Post by WildKnight on Feb 21, 2015 14:29:06 GMT -5
(Note: The pluralization on "Elfs" and "Dwarfs" is indeed intentional)
DRAAKENGARD
Legends tell of an age when Elf and Draaken were allies, and stood together against an endless night known as the Mitternacht. In those times there was no day, no comforting light to push away the dread of long shadows. The night was the mother of terrors, and those terrors were legion. Only the combined physical might of the Draaken and the mystical power of the Elf could hold the teeming hordes of barbaric formians at bay. For an age this deadlock remained, until an Elf now forgotten to time developed a ritual by which they would summon forth a great light to beat back the darkness, and with great loss to Elf and Draaken alike, the sun was brought forth from the void between stars, and hung in its place over Erde. The sun could not cleanse all of Erde at once, and so had to travel through the sky, pushing away shadow and nightmare for only a time each day, before continuing on its way to leave the world shrouded again in darkness, but even that brief respite was enough, and the war against the Formians was at its end.
Sadly, peace was not to last long upon Erde. In the light of the sun, the Elfs saw that the Draaken had amassed for themselves hordes of enormous wealth; gold and gems to fill entire mountains. This alone the Elfs might have accepted, but too the Draaken had collected unto themselves artifacts and lore created over the centuries by the Formians. These kindled in the Elfs a bottomless hunger and jealousy, and soon the former allies were at war with one another, neither willing to cede anything to the other side. Thus did the Draakenpest enter the world, as the purest of races shed one-another’s blood over mere temporal matter, over the right to be gods-in-flesh. Others were soon brought into the battle; the Draaken purified Formians known as “duerghar” to fight for them, creating the first dwarves, while the Elfs consumed dragons blood and thus gave rise to the first Dragonborn. In their mad quest for victory, both sides bred themselves with the elemental forces of creation known as the Djinn, giving rise to countless formless horrors that scholars now call demon, devil, and even celestial.
It was an age and half-an-age ago that men were first seen on Erde. There are many questions surrounding their arrival, and the men themselves had no answers to give, but it is known that men had minds different than any Erde had known previously. Unparalleled in cunning and inventiveness, men sought to do with constructed devices what had previously only been possible through magic. Their artifice changed the world, and brought prosperity to races long embroiled in the ceaseless war between Elf and Draaken. With large portions of their armies refusing to fight any longer, both sides retreated, presumably to work on new strategies and continue the war, but the war has fallen mostly silent now.
Thus rose the Empire of Leuchtend, with its gleaming capitol at Als Erstes, which sat for an age as the center of order and reason. Now, however, as the Empire crumbles and the Elfs have seemingly disappeared entirely from the face of Erde, war may come again. Or worse; another Mitternacht.
The Empire of Leuchtend
Built on the bones of past ages, The Empire of Leuchtend (“luminous” in the Old Tongue), The Empire of Leuchtend is as much an idea a it is a reality, born out of the ideology of the group of philosophers and sages known as The Weisheit. Rather than a throne that passes through bloodlines, the Throne of Enlightenment was passed only to those deemed most worthy through a series of trials. The process wasn’t foolproof, certainly the Empire has known poor leaders, but the fact remains that regardless of birth, anyone could rise to the throne. Now, the Weisheit have disappeared, and with them, the proper manner of selecting a new Emperor. The current Emperor, Fuldane Reicort, is in his dotage and should have retired long ago, but feels honor-bound to remain upon the throne until a sufficient heir can be determined. With the failure of Reicort’s health and uncertainty amongst the populace on the rise, the Empire (always more ideological than physical in nature) has been in decline for over two decades, and many of its most important holdings have fallen away, stolen away by demagogues or conquered by the lengthening shadows.
Als Erstes, capitol of the once proud Empire, is the greatest city ever built by mortals and even now, in its decline, it remains a wonder to behold. The walled central heart, with its enormous domed complex from which the teachings of the wisest men the world had to offer once emanated at the heart, even in decline, remains as evidence of the ingenuity of men. Four massive arcs reach out to smaller walled hubs, each a self-sufficient city in their own rights. It is said that it could take a man four days to travel from one gate of the central heart to its opposite gate, so massive is mythic Als Erstes. Where once this city controlled lands for hundreds of miles in all directions, now the Empire is little more than the capitol and its surrounding environs, and even that lies under siege. What may lay beyond, in the great wild expanses, is difficult to say. Certainly there are maps, but their accuracy is in question, and envoys from distant cities are less frequent with each passing year.
The capitol’s primary strength in these days of doubt, now that the wise men have seemingly departed, is the ancient order known as the Draakengard, a brotherhood of sworn protectors, bonded with Draaken to help them ward off the Draakenpest, who protect order within the walls, and defend the Empire beyond. The Empire has its armies and the city has its guard, but the Draakengard stand apart from all, united by mutual loyalty and love of the Empire itself, answerable only to one-another and their own internal hierarchy.
So sits the Empire of Leuchtend. What lies beyond Als Erstes… time and travel alone will reveal.
Races
Elfs
Although the Elfs have seemingly disappeared entirely from Erde, it was only a couple of decades ago, and they are still well-remembered by many. As a race, Elfs were the undisputed masters of arcane magic, which they had discovered and perfected in the early years of the Mitternacht. Theirs was a scholarly form of magic, and while they rarely taught non-elfs their ways, a few Wizards remain in spite of the Elfen departure. Perhaps because they could do so much with magic, the Elfs were the most reluctant of all of the races to adapt, and never adopted the manual artifice of the humans. This led to a complete stagnation, and the Elfen people eventually began to fall behind the other races. They are largely remembered for their isolationism and belief in their own superiority, as well as their disdain for humans and outright hostility toward the Draaken. Some claim that in the wake of their departure, the great Elf cities are now haunted with dire spirits and ancient guardians, perhaps left behind to defend the ancient treasures of Elfkind.
Dwarfs
When speaking of the Dwarfs of Erde, it is almost as if describing wholly separate races. The eldest branch of the race are the “duerghar”, or “mad dwarfs.” They were a species of deep-dwelling formians, belched up from the darkest holes in all of Erde. No duerghar has been seen in many centuries. The beings that identify themselves as “True Dwarfs” (more commonly known as “Mountain Dwarfs”) are of the original blood, descended from those duerghar first purified of the formian taint. They are a militant race, devoted to order. Their entire culture is based upon a military hierarchy. Amongst Mountain Dwarfs, there is no concept of “family” as it is typically understood by most other races. Breeding is selective, overseen by the Priests of The Stone Queen, and children are raised from infancy to serve the greater good of their “Corps.” Though outcasts sometimes appear, the vast majority of Mountain Dwarfs traveling away from their underground kingdoms do so on some mission given them by the Sergeant of their Corps, and intend to return when the mission is complete. Each Mountain Dwarf Corps is led by a Sergeant, and serves a specific purpose, whether that be the manufacture of weapons and armor, securing and protecting supply lines, or some other important element of keeping the cogs moving. Each Sergeant answers to a General, who in turn answers only to the Mountain Dwarf High King, a position for which any Dwarf can challenge at any time, but such challenges are resolved only through physical duels to the death. Overall, Mountain Dwarfs tend to be grim and disciplined, disdaining both sentimentality and vice.
(For game stats, see PHB pg 20)
Hill Dwarfs are much more commonly encountered by the other peoples of Erde. Though they share the same blood as the Mountain Dwarfs, the two groups split shortly after the arrival of the first humans. Most Dwarfs saw, in the human artifice, only a way to build better weapons and siege engines, but some saw the potential for a better way of life. They believed that the humans new ideas could lead to a more peaceful lifestyle, a life where each dwarf could live by the sweat of his brow and make an honest coin without hefting a weapon against another. These became the Hill Dwarfs, and indeed, in the time since they have mastered a wide variety of skills, and are widely considered the best builders, smiths, and jewelers. Not all Hill Dwarfs pursue such peaceful occupations, of course, but the vast majority of them are hard working, and are welcomed as citizens virtually everywhere. Because of their past, they are suspicious of those who would assert too much influence on their day-to-day lies, and eschew both governmental influence and the Guilds common to laborers of other racial groups. Most guilds know better than to try to strongarm a Hill Dwarf, however, because Hill Dwarf communities are notorious for coming together for the common defense, and they have a long memory for insults. Unlike their Mountain cousins, Hill Dwarfs tend to be open about their emotions (though they are still a gruff people), and enjoy humor, games, and especially singing.
(For game stats, see PHB pg 20)
DRAAKENGARD
Legends tell of an age when Elf and Draaken were allies, and stood together against an endless night known as the Mitternacht. In those times there was no day, no comforting light to push away the dread of long shadows. The night was the mother of terrors, and those terrors were legion. Only the combined physical might of the Draaken and the mystical power of the Elf could hold the teeming hordes of barbaric formians at bay. For an age this deadlock remained, until an Elf now forgotten to time developed a ritual by which they would summon forth a great light to beat back the darkness, and with great loss to Elf and Draaken alike, the sun was brought forth from the void between stars, and hung in its place over Erde. The sun could not cleanse all of Erde at once, and so had to travel through the sky, pushing away shadow and nightmare for only a time each day, before continuing on its way to leave the world shrouded again in darkness, but even that brief respite was enough, and the war against the Formians was at its end.
Sadly, peace was not to last long upon Erde. In the light of the sun, the Elfs saw that the Draaken had amassed for themselves hordes of enormous wealth; gold and gems to fill entire mountains. This alone the Elfs might have accepted, but too the Draaken had collected unto themselves artifacts and lore created over the centuries by the Formians. These kindled in the Elfs a bottomless hunger and jealousy, and soon the former allies were at war with one another, neither willing to cede anything to the other side. Thus did the Draakenpest enter the world, as the purest of races shed one-another’s blood over mere temporal matter, over the right to be gods-in-flesh. Others were soon brought into the battle; the Draaken purified Formians known as “duerghar” to fight for them, creating the first dwarves, while the Elfs consumed dragons blood and thus gave rise to the first Dragonborn. In their mad quest for victory, both sides bred themselves with the elemental forces of creation known as the Djinn, giving rise to countless formless horrors that scholars now call demon, devil, and even celestial.
It was an age and half-an-age ago that men were first seen on Erde. There are many questions surrounding their arrival, and the men themselves had no answers to give, but it is known that men had minds different than any Erde had known previously. Unparalleled in cunning and inventiveness, men sought to do with constructed devices what had previously only been possible through magic. Their artifice changed the world, and brought prosperity to races long embroiled in the ceaseless war between Elf and Draaken. With large portions of their armies refusing to fight any longer, both sides retreated, presumably to work on new strategies and continue the war, but the war has fallen mostly silent now.
Thus rose the Empire of Leuchtend, with its gleaming capitol at Als Erstes, which sat for an age as the center of order and reason. Now, however, as the Empire crumbles and the Elfs have seemingly disappeared entirely from the face of Erde, war may come again. Or worse; another Mitternacht.
The Empire of Leuchtend
Built on the bones of past ages, The Empire of Leuchtend (“luminous” in the Old Tongue), The Empire of Leuchtend is as much an idea a it is a reality, born out of the ideology of the group of philosophers and sages known as The Weisheit. Rather than a throne that passes through bloodlines, the Throne of Enlightenment was passed only to those deemed most worthy through a series of trials. The process wasn’t foolproof, certainly the Empire has known poor leaders, but the fact remains that regardless of birth, anyone could rise to the throne. Now, the Weisheit have disappeared, and with them, the proper manner of selecting a new Emperor. The current Emperor, Fuldane Reicort, is in his dotage and should have retired long ago, but feels honor-bound to remain upon the throne until a sufficient heir can be determined. With the failure of Reicort’s health and uncertainty amongst the populace on the rise, the Empire (always more ideological than physical in nature) has been in decline for over two decades, and many of its most important holdings have fallen away, stolen away by demagogues or conquered by the lengthening shadows.
Als Erstes, capitol of the once proud Empire, is the greatest city ever built by mortals and even now, in its decline, it remains a wonder to behold. The walled central heart, with its enormous domed complex from which the teachings of the wisest men the world had to offer once emanated at the heart, even in decline, remains as evidence of the ingenuity of men. Four massive arcs reach out to smaller walled hubs, each a self-sufficient city in their own rights. It is said that it could take a man four days to travel from one gate of the central heart to its opposite gate, so massive is mythic Als Erstes. Where once this city controlled lands for hundreds of miles in all directions, now the Empire is little more than the capitol and its surrounding environs, and even that lies under siege. What may lay beyond, in the great wild expanses, is difficult to say. Certainly there are maps, but their accuracy is in question, and envoys from distant cities are less frequent with each passing year.
The capitol’s primary strength in these days of doubt, now that the wise men have seemingly departed, is the ancient order known as the Draakengard, a brotherhood of sworn protectors, bonded with Draaken to help them ward off the Draakenpest, who protect order within the walls, and defend the Empire beyond. The Empire has its armies and the city has its guard, but the Draakengard stand apart from all, united by mutual loyalty and love of the Empire itself, answerable only to one-another and their own internal hierarchy.
So sits the Empire of Leuchtend. What lies beyond Als Erstes… time and travel alone will reveal.
Races
Elfs
Although the Elfs have seemingly disappeared entirely from Erde, it was only a couple of decades ago, and they are still well-remembered by many. As a race, Elfs were the undisputed masters of arcane magic, which they had discovered and perfected in the early years of the Mitternacht. Theirs was a scholarly form of magic, and while they rarely taught non-elfs their ways, a few Wizards remain in spite of the Elfen departure. Perhaps because they could do so much with magic, the Elfs were the most reluctant of all of the races to adapt, and never adopted the manual artifice of the humans. This led to a complete stagnation, and the Elfen people eventually began to fall behind the other races. They are largely remembered for their isolationism and belief in their own superiority, as well as their disdain for humans and outright hostility toward the Draaken. Some claim that in the wake of their departure, the great Elf cities are now haunted with dire spirits and ancient guardians, perhaps left behind to defend the ancient treasures of Elfkind.
Dwarfs
When speaking of the Dwarfs of Erde, it is almost as if describing wholly separate races. The eldest branch of the race are the “duerghar”, or “mad dwarfs.” They were a species of deep-dwelling formians, belched up from the darkest holes in all of Erde. No duerghar has been seen in many centuries. The beings that identify themselves as “True Dwarfs” (more commonly known as “Mountain Dwarfs”) are of the original blood, descended from those duerghar first purified of the formian taint. They are a militant race, devoted to order. Their entire culture is based upon a military hierarchy. Amongst Mountain Dwarfs, there is no concept of “family” as it is typically understood by most other races. Breeding is selective, overseen by the Priests of The Stone Queen, and children are raised from infancy to serve the greater good of their “Corps.” Though outcasts sometimes appear, the vast majority of Mountain Dwarfs traveling away from their underground kingdoms do so on some mission given them by the Sergeant of their Corps, and intend to return when the mission is complete. Each Mountain Dwarf Corps is led by a Sergeant, and serves a specific purpose, whether that be the manufacture of weapons and armor, securing and protecting supply lines, or some other important element of keeping the cogs moving. Each Sergeant answers to a General, who in turn answers only to the Mountain Dwarf High King, a position for which any Dwarf can challenge at any time, but such challenges are resolved only through physical duels to the death. Overall, Mountain Dwarfs tend to be grim and disciplined, disdaining both sentimentality and vice.
(For game stats, see PHB pg 20)
Hill Dwarfs are much more commonly encountered by the other peoples of Erde. Though they share the same blood as the Mountain Dwarfs, the two groups split shortly after the arrival of the first humans. Most Dwarfs saw, in the human artifice, only a way to build better weapons and siege engines, but some saw the potential for a better way of life. They believed that the humans new ideas could lead to a more peaceful lifestyle, a life where each dwarf could live by the sweat of his brow and make an honest coin without hefting a weapon against another. These became the Hill Dwarfs, and indeed, in the time since they have mastered a wide variety of skills, and are widely considered the best builders, smiths, and jewelers. Not all Hill Dwarfs pursue such peaceful occupations, of course, but the vast majority of them are hard working, and are welcomed as citizens virtually everywhere. Because of their past, they are suspicious of those who would assert too much influence on their day-to-day lies, and eschew both governmental influence and the Guilds common to laborers of other racial groups. Most guilds know better than to try to strongarm a Hill Dwarf, however, because Hill Dwarf communities are notorious for coming together for the common defense, and they have a long memory for insults. Unlike their Mountain cousins, Hill Dwarfs tend to be open about their emotions (though they are still a gruff people), and enjoy humor, games, and especially singing.
(For game stats, see PHB pg 20)