NutraNESIV.5: Fantasy Remastered

Spoiler :

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The Telmar
Amoal heard of and encountered the primative Telric humans during his short time spent among the northern Narados clans. Like most humans, the Telric were foreigners to the Kor-Fiol region, having migrated from the mysterious north due to the rise of a terrible, flying, monstrous race. During that migration many of the Telric men were either killed or taken off by the strange, winged demons that hounded the Telric. This created a gender imbalance that empowered the Telric females, thus allowing for the matriarchal Terlan culture to develop.

In every aspect of Terlan live, save for the most degrading and most menial labors, women dominated. Even after the genders reached some level of balance women remained the prime-movers of all religious, economic, and political spheres. Religion, of course, played a key role in maintaining this imbalance. To explain their fortune, the Terlan women made their sex utterly divine. Two goddesses ruled over El-Or, alternating who would preside over the world in a mortal form while the other was the incorporeal defender against the hell above. The Terlan's high shamaness thus became the living embodiment of their god and the ultimate leader of her peoples. Conversely men were reduced to sub-human beings who lacked souls due to the preference the sky-demons seemed to show for males.

This relationship between El-Or and sky, woman and man became crucial to Terlan thought. Men were associated with the sky and subsequently were seen as beings bound by nothing good or earthly. Women, on the other hand, were as fertile as El-Or, the bearers of life and the producers of souls. Understandably these empowered women did not know what to make of Amoal, who they called Amil—meaning 'Unjustly Powerful Man'—to reflect this confusion.

Prior to Amil's arrival the only outside contact the Terlan had was with the two elven species near to them, the horse-riding Narados Rochir and the avian Malachim. Of the two the Terlan preferred the Narados; quite frankly the winged Malachim elves terrified the Terlan and reminded them too much of the sky-demons that had harried their ancestors out of their northern home. Relations between the northern early Narados and Terlan were largely peaceful, mostly due to the small size, relative poverty, and ferocity of the tribal Terlan and the general lack of commercial ambition among the northern horselords. Over the centuries between the Terlan's migration to Kor-Fiol and the arrival of Amil, the contact between the humans and plains-elves was so frequent that the Terlan females came to adopt the more graceful elven tongue and customs. Occasionally a Terlan female would take a Narados male as a sort of transient consort as a demonstration of her extraordinary wealth, education, and attractiveness. The children of these unions were only special if they were female—male half-elves were treated the same as all males and cast into the sad masses of slaves. Half-elf females, on the other hand, were coveted and rapidly rose in all stations save for religious ones, from which they were barred.

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A Terlan Half-Elf Captain;
Many Terlan Half-Elves find themselves thrust in mid-level command positions in the Terlan army, having both elven agility and human strength enabling them to serve as very capable field commanders.

The Plains-Strider's Horror pt.II
When Amil arrived among the Terlan they were utterly taken up by him. His magick put him well above even the Terlan Goddess-Queen, Rosore. Her ferocity was well known to those of the region, and when Amil greeted her she purposefully wore the feathered headdress made from feathers she personally plucked from a Malachim's wings. Immediately she desire Amil, but more importantly she desired his magick. Rosore was the first student Amil took among the Terlan, and she fiercely warded away many of the other hopeful women. She jealously guarded the great elven magician even though she would not prove to be his most brightest or powerful student. To date, however, Rosore was his most ambitious apprentice.

Convinced of her own divinity, Rosore did not heed Amil's warnings against the dangers certain applications of magick posed to not just the user, but the whole fabric of reality. She always pushed the great teacher's patience by experimenting on her male slaves, doing horrible things to their minds when he left her by herself. His kind heart, however, blinded him to the worst of these atrocities till it was too late.

Though Rosore counted Amil as one of her consorts, she held many more and among them was a powerful northern Narados horseman, Hicron. Hicron's brutality was well known among the northern clans, and his lust for the human women was equally represented by the numerous half-elf half-sisters he sired upon the most powerful Terlan women. He was one of Rosore's favorite consorts and had fathered two children—both daughters—by her already, and when he returned to the goddess-queen's nest once again he brought with him powerful magick.

Hicron was no great vivificationist, but he was utterly ruthless in its more harmful applications. During the War of Reclaimation Hicron and his honor-band were the first to fight and last to leave, often straying behind the main army for days at a time to toy with the failing life forces of dying halflings. Though his behavior earned him the utter derision of his more nobler brothers, the more magickally inclined Narados saw Hicron's experiments as a grim necessity for fully grasping the terrible new power that the Narados wielded. When his lord abandoned the war, Hicron briefly abandoned him to meet his divine human mistress, and she was all too happy to receive him once she caught wind of the potent arts he grasped.

Rosore proved a malleable student, mostly due to the direct training she had received from magick's great teacher himself. Within weeks she was slaughtering male slaves with a wave, putting them through excruciating pain at a glance, and, most impressive of all, raising them so that she might do it all over again. These first undead were utter abominations. Though Rosore could rekindle their failing sparks of life, she could not stave off the rot that naturally gripped corpses. Shambling masses of decaying flesh, mind, and souls were nightly created by the goddess-queen and those few other women she trusted with these dark arts.

Control over the zombies was hard to establish. Rosore correctly reasoned that the thaumaturgic magick Amil had taught her could easily be extended to controlling the feeble minds of the undead, but she had not the skill to do so and no Terlan truly would till the years leading up to the Silver Age.

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A Silver Age Terlan 'Spitting' Undead;
The first zombies raised by Rosore were undoubtedly simple affairs, and their use was relatively short-lived.
Upon the 212th reincarnation of Cliavin as the young priestess Asophe, however, the necromantic arts underwent a theoretical revolution.
Rather than try and stave off a zombie's rot Asophe sought to utilize it. This resulted in a zombie's lifespan increasing dramatically, while also allowing for Terlan vivificationists to even work rot into a zombie's arsenal.
Once most of the flesh of a zombie has rotted off, its skeleton is revived and its intestines coiled about it so that the creature may use the former organ and its bile as weapons during battle.

Due in part to his soft-heart, and more so to the fact that Rosore allowed him to teach other students than her while she flirted with oblivion, Amil did not catch onto the darker workings of his first human student. He would not, in fact, until she appeared in his chambers one night in an attempt to seduce the great mage in the hopes that their children would be even more powerful. When Amil would have none of this—something that Rosore had never experienced in all her life—Rosore rose up in a terrible fury and attempted to strike down her former master.

She succeeded, though only partially.

When Amil had been Amos upon Eyr so many years ago the red rock he had summoned and the terrible fire that care with it altered him somehow. Few would have known that Amos/Amoal/Amil was over a thousand years old because his appearance was kept eternally youthful by the magick that coursed through his veins. By the time he was teaching the Terlan humans he was more magick than man. When Rosore destroyed the thin life force he had left, but at that moment he became a higher being.

The Amos-that-was-not-Amos reached out and touched the Goddess-Queen as she tried to summon up another spell, turning her to stone—specifically into mana. She died right at that moment and Amos-not proceeded to wander about her palace, turning everyone and thing into mana till he seemingly disappeared.

►Mana Well discovered, Glasrock Palace of Salatasi

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Glasrock Palace;
The palace's name stems from the glass-like appearance of mana. Since its creation, Glasrock Palace has only grew upwards towards the sky, causing many of the more religious Terlan to see it more so as an abomination than a boon.

The sudden creation of a mana well so large and so potent utterly warped the surrounding city of Salatasi. Angry, red clouds swirled around the palace, while the rest of the city was swathed in a blue fog. The palace itself came to take on a rotted appearance, as did the buildings around it. The Terlan priestesses were at first fearful to enter the palace until the next goddess-queen ventured into its unknown depths and returned with the Rosore's crown, now turned into a crown made from mana.

~+~
Summary:
The Telric humans are strangers to Kor-Fiol, though the Terlan culture that developed in the Sûllos Plains has been influenced by the plains-dwelling Narados elves. The distinct mark of the Terlan culture, however, is its complete and utter degradation of its male populace, which stems from the dark days of the Telric Migration that saw the Telric males picked off by the winged-demons who caused the exodus in the first place. Partially out of fear, partially out of hate, the Terlan women associated themselves with El-Or and their men with the nameless sky. The Terlan high-priestesses were seen as the mortal reincarnation of the Terlan goddesses, Cliavin the Goddess of Wisdom & Nieleve the Goddess of Strength. Women were the creators of life, the producers of souls, and the ultimate manifestation of all that was right. Conversely, being one with the sky and not the earth meant that the men were beings devoid of higher-thought, skills, and most importantly a soul. Their slavery and subjugation was simply a righteous act.

However, these views did not seem to entirely extend to the males of other races, and the history of Narados-Terlan relations is peppered with numerous unions that resulted in the birth of even more half-elves. It was due to this affinity for elven males that the Goddess-Queen Rosore became enamored with the Great Teacher Amos/Amoal, who they called Amil. Rosore became the first magician of her kind, though her lust for power quickly lead applying vivification magick to raising dead male slaves, and eventually she attempted to kill Amil after he rejected her. She did in fact kill the mortal elf that was Amos/Amoal/Amil, but since the very first days after the red rock crashed into Eyr he was more than a man. When Rosore killed Amil she allowed for the birth of something more, something alien, something that was magick itself.

Rosore was killed by this thing and her whole palace turned into a growing monstrosity made of precious mana. The Terlan since that day have lived in its terrible shadow, meekly drawing upon its power to cast their foul spells.
~+~

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The Angels of Ilonmol
Not all the elves of Kor-Fiol came from the cold forests, or roamed its bitter plains, but lived atop the perilous peaks of the region's many mountains. The western Ilonmol Range was home to such a race, and they called themselves Malachim. Meaning 'angel' in their tongue, the Malachim were a race of winged elves whose elven gift for magic manifested itself physically as well as mentally.

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A Female Malachim Wind-Keeper;
The Wind-Keepers are among the most prestigious members of Malachim society for their control over the very winds themselves.
Where most geomancers see the ley lines only on the ground, the Wind-Keepers trace them through the air.

Like their Dohtel cousins, the Malachim developed in relative isolation due to their surroundings. The jagged Ilonmol mountains were full of numerous pockmarks upon their faces, and it was in these caves that the early Malachim made their homes. Their semi-subterranean lives was not a choice entirely of their own—the caves seemed to call out to them. Unbeknownst to the Malachim these 'voices' were the result of the mana-rich veins that were buried in nearly all the Ilonmol caves. The 'voice' of each cave was different, though all spoke of the same things: the ley lines of the world.

►Mana Well discovered, Caves of Many Voices

Over many centuries the Malachim recorded the words of these voices through song and eventually through writing. Upon writing the first words down the first spells were cast and since then the Malachim form of magick relied upon the careful tracing of these ancient words upon scrolls or, more rarely, in the air.

Only two ley lines traced through the mountains where the Malachim made their homes, which they named Farie and Firason. Farie, which went through the western mountains, was a ley line of the earth and those clans who dwelt near it were able to shape the very mountains to their whim. Firason was the thinner line of the two and encompassed only a sliver of the eastern peaks, though the potent magick it manifested was pertained to the air. Like the Dohtel, the Malachim quickly became separated into two distinct cultures, Malachim-Farie and Malachim-Firason.

Of the two the Malachim-Farie were far more numerous. With control of the earth at their deft hands they carved their cave-homes into ornate halls that went deep into the mountains. So extensive were these tunnels that the first Malachim city of Tol-Farie was a sprawling, magical metropolis of its time. The Malachim-Farie, however, never united under any one leader or council and remained divided by tribal familial divisions while other peoples were coalescing under monarchs, tyrants, and councilmen. Furthermore, the potential of Tol-Farie was strangled by its hard to reach position and the inclusive nature of the Malachim-Farie, who shunned outsiders as lesser beings—and this xenophobia very much extended to their Malachim-Firason brothers, who they simply regarded as incredibly pitiful.

Part of the Malachim-Farie's derisive view of their eastern brothers was not without merit. Compared to the Malachim-Farie, the homes of the Malachim-Firason were ugly affairs adorned with a great number of trinkets from other races. Where the geomanery of the Malachim-Farie caused them to be rooted in their mountain homes, the Malachim-Firason soared the skies with favorable winds always at their backs. The Malachim-Firason quickly came to be traders and crossed the skies to trade with peoples as far away as the Star Goblins of the Cavern of Stars. They were among the first peoples to truly immerse themselves in other nations, dwelling for years at a time in foreign cities as exotic merchants. To this day most races use the Malachim word for commerce, Ashrayi.

As generations were born away from the caves the Malachim-Firason were unshackled from their traditional homes and began to settle the in the southern Hills of Eyolmol. Here the Firason made the first Malachim kingdom, also called Eyolmol, though it was ultimately short-lived due to successive orcish raids from the Forests of Gir and opportunistic attacks by the Terlan and their undead hordes. Battered, but not broken, the Firason debated among themselves for some time before a young Malachim called Uriel.

The Sword of Uriel & The Kingdom of Malash
Even among the stranger Firason, Uriel was not a typical Malachim. Uriel had never seen his people's great caves of voices, though he heard them shout. He was born to two typical Firason traders who based themselves mostly in the petty Sheol river-states. There he came into contact with numerous other races, ranging from the fierce Narados horselords, to the opulent Sheol merchant-nobles, and the strange, quiet Rial-Dothel traders. It would be the contact he had with the Rial-Dothel which would prove one of the most important moments in his life, for it was a Rial-Dohtel merchant-captain who taught him the rudiments of artification. Not long after, his parents journeyed to and died in the Kingdom of Eyolmol.

Why no Malachim before Uriel had never made the leap to attempt try and contain their geomancery into a material form was a wonder made wondrous still due to Uriel's poor grasp of the magic itself. Though all Malachim counted themselves to be mages, Uriel's talent was minimal and largely restricted to his scattered recollection of the names belonging to a few ley lines. He did not, however, lack in curiosity. According to Uriel's own words he later would write in the Book of Uriel



Though remember this is all noncannon. Some of it will make its way into the real update. It also does not include Seon's, General Olaf's, Merciary's, Northen Wolf's, or Devercia's races because those parts of the updates are all written in my notes.
 
Honestly not fussed at my stuff remaining, or at least the gist. Nice thanks.
 
Bladvenn
Species: Elf
Physique: Tall, long-limbed and very pale (almost to the point of being translucent), with a tendency to be slightly hunched and with some measure of webbing, especially on their feet. They have external gills and long hair that can somewhat resemble algae. They also possess sharp teeth and large fish-like eyes. Their blood curiously varies between red and green due to their weird physiology. Of course, as we all know, Bladvenn are a distant species of elves who are very distinct for being amphibious haemophags.
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Kirrita
Society: The basic unit of Bladvenn society is a semi-sedentary clan, usually centered on a single village (while Bladvenn are amphibious, they overwhelmingly prefer to make their home in coastal regions). Marriage, trade and mutual protection agreements have bound the clans into loose, yet enduring traditional leagues; a politically charged greater league is a more recent innovation. Slavery is an increasingly popular practice, though the status of a Bladvenn thrall is very different and more protected than the status of any slaves they may acquire from other sub-species.
Ethics: Obedience to one's elders and social superiors, adherence to tribal traditions and deference to one's hunt-leaders are all important traditional values; however, so is a measure of personal initiative and cunning. Other than deviating from those norms, a particular taboo is attached to being sloppy or wasteful, especially when it comes to blood (although just what is meant by that can vary, considering the role played by blood in Bladvenn ceremonies). The consumption or waste of Bladvenn blood is a terrible sin, though there are some fairly routine rites of purification in connection to the latter.
Religion: Bladvenn are a strongly animistic people with a tradition of ancestor worship. Their religious practice involves a variety of ecstatic rites (orgies, in their original sense) and blood sacrifices.
Economy: Fishing, hunting and gathering, traditionally; but recently significant steps were taken towards the development of agriculture.
Place Names: Kirrita Wetlands, Vetkhara Woods, Coast of Vennera, Bevrenna River, Uvirruna River, Piriakka Plains
City Names: Agortal, Karatal, Sirrakta, Nirrodonn
Individual Names: Agorta, Veneka, Trichara, Idiona (male), Tricharis, Ivilennis, Pericharis, Svetkis, Uvierris (female)
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Great League of Agorta
Government: Oligarchic league of clans. Kings for the whole Great League, coming from the same dynasty, have a great deal of ceremonial and official power, receive tribute from different clans and share rulership. In truth a great deal of authority is delegated to local chieftains.
Magick: Geomantic Magick and Alchemy
Magickal Tradition: Magic is mysterious and the domain of shamans, herbalists and blacksmiths. It is considered to draw from the land itself, sometimes through the medium of friendly spirits.
Military Tradition: There is not much differentiation between hunters and warriors; however, the hunter tradition is strong and involves a great deal of discipline. The Bladvenn are masters of irregular warfare in small groups, especially in friendly territory; however, when that isn't enough they tend to resort to trying to overwhelm their enemies with numbers that they aren't as experienced at using. The capacity for berserk blood-fury induced by certain blood brews comes in handy in those onslaughts, though.

The more westerly of the territories which we discussed.
 
That's just beautiful fake update. Can't wait for the real one :)
 
It's too bad you ended up writing too much, as that was really good. I'm looking forward to actually playing out something similar.
 
So, nutra, you've been added to my Signature! doesn't that make you feel honored and pushed to update ;)

Spoiler :
Just kidding: I'm sure you're working as hard as necessary.
 
Update 0
The Forgotten Ages
•??E??–??E??•
BT

Shrouded in mysteries and myth was the age before all ages, knowing, and civilized light: the Forgotten Ages. The lost ancestors of Kore's great empires once stalked the world without magick, but simultaneously began to know the higher force's light when a fiery storm showered El-Or with great and terrible rocks we now call mana.

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All around El-Or the primitive peoples looked up to the skies and saw destruction in numerous colors. Green, blue, yellow, red rocks illuminated the night and the minds of all who saw.

Red Amos
First among all the races, not for their civilization, but for their mastery of magick were the Dohtel. Born in seclusion upon the islands Eyr and Rial, the Dohtel suffered greatly from the fire-storm before they prospered from its red light. A massive red rock fell from the sky and created a crater in the center of Eyr—destroying the elven tribes who had the misfortune of being located in the rock's destructive path. The only Dohtel to survive of these lost tribes would also become the Kore's first mage and uniter of Eyr's primative people through that magic. Amos, later called Red Amos or the Great Teacher, observed his home, family, and friends all burn in a flame that would not—or ever—go out. As other luckier tribes filtered into the destructive site they found the haunted elf staring intently into the flames. He did not speak, eat, or sleep for days, and only sat watching the flames.

The Dohtel were a friendly, if quiet, people who subsisted mostly on small-scale farming and through hunting the great elk and saber-cats that roamed Eyr. Being islanders they also commanded some small mastery of the sea, enabling to contact and trade with the brothers who lived on the south-western island of Rial and the prosperous Sheol halflings to the north. Their numbers had long been small due to the relatively thick forests of Eyr not allowing for much agriculture to develop, though this limited population lead to no tribe knowing another as a stranger. When Amos lost his family, so too did all the tribes on Eyr. They grieved with him, certainly, but did not understand how he could be given to such grief. Their small population and the unforgiving island necessitated the allotment of tasks through a highly regimented caste-system. Every Dohtel had a purpose, and no matter how small that purpose was crucial to the survival of the tribe. Many sat with the mute elf, attempting to coax some response from him, but when he finally spoke he spoke not with his tongue or in any language the Dohtel knew. He spoke with magick.

The first Dohtel spells stemmed from that strange connection Amos found between the mind and the world around it. He had discovered thaumaturgy, though many races soon there after would make similar leaps in understanding that the El-Or they saw was not the same as the El-Or their minds could perceive. Amos went to great pains to teach his people what he had come to know by staring into the red rock's red flames. El-Or was a projection of what the Dohtel expected to see, and if they could truly believe that what they saw was something else then it would become that other thing.

Few of his elven brothers understood such strange concepts, though those that did took to the magick like moths to a flame. They quickly became mages almost as capable as he. These disciples brought with them whole families, clans, and tribes till the great tribe based around Amos and his mages far outnumbered those who did not. The remaining tribes submitted peacefully to mage-circle's, though remained wary of Amos and the Red Rock of Amos.

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The Red Rock of Amos;
In actuality the rock is black as the night sky, and some Dohtel claim that to look upon it is to look upon the spaces between all that is.

☼Mana Well discovered, Red Rock of Amos☼
⌂Great Tribe of Eyr Formed⌂
☼Great Tribe of Eyr Discovers Thaumaturgy☼


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The Astral Leap
Almost simultaneous to the development of the Dohtel's thaumaturgy was the Star Goblins' 'astral leap'. Though no massive rock fell upon the Bolga Hills were the goblins made their home, the riot of colors and shapes caused the Star Goblins' eyes to look up and remain firmly there.

The ancient Star Goblins were not a pretty race, nor did they lead glorious lives inside their hillside homes. They were a society caught between necessity and dreams, prizing knowledge before physical prowess, but never being able to let the latter go due to the harsh world they lived in. Star Goblins lived in loose clusters of colonies whose interaction between each other was frequent and philosophical. The head of each colony was the Speaker, who was more likely than not a male due to the limited roles of females, and the most capable orator in the colony. Each colony was a self-sufficient unit, and, like the Dohtel, each member of a colony had a role just as important as the next goblin's no matter what 'status' separated them. Further like the Dohtel, the Star Goblins had a natural mental dexterity and could spend hours at a time dwelling on the more abstract notions of life. This was, however, largely hindered by the outside roles male Star Goblins were forced to play, leaving them with little time to ponder. Real scholarship came from the mildly oppressed female goblins whose sedentary lives allowed their minds to wander. The first stories were made by Star Goblin women, as were the first philosophical treaties, and even the first star charts.

The stars that the Star Goblins took their names from had always held some sort of significance among the colonies in the Bulga Hills. Something simply called out to the pale, bent creatures whose lives on El-Or were far less beautiful. Stars represented the hope that something more lay beyond the existence that they currently knew. The first star charts were drawn into the dirt by bored Star Goblin women in between their domestic and agricultural tasks. The first Star Priests, in fact, were women and for some time star-worship was a wholly female activity. It was opened up to the males after one saw his mate's crude star charts and decided to carve them into the door of their home. The decorative trend soon caught on with the Star Goblins as a whole and their homes became swirling geometric maps of the night sky.

Of course this held no innate magick and was simply an indication of the brilliance lying behind the goblins' mean exterior. When the stars flashed, swirled, and bombarded El-Or during fiery night-storm all the Star Goblins witnessed what they saw as a divine act. The stars were communicating with them, though not a single goblin could understand what they said. Save for one.

Mega was a well known Star Goblin who belonged to the Cavern of Stars colony—the colony which claimed to be the first to create the star charts. He was a fine hunter, good husband, and well-respected member of his clan. He was not, however, the brightest Star Goblin, and so whatever respect he earned was always begrudging. Despite his lack of intelligence, Mega had always loved the stars. Since the day he was born there was not a single night that his eyes did not turn upwards for hours at a time. On the night of the star-storm Mega was particularly close to the stars, as he was high in the mountains trying to find a secret route to allow the Star Goblins to spy upon their Swiech neighbors to the west. He would not complete his mission because the dazzling nighttime display left Mega blind.

Mega did not realize he was blind till the next morning, as even in his blindness he could see the stars—perhaps even better than before. When he felt the warmth of the sun on his skins, but opened his eyes only to see a starry sky Mega was confused and quickly panicked. His blindness was not a true blindness, the world was simply cast in a perpetual night, and so Mega found his way back home where he tried in vain to explain his strange malady. None quite believed Mega and most goblins of the Cavern of Stars called him a fool, claiming he did not even know the constellations, let alone be haunted by them. To prove them otherwise he traced in the air the one constellation he knew, the Hunt, and to all of their surprise Mega summoned a large, ethereal stag.

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Mega's Stag;
The world around Mega's stag took on a sickly purple hue whenever it was summoned and it seemed to be more shadow than substance. Its form flickered into and out of existence, though its single red eye was always constant.

Soon thereafter Mega became the de facto leader of the Cavern of Stars, acting as the high-priest of the colony's star cult. He drew considerable amounts of disciples who tried to replicate Mega's magicks, and roughly 1-in-100 goblins were able to summon similar petty spirits. Mega, however, represented a break in traditional Star Goblin society, for he was far from the most intelligent speaker. The Cavern of Stars' lawful leader, Speaker Gashagr—who unsurprisingly was one of the many magick-less Star Goblins—sought to create a magick through intensive study of the star charts and their movements through the sky.

☼Cavern of Stars Discovers Astral Magick☼

§§§

The Ratmen of Glitterfangs & Hunting-Hole
Whatever parallels that can be drawn between the first two races to possess magick are quickly dashed when it is realized that the Star Goblins, unlike the Dohtel, did not enjoy the luxury of total isolation. To the west lived the vicious ratmen who the Star Goblins called the Swiech.

The Swiech were, in part, a production of the curious Star Goblins who happened upon a much lesser species and sought to raise them up to intelligence. The Swiech of the Forgotten Ages shared the Star Goblin's language, but little else beyond that due to the utterly opportunistic nature of the ratmen. The Swiech were further separated from their goblin neighbors due to the fairly rich land they lived in, and while the Star Goblin colonies toiled in their hills, Swiech warrens exploded all along the Amber & Glittergem Rivers. The first warrens too were products of the Star Goblins, who sought to replicate the system of their colonies, and did so quite successfully. Warrens and colonies of the Forgotten Ages were superficially analogous to each other, though the distinct difference that lay between them was the lack of unity present among the warrens.

Warrens were impossibly unstable places, rarely lasting for more than a generation or two before some other, stronger group of Swiech tore down the Amber & Glittergem Rivers from the Hunting Hills. Swiech warriors were born in the Hunting Hills and died as merchants and philosophers along the two rivers. The Star Goblins quickly realized that the Swiech were an incurably volatile species, and soon abandoned the species they had helped to create save for occasional interaction through trade or raids. The Swiech could care less, and in fact saw the Star Goblins as weak for their aversion to war and violent conflict.

That is not to say that the Swiech were a warring peoples such as the Braagash orcs far to the south or the Narados elves riding through the Sullos Plains. Just as many Swiech became keepers of their convoluted oral histories as those who became warriors. The central problem—or what the Swiech would argue as their central strength—was the inability for one Swiech leader to maintain more than a few years. Magick changed that and upon the night of the star-storm a small number of Swiech began to see their brothers in a new light.

To be more specific these Swiech saw the light around their brothers. They could reach out and touch the light, grasp it and manipulate it, causing pain and harm. The early Swiech mages did not know that this magick could also heal, but who what mage would want to cure wounds when he could cause fear and rise to power among his peoples?

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A Swiech Vivificationist;
Upon discovering vivification, the ratmen society took a turn for the better as their leaders became cruel mages able to strike down a rat by merely looking at him.
Warrens were conquered by cabals of these mages, creating a peace the Swiech had never known.
However, within the cabals themselves conflict was frequent.

The warrens of Glitterfangs and Hunting-Hole arose parallel to each other. Glitterfangs lay where the Amber & Glittergem Rivers merged, the prodigious position allowing for it to become an economical and political giant. Hunting-Hole was sequestered in the Hunting Hills, though lay near a small mana-well that manifested as a hill that bled streams of red water the Swiech mistook for blood. Both warrens rose at the expense of the other warrens nearby, and both were ruled by cabals of powerful vivification mages who battled each other, but united to keep their populaces cowed.

☼Mana Well Discovered, Blood-Wail Hill☼
☼Swiech Discover Vivification Magick☼
⌂Glittergem & Hunting-Hole Formed⌂


§§§

The Brutal Rise of the Bragaash
Once the Ruut Woods, Forest of Gir, and Thôn-yFel forests belonged to a smattering of tribal peoples ranging from orcs, elves, and halflings. As mentioned before the Rochir—forest elves attuned to the ways of animals—were a prominent peoples in these forests and, save for the Dohtel and Malachim, all the elves of Kor-Fiol could claim to have descended from these wild peoples. The Rochir were a mirror reflection of their home, as they were incredibly fierce warriors who terrorized the Sheol halfling settlements that tried to establish themselves on the outskirts of Kor-Fiol's great woods. They would never have a kingdom to call their own, though when many spoke of the Ruut, or Gir, or Thôn-yFell they spoke of the Rochir.

Living in their shadow were the Bragaash orcs.

The Bragaash, though any Rochir would have been slow to admit it, were cousins of the forest-elves, being near-elves themselves. It was a common jest among the Rochir that the Bragaash orcs were the result of elven men and women who became too attached to their animal companions and subsequently produced orcs. To the Rochir's credit, the Bragaash were an unequivocally brutal peoples. Their brutality, however, was tempered by a keen intelligence that saw them look upon the southern cultures and know that there was some good to be had in civilization. Many early Bragaash orcs ventured south into the developed world as mercenaries and returned to lead their peoples with the new ideas they had been exposed to.

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A Typical Bragaash Mercenary;
Even after the rise of the Bragaash' mighty kingdom the orcs served in foreign armies as mercenaries. The mercenary tradition is a strong feature among the orcish society, and perhaps the only social construction that is truly theirs.

Bragaash had no culture of their own and were part Dohtel, part Rochir, part and part Sheol in their composition. From the Dohtel the Bragaash took the idea of a caste. They saw the merit in having every living being contribute to the upkeep of a whole society, though they could not wrap their heads around the finer ideas such as apprenticeship or communal education. A Bragaash was what his parents were, it was as simple as that. From the Sheol the Bragaash learned agriculture and cleared away the forests near Lake Deep. The lands around the southern tip of the lake where the Bragaash lived were as fruitful as the Sheol's famed La Vey River basin, though the Bragaash did not enjoy the same level of trade as the Sheol river-states. From the Rochir the Bragaash took language, as well as the more abstract notions of a society such as honor and religion. The Bragaash respected the elves despite the fact that the elves barely regarded them as intelligent.

The Bragaash villages prospered and soon began to gain political power through alliances with nearby villages to create powerful clans. Many of these clans warred constantly with the other, though, keeping a stopper on the Bragaash growth. These inter-tribal wars were even funded by Sheol merchants who feared the prospects of a united Bragaash peoples. It is important to note that the Bragaash did not limit their raids to only themselves—the orcs struck out at all their neighbors. The Sheol tolerated these raids, preferring the Bragaash's material lust to the xenophobic hatred of the Rochir. While the Bragaash power grew and extended further down the La Vey River Sheol settlements were able to safely march upwards, and the prosperous city of Hi yFel acted as a central place of commerce for the great southern forests.

The Rochir, however, could not tolerate these raids and saw each successful Bragaash attack as a stain upon their impeccable honor. They waged war against the Bragaash, but they hardly could have imagined that they would lose.

The Rochir were quite honestly fielded a better army of the two peoples. Malachim celesium arms had filtered down into the Rochir well before they reached the other races of Kor-Fiol, and individually most Rochir were incredibly skilled warriors. The Bragaash, however, had fought numerous wars, and despite never having commanded one of their own, it was not hard for them to form into a more organized army. The orcs also had numbers on their size due to the fertility of both their women and land. Unsurprisingly, the Bragaash also commanded brute strength many times that of their elven cousins. The Rochir defeat was so swift and brutal that the Bragaash lost the noble illusions they had for their elvish cousins and saw then as beings far beneath them, they saw them as slaves. The orcs began to expand west and north, eventually stopping just short of the Malachim elves mountainous kingdom.

Upon the backs of these elven slaves the Bragaash built their first city, Riverflor, at the confluence between the La Vey River and a tributary the orcs called Greamstreams. Riverflor's prosperity was severely limited, however, due to the inter-clan wars the Bragaash fell back to after the successful Rochir War. For centuries these wars continued till, months prior to the star-storm, a collection of clan elders came together to create a high law as an attempt to settle the most common grievances. These laws were simple in nature, and took after the more complex laws codified by the Sheol. The Bragaash called the code of laws the Clanial, and the loose state that formed shortly after bore the same name.

⌂Clanial Formed⌂

§§§

The River-States & Horselords
The magickal awareness brought on by the star-storm was not an immediate trigger for all the races of Kor-Fiol. For many the star-storm was simply an odd occurrence. To the Sheol halflings and the Narados elves the star-storm was actually largely missed due to the fierce wars that raged between them.

The Sheol halflings were natives of the La-Vey River basin, a peculiarly rich area despite its otherwise colder surroundings. Something was simply wondrous of the halfling's home due to its inexplicable natural abundance. The Sheol were the first peoples to discover agriculture, a task which came easy to them. They were also arguably the first peoples to form cities and a civilization, though this was aided a great deal by their elven neighbors to the south and west.

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Sheol Looking Upon A Sheol City;
The architecture of the Sheol cities simultaneously was influenced by and influenced the structures created by the Dohtel and Narados elves.
All three races shared a culture bound by trade, magick, and war.

From the very beginning of the Sheol existence they were in contact with the more culturally advanced Dohtel. The Sheol, in fact, took a great deal of their early language from the Dohtel elven, as well as the Dohtel's emphasis of oral tradition and adapted Dohtel boats to aid in their expansion up the La Vey River and its numerous tributaries. To call the Sheol prosperous would be like calling the sun warm—the halflings came to dominate most lands south of the Thôn-yFel Forests. Numerous city-states formed with each successive generation, extending east along the yIsfa River and west along the River of Malina. Among them the city Lof yFel would grow to be the most dominant as well as being the first city to be built in Kor-Fiol.

Lof yFel was located at the mouth of the La Vey River and profited from trade with the Dohtel. Though the Sheol themselves came from further north, Lof yFel was the birthplace of the Sheol culture and religion and continued to dominate the politics of the halflings well past the rise of more prosperous settlements. Lof yFel, however, was ultimately a doomed settlement due to vicious barbarian elves who rolled up and down the Sullôs Plains, the Narados.

The Narados were a strain of Rochir elves who escaped enslavement at the hands of the orcish cousins, the Braagash. They left their home in Thôn-yFel for the plains they would call Sullôs, meaning sullen. The Rochir had developed an elven culture all of their own, one that was highly honor-based and revolved around the virtue of an elf's immediate family. The Rochir were great, valiant warriors, but their lack of unity saw them swept underneath the rising orcish tides. The Narados represented that small, bitter group who sought to place their own survival above the ties to their families. They were exiles, apostates to all things Rochir, and they very much knew this.

Those Rochir who abandoned their forest homes for the cold plains were not devoid of honor or virtue, the Narados culture which developed would still valued those things highly. Almost as if they wished to make up for the grievous exodus, the Narados culture placed family near the top of their social structure, but more importantly the honor of a family was determined by their loyalty to their clan. The Rochir-turned-Narados had seen what could happen to a peoples disjointed at the smallest political and social denominators, and they sought to never repeat that mistake.

Sullôs was a hard place in comparison to the forests of Thôn-yFel. All the arable land had been claimed by the Sheol halflings by time the Bragaash began their mighty conquest. The early Narados were war weary—though their descendants would be the drastic opposite—and did not seek to usurp the lands other peoples rightfully called their own. They took to the heart of the plains, eeking out meager existences until they discovered the horse.

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A Narados Horse;
The Sullôs Plains were one of the few regions in Kor-Fial to have wild horses, and their domestication at the hands of the Narados vaulted the battered plains-elves into a position of dominance.

In Thôn-yFel the Rochir had also been known by another name, beast-friend (Rochir, in the Bagraash tongue even means animal, though this has many other, less savory connotations). The relationship between the forest elves and the animals that roamed Thôn-yFel was arguably evidence of magick before the star-storm. So great was the bond that the Rochir had even befriended vicious bears and terrible wildcats, though never could they claim to have domesticated any of these creatures. The Narados, in another break with their tradition, quickly came to dominate the horses that they found and had thoroughly domesticated them within centuries of arriving in the Sullôs Plains. Atop their steeds the Narados became nomads who traveled up and down the western half of Kor-Fial.

At first the Narados were merchants, moving goods between the Sheol river-states, even bearing the wares of the strange, reclusive Iknaz dwarves who dwelt around the mountains on the very edge of Kor-Fial. They earned great wealth as well as spread a mongrel Dohtel-Rochir elvish tongue to the Telmar tribes, but soon they desired more than a city's gold, they wanted the cities themselves.

Though they were honorable within the confines of their own societies, the Narados horselords were utter pragmatists when it came to dealing with other peoples. It comes to no surprise, then, that the first Narados attacks happened when the Sheol halflings dropped their guard to greet the familiar plains-people. Such sudden raids often caught the halflings off-guard and resulted in the pillaging of numerous cities and destruction of even more villages. Rather than kill the halflings outright, the Narados rounded up the survivors into great slave-chains to sell to the Bragaash and keep for themselves.

The Sheol river-cities were slow to put forth a unified response, though individual cities waged numerous petty wars during this violent age. Occasionally the Sheol won—mostly with the help of hired Bragaash mercenaries—but more often than not the halflings were forced to bend their knee to the stronger Narados. A call for Sheol unification, though, did not come until the fall of Lof yFel. Upon the sack of their cultural and religious capital the remaining river-lords banded together and produced a great army lead by a young halfling who claimed to be the first Sheol mage.

Szandor of yVale was a con-man, cheapskate, thief, and opportunist of the worst kind. He had been born and raised among the teeming lower classes of Lof yFel, though he shed not a single tear upon learning his birthplace was a burning smudge on the horizon. Szandor bore an acute hatred for the merchant-elite that ruled over the Sheol society, and even went so far as to attempt to assassinate one of the river-lords. He failed and while in a cell awaiting execution he looked up at the night sky and saw the star-storm. When he looked back down he noticed that his entire cell was swathed in a strange multicolored light not unlike the lights flitting about the sky.

Szandor claimed that what happened next was divine providence.

A voice spoke out to the imprisoned halfling and told him to say a word. Upon saying the word the entire cell exploded, as did the keep around him—coincidentally killing the merchant-noble Szandor had attempted to kill in the first place. Szandor was utterly bewildered, but quickly came to his senses and capitalized on his new found power by slaughtered the charging guards with another word. Not long thereafter Szandor was proclaimed the first king among the Sheol river-states, having attracted a large following who saw him as a mortal manifestation of the El-Or spirits the Sheol commonly worshiped. The sly mage-king won the acceptance of the other river-states through cunning and charisma, but mostly through the magick skills he carefully guarded.

Everywhere Szandor looked he saw similar colored spots like the one in his cell. Upon the battlefield where his army met the Narados horde there was a particularly massive pulsing pool of primordial power. The two armies did not even have to met, for the mage-king uttered a single word and El-Or swallowed the horselords whole. Begrudgingly, the other river-states bowed to Szandor as their mage-king. From each merchant-noble family he took two brides to form a massive harem. To the Narados he gave the remains of Lof yFel to secure peace—a slap on the face to the merchant-nobility—and swore that he desired only their friendship.

⌂Kingdom of Szandor Formed⌂
⌂Narados Tribes Formed⌂
☼Kingdom of Szandor Discovers Geomancery☼


§§§
 

§§§

Magick of the North: The Elves of the Mountains & The Dwarves of the Skies
Magick may not have been discovered till the night of star-storm, but between the Malachim and Kek-ikkalik of Kor-Fiol's northernmost mountains magick seethed just under the surface.

Two races could not be more paradoxically inverse, yet so intergral to each other's existence than the Malachim elves and the Kek-ikkalik dwarves. Both shared the mountains and hills of the Ilonmol Range, one dwelling above and the other below. Strangely enough, both races also lead semi-subterranean lives. The Malachim 'roosted' in the caves near the mountains' peaks, while the Kek-ikkalik dug vast caverns underneath these mountains' bases. They met in the valleys between the mountains, opting to share the space as a neutral ground rather than fight pointless wars over the precious land.

Of the two the winged Malachim were far easier for the rare outsider to understand. The Malachim lived high atop Ilonmol's peaks, though frequently traveled to the lands below to trade the exotic feathers and ornately crafted stonework they produced in their high homes. Their wings allowed them a level of mobility that few races at this time could have known, and the Malachim readily made use of this. It was not uncommon to find a Malachim peddling his wares in Sheol markets or conversing the a Star Goblin speaker. The most spoken tongue of the Forgotten Ages was not the Dohtel-Rochir mongrel, but the pure tones of Malachim speech. Further driving them to seek out the races of Kor-Fiol was their cultural love of learning.

Pre-Magick Malachim society had only one leader: the teacher. Though familial bonds held Malachim roosts together, it was the teacher who truly united them. Teachers could come from anywhere and be of any gender, though most teachers were elderly members of Malachim society who had lived their adventurous youth in the pursuit of lessons they could teach to the next generation. Understandably, it would be among the Malachim that the first true scholars were born.

The Malachim were virtually accepted everywhere—save for, perhaps, among the Terlan humans who would later migrate into the region, though this was due to religious reasons. Yet, because of their transient lifestyles the Malachim would not form a proper civilization of their own until the decades leading up to the star-storm.

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A Malachim Female;
Malachim men and women alike were known for their promiscuity, and managed to genetically invade the human and elven nations by time the first recorded age dawned.
Children born of these unions did not bear their Malachim parent's magnificent wings, though did possess their natural intelligence and free-spirit.

Below the Malachim were the strange Kek-ikkalik. The Kek-ikkalik word for their culture, Ikkir, meant 'the world', and so far as they were concerned the world hardly existed beyond the Ilonmol mountains. Coincidentally, the Malachim adopted the 'Ikkir' into their own language to mean 'recluse, oddity, or lonely,' though arguably the Ikkir knew more communal ties than any other peoples in Kor-Fiol. The Ikkir existed in a state of near-perfect harmony, enabling them to build a vast city underneath the Ilonmol Range. In truth the mountains belonged to the Ikkir, but they were not confronting enough to mention this fact to their sky-bound neighbors. This subterranean city was called Ikkanaya-Teiken, after the God and religion.

In an age as violent and conflict riddled as the Forgotten Ages, Teiken as a God, concept, and religion was a strange concept to most races. Teiken, to the Ikkir, was the God of Harmony. The dwarves subtly acknowledged that Teiken had other realms as well by deeming him to be the one and only God, but they concentrated primarily upon the harmony he supposedly brought to the world. Ikkir within Ikkanaya-Teiken sought to live out their lives as they imagined their God wanted them to: in complete and total peace. To that end the Ikkir lived largely in isolation, contacting only the Malachim in certain valleys to trade for goods they could not produce themselves.

Understand that this relatively frequent contact did not mean the Malachim ever understood or accepted their dwarven neighbors, the Ikkir were very much still seen as alien. Many Malachim simply felt ill-at-ease around the fanatical dwarves due to the strange Teiken faith—not to mention the notion of 'faith' being an unthinkable concept to people as worldly as the Malachim. Why look to the skies why many more wondrous things could be found on El-Or? One such 'wonders' was the ore the Ikkir mined, which they called 'nok', though it was more widely known by the name the Malachim gave to it: celesium.

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Celesium was worthless to the Ikkir dwarves, who found the metal in abundance underneath the Ilonmol Range.
Conversely, the Malachim would come to sell the stone and the secrets of metallurgy to the other races of Kor-Fiol at a high price.

Celesium was the first metal to be smelted by any of the races in Kor-Fiol. The Ikkir were the first to do so, the Malachim soon thereafter, and the rest of Kor-Fiol—so long as they could afford the price of the ore. Malachim traders grew wildly wealthy due to the celesium trade, though this all would change after the star-storm.

The star-storm brought complete and utter ruin upon the Ikkir and Malachim still in the Ilonmol mountains. No less than five stars crashed into the mountains, destroying the cave homes of the itinerant Malachim. Though they lost hundreds of their brothers and sisters, the Ikkir suffered far worse fates. The great subterranean city of Ikkanaya-Teiken collapsed and thousands of Ikkir died outright or were slowly suffocated. Those lucky few who did escape escaped months later, and arguably leap from the frying pan into the flame as they encountered the migrating Telric humans.

Most Malachim returned to their homes in Ilonmol within weeks of learning the terrible news, but were greeted by something strange. In those caves that survived a great many voices spoke the names of what the Malachim would come to realize were the names of ley lines. Likewise, when the Ikkir survivors scrambled up onto the surface they looked up and saw magick in the stars that had ended their great civilization. In the stars they saw Teiken and, according to the dwarves, he saw them too. And he spoke.

With the magick of the earth at their beck and call the Malachim began to forge a small kingdom from their ruined homes. Central to this new state were the Caves of Voices high in Ilonmol's peaks. The caves seemed to have a strange pull on those Malachim who came to be mages, and they seemingly lost their desire to look outwards. In a few years they constructed a small settlement around the caves, Tir'Ilonmol.

☼Malachim Discover Geomancery☼
☼Mana Well Discovered, Caves of Voices☼
⌂Tir'Ilonmol Founded⌂
⌂Ikkanaya-Teiken Destroyed⌂
☼Ikkir Discover Astrology☼


§§§

The Black Hearts of Humans-The Terlan
Few races were so full of malice than the humans who migrated into Kor-Fiol shortly before the star-storm struck magick into the world. The three human groups that migrated into Kor-Fiol all hailed from a common species, the Telric, a peoples whose past in the world 'Between' was kept tightly guarded. If their dark legends could be believed the Telric were a prodigious peoples who knew magick before magick had existed. Similar origin stories between the western Terlan, eastern Telmar, and southern Icaran claim that some great entity called [void] had taught them the darker applications of magick. Certainly the Terlan who migrated into the southern world knew some form of magick, for they brought with them small bands of male slaves who had been risen from the dead.

The Terlan were a people dominated by their women. According to the oldest stories the first female Terlan were consorts of the [void], and his dark seed was what birthed the souls of mankind. [void] elevated the first two Terlan women to Godhood in order to preside over the world while he saw to the many others. These women were Cliavin, Goddess of Wisdom, and Nieleve, Goddess of Strength. Between the two women [void] had made humanity complete, save for a small piece made to keep them just underneath [void]'s level of power. This small piece manifested as men.

Cliavin and Nieleve existed simultaneously as mortal and divine, alternating between who would rule over the Terlan in mortal form and watch the skies for the beasts [void] kept from consuming El-Or. With such divinity vested in women the constant reminder that they could not bear life without the help of human men was a terrible reminder of their own incompleteness. In retaliation men were cast down to be worse than slaves, made into soulless creatures made associated with the same skies that Cliavin and Nieleve protected El-Or from. Conversely, women were attributed with the qualities of the world: fertility, endurance, and the ultimate source of all life, both physical and spiritual.

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A Terlan Blood Ritual;
Though the Telric peoples seemed to have possessed magick long before the star-storm, magick does not come easy to them.
Among the Terlan even the simplest of spells require intricate procedures, and the larger ones demand large blood rituals.
However, once completed these spells are great and terrible to behold.

As such the Terlan had few scruples with experimenting and killing their male population, eventually coming to understand vivification through the life forces of dying beings. Many [void]kin thought that it was this tampering with life force that caused the collapse of 'Between', forcing them into exile.

Whatever truly caused the collapse, the Terlan did not learn from their expulsion and shortly after they arrived in Kor-Fiol they killed more males and had these deathly slaves construct a settlement along the western coats. The city of Salatasi grew quickly, largely in part due to the unending work the resurrected slaves could provide. The Goddess-Queen Rosore, 2nd reincarnation of Cliavin, welcomed the races of Kor-Fiol to the fell city, though few other than the Narados came—and they only for trade.

Upon the night of the star-storm the fields around Salatasi were pelted with mana eerily similar to the stone crown the Terlan had claimed been bestowed upon them by [void]. The fields littered with stars became known as the 'Howling Plains' due to the terrible wails that were frequently heard.

☼Terlan Discover Vivification, Thaumaturgy☼
⌂Salastasi Formed⌂
☼Mana Well Discovered, Howling Plains☼


The Black Hearts of Humans-The Telmar
Most claim the Telmar are not of this plane. Certainly the shadowy beings who ruled over the Telmar were somewhat extraplanar, but the majority of Telmar looked no more different than their any other Telric human. Purportedly, the Telmar simultaneously the creators and children of the [void]. Under [void]'s supervision the Telric humans made a great empire in a place they simply called 'Between'. Magick was not magick as the races of Kor-Fiol would come to know it, but something more like water. It could be seen, touched, and manipulated by obstructing its flow.

In this strange environemnt the first Telmar were able to communicate and even copulate with their lord [void]. The products of thse unions were called [void]kin, and supposedly knew a great deal of [void]'s great and terrible knowledge. Supposedly, Cliavin and Nieleve were foremost among the [void]kin—so much so that [void] raised them to be gods—but a great many lesser [void]kin ruled over the Telric human masses. When 'Between' began to cease its transient nature and began to be one with El-Or the [void]kin Cliavin and Nieleve broke off with their brothers and sisters, opting to remain partially divine by remaining in the increasingly shrinking 'Between'. The rest of the [void]kin, however, had a mass exodus and emerged in what is now known as Broodsbarrow.

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A Female [void]kin Mage;
All [void]kin are mages, though since the collapse of their home 'Between' their numbers have begun to dwindle.
Like their Terlan cousins, the Telmar find casting magick in El-Or no less difficult. Their magick, however, stems from intense meditative states that they claim allows them to be one with [void].

As luck would have it the Telmar came into Kor-Fiol after the star-storm and after the great city of Ikkanaya-Teiken had collapsed. They happened upon the Ikkir survivors, who they summarily enslaved. At first the Telmar did not treat the Ikkir wrongly, simply as lesser beings unknowing of [void]. However, upon learning of Teikan from their dwarven slaves the Telmar made the mental leap into supposing that [void] had came to Kor-Fiol under this guise, making the Ikkir their brothers. Upon learning this the Telmar began to impress upon the Ikkir the importance of their unity as a peoples, despite their racial differences. They were not, however, as cruel as their Terlan and Icaran cousins, and would not press beings they saw as equals into bondage. Thus, the Telmar presented the Ikkir with the option of staying and knowing Teikan-as-[void] or leaving to create whatever kingdom they wanted wherever they wished.

Roughly two-thirds of the Ikkir left the strange humans and marched into the Ikkahaka-Ozni Hills, wary of the Ilonmol and Ennmol mountains on both sides of their new home. The battered dwarves began to build a small city they called 'Ikkanaya-Kekteikan,' meaning 'Our Home Outside Teikan's Gaze'. The remaining Ikkir stayed among the Telmar, eventually moving from the Broodbarrows into the Yewlough Forest, where the Telmar founded Greymark at the site where the Gravel Knife River seeped into Lake Deep.

☼Telmar Discover Astral Magick, Thaumaturgy☼
⌂Ikkanaya-Kekteikan Formed⌂
⌂Greymark Formed⌂


The Black Hearts of Humans-The Icaran
Not all the Telric humans that escaped from the collapsing 'Between' into Kor-Fiol were led by the strange, enigmatic [void]kin. The group of Telric who would later become known as the Icaran were led into El-Or by a small group of common-born Telric who had stolen the [void]kin's knowledge of magick just days before escaping 'Between'. These thieves were ambitious members of the teeming Telric underclass who sought to emulate their [void]kin overlords despite the sheer amount of hatred they held for them. They managed to subvert a great number of other Telric by promising the gift of [void] to all.

Upon entering Kor-Fiol the Icaran manifests near the eastern Sheol city-state of Abyis. Abyis had long been a fringe polity, of such minor importance that Szandor did not bother trying to add it to his growing kingdom. The halflings of Abyis were more than happy to live in the shadow of Szandor's kingdom, eking out a quiet existence before the Icaran appeared. Immediately the humans attacked the city, the cabal of wizard-thieves slaying a great deal of the populace within the first few minutes of battle using their magick. The Icaran wizards did not quite understand what it was that they were casting, simply that they saw a faint white glow surrounding the terrified halflings, and that this white aura was a in their armor. Unknowingly, they had begun their first steps down mastery of vivification, but did not complete it till after the battle when they raised the halflings the slew from the dead in order to be their servants.

Could [void] be the God of life and un-life?

When the Icaran wizards looked upon the undead beings they created they saw a certain kind of beauty—beauty that they thought was the [void] communicating with them. In the months that followed the Icaran humans solidified their control of the region around Abyis, systematically killing and resurrecting the halfling populace and replacing them with human peasants. The cabal of wizards toiled in the conquered city, having renamed it Abyss after what they thought to be [void]'s true home. The fruits of their work when one wizard, Xantus I, managed to simultaneously slay and revive himself. Xantus existed in a state between life and death, taking on a deathly alabaster appearance so immaculate that the Icarans called him Xantus the White. The undying wizard quickly rose to the head of the wizard cabal, becoming the king of Abyss.

Xanthus chose his favorites among the cabal, teaching them the secrets to his dark existence. These few wizards became the nobility of the new kingdom, his closest collaborators, and formed a personality cult around their king, the Cult of Kings. The rest he left to toil in their ignorance, and they formed their own Dark Council whose superficially acted as a priesthood for Xanthus' personality cult, while in truth were trying to unearth his secrets.

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A Failed Turned Wizard;
Many of the Dark Council strove to replicate their dark lord's magnificent transformation, but most failed.
Upon this failure their attempts were immediately made known to all by their blacked skin and blood-red eyes.
Xanthus and his chosen lords did not rebuke these failed mages and simply regarded then with a silent mirth,
knowing that these Dark Council members would be forced to serve them regardless of their failure.

☼Icaran Discover Vivification, Thaumaturgy☼
⌂Kingdom of Abyss Formed⌂


Update 0 Culture Map



Update 0 Landmark/Biome Map


The next update will be a BT covering the 100 years leading up to the first recorded age.
 
~Appendix I~
Cultures & Explanation of Controlling Cultures

Concept
This is, or will at least strive to be, a fresh-start NES. There are two types of turns, BT's (boring times) and IT's (interesting times). The above update is an example of a BT. A ton of crap happens and a large (in this case indefinite) time is covered. What is special about this turn and the next is that they will be two BT's in a row. For the next turn players will be controlling their cultures and not the nations that exist within these cultures.

This is where 'culture stats' come in. Rather than flood the front page with stats that will obviously change, I will post the culture stats below. The stats are largely descriptive and are supposed to serve as a guideline for where you can take your peoples. They follow the following format.

Culture Name: This is the name the culture is best known as.
Culture Polities: These are the polities that exist within the culture and are the polities that you all may more-or-less control. Next to the polities (in parenthesis) will be the polity's racial/cultural composition.
Culture Description: A short description of who these people are, what the culture stands for, and what has happened to them in the past.
Prominent Magicks: These are the magicks that your cultures study primarily, note that these may change.

Onto the cultures!

Abbadon
Spoiler Sheol :

Culture Name: Sheol
Culture Polities:
The Kingdom of Szandor (95% Sheol [Politically Dominant]; 3% Narados; 1% Bragaash [Mercenaries]; 1% Malachim [Itinerant Traders])
Culture Description: The Sheol are the prosperous halflings who grew Kor-Fiol's first cities along the La Vey River and their tributaries. The Sheol were the first peoples to discover agriculture, form polities, and arguably bore civilization on their small backs. For all of their prosperous history, however, the Sheol were oppressed for a short, but brutal period when the Narados Elves—horselords who had been ousted from their ancestral lands in the Thôn-yFell forests north of the La Vey River basin.

The victory of the Narados did not last, however, and within years of the Sheol's subjugation a leader arose from the city-states, Szandor the first Sheol mage. Szandor was a rogue before a king, and remained so long after he assumed his kingship. With the powers of geomancery at his beck and call Szandor swept aside the Narados horde, earned himself a kingdom, and unified the bickering river-states.
Prominent Magicks: Geomancery

Adrogans
Spoiler Dohtel :

Culture Name: Dohtel
Culture Polities:
The Great Tribe (100% Dohtel)
Culture Description: The Dohtel are a magickal peoples, the first native peoples, in fact, to discover magick after the star-storm. Even before the discovery of magick tje Dohtel prized knowledge and this pursuit lead them to easily adapt to magick. The night of the star-storm brought fiery ruin to the small island of Eyr. Rising from these ashes, however, was Amos, the first mage and the great teacher who would unite his people into a tribal magocracy called the Great Tribe.

To the southwest of the main Dohtel island of Eyr is Rial, smaller and more isolated than Eyr. The contact between the Dohtel of Eyr and Rial has been minimal, though who knows what the future will hold? Among other races, specifically the Sheol and Narados, the Dohtel of Eyr have engaged in occasional trade.
Prominent Magicks: Thaumaturgy

Devercia
Spoiler Telmar :
Culture Name: Telmar
Culture Polities:
The City of Greymark (5% [void]kin [Religiously & Politically Dominant]; 75% Telric; 20% Ikkir)
Culture Description: The Telmar are aliens to El-Or. Prior to their arrival they existed in a strange state they only call 'Between', where they and their God [void] coexisted (See Appendix II). Those who were bonded most to [void] were called [void]kin, and these prodigious individuals were the mage-leaders of the Telric humans living in 'Between'. The Telmar culture is the closest culture to the one the Telric humans made in their strange, distant home. A man is only as good as he makes himself, and said good men were acknowledged by [void] with his gift. In Kor-Fiol this has lead to the Telmar becoming increasingly stratified around a few key leaders who hold the hearts and minds of hundreds.

These masses now include the Ikkir dwarves, a once incredibly prosperous peoples brought to near-extinction when their underground homes collapsed in on them. At first the Telmar took the broken dwarves as slaves, but when they came to learn that the Ikkir worshiped a single all-powerful God called Teiken the Telmar rationalized this as [void] contacting another species. Since then the two races have tolerated each other. Those Ikkir who decided to remain among the Telmar in their city of Greymark have forged their own place as missionaries of their religion. So far they have converted none of the [void]kin, but the Telric masses listen.
Prominent Magick: Astral, Thaumaturgy


General Olaf
Spoiler Ikkir :
Culture Name: Ikkir
Culture Polities:
The City of Ikkanaya-Kekteikan (100% Ikkir)
Culture Description: Once the Ikkir were a harmonious whole who lived under the Ilonmol Range in the sprawling subterranean city of Ikkanaya-Teiken. There they worshiped their one God, Teiken, who supposedly created the dwarves so that they might bring harmony to El-Or. The Ikkir, however, were not at all interested in bringing Teiken's light to the rest of the world, and truly only the Malachim had any lasting contact with the Ikkir before their culture and species were nearly destroyed in the aftermath of the star-storm.

Upon entering the surface world for the first time two things happened. The Ikkir looked up at the stars that ruined their homes and found magick. Not the natural magick of the stars that the Star Goblins would come to know, but the magick in a star's place in the sky. It was a harmonious whole and one which propelled them to study the skies further. This would have to wait, however, for a few years—not long after the Ikkir made their miraculous discovery the Telmar humans and their [void]kin masters appeared in El-Or.

The Ikkir's moment of weakness was taken advantage of by the ruthless Telmar, who enslaved the dwarves. However, upon learning the Ikkir's chief deity was one who presided over all and made harmony, the Telmar came to see the Ikkir as brothers in [void]'s blessings. They freed their slaves and invited them to learn of [void]'s gifts together. Few of the Ikkir stayed among the strange humans. They traveled north into the Ikkahaka-Ozni Hills and created the small settlement of Ikkanaya-Kekteikan above ground, for the Ikkir swore to never redo their mistake. Ikkanaya-Kekteikan was somewhat different from the harmonious city the Ikkir once came from, though it certainly did strive to recapture that peaceful age.
Prominent Magick: Astrology

Haseri
Spoiler Star Goblins :
Culture Name: Star Goblins
Culture Polities: -
Culture Description: If the Dohtel are the teacher's of the south, and the Malachim the adventurous thinkers of the west, then the Star Goblins are the philosophers of the east. Like the two elven societies, the Star Goblins prize knowledge and abstract thought highly. Yet unlike the two elven societies, the Star Goblins live in a harsh part of Kor-Fiol and do not enjoy the luxury of isolation. As such the Star Goblins paradoxically are pragmatic dreamers.

Every Star Goblin has his place in society, and every Star Goblin is expected to contribute equally to the well-being of his home colony. As such this has lead to the Star Goblins forgoing the same path of advancement that has led to the creation of proper polities, though with the introduction of magick into their culture this seems to be rapidly changing. The Cavern of Stars, as of late, has become a major colony in a region that had known relative balance since its very first days. This is largely due to the first Star Goblin mage, Mega, a respectable enough hunter whose star-storm caused blindness lead to him perceiving the places between the stars. Mega drew upon the wealth of Star Goblin myths surrounding the stars they loved so much to summon strange creatures from other realms, initially using this power to dazzle onlookers, but how long till it is used politically?
Prominent Magick: Astral

Merciary
Spoiler Swiech :
Culture Name: Swiech
Culture Polities:
Glitterfangs Warrens (99% Swiech [Politically Dominant]; 1% Malachim [Itinerant Traders]);
Hunting-Hole Warrens (100% Swiech)
Culture Description: The Swiech are a race of brutal ratmen whose keen intelligence is generally employed towards ruthless self-advancement. Early in their history they were raised up from their primitive state by Star Goblins who thought that they may have found another species to converse with, and they were partially right. The Swiech are far from stupid, and numerous great scholars have arisen from their numbers as keepers of the complex Swiech oral traditions. The rest are unscrupulous warriors, merchants, and thieves.

Prior to the star-storm the Swiech society was a tumultuous one of constant mobility and change. Warrens—who superficially were similar to Star Goblin colonies—would rise and fall in the same generation as more barbarous Swiech came down from the hills and razed their settled kin who dwelt by the Glittergem & Amber Rivers. Magick, however, brought a sudden immense power to a few Swiech. They found that they could harm, and even kill, other Swiech with something as simple as a flick of a wrist. Some of these Swiech mages banded together into cabals that killed those Swiech who refused to join, then turned on the general population and struck utter fear into their hearts. These Swiech mages formed the first two true polities of Glitterfangs and Hunting-Hole by cowing the population into subservience. The Swiech society seemed to have stabilized somewhat, as few ratmen could challenge the powerful mages, allowing for the Swiech to explore more civilized pursuits.
Prominent Magick: Vivification

Northen Wolf
Spoiler Bragaash :
Culture Name: Bragaash
Culture Polities:
Clanial Union (75% Bargaash [Politically Dominant]; 15% Rochir [Slave Workforce]; 9% Sheol [Itinerant Traders/Slave Workforce]; 1% Malachim [Itinerant Traders]);
Tribes of Thôn-yFel (60% Bragaash [Politically Dominant]; 40% Sheol [Itinerant Traders/Slave Workforce]);
Tribes of Gir (55% Bragaash [Politically Dominant[; 45% Rochir [Slave Workforce])
Culture Description: The Bragaash are one of the most dominant civilized cultures in Kor-Fiol because they began with no real culture of their own. Early in their history they came into contact with the more developed Sheol, Rochir, and Dohtel races, each of which left a small mark of Bragaash thought. The Rochir, however, would be the ones to truly vault the Bragaash into dominance after a failed war led to their mass enslavement at the hands of their orcish cousins.

The Bragaash currently stand fairly divided, though the Clanial Union marks a new era in their history. The once numerous, warring clans of the Ruut Forests—the Bragaash homeland—came together and had their elders hammer out a common law. This common law was meant to solve the most frequent disputes in a fair fashion so that the Ruut clans might focus on more important things. The most direct effect of this was the creation of the first Bragaash city, Riverflor, which was modeled after the Sheol city of Hi yFel a short distance to the south. In Riverlfor the elders of the Ruut clans met regularly to preside over inter-tribal wars, and the rest of the Bragaash came to trade wares and slaves.

The more uncivilized Bragaash live in the Thôn-yFel forests to the south and the Forests of Gir to the west. To call the tribes of Thôn-yFel uncivilized is a bit unfair—they are every bit as cultured as the Bargaash of the north. They just have yet to come together to form any meaningful polity. They are slavers, traders, and mercenaries. Their presence is tolerated by the Sheol mainly because of the tremendous service the Bragaash provide them in warding off Narados attacks.

The Bargaash of Gir are somewhat more feral than their eastern cousins. After thoroughly defeating the Rochir elves, many of the more violent clans were forced to move west into the former elves' territory. There the Bragaash took numerous elven slaves, as well as adopted the elves' lifestyle as semi-nomadic forest wanderers.
Prominent Magick: -

Popcornlord
Spoiler Narados :
Culture Name: Narados
Culture Polities:
City of Lof yFel (60% Narados [Politically Dominant]; 38% Sheol [Slave Workforce]; 1% Dohtel [Itinerant Traders]; 1% Malachim [Itinerant Traders]);
Many Tribes of the Narados (95% Narados [Politically Dominant]; 5% Sheol (Slave Workforce)
Culture Description: The Narados are the last free Rochir. In the aftermath of their ill-fated war upon the Bragaash, numerous individual Rochir gave up their honored ties to family, clan, and tribe for self-preservation. They fled to the Sullôs Plains, where they eked out hard lives forever haunted by their dishonor. This all changed when these Rochir domesticated the horse—the first animal to be domesticated, other than dogs—and became the Narados Horselords.

Now mounted, the Narados formed many little clans that prized kinship above all else. The Narados would not repeat the mistake of their Rochir ancestors, and thus they divided into numerous unified nomadic tribes. At first these tribes interfaced peacefully with their Sheol neighbors to the south, acting as traders by taking goods between the river cities, and to all the isolated peoples upon the Sullôs Plains. Once a new generation was ushered in, however, the war fatigue all but disappeared and the Narados waged war on the Sheol. So powerful were the Narados hordes that at one point they had conquered most of the river cities, but the star-storm, the rise of Szandor, and the Sheol's discovery of geomantic magick saw the Narados armies swept aside by a single, powerful mage. They were not completely broken, though they signed made peace with the halfling king in exchange for the rich city of Lof yFel—arguably the cultural capital of the world.

The Narados now stand before a forked path. The southern tribes see Lof yFel as a chance for a new beginning. In its rich, albeit damaged due to the Narados raids, streets the Narados could find similar prosperity that the Sheol found. The nothern and far-western tribes, however, still seek to live life on the backs of their horses as raiders, traders, and forever roaming vagabonds.
Prominent Magick: -

Seon
Spoiler Icaran :
Culture Name: Icaran
Culture Polities: [
U]Kingdom/City of Abyss[/U] (1% 'Ascended' Telric [Politically Dominant]; 3% 'Fallen' Telric [Religiously Dominant]; 30% Undead Sheol [Slaves]; 66% Telric)
Culture Description: The Icaran hail from the ignorant masses of Telric who once existed in 'Between' before its collapse. A small number of them were enlightened upon stealing the secrets of magick from their [void]kin masters. This cabal of new wizards promised the powers of the [void]kin to all members of the Telric race, though upon entering El-Or they veered drastically from this promise.

The Icaran conquered, slaughtered, and resurrected the Sheol as undead servants. The wizards toiled for some time trying to puzzle out exactly what the magick they had was, when the one called Xanthus—later Xanthus I or Xanthus the White—simultaneously managed to kill and revive himself, thus creating the undead elite that now rule the Telric of Abyss. Xanthus rose to become the Icaran king, choosing a small number of wizards to raise up alongside him. The rest of the wizards he left to toil in their ignorance, seeming to find some sick pleasure in knowing that they knew there were a hair away from achieving the 'perfection' Xanthus had.

The mortal side of the Icaran society soon fell into either peasant or artisan backgrounds. The undead Sheol slaves were simply too stupid to farm efficiently, and so many living Telric were sent into the countryside to repopulate the villages the Icaran wizards had decimated. The rest remained in the city of Abyss and acted as skilled laborers, artisans, and entertainers for the elite society.
Prominent Magick: Vivification, Thaumaturgy

Tecknojock
Spoiler Terlan :
Culture Name: Terlan
Culture Polities:
City of Salastasi (65% Telric [Females Politically & Religiously Dominant, Males Are Slaves]; 35% Undead Telric [Males Only, Slaves])
Culture Description: The Terlan are those Telric who ardently worshiped the two most prominent [void]kin in 'Between': Cliavin, raised by [void] to be the Goddess of Wisdom, and Nieleve, raised by [void] to be the Goddess of Strength. Upon realizing that 'Between' was rapidly collapsing into El-Or the [void]kin fled their home for the new world, but Cliavin and Nieleve chose to remain in the small space that was left. Their reasoning was that [void] had made them the most powerful of all the [void]kin because they were his bulwarks against the evils that lay in the sky. The space, however, was not large enough for the two of them to exist in 'Between' at the same time, so they chose to alternate between who would stand guard and who would manifest as a mortal.

The mortal manifestations of Cliavin and Nieleve are the leaders of Terlan society, which led to virtually all political control being held by the church. As the worshipers of Cliavin and Nieleve believed that divinity lay exclusively with women, men quickly came to be seen as the opposite and their status in the Terlan society rapidly fell. Most men became slaves doomed to short lives of hard labor, though the strongest and smartest were taken to the beds of priestesses as consorts. Upon the death of a male slave his body would be resurrected for continued service to the Terlan females, for it was their belief that men had no souls.

With this undying labor force the Terlan were able to quickly erect a the city of Salastasi upon the western shores of Kor-Fiol.
Prominent Magick: Vivification, Thaumaturgy

thomas.berubeg
Spoiler Malachim :
Culture Name: Malachim
Culture Polities:
Kingdom of Tir'Ilonmol (100% Malachim)
Culture Description: The Malachim are among the most widely known peoples in Kor-Fiol. A race of winged elves, their natural ability to soar the skies saw them becoming the traders and adventurers from the very first years of their existence. Propelling them to further heights was their love of knowledge in all its forms, and the most prominent position in Malachim society, before and after magick, was that of the teacher.

The Malachim made their home alongside the Ikkir in the Ilonmol Range, though these were homes in name only due to the elves' transient nature. In truth they only really returned to Ilonmol to gather more celesium from the Ikkir—the first metal mined in history—and raise their children. They had no real unified nation until the star-storm flung mana-rich stars into their mountaintop homes, killing hundreds, but creating the Caves of Voices.

When the Malachim returned to grieve over their loved ones they were drawn in by the strange caves. The voices that spoke spoke the names of ley lines, leading the Malachim to begin to grasp geomantic magick even though they could not actually see the ley lines like the geomancer King Szandor of the Sheol could. Furthermore, the caves caused the adventurous Malachim spirit to slacken and with earth-magick at hand they manipulated El-Or to create their first true home: Tir'Ilonmol.


Orders for the Next Turn

For the next turn the players will not be playing as nations—even if the cultures you created have one or more nations—but instead as the cultures you have created. This may be somewhat confusing, but in truth it plays out no more different than an fresh start BT would play.

In your orders I want you players to give me a general direction for how you think your peoples will grow over the next hundred years. Specifically, how your peoples will form into kingdoms and city-states. Ask yourself questions such as where do you think they will settle next? Why? Who are their enemies and will they war against them? What are the potentially subversive elements in your society? And any other elements you feel crucial to me developing the nations you will play at the end of update 1. Keep in mind that I will interpret these orders through my own lens and I will employ creative interpretation to whatever you send me so that everything meshes together. Expect things to develop somewhat differently than the way you present them to me, though well explained and thorough orders will stand a better chance to be closer to their original form in the update.

If there are any questions do not hesitate to ask them.

Orders should be sent with the following title format:

NutraNESIV.5 [Culture Name]/[Player Name] Update 1

Orders are due 14 Wednesday, December 2011 @ 12:00 GMT -5 (EDT)

 
I think I'm going to enjoy this even more than Fallen Fantasy. :clap:
 
I love how you blended the Telrics together to create a common source. It's already given men several ideas for the motive of my civ's development. I think the ideological, theological and philosophical interplay will be as interesting as any other aspect of the game.

I also find the intercultural mingling interesting as well. What the hell am I going to do with a bunch of dwarfs?! :crazyeye::D I suppose I could use them to tout as an example of my people's rather strange idea of beneficence.

I guess stats come next? I always found that to be a drudgerous part of NESing. I'm guessing we will take care of the stats after you give us the initials?
 
I'll take them, if you don't want them. :D
 
They chose me over their own kind. You'd be inviting a child's view of a custody battle from them ;)
 
True, I'm not sure I'd want dwarves who had questionable enough intelligence to forsake a god of harmony :p
 
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