Friday, December 21, 2012

A Bedtime Story for Erinn

Erinn shivered in the narrow, barely lit alleyway, thought it was not cold in Cordillera in the spring. She had had another close brush with a group of armed vigilantes, hunting any and every "elven spy" they could find. Now she was hiding out, and as always the only comfort she could turn to was the warm voice of Oghma, first Archdruid of Fianna and a friend to many elves in his time.

"Oghma," she whispered quietly, "you told me about how the war with the Fomori started yesterday. It was very sad. Did things ever get better?" Erinn had no need to talk aloud to the presence within her head, but it had a way of making her feel less alone, drowned out some of the quieter, more disturbing noises of the city's  massive slum. 

Oghma smiled. Erinn did not know exactly how she knew that he was smiling, but she did, just as she could picture his weathered and ancient face, just as it had been ten millennia ago, when he had walked the earth as a man. "Relax, child," he said, "and I will tell you the story of just how things improved, and perhaps you will understand why I am here, inside your head, rather than passed on to a new life." Erinn, nestled between two crates, a burlap sack covering her from feet to nose, tried to tell herself that she was safe, that no one would find her here. Instead she felt a spell spring to her hands, found herself whispering its words. "There," Oghma said, "a ward for you. I cannot do that often, but rest easy this night." Erinn settled down, warm in her makeshift nest, closed her eyes, and listened to the Keeper of Wisdom's words roll across her mind.


Fianna was gone, we were no more, we had come to an end. Many moaned that we had followed the whispered voice of Danna, had followed the high paths from the west and south into this land, wished that they had never seen the sea they were singing praises to only months before. The great ones had been killed in the many battles I told you of--Arawn, Carach, Three Fingers--and though they had traded their lives dearly for some of the greatest and most fearsome of the Fomorii, well, their competent fighters and sorcerers were the match of ten of our best mortal warriors. I had come to Daoine, sure that I was needed on the front lines and just as sure that someday, one of the tribesmen of the east, or the halflings and gnomes of the south, or even the benighted barbarians from out of the west, would come upon the mountain of scrolls I had assembled and learn who we were. Perhaps give a prayer to Danna when we had become silent. At the time it was a wonder even to us, who you think of as the Ancients. There we found ruins, and we would come to know that they were built before the Titans' children set foot in the world, by your people, Erinn.

I recall vividly to this day what an oddly dark night it was when I rowed ashore in my longboat, but it seemed fitting at the time. I would learn later that it was a lunar eclipse, a night which is auspicious for secrets and magecraft, and little else. It was both magic and secrets that I found then, though, so I suppose it was appropriate. I found an ancient cairn, its designs and carvings worn but more delicate than anything a Fiannan hand had ever crafted. I began to dig beneath it, burying the scrolls and tomes I had brought with me, trying desperately to keep the tears in my eyes rather than on the already salt-weathered parchment. It was then I heard a voice, very close.

"Tell me, human, if you have that many secrets to hide, why did you write them down in the first place?"

I started, turning about, and I saw an impossibly slender--and quite frankly, beautiful--figure sitting on a piece of ancient stonework. Moonlight seemed to shine on him, though as I mentioned there was none. His silver hair was braided, and his dark eyes looked amused. His long and pointed ears betrayed him to be what we called the Ellyl--an elf. Attempting not to seem completely taken aback, I set the tome down, smiled wryly, and explained to him exactly what I was doing.

His name, I learned, was Illiarus, and he had come to Fianna on an errand from his goddess, whom he called Gaia. He told me that she was the mother of the elven races, and the grandmother of both my own and the Titans' progeny who had ravaged our lands. I explained to him, in return, that the Fiannans, unlike our brethren whom we had left in the south and west so many years ago, venerated a lady, a fair mother named Danna. He smiled a knowing smile and led me about a mile away, off to the north. Funny, Daoine is a very different place these days, and there is something rather in the way of the spot that Illiarus took me. What he showed me was a column, covered in names and images, all of which belonged to the mother of our world. I began to sense the point of the discussion long before he reached the name, the image, the sacred symbols which had been given our seers in dreams, of Danna herself. Our mother, it seemed, was theirs.

"Orima," he said, for that was my name then, "I am what you would call, in your language, a druid--a wise one of the forest. Our mother, Gaia, tasked us long ago with protecting this world as best we could. She gave us the task of striving to create a balance, a pleasant harmony, and that is all but gone these late years. The pride of Patrus and the ruthlessness of Sol have brought this barbaric crusade which seems to have no purpose but to halt change with a blood payment." It is worth noting that I had no idea of what Illiarus was talking about. I had not met an elf, and goodness knows I had not met an Eracian. The Titans themselves had  little need to walk in our lands, as their most brutal and capable children the Fomorii were in little need of assistance in their massacre. "As I was saying," Illiarus had continued, "I didn't come here to look over this old ruin. I came here because it was easy, because the trees of the west still mingle their roots with those of this old temple. I intended to craft a boat, or shift into a seal, and find my way to mankind's leaders. But now it seems I have a guide. Perhaps you can give me some hint as to how your leaders might feel?"

I had no idea what my leaders thought. I had no idea what leaders were still alive, or if there was an army. If there were even children. For a week it had been only myself, the sea, and the last works of the people of Fianna. I must have had an odd, and hungry look in my eyes when I turned to face the elf, given the expression on his face. I couldn't read it at the time, mind you, but I've had some experience deciphering the expressions of the Fair since then. "What do you wish to ask them?" I said.

Illiarus smiled. "We'd like to know if they would be receptive to help. We have an army waiting on the moor, but we've been very careful not to impose on other civi--"

The elf stopped short then. I had fallen, in my filthy clothing, onto the ground before him, had grasped the folds of his robe with my mud-encrusted hands, and I began to weep. I will never forget how grateful I was to him for looking down on me, not with pity, but with sympathy, and even a kind of kinship. I still don't understand it. He lifted me up, and said, "Then we will fight on your behalf against the children of the Titans. Come, have you ever travelled by root and stone before, brother? I suppose not. But there is always a first time."

And that is how things began to get better, Erinn. I will tell you more tomorrow. Go to sleep now, child, while the wards still hold.

Wednesday, October 24, 2012

Myths and Beginnings Part 2: The Sentinels of the East

This is a letter I recently received from Druidess Dierdre. I thought the Elders might find it of interest, as even Oghma did not know this story.
                                                                       --Archdruidess Erinn

Dearest Erinn,
     I heard a story recently that I thought you'd find interesting, from Halura. [Note: Halura Ironheart is Head Artificer of Gora] Gina and I have been trying to get her to talk about gnomish history and culture as much as we can, and we actually got a creation myth out of her! Sorry ahead of time if this is something the Voice of Oghma knew, but I thought it better to be safe than sorry--and better to send you a letter now than to try and remember all this for months.
     So, from the way she tells it, the gnomes once had a single god, apparently with a name that has been lost or was secret. Halura doesn't know it, and there aren't gnomish priests anymore. According to Halura, the gnomes had been around about as long as the elves, and when the Titans began planning to make races of their own, the god wanted to teach the gnomes everything he knew that they could understand. So he split himself up sixty-four pieces (I don't have any idea why this number is important), and imbued his greatest servants. They became known as the Shapers, and they taught the then-barbaric gnomes a lot of what they're famous for, as well as agriculture, music, and love, but I'll get to that in a little bit.
     When the Titan Wars started, and both sides started looking for allies, they went to the gnomes, but the Shapers refused to join. They started to worry that the gnomes were going to become a target, and when it looked like the Fiannans weren't going to hold out anymore (you and your old friend know all about that part), they convened and made a decision. They decided they'd given all the knowledge of their deity to the gnomes, and it was time for them to spread their divinity around in a way that would make the gnomes less of a target AND give them powerful weapons and defenses. Eight of them, a tight-knit family of crafstmen, musicians, and farmers, were aghast at this plan, thinking it would make the gnomes a godless people. So they departed west and took eight clans with them. I can't say what happened to them, the story doesn't follow them beyond that.
     I told you the other day about our meeting with the Imperial operative Ganz, and Halura, and her steward Davian. We're getting ready to head for Gora now, and this story came up because it's related to the Leviathan creature I told you about. A large number of the Shapers decided to become Sentinels, monstrously powerful creatures that were really a kind of incredibly powerful artifact. Not only was there the Leviathan, but there were two others, though one is destroyed and the other lost now. Actually, I think Halura was holding on to some information about them, but I doubt it's important to our mission anyway. The point is, a large number of the Shapers sacrificed themselves to imbue these massive creatures, and most of the other ones became spirits, or incredibly powerful magical defenses. Halura seemed a little puzzled on this, and she said it's one of the great mysteries of her race that they don't quite know what happened to all of their old demi-gods.
     Anyway, I thought you might like to hear this story, even if it's not terribly complete. I'm sending it out by courier from Nalcira, so by the time you get it I should be back in Talar. Please send us something to let us know what you'd like to find out from the Talarans, once we've solidified our friendship with Gora. I won't let Gina see this, she always makes fun of me for sending such long-winded letters--but I thought you could use something to read. I hope you're not too awfully lonely, with all the Fenians out in the world and no one but sages and Elders to keep you company in that drafty stone hall! If it weren't for tradition, we'd build you a proper palace, you know.
      Be well, Erinn. I really do miss you, and I'm looking forward to going to Kerg's gathering this midwinter with you and Gina, and maybe some of the others? I'd love to meet some of your and Gina's friends from the war, too. It was a long thirty years of fighting, and I missed out on practically all but a week of it! I'm rambling on now, so I will write you again when I know more about the Leviathan.

    With love,
    Dierdre
   

Saturday, October 13, 2012

Myths and Beginnings Part 1: Deities and their Children

The lands surrounding the Aster Sea, including the Empire itself, are home to people who worship a number of pantheons, as well as the shadows and remnants of fallen deities. Following is an incomplete description of how these gods are related, revealed in a document found and analyzed by a young scholar of the Imperial Academy of Magic, circa the seventh month of ER 1109.

[Editor's Note]This transcription is to be brought for review before the High Council of Magi with the approval of executors Aerth and Amisa. This excerpt of a transcript, written by a Bevinan scribe around 350 ER, was only recently located, magically concealed within the Academy tower itself. It seems that, like so many other things, this knowledge was intentionally hidden, more than likely by a Nerenean mage or scribe. Why it was concealed is open to speculation, though I would imagine it was deemed unacceptable in that it shows a link between the Elven gods and our own, as well as brings attention to the Titans.

                                                      --Abigail, apprentice to Magus Aerth

[Handwritten note] Young Abigail has been tasked with unearthing concealed knowledge both within and without the libraries of our capital. This speaks greatly to her strengths, and she would be highly embarrassed were I to tell you of her greatest accomplishment of scholarship. Needless to say, expect more texts, and greater insight, from my young apprentice. 
    
                                              --Aerth, Magus Primus of the Imperial Academy of Magic


The story of our world is said to have begun some half a million years past, with its adoption by a goddess named Gaia. How long it toiled without the aid of deities before that is a question that will, I would imagine, never be answered. It is hard to say what the Elven priests themselves know of their prime deity, but from what has been passed down to mankind, we know that she joined with Aether to give birth to the oldest of the Titans. Aether passed away from this world, but Gaia chose to remain a mother to our world, rather than leaving it in the hands of her children. After a number of years, the Titans, who had now flourished in the world and its higher planes, expressed to her a desire to create life. Gaia responded by asking them to bide their time, and it was then that she brought forth the race of Elves, who were to be responsible to the world as a whole. They would inherit not only the justness and beauty of their deity, but they would also receive mysteries from her that no others would. The Titans were jealous, but knew better than to speak out against their parent, lest they be denied the right to create.

After the Elves had been allowed to flourish and spread, the Titans were permitted to create life of their own. These were, primarily, the giants, the goblinoids, and some say the orcs. Certainly there were others, though no one is certain of their nature as they no longer survive. During the time of these creatures' flourishing--and incessant wars with the Elven races--a god named Caelum came to Gaia, and together they birthed the pantheons of what we now prosaically call "gods". Caelum, it came to be known, was a child of Aether by another deity, and he brought with him his brother Zurvan, who chose to remain within Gaia's spheres and bring forth his own children. Zurvan, though of an older generation, is considered an equal of Patrus, the head of the Eracian pantheon, as he himself brought forth the more fractious Araden gods.

The inception of the human deities was not well chronicled through the first generation, and there is much debate on the parentage of Hespera, though the most agreed-upon scenario is that she was born to a Titaness of high order and a "wandering god" much like Aether. Patrus, son of Gaia and Caelum, went on to become the patriarch of the Aster Palace and as such the highest lord of the Eracian peoples. It is said that he had many brothers and sisters, though a great number of gods perished in the latter wars with the Titans.

Conflict began between the Titans and the gods when Patrus and Ahura convened to create their own race--humankind. Most texts record this as taking place roughly eleven and a half thousand years past. The humans themselves were far better at cooperating with other races, at using tools, and at governing themselves than the more chaotic giants and their servants, and within a mere millenium began to overshadow the older races. The Titans, and their leader Sol, responded by demanding that the humans give over a portion of their knowledge and land to the Titans' children. Ahura, embroiled in his own conflicts with his brother Ahriman, relented and sent his own people into the wastelands south and west of the Aster Sea, but proud Patrus flatly denied their request, saying that mankind's innovations had only begun, and that the races better able to adapt would be the ones to flourish in the company of Gaia.

The Titans' characteristically bombastic and furious response to this was a series of bloody wars, with the ultimate goal of razing the Aster Palace--an entire plane of existence--to rubble. At the same time they marched their children to war against mankind, and it is known that the Elven races rushed to intervene, displaying Gaia's displeasure with her older children at such bellicose action. The Aster Palace itself was assaulted by an immense number of Titans, yet the gods and their lesser servants were able, after much attrition, to fend off the Titans. This success was largely due to the assistance of the defector Alessi, whose sense of justice caused her to defect to the side of the gods when the giantkin began their massacres. Ultimately, the Titans themselves were slain, or perhaps exiled, and their lineage no longer has any noticeable affect on our world.

[Editor's Note] Little else of the rest of this treatise is of any use in our research, as it goes on to detail rites and sacraments which are largely known today. What remains striking is what is omitted--there is no mention of Fianna, of the Besens, or of the gnomes' god or gods or lack thereof. More importantly, the existence of the Spires was clearly unknown by the ecclesiastical class during this time period, but at the same time far more was known of the elves than in recent generations. We were certainly aware that misinformation had already been spread by the Nereneans by this time--after all, it started immediately after colonization--but this gives us more hints as to what had been obscured when, and to what extent. With perseverance, many more such documents will find their way into the hands of the Academy.

[Neatly printed note] Dear, this old text is most enlightening, if not particularly well-written! When this came to my desk I did some further analysis and came to the conclusion that this text was obscured around 450 EC, around the time that relations began to sour permanently between Eracia and the Elves. I spoke directly with Aelethindra herself in Terescu last week, and she confirmed for me that it was around that time when a great deal of hostility began being directed toward the Elven enclaves in general, and the Dipolomatic corp in particular. In the meantime, I've passed information down the line to Evenard that the agents of the Imperial Corp should all be briefed on Nerenean cipher language, and be trained to recognize such code out in the field. Keep up the excellent work, Abigail, and remind that old goat Aerth to bring you something nice to eat every once in a while!

                                                                                                                       --Amisa


Thursday, October 11, 2012

A Gazetteer of the Eracian Empire and Surrounding Nations





Eleven hundred years ago, a fleet of bedraggled elven and human ships moored in the harbor of what is now the city of Eracia. Only a few days prior, the humans' homeland on Aster Isle had been utterly destroyed by a sinister rebel faction within their ranks, one which worshipped ancient and dark titans and which planned to bring the world to heel in fire and flame. The men and women who disembarked from those ships embraced the elves in thanks for their rescue, shared meals with them as they began to build a city, and then turned their backs on them when the call came for war . . . all at the behest of the Nereneans who had already infiltrated our society. We are only now beginning to understand how deeply the Nereneans have affected our history--and what deep shame and gratitude we must have toward the elves.

         --Excerpt from The History of Eracia as We Now Understand It, by Magus Amisa


The city of Eracia was founded over eleven hundred years ago by human refugees from their destroyed homeland of Aster Isle. Those who did not wish to remain spread out across the land and mingled with native populations, forming what would become Cordon, Martel, Tintagel, Bevin and Emilia. When the call came from the elves to fight the same force of evil that had destroyed their home, the Eracians chose to remain within their walls. After this destructive war, which spanned the eastern half of what is now the Empire, was over, the elves retreated west beyond the Feymoor, making a pact with the Empire that they could hold any lands east of the Feymoor as long as they did not tread its grounds. Eracia became a nation, then an empire as it absorbed the other Aster Isle colonies, then spread out farther over the following centuries to include halflings, embattled Bayernans, barbaric Hohenshaufers, abandoned Talarians, and, through brutal war, the lands of Fianna. It has established frontier provinces in Nordest and Baegnolia, and expanded its trade with dwarves and gnomes, all the while avoiding the issue of the growing orcish forces of the eastern steppe.

Twenty-five years ago, the empire began a war with the elves by violating the ancient mandate against trespassing on the Feymoor. Under the machinations of Prime Minister Orestes, a descendant of the very titan-worshippers who had destroyed Aster Isle, the government committed great acts of brutality against the elves within the Empire, then turned to the conquest of the moor. The war finally unraveled a year ago, when Orestes raised an army of mind-slaves, undead, and twisted giants against the Empire, and was discovered and defeated through the actions of a secret society of adventurers known as the Revenant Blade, along with their dwarven, elven, and human allies. Soon after these terrible events a conference was held to determine the status of each province. Now the Empire is breaking apart, with several provinces opting for independence, while those that chose to remain are beginning to understand that their Empire, which seemed eternal, is beginning to wane.












Imperial Provinces


Eracia

The region of Eracia is the seat and namesake of the Eracian Empire. Colonized by refugees from an island in the Aster Sea, this land quickly flourished under their rule,
and by 900 years ago began building a continent-spanning collection of nations. The people of Eracia tend to be very focused on commerce and the social benefits of their own government, as well as individual status and an appreciation for art and public beauty. An Eracian, especially one from an urban area, is likely to spend a lot of his or her time conversing and doing business in public edifices and gardens rather than in a home or storefront. Rather than considering themselves superior to other ethnic groups within the empire, most Eracians believe in the benevolence and undeniable benefit of the empire itself. Within their province there is a great deal of social and material infrastructure that surpasses that of any other human nation, so there is very little for its citizens to doubt, as long as they don't leave home for one of the more impoverished or restless nations. Almost all citizens practice the Eracian religion, generally worshiping multiple gods from the pantheon. During the recent unrest which marked the end of the Elven War, some Eracians have begun to doubt their Empire, and many who are devoted to its cause have been shocked and depressed by the departure of several provinces from the fold. The province of Eracia is jointly ruled by the Emperor and the Senate, who consider provincial matters in addition to Empire-wide issues. The province's capital is Eracia City.

Cordon
The people of Cordon, known as Cordones, are great lovers of craft and craftsmanship. Their extensive trade with the Aradens, directly across the Aster Sea from them, has left them with the secrets of forging steel that, while not as good as dwarven handiwork, make up a very important resource to the Imperial military. In contrast to the egalitarianism of Eracia, Cordon is the most stratified society in the empire, giving much privilege to the nobility and little attention to commoners. This has led to a history of bitter anger between classes as well as lawlessness in the city of Cordillera's immense slums. Most people here ascribe to the Eracian religion, but there is also a strong following of the Araden faith here. They continue to be a staunch member state of the Eracian Empire. The people of Cordon are governed by a the joint rule of a Senate, elected by the province's elite, and a Guild Council led by a Master Tradesman, who is elected by the council of guilds. The capital of Cordon is Cordillera.

Bevin
The lowlands of Bevin (pronounced Beh-van) are home to a nation of independent merchants, their nobility lost to the expediency of commerce nearly a thousand years in the past. They also have a rich agricultural tradition, and it is rare to see a Bevinin household or storefront without a bouquet of flowers prominently displayed. The Bevinins are so fond of flowers, in fact, that they hold the carnation as their regional symbol. The sections of Bevin which are arable are only so because of extensive engineering efforts over the centuries which have made roughly a third of the land of the province livable. As such, Bevin's cities are densely populated, and fresh food can be a luxury. This and their merchant traditions has led many Bevinans to emigrate to other provinces. There is, for instance, a large Bevinin enclave in Caer in Imperial Fianna, and many flocked to the Feymoor colonies during the Elven War. Few Bevinins are devout, but most who are practice the Eracian religion. Though to say that their province is led by anyone may be a strong statement, a Chairman oversees all domestic and commerce concerns. The capital of Bevin, though once Bevinstad, is now the river port of Rorstad.

Bayern
The nation of Bayern was under the thumb of their northern neighbors, the Hohenshaufers, for hundreds of years before being liberated by the Eracians. They tend to be a jolly people, and have a great love of peace and simplicity--and beer. At the same time, their isolationism from the other provinces, coupled with their love of family and concentration in rural communities, tends to brand them as bumpkins, and they are not often seen in other parts of the world. Many practice the Eracian religion while others pay service to local spirits, but all Bayernans normally put eating, brewing, and farming ahead of more lofty concerns. Though they never developed much in the way of a system of government, they do have several regional monarchies led by Princes, descendants of the monarchs who once struggled to defend their lands from the raiders to the north. The capital of Bayern is Koenigsburg.

Tintagel
Tintagel is a large and peaceful province, controlled by a symbiotic relationship between farmers and merchants. Most of the continent's wool and linen come from Tintagel, as do many of the more far-ranging merchants. Tintagelens like to live in small cities surrounded by miles and miles of farmland, and the more prosperous citizens of the region engage in "prestige wars" with other wealthy folk. One of these marks of prestige is a ludicrously large family, yet ironically the greatest prestige is to be the firstborn in one of these sprawling clans. Tintagelens are overall very happy with their position in the center of the Empire, and did not even discuss seceding after the post-war shakeup. They are led by a Senate-like group called the Mercantile Council. The capital is Devon.

Martel
Martel was the first province to come under the rule of Eracia, and as a people the Martelans can scarcely remember a time of independence. The things that move the Martelan soul are luxury and excellence, and the city of Marnes in particular is known both for its immense musical talent pool, its markets full of fresh produce and delicious cheeses and meats, and, more recently, the establishment of a market that cooks food for its customers, known locally as a "restaurant". Participation in the military is compulsory for Martelans. This means that most men and women above the age of twenty who return to Martel return because they love it; it also means that the population has taken a painful decline during the war. Also, thanks to the plight of the Tenth Marnes Imperial Army, there are a greater concentration of former Spire mind-slaves in Martel than in any other province. They remain an Imperial province. The province of Martel, though so long a part of the empire, is ruled over by a hereditary monarchy. They are in the midst of a growing succession crisis as their current king lies on his deathbed. The king rules from the capital of Marnes.

Brecon
Brecon is the ancestral land of the halfling race, and one of several Eracian provinces who were happy to join the empire. Brecon had never been able to safely secure their border with the monster-infested Greymoor, and when the empire annexed Bayern, the Hohenshaufers began regular incursions into the peaceful land. Encouraged by their allies the Tintagelans, the halflings asked the empire to become a protectorate. They later became a full member nation, and since then have enjoyed peace and prosperity. Like Bayern, Brecon favors small rural communities and large, close-knit families, while bored halflings are likely to emigrate to large cities like Caer or Pezane. Brecan halflings follow the halfling religion, while humans living within the province observe the Eracian religion. Brecon has no formal capital or leaders. The closest to this would be their religious leaders, the high priests and priestesses of the Besens, their pantheon.

Baegnolia
Baegnolia is a province in name only--the region is a vast, sprawling desert, rocky in some places and sand swept in others. When the Emilian explorer Casse originally traversed this area from the south to the north, he surmised that there must be a great deal of natural resources residing in the mountains and cliffsides here. He also noticed that there must have been a civilization there sometime in the past, because there was evidence of vast mining and quarrying operations. The turmoil which took place here recently has not gone unnoticed, and the Empire has been sending in bands of archaeologists to understand the frightening civilization which thrived here during the time of the Eracian diaspora. Anyone who resides here is either an archaeologist, a miner, or a member of a barbarian tribe.

Nordest
Though Nordest is the newest of the Imperial provinces, it was settled long before the Fiannans were completely put down. The only natives in this land are goblins, hobgoblins, and barbarian tribes--both those who hail from the Saline Flats, to the northeast of the Empire's border, and those more violent bandit tribes that dwell along the border with the dwarven lands to the north. The resources of Nordest are not what they were two centuries ago, and so most settlers here are not first-generation immigrants, but rather the descendants of those who came here when the land was first open to settling. To live in Nordest, it is said, one must be very clever or very accustomed to hardship, and preferably a combination of both. Religion here is a mix of all the major regional and racial religions. During the end stages of the Elven War, the capital city of Casse and the smaller city of Nord declared their independence, while some smaller cities and forts retained their allegiance to the Empire. It is said that the Eracians' half-hearted attempt to take Casse back from rebels was one of the death knells of their continental hegemony. Nordest remains a land divided, with over a third of the province's area being controlled by the Republic of Casse and the Iron Council of Nord.

The Eracian Commonwealth

Hohenshau
This nation has a violent history, and their barbarous warriors held out against invading imperial forces for nearly two centuries before finally falling under their rule. Up until recently, their fierce berserkers made up the backbone of the Imperial army. As of the end of the Elven War, Hohenshau has taken the path of an independent member of the commonwealth, meaning that they still contribute a small percentage of their population to Imperial levy, and still pay taxes for roads, Protectors, and other infrastructure, but are politically and militarily free from Eracian rule. This has made the Bayernans nervous, but the empire has promised to diffuse any difficulties between the two nations. The Hohenshaufers are, as a people, religiously lost--their own faith was never recorded and only survives as artifacts and slight mentions in the texts of ancient travelers. A couple of milennia ago they took up the Dwarven religion, but after being strongly condemned by the dwarves they abandoned their temples and were faithless again. As a result, many follow no religion and those who do choose the one that seems the best to them. In place of spiritual concerns, many Hohenshaufers follow the strong and somewhat mystical martial tradition of the berserker. They were once ruled by a High King, but ever since his crown was shattered and placed in the Aster Isle Museum in Eracia, they have been under the purview of an Imperial Governor. Since their secession, they have relied on their Weirad, a band of the nation's most influential warriors and military leaders. The capital of Hohenshau is Heidabyr.

Emilia
Prior to joining the Eracian empire, the region now known as Emilia was made up of three warring city-states--Pezane, Emilia, and Terescu. The empire, rather than invading the region piece-meal, forged a strong alliance with the city of Emilia, taking advantage of their strong navy and reinforcing their already strong maritime economy. This put the other two cities in an untenable position, at which point they negotiated to be allowed into the Empire as long as they were not subservient to Emilia. While the once war-torn region was originally known for its devotion to shipbuilding and maritime trade, around three hundred years ago a great blossoming of the arts began in the city of Emilia and spread across the province and soon across the empire. Emilians today value beauty above other things, however the prestige of their individual cities is still extremely important to them. After the end of the Elven War, Emilia chose to become, like Hohenshau, an independent commonwealth member, with all provincial decisions made by a 12-member council from the three ancient cities as well as Sardre, while Fort Mariesa and its surrounding area remains under the control of Cordonan and Tintagelen legions. Religion here is mostly Eracian, with a smattering of Araden in the east and halfling in the north.

Independent Nations

Talar
The far eastern province of Talar is unique, being the only province to be a former colony of another empire. Originally settled by the people of Arad around the time that the Empire was consolidating its western half, Talar was abandoned by its masters when Arad entered into a devastating war with two of its neighbors. The Talarians proved excellent allies to both the gnomes and the Emilians, refusing to participate in their internecine warfare, and asked for Imperial membership about fifty years after Emilia joined it. The people of Talar have a tendency to be very relaxed, seeking leisure above all else. Fortunately, they see work as the path to leisure, not an obstacle, so their economy is driven by hardworking people. Talar has its problems too--one of the highest crime rates outside of Cordon, a problem with desert sands from Baegnolia destroying their agriculture, and a large influx of gnomish refugees fleeing the destruction being wrought by the orcs on their lands. The Eracian Empire's refusal to intervene in this war had been a sore spot with Talar for a number of years, and during the post-war council they chose to secede from the empire, however they retain most of the same close economic ties with the west that they did prior to the split. Religion here is primarily Araden, though a few immigrants practice the Eracian religion. The mysterious gnomish faith is prominent here as well, of course. The capital of Talar is Nalcira, a city which has experienced some very serious trials  during the Autumn of 1109.

Fianna
Unlike most of the Empire's provinces, who either joined peacefully or out of necessity, Fianna was taken by brutal force. The nation was ruled for many centuries by a council of tribes, and presided over by druids. Up until the end of the Elven War, it was divided up into two sections--Fianna proper, where the Empire held sway until very recently, and the Wold, a rugged and heavily forested country north of an inland sea called the Dannan. After conquering the four major forests and their druid groves, the Imperials built the city of Caer in the nation's center, eventually using it as a caravan point to Nordest and to the dwarven lands, and as a distribution point from the fields and pastures of Fianna to the rest of the Empire. Many settlers from Bevin and a small number from the southern provinces helped populate this large city, but it has always been built on the backs of Fiannans displaced from their traditional lives. Fiannans normally follow the Fiannan druidic religion, and foreigners here observe the Eracian religions. After the events in the Feymoor which ended the Elven War, the Fiannans, under the leadership of the elven archruidess Erinn, and with the support of a large army of dwarves, were the first to secede, effectively setting the terms for the conference which would follow. Now the Empire controls only a small 100-square-mile area around the city of Caer, known as Imperial Fianna. The archdruidess Erinn rules from Daoine Island, a magically-protected island in the Dannan Sea.




Outside the Empire

Elven Lands
To the west of the Empire, beyond the barrier region known as the Feymoor, sit the lands of the Elves. Little is known about this area, as relations between the Empire and the Elves were distant at best for a millennium, then hostile for the last twenty-five years. Contact is just beginning to be re-established between the elves and humans of the continent, and the former ambassador Ailethindra has made contact once again with the Empire. Most believe, however, that the atrocities committed under Prime Minister Orestes' directives at the beginning of the war will provide an enormous gap for the two races to bridge.

Dwarven Lands
To the north of the Empire lie the lands of the Dwarven Clans, who live and work in the mountain chain sprawling from the Feymoor in the west to the Orcish Steppe in the east. While many assume that the dwarves constitute a single nation, the truth is that, while united in culture in religion, dwarves are very much divided along clan lines. Every mountain and valley is home to a different small tribe, numbering nearly sixty in all. During the Elven War, humans of the Empire grew angry with the dwarves, perceiving that they were trading weapons to both humans and elves. In reality, different clans sold to different clients. The Empire, no longer under influence from sinister factions, is working to spread this knowledge and prevent any unpleasantness between their subjects and their neighbors to the north. The Dwarves have no capital, but are currently united under Warleader Kerg Balan. Warleader is a title that can only be held for a year and by two-thirds consensus of all the larger dwarven clans, and will expire at the beginning of Spring 1110.

Gora
Gnomes have lived in the arid nation of Gora for thousands of years, constantly fortifying themselves against the barbaric orcish tribes that populate the steppe which surrounds them on three sides. They have long been renowned artificers, and have worked in courts from one corner of the world to another, many having traveled to lands no Eracian has heard of. Ten years ago, however, the orcs formed into a single, formidable force, and since then the gnomish lands have been in grave peril, and have been slowly whittled down to a fraction of what they once were. Nearly half of gnomish society has fled to Talar. Traditionally, gnomish society is matrilineal, but with family units being separated, this structure is being torn apart. Those who still remain behind in Gora retain their traditional way of living, and the assistance of the Talar militia is helping fend off the orcish horde, but without greater support it will not be long before Gora is no more. A glimmer of hope has come, however, as some mysterious working in Nalcira during the Autumn of 1109 has given all gnomes a minor power to heal, and Fianna has forged an alliance with them as well as with several cities in Talar that support them. Both Gora and her people in exile are led by Head Artificer Halura Steelheart, a brilliant young woman who recently inherited the land from her husband, who died fighting orcs.

The Orcish Steppe
For millions of years, orcs have dwelt on the steppe that separates the Eracian Empire from the unknown lands of the east. Like the dwarves, they share a culture, however their religion varies by clan. Only recently have the orcs truly become a nation, united under a mysterious khan who is intent on ruling the continent--and some say, backed by grotesque creatures from the lower planes. It is clear that Gora is his intended battleground, however the gnomes engaging against his troops in battle have seen exotic trophies and banners from the east waving as the horde advances on their towns and holds.


Religions
A short description of the major religions and their gods follows.

Eracian
The gods and goddesses of the Eracian pantheon reside on the plane of Lerisia, in a shining palace. Like the heroes and gods of most other races, the Eracian gods struggled against the ancient deities known as the Titans before gaining prominence. At the end of this war, Gaia, the mother of all gods, agreed to imprison the Titans they defeated in tombs rooted deep beneath the earth. Today these gods thrive as the most revered and worshipped pantheon in the world. Below is a description of its major gods and goddesses and their relationships and domains.

Patrus--the "father" god of the pantheon, he is of great stature and impressive appearance, with dark, curling hair and beard. He rules over the sky and is god of logic, commerce, weather and the law. He has a joyous sense of humor and is lusty, but his anger is as swift as his laughter. Domains: Birds, Sun, Air, law, commerce, logic, time, weather, and shares agriculture with Hespera. (Lawful neutral)

Hespera--Patrus' first wife, and mother of three. She has golden eyes and long wavy locks of red hair, and is normally seen clad in shimmering golden robes. She is the queen of beasts both domesticated and wild. She is unconcerned with law, but much with justice and revenge. She does not always see eye-to-eye with her sister-wives and is very outspoken. Domains: Revenge, justice, animals, childbirth, fire, precious metals, slaves, and shares agriculture with Patrus. (Chaotic Neutral)

Alessi--Patrus' second wife, a half-Titan warrior woman who is mother to twins. She wears silver scale armor, a shield, and the shattered sword Elent. Once Patrus' bodyguard during the Titan Wars, she nearly died in her last battle defending Lerisia. Patrus and Hespera both fell in love with her while tending to her deadly wounds, and despite her relationship with Hespera they bicker much over the course mankind should take. Alessi herself was once an ally of the Titans, but turned against them when their children, the giants, began slaying humans. (Lawful Neutral)

Tembera--Patrus' third wife, a quiet and enigmatic young woman with long raven hair, always seemingly wet. She is depicted clad in diaphanous gowns and is always barefoot. Soft-spoken and mysterious, she ignited Patrus' passion when he spied her meditating in a pool. Domains: Water, mysteries, arrival into womanhood, the moon, aquatic animals. (True Neutral)

Creus and Braeus--Alessi's twins, one male and the other female. Both have long blonde hair. Creus controls the forge and all sculpted art as well as weapons, while Braeus is a huntress and controls all other crafts and art. They rarely speak to the other gods, except for their mother. Their temples are built next to each other, and their highest clerics are twins. Domains: art, weapons, crafting, hunting, blacksmithing, ideas and innovation. (Chaotic Good alignment)

Palenous--Firstborn of Hespera, he is the god of light, caring, and of the firstborn. He was born before the Titan Wars, and watched his family nearly be destroyed. Since then he has tried to foster strong ties and understanding between people. He wears bronze armor and helps Alessi defend the Lerisian Palace. Domains: light, caring, firstborn, community, peace, protection (Lawful Good alignment)

Araea--Second child of Hespera, she is the ruler of love, marriage, dancing and theatre. She has long, straight red hair which covers her nude form, and a golden complexion. She is still quite young in personality and appearance, and awakens amorous desires in young men and women. She sings beautifully and dances constantly. Her priestesses and some of her priests are highly-trained dancers, entertainers, and courtesans. Her clerics are known for being exceptionally devout, for many have had a vision of her. A small number have had a life-changing night with her. Domains: Love, passion, singing, dancing, acting, beauty (Neutral Good alignment)

Lantrea--third child of Hespera, Lantrea was always a somber youth, and when still a child took on the task of judging the dead--who are either sent to the fields of Lerisia or to the black halls of Tartarus. He has short black hear and wears a long black robe, and rarely speaks to anyone save his father, and the dead. Domains: Death, judgment, twilight and dawn. (True neutral alignment)

Halfling
The little folk of Brecon have a simple, happy religion, based around a divine family known as the Besens, who escaped the notice of the Titans by building a cottage on the barren ground of a forgotten land, and making it the friendliest of homes. Their domain is now known as Emeraldhill Cottage, and those halflings who live a good and simple life may find themselves tilling a garden in the same county as their deities.

Nottle--grandfather of the Besens, he is a kindly old man with a multitude of skills and ten thousand years of wisdom. He controls all crafts, skilled trades, and storytelling, and his clerics are known for their great and calm wisdom and sense of humor. (NG)

Sandelin--grandmother of the Besens, and ruler of all things domestic. A kind (and chubby) old woman, she is always seen wearing her red apron. She rules cooking, knitting, and anything in the home. Hearths are called "Sandelin's Smile" in Brecon, where she is worshipped above all others. To be a priestess of Sandelin, a halfling woman must have seen the birth of a grandchild and be proficient in all things domestic. (NG)

Ronide--son of Nottle and Sandelin and the most serious of the halfling gods. Ronide rules the fields and communes with the elements to bring a bountiful harvest. His symbol is the hoe, and it is said that he brings bounty to the best-tilled fields. (N)

Henilinn--Ronide's sister and the most beautiful of all the halfling gods. She is a mother of two, but still looks like the rosy-cheeked maiden she once was. It's said that the father of her children is Dinson, the most famous halfling bard and scoundrel. Dinson is thought to visit the cottage and still roam Emeraldhill, filling the air with (often bawdy) song. Henilinn herself is goddess of trade, good fortune, mead and ale, and love in all its forms. It's common for halfling men to curse Henilinn for making women so beautiful. (CG)

Mander--Henilinn's son, and the merriest of the gods. Mander presides over dance, song, joy, and the young. He loves children and is said to whisper mischievous ideas in their ears. He is always seen with bells on his heels, and is very much his father's son. (CG)

Lidea--Henilinn's daughter, and the youngest of the gods. She still appears as a curly-locked child, and is the goddess of all beauty in the world. She is always seen holding a single daisy. She also rules halflings' ability to hide themselves, and is widely loved in the foreign cities. Her priests and priestesses vow chastity and maintain a childlike innocence and savvy. (NG)

Araden
Across the Aster Sea, to the south of the Feymoor and the western Empire, lies the dry and barren land of Arad. Much of early civilization grew in its oases, and the Titans of this land were defeated early, while many escaped the wars and are hiding on other planes. Since then, however, the gods of Arad have faced much internal strife and bickering, and two sides of the pantheon are set against each other. One side relies on a greater number of worshipers, the other relies on sacrifices born of ambition or fear.

Zurvan--father god of the pantheon, although a distant father, his sons are Ahura and Ahriman. He is the watcher of time and lord of the Wanderers' Waste, the Araden underworld. He mostly concerns himself with keeping the flow of time intact and keeping count of the dead. (Lawful neutral alignment)

Ahura--The maimed great lord of the sky and the bringer of  civilization and fire to mankind, Ahura is the Aradens' most beloved god, and is considered the protector of the Araden race. He is greatly concerned with proper justice, and his priests often act as judges and often ascend to high political positions. (Lawful good)

Ahriman--Ahura's bitter and evil brother, he greatly opposed Ahura's decision to give the light of civilization to mankind, and attacked him in the sky, maiming him and leaving him for dead. Ahura's consort, Inana, rescued and healed him, and Ahriman has since devoted himself to thwarting all of his brother's plans for the Araden people. (Lawful evil)

Inana--Ahura's consort, and mother goddess of the pantheon. Inana is often depicted as being eternally with child, and while only two of her children are major gods she is said to have many children. Inana is goddess of motherhood, healing, and finding one's way in the wilderness. (Neutral good)

Baal--son of Inana and Ahura, and lord of agriculture. While his father is known for bringing the light of civilization and law to the deserts of Arad, he gifted man with the ability to grow grain. His symbol is the barley sheaf, and he generally has the largest temples and priesthoods of any of the Araden gods, due to the complication of farming in the desert. (Lawful Neutral)

Ashtoreth--Baal's sister, and maiden goddess of love, chance, luck and precious minerals and gems. She comes to live among mortals often, and is responsible for the irresistible blush of a maiden's cheek; she is also the goddess of milk. (Chaotic Good)

Uzhu--Uzhu was once queen of a long-lost country neighboring Arad, she used her seductive beauty to woo her husband's general, murder the king, and then expand her lands in a terrible bloodbath. When she fought the people of Arad, she herself defiled a sacred artifact of Ahura, who then struck her dead. Ahriman retrieved her from the Wanderers' Waste and took her as his consort. (Chaotic Evil)

Dahaka--Ahriman's son by Uzhu, Dahaka is a great dragon who spreads falsehood and bad fortune; his breath withers crops and kills babies in their sleep, as well as bringing sandstorms. (Chaotic Evil)

Other religions
Gnomes--few people know anything about the gnomish religion, though they definitely seem to worship or at least revere their ancestors.

Fianna--The Fiannans follow the tenents of Druidism passed down to the by the Elves many milennia ago

Elves--little is known about the elven religion, however it is known by some historians that they introduced the druidic ideas to Fianna and that they definitely revere nature.

Orcs--each orc tribe worships a different totemic god, normally a violent and dangerous being. Some theorize that these demons are lesser Titans, while others suspect them to be violent beings from the outer planes.

Dwarves--dwarves all worship Moradin, their father god, and his family is numerous beyond count, with a cousin or grandchild of the god being the patron for a particular hold or clan.

Wednesday, October 10, 2012

Introduction and the Aster Isle Museum

Hello everyone! I've created this blog, Aster Isle Museum, as a place to post articles and information about the Eracia campaign setting, as well as game play information for Dungeons and Dragons 3.5 edition (which I'll be running the setting in for the foreseeable future), including prestige classes, custom feats, and whatever else comes to mind. I intend to update at least weekly, and at most whenever I feel like it.

I'll open it up with an article about the Aster Isle Museum itself.

"I find it cleansing to take a trip to the Galleria occasionally. It helps to remind me that, despite the ancient iconography of our fair city, we have moved far away from the civilization the Eracian founders sought to create. Such realizations settle my mind, and lead me to believe that someday myself and my brethren will truly extinguish the dreams of those benighted old fools. We will sink those old carvings, urns, and mementos into the sea as we did with Aster Island herself, when this land is renamed Nerenea."

                                           --Entry in the private journal of former Prime Minister Orestes


The Aster Isle Museum is the oldest standing structure of Eracian origin in the entirety of the empire. Even the palace itself was erected several years later. The Museum, or Galleria as the locals name it, was originally a forum, and like all forums on Aster and its original colonies, it was a ziggurat. Government itself was seen to be a reflection of the authority of the gods themselves, and as such was considered an element of religion, as was magic.

The Museum itself is divided into three levels, with the lowest level known as the Representational Tier (a configuration of words which sounds a great deal nicer in Eracian than in Common). When Aster Isle was set upon by forces unleashed by the power-hungry Nereneans, a cult made primarily of mages who sought to replace the gods themselves by harnessing Titanic powers, all of the architectural and natural beauty of the island was utterly destroyed and remade. As such, the only remnants of these wonders are found in items small enough to be removed hastily during the evacuation of the islands. Rolled tapestries, small statuary, and small magical creations called Oculinum--beads roughly the size of a human eye which project captured images--were among the most common items to make it to the mainland. While many of the Oculinum have failed during the past 1100 years, numerous paintings have been made of the images trapped within them.
A veritable army of scholars inhabits this part of the museum, maintaining these more fragile items and using varying perspectives to create working models of what the island must have looked like before its destruction.

The pyramid's second tier is known as the Civic Tier, and it is here where much of the essence of Asterian public life has been assembled. Ceremonial robes and uniforms of priests, senators, mages, sailors and soldiers dominate this wing, as do the librums and scepters of office which public leaders carried with them in their exile. Copies of law books, accounts of public trials, and religious ceremonies occupy the least-visited section of this tier.

Lastly is the Personal Tier, located in the top of the ziggurat, and it is here that an enormous collection of personal effects, journals, and trinkets are kept. Of all the pyramid's sections, this is the most popular among the people of the city of Eracia, for whom it has always been fashionable to emulate their ancestors from across the sea.

Public debate has been fierce throughout the year 1109 regarding the extent to which the Nereneans have adulterated or replaced much of what the Eracians take for granted as their culture. Sadly, the Galleria is not immune to this suspicion. It is likely that no one will ever know for certain how many scholars, scribes, and curators were cult spies over the last millenium, and for those that wish to honor the culture of the sacred Isle, it is a sobering thought that even one piece of information would be lost. In the meantime, the people of Eracia will look to the Aster Isle Museum as a reminder of their glorious past.