World P T E I A

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World P T E I A

Ottoman

Marshal of Ansbach
Local time
Today 9:28 PM
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298
Age
29
Location
Sunny Transmyria
Pronouns
He/Him
This is a golden age, a gilded time - a period of prosperity and rich harvests - an age of adventure and ambition. A time of valorous deeds, noble endeavors, and boundless opportunity.

Far to the east, across the endless, searing sands of the Great Blight, further still beyond the towering peaks of the Worldspine lies the Ostland. A realm of vast forests, dark soil, and wide, rushing rivers, the Ostland, cradle of the Ahr. Upon the shores of that inner sea rests the great city of Litthauf, capital of the League, the Crown of Mankind. Their galleys sail to every corner of the Ostland, carrying with them gold, goods, and the Gods. No shore of the east is untouched by the Litthauf Mark, and so reigns Zofia, first of her name, queen-elect of the League.

But she is not without peer.

Tsarina Ladimova Nadka Borovna - empress of the Myrskor and the North - a beacon for the dwarfs in their tireless efforts to reclaim their ancient glory. The Great Moot of the Khallic druids auger the will of the gods and the needs of their people from the entrails of their sacrifices, deep in the Worldspine. Meanwhile the great Bailar Khan bides his time, master of the Golden Horde, he whose will reaches across the south as the sun does the sky. Finally, to the east, Anne of Niermeer, a woman whose fury is matched only by her faith, resides as Hochmeisterin of the Elisabethan Order. Under shrewd rule their realms have prospered - never since the arrival of the Averian Eagle has the Ostland known such a glorious age. Commerce fills the land's coffers, bonds are forged with the strength of gold, art and faith travel swift as an arrow as the light of civilization spreads like wildfire - and blood flows like Ahran Wine.

Already rogue Elisabethans ride into the lands of the League, razing villages and sacking hamlets as they please, unphased by the weak peace bought at Darmstadt. The Dwarfen Realms remain steadfast in the face of the unyielding Khallic assault, and pride themselves on hunting the northern elven enclaves to near-extinction. All of this is to say nothing of the Golden Horde, the mighty host of Bailar Khan, whose horselords stand ready on the banks of the Tulk to bring all the earth under his banner. All the while, the baronies and dukedoms of the League squabble and bicker, fighting petty wars amongst themselves for fleeting claims. Such times are good to the brigand and the bandit, the merchant and the peddler, villains whose meager lives grow fat and happy with ample, desperate quarry.

But there are things far worse than a marauder's blade lurking in the shadows. The mortal realms of the Ostland are beset by profane magics, stricken with hideous mutants, possessed barbarians, the restless dead, and worse. Darkness encircles the Ostland as the unnatural and the profane turn their gaze to the fertile riverlands, and as the embers of discord threaten to billow into the inferno of war, slavering hordes of horrors unknown watch with ravenous eyes.

This is a golden age, a gilded time - a period of slaughter and carnage unending - an age of triumph and tragedy. A time of sordid decisions, insidious treachery, and boundless opportunities.

In such sanguine years, the Ostland shall sire them as never before.




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Table of Contents


  1. Folk of the Ostland [Player Races]
  2. Lore of Pteia [Major Lore Concepts]
  3. The Realms of Man [Human Factions]
  4. The Realms of Elf [Elvish Factions]
  5. The Elder Realms [Dwarfen and Osiruk Factions]
  6. Magic [Magical Schools and Lore]
  7. The Profane [The Dark Gods and their Servants]


A Humble Disclaimer:
I do not claim ownership of any of the art used in this thread, or any of my threads, save for the maps.
It's something of an ambition of mine to go through and credit every artist for their stunning, lovely work that has inspired me so.
But this is a herculean task for such a lazy soul as myself, and though I shall get around to beginning eventually, I beseech you for patience.
I have assembled a veritable treasure trove of art over the course of the last decade or so, and only a fraction of it has the original titles or artist's names attached.
So, should you see your art present in these threads:
Firstly, thank you for making such a lovely thing!
Secondly, should you wish it removed, I will (with sadness) do so!
Thirdly, if you would simply like to be credited, I will be delighted to!
Please just let me know the title of the work and how you wish to be referred to and it shall be done.
 
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Osters - the men of the east - are one of the races of man. Only the Northmen can contest the Oster dominance over humanity east of the Worldspine mountains. The product of the union of Averian invaders and aboriginal tribes, the Osters consider themselves the inheritors of the imperial legacy. While without an empire in name, the Litthauf League has come to dominate the Ostland and its waterways despite the multitude of challenges that they have faced, binding together the various peoples and powers of the region with their coin and merchants.

The Men of the East are remarkably adaptable, and have spread the reach of the Litthauf sovereigns and the Basilica to the far corners of the Ostland - from frigid Höxter to the humid swamps of Weck - jacks of all trades, but masters of none. Averaging six feet in height, Osters can range in appearance from fair and pale to swarthy and olive-skinned, depending on where in the Ostland they hail. They are as varied as they are widespread, both in form and in function, and are not easily defined by any lingering stereotype.

They speak a derivative of the guttural aboriginal tongues, shaped heavily by their time under the Averian Eagle. Oster is a language as widespread as it is rigid, and is often regarded as the common tongue - the trade language - of the Ostland. While many official decrees and religious texts are kept in High Averian, the rise of the merchant class has given way to a surprising degree of literacy amongst the common folk and the gentry, and with every passing year the common tongue finds its way to graffiti, signposts, and even the written word.

While they are not completely deaf to the songs of magic, the races of man do not make for consistent mages. Their inclination - or indeed, their base capability - is something that only occasionally manifests in their youth. Some seem to heed the call and cast effortlessly, whilst others struggle their entire life to master basic prestidigitation. It is a matter made worse only by the growing correlation between inhuman or supernatural lineage, as mutants, half-breeds and abominations take easily to magic, earning the suspicion and ire of the more pastoral populations of the land.








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A hard folk, the Northmen have not the patience for southling propriety - indeed, they often lack the patience to tolerate an Oster in their presence - though the irksome nature of the lesser Northmen pales in comparison to that of their savage kin. The Northmen are the progeny of those Oster tribes that refused to yield to the Averians, and fled in a great migration to the north between the Mountains of Myrskor and the sea, into the snowy depths of the tundra. Centuries passed, and many had forgotten that any had truly escaped the wrath of the Eagle. The sight of square-sailed dragonships - their prows carved in the likenesses of the Primordial Scourge - brought the chill of the distant north to the blood of the Osters.

To speak of them is to invite their approach, so say the wives' tales, but there are tendencies amongst them. Some Northmen, like their cousins, are renowned traders, carrying goods the likes of which the Ostland has never yet seen - ticking dials that measure the day, glass eyes on gilded wire, and a jet black powder that burns as bright as the sun - and, as renowned seafarers, have spread their reach to lands that the Osters have only yet read of in ancient tomes, and some they never knew at all. This is to say nothing of their ferocity in battle, and their value as mercenaries in the northern reaches of the League. Many among them even find titles of honor and privilege amongst the Oster hierarchy.

But these are those who bother to speak instead of strike - those who weather the mild winters of the southern tundra - and though they may yet raid the verdant lands of the east, their mercy may be bought with silver and homage. From the lands of ice and stone in the distant north come the profane dragonships, their crews driven mad with bloodlust, helmed by things that only look like men. Their savagery is unmatched across the breadth of the Ostland, as even the Khallii pale in comparison to the barbarism of the north. Where some longships bring trade from distant shores, others bring slaughter, cannibalism, and baleful sacrifices to stygian spirits. No shore is safe when the winds of winter blow and the Northmen embark viking.

The milder Northmen do not deny the existence of these savage folk - indeed, it's often a keen threat in their haggling - but rarely if ever do they speak of why. Guarded whispers in their harsh tongue tell of a great horror in the distant wastes of the north, a thing which drives men to desperate, unnatural ends. They speak of shamans and witches bound in blood to unspeakable names, summoning the shades of the dead, shattering ships with a single song, and calling crimson fire from the sky. To those of the distant north magic is not only common, but expected, while the mild-mannered Northmen prove far more like their Oster cousins.








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The Elven Migrations had resounding effects on the Ostland for a multitude of peoples, but none quite so personally as the 'Children of the South' - the half-elves. Neither truly at home with elves or men, the half-elves more often than not have to eek out their own place in society. Some, whose heritage has faded into their ancestry, are often accepted more readily and find nooks and niches within the League, but more direct byproducts of the union of elf and man are typically held with disdain. Seen as less-than by the elves and sullied by the Osters, these folk typically struggle socially, working twice as hard to find the ground given so freely to those whose parentage proved free from scandal.

Much like their full-blooded cousins, half-elves hold craftsmanship in very high regard, and have produced numerous smiths, jewelers and artisans of remarkable caliber. But whether they reside on Khallgasse in Litthauf or a quiet hamlet in the foothills of the Worldspine, half-elf life is shaped by the culture that it is under. Without any unified body or culture, the half-elves find themselves at the mercy of those that do. Though they may preserve their elven - or human - tongues through family traditions, they often find it to be in their best interests to adopt the culture of that which rules over them - be it man, elf, or dwarf.

Their appearance proves as varied as their diaspora, with the full range of elven and human features and physical tendencies amongst their number, heavily defined by their ancestry and their geographical location. There are many in the Ostland who do their best to hide their heritage, depending on where it is they live, as to avoid prejudice and discrimination from both man and elf. For some it works, passing themselves off as one or the other, and many have gone their whole lives without ever being found out.

However, one of the easiest tells as to a half-elf, especially one that is doing their best to pass themselves off as human, is their innate tendency towards magic and its manipulation. The sigil-craft of all Hallii is something that half-elves can dabble in without intention, much as their elven predecessors, though, like their human ancestors, they may also struggle to comprehend - or even cast - the simplest spell.








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To speak of the Hallii in the presence of a dwarf is to invite their ire, but to speak of the Khallii is to summon their rage. The wounds of the Migrations, scarred over as they might prove now, have largely healed in the lands of men, but to the dwarfs there can be no surrender, no negotiation, and no quarter with the invaders. Indeed, their reception is well-earned, as the Khallii have continued their war upon the dwarfs for centuries after they made their peace with the Osters, and they show little sign of stopping.

A fearsome, fair-skinned folk, the Khallii migrated north from the distant south with their cousins, preferring the valleys and forests of the mountains to the wide open steppe, and while it might be a migration by technicality, to the rest of the Ostland it was an invasion. Despite their pastoral inclinations and their naturalist sympathies, the Khallic elves are a sword culture - a warrior race - and take great pride in war and its waging. To a Khal their sword is not only their life, but a direct link to their forefathers, the badge of a free man.

Though typically smaller in stature than the men of the east, the Khallii are not small folk. Averaging at just under six feet, the Khallii are a people bred for physical combat. More often than not their tribal celebrations consist of contests of strength, from wrestling to the caber toss, and all - men and women, young and old - are not simply encouraged but expected to participate. But, this is not to say that the Khallii are savages - despite the occasional sacrifice - as their introduction of lye soap to the Ostland and their exquisite fabrics show. Indeed, it is rare to see a Khal dirty or dressed in the drab manner of serfs, as they take great pride in their appearance.

The Khallic relationship with magic is an odd one, for while they are far more capable than the races of men, they still lack the innate proficiency of the Osiruk. They rely heavily on sigils and their craft to achieve consistent results, able to apply them to many surfaces, objects, and even living creatures to achieve the desired effect. Nowhere is this more evident than the Painted Ones - the shock infantry of Khallic hosts, who enter the fray with naught but a weapon and shield in hand and the woad-wards upon their flesh.







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The mirror image of the Khallic elves, the Dhallic are their cousins, split from them in the aftermath of the Migrations, residing in the southern grasslands where their hooved host dominates the steppe. Masters of the saddle and the bow, the Dhallii have established themselves as the unquestioned lords and masters of the land of the open sky. Indeed, some would argue they pose a far more grave threat than their fair-skinned cousins, considering that they have organized themselves around a single leader - the Khan.

While the Dhallii fought amongst themselves for centuries, mastering the horse, camel, and bow, it was not until the rise of the Khanate that the Dhallii grew into something more than warring tribes of brigands, and the Ostland has taken notice. Not only have they eclipsed their Khallic cousins in centralization, but they have minted their own coins, developed their own alphabet, and even instituted their own law - the Dhallic Code. Establishing the rights for all freeborn amongst them - even accommodating the rights of foreigners, so long as they supplicate themselves before the Khan - and creating a procedure and code of justice for disputes, the Dhallic Code is, to many, the sign that the Khanate aims to compete directly with the League.

Their moniker as dark elves is twofold - first is their very appearance, shaped by generations on the open plains with the light of the sun beating down on them has darkened their skin tone significantly, and second is their reputation, at least amongst the League. Fearsome warriors of the Golden Horde, Dhallii command quiet respect wherever they are seen, though that respect may quickly turn to violence should the locals feel threatened by their presence. The wounds of the Dhallic Invasions of the southern League are still smartly felt, and even the golden yellow of their cloaks alone can drive folk to hasty and prejudiced acts.

The Dhallic relationship with magic is much like that of their Khallic kin - more reliable than that of man, but still augmented with ritual, sigils and runecraft. While they may not command mighty beasts to do their bidding in battle, the Dhallic shamans wield great powers of augury, and there have been many who have ingratiated themselves to a Noyan with prophecy and portents - not that they have come true.








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While their golden age may have since long past, the dwarfs of the Ostland still command respect in the courts of men. In the northern depths of the Myrspoz and the western reaches of the Myrskor, the two largest surviving realms of the dwarfs are locked still in mortal contest. When others yielded to the elven invaders, the dwarfs refused, answering offers of a white peace with the blade. They vowed then, centuries ago, that they would never rest until their birthplace, Mount Avrila, is liberated - and so they have fought, tooth and nail, ever since. The dwarfen call to war has never been something to make light of, but to reclaim that which they hold highest? It is a place not seen for centuries, and some say, will never be seen again.

If viewed alone, without context, one would wonder why it is that the dwarfs are called such. Should one stand beside a common man, however, and the reasoning is quite plain. While certainly being far from pygmies, the dwarfs average five feet in height, noticeably shorter than the races of men - despite their almost exact likeness. Almost to a tee the dwarfs seem to look and function almost exactly like men, proportional to their lesser height. Given, while they may only seem to be shorter folk to most men, to the trolls that first met them they proved a far more diminutive sight.

But even with their lesser stature, the dwarfs stand proud - and they have good reason to. One of the first civilizations to arise on Pteia, the Dwarfen Empires spread far and wide across the world in antiquity, creating a rudimentary global trade network before Averia was even an Archaen backwater. Even now, with their realms shattered and under siege, the dwarfs remain stoic and steadfast: their legions of human mercenaries and troll levies are backed by dwarfen archers - argued by many to be the finest in the world - atop brutal, nigh unassailable battlements high in the mountains.

But unlike so many others, the dwarfs suffer one crippling fault - they have absolutely no connection to magic. Many have speculated as to why, but without any definitive proof. The only ones of their number who wield any kind of power over the hidden forces of the world are those that cavort with unholy, profane powers, and the price they pay manifests itself in hideous mutations upon their body, and insidiously twists their mind.








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To the west, past the Worldspine Mountains and through the Gap of Hadash, reside the Osiruk, a people of glimmering desert cities and ancient, forgotten wisdom. Qalyut is one of the few powers remaining in the world that can challenge the Dwarfen Empires in longevity, and while the dwarfs may yet dominate the fields of technology and infrastructure, the Osiruk boast a command over magic and an understanding for the world that eclipses all others. An Osiruk tutor is worth their weight in sapphires, owed to centuries of experience in study and literature, and a trained Osiruk battlemage can command a far higher price.

However, the Osiruk are not a people necessarily inclined to mercenary pursuits - hard currency and profit hold little meaning for a people who can live for thousands of years, and whose forms are not suited for earthly delights - but the chance to see the world, to explore and discover, is a thing held in high regard by their number. Indeed, the greatest among them spent some time amongst the Ostland, and even distant Averia to the west, across the sands of the great desert. While the Great Library of Qalyut holds troves of knowledge unparalleled in all the world, the Osiruk understand better than most the eternal quest for perfection, and the search for knowledge is never-ending. The possibility to return and share one's observations and notes - if not manuscripts from afar - is something all Osiruk strive for.

Despite the rampant prejudice that exists across the Ostland against mutants and the abnormal, the Osiruk find themselves exempt from such hostility - if only for the tall tales and rumors of what they are capable of. Should one of their number prove young enough, their flesh, darkened by centuries of survival in the shifting sands, is coarse and harsh, a condition that only worsens with age. After enough time the flesh itself grows dry and brittle, falling away like ash with the slightest touch, leaving them extremely vulnerable to physical harm, and their elder, dessicated forms combust all too easily.

However, such suffering and anguish are the price to pay for the unparalleled mastery of magic that the Osiruk enjoy. No other race can boast such an intricate knowledge of the mystical and the arcane, and only a handful of any other folk can even approach the capabilities of the Osiruk's most talented magi. Only those pledged to the Profane Ones can compete with the Osiruk on a case by case basis, and even then a vast majority of the profane host cannot match them. It is what the Osiruk are known for far and wide, and what the common folk whisper in the taverns when one appears - and who can blame them? The odds that they will ever lay eyes on another are slim at the very best.








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A sight that many outside of the Ostland would greet with hostility and panic, the Ratfolk of the Ahr are indeed kin to the ravenous mutants that stalk the forests and the dark places of the earth. Once, centuries ago, they were counted among their number, another savage race of mutants hellbent on slaughter, but their concentration around the Lake Ahr and the emerging dominance of that body of water in the infrastructure of the region meant that they were the first to come under the Averian sword. Conquered and subjugated, as much as any bestial race can be, they were sequestered and ground into submission, utilized primarily as slave labor.

The tribal shamans and matriarchs were the first to be exterminated, and as litters of the ratmen were born, the Averians would pick and choose the strongest of their number to be tutored and raised in the imperial manner. Schooled in language, philosophy, and the worship of the Maian, these ratfolk were reintroduced to the population, and gradually the Averians began to realize their true value. Within six generations the Averians had turned the ratfolk from their bestial, profane loyalties to that of the Maian and the Empire, but, most important of all, they had found Auxilia the likes of which the Empire had never yet known.

Standing just as tall - if not taller - than a man, a typical ratman is an imposing, hulking figure. Defined by their raw strength and an uncanny sense of balance, the ratfolk comprised some of the finest maniples of the Averian Legions - some of which continue to this very day, their colors and standards preserved. Indeed, much of the ratfolk race has taken war and its patron, Victoria, as their task and purpose in life. While their snouts may impede proper pronunciation, the ratfolk are keen and eager to regail comrades with harrowing tales of valor and victory, and are quick to fiercely defend the honor of their regiment from slander.

They possess an innate disposition to magic, though they often look down upon the craft as a coward's weapon, the tool of the craven and the inept. If one cannot accomplish the task at hand with their own two hands, they say, then you haven't trained properly. Indicative of their heritage as progeny of the Profane, the females of their race bear the greatest inclination to magic, having long ago served their people as shamans and witches.








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Perhaps the least understood of all the free peoples of the Ostland, the troll tribes of the east care little for the affairs of kings and politics, preferring, as they always have, a quiet, pastoral life. But such preferences mean little in a place steeped for so long in war and strife, and the trolls, both for their physical stature and innate capabilities, are highly valued in the ranks of the various powers that vie for control. Both the hardy folk of the mountains and the cunning tribes of the forests have their own talents, and only fools underestimate either. Despite their fearsome appearance, trolls have never tended towards violence as the other races have, but they do not shy away from it should it be visited upon them.

Standing well-above men, the trolls of the Ostland are large, furred humanoids - with the mountainous tribes sporting thicker, shaggier fur than their lowland cousins - capable both of incredible feats of strength and, given the right circumstances, a surprising degree of subtlety. They know their homes like no one else, surviving - and thriving - before even Ladim Firstborn of the dwarfs awoke, and in their native environments they can prove master ambushers and invaluable scouts. Regardless of whether they are employed for their innate talents or physical might, many trolls have caught on to how lucrative their services can prove - and gold buys land far more easily than 'ancestral right'.

Scattered throughout the Ostland and under the control of various regional powers, the tribes of the trolls recognize the authority of those that rule over them, so long as they are left to their own devices. It would take heinous deeds to call the trolls forth from their hamlets and villages to march to war. But make no mistake, despite their isolationist mentality, they are hardly anti-social. The trolls trade with all, and all are welcome to stay - so long as they follow tribal laws - with some men and elves even holding seats in the regional Thing. A society of free folk, there is nothing that the trolls value more than their liberty, and it is not an unusual sight to see trolls wandering the world before they find land to settle.

The trolls are second only to the Osiruk in their mastery of magic, though amongst the trolls there are no official schools or hierarchy. It is a tool to them, not a profession, and has shaped their approach to the arts. It is a far more passive thing with them than an active effort, using their magics to slip into the darkness when being pursued, or to sit so utterly still that they seem to be nothing more than stone. They can certainly use much more direct magic if the need arises, but rarely is it ever so precise as those who are properly trained and schooled.








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However, not all mutants enjoy the respect and quiet admiration afforded to the Osiruk, and though magic's touch can twist a form in a great many ways, there are some patterns that have occurred so regularly that they have earned names - and mythos - all their own. One such breed are Alptraum, nightmare in the Oster tongue, the bastard children of mortals and Orcus. Shunned more often than not, the progeny of the dark god are not often welcomed in the lands of the living, despite being counted among their number, though some do survive - whether through the privilege of their birth or the love of their parents.

Like the half-elves, the Alptraum are a folk without a true home, as they occur at random at best, and systematically in the wake of darksome and prolonged nights at worst. They are, like most folk, products of their upbringing, and have no culture or mores to call their own. One Alptraum may certainly be the malicious thing of whispered rumor, whereas another may prove a quiet, mild-mannered farmhand - truthfully their darksome father has no sway over them any moreso than the rest of the Maian have over anyone else.

But that is not to say they are without his boons, or his curses. Poor eyesight and sensitive hearing can endanger these folk in ways that the average man does not readily consider, but such weakness begets strength in other ways. More often than not the Alptraum do not rely on sight when they move, but rather use their remarkable hearing to judge distance and depth - there are few who can get the drop on them, and they are valued highly by some as bodyguards for this very reason - and this is to say nothing of their leathery wings. While none of them are able to truly fly, those with more developed pairs can slow their fall or glide from a height, though they must be well-aware of the risk that such large and sensitive appendages carry.

Perhaps contributing to their reception amongst the suspicious and the ignorant is their propensity for magic. While not as grand as the Osiruk, the Alptraum boast an innate grasp on the working and wielding of spells. While they may struggle to find a chance to study magic professionally, should they be afforded the chance they have the means to become very capable mages.








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In some ways cousins to the Alptraum, the Teufelkind are another strain of mutation that has occurred so frequently amongst the mortal populations that it has earned a name and a reputation. The devil-children of the Ostland are assumed to be just that - the offspring of the union of mortals with Ignis and his fiendish servants. But much like the Alptraum the Teufelkind are neither wicked nor fickle by nature, simply half-breeds whose nature is only partly grasped by those that surround them. While largely ostracized, much like their darksome kin, the Teufelkind have found that labor - indeed, any task requiring strength - suits them, and such work the Ostland provides in spades.

It can prove a jarring sight, especially amongst the Elisabethan Order - one of the few places they are welcome - to see that one of their knights whose horns are not upon their helm, but their own head. The defining physical characteristic of the Teufelkind are such bony growths, which can prove remarkably varied - from curved to straight and twisted to curled - and are often the mark by which the world knows them. Otherwise looking to physically belong to whatever race gave birth to them, the Teufelkind enjoy a brawny constitution, deft feet, and a voice capable of an unnerving timbre.

Given, they have little - if any - way of concealing their nature, and are known almost as soon as they are seen. While the Alptraum might hide with a thick enough cloak or the arrangement of their hair, the Teufelkind have no such luxury. Though, for as many of them that have been lost to superstition, still more remain, and crop up across the Ostland at a steady pace. Perhaps with time and valorous deeds, they might grow to become a more regular and accepted sight.

Much like the Alptraum, Teufelkind have a natural tendency towards magic and its use, and the Elisabethan Order has made tremendous use of them in their ranks both as shock infantry and spellswords. However, the sight of a horned man spinning spells in the commons of a quiet hamlet is certainly a quick way to get someone's attention, though it might not be the friendliest. Perhaps more than most, the Teufelkind must be careful of when and where they dip into the well of magic, as their appearance alone can instill fear and uncertainty in the ignorant - and such is fertile ground for derision and hostility.





 
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In some distant corner of the Milky Way, a small emerald orb slowly dances around a massive azure jovian. Such is the world upon which these ta;es take place - Pteia, one of the many moons of Maia. While still just as large - if not larger - than Earth itself, Pteia is a terrestrial world of varied climates and ecosystems, and though most works will focus on the Ostland and its surrounding lands, the very nature of Pteia has grave effects on the setting as a whole. Possessing a rotational and revolutionary period largely equivalent to Earth, the seasons on Pteia echo our own world.






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A cataclysmic event that was the catalyst for the world that is. Despite the occasional variation from folk to folk, the Dragonfires remain an apocalyptic event in every telling of the myth, where the mighty dragons of primordial history laid waste to the land, sowing death, destruction and fire in their wake wherever they went. None now live who remember it, but traces of the Dragonfires - and what came before - are still being found to this day. Fantastical tales about of artifacts of primordial power hidden away in the far, deep places of the world abound, and despite what the casual listener might believe, there is some truth to them.






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Every three months, Pteia slips completely behind Maia, and the darkness that envelops the world has come to be known as the Long Night. Lasting only for about three days time, it is a period of complete darkness, where no light from the sun reaches Pteia. For millennia, the mortal races of Pteia have had to build their lives and their societies around this orbital oddity - as the dead, and things far worse, do not rest when the world is without light.

There are few truly isolated places to live in the world, as there is always some form of barrier erected in order to prepare for the inevitable darkness that heralds the changing of the seasons.







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Once the greatest empire known to recorded history, in the Ostland the Averians of old are now only echoes to be found in the language of the Basilica, the formations of the League, and the propriety of its peoples. Time has not been kind to the Averian legacy, as rumors and hearsay from the Northmen - if they can be believed - tell of distant Averia. A bountiful and lush land of hot summers and mild winters, it is a paradise not entirely unlike the Ostland, but it is a paradise marred, as the Northmen tell of constant warfare between the hundreds of city states and petty kingdoms that now dominate the land. Mercenary work in Averia is considered to be a fine living amongst the Northmen, if one can survive the exotic weapons and tactics of New Averia. But such are the words of Northmen - whether or not they are to be trusted is a matter of debate.

What paltry influence New Averia wields in the world, know that it is but a shadow to the light of Old Averia.

No shore went untouched by the fleets of the Eagle, no people spared the fury of her Legions, and no successor has ever truly reclaimed her legacy. Across the length and breadth of the mainland and beyond, Averia ruled for nearly a thousand years, bringing an age of peace and prosperity to much of the world. Magnificent and unparalleled works of art, architecture, magic and science were brought forth to the primordial darkness that had settled over the world in the eons since the Dragonfires.







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Amongst the finer circles of the League there is a subject rarely broached, though it is whispered of constantly by the commons, its tale and deeds living on the winds of alehouse gossip and fireside stories. The Liberators of Sagsen, the Anvil of Kreuzstadt, the Koboldsbane, the names vary from place to place, but always they speak of the same host - the Black Banner. To many it was anathema: a mercenary band dedicated to the Prophetess operating in service to the League. Not everyone in the Banner had accepted her word, and none were forced to - it was, in a way, a simplified form of the Elisabethan model: welcome commoner and noble alike, man and woman, young and old, so long as they had the strength for steel in their hands and a fire in their belly. For all of the bluster and commotion their allegiances caused in the circles of nobility, the Banner did not hesitate to engage with forces of the Order - or anyone for that matter - should their contract demand it, and so they never gave cause for the League to intervene and disband their regiments.

At least not until Rygils.

Despite dozens of lauded successes, the various powers and princes of the realm wasted little time in dismantling the 'infiltrators' of the Banner following the slaying of the self-proclaimed Queen of Rygils, the Baroness Eleanor Rohmdayne, by the Redblade. Maddened despot or no, she was a titled lady of the realm, and such conduct in warfare is unacceptable in the courts of the League. The claims of her wickedness - the depths of the diabolism that she had plummeted to in her desperation - fell on deaf ears as the lords of the realm demanded justice. Many of their number, those unfortunate enough to be born without title or with the touch of magic in their blood, were put to the sword, while others were forced into exile - officially or unofficially. Some were allowed to retain their titles, departing for some distant corner of the League where they might find favor on the frontier - as was the case with the Banner's final commander.



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"Sons and daughters of the Banner - raise high the flags!
I will slay anyone I see with pity in their eyes."


Astrid Hölweck von Grabstadt
Duchess of Totenwald
Last Commander of the Black Banner




Perhaps the more pertinent reason for the Banner's disbanding was the power that the force's results brought its leadership. Defying the Averian traditions of such lauded formations as the Ahran Bull, the Banner had no qualms with women leading men into battle - or being amongst the ranks in the thick of the fighting. Such was no clearer than with the Banner's final commander, Astrid Hölweck, an errant lady-turned-knight who brought not simply her yearning for war and its waging, but the acumen and wisdom to elevate it to art. Having come to the Banner to escape the unspoken miseries of her youth, there she found a purpose she had lacked - first in the Banner itself, then in her husband, and finally in her daughters. But such developments did not keep her from becoming one of the Banner's captains of horse. She was elevated to command following the death of her predecessor, the Banner's founder, Gariad of Zeelöw. Elected by her peers, she forfeited her own shares of profit to the Banner, taking only enough for the maintenance of herself and her family, and vowed to lead them to new honors and glory.

It was a vow upheld, as for nearly ten years the Banner had become nigh-on synonymous with 'victory' in the courts of the League, bouncing between this place and that - where ever fighting was to be found, and glory to be won. Only once they entered into the employ of Eleanor Rohmdayne - the Baroness of Rygils - did their fate sour. Following their overthrow of her rule, and the black deed of her murder, Astrid was forced to stand trial in Litthauf - as were many of the Bannermen - though she was lucky. Stripped neither of her title or her life, the widowed lady Astrid departed from the spotlight that the Banner had afforded her with solemn grace, riding away to the south accompanied only by her children and her closest compatriots - those that were spared the headsman's axe.

In the decade or so since the razing of Rygils, there has been no word of Astrid, though her name too is whispered on the tongues of those who languish under tyranny.







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[Co-written in collaboration with @humon ]

One of the many lesser mercenary bands that offer their services to the lords of the League, Steitz's Salvation is a relative newcomer to the field, first organized some sixteen years ago in the spring of 1305 when it was mustered in Hollfen. Raised from amongst the sellswords and fighters present in the city, they were pressed eagerly into service by the local duke, Eduard Steitzmann, who sought to use them to stem the tide of the beastfolk raids. Like most campaigns against the beasts or the kobold, it was more often than not a chase, and a chase that almost lasted far too long. Only by chance did they earn their name, actually having refused their orders to continue to pursue an errant warband that had eluded them for some two weeks, and marched on their own accord to the nearby village of Velden, where the duke and his retinue remained while most of his forces were abroad in the field. It was good that they did, as a mighty host of beastfolk had assembled to descend on Velden, and only with their timely intervention was it - and the duke - spared.

So it was that the Salvation earned their name, and the beginnings of their reputation - to and fro across the north of the Ostland did they fight - and fate would bring them to Ruhigreich.

With the dawn of 1319, Narkila lay in the hands of the northmen that poured south through the Gap of Myrskor - in response, the Margrave of Ruhigreich hired and deployed a company of mercenaries to garrison the abbey-town of Bernholz. The Iron Wolves, while available and eager for the fight, in truth were little more than an organized band of brigands and thugs who turned their blades to the service of the realm. It was little surprise that the northmen put the Iron Wolves to flight before the Margrave could muster any additional forces to defend Bernholz. Without any check upon the northmen, raiding to and fro east of the River Eider, the Salvation's steel was bought to hold the river Eider at the township of Stühk while the Margrave garrisoned his own armies in Sagard, preparing for the worst should their attention turn south.

But no such attack fell upon the mouth of the Ruhig.

Winter turned to spring, and spring to summer, and talk of an attack further up the river Eider warranted the Salvation's redeployment to Mödtal, who had burned their bridge over the river to block the advance of the northern hosts. The remainder of the year was largely a quiet affair for the Salvation, save for one probing raid launched by the northern interlopers. Little more than a probe, it was dispelled with minor casualties on both sides, and as the snows of winter began to settle on the land, both sides fortified their bank of the river. For months the northmen had worked tirelessly, constructing a series of walled camps throughout eastern Ruhigreich in preparation for weathering the Long Nights of the year, and the largest of these rested opposite of Mödtal, a few miles inland from the riverbank. A veritable hillfort, it was echoed by a smaller outpost far closer to the river and to Mödtal, meant to observe and report the comings and goings of the southlings.

When ice bridged the banks of the Eider, the northmen began to slip into the west of Ruhigreich, raiding and pillaging at will, evading the inflexible formations of the Osters. A general bounty was posted, straight from Höxter and its Duke, offering five sovereigns for every northman killed - whatever evidence offered, be it a head, a tattoo, an arm-ring, was taken by the baron of Mödtal. Such bloody work was the bread and butter of the Salvation, and - dividing themselves into smaller companies to pursue and run-down the raiding parties - they managed to force the northmen to halt their raids on the western bank. However, the bounty remained, and so the Salvation began to return the favor, launching their own punitive raids over the Eider for the remainder of the winter. Weathering March's Long Night in Mödtal, the Salvation worked to rebuild the bridge and occupy the eastern bank in force, overrunning the observation post the northmen had established before any word could escape.

Swiftly the Salvation set upon the hillfort proper, erecting a siege camp and settling in to bottle up the northmen within the walls of their fortress, giving them precious little time to restore their stockpiles of food or supplies, already worn threadbare by the taxing winter that had only just ended. Repeated assaults with ladders and superiors numbers bled the defenders of their men and their will to resist, and by May of 1320 the hillfort had fallen to the Salvation. From there the Salvation launched raids into occupied territory east of the Eider, and began to hunt down the last of the northerners still at large in inner Sagsen. Many took to using the ruins of Dayneswatch, the ruined keep of Rygils, as a base of operations. With the aid of the tracker Constanze Khallatis - dispatched by the Baron of Sagard to make contact with the Salvation and assess the situation of the eastern bank - and a band of volunteers from amongst their own number, the Salvation evaded the pitfalls, traps, and defenses that were laid in wait at Rygils, and seized the ruin, putting its defenders to the sword without exception.

With news of their victories reaching the Margrave, the Salvation gained renown as the Bulwark of Mödtal, and were rotated away from the River Eider and back down its length. By the dawn of Autumn, the Salvation found itself in a siege camp at Bernholz, working with a contingent of the legendary Ahran Bull to reclaim the abbey-town - it was not long before it too fell. As the Bull worked to rebuild and restore Bernholz over the course of the winter, the Salvation was withdrawn to Sagard, tasking with defending both the port and the roads, especially between Sagard and Bernholz. It was a quiet winter, but such quiet was not to last - with the first thaw, the Bull mobilized and set off to besiege and assault Narkila to the north, leaving the defense of coastal Sagsen and Bernholz primarily in the hands of the Salvation. Already northmen longships sailed up and down the coast, sending parties inland to harass the supply lines that made the Bull's northern expedition possible, and it was against such efforts that the Salvation found itself primarily concerned with. The siege to the north ground on for most of the year, and as 1321 draws to a close and ice begins to choke the coast, the Salvation's contract has lapsed, and they retire to Sagard to weather the winter.







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[Co-written in collaboration with @humon ]

Named for the mythical beast that sired the minotaur, the Ahran Bull is the most renowned, most professional, and perhaps the most successful of all the mercenary bands of the Ostland, and has at its disposal a force that dwarfs some of the realms that pledge allegiance to the throne of Litthauf. Fortunately for the petty lords of the land, the Bull does not concentrate its forces for political gain, but rather hires themselves out by regiment and banda - piecemeal - to the various princes and powers of the League. With everything from armored halberdiers, gothic knights, and even siege engineers at their disposal, there is hardly any foe that the Bull cannot trample into submission, given that the price is right. Very rarely has the Bull ever known defeat, giving rise to the slogan 'the Bull seals victory,' a play on their name and that of the sealed declarations of the King-Elect.

While only initially deploying some three-thousand men to Sagard, answering the Margrave's call and coin, their presence in the northern city soon ballooned over the course of their preparations to reclaim Bernholz to reach six or seven-thousand. By the time the Bull had finishing marshaling itself in the summer of 1320, Bernholz stood no chance against the Osters, and the reinforcements brought in by the Margrave to support the Bull were of little consequence. Tasked with rebuilding and fortifying Bernholz over the next winter, come the thaw the Bull was marshaled again, this time to march north and liberate Narkila from the heathen. Once more they set off to met their foes head-on, and word from those cold roads speaks to their continued, if slow, success - another great siege draws on, and it is only a matter of time, they say, before the northmen yield.




 
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The Litthauf League

Capital:
Litthauf

Primary Language(s) Spoken:
  • Oster
  • Dwarfish
  • Khallic
  • Old Tongues
  • Vermintongue

Official Religion:
The Basilica of the Maian

Government:
Elective Feudal Monarchy
Monarch:
Queen-Elect Zofia Matterhorn von Litthauf
Legislative Body:
The Diet of Litthauf

Currency:
Litthauf Mark(s)

Naming Conventions:
Primarily germanic, lingering slavic and celtic influences due to the sizable dwarf and elf minorities.
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Formed in 506 AC by Reginald I, the League is an elective-monarchy supported by a widespread feudal hierarchy of dukedoms, baronies, and various other fiefdoms united primarily in an economic alliance. While often compared to a house of cards, it remains the single most powerful martial and economic entity in the Ostland. Thriving thanks to her shrewd mercantile class and the wise rule of her elector-kings, the war-galleys of the League reach across the Ostland, as far as the rivers can take them.

Based on the Averian model of civilization, the League considers itself the true successor to imperial authority, styling themselves as the 'Second Aver'. But beyond the Basilica, Averian Law and the common alphabet, there's little to suggest they're Averian, much less imperial. While Averian influence might linger in art, song or family names, it has largely passed into history, replaced by the synthesis of Averian and aboriginal cultures that has become known as Oster.

Elected from amongst the body of dukes, the Elector-King - or Queen, a tradition now broken with the election of Zofia - rules not as a dynastic monarch but as an officer of state. While the faces and families in the Diet have changed over the centuries, by and large the League remains as Reginald I left it on his deathbed. The legislative system regulates and assesses most domestic issues, and the codes of conflict keep what open fighting there is regulated. If anything more seats, both in the General Assembly and on the Elector-Council, have been added in the centuries since its founding to compensate for the growth of the League as it has spread across the Ostland.

At its very core the League is really about one thing - trade. From the highest noble to the lowliest peasant, the quest for coin permeates their society. Indeed, to the uninitiated, it seems that the League is a nation that is built on greed, and to less materialistic and more honor-bound cultures it is seen as deplorable. But to understand what drove man to such base pursuits one only has to spend a month amongst them. Though they wear the trappings of Averian civilization, the Osters are still men of the east - violent and foolhardy, not entirely unlike their northern cousins, and it is their economic interdependence that keeps the League united in the face of bitter rivalries and ancient feuds.

But to say that the League is without Averian values, even if they might lack Averian temperament, is unfair. With Averian Law came Averian social customs, mores and traditions of a land on the other side of the world, a double-edged blade that cuts both ways. The religious tolerance shown to the Elisabethans in the wake of the Order's own violence won the League admiration and support at home and abroad, while dozens of daughters flee the League every month, slipping away if they can to the Order, where they enjoy every right under the law as men.








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The Averian Basilica of the Maian remains, challenged only recently by the Elisabethan Order, the leading faith of mankind in the Ostland. A polytheistic pantheon - heathen, according to its detractors to the east - the Basilica and its teachings revolve around six gods that were brought to the Ostland by the Empire. The Basilica finds its place in League society rather secure as its rituals are as common as they are ancient. At every strata of society, there's hardly a meeting that would gather without pursuing the blessings of the Six.

While the Grand Basilica, the primary temple of the Gods and an original piece of Averian architecture, is in Litthauf proper, no walled city could be considered noteworthy without a temple - if not to their patron, than at least to the six altogether. Each God has their own dedicated order and sect, and, while there is a definite degree of competition between them, they all realize it is better to stand united than be divided - a belief only galvanized with the recent wars against the Elisabethans.

But while the Basilica is the faith of the majority in the League, it is not the only one. Present too are the faiths of the Elven peoples in their immigrant colonies, albeit more sedated, alongside the curious dwarfen cult, the Five Pillars of Siruk, the Old Gods of the Trolls and the Northmen, and even Elisabethans - at least ones who haven't elected to take up arms against the heathen Basilica just yet.




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Tempus
Lord of time, law, order, and knowledge.



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Vestavia
Mistress of life, agriculture, family, and the dawn.



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Victoria
Lady of war, wisdom, justice, and duty.



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Marian
Mistress of the seas, commerce, storms, and whimsy.



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Orcus
Lord of death, mercy, consequence, and night.



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Ignis
Master of the flame, hubris, industry, and chaos.







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The Elisabethan Order

Capital
:
Riedel

Primary Language(s) Spoken:
Oster
Dwarfish
Khallic
Old Tongues
Vermintongue

Official Religion:
The Synod of the East

Government:
Theocratic Martial Order
Grandmaster/mistress:
Hochmeisterin Anne of Niermeer
Legislative Body:
The Abbatial Diet

Currency:
Mark(s)

Naming Convention(s):
Primarily germanic, but with flocks of immigrating converts, a wide variety of naming conventions can be found within the Order.

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The Order - beyond the arrival of Elisabeth and her holy word - has its origins in the Wars of Succession. With the internal collapse of the Averian Empire and the abandonment of what remained of her legions in the east, the patricians had no barrier between them and the brigands that thrive in such times - often the very soldiers forgotten by the old power. There was an immediate need for professional, dedicated soldiers, and those with the hearts brave enough ventured into this new enterprise.

It didn't take long for these patricians to begin shoveling bullion into these private armies, and in many cases these oster soldiers became just as wealthy - or at least better equipped - than their employers. With over a century of near constant war to hone their weapons, armor, tactics and strategy, it was little surprise that scores of these troops turned on their masters and took their lands for themselves, the only ones spared from such a fate being those who devoted themselves to this new vocation in their own bids for power and prestige. Thus, out of an otherwise bleak and bloody era, the modern knight emerged.

A warrior before all else, the Oster knight was, and is, expected to give their life in battle for their liege-lord, should it be asked of them. Typically dedicated in faith to their patron, Victoria, they are also held to defend the honor of the entire Basilica, as the Averian faith is the divine authority by which their own derives. It was through such obligations that the League's most grave foe found their precedent - the Shrine Sergeants, guardians of the Basilica in Litthauf and its possessions abroad. While nowhere as complex or mighty as the Elisabethans, the Shrine Sergeants of the Maian paved the way for knights in the service of a divine lord, in lieu of an earthly one.

Formed in 1 AE, the beginning of the nascent Elisabethan Calendar, or 1221 by the Averian, the Order was formed initially to safeguard Tränsel, the sole island in the Ahr and final resting place of the Prophetess. An elite guard to protect what was then the cult's most holy, and only, site, with the aggressive ventures of Ternockburn and others did the Order begin to take on its modern visage, as the domain under its authority grew from a single island to an entire barony in a matter of days. Knights pledged themselves and levies volunteered in droves under the looming threat of the League's intervention. But the Order acted only in reaction to Bascilican aggression, at least until the Battle of Kulpin.

Though they had victory aplenty before this infamous engagement, it was only in the wake of this crushing victory that the Order realized their strength. With the Synod and the Diet urging Hochmeister Biehla to action, the first of the crusades against the League began in 9 AE, with the Order's march of conquest only coming to a halt nearly a century later in 98 AE with their defeat outside of Darmstadt at the hands of Zofia I. While peace has reigned for the past five years, it is difficult for many to forget the unyielding aggression of the Synod and its gospel, or the brutal efficiency of its armies.

Now they stand as the undisputed masters of the Eastern Ostland, second only to the League in martial might. Already the League has keenly felt the Order's presence, as they guard what waterways they have seized with extreme prejudice - the river Erhab and its spurs now impassable to the League and her fleets.








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To say that the League and the Basilica are intrinsically linked wouldn't be far from the truth. There is no such link in the Order - the Synod, the Church of the One True God, is the Order. In comparison to the Avero-Oster faith of the League, the Synod is surprisingly homogenous. There are some doctrinal differences here and there, most notably between the Verlobte and the Fostites, whose primary point of contention lies in the capability of the clergy to marry, but by and large the Synod, and indeed the Order in general, are far more focused on cooperation than competition. To them they are the children of God, brothers and sisters in the struggle to bring his light to the world, and to raise a hand against one would be to raise a hand against them all.

As stated previously, the Synod is the primary administrative authority for the Order, the Abbatial Districts functioning not unlike provinces in an empire. Each district maintains its own garrison and Stadtwatch, though such is the extent of the martial forces under the control of any Abbot or Abbess. These forces, aside from keeping the peace, are often tasked with rooting out and putting down any sign of a faith or cult that is not the Synod. The only ones exempted from such punishment are the Dwarfs and their worship of the Deep One, as they are the only other monotheistic faith known to the Ostland.

If their faith alone didn't make the Order a pariah in the eyes of the League, their philosophy certainly would. In the footsteps of Biehla, any and all that join the Order renounce their birthright and possessions, instead offering all up to God. While this might seem a lucrative or attractive offer to the peasantry, to think that the nobility of the Ostland would subject themselves to such is an anathema to Victorian values. But even still, dishonored or disgruntled noblewomen, families and houses down on their luck, and those who have simply heard the call flock to the Order and its promises of justice, equality and love.

For beyond simply removing the barriers of class, the Order practices a meritocratic system. Show aptitude and capability and one can rise the ranks of whatever it is they apply themselves in - be it anything from martial service to stonemasonry. The Order does not discriminate based on sex, class or race - only on capability, of course, given that you have pledged your life in the service of the one, true God.




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Elisabeth
Lady of the Ahr, Prophetess of the One, True God.


Over twelve-hundred years ago the Averian Empire subjugated these lands, and for nearly five centuries they ruled the Ostland as no other had before. Bringing order and civilization to the barbaric riverlands, instilling in the native population their basic tenets of law, science, philosophy and religion. Even as their empire crumbled from within, and droves of the Averian people fled back across the great desert to their distant and unknown home, the east did not forget the lessons given to them. Despite economic hardship and elven invasions, the Averian model of civilization flourished in the form of the Lithauff League, unquestioned for seven centuries, molding itself to its new home here as it merged with the native culture to produce a unique and violent land.

But the greatest threat to the Crown of Man in the east came from a most unexpected source.

Long had any civilized inhabitant of the Ostland held the stars in fearful regard, for they burned brightest during the Long Night. The massive, if peaceful, sight of Maia in the sky serves as a constant reminder that hard work and perseverance truly can save one's life; for sooner, rather than later, the world would slip behind its gargantuan form and be plunged into the deepest darkness known to mortal realm. Terrors and nightmares roamed the land in such times, and only the desperate or the foolish would share such ground with them. So it was that even during a normal night a streaking pillar of fire could only summon the bravest to investigate. With a thunderous crack it struck the waves of the inland sea, Baron Biehla leading his men himself as they rowed out to meet it. Their discovery would be cursed by thousands as a demonic force sent to wreak death and destruction upon the Ostland.

Inside of it was a woman.

Pulling this strangest of things from the floating remains of the pillar, the Baron inadvertently put events into motion that went far beyond himself. In his words she was as beautiful as she was tall, a pale angel clad in the darkest black, with lilac eyes and hair like newly minted bullion - an angel beyond all earthly beauty. Unknown and foreign to their world, she was taken into the Baron's household as a guest and lived as a noblewoman, her days and time primarily spent with he who had saved her. Biehla taught her their language, their customs and culture, and in him she found a confidant, someone to share with what many consider the greatest gift of all time. Her name was Elisabeth, known to history as the Lady of the Lake, and with her came the Synod.

The Synod tells us she brought with her a book, a holy testament which she could only read written in the language of God and angels, translated at her dictation by the finest scribes in the barony. Whether it was her beauty or her words, Biehla quickly fell under her influence, nobles and priests came from far and wide to see and speak to this Lady of the Lake and hear her promises of redemption and love, whether the came in genuine curiosity or a desire to see her rooted out as a heretic. But in the eyes of all who came, she only spoke reasonably, though that reason was tempered in the fires of conviction. For those who came with ill in their hearts she was found not to be a heretic, but a non-believer, for she refuted all legitimacy of the Averian Pantheon. Perhaps her most striking action, aside from monotheistic belief, was her willingness to embrace all who came to her - priest or peasant, noble or nothing - and many contemporary scholars, both in the Order and the League, cite this to be the source of her downfall.

Within months she began to take ill, some unknown disease having made its way into her mortal coil. The Basilican priests said she had earned the ire of the Gods, and that they sought to smite her for such insolence, but the lion's share of damage had already been done by the time she fell ill - her book, the holy word, had been translated into the Oster tongue. Already had her words sunk into the hearts of men and women where she now spent her days in bed, too weak to move and hardly strong enough to speak, and beside her through it all was the Baron Biehla for in his heart was that most dangerous emotion. Even as blood dripped from her lips and skin sloughed from her face, the Baron remained steadfast by her side, dedicated to his prophetess.

Some tell of the day that she finally slipped from this earth, that in the moments just before her passing Biehla promised himself to her exclusively, beginning the rejection of hereditary inheritance in the east. What is known for fact is that the Barony, almost in entirety, went into mourning for their lost lady. Upon her death did the Baron officially renounce his title as a vassal of the League, forming a martial organ as per the gospel's instructions, giving birth to Her Holy Order of Salvation which he headed as grandmaster. The Barony was dissolved, its lands willingly donated to the Synod and its Order, becoming the heartland of what would come to be known as the Elisabethan Order.




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The Second Son
Usurper, Restorer
Guardian and Steward
Last of the First

To most, the Second Son, known far more colloquially as the 'One, True God' is the deity to which the prophetess Elisabeth pledged her devotion to, and from whom she never wavered, even on the threshold of death. It is the official Synod nomenclature for the God which they worship to this day, of whose boundless love and outstanding offer of forgiveness - amnesty for any sin or shame - draw more followers by the day. Dismissed first as a the delusional projections of a hysterical woman, and later as a profane force acting through witchery and diabolism, the Second Son holds an iron sway on those within his church, far more consistent than the fleeting favor of the Maian, Old, and Elvish Gods. A God of love and acceptance sounded like easy game to the powers of the Ostland, a mistake that cost many bitterly. But the lightning and the fury of the Synod's armies alone are not what strikes terror into the hearts of the heathen.

It - He - is real, and loves to prove it.

From a bolt of lightning crashing from the sky, wreathing a blade in black-blue flames, to a leper stripped of his ailment before one's very eyes. It defies the very laws of nature.

More worrisome than that are the rumors that leak out of the Synod, tales told of a vault on Tränsel that holds safe the writings of Biehla - and Elisabeth's holy book. The sacred text, written in an alien script, remains one of the sole pieces of evidence for Elisabeth's existence, but perhaps more important than that are the Baron's writings. Written in the Oster tongue, the Averian script, the Baron wrote of nearly everything he spoke with the Prophetess about, and not all of it became public canon. It is said that the Prophetess spoke of a mighty empire, far more than anything the Averians could dream of at the zenith of their power, her homeland, whose fleets sail and thunder across the sable seas between the stars, locked in unending war with profane, star-born horrors and devious men.

But only a fool would worry himself with such preposterous stories - ships that sail between stars - what nonsense.







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The Northern Realms

Capital:
N/A

Primary Language(s) Spoken:
Old Tongues
Dwarfish
Oster
Khallic

Official Religion:
The Old Gods

Government:
Decentralized Freeholds
Legislative Body:
Various Local Things

Currency:
No standardized currency, hacksilver is exceedingly common.

Naming Convention(s):
Nordic/Proto-Germanic
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To imply that there is any form of overarching authority north of the Myrskor is incorrect. An anathema to all southern folk, even the fiercely independent Khallic, the Northmen are something of an anomaly in their conduct. There is not a single Northman that is not the captain of their own fate, as they are a folk of freemen, unfettered by lord and liege, bound only by the laws of their folk. Only the various Things held across the north resemble any sort of government, though the laws that they have passed are enforced not by any singular office or its men, but every man and woman across the frigid tundras of the north.

But the frozen north is not a place that is kind to those who hide behind badges of office or ranks of hired swords - truly, it is a land kind to nothing at all - as the snowy wastes make quick work of those who cannot survive by their own means. Such land has produced a people and a society that is steeped in a culture equal parts independent and violent. While the more southerly reaches of the northern realms may support agriculture, there is scarcely anything that grows along the icy coasts of the far north, and once more has mankind turned to the hunt for survival.

Whether it is upon the dark and foamy waves of the northern seas or the bleak depths of the snowy tundra, the northmen strike out boldly with harpoon and javelin in hand, and blood in their eyes. While a great many things call the northern wastes home - not all of them natural - there is little debate that it is the Northmen who have become, once again, the apex predator. It was by the strength of their arms and their sharp wits that kept them from being lost to their frozen exile. But there are places that man was not meant to dwell…

As many the world over have come to discover, the Northmen's predatory tendencies do not end with beasts alone. But whether they come as merchants or as vikings, know that when a longship approaches, everyone on board is there of their own accord. Amongst their traders there are none who are not there for a reason, and amongst their warriors there are none who do not wish to fight.

Amongst the Northmen there is little distinction between men and women, as both must fight for survival in this untamed, brutal land. If you can keep your hearth, your family, and your land, then it is yours - as is your place as a landowner in the Thing. There is no greater symbol amongst their people than a sword, as it is the mark of freedom and survival. Indeed, weapons as a whole are held in high regard, often proving to be of remarkable craftsmanship - even if they are only looted from their victims - passed down, on occasion, for centuries. It is by such tools that the Northmen ensure their continued survival, no matter what form it takes.




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The aboriginal deities of the Ostland now find few practitioners in their native land, as only the trolls and some small holdouts of men who still know their names. For the most part they now find themselves called upon in the frigid north, carried there by scions of the east subjected to bitter exile.

To say that any two interpretations are the same is at best naive, at worst dangerous.

While the rituals and prayers of the southern trolls may prove to be quaint, the interpretations of the Northmen border on the sadistic.





 
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The Khallic Confederations

Capital:

N/A

Primary Language(s) Spoken:

Khallic
Oster
Dhallic
Old Tongues

Official Religion:
The Four Corners

Government:
Decentralized Tribal Confederations
Monarch:
N/A
Legislative Body:
The Druidic Moot (tentatively)

Currency:
No standardized currency

Naming Convention:
Gallic
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Before the Elven Invasion began in 584 AC, the elven peoples were rarely, if ever, seen in the Ostland, a barbaric people from a barbaric land - as merciless and unwelcoming as their southern home. Not since the days of the Averian Conquest had the elves, then known as the Hallii, maintained a presence in the southern riverlands, driven away far to the south, much as the men were driven north. As the Empire stagnated and collapsed, and as the Osters fought and united themselves, the distant, muddled memories of the Hallii were forgotten.

Driven, as legend says, by drought and famine, the elven people embarked on a great migration back to the fertile lands of the north, hardened by their harsh home and carrying the lessons of war they learned on the wrong end of Averian blades. As a great tide they swept over the southern lands, sacking cities and razing others, overrunning many before any word of warning could get out. The success of the invasion partially rested on these early victories and the fear they wrought in the civilized lands, though due credit must be given to the elves as a whole - few other cultures dedicate themselves so utterly to the waging of war when it is asked of them.

The men of the League, having only recently emerged from their own bitter war, met the elves in kind, slowing and eventually stopping the hordes before they could reach the shores of the Ahr. The dwarfs, however, were not so well prepared: Vyazma fell to their might, its people put to the sword and its riches plundered, and only with the strength of all the Worldspine's levies did the dwarfs hold fast to their homeland. Not even the Myrskor were safe, as they skirted past the Gap of Hadash and the great sands that lay beyond, and only once they had overtaken half of the Barrier Mountains did they seem to lose their momentum.

With their northerly and easterly movement halted, the power of the Ostland embarked on the campaign to expel these newcomers, and the elves themselves began to settle in the lands they had taken. While Khallatia and the Worldspine are easily the most successful of these efforts, Khallic elves and their communities can be found all across the western hinterlands. By 630 AC the active Khallic warbands had been pushed from the land of the League and into Khallatia or the mountains, where the League was keen to leave them be. For man, the wars of the Elven Invasions were over, but for the dwarfs they were still in their infancy.

Throwing themselves utterly against the dwarf realm of Myrspov, the elves began to slowly push the ancient empire back on itself, overtaking several of the dwarfs' most holy sites. It was in the mid 7th century AC, once they had largely ceased their wars with man, that the elven people began to split. While not hostile, there were definite differences of opinion - many wished not to dwell in the confines of mountain and forest, having taken rather well to the southern steppe and open plain, preferring the horse and the bow to the spear and the sword. So began the rumblings of the Dhallic, who would go on to forge a mighty power of their own upon the steppe in due time.

But the Khallic lingered in the old ways, settling along the Worldspine and making a new realm for themselves. Some Oster scholars would argue their invasion a failure - as they secured only a fraction of the Ostland - but to the Khallic and those who understand them, the invasions - or migrations in the Khallic mind - achieved their ultimate objective: the elves yet live.




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The Four Corners, or Four Mothers, are one of the defining aspects of Khallic civilization. Contributing largely to the fear that spread across the Ostland with the initial invasion, the Khallic Four Corners are ruled by two constants: the Gods demand sacrifice and they are never truly sated. While this is true of most polytheistic faiths in the Ostland and abroad, it is the demand for the blood of men, dwarfs or whoever else is unfortunate enough to fall into captivity that sets these elves apart. While not constant, what living sacrifice there is gruesome, as the Four Corners embodies the bloody passion that drives Khallic society.

The druids carry out a majority of the live sacrifice offered to the Gods, with the common people often leaving offerings of gold, silver, art or spoils. Sacrifice of the self-aware hasn't earned the Khallic many friends, though in some more "civilized" areas they have restricted their offerings to criminals and vagabonds. Superstitious to a fault, the Khallic will heed any omen or portent that comes their way.

Often considered savage and uncivilized by other realms and races, the Khallic are not without merit. They are an honest and trustworthy folk who are held by moral codes that they dare not ever betray, lest they risk the wrath of the Four. Welcoming to those without ill will, the Khallic can make for staunch allies, if one can understand, much less get past, their clannish rivalries and politics.

Surprisingly egalitarian, the Khallic celebrate duality in everything - marriage, religion, life - and are confused by the concepts of singular authority and government, though many have made a lucrative career out of mercenary service in Oster ranks. Ferocious and unflinching in battle, the Khallic are feared enemies and sought-after soldiers, though their ferocity can often give way to panic if they think that the Gods are displeased in the slightest.

The Khallic themselves have no written language, their tradition and culture instead passed on entirely by the spoken word, the clan matriarchs and druids being charged with the safekeeping of their civilizations tenets and laws. Unlike the aboriginal trolls, the khallic have largely refused to integrate any foreign alphabet into their way of life to record documents or events. What few elves that are literate have immigrated to the League or the Khanate, and typically are subjects of a foreign power.



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Samaxa
Matron of the Khallii, the tribe, wisdom, and mercy.


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Etona
Matron of nature, wildlife, fertility, and the harvest.


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Teutatu
Matron of storms, water, destruction, and chaos.


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Orania
Matron of death, oaths, law, and war.







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The Dhallic Khanate


Capital:

Icharum

Primary Language(s) Spoken:
Dhallic
Oster
Khallic
Dwarfish

Official Religion:
The Twin Riders

Government:
Absolute Monarchy
Monarch:
Bailar Khan

Currency:
Tughrik(s)

Naming Convention:
Mongolic
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The Dhallic hail from the same source as the Khallic - the Hallii, though the Dhallic and their ancestors had always welcomed the open plain more than the confining valleys that their cousins prefer. So too were the Dhallic brought to the Ostland by the same reason as the Khallic - the Great Migration - but from there the differences begin to mount. While both elven people, the Dhallic culture long ago broke from their Khallic mother. While homogenous for much of the invasions, at least in body, it was once the impetus of the invasion was lost that the divide began to grow more evident between the two. Where the Khallic were keen to settle and till their newfound lands, the Dhallic's bloodlust had yet to be properly sated, knowing that a few southern cities were not enough for themselves or the Gods. So did the Dhallic split, leaving the khalls to their mountainous hinterland.

No sooner had the Dhallic went their separate ways from the Khallic that they resumed their war on the League, but without their forward momentum their efforts were largely futile. Bitter and resentful over lost opportunity the Dhalls turned on each other and the Khallic, entering into a period of civil war from which they did not emerge for centuries. Only with the coming of the 11th century and the one known as the Khan did the chaos cease. With a sharp mind and ruthless ambition, the Khan unified the Dhallic tribes under one banner - his own - and purged those schools of thought responsible for the wasteful and pointless bloodlust that had possessed his people in the past.

In the intervening centuries the League had reclaimed what it cared to from the squabbling Dhallic, easily dealing with what resistance manifested in the face of their aggression, the Dhalls far too consumed in their own personal war. With the Dhallic united under him, Khan's first act as lord was to reclaim what was theirs by conquest and show the Dhallic people that anger, even bloodlust, had its proper place when kept in check. The Khan's leadership, while certainly an invaluable contribution towards victory was not all they owed success to, for they had long since abandoned the Khallic ways of war, instead having come to live in the saddle and by the bow. The trained and regimented ranks of knights and pikemen were an ill match for the horsemen and lancers of the southland. Unsuited and unprepared to face such a foe organized in this alien manner, what Oster forces that had the good sense not to meet the horde of the Khan on their native terrain retreated to their castles and the protection of the river.

Unable, or perhaps unwilling, to dislodge these stubborn Osters on the shores of the great river, Khan instead turned his attention southward and consolidated his control of the steppe, pushing into realms known only to elfkind and the boldest nautical hearts. It was in this endeavor that he passed from this world and his firstborn son, Ausda, assumed the office left vacant by his father. He was challenged, however, by his brother Blegan. The realm was spared a return to the period of strife that had preceded Khan's rise as the two settled on a challenge of single combat, with Asuda emerging as the victor. Through Asuda was the Khanate born properly, and the Dhallic Code vindicated - for while this was far from the last time that a duel of succession would decide the fate of the Khanate, it did provide a stable precedent on which future struggles would be based upon.

Through Asuda the Khanate took form for the future as a stable and long-lasting regime, as he added to the Dhallic Code first drafted by his father. Rites and methods of succession and inheritance, along with the foundation of Icharum as a base of power, did more to solidify and stabilize the southern realm than all of his father's warmongering. Thus it was of little surprise when Asuda's son, Hilim, went unchallenged when his time came to take up the throne. While not the strongest ruler, Hilim did both commit the codes to the written word and establish vast swaths of farmland along the river Tulk, in the shadow of Icharum's walls. Hilim's memory as Khan is marred by the rebellions of the south however, and his contributions to the Khanate are often overshadowed by his inability to curb the embarrassment which they have yet to recover from.

Five generations hence have the Khans ruled the open steppe, some reigns more illustrious or successful than others, coming to the ambitious Bailar Khan. Having participated personally in his father's bold move to strike against the League in the wake of the Battle of Kulpin, Bailar is eager to cut his teeth as Khan and prove to the Dhallic that he is as capable and cunning a leader as his late father. Though the Khanate still possesses the land taken in the wake of Kulpin, it is less clear if this is because of Bailar's leadership or the League's preoccupation with the Order and the northern raiders. Should the Khan prove unable, or incapable, to hold or build upon such gains, many surround Bailar with ambition to rival his own.




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The Dhallic faith, to the uninitiated, seems to be a simplification of the Khallic pantheon. While neither manufactured or conceived by the Khan or his retainers, it was under his rule that the Twin Riders were institutionalized as a facet of the Dhallic culture. Though both Gerel and Kharankhui possess only a single temple in Icharum to their name, they enjoy a form of worship not unlike their wards. Their shrines ride with the horde, erected with the many tents and yurts that make up the traveling cities of the Khanate, and given the fortunes of the Dhallic in the past centuries, neither minds such nomadic devotion.

At its core the cult of the twins is a dualistic faith simplified from the Hallic animism, centered around the dichotomy and dualism of day and night. Gerel, the light rider, symbolizes the sun, youth, fertility and family, and is celebrated highly along the shore of the Tulk. His weapon is the bow, used for war and for the hunt - a tool before all else. His sister, Kharankhui, mirrors him - the patron of the night, she embodies Maia and the night sky, death, independence and freedom of the spirit. In the eyes of the Dhallic neither is good or evil as they are meant to embody the dual nature of life - as one must experience light and darkness in life.

While a driving force for the Dhallic in how they live, the Twin Riders do not influence policy or national decisions, unlike men, dwarfs or their own cousins.

The Dhallic are not entirely unlike the Khallic - viewed as savages by the world at large though, in truth, a multi-faceted and complex civilization in their own right. The Dhallic are not half so superstitious as the Khallic, giving way to treachery, corruption and intrigue, and perhaps what has allowed the Dhallic to thrive as a centralized power is the creation and institution of an alphabet all their own. While not as 'settled down' as the Khallic, the Dhallic have taken a great step towards becoming a landed, civilized power to rival the League and the Dwarfen Empires. However, the Dhallic are a bloody and violent people, having earned the often exaggerated reputation that precedes them.



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Gerel
The Light, the Sun, Lord of the Family, the Field, and Youth.

Kharankhui
The Shadow, the Night, Lady of Death, Freedom, and Independence.





 
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The Dwarfen Empires

Capital:

Varies based on Empire

Primary Language(s) Spoken:
Dwarfish
Oster
Old Tongues
Siruk

Official Religion:
The Cult of Cthona

Government:
Absolute Monarchies

Currency:
Grivna

Naming Convention:
Russo-Slavic
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In the early days, just as now, the dwarf realms possessed no single, overarching authority since the passing of the legendary progenitor Ladim. Instead each range - empire, if you will - is, in effect, its own entity. Unlike the Osters in the League and the elves that haunt the Worldspine, the dwarfs do not fight amongst themselves, having long moved past the feudal conflicts that plague the lesser peoples. It has oft-times been recorded that long-standing rivals will march to the other's aid with no greater agenda than the protection of their folk. But even with each range as its own realm there is some semblance of order to this decentralized empire.

Each realm is ruled by a royal family, and though they are not all of the same house, they do stem from the same bloodline - namely, that of Ladim Firstborn, the mythical founder of the Myrspoz kingdom and lawgiver of the dwarfs. Some, like the rulers of Myrspoz and Myrskor, are direct, or relatively direct, descendants, while others, like those of the Twin Kingdoms or the Black Isles, trace their lineage through cadet branches and cousins. Regardless of the nature of their kinship to Ladim these families are respected and revered in dwarfen halls the world over for it, and their authority is unquestioned by the stonefolk.

For over five-thousand years the Dwarfen Empires have endured by the blood of Ladim, and many swear it will reign for another ten.

Although contact with their western brethren has been lost in the wake of the collapse of Averia, the dwarfs of the east continue with their lives unperturbed, either confident in their people's ability to look out for themselves or more concerned with issues of their own - for issues the dwarfs have aplenty. The Elven Invasions struck no one quite so badly as they did the dwarfs, and to Ladim's people, they never ended. In the south the dwarfen realm of Vyazma is all but lost, occupied now for centuries by the Khallic usurpers who dare to brand it with their own bastard name - Khallatia. To the east, in the Worldspine, do the last dwarfen strongholds rage against the onslaught of the barbarians, desperate to hold onto some shred of their homeland. Only in the north, in the great Barrier Mountains - the Myrskor - do the dwarfs see victory approaching as they tighten the noose around the last Khallic enclaves there, though the ambitions of the Northmen complicate this otherwise decided theater.

Only those kingdoms surrounded by the League, their once-enemy, found themselves spared the brunt of the Elven Invasions, free to concentrate on trade and domestic development instead of warfare and survival. Most notable in this endeavor is the colonization of the Black Isles which began in 985 AC, as the dwarfs dismissed the concerns of the Oster men and settled on what had long been presumed to be cursed land. Whether immune to the black magic of the islands, or simply too bold to be frightened by old wives' tales, the dwarfs of the Black Isles have made quite a name for themselves in the centuries that followed as a capable maritime power that, given time, might rival the League's navies.




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For the longest time the dwarfs were the lone practitioners of the sole monotheistic faith in the world, at least until the advent of the Elisabethans, in Cthonism, or the Cult of the Deep One. Far less militant than the Oster newcomers, the dwarfen faith does not preach for or promise salvation. Oddly enough, it doesn't even dispute the existence of other pantheons - be they of man, troll or elf - rather the dwarfs simply argue that these gods have no design or influence over their own folk. The Cult of the Deep One revolves around a single, titular entity named Cthona, whom the dwarfs revere as the spirit of the world itself, though some argue that Cthona is less a manifestation of Pteia so much as it is a deification of Ladim Firstborn.

Far less organized than the faiths of man and elfkind, the worship of the Deep God is considered a personal and private manner between oneself and God, meant to include, at the most, the family. The dwarfs forgo the pomp and ritual of the Osters, as there are no temples or churches in dwarfen cities. Instead there are way-shrines spread, far and wide, throughout the empire and abroad, should one of Ladim's folk ever need to pay their respects. On the same note there are no priests, though every dwarf is expected and encouraged to study the scriptures and learn them well - ignorance of the Deep and their laws is not taken lightly in the empires.




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Ladim Firstborn
Progenitor and Lawgiver of the Dwarfen Peoples







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The Republic of Qalyut


Capital:

Qalyut

Primary Language(s) Spoken:
Siruk
Dwarfish
Oster
Old Tongues

Official Religion:
The Twelve Pillars

Government:
Republic

Shophets:
Izavel and Zibqet

Legislative Body:
The Ten and Two

Currency:
Sekel(s)

Naming Convention:
Semitic
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To many, the Great Blight is a thing taken as a natural constant - the sky is blue, the stars are without number, and the sands stretch for as far as the eye can see, without end and without check. It is, as the name would imply, a wasteland, filled with the desperate, the dying, and the dead. But for all those that have walked its sands and returned to tell the tale, there is a place there amongst the sands quite unlike any other in the known world - Qalyut, the Bronze City, a place whose wealth flows not from coffers or from the point of a sword, but from the priceless font of knowledge. As magnificent as the gilded city may prove, there is no place more decorated, more exalted, than the Great Library of Qalyut. One could mistake it for a palace - and in some ways it very well may be - such is the importance and the honor that the Osiruk place on their greatest achievement, the sum of all their efforts.

Some say that the Osiruk are older than the sands they cross with practiced ease, postulating that perhaps, once in the distant past, the Great Blight was a verdant land not unlike the East or old Averia. Certainly there are tales of wide, dessicated riverbeds, mightier in breadth than any found in the Ostland, that may have once spread life as freely as the water it carried across the vast expanse beyond the Worldspine - and this is to say nothing of the ruins, the remnants of things-that-once-were, that seem to wax and wane as the sands cover and expose them in turn. Only the Osiruk know the truth of the Blight and those that make their lives upon its sands, and it is knowledge they do not share.

What is known for certain is that the Averians, on their incredible treks across the Great Blight, knew of Qalyut and the great republic, and declined to make war upon their peoples. Even the nigh-unstoppable might of the Averian Legions hesitated to engage in mortal contest with the sorcerers of the Bronze City, and were keen enough simply to trade and to barter with the scions of the sands. Many were hired on as scouts and guides, helping to establish the now long-lost Averian Road which allowed the Empire to maintain its dominion in the east. To say that Qalyut and the Republic was ancient, even then, would be an understatement.

They have had dealings with the dwarfs, the ancient Osters, and far older peoples whose names are lost to the sands of time, save for the whispers that linger in the pages of the Great Library. Indeed, all are welcome in the Bronze City so long as they do not bring war, whether they be exiles from distant lands or caravaneers on a long and arduous trek, at Qalyut they will find commerce, shelter, and, perhaps most importantly, water - all that the Osiruk ask in return is that they share what they know, from the mundane to the magnificent, to see if it is worthy of record. For such is the eternal quest of the Osiruk - the pursuit and recording of knowledge.

No other people take so eagerly to the tome and the quill as they, for while many on Pteia take so much for granted, the Osiruk most certainly do not.




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A faith, if it could be called such, as enigmatic as the Osiruk and the Great Blight, the Twelve Pillars are less a faith and more of a creed - a guiding principle upon which the Republic is built. The Twelve Pillars are qualities, or virtues, which the Osiruk are expected to embody at all times. Failure to adhere to this creed does not warrant punishment or death, only shame and embarrassment, as those who fall short have not only harmed themselves, but the Osiruk people as a whole. The Pillars are as follows:

Curiosity, detachment, transparency, fairness, skepticism, empiricism, simplicity, humility, perfectionism, precision, scholarship, and intent.

In the words of the Osiruk, "By these virtues is the truth made known."





 
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The lingering touch of the Dragonfires upon the world, magic is an undeniable aspect of life on Pteia - from the minor miracles of priests and druids to the horrors of the Long Night - and so are its practitioners. Even with the reassurances of civilization, the common folk of the world cannot help their prejudice, as they have been forced to survive in the waking nightmare that is the world. When one's most typical experience with the supernatural is the Long Night, it is only a matter of time before all magic is viewed with uncertainty and skepticism. This is to say nothing of the arcane awakenings, most typical in the Osters, whose capabilities often manifest in puberty and often at the worst of times.

But this is not to say they have no place, as men and women from every race - save one - can tap into the Songs of Creation and bend the world about them to their will. In the League, Sorcerers and Thumaturges will often find themselves in the service of the temple to their patron God, while Wizards are trained and schooled in the old Averian Academies of the inner league, while in the Order mages of all stripes find themselves welcomed and encouraged to crusade or service, depending on their talents. Amongst the other races, more magically predisposed than the men of the east, mages find more opportunity, but often face the same cautious suspicion.

Across the civilized lands, four schools of practice dominate the realm of mages and mystics: Sorcery, Thaumaturgy, Wizardry, and Enchanting. While there are some who debate the validity of the fourth - and other, far more radical scholars suggest the legitimacy of the unspoken fifth - all agree that the first three form the core of what most consider to be 'magic'.








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Considered by most magical scholars to be the most basic form of magic, it is easily the most dangerous. Sorcery is built upon harnessing the very elements of existence and bending them to one's will. Pyromancers, hydromancers, geomancers, aeromancers, and astrapomancers are all sorcerers, as they wield what are accepted to be foundational forces of nature. Whether an aeromancer is pummeling his foe in combat or a pyromancer kindles a fire in her heath, a sorcerer does not simply learn to use their power - they must embrace it. While every form of sorcery has its own eccentricities and variations, once the power has manifested it must be used on a regular basis, lest it run rampant and wild at the expense of one's surroundings.







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Perhaps the most common - and most powerful - form of magic amongst the free peoples of the world, thaumaturgy is best surmised as the working of miracles, feats and power that simply should not be possible. Amongst educated circles, all divine magic is classified as thaumaturgy, even if it takes on the outward appearance of sorcery or wizardry, as the power and capability to perform such sorcerous or vancian acts is not everpresent, or subjected to the same limitations as true practitioners of those schools. Walking on coals, protective wards, or the smiting fury of the divine are only some of the most simple forms of thaumaturgy. It is a matter of some debate whether such power is truly at the behest of the caster, if the caster themselves has no notion of how to do any of what they do, or that they're simply a vessel for the divine in such incredible moments.







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The Vancian School, or the Averian Way, is the realm of wizardry. Codified and documented first by Jakobus Vancius in Distant Averia, the modern forms of wizardry in the Ostland trace their lineage to the arrival of the Averians in the Ostland some twelve-hundred years ago. Wizards are mages who prepare their spells - whether by sigils and runes, somatic gestures, or the spoken word - which do not deviate from their intended purpose. Wizardry is learned magic, spells can be taught or studied, and the Averian Academies of the League are respected even amongst the circles of the Osiruk. This is not to say that the other peoples are without Vancian Magic - the elves learned the techniques well from their foes in the first exodus, and returned to the Ostland with a branch altogether elvish in comparison to the Averian Way, and the Osiruk are the undisputed masters of all things arcane.







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While it is a matter of some debate whether enchantment truly qualifies as a school of magic, enchanting is an ancient art amongst every people of the Ostland, and indeed the world over. Enchanting is the imbuing of spells and magic into a physical item, be it a magic scroll consumed once its sigils are read aloud, or a paladin's blade, touched by Elisabeth herself. Such dichotomy is the reason for the debate - enchantment itself has no common quality across its breadth save for the manner of the magic imbued within the item. A pyromancer's blood could be added to a crucible to produce an ever-glowing, searing mace, while a druid might simply bless an axe, bathing it in the blood and bone of sacrifice. Sorcery, thaumaturgy, and wizardry can all be used to shape or craft an item - as can the Black School.







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While not officially recognized by the scholars of the world as a proper 'school' of magic, profanity is an umbrella term commonly used to refer to a variety of unnatural black arts. Conjuration, necromancy, and shapeshifting to name but a few, profanity is the realm of the wicked and the perverse, the boon of the Profane Ones. Shunned by most of civilized society, practitioners of profanity are often hunted mercilessly, for if they are not, the tide of misery is not long behind them.




 
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'... the Others! Gods of Outer Hells that mock the feeble gods of earth...'


Beyond the known world of civilization and structure, baleful forces stir. In bleak, foreign lands and in the brooding forests and dark places of the Ostland, the power of the Profane Ones waxes with every coming of the Long Night. From every direction, within and without, the wicked powers of the Profane seek to break through the thin veneer of sanity that has fallen over Pteia, to ravenously feast on the softness of the civilized lands. It is understandable then that the free peoples of the world assume for the Dark Gods to be working in tandem, cooperating towards that most terrible end - the death of all that is good - but they are wrong. Just as the free peoples fight and struggle with each other, so too do the Three wage ceaseless war against each other, locked in mortal contest for the ultimate prize: the Ostland.

The bane of empires, the blight of continents, the Profane Ones are unyielding in their pursuit of domination and conquest, only brought to heel through the martial might of the free peoples, and only for a time.

Already have other lands, other peoples, fallen to their inexorable march.

Now their hateful eyes turn to the Ostland.







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'Madness rides the northern wind, claws and teeth sharpened on centuries of corpses, dripping death astride flurries of frost from the twisted lands of the Nothing.'


Past the frost-whipped port of Sagard and snowy Narkila, beyond the towering peaks of the Myrskor Ranges, begins the North. Not the north of the southlings or the frontiers and borderlands of the Myrskor, but the North. Endless, brooding taiga stretches to the horizon, and beyond it, the bleak expanse of the Nothing. It is a fell realm of utter hostility, from all manner of beast to the very air one breathes, for at any given moment the North is trying to kill you. Untold numbers have set off into the taiga in search of their destiny, whispers of riches and knowledge beyond knowing in the depths of the Nothing, and none have ever returned the same - should they return at all - they have been marked by the Maw, the one and only master of the North.

The Maw, the Hunger, the Ageless - it is known by many names, and its power extends to many lands. Wherever the winds of winter blow, so too rides the Maw, ushering in the age of the wolf, of bestial carnage and slaughter. It is consumed by one thought, and one thought alone - to devour, to feast, to gorge. Year after year, night after night, its servants stalk the land, rending whatever flesh they might find, but no matter the quarry, no matter the bounty, it is never enough. Kill after kill, night after night, the Hunger knows no quarter, and can never relent. It is insatiable in its gluttony, never able to slacken the maddening urge that consumes it and all of its servants.

The foul beasts of the North and unholy things of the woodland realms owe their allegiance to the Maw, their patron and sire, and heed always the whispered howls of the night. Already the savage northmen have fallen under its sway, and spread its reach to distant, sunny shores. To those that yield to the Maw, bestial fury and an unrivaled bloodlust await, but at the price of one's very humanity.




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Those unable - or unwilling - to receive in earnest the blessings of the Maw are most often twisted by its touch, becoming something between. Descended from such poor souls, the abominable chimeras of the beastfolk of the Ostland are as varied as they are prolific. Amongst the forests of the East, warbands of ravenous satyrs elude the patrols of the League, while the cannibal hosts of centaurs ride down from the barren lands north of the Blight. Profane cousins to the Ratfolk of the East, the various beastfolk are without mercy or quarter, pursuing their master's end relentlessly. As mighty and fearsome they may prove individually, they do lack the courage and discipline of any professional force, and the roving bands of beastfolk are often routed with only moderate resistance, thus they prefer to strike at isolated, vulnerable targets before slipping back into obscurity.



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The Chosen of the Ageless One, the Possessed are as intimidating as they are utterly deranged. There is no consistency between any two Possessed, as the blessings of the Maw are unique to the warrior who earns them. Only the most depraved and deadly of the savage Northmen ever join their unholy ranks, and are shock troops to rival the finest knights the Ostland can hope to boast. Protected by the malformed blessings of their dark master and armed with all the cunning of a mortal mind, the Possessed throw themselves into battle without concern for their own well-being, reveling in the bloodshed and carnage. Such bloodlust is not limited to the realm of warfare, as these inhuman creatures will not hesitate to turn on women, children, or the infirm, feasting on whatever bounty that the Maw sets them upon.



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In the North, to be a child of the Maw is a badge of pride - in the harsh lands of the wolf, to be the predator is always better than the prey, though the very existence of the Werefolk is to suffer the Maw's Curse. Whether acquired through fell rituals or born to the unholy union of the mortal and the diabolical, the Werefolk are driven, just as the Maw and the Possessed, by an unnatural, unyielding hunger that cannot ever be truly slaked - only lessened. Even the most sumptuous food and drink of the mortal realms is little more than bread and water to them, paltry things that do nothing. Manflesh alone can make it yield, and so they stalk the lands with wild abandon when darkness falls over the earth, their prey the very men and women to whom they pass by every day, unaware that the spawn of the Maw know their every hiding place.






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'I screamed aloud that I was not afraid; that I never could be afraid; and others screamed with me for solace.

We swore to one another that the city was exactly the same, and still alive...'


It is not an uncommon sight along the shifting byways of the Osiruk to spy ruins peeking forth from the sands, uncovered by the winds of the Blight. Inquiries as to these structures are often dismissed by the Osiruk themselves, who decline to comment beyond the sideways mentions of forgotten empires, long-dead realms from before the ages of Men. Most are content with this, knowing that to press the Osiruk is largely without point, and happy enough to endlessly debate a question that is best left without an answer. Perhaps they were the progenitors of the Elves, or a long-lost dwarfen realm - the truth, naturally, is far more terrible. At the very heart of the Great Blight rests a city whose name only lives on the tongues of the Osiruk, whispered as equally in fear as in awe.

Ashar.

It is a place that few know the way to, and fewer still dare tread. It is a dead city, desolate and silent save for the whipping wind of the desert. Mighty halls and looming ziggurats rise from the depths of the Blight, a cthonic mausoleum to a forgotten civilization, the masters of a forlorn, primordial age. Untouched by the scars of warfare or struggle, the city's preservation belies its fate, and the black regard in which it is held in Far Qalyut. Ashar was not simply a city, it was the city, the center of a great and might empire - a realm built on magic and its wielding, the very first of its kind. The Sorcerer-Kings of Ashar were unparalleled in their day, and their dominion was without check, save for their own hubris.

The source of their power was an artifact - in the tongue of the Osiruk, the Amber Rose - a weapon, supposedly, of great and terrible power from the eons before the Dragonfires. Imbued with the very power of Creation, the Rose granted unnatural long life and power to those in its proximity, but even it had its limits - and the ambitions of mortal men had none. Hidden Osiruk texts tell of a baleful ritual - foul blood-magics - concocted by the Sorcerer-King and his Cabal to attain immortality, to manipulate the energy of the Rose and imbue themselves with its power, to liberate themselves from the limitations of mortal flesh.


They succeeded.

Now with the cyclical coming of the Long Night they sally forth, leading legions out from the gates of Ashar of the Sands, ceaselessly driving forth against the forces of Creation. Again and again the Osiruk meet them head on, and the magi of Qalyut are whittled away bit by bit, man by man, as the waking dead continue their inexorable assault on those who yet dare defy the Amber Prince, master of all ambition.



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There is not a corner of Pteia that does not know the touch of undeath. Unleashed upon the world by the stygian sorcerers of Ashar, the undead are an unyielding, monolithic force, shrugging off grievous wounds as one might a fly. From ancient skeletons to bloated corpses, all are enslaved to the will of the Prince. But these are not the shambling, mindless golems of heretical magi - arms held firm in cold hands as ragged, echoing whispers call out to form in ranks - the waking dead retain their memories and their talents, though it is not apparent if any vestige of the soul that once dwelt there remains. While strongest in the depths of the Great Blight, in the Long Night or by the work of petty necromancers the undead can be found where ever the departed are unconsecrated, or unattended.



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While more often mistaken for their unholy sires, the daywalkers are perhaps the most dangerous of all the servants of the Profane - imbued with the unholy power of their forebears, and possessing a mortal countenance, they walk amongst the mortal realms unimpeded by the light of day, infiltrating the realms of man, elf, and dwarf. Born from the union of a vampire and a mortal, dhampires are a stark contrast to the cold hosts of the unliving, as their hearts beat in their chests, swayed this way and that by emotion, driven by dreams and ambition. They are almost impossible to tell from whatever mortal stock they descend from, save for when they wish to reveal themselves. Outside of such dreadful circumstances they are betrayed most often by the very countenance that gives them free passage, sharing an uncanny - if not exact - likeness to their sires, nevermind their seemingly perpetual youth. Should they be discovered, their profane heritage will become rapidly apparent - stronger, faster, and with a terrible proficiency for the arcane - and they often will use every asset at their disposal to survive.



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While most often associate the blood-drinking dhampires with being the vampires of common folklore, this is untrue. Death at the hands of a daywalker is not the end of one's existence, as one has the solace of the afterlife to greet them, robbed only of their continued existence on this hellish plane. To be slain at the hands of a true vampire is to simply cease to exist, as vampires are not lesser creatures bound to the pursuit of such petty things as flesh and blood, instead feasting on one's very essence - the soul. To encounter a vampire is an ordeal as elusive as it is terrifying, and rumors and conjecture abound as to their nature and their origins. Some believe them to be elder daywalkers, the final form they take on before their death, while others argue that they are something else entirely, lifeless, eternal, and ancient beyond all reckoning.






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'They worshiped the Shadow, who lived in aeons before men, who came to the young world out of the stars...'


There have been many who have speculated that, despite Far Averia being to the west beyond the Great Blight, one might reach it by sailing east. Already Northmen who have braved the savage waters of the far north tell of their sojourns to distant Averia, bringing with them all manner of marvels and trinkets, and so it is accepted as plausible - if unlikely. Already dozens of ships have set out, sailing east into the sunrise of the Eastern Seas, never to be seen again. It is not known what becomes of these intrepid explorers, as no tale of their fate ever crosses the lips of those Northmen who prefer words to the sword. What they do tell of, however, is another land, unknown even to Great Averia - Ocata, the Shattered Lands. A veritable paradise if one were to believe what was said by the Northmen - a place of shimmering, cerulean waters, warm sunshine, and endless jungles - but one must understand that it is a Northman who says this.

They tell also of foul things - overgrown cities abandoned on the coasts, countless shipwrecks, and inhuman screams in the depths of night.

None yet in the Ostland have made the connection between the tall tales of the Northmen and the savage folk - if they can be called such - of the hills and woods. The Kobold of the Ostland echo the tales of the inhuman figures of fabled Ocata, pale and wiry, as skittish alone as they are fearless together, and doom-driven in their pursuit of appeasing their baleful deity: the Shadow. In the guttural gibberish that passes for a language amongst their misbegotten kind, their shrieking praise speaks of the Gloomweaver, the Shadow that shall consume the stars. All sacrifice is offered unto it, and to its unholy, abominable children.



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A blight as ancient as the sun and the stars, there has not been a time in recorded history that there is not some mention of the Kobold. Songs of the trolls sing of cannibal invaders from the east, crossing the seas on long canoes, a fell people from the sea who were as violent as they were swift. There is no way to ascertain whether the kobold of today descend from such mythic stock, but what is known is that, from the time of the Averian Invasion onward, the tribes and warbands of the goblins were always a threat. As if a dark mirror of the Khallic, the kobold are zealous in their devotion to their bloody superstitions, and do nothing without consulting the omens, to ascertain the will of their hateful deity. While never as organized or as prolific as the elves, they prove far more hardy - having already endured hundreds of campaigns of extermination, the Kobold always seem to reemerge.



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In the darksome, deep places of the world, beings that should not be stir. Free from the shackling hunger of the Maw or the mortal limitations of the Prince, the Abominations of the Shadow are some of the least understood, and most foul, things in the world. With monstrous forms and the wits and mind of the profane, newborn races of profanities are rising in the cthonic depths, far from any light of day. Dwarfen pioneers, still exploring the black reaches of the deep, have lost contact repeatedly with easterly expeditions beneath the seas. Those that come back speak of strange things - skittering from within the stone, distant, humanoid forms shrouded in shadow from across the gorge, and ever-present, wafer-thin cobwebs.





 
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