for mischief and sometimes evil which is guided only by their own amusement in the comparative stupidity of the higher races.
No one has actually seen enough into the hidden world of the Faeries to know the aspects of their true appearance, but all four types of faeries have forms that they assume for the human eye, or possibly for the human mind. (for their magic is very mysterious indeed)
Against popular opinion, Faeries are individually endowed with their own mind and personality. This directly contradicts the popular theory of the Faeries as a hive mind, put forward by a group of naturalists who against all odds, were present at one of the only battles in which the Faeries openly participated in. The theory stems from the Faeries' remarkable ability to throw away all differences, in a time of great crisis or need (even among the sub-races) and work together flawlessly as a single unit to achieve anything.
There are four different types of Faeries; Pixies, Sprites, Gremlins and Wisps.
Pixies are the most common of the Faeries due to their more efficient methods of reproduction than the others. They are by nature the happiest and most innocent of the Faeries, and gain magical energy and sustenance from making others' lives happy. They usually assume the form of small elvish like creatures with large pointed ears and four wings that are in direct imitation of their long-time allies' the Dragonflies.
As Pixies are a pleasant race and pure of heart, their forms are most often fair and beautiful to the human eye, as their idols, the elves, appear.
Sprites are similar to the Pixies in appearance, but are much more mischievous in temperament, having moth wings on their back instead of Dragonfly wings. Sprites spend their time attempting to cause mischief and trouble to any they may, deriving enjoyment from the attempts of the big folks to discover the cause of such. They have the ability to take the form of a human or elf for short periods of time in order to work some mischief, but are unable to sustain this form for long, the size of the body being much more difficult to maintain. It is speculated that the Pixies have the same ability, however never find need to use it.
Wisps are odd little faeries, somewhat resembling a human form and yet, at the same time . . . not. What little we know comes from the studies the Elves did during the days of the Empire. They are a very cultured and wise race, and hide themselves away during any time of war to preserve their ancient rituals and customs from destruction. Wisps have no wings, but instead use an odd method of teleportation. It is not that they necessarily disappear and reappear, simply that they fade from one's attention in one place, and gradually come to the attention of another in another place. No one has any idea how they do it.
Gremlins are similar to Wisps in appearance and their method of travel, however they tend to not be as friendly as Wisps are, maliciously causing trouble for any larger races they can, sometimes hiring themselves as poisoners or assassins. They care nothing for their appearance, unlike the very tidy wisps, and so are generally rather disheveled. However, like all faeries, they possess amazing solidarity, and would unite with the other faerie races in a heartbeat to defend their race.
Trolls: Trolls are a large, ungainly race, generally not developed intellectually enough to be capable of communication. They stand around 7-8 feet tall and have broad shoulders and small waists. Though extremely strong, Trolls, generally speaking, prefer to be left in their native environment, fighting only when attacked or goaded into it by one of the more intelligent races. This is a fairly common practice, as a single Troll, properly trained, has turned the tide of battle on several occasions. Information on the longevity of trolls and most other races is unknown, none having been observed dying of old age. There are 3 subraces of Troll, the Forest Trolls, the Stone Trolls, and the Sea Trolls.
The Forest Troll makes his home in the deep forests of Sharom, eating whole a type of rare plant which only grows in the tops of the trees, where it acts as a parasite, draining nutrients from the host tree. Thus, Forest Trolls are excellent climbers, though they must first find a tree large enough to hold their weight, a task not as difficult as it might seem. The skin of forest trolls is rough and brown, allowing them to blend into the bark of the trees around them. Forest Trolls are the most passive of the Troll race, and will fight only if backed into a corner.
The Stone Troll lives in the caves, mountaintops, and passes of Sharom, eating pretty much whatever it can find. It is virtually immune to the cold, and often sleeps for extended periods of time to conserve energy. An interesting fact is that the adult Stone Troll actually does eat rocks occasionally, which it somehow metabolizes and then uses to harden its skin. Thus, the easiest way to tell how old a stone troll is, is to see how rocky its skin looks. The more jagged and rocky it is, the older the troll. Stone Trolls will attack without warning if they sense the least chance of being able to eat a traveller, so it is wise to look at every outcrop of rock twice. It may be a Stone Troll.
The Sea Trolls live at the bottom of the murky depths of the sea, filtering oxygen out of the water with the large gills which protrude from the side of their face. They are able to swim for short periods of time, but due to their weight generally drift or walk along the sea floor, grabbing fish or seaweed when the opportunity presents itself. The Sea Elves frequently tame the Sea Trolls and, once trained, ride them into battle against their foes. Sea Trolls' skin is quite smooth, but still tough and able to blunt a coral dagger.
Goblins: Goblins have a very bad name. When most people think of Goblins, they think of wicked scrawny little creatures breaking into houses at night and eating babies. The truth is far from this, however. Goblins are populated with members as evil and good as that of any other race, it is simply that the good goblins tend to stay in their tribes and clans hidden deep in the mountains or forests, while the evil Goblins go raiding, pillaging, and eat their prey alive. There are 5 subraces of goblin, with the orc subrace having two distinct species. Goblin appearance varies greatly from subrace to subrace, but most of them have no body hair whatsoever, have long nails and sharp teeth.
Imps are the smallest goblins, usually no taller than a man's forearm. The males, generally the only ones seen, are the only type of goblin to have wings. Said wings are black and look rather like a bat's. An Imp's skin is one of several shades of dark red, and they generally have small horns protruding from just above their pointed ears. Imps are the only race of goblin which do not live in groups, preferring to live alone or in pairs in the dark places of inhabited areas, alone or in couples, venturing out at night to scavenge or hunt for food. Imps are fairly quick and nimble creatures, and it is not uncommon to see them employed in a delivery capacity, carrying messages and small amounts of goods within the cities.
The next size up in the goblin race are the scamps, which look quite similar to the imps, except around the height of a Brass Dwarf and with short tails. Their skin is a light tan, and they have the ability to snort small flames from their nostrils for a short period of time. Scamps generally live in small clans, taking up residence in a small grove of trees or cave. The more honourable scamps live out in the wild, catching small animals for food and eating them raw, however the vast majority of the species live in small groves by the side of the road and swarm over unsuspecting travellers by themselves or in a small party, bringing them down by sheer weight of numbers, and then eating them alive. Scamps are generally far too close to starvation to engage in clan versus clan warfare, however in a fat season it has been known to happen.
The Spider Goblins are the tallest of their race, though by no means the heaviest, and have 3 pairs of legs and one pair of arms, useful in navigating quickly the long twisting caves in which they live and giving them their name. They live in the large caves of the mountain ranges of Sharom, and are extremely dangerous. It is said that in the early days of the empire a spider goblin was responsible for the death of one of the Elven King's sons. In response, he asked his allies, which at that time included both humans and dwarves, to aid him in eradicating the entire race of the spider goblins. The armies drove the goblins into the mountains but there foundered and eventually returned to their own countries. Ever since the Spider goblins have hated Elves, Humans, and Dwarves of all description, attacking whatever dares venture into their caves and lairs. Spider goblins have no ears, and rather smooth featureless faces with no discernible nose or ears, and large dull black eyes. Their skin is a dark mottled grey. They normally use whatever medium sized rocks are around them as weapons, scorning the use of dwarven or human weapons..
Piranha Goblins are the terror of the waters. They have huge mouths full of razor sharp teeth and small beady eyes, with two small holes between the mouth and the eyes passing as a nose. Their body is short and lean, with splayed, long webbed toes and fingers. They're skin is white tinged with blue. Only a few tribes of Piranha will attack humans or dwarves on sight, but every last one in the water carries a vendetta against the Water Elves. The story goes that back before the days of the empire the Sea Elves and the River Elves were united as one race, and they enslaved every marine animal to their will, including the Piranha goblins. All were treated with cruelty, but the Piranha Goblins especially so, due to their ugly features and large mouths. As the Water Elves declined in power, and some began to respect the waterlife, the Piranha Goblins escaped from their slavery pens and began a war against the Water Elves. Centuries passed, and the Water Elves split into the Sea Elves and the River Elves, but the Piranha Goblins never forgot, and continued killing as many as they found to this day.
The Orcs are a curious subrace, closest by far to the Civilized races of the Humans, Elves, and Dwarves. The two species of Orc, the Bear Orc and the Hound Orc, are both fairly intelligent creatures, and are generally regarded as just below the Civilized Races in culture and overall community strength. The fact of the matter is that they are very nearly equal to the Civilized races, but centuries of living in a role of servitude have resigned them to their fate of living as a second class race. There are a few exceptions, some Bear Orcs having obtained high government posts in the Empire, and several have continued in high governmental roles even after the fall of the Empire.
The Hound orcs are really quite ugly creatures, with mottled light green skin and short ears low down on their head. Their chief ability is their sense of smell, which makes them ideal scouts in the army. Indeed, for most hound orcs the only life they know is that of a mercenary, companies of them serving in a scouting, archery, or light infantry role in many of the armies of Sharom. The few that have settled down generally work as hunters in small hamlets in the countryside, using their considerable skill in archery to bring in game and at least slightly offset the townspeoples natural prejudices.
The Bear Orcs are generally thought of as the closest to the Civilized races. They are, for one, the only species of Goblin which have hair; said hair generally being black, long, and straight. Their green skin, just slightly darker than the color of grass, is quite hairy, giving rise to the name of Bear. Bear Orcs stand about 6'3" on average and are quite well muscled and strong. Those Bear Orcs willing to tolerate the prejudice against them from the Civilized races generally work as mercenaries, fulfilling heavy infantry and Cavalry roles. Some have even become generals, in charge of the entire Army of a country. There is even one Bear Orc ruler, in the country of Urik'la. Those which do not live amongst the Civilized race, however, are nomads, roaming around the grasslands and forests in their tribes, some having lasted over one thousand years.
Ogres: Ogres are the largest humanoid race in Sharom, an average height being somewhere between 9'6" and 10' tall. They are rather slow, ungainly creatures, generally rather fat and, quite frankly, rather stupid. Their thick, tough skin is nigh impenetrable, and they invariably live by themselves in a rocky area. Ogres have quite possibly the strangest reproduction cycle of any race. Instead of reproducing by conventional means, as do most of the other races, the male and female Ogres (which are very nearly indistinguishable from one another) simply bathe in the same sand or gravel pit, sometimes with a gap of years between the two. After a period of about 2 years a baby ogre crawls his way up from the bottom of the pit to the surface, where he greedily eats whatever rocks or trees are around, usually never seeing either of his parents again. Ogres are occasionally captured and used in battle, but this is unusual, due to both the amount of effort needed to capture an Ogre and their inherent stupidity, which makes them very difficult to train. Ogres subsist chiefly on rocks and trees, though they have been known to eat other races as well, as they both taste very good to an Ogre palette, and strengthen the Ogres immensely. There are two races of Ogre, Granite Ogres and Sandstone Ogres.
Granite Ogres live chiefly in the mountains and low foothills of Sharom, generally in conflict with whatever Trolls are in the vicinity, leading to often vicious fights. They have three small eyes perched just above the small airholes which serve as nostrils. It has been postulated that the growth of the third eye, which is several inches higher than the other two, is to allow them to watch the skies for falling rocks or enemies. Granite Ogres have grey skin which helps them blend in against the stone, and usually use crude stone clubs as weapons, though a weapon is generally unnecessary against all but the most accomplished foe.
Sandstone Ogres live in canyons in the desert or close to the forest, generally as close to water as possible, though they can survive without it for several months. They have one large eye situated in the middle of their face, with their nostrils above it on the top of their head. An autopsy of a Sandstone Ogre has revealed that the position of their nostrils helps cool their eye and brain. They have few natural enemies, but when pressed uproot a small tree (if available) to use as a weapon. Their tan colored skin helps them blend in against the sandstone walls of the canyon which gave them their name.
Anthropomorphs: Although technically comprised of many different races, the Anthropomorphs are generally referred to collectively as "Anthros", "Morphers," or, more archaically, "Beastmen." They are comprised of animals with distinct qualities normally found in humanoid creatures. Of all the races, Anthros normally encounter the fiercest Racism from the other races, many of the civilized races regarding them as simply overgrown animals. They were granted equal rights under the Kinaani empire, and several countries continue to grant them this, but the prejudice they encounter is still strong. Beyond this, the different races are so different it is difficult to generalize. As a general rule Anthros have around the same lifespan as humans.
The first race of Anthros, and perhaps the most respected, are the Centaurs. They alone encounter little prejudice from the general populace, and frequently serve as wise men, astrologers, and personal magicians to rulers and princes. The form of the Centaur is that of a horse, but where the neck would normally attach a human torso grows, with a human head on top. Centaurs are very expensive to keep, as they have two stomachs, both a human's and horse's.
Satyrs are distantly related to the centaurs in that they are comprised of both man and horse parts, but the Satyr is mostly human, with only two horse legs and long horse ears. Satyrs are troublemakers, and can be most commonly found among thieves and outlaw bands.
Fauns are fairly closely related to Satyrs, but have the legs, ears, and horns of a goat instead. They enjoy strong drink and women (for the males at least) (though it is very unusual for them to get a woman) and are occasionally seen running bars in large cities.
Nekos are one of the strangest of the Anthros. In form they vary, for some the only thing vaguely humanoid about them being their body shape and size, all else, including face shape, ears, tail, fur, and paws being completely catlike. Others have little to no fur, the only thing catlike about them being the soft ears sticking up from beneath their hair, unusually long and sharp fingernails, and the faintest hint of whiskers. Of course there exists almost every variation imaginable between the two. An interesting thing to note is that generally the more catlike a Neko looks, the more catlike its personality will be, which generally means bitchy, aloof, and very very jealous and possessive. The ones closer to humanoid are generally quite affectionate and, should one gain their trust, loyal and loving. Unfortunately the weight of the population of Nekos fall more towards the catlike side of the spectrum, making them fairly disliked as a whole.
Werebeasts are the only Race of Anthros with subraces, classified mainly so because of their unique abilities. Werebeasts can change from a human form to an animal form, but generally only under certain conditions. (Powerful Werebeasts can do so at will) In their human form it is possible to tell they are a were beast only by examining the back of their left knee. Under the light of glow worms a faint mark can be seen, the form of the mark differing depending upon the subrace of werebeast being examined. Werebeasts are unusual among Anthropomorphs in that they can reproduce with humans successfully, indeed this is the only way they can have children. This has led scholars to conjecture that the Werebeasts are perhaps a result of a magical experiment millennia ago. Werebeasts are generally able to hide their identity from the general populace, but if discovered they often face at best being completely ostracized, and at worst burnt at the stake as a child of an evil deity. There are 3 types of Werebeast, Werewolves, Wereboars, and Wereapes.
Wereboars are the most common subrace of Werebeast, simply turning into a giant boar at the halfmoon. As people they have heightened senses of smell, poor eyesight, and generally low hygiene, but are otherwise unremarkable.
Wereapes are the next most common subrace, generally only found in southern climes however. Every night of the summer months they turn into a large gorilla, endowed with all the normal gorilla qualities. As humans they tend to be somewhat silent people, generally craftsmen or builders, very strong, and vaguely resembling a gorilla facially.
Werewolves are the rarest, and most powerful Werebeast, turning into a gigantic white or grey wolf on the nights of the full moon and new moon. As humans they have long shaggy hair, excellent nightvision, a sharp sense of smell, keen ears, and excellent endurance.
Minotaurs are perhaps the wildest of the Anthropomorphs, though ironically they have more human parts than most Anthros. They are essentially very tall and strong men with a bull's head and horns. Minotaurs are most commonly found running around in the wilderness, and are almost completely feral, possessing little higher brain power at all. They generally wield a large mace or axe, pillaged from the body of a victim or ancient tomb.
Foxelves are similar to the Nekos except with fox features instead of Cat features. Unlike the nekos, however, their personalities are normally fairly close to that of the elves across the board, hence their name. Foxelves are proficient users of all forms of magic, (exceptions, of course, exist) and often serve in such capacity in a mercenary group.
Lizosas are the only anthropomorph not based upon a mammal, being instead rather large lizards with humanoid body shapes and a fair amount of intelligence. They generally live in tribes in the forest and jungle, with as little interaction with other races as possible. Their bite is mildly poisonous, sending the victim into paralysis for around two minutes. Lizosas generally use spears and other crude weapons against their enemies, going into battle with their markings ablaze to indicate their anger. Not much else is known about these creatures, as any attempt at research ends with the researcher dead.
Vampiri: The Vampiri are strange, mysterious beings, shrouding themselves in shadow and secrecy. It is very unusual to see one and know that you've seen one, as, on the surface, many of them look just like a normal human, and those which do not do not usually let themselves be seen. Vampiri, as a rule, drink only blood, though some varieties can eat normal food without gaining any nourishment from it. The method by which Vampiri reproduce is the other interesting trait shared by all of them. There are two methods by which they do so. The first is very similar to the way in which most of the other races reproduce, identical in fact, with the provision that the other Vampiri is of the same strain, as matings between Vampiri of different strains never result in offspring. The second way is far more interesting. A Vampir (singular form of Vampiri) may turn a normal human (or, though this is far more difficult, elf) into another Vampir of the strain, (with ¾ of the power of the original Vampir), by feeding some of its blood to the one being turned. Several stipulations upon this turning exist, however. If a female, she must be a virgin, and be able to bear children, or will be able to in future Males must be under the age of 30, not eunuchs, and must have a large amount of strength to endure the turning. Elves cannot be turned at all if they have passes their 50th year, (young by Elvish reckoning) and both the male and female stipulations apply to both genders. If they fulfil these conditions, then the Vampir opens a vein in its arm and feeds the one being turned (known as a childer) around 4 ounces of blood. The process of turning, which generally takes nearly a week, is excruciating for the childer, especially the males, of whom most die from the pain. The females are somewhat less resistant subconsciously, and most escape with their lives and their new Vampiri powers.
Due to their diet, Vampiri are almost universally feared, and if discovered they are generally ostracized by the surrounding populace. All Vampiri are very weak to silver weapons, and most to direct sunlight, and weak Vampiri can be killed by having a stake thrust through their heart, though it is extremely painful for the stronger of them as well. Vampiri are also immortal, the most ancient and powerful of them having been alive since before the Empire was founded. There are 5 strains of Vampiri, the Black Vampiri, the Purple Vampiri, the Red Vampiri, the Blue Vampiri, and the Silver Vampiri.
The Black Vampiri are one of the most common strains. They are very stealthy and very quick, able to jump very high and land from a fall without ever injuring themselves. Black Vampiri also have a special ability which allows them to become nearly invisible when still. Black Vampiri resemble a normal human, albeit with pale skin and black eyes at night time, and can turn into a large bat at will. Black Vampiri are the most sensitive to the sun, unable to go out during daytime at all.
The Purple Vampiri are indistinguishable from humans (able to eat normal human food) and are expert magicians in all of the disciplines, able to weave a spell in no time at all. However, they are physically weak and have low endurance, able nonetheless to heal themselves of all but the most serious injuries with ease. Purple Vampiri are able to eat normal food.
The Red Vampiri are the least common and the most dangerous and powerful. Though they possess no innate talent with magic, whatever strength they had as a human is multiplied by 10. They seem to shrug off most injuries with no problems, it is extraordinarily difficult to kill them. In addition to this the Red Vampir can jump and fall in a similar manner to that of the Black Vampir. However, Red Vampiri are extraordinarily sensitive to the sun, unable to stand under direct sunlight for more than a few seconds before their skin begins to burn. They are also vulnerable to fire. Red Vampiri have skin so pale it looks completely drained of color, and their eyes are red at night. Red Vampiri are able to eat normal food.
Blue Vampiri are unique in that very few of them are human, most being water elves stolen from their cradle at birth or given birth to naturally by two other Blue Vampiri. They live underwater for the most part, their mutated lungs able to filter the oxygen from the water. Blue Vampiri are very quick swimmers, faster even than the Water Elves. They are extremely weak in sunlit water, preferring to stay in the depths of the sea during the daytime, venturing out of their caves only when the sun is down. They usually live on the edge of a Water Elf city, which gives them plenty of blood during the nighttime.
Silver Vampiri are the strangest of the 5 strains, as they are dedicated to wiping every single other Vampiri off of the continent. They have turned parts of their bodies into silver, to better aid them in their battle, and generally refuse to acknowledge the fact that they themselves are Vampiri, despite the fact that they have a combination of the abilities of the other Vampiri and reproduce in the same
way.
Dragons: Dragons are the most feared creatures in Sharom. They are highly intelligent (though this is not always accompanied by an equal dose of wisdom) and strong, covered in several layers of tough scales, which, while not impenetrable, take serious hacking to get through. Fortunately for the average traveller, wild dragons are very rare, they were hunted nearly to extinction several millennia ago and, though their numbers are climbing slowly as they thrive off of the current chaos, it is still unlikely that one will ever encounter a wild Dragon. However, many dragons have been tamed and form part of a king's army. It is unusual for a king to have more than one or two, however, as they are extremely expensive to keep. There are 5 kinds of Dragons, the Flame Dragons, the Earth Dragons, the Water Dragons, the Wind Dragons, and the Gold Dragons.
The Earth Dragons are perhaps the most common, their total population being around 2/3 of the total estimated Dragon population, however this does not mean they are by any means easy to find. They are around twenty feet long with two rather stumpy legs which, nonetheless, they can move quite quickly on. Despite their rather large and sharp teeth, they eat mostly vegetation. This does not make them any less dangerous, as they will generally attempt to rend in two the body of any foolish enough to encroach on their territory, then leave the body for the vultures to eat. They are generally a dark, mottled brown in color with an occasional green tint. Occasionally an Earth Dragon may develop a taste for meat, these are those which most often give their services to a king, allowing themselves to be ridden in exchange for as much enemy human flesh as they can stomach.
The Wind Dragons are light, feathery beings, the smallest of the Dragons but also the fastest. They have a wingspan of approximately 30 feet, and a body length of around 15, including their tail. Unlike the stocky and bulky Earth Dragons, the Wind Dragons have slender, lithe bodies, their green scales shimmer and seem quite delicate. Wind Dragons eat mostly flying creatures, snatching them out of the sky in their needle-like teeth. They are often tamed by Dragon Knights, and form the most popular mount for both branches of that order. Wind Dragons rarely attack humans without provocation.
Gold Dragons are perhaps the most selfish creatures in Sharom. Their sole pleasure in life is to gather as much treasure as possible, heap it in a cave, and sit on it. Females of the species are attracted to males with larger piles of treasure, as this evidences a better ability to gain it. Though many believe that the Dragons themselves are golden, they are in fact a rather dark maroon, and quite bare of scales in some places. Many adventurers think that this makes killing a dragon and taking its treasure a fairly easy way of gaining gold, however what is not commonly known is that a number of secret rites must be made over treasure an earth dragon has lain upon, otherwise the curse of the dragon shall come to rest upon the house of the one who took the treasure. This curse is the result of a Gold Dragon sitting on its pile of treasure for so long thinking greedy thoughts. It take various forms, but the most common involves the adventurer going mad, killing all those closest to him and then himself. The magic necessary to dispel the curse is fairly expensive and there are few who can perform it.
Water Dragons live in the great oceans, grey green in color with luminescent scales which glow under moonlight. They are divided into several clans, each permanently allied with a kingdom of the Sea Elves. It is said this binding is a result of the 3 Sea Elf brothers, each of which founded his own kingdom, coming across a nest of 3 baby Water Dragons in a grotto deep under the sea. They protected the baby dragons from a horde of Piranha Goblins, and as such the babies made a contract of mutual protection with the Elves, each dragon paired with a brother, a contract which would be carried on until the last dragon of that bloodline, or the last Elf, fell. There are, however, wild Water Dragons which eat as they can, occasionally serving as mercenaries to an Elven army in return for food and Basalt, a rock which the dragons hold in high esteem. Each Water Dragon collects a much basalt as possible in his life, believing it to have properties which increase speed and strength. Water dragons have the closest thing to a culture among the dragons, clans and bloodlines are recognized by curious ritual scarring on a water dragons webbed tail, and feuds and grudges are remembered for generations. Water Dragons have webbed claws as well as the aforementioned tail. This tail is their main source of propulsion throughout the water, their claws serving merely to stabilize them and perform slight changes in direction. A Water Dragon travelling at top speed tugs his arms and legs into his side and thrusts his long snout forward, a small dorsal fin on the top of his head and another larger one on his back also helping to keep balance. It is said that Water Dragons are the most intelligent of the Dragons, however this claim is fiercely contested by the Fire Dragons, their eternal enemies.
Fire Dragons are the largest of the Dragons, with a body length of up to 40 feet and a wingspan of nearly 50. They are able to breath fire from their mouth, which is filled with razor sharp teeth. Their scales, generally thought of as the toughest form of dragon scales and much in demand for items of clothing, are blood red in color, gradually getting darker under the belly. Fire Dragons are capable of long flights, and while they are not nearly as agile as a Wind Dragon in the air, are quite able to fight efficiently there. Fire Dragons are immune to most forms of flame, the combustion which takes place inside their body to let them be able to breathe fire ensures that it would be difficult for even the heat of the sun to harm them. Cold and water, however, while not able to kill them instantly, weaken the Fire Dragon who, if left in the cold or in the water for long enough, will eventually have its inner fire put out and die. They are the breed which most rarely allow a human to use them as a mount or in battle, however when this action happens, usually as a result of the dragon owing the human some service.
Countries and History:
The states, countries, and other political entities formed from the breakup of the Kinaani Empire make up most of the civilized regions of Panak, and form what is known as the Kinaanae Region, bounded on the east and south by mountains, on the north by the harsh Mogili Steppe, and on the west by the ocean. In order to understand the countries of the Kinaanae Region correctly, however, one must first understand from whence they all came: The Empire of Kinaan herself.
(note: When referring to the Empire with a pronoun it is traditional to use the feminine form rather than the impersonal form, similar to Germany being the "Fatherland" to nationalistic Germans during the early 20th century. In addition to this, the possessive form of "Kinaan" is "Kinaani," and the plural "Kinaanae." Therefore it is proper to speak of the "Empire of Kinaan" and the "Kinaani Empire," not vice versa)
Not a great deal is known about the chaos before the Kinaani Empire was founded. There are vague signs that the chaos of its beginning was the result of the downfall of another, older empire, one which stretched from the Norem Ocean over the Glod into the Mysterious East, however almost nothing is known of this Empire.
What is known is that a man known as Kin oj Him, chieftain of the Aan people founded Aancha (later Kinaancha) on the Isle of Cha in the year which would become the first year of the Kinnani Calendar. Kin oj Him survived to see the city finished, but was, according to legend, slain soon afterwards fighting a Black Dragon, in the year 5 AF (after founding). Kin had been a great chieftain of the Aani tribe, and his people loved him. According to the ancient scrolls which recount the early days of the Empire, at his funeral, Kin's best friend, Gaijon oj Dor, stood before the crowd of tribesmen and pledged that he would spend the rest of his life ensuring that every Black Dragon was slain that his friend might have rest in the afterlife. The crowd allegedly stood as one and pledged their lives and the lives of their children and children's children to that purpose also. Another, lesser known source, reportedly almost destroyed by Imperial Mandate for heresy, states, however, that Gaijon had been sleeping with Kin's wife, and arranged for the guards with his friend to withdraw when Kin encountered the Dragon. The crowd had already been feeling sentiments of anger towards the dragons dragons, and Gaijon simply used those feelings of anger to gain power for himself.
Whatever the case, power is what Gaijon obtained, founding what is now known as the Dynasty of Gai. After obliterating all Black Dragons in the region controlled by the Aani, he began to seek for them among other countries. Naturally, the surrounding nations were reticent to have war parties large enough to kill a dragon wandering around inside their borders, and so most refused to grant them entrance. This was, of course, what Gaijon had anticipated, and he used it as an excuse to invade. By his death (due to falling from his horse) in 20 AF three of the surrounding tribes had been vanquished and their populaces absorbed into that of the Aani people, by now calling themselves the Kinaani, in memory of their beloved leader. The next three rulers were all sons of Gaijon, each ruling only for a few years before being slain in combat with a Black Dragon. They accomplished little, the only thing of note being to, between them, father 30 children. The next ruler was only a babe when he took the throne in 27 AF. His mother, a minor concubine of the last ruler, had managed to systematically eliminate all of those in line to throne before her son without having suspicion cast upon herself. This was no mean feat, considering that there were nearly a dozen nobles and princes before the babe in the line of succession. The baby's name was Kilanad oj Jinda, and he would rule for the next 70 years, the second longest reign of any Emperor of Kinaan, a title which would first be used during his reign.
Kilanad's mother, Kina, ruled in her son's stead as regent till he was 12 years old, focusing mainly upon increasing the power of the throne and implementing social improvements to make the lives of average citizens easier. It is said that she intended to rule for a much longer time than that, but, chafing under her rule, Kilanad had her poisoned. It was indicative of the rule he would have. At 13, after several years of preparation, Kilanad organized the first major campaign seen by the empire in nearly two decades, appointing one of his elder brothers as commander in chief. The Kinaani army swept through the fertile valley of Fenti, conquering and enslaving. When assaulted, a town was given two choices: Surrender and swear an oath of allegiance to Kilanad, or have all males slaughtered, and the women raped and sold into slavery. Those which surrendered were treated well, no private property was harmed and the inhabitants, should they prove themselves loyal and be prompt in paying taxes, could become Kinaani tribesmen with all of the privileges entailed by that in several years. The towns which did not surrender, however, had done to them exactly what was promised. After the resistance, fall, pillage, and slaughter of the first few towns and villages, most surrendered. With a great deal of the rich Fenti valley in his firm control, (the last city would not fall for another 500 years) Kilanad turned his eyes to the North, to the forest of Dol Enol. The fat and lazy southerners were, however, quite different to the hardened tribes of the woods. A great chief known only as Vin united the squabbling tribes and formed an army large enough to match that of the Kinaani. The war raged for twenty years, the youth of Kinaan being wasted in the forests. At last Kilanad sensed that should he continue the war he would risk destroying all he had gained; the towns of Fenti were becoming restless, tiring of losing their sons to a battle which did not concern them. Kilanad signed a truce with Vin, agreeing that both the tribes of the woods and Dol Enol would live in peace for the next 50 years. Kilanad pulled his remaining forces back and began working upon ensuring that they were the best equipped and trained in the known world. It was at this point, however, that a famine struck, causing rioting throughout what was now known as the Kinaani Empire. Many Fenti cities revolted. Kilanad spent the next 5 years reconquering the rebellious areas. By then the whole country was sick of war. Recognizing that if he hoped to keep power he would have to change the focus of his reign, Kilanad successfully began a program of improving infrastructure and continuing many of the social improvements begun by his mother. For the remainder of his reign, Kilanad worked at establishing a stronge central government and the creation of a small bueaurocracy to ensure the government ran smoothly, gaining gradual control over other small states by diplomacy and trade rather than war. He managed to ensure his heir would rule the neighbouring country of Ursu by marrying the princess and having the prince discreetly assassinated. Trade flourished under the latter part of Kilanad's reign, bringing wealth in from all over Sharom, enabling the Emperor, as he proclaimed himself in 80 AF, to build Kinaancha into the largest and most beautiful city in the region. He died of natural causes, childless, in 97 AF, however before his death he set in motion his plans for a large scale invasion of the rich dwarven country of Gron, located in the mountainous area of Glod.
The next emperor, Kilanad's nephew, was, however, lazy and had no wish to bother with organizing a campaign on the scale necessary to take Gron, and so he did nothing, besides reducing the size of the army to save money. He ruled for 20 years, and his son after him took after his father in his attitude towards his duties as emperor, and his son after him. Gradually, the real power of the nation passed to the Jindo, or council of advisors. Originally they were a group of high ranking chieftains appointed by the Emperor to advise him in all matters of state, having no real authority as a group, the emperor choosing their members at will. By the time of Kilanad the 2nd in 150 AF, however, the Jindo chose their own members from the Chieftains, now generally known as Lords, and effectively had complete authority over the Empire. They were still reticent to invade any other countries, the Light Elves, whose regiments had sustained massive casualties during the Dol Enol War, still remembered the horrors of that time and had no wish to repeat such a genocide.
At this point the ancient book appears to have been damaged, and is illegible for several pages. It picks up again with these words:
At last the entire continent of Sharom was under Kinaani rule, Emperor Kilanad XXII finally completing the conquest of the outlying islands of Skye in 2117 AF. Ironically enough, a Black Dragon was found on the last island to be conquered, the last known of its species. A young member of the Order of the Dragon, Harold Hindel, fought against an entire platoon of the king's elite guard to protect it, but was ultimately unsuccessful, dying as the emperor's personal guard killed both he and the beast at the orders of the emperor himself, who watched, laughing. It is said that it was that final cruel act in the bloody history of the empire that doomed it. It was not 3 months later that Kilanad XXII choked on a peach pit and died. His successor, Gindel VII, was a weak man, and allowed his personal assistant to do most of the ruling for him. The assistant, sadly, was not a good ruler either, antagonizing many of the Lords appointed to rule the various districts and lands. Up till now they had been nearly completely loyal to the Emperor, but the first seeds of discontent had been sown. A succession of weak rulers, concerned more about their parties and personal pleasure than the good of the empire, and the first rebellion occurred, in 2150 AF. It was quickly quelled by the Legio, [army of the empire] but it had set a precedent. For 300 years the empire held on, brutally suppressing any signs of rebellion, but one day it simply . . . imploded.
It is heavily debated as to what, exactly, sparked the powder keg of discontent that was the Kinaani empire, but most historians agree that it was likely due to a combination of the Mogili reclamation of their lands, an increase in the brutal pillaging of the coast by the Himmel raiders, and the assault on the southeast corridor by the Confederacy of Girlonian Elves. The already stretched Legio could not handle all three problems at once adequetely. The emperor, Dimonedes II, realized this, but felt he had no choice. He split them into 3 forces, but it was not enough. The Lords in every province felt they were not being well protected, and, by the time 3 months had gone by, they had all rebelled, leaving the emperor with control of only the Isle of Cha. Almost immediately the Lords began to fight against each other, some ostentatiously over religion or principles, others overtly seeking more land. Chaos gripped the land, assassinations, coup d'etats, and rebellions being commonplace. For one hundred years the chaos gripped the land, but gradually the people became tired of war, and, as I write, a semi-peace has been established, each country struggling to find itself in this brave new world without the tyranny of the Empire of Kinaan. In honor of this, it has been decided by the major scholars of the world that a new dating system be established, starting from the peace treaty between Lovinia and Tindar, which marked the end of the last major war to date. Thus, this, the year of the publishment of this book, is the year 3 A.P. according to the new calendar.
There are just under 90 independent states which presently occupy the territory once held by Kinaan, normally classified according to which region of the continent they are located in. Thus, we will organize them in this fashion. Due to space restrictions we are unable to give a detailed description of each one, however we shall include what we see as basic facts about each one, along with any additional comments the editors wish to make.
Doorana Region:
Doorana being the harsh, rugged wasteland it is, its inhabitants are strong, sturdy people, having grown up constantly at war or in threat of war with the Mogili. Natorino has its strongest following here, the simple teachings appealing to the simple lifestyle of these people. The countries of the Doorana, while not wealthy or populous, all have strong, experienced military, the result of constant battles with the Mogili.
Golar:
Official Name of Country: The Sovereign State of GolarPopulation: 400,000
Government: Constitutional Monarchy
Ruler/s Name: His Majesty, King Doreth IV (Figurehead) Joharen Dross (Prime Minister)
GDP: 20,000 KM
Major Sources of Income: Mining, Trade levies
Currency: Kinmark
Religion: Natorino (unofficial)
Capitol: Sinden (G-61)
Other Prominent Cities: Golaroth, Lort De Drek, Sor'Yusen, Dokreth
Additional Comments: Golar negotiated a lucrative deal with the rebellious Copper Dwarves in the Glod mountains shortly after the time of chaos. In return for complete control over their foreign affairs and the ability to tax trade coming in and out of Kvot, the dwarves were given control of a large chunk of land in the Glod Mountains and the right to govern their own affairs.
Kvot:
Official Name of Country: The Independent Dwarven Principality of KvotPopulation: 100,000
Government: Oligarchy
Ruler/s Name: Prince Dorzek V
GDP: 7,000 KM
Major Sources of Income: Machinery creation and repair
Currency: Kinmark
Religion: Hinomi (official)
Capitol: Kvot'Dek (F-62)
Other Prominent Cities: Zok
Additional Comments: Kvot is ruled by an elite council of elder dwarves, headed by Prince Dorzek V. The country is independent in name only, Golar influencing much internal decision making despite its official hands-off status.
The next section is water damaged; only a very few lines can be made out
The North Hamner
The North Hamner is comprised of around a thousand miles of rugged coastline and islands, and the countries in the region are generally politically stable, normally comprised of some form of Feudalist government. A large source of income comes from the fishing industry, but there is mining to be had in some parts of the region as well. Generally speaking the North Hamner countries have strong military, especially navy, needed to defend against attacks by the Himmel Raiders, or raiding parties sent out from the Northern Islands.
The South Hamner
The South Hamner is a fairly rich and prosperous region, gaining much of its income from fishing and farming. Generally speaking, it's countries have armies and navies much larger than those of the North Hamner, however they are not nearly as well trained. There are exceptions to this, of course.
The Dol Enol Region:
The countries located in the north part of the Dol Enol Forest are generally very sparsely populated, due to the difficulty in surviving in the region. Their southern borders are constantly beset upon by bandits and rogues from the southern part of the forest. The forest makes any military action very dangerous, however, as the bulk of defense is carried out by the local knights and woodsmen, who are extremely skilled in using the guerrilla tactics which are suited most to the terrain. An army from Tindar attempted to invade Czewalscha in 2500 A.F. and made good progress until they reached the forest itself. Out of allegedly 50,000 soldiers, only 20 made it out alive, raving about how the trees had come alive and attacked them. Most of the products exported by the Dol Enol Countries are, as one might expect, wood based.
The Fenti Plain
The Fenti Plain is home to some of the richest and most prosperous nations on the continent. The land is fertile and well-watered, and generally covered with farms. The leaders of the Fenti rely almost soley on mercenaries for defense, the people themselves far more willing to part with their money for their country than their lives.
The Lake Cha Region
Lake Cha is dominated by the Isle of Cha, which is mostly ruled by Kinaan, the last vestige of the Kinaani Empire. The countries bordering it are prosperous, obtaining resources from fishing as well as the fertile plains of Fenti.
The Vano Labyrinth
The two countries in this Region, Geruth and Farosar, are almost constantly at war with the Confederacy of Girlonian Elves, whose border begins where the Labyrinth ends. Geruth and Farosar's armies are funded by several wealthy nations in the Fenti region, who realize that should the Confederacy conquer those two, that the entire Fenti Plain would be open to their armies.
The Trohar Grassland
This wild, grassy plain is dotted with small forests and hills. The land to the north is very hard and difficult to cultivate, while that to the south is somewhat more fertile. The nations of the Trohar are famed for their cattle, which comprise the bulk of the industry, however they breed excellent horses as well. As once might expect, the nations of Trohar have the best cavalry in Sharom, most inhabitants having been bred to the saddle from an early age.
Glod
The region of Glod is dominated by the Dwarves, who form the bulk of the population in all of the countries. Surprisingly enough, however, only one, Erek, is ruled by the Dwarves, the rest being dominated by humans on the top. Unsurprisingly, this has led to much unrest, as the Dwarves tend to be concentrated in the most mountainous portion of the country, while the human cities will be on the plain. The countries of Glod are actually quite wealthy, due to the mining in the mountains and the Dwarven skill at forging weapons. A great portion of the weapons which the armies of the Fenti plains wield come from Glod.
The Northern Isles
The people of the Northern Isles are a wild, savage race, with firey red or blonde hair and large, covered ships shaped like dragons which they use to raid the North and South Hamner and occasionally the Himmel Isles. They have been at war with the Sea Elves since the breaking of the Empire, and the hostilities do not appear to be likely to cease any time soon. They subsist on fishing and what little food they can get from the cold, rocky soil of the islands. The people of the Northern Isles are excellent seamen, second only to the Himmel.
Confederacy of Girlonian Elves – The Heirs of Girlon
There is one hero that is held sacred amongst all of the races of elves, Girlon. He has been toted as being the example that all elves should emulate. The subject of many poems, stories, and songs, Girlon has served as the inspiration for many things—things both good and terrible.
A long time ago, when he was still alive, Girlon was a visionary who sought to unite all of the elves together in peace that they may benefit from each other, and benefit others. He almost brought the dream into fruition when something terrible happened. When en route to the conference that would potentially unite the separate elf nations, Girlon was killed. His bodyguard, Coisrem ("Swar-im"), apprehended a human who killed Girlon. The focus of the conference soon became to form an elite nation of purely elves. The result was the creation of the Confederacy of Girlonian Elves.
Ever since then the Girlonians pride themselves on being the "rightful heirs" of Girlon. However, certain elven scholars have begun to develop a disturbed uncertainty about this claim. It all started when a young elf had been sorting through old documents, sorting them out to be closely studied later. However, this elf came across something marked "The Last Confession of Coisrem". In short, it was the last thing that Coisrem ever wrote. In it, Coisrem confessed that a human did not kill Girlon. It turned out that in the middle of the night, Coisrem had grown paranoid and accidentally killed Girlon. Not wanting to be blamed for this, Coisrem stopped a passerby human and used him as a scapegoat.
"The Last Confession" has become a controversial topic in the Confederacy. Because it challenge's the elves position as the superior race, many have claimed that it is false, and have stated that it should be burned. The elves that do consider the document have to do so carefully, as someone even showing a neutral position on it risks being exiled. These "Confession" elves are a growing movement, which consists mostly of younger elves. It is currently unknown and impossible to determine how much of the Confederacy's population is part of this movement.
As it stands however, the Confederacy of Girlonian Elves is a small nation consisting of various smaller states that help each other when it is convenient. The increase in The nation previously held a shaky treaty with Kinaan, but considered the remains of the nation fair game for takeover. The population consists mainly of varying races of elves, with other non-elven races that enter or inhabit the region usually being treated as a second class. However, the increase in "Confession" elves has led to an increase in sympathetic communities that could care less about prejudicing other non-elven races.
The region of the Confederacy is also known for it's unique cheeses. In fact, there is cavern in the Confederacy which maintains a constant temperature and humidity, and due to this is perfect for cultivating Sunbay Cheese, a delicious cheese unique to the area.
The Mogili Tribesmen – "The Loyal Children of the Path"
Northern Panak is home to the Mogili Tribesmen. They are a relatively simple people, and have resided in northern Panak for a long time. The Mogili Tribe is actually a loose collection of clans united a by the religion of Natorino. The clans occasionally meet, usually during important seasonal events such as equinoxes and solstices. Otherwise, the clans are usually nomadic, and never settle anywhere for more than a month. For a long time, they lived far away from the other civilizations of Panak—this was due to large plains which never held anything of value. This separation was broken when the then young Kinaan began to expand northward. The Mogili were curious about these new people, and accepted them with open arms. However, this trust would come to be misplaced.
Explorer teams who went into the homelands of the Mogili found a land filled with bounteous amounts of resources. Unlike the bland grasslands that separated the Mogili from the rest of the world, the place was filled with everything. Great trees stood in tall forests, and there seemed to be no shortage of a place where one could find food or drink—fruits, vegetables, and animals were everywhere. There was even a few caves where rich deposits of ore were found.
Eventually, the Kinaan Empire occupied the land and displaced the Mogili, using up the plentiful amounts of resources. The habitat of the Mogili land could recuperate fast enough, and the once fertile land eventually became barely habitable. The Mogili continued to fight Kinaan, hoping to regain what was rightfully theirs. When the Kinaan Empire collapsed, the Mogili took the opportunity to re-inhabit their land. However, due to the land being barely habitable, some of the Mogili began to raid territories that once comprised the Kinaan Empire. The raiding has been continuing since, with no end in sight.
Today, there are four major clans. There are some other minor clans, but most Mogili ally themselves with the greater ones. The four clans are situated at the cardinal directions. The clans are named using a combination of their location as well as the event that was said to have been responsible for the formation of the clan.
South Wildfire: South Wildfire is a clan formed from the remnants of lesser clans that were the most drastically effected by the Kinaan occupation. Kinaan may have fallen, but the those of the South Wildfire clan do not forget how they were displaced from their lands. They now seek revenge, and will pillage and destroy frontier towns near their reclaimed lands. South Wildfire's territory was few natural resources left, and they do not make it much better by using them and not allowing them the chance to grow back. On top of taking whatever bounty is produced from the land, they also get most of their food from pillaging frontier towns. The clan earned the name of Wildfire when a small group of southern Mogili were trying to raid a frontier town. When this happened, one of the buildings of the town was lit afire, and caused a wildfire that spread through the surrounding plains.
North Thunder: Being so far north gave them the mercy of being almost completely unaffected by the Kinaan occupation. Living far to the north, the North Thunder Clan is the oldest Mogili clan. They often face hard times and are always mobile, never settling in a single spot for more than a few days. The ability to withstand the tough conditions of Panak's farthest reaches only adds to their reputation among other Mogili. It is said that the families of North Thunder are the descendants of the first students of "The Traveler"; an important figure in the Natorino religion--North Thunder is revered for their people's adeptness in Nature magic, which may lend credence to claim. Even without their inherent tendency towards nature magic, the North Thunder clan members are known for being the wisest and most self-sufficient. The clan's name is the oldest, and is also the story of the beginning of the Mogili Tribe. A lone Mogili ancestor was wandering through the mountains, separated from his family. Somehow, in the midst of a storm, the lost ancestor fell down as though he was struck by lightning, though there no lightning—only the sound of thunder. He then awake later with a mysterious stranger by his side, "The Traveller" of the Natorino religion.
Despite their troubles, the Mogili have a rich culture and history. They have been remarked for their interesting dancing styles and music, which focuses around an irregular rhythm, translating as having a 5/4 time beat. The dances have been described as "… something akin to watching a tree move about in the wind…" or "… like water, if it could dance through the air…" The dances usually have a significant meaning, and there are different dances for different occasions; good while travelling, asking for rain, better bounty, or sometimes just general good luck. These dances are taken very seriously by the Mogili, and usually do not appreciate it when people insult such dances (it is akin to a man standing up in an opera house and shouting "THIS SUCKS" at the top of his lungs). The exception, of course, would be when practicing such dances. Some dances, such as those performed during the equinoxes and solstices, are considered especially sacred and are only practiced in portions—performing a full dance when it should not be done is said to earn the anger of spirits who are stirred needlessly.
The Himmel Raiders
Back before the glory days of the Kinaani Empire, there once existed the Principality of Himmel. Aside from trade relations with Kinaan, Himmel was noted for its religious and spiritual reputation. The people were devout and held fast to their beliefs at all costs—they had a steadfast belief that they were the proper messengers of the divine. This has lead to a history of holy wars and a few inquisitions. The most prized possession of the Himmel Principality was the holy sword "Hauteclere". Hauteclere was said to have been the weapon of the founding king Oliver Himmel, who was said to have received the holy sword from a divine messenger. Himmel's exact origins are hazy, lbut like Kinaan, Himmel was believed to be the remnant of a of older, collapsed nation.
Himmel eventually enjoyed extremely wealthy trade relations with Kinaan, and was the driving force behind Kinaan's expansion. Kinaan realized that Himmel has sitting on wealth of resources, which could be easily claimed. The Kinaani Empire violently overtook Himmel, and displaced, enslaved, or killed it's inhabitants.
What remains of Himmel are a few settlements sprinkled on the coasts and nearby islands of western Panak. The inhabitants of these settlements are no longer the glorious people that their ancestors once were. There is no organized government, but all of the settlements claim to be the rightful heirs to the Himmel legacy. It is because of this belief that the Himmel will raid whatever settlement is convenient—even those of other Himmel. Modern Himmel are no better than common bandits, feigning piety as an excuse to raid and plunder. The individual settlements are in themselves chaotic, with in-fighting and takeovers occurring frequently. If the Himmel were to unite as one force however, they have enough power to reclaim some of the smaller countries that exist today.
The concept of organized Himmel is however, starting to become a dim reality. As of late, a young leader has risen from one of the Himmel settlements, a young girl in her late teens who claims to wield Hauteclere. This girl has shown great promise as a military leader, and has actually begun to retake former Huimmel lands at a strategic and fast rate using a small army. The once slow encroachment is now becoming a more direct overtaking. The sight of the army's herald flag has become one to fear, carrying the phrase "The divine is merciful".
Factions:
Dragon Knights: The two most influential factions are the result of a split from the days of Chaos. Originally they were known as "The Order of the Dragon," a remnant from the days of Kinaan. Once upon a time they acted as keepers of the peace, putting down any rebellious upstart wizard or scientist threatening the safety of the citizens of the empire. Answering only to the emperor himself, they were crucial both during war and peace to the Empire's success. But then the Empire shattered. However, the Dragon Knights did not. Due mainly to the leadership of Darin Godfrey, Grandmaster at the time, the Knights came through the fall of the Empire relatively unscathed, their knights pledging loyalty to both the Order and their home country. It was at this point that contention arose. Darin had a vision for the Knights, that they would act as neutral arbiters between warring countries, attempting to protect the innocent and helpless from those who could do harm to them. His second in command, Hilteng, had a different idea. He wished for the Knights to establish their own state and gradually take over the rest of the countries, creating a new Empire of the Dragon. The two argued long and hard against it, and eventually it came to violence, an all out war between those with Darin and those with Hilteng. When the dust settled, over half the Knights were dead, including Hilteng, and Darin was gravely wounded. A truce was declared, and the two groups split, Hilteng's chief supporter, Ma-tin taking just over 2/3 of the knights and leaving, joining the service of Lord Jinjak of Lovinia to begin the realization of their dream. Darin and his Knights returned to their headquarters in The Imperial City of Kinaancha, to begin rebuilding the order.
Currently, the Empire of the Dragon has managed to gain control of Lord Jinjak's realm, and is building up forces for war. The Order of the Dragon, while nowhere near as strong as it was a century, has gradually built up, and is highly respected among most of the surrounding nations, fulfilling Darin's original vision of being peacemakers, and protectors of the innocent.
The Order of the Dragon, while its headquarters are in Kinaancha, also has control of a small island off the coast of Jilandro, Castle Dvorec. This castle is where new Knights are trained, an arduous process which takes between 10 and 15 years.
The Flyer's Guild: It was founded by the man who discovered how to propel a machine through the air, Junker Friedman. Realizing the commercial potential of flight, he gathered a group of daredevils and started the Flyer's Guild, teaching the secrets of flight only to those who who joined, duly paid their fees and followed the Guild's extensive laws. For long guild members were the only ones who could fly, and they charged exorbitant prices for their services, along with having very strict rules regarding exactly what they could do in their flying machines. Inevitably, however, a Guild flying machine fell into the hands of a non-guild member, Bobby Jones, who figured out how to fly by himself, and started a flying company to rival the Guild companies. Thus was born the freelance aviator. For the most part the Guild still reigned, however, Freelancers work without the extensive laws that govern the Guild's flying, and are thus often hired by those who need to engage in perhaps less than legal activities. The Guild itself has its headquarters in Kinaancha, and flies routes from there all over the continent. While air travel is not extraordinarily expensive, it is still generally out of reach of all below the middle class, and rarely used for transporting goods due to the prohibitive costs.
The Association of Mages: This is a honorable society with a history of several thousand years. It is essentially a loose confederation of all mages of all forms of magic. The association does not attempt to police its members, its sole purpose is essentially to hold a meeting once a year in which new progress in magic is discussed, demonstrations are given, recruitment stalls for various projects are set up, and it gives mages a chance to network with those who might help them with whatever projects are needed. The Association also keeps two directories of mages, one for members with information on other members, and another for non-members, with information on a mages particular specialty, and how to contact him or her in order to use his services. It has a membership fee of 10 Kinmarks per year, which must be paid in order to attend the meeting each year.
Engineer's Union: A guild established to protect the rights of engineers, both mechanical and structural, it was founded early on in the history of the Empire. Prior to this time, engineers had been poorly treated and paid, often put in dangerous working environments. For awhile the union succeeded in its goals, however corruption soon seeped in and worked its way throughout the officers. Rare today is the union official who will do anything to help those who pay the mandatory membership fee in order to work as an engineer. The union still is still a strong political force in most countries, however, the Copper Dwarves, long considered the most skillful engineers in the land, refuse to join, citing the shoddy workmanship of most of the products of the members of the guild.
The Trade Guilds: They comprise most of the manual labor trades, such as carving, smithing, enchanting, baking, etc. They are fairly influential within their individual kingdoms, however only with respect to economics. Each guild has it's own hierarchy, and from their ranks they elect one member to go to the Trade Guild Convention once every decade to discuss problems which affected all of the guilds. In truth the convention is merely for show, as rarely will the guild unite in order to solve a problem, being plagued by infighting and centuries of rivalries, between the Goldsmiths and Silversmiths, for example.
Knights of the Altar: These Holy Knights are monks and priests of the Cult of the Temple who feel called to battle on behalf of the Temple. Technically speaking the order is separate from the Cult, however most realize that the Temple officials and high priests are the ones who give the orders to the Knights, whether it be suppressing Heresy in Kinaan or killing the members of a Natorino enclave. The Knights are supposed to abstain from all forms of impurity, including sex, any kind of meat, any drink save water, and any man who is ill, however these rules are by no means enforced, and most of the Knights indulge. As the Knights have no allegiance to a particular country, they are feared by most sovereigns, who will do much to keep them out of their country.
Jinta Family: An international criminal organization, the Jinta family is based in the south, and is responsible for much of the drug importation and other illegal activites in the region. They often come into conflict with the Yuusef Dynasty, and occasionally battle for control of a particular smuggling route. The Jinta Family is ruled by a council composed of those chosen from the family itself. Any connected through marriage or blood are eligible, however several successful major jobs are necessary before one is even considered. The Jinta Family control most of the Fenti plains smuggling operations.
The Yuusef Dynasty: The Yuusef Dynasty has similar operations to that of the Jinta Family, however it is ruled only by those with pure blood from the leading family. Any in the family with more that ¾ Yuusef blood are eligible for rule. This leads to a large amount of inbreeding within the family itself. The Yuusef Dynasty is in control of most of the smuggling routes along and around the S. Hamner.
The Shadow: Very little is known about this organization, save for that it is probably some sort of Guild for those who work from the shadows, such as assassins and thieves. It's very existence has been questioned by some, and expert opinion is divided as to the practicality and logistics of such an organization. What little is known or guessed comes from underworld informers, who state that both the Jinta and Yuusef crime organizations fear the Shadow more than nearly anything else.
Religion:
All of the major religions recognize the K'al Drinth Delok as an important religious text, however they vary on interpretation and which texts should be used in addition to it. The K'al Drinth Delok is an ancient, ancient text, of unknown origin. The first mention of it in the annals of history is in the early history of the Aani tribe, where it was mentioned as already having been well established as a religious text. The oldest copy in existance dates back to around 100 years before the Founding of the Empire, and is nearly identical to the copies made today. The text is really rather vague, written simply by "A Prophet of the Gods." It lays out a basic moral code and wisdom on how to live one's life, and then abruptly finishes, almost as if it the author had died suddenly, and his work was released unfinished.
Cult of the Temple: The Cult of the Temple is probably the most widespread religion in Panak, as it is open to all races and has at least one temple in every large city on the continent. Worship centers around the seemingly mundane, a sandal, an ordinary clay pot, or a well built house. The followers of the Cult of the Temple believe that every time a man makes something, no matter how humble, a spirit is attracted to the object and resides in it if the man's emotions are strong when he makes it. The stronger the emotion, the more powerful the spirit, and the type of spirit attracted to the object depends on the emotion expressed by the maker. Hate and unrighteous anger will draw evil spirits, sadness, and grief spirits of anguish, and joy and happiness spirits of laughter. The priests of the temple have the ability to speak to the spirits in the objects, should they be causing problems for those who own them. Most priests live simply on the donations of their parishioners. Ironically enough, they also are among the most rabid proselytizers, perhaps for the very reason that they are open to all. They hold particular enmity for the Natorino religion, perhaps because they worship opposite kinds of objects.
Hinomi: The religion of Hinomi is practiced almost exlusively by the dwarves, and revolves around their belief that their ancestor's spirits reside in the stone through which they mine. Hinomi priests are consulted before any extensive mining work is done, to see whether the ancestors would be displeased to have their stone turned into whatever structure it is they plan. This, naturally, gives Hinomi priests quite a powerful say in Pure dwarven culture.
Imperial Forefather Worship: Imperial Forefather Worship is perhaps one of the most interesting religions in Panak. Started by the fifth emperor of Kinaan, it proclaims that the souls of all in the Kinaani empire who die go first to a large repository of souls, where they wait for one hundred years. Every hundred years the souls come together and engage in various tests to determine which of them is most suited to become a god. The winners are inducted into the Pantheon, while those who did not make it can either stay and try again the next time, or go to a peaceful place elsewhere in the spirit world and forfeit all rights to try in the championship. The gods have typical god duties; one in charge of war, one in charge of love, etc. Only those who died or were born in the Kinaani empire were originally held to be able to compete in the competition, however this restriction seems to have been relaxed recently. There are temples scattered throughout the former empire, each dedicated to a different area over which a deity has control. Once every century, the Hiltonin, or high priest, is summoned to Mount Dorak, a dormant volcano, where the messenger of the gods gives him a list of the names and respective areas of control of the new gods, in order that the people may worship them. Although possibly the most influential religion during the Empire, Imperial Forefather Worship has been declining in influence lately, due mostly to the rising power of the Cult of the Temple.
The 13 Deities: An ancient religion, it is said that this religion was in fact the original one practiced by the Aan people before the beginning of the empire. After being partially suppressed by the Emperors when Imperial Forefather Worship came into vogue, it has had a suprising surge in popularity during recent years. Worship is based around, unsurprisingly, 13 distinct deities, each with their own area of control. Performing specific deeds for these deities may make them like you more, and thus give you more fortune in whatever particular area they have control. However, an action one deity would consider good, another might see as being bad, and give you less fortune in that. It is said that in the days of the ancients, a tribe might consecrate their entire village to a specific deity, pledging to serve only that specific one in exchange for protection and fortune for their entire village. This is rarely done these days, however, each city which contains a temple to one of the deities seems to be more prosperous in the area over which the deity has control. The deities are as follows:
Voren, Deity of War
Kaln, Deity of Farming
Viana, Deity of Love
Silna, Deity of Thieves and assassins
Frokda, Deity of Craftsmen
Michand, Deity of Merchants
Junda, Deity of Machinery
Goran, Deity of Death
Hina, Deity of Nature
Naruto, Deity of Comradeship
Gorlak, Deity of Stone
Wando, Deity of the Sea
Rogan, Deity of Kings
Each Deity has his or her own temple, with their own set of priests or priestesses. There are also sub deities under the control of the 13 who are responsible for minor categories such as archery or gold mining.
Natorino:
Natorino – "The Path That Springs From Life"
Natorino is an old system of worship, based around a combination of shamanism, nature-worship, and a little ancestor worship. It is the primary religion of the Mogili tribe, though it has been recorded on a few occasions that other people have practiced it.
The origins of the religion are varied based on who tells the tale, but of the accounts taken in, most say that it was started by a Traveller from the deep north. It is said that the Traveller never spoke a word, and that wherever the Traveller went plants grew to fruition, that all life around the traveller became healthy and strong. A few would eventually follow the Traveller, trying to emulate the Traveller's behaviour as best as they could. Soon, a select few were able to create the some of the same miracles the traveller did. The Traveller would reside amongst the people for a long time, never showing any sign of age. Eventually, the Traveller left the people for reasons unknown. There are many stories: some say that the Traveller became one with the nature; some others say the Traveller still lives far to the dangerous north where only the brave or foolish would tread.
Ever since those days, there are those who have tried to follow and interpret the ways of the Traveller. The result has been a long string of prophets and shamans who have shared their mystical visions, adding a mythology to the story of the Traveller. Such stories include a prophecy that the Traveller would return from the north to show the right path once again.
One of the visions was a creation myth. According to myth, there was at one a being who merely existed, and nothing else. This being, "The One", wished to become more and did so. From itself, it created all of existence. One of The One's children, Gaia (rough translation of "The One Who Births Life"), wished to have its own children. In doing so Gaia created the First Life, from whom all life would spring. The One saw that Gaia's child would soon die without guidance and so created the spirit "The One Who Acts On Impulse" to help guide First Life and its children. Eventually, The One saw that some of First Life's children would need the guidance of another spirit, and so created "The One Who Acts On Reason".
To this day, there are still those who interpret the various stories told through the generations. For the most part, the teachings encourage peace and harmony with nature and other people. However, the most unchanged stories leave no distinction between humanity and nature; they are treated as one and the same. Moral tales, however, usually carry similar lessons in spite of some differences between the teaching styles.
At the core of Natorino are the Five Teachings. Each teaching is represented by a proverb, though they have been elaborated upon. The proverbs are often said as a reminder of the teaching. In addition, each proverb has a pictograph associated with it, depicting the phrase. It is said that the Traveller originally drew the pictographs in the soil.
The First Teaching: "The wolf runs, and the sparrow flies."
Speak in actions that which can only be spoken in actions. Speak in words that which can only be spoken in words. Never substitute one for the other.
The Second Teaching: "The dust on the wind can be seen."
Nothing is worth nothing. Everything is worth something. If something exists, whither it is something tangible or something as vague as a thought, then it has value.
The Third Teaching: "The birds fly together."
The label of "Enemy" or "Stranger" is a wall between you and another. A lie is a wall between the world and the believer of the lie. Tear down a wall when you can.
The Fourth Teaching: "The sun will always rise again."
Living for a hopeful future is harder than dying for a past of sorrow. Despite the challenge, the path of life will be the most rewarding.
The Fifth Teaching: "A single stone will make the water ripple." Either everything will grow together, or everything will die together. There is no in-between.
Magic
Nature Magic:
Nature magic, as it's name implies, is the art of magic through nature. That is the rough description of nature magic. Nature magic is achieved by tapping into a power greater than the user. What this force is, no one knows for sure. Scholars who have done research on the matter have often asked users for descriptions of how the magic is achieved, and the following facts are known.
When a using Nature magic, the user connects with a power greater than themself—a power which is often described as a current or pulse of some sort. This current is believed to be an energy that flows through all living beings. The user then changes the flow in some manner, causing differing effects. The more the user changes the flow, the dramatic the effect.
The exact nature of this "flow" is highly speculated. The flow itself cannot be observed, only it's effects on beings. Highly adept nature magic users have been known to detect this flow around themselves, and have noted that the flow is "stronger" in certain places. These places are often fraught with live, such as lush forests. It has also been noted that it is found in pregnant women in great abundance. Because of this, it is believed by some that this flow may be the source of life, or the source of souls. Others believe that this flow may be a connection to some sort of divinity.
There have been numerous records of the act of nature magic—however, some of these have only been found in myths and legends. How grand or fast an act is done depends on the user's will and the presence of the "flow". Nature magic often centers on triggering, slowing, or accelerating natural events. These include; healing rate, oxidation rate (how fast metal will rust), changing the weather, growth of plants, etc. Despite the many things that can be achieved by nature magic, there are things it cannot achieve, such resurrection. This is due to the fact that nature magic seems to follow the regular cycle of nature. Therefore, while it is conceivable to create a new living being with nature magic, one cannot reverse death itself.
However, this brings in question the ability to transform into other creatures. It is unknown how this could be consider "natural", but it has been practiced by some magic users. This ability is often very specialized, and very few nature magic users ever learn or master this ability. The ability to transform into a another species is considered an impossibility, though some scholars have begun to theorize that this may deal with the phenomena of finding fossils which resemble more than one animal.
Metals, and in particular refined metals, have unique effects on nature magic. It seems that metal is some ways necessary to harness nature magic, but is detrimental in most other ways. Metals have the ability to absorb, reflect, and warp the effects of nature magic. People who use nature magic often find they cannot use the magic when they are contact with metals. However, especially shaped metals have been noted to enhance or change the magic when placed at certain locations on the body. However, these beneficial metals are few and far in-between, and are seldom capable of being reproduced to their extreme complexity. In extremely theoretical circles, some believe that the trace minerals in the body form a lattice, which is used to control and manipulate nature magic.
Nature magic is either self-taught or learned. Those who learn the magic have the tendency to learn at a linear rate, gaining a constant knowledge and skill over time. Those who teach themselves are rarer, and learn slower at first, but their talents are noted to grow exponentially. The self-taught are rare for a good reason though. Most are born with wild minds, and often can not fit in with civilization, preferring to live in the wilderness. There are "normal"-minded self-taught users though. It should be noted that the wild users are often more powerful and grow faster in their skills than their more normal counterparts. In addition, it should also be noted that the "Wild Ones" are varied in their disposition—they should not be stereotyped as savage. Just like any animal, they can range from violent and territorial, to shy and withdrawn, or even to friendly and helpful. A few occasions have been reported wherein Wild Ones have been noted to attack travelers for entering patches of land, while others have reported acts of mercy, such as healing, feeding, even defending travelers.
Essence Magic: Essence magic, in many ways similar to Nature Magic, involves the manipulation of an outside force. This force, however, is known as Essence, and it flows around and through everything. One's ability to control Essence is dependent on the amount which one can feel the essence flowing around one, an ability which can be heightened through extensive training. Essence magic use is tied to hand signs formed in order to perform a certain spell. Highly trained mages can perform spells without the signs, however this is an ability only gained after decades of training. Once one gains the ability to manipulate essence, one can perform spells, if one knows the correct way to weave the essence into itself in order to produce the desired effect. This is the reason behind the use of handsigns. The signs give a visual reminder of how the essense is to be woven together, and for most mages, the spell is impossible to correctly perform without that. The results of the spells themselves are generally either elemental effects, such as shooting a fireball from ones hand or causing someone to turn to stone, or shield effects, creating an invisible barrier around someone, or concealing them from view. There are other effects, however, far too numerous to list here.
It is said that it is impossible for one to be a user of both Nature Magic and Essence Magic, as the way in which the body must be trained to feel is vastly different for each one.
Psichoran: Psichoran is, quite simply, the ability to amplify one's thought power enough that it can affect things outside the body. It is an ability which can be amplified by magic gear, up to a point, and is used for such things as telekinesis, pyrokinesis, telepathy, and, in some extreme cases, mind control. Those with extremely strong wills are the best candidates for training in Psichoran, as the ability to control one's own thoughts completely is the first step in using Psichoran. Use is not without its drawbacks, however, as any attempt to use a Psichoran technique means exposing one's thoughts to any with the least amount of mental sensitivity in the area, due to the amplitude of the thought waves necessary to perform even the most basic technique. The mind control technique takes advantage of this fact, amplifying thought waves so much that they are the only thing those with lesser wills can think about, in some cases taking direct control of the other person's neural system.
Body-Alteration: Body Alteration is not magic, as the term is generally understood, but the effects of it are so often confused with those of essence or nature magic that it is classified under magic for simplicity's sake. Users of Body Alteration are able to control their bodies completely through mental power, similar in some ways to Psichoran. With complete control over their anatomy nearly down to a cellular level, amazing feats of strength, healing, and endurance can be achieved. Some very advanced users can even perform such techniques as amplifying their body's electrical current, jolting their opponent by gathering static electricity on their hands. However, training in body alteration can take decades, depending on the students natural abilities in the area.
Technology
Engines: Steam engines are used in almost all major cities in Sharom these days. Though some decry them as being noisy and expelling pollutants into the air, their ability to do things in half the time that traditional methods take has made them indispensible to the war industry and manufacturing industry in several rich nations. They are used to power much public transport in the city, however their fragility means they cannot be used for cross country travelling, and thus traditional domesticated animals are used for most of this kind of travel. Another disadvantage is that steam engines are extraordinarily expensive, meaning only the richest and most prosperous nations can afford them.
Fliers: Fliers are the sole exception to the long distance travel via steam, as the engines of most powered fliers use steam. Fliers come in all kinds of shapes and types, from lighter than air dirigibles, to triplanes, to single wings. There is a rumor that a pair of Brass dwarves have invented a flier which runs purely off of gunpowder, however such an idea is most likely merely myth.
Guns: The discovery of gunpowder was soon followed by the discovery that propelling a small iron ball through a tube by an explosion of gunpowder could cause serious pain. "Guns" as these weapons became known, are gaining in popularity, though still very rare and expensive, as they require much less training to operate skillfully than a bow, however they are extraordinarily inaccurate, and take several minutes to reload after one shot. Larger guns, known as "cannon" are often used in sieges, though they suffer from many of the same shortfalls as the smaller versions.
Credits
Goose: Dwarves (mostly)
Ken: Natorino, Nature Magic, Himmel Raiders, Mogili Tribesmen, Confederacy of Girlonian Elves
Steel Samurai: All else
Accompanying the scroll are two very old looking maps. You unroll them gingerly to reveal one map containing the geography of the continent, and another revealing the Political boundaries of the continent.
The Geographical Map:
High Quality (Warning: Retardedly huge Jpeg file (11 mb))
Low Quality:

The Political Map:
High Quality (Warning: Retardedly huge Jpeg file (8mb))
Low Quality:

Maps Copyright Andrew Waters 2008. All Rights Reserved. Thanks to Ken for providing the Himmel names.
Plot: Chaos seems about to break loose. The Mammoth Kinaani empire, having long held sway over the majority of the continent of Sharom, has finally fractured and broken into dozens of small countries, each trying to assert itself over its neighbours and gain access to their valuable resources. The constant raiding of the Himmel tribe from over the western sea has left the coastal tribes impoverished and stricken by famine, but the landlocked regions have it little better, the constant feuding between their kings, tribal leaders, religious leaders, and guild leaders leaving little time or money for the peasants and farming.
Into this come the Order of the Dragon, a remnant from the days of Kinaan. Once upon a time they acted as keepers of the peace, putting down any rebellious upstart wizard or scientist threatening the safety of the citizens of the empire. Answering only to the emperor himself, they were crucial both during war and peace to the Empire's success. But eventually, under attacks from the tough Mogilili tribesmen to the north, the Himmel raids from the west, and an increasing threat from the Confederacy of Girlonian Elves to the south, the Empire shattered. However, the Dragon Knights did not. Due mainly to the leadership of Darin Godfrey, Grandmaster at the time, the Knights came through the fall of the Empire relatively unscathed, their knights pledging loyalty to both the Order and their home country. It was at this point that contention arose. Darin had a vision for the Knights, that they would act as neutral arbiters between warring countries, attempting to protect the innocent and helpless from those who could do harm to them. His second in command, Hilteng, had a different idea. He wished for the Knights to establish their own state and gradually take over the rest of the countries, creating a new Empire of the Dragon. The two argued long and hard against it, and eventually it came to violence, an all out war between those with Darin and those with Hilteng. When the dust settled, over half the Knights were dead, including Hilteng, and Darin was gravely wounded. A truce was declared, and the two groups split, Hilteng's chief supporter, Ma-tin taking just over 2/3 of the knights and leaving, joining the service of Lord Jinjak to begin the realization of their dream. Darin and his Knights returned to their headquarters in Kinaancha, the imperial city, to begin rebuilding the order.
It has been nearly 100 years since the empire fell. For 50 years chaos and anarchy reigned abating only slowly as new kingdoms and principalities were established. Eventually, the Kings and lords settled down, trying to rebuild the economy of their countries. But now, a new generation is coming of age, one which does not remember the time of chaos. National pride, no matter how small or poor the country, is high, and tempers are short. The whole continent seems to be on the bursting point of anarchy once more. Can the peace hold? Or will the land be plunged into disorder again?
Rules
Standard RPG rules. No godding, no randomly getting powers, no derailing of the plot. If you want to join, you must speak with me first, so I can ensure your character will fit in and so it can be integrated into the story realistically. Note that I am not going to be very demanding on characters, it's simply a matter of having everything make sense in the larger plot. Right is reserved to eject anyone from the RPG at any time for anything I deem necessary. The encyclopaedia above is not static by any means. If you have aught you might wish to add to it, let me know and I'll have a look. Chances are, if it's good, I'll put it in.
Attached Files
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Dragon_Lords.pdf 233.61K 20 downloads
Edited by Steel Samurai, 26 July 2008 - 02:19 AM.