The World of Andalion

PART I : Present-day Andalion A) Andalion B) Allando C) The Northern Realm D) Military Comparison between Allando and TNR E) The Alliance including the Covenant F) The Sorcerers G) Important People (present day, history and legends) PART II : History A) The Tale of Years B) The First Wars C) The Great Wars D) The First Thakal War E) The Covenant F) The Molinat Wars G) The Second Covenant H) The Second Thakal War and other battles I) The War Of The 7 Races (H,M,N,Dw,Dh <-> T,V+De) J) Disappeared countries Part III : The Other Races A) The Meosa B) The Dwarves C) The Nazuri D) The Dharhan Part IV : Magic A) Introduction to Magic B) Books Of Lore Part V : The Enemies A) The Vdini B) The Demons C) The Thakal D) Thakal Nestings E) Vdini Fortresses F) Darkfriend empires Part VI : Religions & societies Part VII : Stories

PART I : Present-day Andalion

A) Andalion I.A.1 General Information A1 Valoria West of The Great Forest Elir, Valion A2 Donerlad North of The Great Forest Gader, Katard A3 Toturi's Kgd Western Great Forest ? A4 Paturi's kgd Eastern Great Forest ? A5 Phitora Island in Allando Cair Atalon B1 Maraían South of the Bay of Ubian Martar, Elend B2 Ubian East of the Bay of Ubian Roy-Ubian, Irajend B3 Varian North of the bay of Ubian Elavar B4 Masan South of Daleds' sword ? Masand, Garedir, Irgend B5 Olfirin Middle of TNR Narir?, Marvir? B6 Muridan North of Isangar, East of TGF Varver, Sasir B7 Elarian Island in Ubian ? C1 Malfirin North of Wold of Pain Irgend C2 Maradon South of WoP Kagir, Marand C3 Galadion North-East of Andalion Galadion (Alser), Maror C4 Taribon South of Galadion Varend D1 Hyporia North of Bay of Allando Withym, Sarn Faralan D2 Landir East of Bay of Allando Adalandë, Sarn Nitowin D3 Mucaria South of Paturi's kgd Mucaria, the (new) Burûat D4 Firiën South of Bay of Allando Vestingal, Halifiriem D5 Kolaria Middle between BoA1 and BoA2 Sarn Kolar D6 Paloria North of Bay of Andirion Sarn Okaria, Maradocia E1 Damoria Alf. Hghts, middle of Variat dwarven Kingdom, Sarn Feranat [ Ghad'zu] E2 Buruat South of Mucaria thakal outposts? Kituan E3 Okeria South of Buruat more thakal outposts??? E4 West Molinat South-west of Isangar Armolin E5 East Molinat South-East of Isangar thakal outposts??? E6 Isangar East of Mucaria&Paturi's kgd Country of the Wise E7 Bàran Dûra South of Maradon, East of CoW Shamend F1 Upper Taradon duh Toran's county F2 Taradon duh Qaral Tharán, Gárfa Kâaraq F3 Lower Taradon duh Ulfar's county G1 Andirion East of Bay of Andirion Orinia, Baïron (the same) G2 Miresa East of Andirion dwarves G3 Aldurion South of Bay of Andirion Otzial's mounts H1 Gatha North of SW of Andalion Gatha city H2 Refalta South of SW of Andalion ? H3 Red Plains Middle of S-W of Andalion Dharhan (Canyon of the Endless Scream) H4 Talurion South of RP Teboral's county ??? H5 Londiar south-west of Telemnar Alondë H6 Albian Between Londiar and Aldurion ??? I1 West Telemnar duh nazuri probably : Metari's county I2 East Telemnar east of West Telemnar :-) House of Doom, Thakal I3 Tol Divin South of West Telemnar thakal I4 Tol Sarat South of East Telemnar Bay of Tedoran, thakal I5 Ofaran SW of Spine of the World Barol's county J1-J6 Narâd, Vfának, Tskájan, Âchák, Attárf, Chnál and Llamnaghân Kâaraq : Osian Tolridon, the Forbidden Isle K1 Osase West of the Burning Sands ? K2 Esase East of the Burning Sands ? L1 Fulltrui N Of Andalion L2 Esao SW of Andalion I.A.2 Population Isangar : - Unbroken Circle : conservatists magi - Ring in Endimol : rebellious Meosa : - Water Empire which is settling The Red Plains (come from Esao) - Flame Empire : Burning Sands Fulltrui : - Queens' People in Donerlad - Fulltor under a daemon Byrat Merid Barhim : - TNR (2 divisions) - Allando (4 divisions) - Alliance (2 divisions) Dwarves : - TNR - Allando - Andirion - Talurion - Ofaran - West of the Burning Sands Kardde : - Forbidden Isle - Utter South - Utter West - East Allando and West Molinat Tegarend : - East Molinat - Taradon (except South, not attacking) (dwarves) Celebrian : - East telemnar Bargend : - West Great Forest raiding Faralan Nazuri : - Human active friends (attacking Bargend, ...) - Human passive friend - Human haters
B)
Allando
I.B.1 Allando with many provinces and cities (only cities are useful) I deleted everything here except the city names in these provinces Valion : Valion, Satyna, Shanron, Wighta, Fortrita, Atori (fleet harbor), Jeseca and Aralora Withym : Withym (fleet harbor), Ilonia, Sarcona, Migotlo, Adane, Sarn Dafagi, Mudon, Dosali, Tapogi, Masafi, Tibarga, Mison, Netarie, Nodari, Leivi, Darn Tirion Cair Atalon : Tol Daran, Tol Kalaan Konach : Sarn Konach, Tofalden, Tuzilia, Toralia, Svelyn, Delos, Akusiko, Mavinay, Caldera, Trokaïr Faralan : Sarn Faralan (one of the major harbors of the Allandan fleet, with a chapterhouse of the Ring of Swords), Kerina, Topasi, Laächan, Wilacho, Sarn Donal, Nusali, Tol Flocair, Arata, Sivinia, Domani Thoria : Sarn Thorial, Amanue, Sarn Adalan, Donuli, Hoberga, Citaël Kalcar : Sarn Ilien, Baradocia, Tol Golain, Omusiel, Darasi, Uviel, Endrogar, Alforin, Sarn Malcor Kiliar : Sarn Kiliar, Palinchro, Gotharia, Sarn Laraial, Tebrozone, Takilri, Nobusian, Achnokia, Tol Tibodil Fondar : Fondirial, Sarn Odirial, Baralon, Alfona, Talrif, Nubilia, Sarano, Femaref, Reksan, Toldara Cithiel : Cithiel, Nobaran, Apalich, Ditorfan, Bucalan, Tar'tuplon, Thawu, Atooran, Tevonem, Poraian, Sarn Falem, Uborg Landir : Adalandë, Kolondar, Mhisgaël, Unifal, Sarn Lostris, Vijella, Sarn Bodar, Sarn Fieldes, Lidisha, Morata, Ideli Taed, Tol Métode, Mordula, Calpacie, Aristiona Nitowi : Sarn Nitowin (main guildhouse of the Ring of Swords), Sarn Arundiale, Nivelli, Moralan, Grativy, Enbelene, Sarn Poriun, Rondovia, Nuovinis, Taborla Mucari : Mucaria, Talonie, Bortrana, Pitivi, Uindivia, Pallaza, Sarn Donofi Athrad : Sarn Athrad, Darn Athrad, Sarn Timan, Tol Marath, Kolonia, Taranja, Modolva, Dorshire, Denlon, Bordoch Effyr : Sarn Effyr (one of the three main harbours of the Allandan fleet), Efiria, Tol Dono, Tol Darad, Atalan, Sarn Bodin, Nefola, Tibonia Foriys : Foriysia, Sarn Valian, Tol Pietar, Tol Golan, Kantora, Uvanach, Filnach, Topaár, Torian Medani : Sarn Medan, Darn Sofat, Darn Tiral, Darn Toban, Nemofat, Noskivar, Pellát Vestingal : Vestingal (third of the great fleet harbours), Sarn Bario, Tol Locian, Pelionde, Sonoré, Qalundé, Metian, Shoshire, Valdan, Mirial Tabani : Sarn Taban, Tol Erenon, Tol Jacén, Perionda, Telafan, Yotia, Korog Firiem : Halifiriem, Tonafiriem, Tol Meran, Sarn Pefon, Sidanoi, Pilchar, Tibanda, Phycian, Ateria, Polanda Lotaro : Sarn Lotar, Sarn Tel'fan, Pietin, Sarn Elafan, Notuito, Omario, Kheladan, Borafan Kolar : Sarn Kolar, Tol Beran, Alaronia, Cerenë, Bazach, Kilach, ToPas Marado : Maradocia, Taldariva, Ralathan, Mitason, Piral'an, Morindan Okaria : Gargrea, Sarn Okar, Tol Firan, Tarandon, Muriscie, Raibio Lunach : Tol Lunach, Tifani, Viandan, Ubondo, Afadon Danae : Tol Fignon, Sarn Danaia, Darn Filon, Darn Talando, Darn Coluda, Darn Pitonia I.B.2 Something completely different Total population = 11 million Total size = 500 000 km² Pop/km² = 22 Population in 1000000 Size in 1000 km² Pop of cities in 1000 Ruler District Pop Size Pop/km² Capital Pop Faralan : Duke Jaino Ga'dor Withym 0.6 30 20 Withym 10 Earl Pitron Sognin Kiliar 0.4 20 20 Sarn Kiliar 9 Count Tibor Hafflan Valion 0.3 12 25 Valion 8 Earl Mithan Ar'fan Konach 0.5 25 20 Sarn Konach 10 Count Meran Ti'fein Thoria 0.3 20 15 Sarn Thorial 7.5 Prince Gaidon Ta'dair Faralan 0.8 32 25 Sarn Faralan 15 Duke Metrim Si'dair Ilion 0.6 30 20 Sarn Ilien 12 Count Alfion Mitren 0.075 6 12 Cair Atalon Landir : Earl Capal Mitren Fondor 0.45 25 18 Fondirial 9 King Derdram Ti'falon Landir 1 30 33 Adalandë 18 Count Maril Hafflan Mucaria 0.3 30 10 Mucar 6 Earl Tifar Gai'san Nitowi 0.5 30 15 Sarn Nitowin 8 Duke Iano Dorial Cithiel 0.6 30 20 Cithiel 10 Klanach : Duke Thobald Ar'fan Klanach 0.6 25 24 Sarn Athrad 10 Count Pudor Sognin Effyr 0.3 15 20 Sarn Effyr 10 Count Tedon Barsin Modani 0.25 25 10 Sarn Modan 6 Earl Vorond Ti'falon Foriys 0.4 25 15 Foriysia 9 Vestingal : Duke Derdram Gai'san Vestingal 0.7 28 25 Vestingal 13 Earl Toban Sepoka Firiem 0.5 25 20 Halifiriem 11 Count Mathon Ti'fein Tabani 0.27 11 25 Sarn Taban 8 Earl Pedon Barsin Feranat 0.38 35 11 Sarn Feranat 8.5 Variat : Count Tafal Gai'san Kolar 0.3 20 15 Sarn Kolar 6 Count Pietron Ga'dor Marado 0.2 17 12 Maradocia 5.5 Earl Ivold Ga'dor Okaria 0.4 40 10 Sarn Okaria 6 Count Maralt Sepoka Danae 0.2 30 7 Sarn Danaia 3 Count Svedo Ti'falon Lunach 0.2 25 8 Tol Lunach 3.5 Buruat : Just a Trefal e.g. Darn Haluna, Darn Kalan population in 1000000 size in 1000 km² I.B.3 The Same, but now corrected The Mark District Ruler Pop Size Valion Earl Tibor Hafflan 0.4 20 Earl Tibor Hafflan is Duke of the Mark Cair Atalon Earl Tibor Hafflan 0.2 10 Faralan Withym Duke Jaino Ga'dor 0.6 30 Konach Earl Toram Ta'dair 0.5 25 Faralan Prince Gaidon Ta'dair 0.8 32 Thoria Earl Mirien Ti'fein 0.3 20 Duke of Thoria & Firiem Kiliar Earl Pitron Sognin 0.4 20 Ilion Duke Tedon Ta'dair 0.6 30 Landir Fondor Duke Toban Ti'fein 0.5 25 Cithiel Duke Iano Dorial 0.6 30 Landir King Vorond Ti'falon 1.0 30 Nitowi Earl Metrim Si'dair 0.5 30 Duke of Nitowi and Marado Mucaria Earl Svedo Ti'falon 0.3 30 Klanach Klanach Duke Thobald Ar'fan 0.6 25 Effyr Earl Mithan Ar'fan 0.4 15 Foriys Earl Alfion Mitren 0.5 25 Modani Earl Toban Sepoka 0.3 25 Vestingal Vestingal Duke Tifar Gai'san 0.7 25 Firiem Earl Meran Ti'fein 0.5 20 Duke of Firiem and Thoria Feranat Earl Tafal Gai'san 0.3 25 Tabani Earl Pudor Sognin 0.4 11 Variat Kolar Earl Pietron Ga'dor 0.4 20 Marado Earl Metrim Si'dair 0.3 20 Duke of Nitowi and Marado Okaria Duke Ivold Ga'dor 0.5 40 Danae Earl Pedon Barsin 0.3 30 Lunach Earl Maralt Sepoka 0.3 25 I.B.4 Noble Houses in Allando Important Major Houses in Allando are House Ti'falon, House Gai'san, House Ar'fan, House Ta'dair and House Ga'dor. Lesser Major Houses are the House Sognin, Ti'fein, Hafflan, Mitren, Sepoka, Dorial, Si'dair and Barsin. Some notes : the 12 major houses are the families who returned victorious from the great battles. They defeated with their superious arms [think Numenorians => the good humans are aided by the victors and may control the 'bad' humans] the fisher-men who were left alone by the Vdini [too peaceful] and the other Allandan humans who had returned from the Vdini-armies from the red plains. To keep the blood pure, marriages were only allowed between these twelve houses and the 'pure' major houses of TAL and TNR. These twelve are : Ti'falon, Gai'san, Ilrem (Mitren), Delosi (sepoka), Dorial, Ti'fein, Sognin, Ar'fan, Ta'dair, Hafflan, Ga'dor, Si'dair. Dukedoms can be changed between families by the supreme ruler : this to prevent civil war] can they ???? I.B.5 Early and Late History of Allando FA 7219 : A group of humans settle around the Bay of Allando [Bay of Allando = Landir + half Klanach, Peninsula is half Klanach + Vestingal, Rim&March is Kolaria/Gargrea and Outside Colonies is Itoria], at the location of Sarn Nitowi. They are farmers / fishermen led by Haldion son of Baldion [some 1000 people][FA 5887: the first humans start to settle at Gatha???]. They found the town Aldorian[Sarn Nitowi]. In the next 1500 years they colonize the entire Bay of Allando and the peninsula [Itoria is too forested / colonized by nazuri]. FA 7844 : Lord Elberan Baldiran [the last lord of the Haldian] is slain by Nas Varat, who takes command of the bay in the name of Bargend who controls this part of Allando from the Hidden fortress at Mountain Keep [Alfaian Heights]. Nas rules at Qaral'Tarán [Thakal for Fear Fortress] but when Bargend musters his troops for the Great Battles [Great muster : 8732 FA, when all the people of Aldarion are mustered to join the Vdini armies], Nas Varat joins Bargend with a core selection of Haldian [Bargend only left 2 weak flux-demons behind] FA 8748 : Great wars : Bargend is [captured????] killed and Golad Ilrem -8756 conquers Maqâtra Baragan [the empire of the Dreadlord / Bargend] [Olar and Ivor hide deep in the foundations of Qaral Afâa [Mountain Fortress]. The 12 leaders of the clans who returned victorious from the great wars divide the country between them and do not choose a superior king between them, because there is enough place for them in the bay. SA 1 : The aftermath of the Great Wars. The 12 clans command the fishermen, those of the fishermen that returned from the red plains and some refugees from the [First Country : the peninsula including the red plains] SA 817 : The Covenant starts at [Onaria???], a neutral city [the alliance exists only for 120 years so they haven't got loads of cities yet / neutral except versus Vdini] - it is mainly whatever is left from Baïron. TA 1-4 : After the Covenant, the self-declared emperor Trakan I Ilrem, declares war on Vestingal, Thoria and Kolaria [Withym and Gargrea were not yet colonized / conquered and Klanach was ruled by Torfan Ilrem, his son]. After 3 years of bloody struggles the allied Allandans destroy the Imperial armies and kill Torfan I and his nearest kin [Trakan I died in TA 2, probably murdered by Torfan]. Most other members of the Ilrem family rename themselves to Mitren, only some of them stay Ilrem and become a Minor House. The allied houses Sognin and Ti'fein are reprimanded and the male collaborators are killed. TA 2 : Trakan Ilrem is murdered. His son becomes the new emperor. Battle of Foriys I&II : Foriys is conquered by the Imperial army but is retaken 62 days later by Duke Fortram Ti'falon [later Fortram I] Battle of Effyr : Almost 50% of the Imperial fleet is destroyed in the Effyr harbor, Effyr itself cannot be taken by the victorious Gai'san troops Battle of Cithiel : Miners commanded by Earl Ar'fan attack a thalgon Imperial soldiers and are slaughtered. Cithiel and Fondarian citizens awaken and start a civil war 'against the Landir Empire'. TA 3 : Battle of Effyr II : Effyr is taken by Duke Fortram Ti'falon and the leader of the defenders, Tordan Ilrem, the Imperial Heir, commits suicide. Battle of Isen Fields : the Klanach armies commanded by Duke Alfion Sognin are defeated by Earl Sevron Gai'san. Battle of Nitowin : Earl Sevron Gai'san, in a hurry to defeat the empire and take the royal seat himself (to beat Fortram) is ambushed by Getron Ti'fein. Ti'fein dies during the attack, but the allied forces are defeated. TA 4 : Battle of Kasat Taven : Earl Tifon Ar'fan musters the Thorian and north-Allandan armies and defeats another imperial army at the Kasat Taven [the bridge/ford? over the taven]. The ford is taken, but the city defending the ford cannot be conquered. Unwilling to be squished between 2 armies, Tifon beleagers Sarn Bodar. Battle of Adalandë I&II : The Fleet under the command of Ti'falon defeats the remnants of the imperial fleet, while the land armies of Fortram split : one attacks Sarn Bodar, one attacks Adalandë. The one attacking Adalandë wasn't necessary, because the Steward of Adalandë surrenders the city : Torfan had fled to Mucaria. Battle of Mucaria and Darn Kalan : Torfan had fled and most of his remaining soldiers were stationed in north Mucaria, in the fortresses of Agoran. These fortresses Fortram let be : they would be able to haress him, but they would [probably] stop being hostile when their lord had died. Mucaria was occupied, but Torfan had [again] fled to darn Kalan, the most Inlandish point that was loyal to him. It didn't help, Fortram took it anyway, with the help of a part of the garrison, who surrendered the main gate. The castle was taken, and Torfan commited suicide. Fortram Ti'falon crowns himself to king. ????????but weren't there other pretendents to the throne, nearer to Adalandë ????????than Fortram [Mucaria] => eg Tifon Ar'fan? Maybe he crowned himself king when ????????he had conquered Adalandë instead of when he had returned from Adalandë <<< later history of Allando which does not agree with the family tree of Allandan kings >>> TA 917 : Drond (IV) son of king Arond VII is born TA 924 : Vorond IV son of king Arond VII is born TA 936 : Battle of Kamp Darad - King Arond VII and his oldest son Drond (IV) perish. The combined armies of Landir and Klanach are defeated. Trefal Mirel Dorial gathers the remnants of these armies and fortifies himself at Mucaria. The thakal armies, who were led by a Flux-demon are defeated. Vorond IV is crowned TA 946 : Drond (IV) is born TA 948 : Derdram VII is born TA 956 : Lartha is born TA 965 : Battle of Ares fields - the vanguard of this army, led by Drond IV is ambushed [such intelligent Thakal !], and is completely destroyed. King Vorond IV dies when a battalion Fathargs breaks the shield wall around the royal guard (the Kings' own). This could happen because the left flank of the Allandan army was destroyed by traitors : Duke Theror Delosi betrayed the king. Trefal Alinor [a woman ! a woman !] Satrar takes command and defeats the trakal / Delosi. Derdram VII captures his nearest kin and kills them. The remnants of the Delosi family renames itself Sepoka, the Delosi become a Minor House. TA 998 : Battle of the Osir [berg] Tarat - second battle of the fox pass : Derdram VII, commanding his army against an approaching thakal army, of which scouts said that it was commanded by a vile-demon made his camp on top of the Osir Tarat. The armies clash in each other. The thakal rout, but the pursuing cavalry is caught between fathargs. After the destruction of the heavy cavalry Lord Lotar [Trefal and strategist of the army] commands the flanks to encircle the thakal. This should have worked but after the encirclement had been completed the Vile-demon itself appeared. The fear that came from him routed lots of soldiers, but with him also appeared lots of thakal, who squished the shield-wall in the encircled thakal. Even now the battle wasn't lost yet, for the army was strong, but then birds of prey arrived, ridden by thakal. These skyknights drove in the kings'own localized on a nearby hilltop, ready for a deciding strike at a weakened point. The cavalry was destroyed, and the king dead. When Polar Ti'falon saw Lord Lotar and his cavalry go down, together with his father the king, he gathered his bodyguard and threw them in the battle. The confusing rising from the arrival of these new troops combined with the dstruction of the thakal in the middle gave the flanks enough time to start a retreat, while the center units bought them the time. When a severely wounded officer '-(saw the young prince with the first line troops he talked him in leaving the battle fields to gather a new army to revenge them. The retreating army was closely followed by Thakal, but they were trapped themselves, when they entered the fox-pass and ran into the shield-wall. Death came from above, and without heavy infantery they couldn't break the shield-wall, for all their fathargs had died with their heavy cavalry. Their light infantery couldn't destroy the forces protecting the armies on top of the ridges. This battle was still almost lost with the arrival of the skyknights, but for Athan Sil'feir and Tomon Hiandrin, the army's battlemagi, who enchanted the bird of preys with their own spells to control them. The creatures turned on the thakal and those who couldn't be stopped were shot down by the archers. TA 1095 : Battle of Kasat Even : see thebattleof.txt Note on the data : Agnesa Orinia was born in Orinia, who start their chronicles at 120 Before Covenant (the start of the Alliance). The Third Battle of the Fox Pass : 1074 AC. Ariol Sognin died during the battle of isen Field (1095 AC). Drond Ti'falon dies during the battle of Kasat Even (1103 AC). The game starts in 1108 AC I.B.6 Religion Allando has 4 main religions : * The Holy Temple * The Brotherhood of Mardant * The Followers of the Prophet * The Heretics of Vestingal : The Reformed Church of Alam'shol I.B.7 Cities in Allando (see I.B.1) Some information on several cities of Allando [very outdated, but with some gems]: Adalandë Adalandë is the oldest and richest, largest and beautifulst city of Allando, and Darn Anaron is even more beautiful, a diamond in the king's crown. Darn Anaron is the citadel of the King, Adalandë is the rolling waves of the water. Darn Athrad Darn Athrad means the citadel of light. It is the location of the Ducal Palace of klanach. Prophecies speak of the Messias once defending himself here from an attack of Dark Allandon and protecting himself from Assasination. It is also the location of the Headquarters of the Barhim. Darn Tirion Darn Tirion is the Mykno of Citadel of Peace. It is ruled by Theran Ilrem, the current Protector of the seals. Fox Pass This is the place where Torin Ar'fan, son of the fox of Sarn Konach died. Here he shall return on the last day, to battle those who killed him, to fight those who killed his brothers and to save Him Who Shall Come. The Horn shall sound again! Gelmir This town is the reason for a lot of border conflicts between the bellies and the nords. At this moment is is a part of Allando, (as was announced in the pact of the 7 wise) since the war of San'drinn in TA 459-463. It has its own senate, but once each decade, a council of this senate moves to the bicennial great Meeting. Ilonia Ilonia is ruled by Earl Ysbrand Oriald, in name of the duke. Although it is by two the largest City in Withym, it is small compared with the other two, maybe as big as 3 vilages together. Other important people here are Father Damon of the Holy Temple, Tyfan Ruel, leader of the Artisans guild, Mydon Ty'sarva, the Librarian (and what a library! It has the original version of the second book of Air, and the Book of Law, as written by Tevon Oriald 750 years ago!) and Healer, Toron Tre'lya, leader of the Merchants'guild and Patryn Orolfo, Harman of the army of Ilonia. Meosa-town Although most people think Meosa-settlements outside The Waste are traitors or dishonored men, this settlement is different. They were put here by 'fill in name of meosa-ruler from centuries ago who was crazy enough to believe prophecies' because it is said in 'fill in name of one of the books of prophecies' that the Meosa would fight with the 'promised one' when he arrived. Mirkvale The Rulers are a 7-headed council, ruling Mirkvale. They are Earl Inglaron Hafflan, father Davon Brittyn (representant of the Holy Temple, Brother Qurit Vianen (representant of the Reformed Cultists of Tegarend), Lord Hierulf Gipling (commander of the Valion army), master Toron Fien (representant of the merchants & innkeepers), Kyterion Ver'at (blacksmith and representant of the artisan guild), Moran Ti'fierat (ambassador of Withym and councillor of Duke Jaino of Withym). Valion Army : the valion army is split in 2 parts : 1000 man are the standing army of Mirkvale, the 9000 others are members of the Withym / Allando army. These 10000 men shift yearly, giving everyone a nice quiet time in Mirkvale, and 9 years of fighting light-forsakers or worse. The core of the army is the Ring of Swords, an association of (noble and common) knights led by the Heir of the Earl, now Earl-heir Trefa Hafflan Barehanded (called as such because of him taking on a bear in his teens with nothing but his hands, and killing it, and because of a prophecy at his birth that he would lose his birthright, his proprieties and, last of all, his life in defense of Him That Will Come, the messias of which all the Prophecies speak), 100 knights thick. Language of Mirkvale is low Allandon. Only at the ducal Palace Mykno is spoken, and that only by Yvonne darksbane, royal Magicka, Trefal McDel the royal librarian and Loran Flucie(silvervoice) the bard. Sarn Effyr The city of Blazing Fire, related to the temper of its citizens, who Sarn Falas The city of Illusions : few things that you find here are real. the town looks very prosperous, many people, many palaces, ... but most of this are illusions. Some of the things that are really there are the Imperial Guard (when the emperor died, there was no more place for them, so they went here to wait for the prophecies who speak of Him Who Shall Come and whom they have to help, the Lawn Ornaments, a race of gnomes made by a Vdini for use in combat, but thrown away because they were too peaceful, The Alari, a secret organizatin of mages seeking for ways to enchant things without getting tainted and for ways to'wash' the corruption away,... Sarn Konach Sarn Konach is the Mykno for City Of Watchers, for the Book of Air saw hard times to come 'Yanai kothan andoria, makara perina, nithosa gerida'. It is suspected by those who interpreted the book of Air to be nothing more than wind, for all it says it is just one line in a metrum of things said about the cities of Allando. One school of thought nevertheless thinks that when the Promised comes, this city wil suffer hard from the War 'for them who think themselves stronger than the lion, swifter than the wolf and smarter than the fox' Ruler of Darn Konach is Count Mithan Ar'fan, but everyone calles him gerida, because he's as smart as a fox (is it an Omen that a city, in the Book of Air compared to a fox, is now ruled by a man they call fox ???). He rules Konach with his 3 councillors: Baron Feren Tendon, Minister Hien Kanas and his wife and magicka, Liessa Ar'fan. He had 3 sons once, but all of them died by the sword, one in the Revolution (in 1250, a civil war started in Gelmir, and the legion guarding it at that moment was completely destroyed, including Fedral Ar'fan). The second died in the Treason of the Fox-pass (again the same animal !!!), in which a part of the anti-orc raiding army commanded by Torin Ar'fan was destroyed by orcs and fighters of Tegarend. The fox-pass was one of 2 roads to the orc-campement they were going to, but since it was the shortest and the safest (there was fewer chance that they would be seen), he took the fox-pass, although if the enemy knew something of their crossing, 50 men could hold the pass against them, while many more could fire arrows and drop stones on them. Alas, his second in command was a fighter of Tegarend, and the pass was blocked. Only by the valour of the Sacred Warriors and the Ring of Swords, commanded by Torin himself, the pass could be taken, but by then his infantery has faltered, and Torin led his men to death and glory (for they killed at least 20 orcs each, while Torin recklessly attacked the 20 fighters of Tegarend guarding their leader. Torin died at the hands of that guard, but his friends revenged him, and the remnants of the army, with as few as they were, defended the pass until help came. Of the legion that has started at Sarn Athrad, only a tithe was left, 400 men who had kept the upper ridges of the fox pass that not a thousand other men could have kept. They said they owed it to Torin. Afterwards, not an orc dared cross that pass again, for they had a legend that when they came there again, Torin and his comrades would face them again and destroy them completely. The last one (Darolf) died during his years as guard in Konach itself, when he was fighting a band of brigands with his squadron of guards. His eye was pierced by a black arrow, and it is suspected this was work from higher up, because someone wants the Ar'fans from their throne and themselves on it. Thoria The biggest province in entire Allando, Thoria is ruled by Prince Geodan of the Royal Blood of Allando. The most important fact about Thoria is that it 'controls' the First Dwarven Kingdom, and the only ore-mine still left in Allando. Sarn Faralan Sarn faralan is the Mykno for the city now by most called The City Where Ways Meet, or Waymeet. Waymeet is by 2 the eldest city in entire Allando, and when you walk in its street the difference with eg Withym are very clear. Most palaces of Withym are inns in Waymeet, and the palaces themselves are worthy for a king (except of course the King of Allando, for Adalandë is even more beautiful, larger, richer than any other city nowadays). Waymeet is ruled by Prince Gaidon II adaldoren (wave-breaker, nickname of a lord of the Sea, who has married Princess Anolda of Adalandë for political reasons, not for love, a wife who was only important until she got him a son. That son is Kyle Ta'dair, commander of the Guard. He underwent his training in arms together with the ducal Heir of Withym, the son of the Earl of Valion and the son of Ilien at the court of King Lionslayer, and although he was their better in arms and their better in most of the intelligence-studies, it gnaws at him that not a single explanation of the Prophecies of the Lion includes him or the family of the Thorians, while his comrades (or their family) will be commanders of his army. The important councillors of Prince Gaidon are Gerund Galafa (a very wise and travelled man, but on the death list of the Keepers of the Light. Prince Ivold protects him now from their claim of him being a light-forsaker), Dorianne Lovaie (mistress of the royal bard guild, the training school for all human bards. Bards do not need to have studied here, but only bards who have trained here may become court-bards), Barthel Runiar (protector of the land, commander of the prince's army) and Ayƒl Bastrafa (the authority on meosa if their ever was one). Withym Withym is the capital of the dukedom Withym, and is ruled by Jaino of Withym. The family of Withym is kinblood of that of the royal family of Waymeet, since Tiridion II, the grandfather of the current duke, was married with Elsa, the sister of Geodan, prince of Waymeet. Many rulers of other dukedoms and cities along the coast think the dukes of Withym mad, because they searched and kolonized the source of the river that 'founded' their city, in contrary to the normal Allandon strategy of fleets and harbors. Other important people in Withym are Theran Ilrem, Defender of Darn Tirion, Earl Ysbrand Oriald, ruler of Ilonia, Regal Amondo, high priest of Tegarend, Brother Domon Jifa, abbot of the holy Temple, Mator Withym (another branch of the family), keeper of the King's peace and commander of the Sacred warriors of Withym, Fathom Gassat, ducal battle Magick and Hieron&Uvald Klesi, ducal researchers, alchemists, librarians, masters of lore, bards,... The Sacred Warriors of Withym is only a part of the complete Withym army, that amounts to 25000 men. This army is splitted in 5 legions of 5000 men (one of these is composed of Valion), of which only 1 defends Withym itself. 2 others are part of the Gelmir Defense corps, 1 other is used for colonization of the Great Forest at Kheled-zaram and the last one is part of The Allandon anti-orc raid corps, an army unit of the King of Allando used to counter orcish raids. The Sacred Warriors is an army unit of 420 men, which are even better trained than the Kings' own (the bodyguard of the King of Allando). These sacred warriors are used as vanguard units, scouts, assasins, spies,... One of the translations/interpretations of the Book of Earth says that it is a squad of these men that will attack the messias in Darn Athrad. There is no commander of the complete army, since it is not suspected that it will ever be complete. the highest rank in the army is that of Harman, commander of 1000 men (a legion is commanded by the council of 5 Harmen, but the meetings of even 3 Harman are few, because they are very scattered throughout the countries they defend. At this moment The White Lions are defending Withym, but Jaino has ordered one of his Haron to try to make another try to make a shortcut through the Great Forest to have a shorter way to Mirkvale (three other tries to do this before has already killed 5000 men (farther back in history), 1 other Haron is settled in Withym and surroundings, one other haron is shipped in for a short raid along the coast of Aglarond, another Haron defends the villages between Withym and Ilonia, while the last one defends Darn Tirion, the mountains and a part of the forest, since 2 years before, an orcish raid from the Forsaken mountains made it as far as Ilonia before the troops of Withym could rescue them. Population of Withym manor is 2000000 citizens. I.B.8 Allando Military From smallest to biggest : Doron : Patrol-size : 10-25 men commanded by the Dorman or a Numan (a level 1 soldier) Shion : Manipel-size : 150-225 men commanded by the Shiman, his second in command is the Dorman. He also appoints some level 1 soldiers as lower officials. These soldiers are hoplites (heavy infantery : pike, sword and a heavy shield) Haron : 2 Shian with some dorin of archers, javelineers, and other light infantery & engineers / miners or, when the unit has less than 400 hoplites : light and/or heavy cavalry. 500 men commanded by the Harman; the normal battle unit in Allando for garrisons and small warfare versus pirates/bandits. Thalgon : 10 Haron with added light cavalry lancer/horsebow and heavy cavalry / blademasters / knights - 5000-5500 men commanded by the Thalman. This is a normal borderland garrison unit, or a unit large enough to protect a district. Nahon : Every unit between 1 Thalgon and 4 Thalgon, commanded by the senior thalman or a Trefal. Treon : Every unit larger 4 Thalgon. These unit can only be constructed when commanded by a duke - the king or any high official and is commanded by this official or by a Trefal. These units are only used when another country - province attacks or during a Thakal attack. The master of swords (Thalatro) is the rank of the second in command to the Harman / Thalman (or third in command ~Svedra in the Third Battle of the Fox Pass) The Trefal are the military advisors of the King : There are at any time 12 : one Grand High Trefal as supreme commander of the Allandan army and fleet (must at any time be a Lord of Mercy). There are 3 High Trefals (usually one guarding the Bûruat, one in Vestingal as King's supervisor and the third as quick reaction commander (in these peaceful days, the third one is usually ambassador in one of the other countries). The other 8 trefal are the supreme commanders of all the armies and fleets in their region (although all the nobles and army commanders can use their own units as they wish unless there is an emergency) Although the Grandmaster of the Ring of Swords is part of the chain of command of the Allando army, he is not a trefal. There are admirals in the chain of command of Allando because the Trefal usually command the land armies after a landfall, in which case the transport fleet needs a supreme commander itself. Chain of command in Allando Army : Grand High Trefal Tudor Al'chan Fleet Commander Burûat High Trefal Grandmaster of RoS Vestingal High Trefal Wuluag Tibren Mido Si'tan Seftan Ar'fan Tetron Il'jedu Trefal Council Fleet admirals 8 trefal 2 grand admirals and 5 admirals I.B.9 Family Tree of the Allandan kings Throne is only given to a male descendant from a line of Fortram I (year of birth / throne / death)
Fortram I (-43 4 18) | Derdram I (-19 18 27) | Toram I (6 27 73) | --------------------------------- Ulvan (34 93) Derdram II (31 73 78+) regent for Deron I (78-86) | | ---------------------------------- | Deron I (68 78 137) Alvan (72 131) | | | married into | -------------------------- | married into Gai'san and | Paron (91 119+) Deron II (93 137 145) | Ar'fan and recruits in | | | homicide | levies troops Firiem | Derdram (117 134+) Algon I (121 145 172) | in Faralan | | | Ulgar I (152 207 209+) Algon II (144 172 207+) Algar I (163 209 239) | | | Uldor (174 209+) Aldun (176 207+) | | --------------------------- Derdram III (186 239 248) | Fortram II (225 248 312) | Derdram IV (251 295 318+) | Great Plague Darond I (272 318 341) 331 : Founds the Ring | of Swords Order Vorond I (298 341 344+) | died during war Grond I (321 344 396) 347 : current military | system Vorond II (353 383 428) 402 : goes mad | Deron III (381 402 456) | --------------------------------- Algon III (403 456 460+) Algar II (407 463 484) | | Derdram V (430 460 463+) Arond I (431 484 502) changes the law to allow | for Queens : first child | gets the throne (female | children may decline) Queen Anda I (455 498 538) 504 : Society of | Barhim is first part of Military | and later self-ruling multi- | national military organization | Andor I (476 538 543) | ------------------------------- Aria (504 562) passed by Andor II (510 543 571) | | | Andor III (535 571 602) | Married into House | | Ar'fan ----------------------------------- | Aldor I (561 590 642) Vondor (566 612) | 645-647 : Landir | | | - Vestingal Wars Alvan I (588 634 645+) | | | | Arvon (608 647+) Algar III (613 645 647+) | | | | Algon (625 647+) Alrond (636 647+) Voram (594 647+) | ------------------------------------------- Vorond III (622 647 691) Women only rise to the | throne if no male | descendants Vorond IV (646 684 713) | Derdram VI (669 713 735) | Darond II (691 735 741+) | Berond I (712 741 746+) | -------------------------- Waron I (731 746 751+) Beron I (733 751 772+) | Algon IV (755 772 823) * | Arond II (781 823 865) * | Queen Aglan I (804 851 873) * Feranat | recolonized | Durfan I (828 837 882) * | Derdram VII (856 882 913+) | --------------------------------- Thakal attacks multiply Vorond V (887 913 925+) Dorond I (991 925 933+) | --------------------------------------- Darond III (912 933 946+) Vorond (915 952+) | regency 946-952 | Arond III (936 946 1013) | Algon V (961 1013 1019+) | --------------------------------------- Arond IV (987 1019 1045) Andor (994 1026+) | Derdram VIII (1021 1045 1080) | Vorond VI (1052 1080 -) | Arond (V) (1074 - -) | Andor (IV) (1106 - -) * the 4 colonist Kings who recolonized the regions which had been ruined by the Bold Strike by giving premiums to would-be colonists. + death in combat, by assassination, ... I.B.10 Politics in Allando Vestingal and the Variat are in name ruled by two dukes, but those dukes are only figureheads since the Allando - vestingal wars (645-647). After the dissident members of the Gai'san, Delosi and Sognin familes had been executed, members from other branches of those families inherited these fiefs, but King Vorond III placed the real power in the hands of the High Council of the South (High Council of the North are the advisors of the King). Current High Council of the South : Rulers of South-Allando Bishop Tidon Armaian (of the Reformed Church of Alam'shol) - darkfriend Tetron Il'jedu (High Trefal and Kings' supervisor) [High Trefal : only three : one in TNR, one in Buruat (darkfriend : Mido Si'tan, commander of the Buruât (wall of fortresses on the border of thakal-infested wilderness and Allando) and leader of the Mucaria cadre of the WTA) and one here as representative of the King] Alconder Desalles, representative of the Merchants, Peddlers and Associated Trades' Guild and the richest man in Vestingal (probably Allando) - darkfriend High Lord Ickdor Si'sain, grand admiral of the Firiem Fleet [more than a third of the Allando fleet, it also includes the Vestingal City and Tabani city fleet][the other main fleets are the Withym Fleet (most ships are actually located at Valion) and the Landir fleet (including the famous Fondar shipyards and the Effyr fleet]. Inquisitor Lord Captain Commander Meran Al'cadar, Chief Barhim of South-Allando (of the 4 divisions (16 regiments) of the Barhim in Allando, 1 division is assigned to the Buruat, 1 is assigned to Vestingal (2 regiments in Vestingal, 1 in Firiem and 1 in Tabani), 1 is assigned to Klanach (all in the Darn Athrad) and the last is scattered in companies all over Faralan and Landir). Current High Council of the North: advisors to King Vorond VI Torol Sârn, the Royal Chamberlain - darkfriend, leader of the WTA Wuluag Tibren, supreme Fleet commander of the Allando Fleet, grand admiral of the Landir Fleet - darkfriend, leader of the Fighters of Tegarend High Priest Ta'por Da'kain (of the Holy Temple) Bern Tavorn and Gûllën Di'fein, kings councillors Akitro Seftan Ar'fan, grandmaster of the Ring of Swords Lord Captain Commander Akh-morat Gunaya Sisoffen, Chief Barhim of North Allando - darkfriend from Talurion (became a merceenary captain, when his crimes where too widely known in Talurion and Londiar he fled to Andirion and joined the barhim, steadily being promoted (by killing those of his superiors that didn't like him, and taking their places). Grand High Trefal Tudor Al'chan, Supreme General of the Allando Standing Army and Fleet (Master Al'aca Nihuderonden, an Alqualondan bard and spymaster of King Vorond; only Al'chan and Ar'fan know of his 'secret' job) I.B.11 History of Allando Continued : How does Allando's territory grow? At the start of the second age, Allando was little more than a congregation of small fisher-towns, with most menfolk enlisted in Bargend's Five Thousand. When the 12 Great Houses (+1) returned, they did so with the remnants of their families and companions, and with the survivors of Bargend's troops (after several years of Great Wars, the survivors of the Five Thousand had been left behind by Bargend (who was only supported now by his thakal shapeshifters) and had joined the Sorcerer armies). They took control of the settlements in Landir. After a century, these settlements had increased towards Cithiel, Fondor and Faralan (where the It'acan family, with many Andirion, Galadan and Ubian settlers [who had turned to this place after their attempt to go north along the Allandan coast had failed] had founded Sarn Danat) and to Klanach in the South (SA 17 : Sarn Danat becomes a great city after many wandering people have decide to join together - SA 34 : Sarn Athrad is founded [Sarn Nitowin and Adalandë were already great 'villages' by then]). After another hundred, two hundred years, the political situation had completely changed : The families had disbanded (whereas before many House families still lived on the same ground in the same villages, now every House had its own region and begrudged the ground of the neighbours). The Holy Temple did not stop this constant warfare between the houses because they could still remember the times when they had been on the leash of the House Masters. Now the House masters were quickly degenerating into warfaring muscle-balls, while all the promising youths joined the Temple. The Temple had, guided by several opportunists inside (even a few early fighters of Tegarend) 'ordered' a crusade against Sarn Danat. After the Holy war had been concluded, the Houses Ga'dor and Hafflan went into Faralan, sending funds (mostly spoils of war) to Adalandë for the continuation of the great Cathedral of Hope, the building of which started in 309 but had been stopped in 315 during the Great Plague and hadn't continuef after the end of the Plague [it was partially to end the state of apathy in the country that King Daron I (whose father had perished during the Plague) had agreed with the expedition, which had ended with the death of his youngest daughter, the wife of Borin It'acan]. Now the poisoners (House It'acan as presumed by most common people) had been destroyed, their 'evil' money had to be spent to placate the gods. The building of the Cathedral was finished in 384. Settlers had also gone father into Klanach and had founded Sarn Effyr and Foriysia. Close to 400 years after the Great Wars and the end of the Vdini's rule over mankind, Allando was growing not further along the coastlines of the bay of Landir, but was colonizing the country itself. Following many rivers inland, they founded several cities, mining towns and trade outposts with the nazuri from the Great Forest and the dwarfs from the Alfaian Heights. Closez to 550 SA, Allando had grown very large, extending its reach toward Feranat, founding Vestingal as trading opponent toward Halifiriem. Faralan was further colonized towards the Great Forest (Sarn Adalan and Sarn Thorial), and Fondirial (before 531 SA still under control of Galadan survivors of the Great Wars who had never joined Allando and who had warred almost constantly with Allando) joined the Convention of Great Houses (the current Grandmaster of Fondar had only daughters, and his eldest daughter married with the eldest son of House Ti'fein, who became Duke of Fondirial after the Grandmaster's death). Allando had grown very large in a relatively short time, and would be almost destroyed in an as short time. During the Lightning Strike, the new territories at the mouth of the Sirion (Vestingal, which is located at the mouth of the river coming from Ghad'zu, but which was never occupied by Feranat colonists because of a curse cast there by its last King when he was assassinated by two members of his High Council), Foriysia, Sarn Effyr, Sarn Athrad and even Sarn Nitowin and Adalandë itself [not that Adalandë was the most important place at this moment, just being the seat of power of House Ti'falon, which was only one of 5 great Houses, but the Cathedral of Hope was there, and was never reached by the thakal] had been overrun by the countless thakal who had left the Red Plains and had trampled the human empires. Only the North and North-East of Allando had been spared by the brave defenses of House Ti'falon and the other Houses of the South (Seats of power of the 12 Houses at this moment : Adalandë (House Ti'falon), Sarn Effyr (House Gai'san), Sarn Athrad (House Ar'fan), Sarn Faralan (House Ta'dair) and Sarn Konach (House Ga'dor). After the aftermaths of the Lightning Strike, Allando can recover from its wounds for a century until the convention of the Covenant and the beginning of the Third Age. In this time it recovers from the great scabs dealt to it by the thakal hordes. In a score of years, with the help of a new generation and many refugees from Feranat and Baïron they expand again to their maximum size from before the Wars and recolonize the mouths of the Sirion, the Arthanagorn and of the Athanae (Vestingal, Foriysia and Sarn Effyr). After the struggles of the Covenant and the short-lived Empire of Trakan I, Allando is again expanding to the North-west and the South-East, settling in Withym, Valion and Kituna (Kituna was the capital of the Buruat province which fell during the newly starting thakal wars +/-975). Three hundred years after the Covenant, the Duke of Withym makes a military outpost for his fleet on Cair Atalon, and Vestingal and Halifiriem (which is resettled by people from Feranat and joins Allando, remaining neutral during the Empire strife) go further south to Kolaria. After another century, Allando expands even further and although a lot of Allandan fresh blood has joined the Alliance during the last 500 years, they expand towards Andirion and guard Andirion's back against attacks made through the country between the Bay of Allando and the Bay of Andirion. During the next 300 years, Allando cannot grow anymore and the dukes start fighting inner wars. No-one wants to colonize further inwards and they all attempt to conquer coastal regions of their neighbours. Without growth and danger, Allando is plunging into an era of decadence, and much is lost. Allando is at the height of its power but is slowly falling asleep. Suddenly the entire world is reawakened by the brutal assault of Kardde's thakal, which rampage again throughout the world before faltering and being destroyed. Both Kardde and Tegarend are ready for war now and have amassed grand armies of men and thakal, and are readying their sleeper agents in the major cities of Allando, the Alliance and TNR to create chaos. Instead of attempting to keep their newly gained territories in their hands they throw every being at their command onto their enemies, attempting to crush them completely. After being blooded by the Alliance, thakal floods arrive in Allando. This time, Allando has no brave house Gai'san to defend Landir, because House Gai'san and all of the Variat and Vestingal, under impulse of the darkfriends of the Church of Alam'shol are in a civil war with Landir. It is only when Kardde (with even less feeling for the lives of her human allies than Tegarend) allows her thakal to feed on Vestingal citizens that House Gai'san understands that they must not allow the thakal to defeat Allando, because they will be the next. The thakal hordes are destroyed between both grand armies and King Beron I (barely crowned after his brother died during the final charge of the King's Household guard on the Vile-demon commanding the last remnant of the Black Talons) accepts the apologies of Duke Tetron Gai'san and gives him the Royal Pardon. Because Kardde had not attempted to hold the territory she conquered, much fewer thakal hell- holes have to be closed and defeated and the old territory of Allando is quickly reconquered. In TA 850, Allando is even grander than before the Bold Strike, no enemies are closeby, the Alliance is more viligant than before and Allando enters a golden age for its culture. Allando has grown to contain the entire Coastal line from Elir (in the Northern Realm, which was only part of Allando for a very short time, because it joined Allando peacefully [because its current duke was squeezing the people for their every last farthing] but was immediately returned to TNR when Queen Darinaja I complained to the Covenant Keepers) to Sarn Danaia (which is almost next to the Andirion Alliance). It even expanded inwards, re-occupying Mucaria, Buruat and even Muridan (although Queen Darinaja II again complained to the Covenant Keepers, because Muridan had been part of TNR for many centuries and the Covenant Keepers, which are a special jury composed of all the free people, are supposed to keep countries from fighting each other over contested territory that had been occupied by the other country for centuries. When King Durfan I, the last of the colonization Kings, said that Muridan had never been part of TNR, Darinaja II said that it had once been part of Ignarion, a sattelite state in her opinion, from TNR because 'its ruler had asked the current TNR queen whether he had her permission to be King'. Durfan I acclaimed that in that way every country had once been part of another country and promptly cut all premiums to new colonizers). This ended a century of colonizations, and when Kardde started sending new thakal northwards, the next kings were lucky when they were not attacked during some years, and never had any chance to colonize new parts of Andalion. During the next scores of years before the present time, Allando lost Muridan to TNR, Damoria to Andirion and the Alliance (who didn't colonize it, but filled it with castles to defend their homecountry) and Buruat and Okaria to Eledon (a country filled with thakal tribes and dark humans, fully dedicated to their raiding and their defilation of the country, in name of their goddess Llamnagh, whom they honor with human sacrifices, not only of captives but also from people of their own tribes). C) The Northern Realm
I.C.1 Places in TNR (rulers & size) Name | 'Ruler' | Size | More... ------------------------------------------------------------------------- Roy-Ubian | Anor,Invar,Omvor MMm | 23 | Capital of TNR Mother Church | 'Mother' M | ? | See religion Irajend | Arar M | 5 | Elavar | Amand M | 8 | Magarar | Inand m | 11 | Varmarerd | Arsoror vm | 2 | Karaserd | Ervoror m | 1 | Garanir | Issirir vm | 3 | Garedir | Asviror m | 6 | Kasend | Imer m | 2 | Elagerd | Assorand vm | 4 | Elaterd | Esvirir vm | 4 | Masand | Onarar m | 3 | Irgend | Anaror m | 7 | Marand | Iror M | 11 | Marvir | Ervar m | 3 | Argand Plains : Alser (Galadion) | Assorer m | 7 | Plains west of Marvir and Maror | Ersor m | 3 | east of Magarar. Varend | Arber m | 3 | Shamend | Emseror m | 4 | Kagir | Anber m | 3 | Varver | Isir M | 7 | Natir | Erirerd vm | 4 | Irsar | Ombarend m | 5 | Mardar | Emanderd vm | 3 | Martar | Essar M | 17 | Sasir | Omor m | 6 | Alvor | Enardor m | 5 | Masar | Onarar vm | 3 | Katard | Enser m | 5 | Sagar | Anberand vm | 2 | Gaserd | Orsir M | 3 | Gader | Orber vm | 1 | Elir | Imor M | 12 | Former outpost Elend | Arser M | 2 | --------------------------------------------------------------------------------- I.C.2 Places in TNR (provinces & districts) TNR in provinces and districts (by KVBE, will be edited by AJAN) Province District Donerlad Elir, Gaserd, Alvor, Katard Maraían Martar, Elend, Irsar Ubian Magara, Irajend, Ubian, Elarian Varian Elavar, Kasend, Garedir Masan Masand, Irgend Olfirin Marvir, Natir, Kagir Muridan Gelmir, Varver, Altard, Masir Malfirin no cities ???? Maradon Shamend Galadion Alser, Marand, Maror Taribon Varend Upper Taradon What were previously Alliance cities I.C.2 The Great Houses of the Northern Realm Major Houses : Anor, Isir, Essar, Invar, Iror, Arser, Imor, Amand, Orsir, Arar Minor Houses : Anaror, Asviror, Assorer, Ombarend, Inand, Ervar, Omvor, Anber, Imer, Arber, Omor, Onarar, Enardor, Enser, Ersor, Emseror, Ervoror The Houses & their founders Major Houses : - House Anor < Daled Anor x Kataja Imor - House Isir < Kagid Isir x Nata Inendir - House Essar < Natsler Essar x Elyrinae Irsir - House Invar < Narret Invar x Darja Asbor - House Iror < Melsher Iror x Naja Issoror - House Arser < Dawarar Arser x Gaie Arbar - House Imor < Elysid Imor x Megarja Enand - House Amand < Kaset Amand x Varsae Imvar - House Orsir < Gadral Orsir x Dargarie Onber - House Arar < Irtagir Arar x Shasandaie Ersor Minor Houses : - House Anaror < Kasel Anaror x Narshie Inberer - House Asviror < Maalerd Asviror x Alsama Imor - House Assorer < Irtar Assorer x Kataja Enborer - House Ombarend < Natvaril Ombarend x Matagaie Arser - House Inand < Elytarer Inand x Natae Esbir - House Ervar < Varvaril Ervar x Irshae Onvar - House Omvor < Irtind Omvor x Narlea Imard - House Anber < Irvarid Anber x Irlae Onsar - House Imer < Alvared Imer x Maraie Onvir - House Arber < Elal Arber x Nasara Aser - House Omor < Narwaril Omor x Dashae Ansorar - House Onarar < Melger Onarar x Kaie Irvar - House Enardor < Elyd Enardor x Irsama Asar - House Enser < Kat Enser x Elalea Omvor - House Ersor < Elytar Ersor x Shaaja Essar - House Emseror < Elasent Emseror x Melaja Ervirar - House Ervoror < Katad Ervoror x Darlaie Imard Noble Titles : Women : eldest daughter of the High Seat becomes the High Seat when her mother dies. If the High Seat has no female children, go back in the family tree until you meet the eldest closest related female of the youngest generation. If children are too young to become High Seat, return in the family tree until you find a good regent (male precedes only if earlier met in the family tree : father before niece but not before aunt because that is in same layer : tree of high seat not of daughters) Men : A man marries into a House, and gains a title of his position in the NEW House (duke and count are military titles and are for men, although the political position is 'usually' for his wife). If the father dies, either his eldest child's husband gains the title, or his eldest UNMARRIED son (which he loses when he marries, loses when a younger sister marries or is married). I.C.4 Religion There are four religions in The Northern Realm : * The Mother Church of Nadaré & Nudaré * The Brotherhood of Mardant (undercover in Ubian) * The Reformed Church Of Alam'shol (only in Galadion) * Followers Of The Prophet (everywhere) I.C.5 Military Information about TNR Military Hierarchy : The Queen : only on the battlefield in the direst of times. | |---- Natar Alsor :*not strictly military leaders as such but since | they're the best of the best,their opinion is | highly valued by the Queen and the advisors. | *can take over command from anyone on the field, | even the Queen. | *completely loyal to the Queen. | *also used for black ops. Advisors :*are picked by the Queen. Don't have to be noble. | Current Advisors to Galandrie : | - Maalant Enardar (m) : 25, mil genius | - Vara Invar (f) : 80, retired Alsor | - Dashind Imar (m) : 50, Allando expert (elend) | - Darmata Iror (f) : 34, Nudara out of commision | - Salandra Arser (f) : 87, spymaster | - Kasatil Omvor (m) : 53, fleet commander (?) | - Varlea Onvir (f) : 41, Thakal expert (sasir) | - Narta Imsorar (f) : 16, Court Mage ? | - Nasae Orborir (f) : 23, replaces Varraja Arar | - Elygar Irand (m) : 60, Alliance expert ------------ | | | Natar Nudara :*Ranked slightly above Sha'kart but have | | the same tasks. can also be sent out for | | smaller ops with smaller bands. Officers | :*Ranks : | | - "Judge" : commands an army >100000 * only | | in the direst of times. | | - "Sha'kart" : commands an army <100000 | | - "Sha'shal" : commands an army <22000 | | - "Sha'ril" : commands a band <4000 | | - "Sha'gent" : commands a fist <100 | | - "Sha'mard" : commands a squad <20 | | ------------ | Regional Commanders :*These are about the same level as a Sha'gent | but are stationed in border forts and are . authorised to organise militia in emergencies. . . Conscripts :*What does an army consist of : - Foot : * pikemen * swordmen * archers + crossbowmen - Horse : * light cavalry * heavy cavalry * elite horse ("stunts riders") - Special : * miners & engineers * scouts * spellcasters * people needed to keep the army going : farriers, armorers, cooks, fletchers,... Some tactics: - Band : * 1X (1000 foot + 200 horse) : main body * 2X (500 foot + 150 horse) : flanking parties I.C.6 Family Tree of the Ubian Royal Family (founded by Daled Anor) Dargje (°983, Q:1001 +1043) | ---------------------------------------------------------------- | | | Natdrae(°1024, MS:1060 +1111) Melshae (°1020, Q:1043 +1074) Namatae(°1018, +1027) | --------------------------- | | Elymata (°1060, +1118) Elytagae (°1040, Q:1067 +1100, only had sons) | + Kasatil Omvor + Salandra Arser ---------------------------------------------------------- | | | Kata (°1090, Q:1119) Natae (°1082, MS:1111 +1118) Galandrie (°1080, + Atratus (It'acan) (°1088, K:1119) Q:1100 +1118) I.C.7 History of TNR continued (by KVBE) At the beginning of the Second Age, with many of its young men gone, either to fight with the Vdini and bleeding to death on the Red Plains, or to fight with the Sorcerers against the Vdini, both Ubian and Galadion were small countries, each clinging to their coastal line surrounding a bay which provided them with food. Because their Vdini had left them soon during the Great Wars, they had had more time to recover from the sapping of their lifeblood, and after a century, Ubian had already colonized the entire north and east-side of the Bay of Ubian, and its city-states were warring each other. Galadion had expanded under the though control of the Lord of Galadion. Every new extension of Galadion was governed by a family member of House Iror. 300 years after the end of their governing by the Vdini, who annually selected their best young men to fight for them (depleting the manpower to colonize), Ubian had envelopped the entire bay of Ubian. Many of the smaller city-states had fallen under the sway of Royan, although several others were very large and had great power in some of the smaller towns (like Irajend, Elavar and Martar). Galadion had grown to the west during these decennia, founding cities in the small unwooded coastlines circling the Wold of Pain, and started trading with Urori's kingdom. Another century later, the situation in Ubian had escalated. Instead of further developping toward the west (along the Donerlad), the east (on the immense Plains of Olfirin), to the south (Muridan) or to the North (which they did to some extend), the Ubian city-states didn't sent colonization parties out, being afraid to look weaker and being attacked by the other city states. A greater polarization becomes obvious, with Martar and Royan working together against Elavar and Irajend. The great clash follows in 462, when the combined fleet of Royan and Martar blockade the harbour of Irajend. Irajend is completely ruined and joins with Royan. Elavar, seeing it is outmatched, attempts to save as much as they can, and join this alliance. The 'nation' of Ubian [before only the name of the bay] is formed, although the true power is still in hands of the Lords of Royan and Martar. Galadion is stunted in its expansions by the forest on its entire west-flank, an ocean to the north and the east (although the Galadan fleet starts exploring the ocean and discovers a great island-archipel, of which many are settled), and Taradon to the south. More time eslapses, and Ubian is again growing, to the North-east. The dwarven kingdom in the Akhan mountains is faced with a great flood of Ubian citizens settling close to the mines and the grasslands of Olfirin and Masan. Martar is slowly exploring the Donerlad and Muridan in the south, settling sparely. Galadion is veering more to the south-west and is settling close to the tarhel nazuri of Natari's kingdom, who constantly war on the wood-choppers of Galadion. It is now that the Fulltrui start raiding the north coast of Andalion, greatly disrupting the fleets of Galadion exploring the Ghalan-archipel, and the trading fleets of Ubian in the Bay of Ubian. After several great battles in an entire of sea-fights and raids, Daled Anor can defeat a large fleet in the Ubian sea and conquer a great part of that fleet. Most of the men aboard those ships had landed to attack Royan, but were driven away by the Royan and Elavar armies, and were at last defeated on Ydon's Head, later renamed to Daled's sword. Victorious [although the Donerlad was still in hands of the Fulltrui, but who couldn't raid without their grand fleet], with a great army (of 3 of the 4 city-states, with both leaders of those other city-states death in the battle, and all men of those armies loyal to them) at his hands, and the sympathy of all citizens around the Bay of Ubian, he conquered all the other cities. After stabilizing his rule over the nation of Ubian (renaming his capital from Royan to Roy-Ubian, the Citadel of Ubian), he took the remnants of his army and the great fleet of the Fulltrui, and went southward to liberate Allando from the thakal. When he felt he was dying three years later, he created the queendom and changed the situation in Ubian to a matriarchy, creating the Mother-church seemingly from nowhere (although it had been 'planted' in his mind by proxies of Nudaré). The thakal could destroy Sarn Milet and refugees from that city (founded by people from Sarn Danat) flee northward and join Ubian. Because they do not fear the Curse which should lay Elarian, and because Ubian notices the strategical importance of the Isle, they allow these refugees to colonize the isle. Galadion was attacked by the thakal (although by Tegarend's thakal, who had been pushing northwards because of Kardde's thakal attacking Taradon from the South) and had lost the settlers in Natari's kingdom and everything south of the Bay of Galadion. Galadion, which had been betrayed by several great army commanders who had joined sides with the thakal after sacrificing their armies, became harsh in its treatment of fighters of Tegarend (or who they thought to be so) and closed its country against outsiders (because the Ubian fleet had helped Allando and not Galadion). When after the Lightning Strike all countries were called to the Covenant, Galadion didn't come. The Third Age started without Galadion, and it didn't exist much longer, because on the Covenant meeting, the other rulers had allowed Ubian to conquer it because every other country had attempted sending messengers and never had one returned. It was clear that they thought themselves to be alone on the world and that every other country was an enemy. The Fultor leader, realizing that he is cut off from his country without his large fleet, knowing that that fleet is currently in hands of Ubian and blockading his cities, Ubian colonized the coastal lines until they reached the Wold of Pain, and then assimilated the Galadion cities. After a century, most of North-Galadion was in hands of Ubian, and on Sowan 8 of 146 TA, Galadion city itself falls into hands of Ubian during the reign of Queen Maraie II, who renames her country The Northern Realm, a realm from the utter east of Andalion (although still endangered by thakals from Taradon, but the entire country of Galadion was reconquered on those thakal) to the utter west of Andalion (although still in hands of former enemies and very loose allies of TNR). 3 centuries after the Covenant, The Northern Realm still lays claim to the same countries, but its hold has strengthened in the West (where the fulltor have become one with the Ubian people through intermarriaging, and where Aglarond, once founded by refugees from Sarn Danat, joins Ubian and is renamed to Elir), in the South, where colonists from Martar explore the river Einan further south than Sarn Gelamir (where some refugees from Sarn Milet still live, and which is enlarged to a great City), in its middle, where many people settle, and in the far East, where much of the Wold of Pain is chopped and settled (because the Nazuri which once lived there almost all fell under the thakal axes). During the next 3 centuries, little changes in the Northern Realm. The same lines on the map apply (except for Muridan, which is added on the map up to the Statue of Ignir) but more people expand to the country instead of the coastal lines. In 546-612, a great campaign of many Galadan nobles ends in the re-taking of the old Alliance lands of Borth Taradon up to the river Tarvadon. The Bold Strike doesn't hit TNR quite as hard as all other countries of Andalion, hiding as it is behind the backs of all the people of the Alliance and Allando. They lose control of Danaion and most of the territories of Galadion, but most of these losses were only country, not people (who fled to the Bay of Galadion, which is almost unconquerable), and were quickly retaken. While nowadays most countries are failing their long war against Kardde, TNR makes some victories against Tegarend's Taradon, which was again conquered to the Tarvadon in 1043. D)
Military Comparison Between TNR and Allando The Land armies of TNR depend on the swift strokes delivered by their cavalry, so any army able to counter the hit and fade attacks of the light cavalry horsebows and the heavy brunt of the knights is on its way to victory. Allando, however strange because they don't depend on a ground army, is the only army that was able to compose a succesfull counter-manoeuvre to these horses : the turtle. The only problem is that, while a turtle of heavy-infantery stops you from losing it doesn't exactly win your battle : if you lose, your entire army will be crushed, and if you win, you can't destroy the routing units because of the encumberment of your soldiers. The Allandon army has 2 strong points : the heavy infantery and the engineers, who have constructed the best siege machines / ballistas ever seen . The TNR army has 2 other strong points : the large number of soldiers (instead of a massive fleet they have a ground army) and the large number of cavalerists, who storm down a hill, shoot arrows, disappear along the flanks, while a second wave crushes on the infantery a third wave starts and after that 3 wave the first returns, and when the first rows start routing the heavy cavalry charges and breaks the resistence (only the hoplites of the Allandan infantery are known to be able to stop this, protecting themselves with a turtle and the protecting the flanks so the waves can't go on. E) The Alliance <<< Map of the Alliance is pretty hard, a map of each of them separated >>> I.E.1 Composition of the Alliance of Free People The Alliance is composed of several countries ('counties'), named to the nine leaders of the original Alliance Pact (TA -120) [it was mainly the idea to take a few retainers with one, and recruit heavily in the regions one passed through, before settling at one's dedicated position]: Mador (who stayed at Andirion), Toran (who went to North Taradon), Ulfar (South Taradon), Teboral (Londiar), Tatvion (Talurion), Barol (who went to Ofaran), Otzial (who occupied the hills in Ofaran), Utzian (who stayed at his normal dwarven hold but defending the region like all other Alliance chiefs) and Metari (who served the Alliance as chief defence against the thakal who hold their own in the Wood of Telemnar, from where they can erupt in every direction). These chiefs were the leaders of the Alliance in TA -120, but not every Alliance country was founded at the same moment, and Ulfar, Teboral and Barol (and their successors) aided the Alliance countries before they went to their own positions. I.E.2 More on each separated Alliance country Madors' county is located at the Bay of Urtvan (after the Covenant renamed to Andirion and the Bay of Andirion) and is mostly composed of humans. They are led by the Master of Spears, who is also the Lord Captain Commander of the Alliance (as Mador was) until 1040 TA. Its military power is located in its heavy infantery and great warfleets and transport fleet (to ship Andirion troops to wherever they are needed). Its capital is Orinia (at the mouth of the Orin), but other important cities are Cidiria (at the mouth of the little Orin) and Emicia, Travaria, Matiria, Arsidia, Vertilia. The name Andirion (from Anan : fire and direin : to defend = defender against fire) is first mentioned at the Great Covenant, when survivors of Feranat and Baïron, and adventurous people from Allando decide to recolonize the bay of Urtvan (afterwards called the Bay of Andirion). Its capital city was raised on the ruins/foundations of Baïron, and is called Orinia. In honor of the governments of the two elder countries, and unwilling to follow the Allandan example of an Empire, they decide to opt for a democracy! They are ruled by a council of 4, and when deciding, there is a necessity of 3 YES votes for success. When, in an important situation, there is a 2-2, a fifth person is called to decide (only once per fifth person). Every councillor rules for 4 years (unless voted away by the three others) and is then replaced by someone else (after votes from the 100 choosers (the 100 most important men from the country (who haven't been a councillor before). Every year one is replaced. Replaced councillors who have fulfilled their 4 years are avaible for being the fifth person. This was a very bad explanation for an easy idea: A typical year : The 100 most important people of the country (55 noblemen [of many minor houses and 6 greater houses : House Orinia, House Tabor, House Bruar, House Viduga, House Celeda and House Emecar], 15 guild leaders, 20 merchants and 10 army commanders [the 8 captain commanders, the banner commander and the fleet admiral]) vote for a councillor. He replaces the councillor who ruled 4 years (the three others should have ruled 3, 2 and 1 year). Even if a councillor replaces someone who died after 3 and 1/2 year, the replacement may rule only 1/2 year. Ex-councillors may be called by the council when an important decision must be token during a deadlock 2-2. Andirion started as a small country [Mador's county was founded before the Alliance Pact by survivors from Baïron in TA -130 and had been called Andirion at TA 1], merely occupying the north-coast of the bay of Urtvan. After 150 years, it had grown to occupy the east-coast of that bay, including most of the roads towards the Otzian's mountains [the dwarfs from Otzia had kept themselves always away from strife, having decided that their was no profit in war, although they always sheltered refugees and fought everyone who entered their mountains armed]. During the two centuries after this growth, they didn't expand very much, including part of the land's edge between the Bay of Landir and the Bay of Urtvan, sending troops as they were towards the other Alliance countries. When Molinat was again failing against Taradon, they occupied the few regions of Molinat that hadn't fallen under the sway of Tegarend, but they couldn't keep them against the thakal pressure (although the thakal couldn't keep them either), and Molinat became a deserted place. Sometimes, the thakal passed it during raids and sometimes, Andirion and Allandan troops patrolled it, but no country dared lay claim to it. During the Bold Strike, Andirion was completely destroyed, but many people were able to flee to the Otzian mounts and the Alfaian Heights, and after the thakal hordes had been destroyed, they re-settled their old steeds with the same stubbornness as the Baïran from yonder days had done. Toran's county is also composed of humans, has a very large cavalry and infantery army but no fleet, and is located in North Taradon, toward the border with Taradon and Galadion. Its capital City is Glosaran. North Taradon was part of the alliance, got destroyed during a large attack by Taradon several years after it was founded (Alliance Date 37, North Taradon date 15). Most refugees went to Galadion, where some family names and traditions still mostly go back to the alliance times. Reconquered by TNR and resettled by descendants of these refugees in TA 887. Ulfars' county is located in South Taradon and should guard the world against Kardde's thakals. It has much heavy infantery. Its capital city is Faratan. TA 256. After 500 years Ulfaran is destroyed by Kardde's bold strike and is only resettled in TA 996. Teboral's county is based in Londiar (at the red plains) at Alondë and Targaban. TA 58 Tatvion's county is located in Talurion at Talurion city Barols' county is located in Ofaran (Melian is its capital). TA 374 Otzials' county is located in the foothills of the Spine of the World (close to Ofaran) and is composed of dwarves. Iatzalonian is the name of the main cave grotto. Utzian's County is located in the mountains between Talurion and Londiar, Metari's county is located in the very south-west of the Wood of Telemnar and is composed mainly of Nazuri. Capital grove is Matari. Actually the names of the Alliance counties and their main regions are the same. This comes because before the Alliance and the recolonization of some parts of South-Andalion, the SE of Andalion was called the Forbidden Plains (regardless of location), and the SW was called the Red Plains (also those parts where no combat had occured during the Great Wars). Some centuries after the Alliance had been founded (+/- 400 TA) most of the Alliance people want to live without the idols of the past (of course changing them to new idols, people after all still being people) and change the names from their counties (which were still called after the original Founders) to real country names, and the regions in which they were located are changed in documents to the names of those countries (e.g. Bay of Andirion, the region Talurion, Londiar) I.E.3 Chain of Command of the Six Alliance Armies Lord Captain Commander All 6 armies Banner Commander Army 8 divisions Captain Commander Division 4 regiment Lord Captain Regiment 5 company Sword Captain Company 5 battalions Lieutenant Battalion 100 men + ----------- 480000 Master of Spears Pallan Ovinar : Lord Captain Commander Andirion 8 Grand Admiral Dardon Si'tron : Banner Commander Londiar 8 High Lady Sarda Ongar : Banner Commander Talurion 8 High General Sefaton Masardon : Banner Commander Ofaran 6 Mistress of Ships Anla Sitan : captain - Commander Ofaran 6 Lord Commander Erich Bercam : Banner Commander South-Taradon 8 Grand Captain Gaherin Otlom : Captain - Commander South Taradon 4 The Lord Captain Commander of the Alliance was (until 1040 TA) the Master of Spears of Andirion (as leader of a 'council') and usually a member of House Orinia. After the 4th attempt of House Orinia to rule instead of 'council' Andirion and the Alliance, they are stripped of this great political power and reduced to 'merely ' a noble family (instead of being one of the two Great Houses who founded the Alliance -> the members of the other house usually were important military commanders, whereas master of spears, although sounding pretty martial, is just another word for 'king' / leader). Now any banner commander (actually, any citizen of the alliance but preferably not in Ofaran or Lower Taradon, because both regions are too unstable) can become LCC and 'leader' (councillor) of the Alliance. TA 2 : First attempt of House Orinia to take all power in Alliance fails TA 118-123 : Second attempt of House Orinia to become absolute rulers. After many battles, Orinia surrenders to House Bruar and House Viduga, without withdrawing its claims on 'kingdom' of the Alliance [they are the most important house left from the sack of Baïron, whereas both Viduga as Bruar are 'imported' nobles]. TA 350 : Orinia is returned to its earlier power as the High Seat of House Orinia is again Master of Spears of Andirion. TA 848-972 : Third Orinia attempt is succesfull (although Ofaran and Lower Taradon temporarily withdraw from the Alliance until the end of this take-over [temp. : their words : they though the other houses would act sooner than they did]). After a couple of asassinations, House Orinia is without strong High Seat (only male family member, Adon, remaining in the main branch is 5 years old and the son of the last claimant who died in a strange hunting accident) [male : only men can be High Seat of an Alliance House due to the warrior- like task of the High Seat in borderlands]. TA '00-42 : Lord Adon Orinia (TA 967 - 1042) is LCC and MoS and HC of Andirion. TA '42-54 : Lord Kapal (979-1054) of House Tabor is LCC TA '55-79 : Lord Dimon (1004-1087) of House Tabor is LCC. He is deposed after a small revolution because it seemed LCC was again becoming Heridetaric as under the Orinia's TA '80-03 : Lord Barmal (1025-1103) of House Bruar becomes LCC TA '03-11 : Pallan Ovinar (1056-1111+) becomes LCC F) The Sorcerers I.F.1 Names of the original sorcerers : - Drayvid [Gal] Irrina Ombarend(F) [Ub] Ytraq [Gat] Setrofan Hafflan [Al] Pogran(+) [An] Lladar [Gal] Thoriga(F) [Gal] Gaie Essar(F +) [Ub] Ulfin(+) [Gat] Ulforan(+) [Gat] Wotor [Al] Efaron(+) [An] Hadar [Gal] are humans - Otzuh Iatzial are dwarves - Maturi(+) Owori are nazuri - Onasat(+) Aseotaon are meosa Drayvids' battle spear : halberd with broadsword and 2 battle axes, accidentaly forming a cross, the symbol of Isangar and once each 10 years shown in a procession (on a cart) I.F.2 Artifacts Deb-Ring : When enclosed in a Deb-ring (to be enclosed you must be assailed by someone with a unused mind strength higher than yours (weaving fluxes, thinking, ... all uses mind)) your basic spirit loses its corporeal appearance and is immediately stunned and shielded for a couple of minutes. Embodiment : a spirit can be imprisoned or can go in a body (which stops 'living' : no more aging). Problem herewith is dreaming : nobody in a body can enter the dreamworld Igongar. Foci : Come from isangar, blood-red stones in the form of an 8. They are the petrified 'fruits' of the Xaral-a carnivorous plant (Xaral is thakal for eating tree) 1000 years after the fruits have ripened, they are petrified and are surged to the surface of the marsh where they can be harvested for a couple of hours before that years' harvest resinks to the bottom for another century. They are wanted because of their strange reaction in contact with living matter : When it is attached to a living being, it is absorbed by the body, but the being is controlled by the one who enchanted the Xaral-fruits before it was attached. As long as the being lives on, it is a sleeper agent for the one who controls him, but after a couple of months, the controlled body starts to wither unless the mind of the controlled body is strong enough, in which case the stone decays. Dreamwand : Made by Tegarend and enables its user to open a gate to the reflection of where he is in the dreamworld, but you cannot move very far from that gate, either being blocked by suddenly very viscous air or by fear of losing the dreamwand, and dying when your unnourrished comatose body dies. I.F.3 The 4 Houses of Fluxweaving 4 Major Houses of Flux-weaving : These were created by 4 of the Main Sorcerers House of Lladar is specialized in Water magic House of Otzuh is specialized in Earth Magic House of Aseotaon is specialized in Fire Magic House of Owori is specialized in Air Magic House of Drayvid is specialized in the destructive aspects of the 4 kinds of magic, and produces battlemagi and the guardians for the Vdini. Although each category was founded by a member of a different race, this does not mean only members of that race are allowed to enter that house of course. I.F.4 Sorcerer rules after the Great Wars * Every magic user (latent or not) must come to Isangar before his twenty- fifth birthday, and when accepted as mage, must come when Isangar calls. * The tales from the first age must not be recorded, except by the Magi themselves (you may think of a reason) * Isangar is forbidden for non-magic users * The human nations must come when Isangar calls a convocation of the free people. All magi need a tattoo (given in Isangar, placed on their left upper arm). These tattoos are magical and cannot be removed (are given after they enter the school of their choice, when they finish their training (or be finished...) another tattoo in placed on their other arm). There are 6 tattoos : 1 for each House, and one for Guardians (see below). The only spellcasters currently without tattoo are the magi of shadow, darkfriend spellcasters and Atratus. Important to note somewhere is the fact that almost no-one remembers what happened in the FA. the Sorcerers have control of almost all the lore there has ever been. The rest of mankind have only scraps of tales, myths, and songs left, since no-one of the Sorcerers has ever been seen wandering in the world, like they did before the Covenant, after the SA. (before the covenant and the end of the second age, the Sorcerers sometimes left Isangar in search for mighty artifacts that had been lost in the many fights during the end of the first and the beginning of the second age, in which many Sorcerers participated. The original use of the artifacts would have been the focusing of the flux, or gathering of the Power, but nowadays the few that still remain in the hoards of the darklords and the archmages are used to prevent the backlash from their fluxweaving. This is the only way known to man to prevent selfdestruction by magic-using. It is suspected that the Nazuri have a (better and commoner) protection against this Taintment, but the means are not known. The Nazuri have seen what centuries of spellcasting have done to the world and try to disallow any spellcasting. The meosa were not present during the first age and have no knowledge of it. The only reason they fight the Vdini is their craving for heroism and fame (craving for bringing LAW AND ORDER to the world?). the nazuri (even the tarloth : apparently my name for the 'good' nazuri) are unwilling to open their archives for human eyes, since they think it would start a new round of wars. They are not afraid from The Dark Ones because of their unlimited knowledge of the forests they inhabit. They think not even a Vdini himself would be able to weave enough flux to capture their forests. I.F.5 The Prison of Crystal Bars How are the Vdini 'captured/imprisoned' : they are shielded & kept in a stasis field (because if they just had to be shielded, entire Isangar would have to keep the shield). A fraction of all possible weavers can become 'guardians'. At any time, there must be 14 guardians in the Room of Silence (a giant hall inside the Prison of crystal bars, which is itself a giant tower in the compound of Drayvid's House). Several other possible guardians are 'kept' in the higher rooms of this tower, where they train student-guardians (only those few with the talent can or want to learn this). Whenever one of the 14 dies, one of these teachers is send down to the Room of Silence to take his place. They don't object to this, because for them, this is all they know. It is magi from outside who are guardians-in-potentia who sometimes chafe at being kept from the world and being 'virtually' imprisoned (up to 1000 TA no-one marked as a guardian had ever escaped Isangar or custody from another mage wandering outside Isangar, until Atratus had been found - maybe the fact that Atratus is a guardian means he can 'easier' fight with Vdini because a prime requisite of being a guardian is see-the-ethereal [aura vision]). In the Room of Silence, the Vdini are trapped in their ethereal forms. The Balega Tísura [Prison of Crystal Bars] is divided in two concentric circles (one inside the other). The Outer circle can only be passed by a 'disembodied mind' (in other words : only unshielded Vdini or demons could attempt this), the inner circle can only be traversed by a mindless body controlled from without. When a new guardian enters (he has to cross the room to enter the exact center of the room), his body is shielded by outer magi to pass the Outer Circle and his mind is shielded by the inner magi when he attempts to cross the Inner Circle to reach the Focus Crystal. Afterwards, such a magi cannot leave (the inner magi might shield him so he could reach the Outer Circle, but the outer magi would not aid him in traversing the Outer Circle). Because they have to guard, they cannot sleep. Every morning a group of magi come and give the guardians 'energy' and 'food'. The Room is a perfect circle, and its walls (and dome) are perfect mirroring one-way glass (so the healers are invisible for the guardians). Whenever a mind-creature (Vdini, Daemons, demons, angels) dies, his 'PU, magical energy, mana' is entered in that place. Usually it gets thinned by the environment and becomes impossible to use (although it sometimes still triggers and grants somebody (mostly unconscious spellcasters) a wish), but once a Vdini died when a Crystal (other 'stones' could do the same thing) was closeby. Karis's energy was caught and funneled toward the crystal by Lladar Sorcerer, who was able to use the captured energy as his own. [When Tegarend and other Vdini were freed, Ofran Palran was capable only of shielding 3 darkdwarfs, so only 3 Vdini could be rescued (the dwarfs'minds weren't shielded and they were obliterated when they entered the Inner Circle). Palran meanwhile released his shielding spell and killed several of the guardians, enough to allow the still-shielded Tegarend, Ugandar and Smàdé to take over the collapsed bodies of the dwarfs, move to the exit where Ofran waited (of course shielded in the Outer Circle) and leave the Prison. When the left the Room of Silence, they saw a large army of darkdwarfs fighting with a couple of regiments of Isangar troops and several battle-magi. While Palran joined the fray, the Vdini crossed the courtyard of Chalcedony and entered the Tower of Might. They raised the Stairways until they reached the Highest level, where the storerooms of artifacts and the rooms of the current Arch-mage chancellor of Isangar and Protector of Drayvid's House are. There, on the doorstep of the mightiest man in Andalion, with barely dissipating shields, they confronted Odon Drayvidion and the council of Battlemagi and utterly destroyed them (only one senior battlemage, Cobat Diden'dron survived this slaughter because he was fighting Ofran Palran in the Courtyard, and became leader of the wolves later). The Vdini took several greater artifacts (including the dreamwand) and left for the Black Keep before more magi arrived] I.F.6 The Magi of the Ring Recently founded sub-group of the Sorcerers who do no longer aim at controlling and defeating the Vdini but controling the world (still fighting against the Vdini but also all other free people). Settled in Armolin (capital city of Molinat, which they call Olangar (country of the Ring)). G) Important People (present day, history and legends) I.G.1 Important people in Allando Vorond VI : King of Allando [16] Tudor Al'chan : Grand High Trefal and Supreme General of the Allandan Standing Army and Fleet, Lord of Mercy, member of the North Allando Council [12] Wuluag Tibren : Supreme Fleet Commander of the Allandan Fleet, Grand Admiral of the Landir Fleet, Leader of the Fighters of Tegarend, member of the North Allando Council [13] Gaidon Ta'dair : Prince of Faralan [15] Ta'por Da'kain : High Priest of Holy Temple in Landir, member of the North Allando Council Arond (V) : Crown Prince of Allando [16] Tidon Armaian : Archbishop of the Reformed Church of Alam'shol in Vestingal, fighter of Tegarend, member of the South Allando Council [14] Tetron Il'jedu : High Trefal and Kings' Supervisor in Vestingal, member of the South Allando Council [12] Alconder : Representative of the Merchants, Peddlers and Associated Desalles Trades' Guild and the richest man in Vestingal, fighter of Tegarend and member of the South Allando Council [13] Ickdor Si'sain : Grand Admiral of the Firiem Fleet, member of the South Allando Council [12] Verdun Londaru : Banner Commander and Chief Barhim [18] Torol Sârn : Royal Chamberlain, member of the North Allando Council, Leader of the Western Tegarend Armies [14] Seftan Ar'fan : Akitro Grandmaster of the Ring of Swords, Lord of Mercy, member of the North Allando Council [17] Mido Si'tan : High Trefal of the Burûat, Leader of the Mucaria Cadre of the Western Tegarend Armies [14] Madan Lo'bue : Grand Admiral of the Withym Fleet, fighter of Tegarend [11] Kerron Der'dan : Admiral of the Vestingal Fleet [13] Mordun Gre'fin : Admiral of the Fondar Fleet Akh-morat Gunaya: Captain Commander and Chief Barhim of North Allando, Sisoffen fighter of Tegarend, member of the North Allando Council [14] Bern Tavorn : Kings' Councillor and member of the North Allando Council [11] Gûllën Di'fein : Kings' councillor and member of the North Allando Council Jaino Ga'dor : Duke of Withym [17] Tedon Ta'dair : Duke of Ilion [17] Iano Dorial : Duke of Cithiel [16] Metrim Si'dair : Earl of Nitowi and Marado, Duke of Landir Thobald Ar'fan : Duke of Klanach [15] Regal Amondo : High Priest of Holy Temple in Faralan [12] Bearn Mitren : Bishop of Reformed Church of Alam'shol in Firiem, fighter of Tegarend [13] Ybdan Va'vrysek : Battlemage of Drayvids' House, Ambassador of Isangar in Landir Karat Omvor : Ambassador of TNR in Landir, younger brother of Kasatil Omvor [16] Ovak Tronhil : Ambassador of Andirion in Landir Barran Vo'rekka : Admiral of the Tabani Fleet [14] Lostar Kanachi : Admiral of the Valion Fleet, fighter of Tegarend [15] Heino Ti'fein : Admiral of the Effyr Fleet Meran Al'cadar : Inquisitor Captain Commander Chief Barhim of South-Allando, member of the South Allando Council Dirno Sa'sain : Captain Commander and Chief Barhim of Buruat [14] Mesto Ty'inu : Thaladar master armorer of the Ring of Swords [15] Domas Alfein : Chief Thalarno of the Ring of Swords Tibor Hafflan : Earl of Valion and Cair Atalon, Duke of the Mark [17] Toram Ta'dair : Earl of Konach Mirien Ti'fein : Earl of Thoria and Firiem, Duke of Halifiriem Pitron Sognin : Earl of Kiliar [18] Toban Ti'fein : Duke of Fondor [15] Svedo Ti'falon : Earl of Mucaria Tifar Gai'san : Duke of Vestingal [13] Ivold Ga'dor : Duke of Okaria Barthel Runiar : Trefal, commander of the Faralan Ta'dair army [18] Ivon Ter'fein : Trefal and commander of the South Buruat forces [16] Londi Al'chor : Trefal and commander of the North Buruat Forces [18] Medon Sa'pair : Trefal and commander of the Valion forces Ilven Mi'trein : Trefal and commander of the Allando Alliance forces Gurat Maglat : Trefal and commander of the Landir forces, fighter of Tegarend [16] Melchor Hurien : Trefal and commander of the Variat Forces Tybern Nuvval : Trefal and commander of the Vestingal Forces, FoT [15] Qurit Vianen : High Priest of Holy Temple in Valion Davon Brittyn : Al-min of the Followers of the Prophet Inuit Di'tean : High Priest of Holy Temple in Klanach Al'aca Nihuderonden : Alqualondan bard and spymaster of King Vorond [13] Ledo Uni'vato : Grand Senechal of the Ring of Swords [17] Genar Gai'san : Master of Arms of the Ring of Swords Baram Ans'olo : Keeper of Sigils of the Ring of Swords, fighter of Tegarend [14] Massar Donlevi : Leader of the Hand of tegarend [?] Mithan Ar'fan : Earl of Effyr Alfion Mitren : Earl of Foriys Toban Sepoka : Earl of Modani, fighter of Tegarend [14] Tafal Gai'san : Earl of Feranat [17] Pudor Sognin : Earl of Tabani Pietron Ga'dor : Earl of Kolar, fighter of Tegarend [13] Pedon Barsin : Earl of Danae Maralt Sepoka : Earl of Lunach [16] Piydi U'viana : Rabbi of the Brotherhood of Mardant in Faralan Vondo Al'chiad : Bishop of Reformed Church of Alam'shol in Kolaria [18Suicide] Domon Jifa : Abbot of the Brotherhood of Mardant in Withym [17*] Shashek Ans'olo : Commander of the Adalandë City Guard Derdron Ka'trap : Captain of the King's Own [16] Tobias Andrion : Royal Librarian [16] Gerald Bruaran : Financial magnate and investment advisor, fighter of Tegarend Irana Kjeldonn : Leader of the Royal Seminary. Devonn Tre'fein : Steward of Adalandë [13] 1111 : Grand Admiral Withym DF dies during a sea battle with a minor TNR fleet violating Allandan laws, King's Councillor assassinated 1112 : Grand High Trefal killed during combat in Andirion with a large part of his army, Vestingal High Trefal and Grand Admiral of Firiem (because not part of the Vestingal conspiracy against Landir), High Priest Temple Faralan for information he might have about House It'acan 1113 : Supreme Fleet Commander DF, Merchant from Vestingal DF, Admiral Vestingal, Bishop Alam'shol Firiem DF after the conspiracy against Vorond IV fails (as instigators), Theron of Valame and his cronies after their conspiracy fails (as actors during the war). The conspiracy occured while Vorond IV and a large part of his army were afield. Steward of Adalandë dies during the Palace revolution, but when Adalandë rises against the conspirators (due to the influence of the Holy Temple) with the aid of the Duke of Cithiel and his armies (who was one of the two army commander of Landir who did not revolt). The revolution 'started' in Valame (somewhere in Klanach), from where it spread (with the aid of the Church of Alam'shol) into a great movement, with most of the army having left Allando, sweeping through the country until Theron was crowned in Adalandë and subsequently beheaded. The Church of Alam'shol and the 'true rulers' of Vestingal were defeated in battle and fled, the true 'leaders' of the rebellion were killed by a mob 1114 : Archbishop of Alam'shol DF, Chamberlain DF, High Trefal Buruat, Chief Barhim North Allando DF had fled with most of their loyal troops to Eledon (after driving away the Allando troops in the Buruat fortresses) Eledon, which had grown immensively but fell against the Landir and Ubian troops under command of Judge Kasatil Omvor 1115 : Prince of Faralan, Duke Klanach die during combat 1116 : King of Allando, Crown-Prince of Allando, Duke Cithiel, Tobias Andrion (wanted to fight because his lore alone wouldn't help if the battles were lost), captain of King's own (with most of his troops) die in the defeat of the First Allando army at Endimol, TNR Ambassador just dies 1117 : Grandmaster Ring Swords, Duke Ilion, Duke Withym, during combat in Molinat, going down with most of the Ring of Swords while separated from the rest of the armies. 1118 : Chief Barhim during combat against Tegarend in Taradon together with Atratus Massar Donlevi will die during an assassination attempt which would be succesfull but for an unforseenable heroic action ? I.G.2 Important People from The Northern Realm Galandrie Anor, Queen of the Northern Realm (f) [18] Natdrae Anor, Mother Superior of the Mother Church of Nadaré & Nudaré, abbess of Seminary of the Mother Church (Aunt of Elymata Anor) (f) [11] Thormon Am'injon, Captain-Commander of the Ubian Barhim (m) Kasamja Ensor, Captain-Commander of the Galadion Barhim (m) Gasatird Emend, Al-min of the Followers of the Prophet (m) Darrint Inbarir, *Fighter of Tegarend* Bishop of Holy Reformed Church of Aramshol in Marand (m) Salandrar Inar, Rabbi of the Brotherhood of Mardant (m) Kasatil Omvor, father of the Queen, earl of Ubian, fleet commander, member of the Military Staff (m) [18] Natsler Erirerd, earl of Martar and Gelmir and Duke of Maraían, married into Essar (m) Masja Essar, High seat of house Essar (f) Narret Invar, Duke of Roy-Ubian, son of Vara Invar (m) Kagid Emir, *Fighter of Tegarend* earl of Varver, duke of Muridan, married into Isir (m) Sharea Isir, High seat of house Isir (f) Uvor Gai'san, earl of Irajend, married into Arar (m) Kasie Arar, High seat of house Arar (f) Irtar Invir, count of Alser, lord of mercy, married into Assorer (m) Narlandrea Assorer, High seat of house Assorer (f) Shasher Iror, earl of Roy, husband of Natae Anor, son of... (m) Elysid Ariror, earl of Elir, married into Imor (m) Dasae Imor, High seat of house Imor (f) Gadral Imor, Fulltor Leader, earl of Gaserd and Duke of the Donerlad, married into Orsir (m) Saaja Orsir, High seat of house Orsir (f) Natvaril Anor, count of Irsar, married into Ombarend (m) Magarae Ombarend, High seat of house Ombarend (f) Elytarer Onbor, count of Magarar, married into Inand (m) Garrinja Inand, High seat of house Inand (f) Elal Orar, *Fighter of Tegarend* count of Varend, Earl of Taribon, married into Arber (m) Irgaraja Arber, High seat of house Arber (f) Melsher Ansor, *Fighter of Tegarend* Prince of Galadion and duke of Marand, married into Iror (m) Alie Iror, High seat of house Iror (f) Dawarar Amvor, earl of Elend, married into Arser (m) Sadrie Arser, High seat of house Arser (f) Kaset Arser, earl of Elavar and duke of Varian, married into Amand (m) Masatja Amand, High seat of house Amand (f) Gawarart Amberand, *Fighter of Tegarend* advisor of the earl of Elavar, leader of the Ubian fighters of Tegarend (m) Kasel Anaror, count of Irgend, son of... (m) Maalerd Irvir, count of Garedir, married into Asviror (m) Irsamaie Asviror, High seat of house Asviror (f) Varvaril Anor, count of Marvir, earl of Olfirin, married into Ervar (m) Katamaie Ervar, High seat of house Ervar (f) Irvarid Ansirar, count of Kagir, married into Anber (m) Dartaga Anber, High seat of house Anber (f) Alvared Emar, count of Kasend, married into Imer (m) Nargea Imer, High seat of house Imer (f) Narwaril Isar, *Fighter of Tegarend* count of Sasir, married into Omor (m) Natlea Omor, High seat of house Omor (f) Melger Esvor, count of Masand, earl of Masan, married into Onarar (m) Elyvarje Onarar, High seat of house Onarar (f) Goran Ta'dair, count of Alvor, married into Enardor (m) Kattamje Enardor, High seat of house Enardor (f) Kat Omor, count of Katard, married into Enser (m) Naaja Enser, High seat of house Enser (f) Elytar Ervoror, count of Maror, married into Ersor (m) Kasamae Ersor, High seat of house Ersor (f) Erich Otlom, count of Shamend, married into Emseror (m) Natsaja Emseror, High seat of house Emseror (f) Katad Ersor, count of Karaserd, married into Ervoror (m) Nawarja Ervoror, High seat of house Ervoror (f) Shalandrid Invirand, count of Varmarerd, married into Arsoror (m) Shatagea Arsoror, High seat of house Arsoror (f) Marwarand Esbar, count of Garanir, married into Issirir (m) Nadraie Issirir, High seat of house Issirir (f) Altaril Arsir, count of Elagerd, married into Assorand (m) Kasha Assorand, High seat of house Assorand (f) Datamat Enardor, *Fighter of Tegarend* count of Elaterd, married into Esvirir (m) Elatie Esvirir, High seat of house Esvirir (f) Darlandrand Erirerd, count of Natir, son of... (m) Mesamir Onarar, count of Mardar, married into Emanderd (m) Elasandje Emanderd, High seat of house Emanderd (f) Tobian Ul'fur, *Fighter of Tegarend* count of Masar, married into Onarar (m) Narsea Onarar, High seat of house Onarar (f) Gartal Orber, count of Sagar, married into Anberand (m) Maaja Anberand, High seat of house Anberand (f) Dar Anberand, count of Gader, married into Orber (m) Dasamie Orber, High seat of house Orber (f) Maalant Enardar, member of the Military staff, military genius (m) Martamand Orerand, *Fighter of Tegarend* Maalant Enardar's second in command (m) Vara Invar, retired Natar Alsor, member of the Military Staff (f) Dashind Imar, Allando Expert, member of the Military Staff, lord of mercy (m) Darmata Iror, unemployed Nudara, member of the Military Staff (f) Salandra Arser, spymaster, member of the Military Staff, husband of Elytagae (m) Varlea Onvir, Thakal expert, member of the military staff, lady of mercy (f) Narta Imsorar, court mage, member of the military staff (f) Nasae Orborir, Protector of Truth, member of the military Staff (f) Elygar Irand, Alliance expert, member of the military staff (m) Martagind Anorend, Leader of the band of mercenaries called The Band of the Hawk (m) Metarat Asborand, Commander of the Knights of Valor (m) Darl Isand, Blademaster of the Knights of Valor (m) Dasandad Arsirand, Quartermaster of the army of the Northern Realm (m) Katvarat Irandand, *Fighter of Tegarend* Parademaster of the army of the Northern Realm (m) Shagea Asser, Captain of the guard (f) Kawaraja Ansor, Queen's bodyguard, Natar Alsor (f) Nitonu Al'diran, High trefal and ambassador in TNR of Allando (m) Deron Hacdur, Alliance ambassador in TNR (m) Goran Drayvidion, battlemage of Drayvids' House, ambassador of Isang*Fighter of Tegarend*m) Elymata Anor, mother of the Queen, Keeper of the Books (=accountant ;) (f) Nashae Invar, Librarian of the Great Library of Ubian, daughter of Vara Invar (f) Varraja Arar, +1008, Protector of Truth, Lady of Mercy, daughter of Irgatir Arar, Natar Nudara, friend of Kata Anor (f) Algart Esarer, Guild leader of the Bankers, member of the Brotherhood of Mardant (m) Nant Isorand, Biggest shipping magnate in TNR (m) Sal Ensirerd, *Fighter of Tegarend* owner of a large string of inns throughout the country (m) Kawared Arsir, playwright (m) Kamatie Erbarand, First Maid of TNR (f) Iraja Asvir, head of the Royal Academy (f) Garlar Emor, mayor of Roy (m) Kashert Erirerd, mayor of Ubian (m) Gand Omvarir, Director of the Royal Mint (m) Garja Orand, diplomatical relations officer (f) Natvarje Asir, *Fighter of Tegarend* Information liasons (f) Elasarand Anbirend, composer (m) I.G.4 Meosa Emperor of the Flame Empire Tribal Chiefs Lore-masters Empress of the Water Empire Tribal Chiefs (male/female) Lore-mistresses (wise-ones) I.G.5 Alliance Pallan Ovinar : Lord Captain Commander of the six alliance armies and Master of Spears of Andirion, Lord of Mercy Gevon Malchon : Banner Commander of the First Alliance Army Duran Fri'eith : Admiral of the Andirion Alliance Fleet Dardon Si'tron : Banner Commander of the Third Alliance Army and Grand Admiral of the First Alliance Fleet in Londiar and Ofaran, Lord of Mercy Sarda Ongar : High Lady of Talurion, Banner Commander of the Second Alliance Army and Lady of Mercy Hanlo Sapor : Grand Admiral of the Second Alliance Fleet in Talurion and Andirion Sefaton : Banner Commander of the Fourth Alliance Army, High Lord Masardon of Ofaran, Defender of the Spine of The World, High General of the Ofaran Combined Armies, Lord of Mercy Anla Sitan : Lady of Mercy, Mistress of ships, admiral of the Ofaran Alliance Fleet, captain-commander of the Ofaran Allied Forces attached to the Fourth Alliance Army Erich Bercam : Lord commander of Ulfaran, Banner Commander of the Fifth Alliance Army, Lord of Mercy Gaherin Otlom : Grand Captain of the Taradon-Ulfaran Border troops, banner Commander of the Sixth alliance army, Lord of Mercy Avagrain Da'sich: Admiral of the Ulfaran fleet Tomon Ti'fein : Captain-commander and chief barhim of Andirion Ilut Y'frôn : Captain commander and chief barhim of Talurion I.G.6 Other Luian Vandor : Hero in the Borderlands, Lord of Mercy Tobon Rhine : Military Leader of Isangar, Lord of Mercy Vorn Bodar : Hero in Molinat, Lord of Mercy Valon Marda : Hero in Buruât Province, Lord of Mercy Atratus : Sarn Danat (what is now called Sarn Faralan) was destroyed 1500 years ago (+/- 300 SA) by a great army of other Allandan people (incited by darkfriends because Tegarend wished the destruction of House It'acan because it was prophecied that a member of that House would once destroy him. It was easy to incite the other Allandan people because the Danatians and House It'acan were kind of aloofish, and occupied a great region alone while the 12 other houses were clustered in Landir and Klanach, and because they were all followers of the Prophet instead of the Holy Temple, and because they hadn't come to the north with Setrofan Hafflan but alone, later, and with a lot of people from the Bay of Urtvan). After the destruction of Sarn Danat, the name of House It'acan was removed from all scrolls and gradually forgotten (except in the CoW). Many of the survivors have settled again after this disaster (Elir (or at least the earlier name (Aglarond), because it was only changed name when it became part first of the Fulltor Donerlad empire and later of TNR), city of Ignir's statue and Gelmir), but several of the other survivors (including the House servants who had saved the youngest son of Borin It'acan) decided never to settle again in a city but to wander forever on earth. He has a pendant, which is actually an artifact (eye of the daemon he calls it (although it is called the Eye of Killrog), which minimizes the effects of healing with the flux, and the effect of the taint, and allows the bearer to weave 2 additional flux-'threads'), which was given to him by his parents when the thakal attacked them. When the mage in the party who found Atratus saw the artifact, he instructed Atratus in Fluxweaving and the use of his artifact (by using the artifact and only easy flux-weaves to learn to a 4-year old child, he was able to teach the boy, where normally only 16+ people are allowed to start study (younger people would not study something that directly harms them, certainly not a 10-)) Kata also had an artifact, which is called the Tear of the Angel [a heirloom in the Anor family for the youngest daughter, but how? No Sorcerer ever returned to Ubian because the road was blocked](actually also a part of Killrog). Instead of helping a channeler to heal, it helps a non-weaver to heal. Kata helps Atratus in the village where he killed some boys because of the likeness of their artifacts (tear fits in the eye) [add a scene where she says something about it (what is that? Where did you find that, maybe a prophecy about an anor-child [youngest of her generation] who would meet the bearer of the 'eye that wept', who would save her life someday - Kasatil Omvor also knows this prophecy and that is why he agrees with keeping Atratus in the Palace)] First daemon item looks like an eye without a pupil, the other like the pupil with a flowing tear (daemons weeping, seems to me rather like an angel, weeping because his brethren are destroying the hope of their creator) Prophecy : When Nudare's wolf joins with Nadare's eye, Tegarend will finally die, and the world shall be healed. -- translated from ancient Mykno by Nashae Invar, author unknown Atratus Wolfsblade It'acan : Sworn defender of Kata Anor, prophecied to destroy the Vdini Pallan Doman : (702 - 740+) Lived quite a while ago and was from Melial in Barols' county (Ofaran), one of the most turbulent regions. He died in the second year of the 'Bold Strike' (TA 739-752). During his life he was a sort of loner / mercenary, feared by many for his bloodthirst and peculiar weapon. This weapon was a positively HUGE broadsword made from nudamium, the hardest metal alloy known on Andalion. It was rumoured to be only slightly shorter than Pallan Doman himself, who was about 2 metres tall. With his great strength, Pallan Doman was able to cut through armoured knights and their horses with one blow from this sword. He lived for fighting, and was known to fearlessly charge the enemy on his own. He had a real problem with taking orders and fought with spur-of-the-moment tactics. The most probable reason for his choosing of such a strange weapon is his early childhood. A small orphan in a ravaged village, he was picked up by a gang of mercenaries who taught him nothing but the art of war. Of course, there were no swords suitable for small children so Pallan Doman had to train with a standard sword. Interestingly, Pallan Doman never stayed with one band for long. Usually, once the job was completed he would leave to find another war. Also, although he was quite famous after a while and was offered high positions, the highest he ever accepted was to be captain of the forward raiding team. Daled Anor : Founder of the Royal Family of the Northern Realm / Ubian. Darja Asbor : Elysid Imor : Ignir : The only personal things known about Ignir at the moment are : He's a man, important enought to get a statue. (TA 147-219) Narja ** : Red moon named after her - Probably Mythical. Arvaja ** : Silver moon named after her - Probably Mythical. Galaja ** : Blue moon named after her - Probably Mythical.

PART II : History

A) The Tale of Years II.A.1 First Age FA 0 World Created. FA 2435 Bargend takes control of a Nazuri and walks around on the world FA 4980 Mardant creates the first dwarf (Thal Uhtzanh) FA 6531 Karddé starts to take an interest in the humans. FA 6818 Mesandar takes an interest in the Nazuri. The xenophobe Nazuri will follow Mesandar, the others Mardant. FA 7644 Karddé creates her first Thakal. It dies after a couple of days. FA 7803 Karis creates her first horde of Thakal FA 7813 Karis's empire is squished between those of Tegarend, Bargend, Haliané and Nudare. Karis is caught by Haliané and enslaved. FA 7925 Karis kills Haliané and takes control of the Burning Sands. FA 8732 Start of the Muster of Thakal, Nazuri and humans by the Vdini. FA 8748 Great Wars start FA 8756 World spell is casted to allow the Sorcerers to catch the Vdini. Ugandar, Karis and Mesandar have died, Kardde has escaped. II.A.2 Second Age SA 3 Grand Sorcerer Setrofan Hafflan is ordered to capture Kardde. He deserts from the Sorcerers and takes his family and troops to Allando. SA 4 Karddé tries to bring her armies back to their earlier level and is tainted. She now calls herself Llamnagh. Grand Sorceress Gaie Essar is defeated and killed at the Spine of the World SA 315-The Great Plague is produced by Kardde and kills millions of rebel 319 thakal, Nazuri and humans. Several nations [mainly those that existed in Gatha and Refalta] are decimated and lost for history. SA 322 Sarn Danat is destroyed by the armies of the gathered houses of Allando, because of information planted by the WTA that they caused the Great Plague. The main reason for Tegarends' attention to Sarn Danat was the prophecy of the defeat of the Vdini coming from House It'acan, the ruling House of that city. The population flees in a number of directions : NE to Muridan (Ignir-Gelmir) and found Sarn Milet (=refuge, later Altard) and Sarn Gelamir (=pelgrimage, later Gelmir (SA 665)) SA 554-Fulltrui attacks on Donerlad (north coast of Andalion) 688 SA 688 Daled Anor repels the Fulltrui on Daled's Sword and becomes the first person to unite the people of Ubian. SA 648-Lightning Strike : Kardde's first great attack against the world. 692 SA 696 Creates the queendom and makes his daughter the first Queen of Ubian (because only daughters). SA 697 The Alliance is founded. SA 817 The Covenant II.A.3 Third Age TA 4 Fortram Ti'Falon becomes the first king of Allando. TA 15 'King' Murat Dorfén, leader of the Donerlad Fulltrui pledges his conduct to Queen Katinyer III TA 115 See Covenant. East-Molinat is purified by the Covenant up until the Dark-dwarven kingdom and reconquered / guarded up to the old capital of Armolin, and resettled up to Gadhon (renamed to Al-Zephyr). TA 146 Galadion City is conquered on Sowan 8 (the Feast of Liberation) TA 193 Ignir Omvarir destroys the thakal armies in Sarn Milet and is crowned King by immigrants from the north. He accepts after asking and receiving the acceptance of Queen Katmata (169 - 191 - 197+). TA 262 The Molinat border is pushed back toward Al-Zephyr, many colonists flee to Allando or Andirion. TA 321 Second Covenant in Orinia. TA 421 East-Molinat is truly reconquered by the Thakal (even to the point of new fortresses). West-Molinat is reduced to a small outpost. Ignarion is deserted. SA 423 Tegarend (knowing he has no chance to escape alone and seeing that Kardde is conquering the entire world) makes a pact with Kardde. TA 533 Daraion (Al-dodein), the last Covenant outpost in Molinat is destroyed. TA 739-The Bold Strike. Karrdé's second attack. 752 TA 752 The New Alliance of the Free People TA 856 Sha'sal Magit Erberir is defeated while attempting to destroy the Baran Dara thakal B) The First Wars (FA 1-1973) In the first days, there was the Void, and in the Void existence was granted to the One who is Many, He who was created to fill the Void with other things. And the One worked hard, and he made Terra. But Terra was bare, and the One was exhausted by his hard work, and despaired. Seeing it unfulfilled after putting the work of his hands in it, he understood that to complete it, he would have to put himself in it. And he placed his soul in his creation, and died to give life to the world. And he placed a Commandment on His Creation : to live in harmony with each other. And the Body of the One became the plants and the trees, the beasts who walk the earth, who swim in the sea, who fly in the sky, man, meosa and nazuri, all that lives for a short time and then returns to the land. But his mind, the thoughts of the One became the Spirits, and them He Commanded to look after the children of the earth, to teach them wisdom and compassion for each other. But many of the Spirits became corrupted with the Powers that were issued to them, and sought to rule those who walk the Earth instead of aiding and teaching them. And those Spirits who still followed the Commandment of the One fought those who rebelled against his Will, and so war was brought to Terra. Many cruel deeds were done in this war before the mortal beings awaoke from their slumbers, not in the least by the Good Spirits, who were in latter days called 'Angels'. The mightiest of the Good Spirits were Orodian, Anagend, Dialund and Celebrian, while the mightiest of the Evil Spirits, in later days called 'Demons', were Kardde, Tegondar, Bargend and Mesagend. And Orodian died in these First Wars, when the earth-children still slept, and Tegondar was Banished to the Void, and Mesagend was slaughtered by Anagend, and Dialund was killed by Kardde. And the Earth was marred in this struggle, and many a beautiful valley was defiled, and many peaks were flattened and many deserts choked the land. But the Flamebringer turned to evil, and named himself Tegarend, the bringer of darkness, the strongest spirit to survive the Wars, and the evil spirits prevailed. Many of the good spirits had died in the Wars, and many others fled the Earth and went to the Void, out of fear of becoming like the demons in their fighting against them, for they did many cruel deeds, and many of the greatest of the Good Spirits defected after winning a battle, enamoured as they became of fighting, and war, and power over others. Hundreds of the weaker spirits who had not fought in the war were afraid and went down to the world to become ghosts, haunting valleys and rivers. And many others joined the Evil Spirits, deserting the One's commands to haunt those who walk the Earth. And the twelve strongests of the Evil Spirits were called the Vdini, and everyone cowered before them. And when the children of the earth awakened, they were enslaved by the Vdini, and fought, and died at the command of their masters, for the Vdini fought each other for domination of the earth, and used mortals to fight their wars, and they made mockeries of the One's creation to fight for them. But the mightiest of the Good spirits, Celebrian, still lived and made himself a fortress on the Earth. And if he would win the last struggle, his victory would be as dark as defeat, for although he is still working to free the mortals from the Vdini, he would only replace those dark lords by a dark lord of his own making. Once more ... In the first days, there was the Void, and in the Void existence was granted to the One who is Many, He who was created to fill the Void with other things. And the One worked hard, and he made Terra. But Terra was bare, and the One was exhausted by his hard work, and despaired. Seeing it unfulfilled after putting the work of his hands in it, he understood that to complete it, he would have to put himself in it. And he placed his soul in his creation, and died to give life to the world. And he placed a Commandment on His Creation : to live in harmony with each other. And the Body of the One became the plants and the trees, the beasts who walk the earth, who swim in the sea, who fly in the sky, man, meosa and nazuri, all that lives for a short time and then returns to the land. But his mind, the thoughts of the One became the twin Spirits Telam (Law) and Rhon (Chaos), and them He Commanded to look after the children of the earth, to teach them wisdom and compassion for each other. But Telam and Rhon didn't agree on the methods necessary to teach the weak children of the flesh and battled. This was before other intelligent entities, and thus time, came into being, but they fought a long time, until Rhon was destroyed. From Rhon's demise were created Ghan (War) and Dorath (Death). The 3 Forces now discovered they could 'lessen' their own manifestation to create powerful 'under' lings. Telam created Anagend (the Lord of the Flame) and Atharend (The Bringer of Light). Ghan created Kelso (Fear), Halma (Rage) and Dado (Hate). Dorath created Doratharend (the Bringer of Death) and Mesarend (the Bringer of Doom). In a terrifying war, that filled the skies and the land and the seas, Ghan and Dorath faced Telam, and defeated her. Telam was not just obliterated, doomed to fall apart in several lesser beings, but was so utterly destroyed that she shattered in thousands of entities, giving birth to the Lares and demons, in addition to ten powerful spirits, Orodian (Listener to Birds), Dialund (Watcher of the Sky), Celebrian (Magic Worker), Kardde (Embracer of Hate), Tegondar (Lord of Darkness), Bargend (Changer of Shapes), Mesagend (Changer of Dooms), Karis (Embracer of Risks) and Mesandar (Lord of Doom). In that same battle, in her death throes, she succeeded in banishing both Ghan and Dorath to the Outer Rifts, from where they still attempt to escape, caught as they are within the dimensions. The Battles had already seen the end of Anagend (who spawned Haliane (The Radiant Flame) and Dado (who spawned Smade, Shade of Hate), but the defeat of their master obliterated Kelso (spawning Igandar and Ugandar), and Halma (spawing Nudare and Nadare). Doratharend and Mesarend fell against Atharend during the final duel, and from their remains Telam created with her last powers Mardant (the Chooser of Fate). With the defeat of all 'evil' forces, the world got a new chance through the sacrifice of Thelam. But many of the Spirits became corrupted with the Powers that were issued to them, and sought to rule those who walk the Earth instead of aiding and teaching them. And those Spirits who still followed the Commandment of the One fought those who rebelled against his Will, and so war was brought to Terra. Many cruel deeds were done in this war before the mortal beings awaoke from their slumbers, not in the least by the Good Spirits, who were in latter days called 'Angels'. The mightiest of the Good Spirits were Orodian, Anagend, Dialund and Celebrian, while the mightiest of the Evil Spirits, in later days called 'Demons', were Kardde, Tegondar, Bargend and Mesagend. And Orodian died in these First Wars, when the earth-children still slept, and Tegondar was Banished to the Void, and Mesagend was slaughtered by Anagend, and Dialund was killed by Kardde. And the Earth was marred in this struggle, and many a beautiful valley was defiled, and many peaks were flattened and many deserts choked the land. But the Flamebringer turned to evil, and named himself Tegarend, the bringer of darkness, the strongest spirit to survive the Wars, and the evil spirits prevailed. Many of the good spirits had died in the Wars, and many others fled the Earth and went to the Void, out of fear of becoming like the demons in their fighting against them, for they did many cruel deeds, and many of the greatest of the Good Spirits defected after winning a battle, enamoured as they became of fighting, and war, and power over others. Hundreds of the weaker spirits who had not fought in the war were afraid and went down to the world to become ghosts, haunting valleys and rivers. And many others joined the Evil Spirits, deserting the One's commands to haunt those who walk the Earth. And the twelve strongests of the Evil Spirits were called the Vdini, and everyone cowered before them. And when the children of the earth awakened, they were enslaved by the Vdini, and fought, and died at the command of their masters, for the Vdini fought each other for domination of the earth, and used mortals to fight their wars, and they made mockeries of the One's creation to fight for them. But the mightiest of the Good spirits, Celebrian, still lived and made himself a fortress on the Earth. And if he would win the last struggle, his victory would be as dark as defeat, for although he is still working to free the mortals from the Vdini, he would only replace those dark lords by a dark lord of his own making. C) The Great Wars Karrdé assailed Smadé's domain, tried Tegarends strength with a couple of Thakal legions,and raided the southern coast. In response Tegarend sent Ofran Palran with an army to Ofaran and Osian Tolridon. This marks the start of an explosion of violence. Nadaré [knowing that her peace-pact is broken] musters an army to attack the 'weakened' Tegarend, but this army is destroyed by Raqah Pernijo and his nazuri, Karis' swamp things and Tegarends leftover garrison [Tegarend imself has crossed Isangar and is reaching the Alfaian heights, where his vanguard is swept away by the dwarves and the thakal of Bargend]. Bargend musters his army and moves to Andirion. Nadaré, knowing about the defeat of her army allies herself with Nudaré and travel to Telemnar, where they are routed by Mesandar. No Vdini are left in upper Andalion, and several flux- weavers from Galadion gather an army and move to the west. When they arrive in Allando they take the Fear Fortress and create their order, the Sorcerers. At this same moment Ugandar is defeated and destroyed by Igandar and Karrdé. This combination is routed by Smadé and Mesandar, who, following Nudaré and Nadaré come just in time to win the day. Karrdé knows that she is defeated and flees to her country. Smadé is attacked by Mesandar and is captured by Tegarends lieutenant. Tegarend, having defeated Mardant [who fled to the humans in Gatha] assails Mesandar and defeats him. Karis thinks Tegarend almost defeated and assails him with Halianés troops - these troops are not functioning in this terrain and are destroyed- Karis is killed. Mardant attacks Tegarend and is almost winning when Bargend arrives, fleeing from the sorcerers. The defeated Vdini flee in the mountains, where Nas Varat perishes. Tegarend attacks Mardant, and during this campaign the sorcerers assail the Red Plains. On the brink of Tegarends victory the meosa arrive. With the final additional knowledge [from the book of fire] of fire a world spell can be casted by the sorcerers of the four races. The leftover Vdini are captured and brought to Isangar. After the great war Grand Sorcerer Setrofan Hafflan [second in command of the Sorcerers] was ordered to take a group of sorcerers and to assail Kardde, who had escaped. Setrofan, who was battle-weary, and noticed that his family and friends (the retinue of the Hafflan family) had diminished, left to the east but veared of to the north with the 11 other Great Houses of Allando. When this was notified, Setrofan was dunked out of the order and a new party of sorcerers was send to the forbidden Isle, but by now Kardde had bred a new army of thakal, who stopped the Sorceror army (the soldiers were few, and the magi were still learning about the taint). Setrofan was given a Deb-ring necessary to capture and take hold of a spirit. The ring was left to Setrofan, because he couldn't do anything with it anyway, except capturing spirits (which is to the good of the sorcerers). It became a heirloom of the family, which mistook it as a protective charm, that got given to the eldest son whenever he served his years in the army. (this explains about the reckless berserking of the eldest members of the Hafflan family, but doesn't explain about their luck in these battles, because no Hafflan wearing this 'amulet' died this way in a losing battle, and if he got killed, it was always recovered!) D) The First Thakal War (648-692) Lightning Strike : After 650 years of inactivity (she did conquer most of SW Andalion and built outposts everywhere), Kardde (who was believed by most Andalion people to be a legend) attacked the entire world. Only the Sorcerers (who had never forgotten their failure to capture Kardde) and the people of Baïron (who had warred almost without end against thakal the decennium before the lightning strike and whose growth had been stunted due to gulfs of evil men) were aware of an evil presence in the south, but hadn't expected such an assault. Many nations disappeared in a long war, which only ended when the momentum of Kardde's assault was stopped and when Ubian troops (veterans from the long war against the Fulltrui) joined the battle. The thakal from the Forbidden Isle, which had been transformed from unliveble desert into an army encampement without equal, attacked Ofaran [642](which was stil settled by the few humans who had been there when Smàdé had ruled there) and slaughtered all men there. Another uncountable host attacks Taradon [642] and defeats Tegarend's mean defenses [646](Ofran Palran, knowing that if he would join the battle, he would be destroyed by Kardde, forfeits south Taradon and defends his keeps more to the north). Her troops veer of to the west and kill the few farmers still clinging to an existence in Molinat [647]. Kardde's troops which were stationed to the south and the west of the Forest of Telemnar pushed northwards and destroyed Baïron [Baïron itself is conquered in 657] almost completely. Only a tithe of its citizens can flee to the Mountains to their east (and its dwarven and Meosa defenders) or to the north, where they warn Feranat and the Vestingal Allandan people. The army that had destroyed Baïron went further northward and destroyed Feranat [659] and the South of Allando [664]. A large army is sent from the north of Allando and succeeds in destroying many nestings and several large armies, grossly disrupting the newer birthings and reinforcement armies. Alas, a large army is amassed between the tribes which have not already been attacked by this army and reinforcements arrive from Feranat and Baïron (which had been conquered several years before, and whose newer males were ready for battle). The Ar'fan and Ti'fein armies are completely annihilated [676 after several years of campaigning], and the Gai'san armies are destroyed when they buy the rest of the army the time to withdraw to the North. Even this valiant deed does not save the main part of Allando, which is destroyed up to Adalandë. Although the thakal can conquer the city itself [687], the citadel cannot be taken and reinforcements arrive from Ubian [689](with the conquered main fleet of the Fulltrui) and from the survivors of the Baïron massacres. The last vestiges of the thakal hordes are destroyed and many years new nestings are discovered and destroyed [up to 747, but 692 is the end of the lightning strike because then the last thakal in Allando was killed]. The other thakal host which had conquered Molinat is divided in two parts. One part is sent to the desert to hunt down the Meosa and to take the mountains on the rear of the other host [but is completely annihilated in 659], and the other part of this host is send northward towards Ubian and Isangar. This army is intercepted by the Sorcerers, and their magically aided armies succeed in routing the attacking thakal. Many are slaughtered by the very few defending human troops and only several compagnies amounting to a quarter of a million thakal can destroy Sarn Milet [650] and built nestings there. Without a large army the magi of Isangar cannot unearth them and allow them to stay there, from where they stage raids into Malfirin annually. This war is of course not fought continually over 50 years. There were several lulls, during which there were no fights. The thakal got continually reinforcements, because a thakal of two years old is already adult and can go fighting. There was also few infighting between the clans during the head-runs because they were close enough to enemy humans. (after the end of the lightining strike the thakal population did not raise very quickly because due to the scarceness of humans closeby the young males had to raid other tribes to be able to procreate, while elder males and females had almost all vanquished during the wars. Many tribes died out in the decennia after 692). They also continually built new nestings closer to human cities during those days. E) The Covenant SA 700 : The leaders of all the communities come together at Orinia. These leaders are Gothan Arafel - supreme battlemage and leader of the Sorcerers, 4 other Sorcerers, representants of the 4 Major Houses of Flux-weaving (These were created by 4 of the Main Sorcerers [Lladar = Water, Otzuh = earth, Aseotaon = Fire and Owori = Air; Drayvid was their supreme commander, whose house produces battle-mages, trained in the destructive aspects of the 4 Kinds of Magic and who guard the Vdini]), Battlemage Capal Atèr, Duke Tobol Orinia and General Darend Imend of The Alliance, Duke Fortram Ti'falon, Duke Trakan Ilrem, Earl Sivron Gai'san, Earl Tifon Ar'fan and Duke Getron Ti'fein for Allando [Trakan Ilrem allied himself with the Alliance for help in his attempt for complete rule over Allando; the Alliance agreed with a pact that they wouldn't intervene if Allando didn't intervene in their struggles [one of the Alliance leaders probably had a same plan (Tobol Orinia died in TA 6, presumed murdered)]], Gallaja Anor, Garl Inand, Naiandrir Embir and Garlja Esbaror for Ubian [Galadion didn't come, being succumbed to 'The Dark Side'] and the leaders of the dwarves, Netzia of the Akhan Hills, Utziab of the Alfaian Heights and Otzian from the Otzian Mountains, only a couple of Nazuri arrive with the clear message that they don't want to fight, don't want to mess about with humans and that all they want is peace and quiet in their forests. F) The Molinat Wars TA 115 : Covenant keepers order all signers to muster an army and retake Molinat, a constant danger to the more 'liberated' countries and if taken a new vantage point for an assault on Taradan. Prince Ivgard II Ti'Falon, Queen-consort Melsher of Ubian [TNR 130 (Marand finally conquered)], lord-commander Burat Allèn of Andirion and Battle-Mage Supreme Uvald Drayvidion and Eosessan (chieftain of the sosattan-tribe : Meosa), Peluri of Toturi and Utsiabon of the Alfaian Heights can conquer East-Molinat (they name it that way) and make it a great barrier (destroyed TA 421, when the countries have forgotten about the covenant and rivalry and suspicion have risen to unparalelled heights, so no-one sends any more troops or settlers. The handful of volunteers don't make it most of the time since the roads have deteriorated.) In TA 533 the last outpost is overrun and the Thakal have reached the alfaian heights, mucaria, isangar, andirion and belinor (I suppose this must be Olfirin). No help came initially from Ubian, otherwise they could have reached the mountains, since they were laying siege to Marand and the Fultrui-raids on the northern coast had been increasing. [TNR expanding to its full size] More about Third Age Molinat Orek Mehodon & Isilmo Bruar Isilmo Bruar : captain of the Blue Raptors (elite ranger cavalry unit : 3rd battalion of the first regiment of the second division of the First Alliance army Talin Sisneva : lieutenant of Talins' Tigers Mikaïl Ovinè : lieutenant of Ovinès' Orcs Daleda Tinnán : lieutenant of Tinnáns' Talons Orek Mehodon : Harman of the Rampaging Boars (hargon of the Third Mucaria Thalgon) Ivon Sasverno : Senior Shiman of the 'Boars Timon Ratin : Shiman of the 'Boars Blue Raptors : 500 horse 200 heavy cavalry : Raptors : Bruar 100 light cavalry : Talons : Tinnán 100 longbow : Orcs : Ovinè 100 horsebow : Tigers : Sisneva Rampaging Boars : 500 horsemen 200 heavy infantery : Grunts : Sasverno 100 longbow : Grunts : Sasverno 100 medium cavalry : Tusks : Mehodon 100 light cavalry : Tusks : Ratin Best horses come from Molinat (~ Arabians) G) The Second Covenant TA 321 : The Sorcerers have grown proud of their power and try to order the other participants around. Both Ofaran (dwarven and human representative) and Lower Taradon argue that they, as only fighters against darkness should have more votes than the other members. The Londiar, Allandan and Galadan representative say that they have to fight thakal threats as well. The Queen's representative says that all parties should be equal, that it is not her fault that the thakal come from the SE, and that they have fulltrui raids. The Galadian representative says that they have thakal ánd fulltrui raids, and that Ubian people couldn't find their *ss without a map. This quite escalates the gathered diplomats. The Andirion Master of Spears tries to placate these matters and starts his sentence as follows : As leader of the Alliance of the Free People ... after this sentence-start the representatives of Londiar, the Nazuri Alliance representative and the Lower Taradon alliance diplomat leave the council hall and do not return. Instead of turning all the free people into fighters against the darkness, the separate countries trust each other even less by now and stop sending troops towards Molinat. The Grand Convention was immediately reduced towards a minor encounter, in which several debates of lesser importance were succesfully held. H) The Second Thakal War & later-day wars II.H.1 The Bold Strike (TA 739 - 752) The second 'major' assault by Llamnagh 'helped' by Tegarend. While Llamnagh sicced her floods of Thakal on South Taradon, the Meosa and Ofaran and her Demon/consort (in the thakal-myths) Maràjakal [mar ràjj akal: twisted flux- weaver husband] sent his Thakal from West Molinat to North Taradon and SE to Andirion. Tegarend ordered Ofran Palram [leader of the ETA] to assault south and North Taradon [incidentally killing Marƒjakal as a second order] and his WTA-leader to 'attack' Allando and TNR from within [at this moment the WTA leader was a High seat of a Noble House]. -> many Tegarend-people are high army commmanders/ murdering the other leader/nobles + leading the Church on a Jihad against the heretic leaders in Adalandë. Several surviving Galadan nobles are inspired [by another member of the WTA] in conspiring against TNR and re-establishing Galadion instead of listening to a queen who is hundreds of kms away. II.H.2 Attacks against the Forbidden Isle There have been 3 attacks on the Forbidden isle : First attack happened during the aftermath of the Great Wars, when a Sorcerer was ordered to attack Kardde (after Setrofan Hafflan 'deserted'). She [Irrina Ombarend] and her army were destroyed while crossing the still-changing [earthquakes-volcanic outbursts] Plains of the Death [one of the many (later deserts) plains surrounding the Forbidden isle : Vfának] Second attack : When both Colonies [Ofaran and Lower Taradon] were 'happily running', Tol Divin and Tol Sarat were quiet, Londiar and the other South-West Alliance countries were safe and the Burning Sands were adequately defended (500 TA), the Meosa and Alliance attacked Kardde's Country. Many perished while crossing the Spine of the World, during ambushes by the Stone Thakal. Of the huge army (over 20000 meosa and 15000 humans), still many survived, until they reached the Plains, where countless thakal waited for them. No-one returned to the 'True' world. It was now that the Alliance leaders understood that no succesful attack could be attempted without the aid of the Sorcerors, which was why they agreed to the Second Covenant (change in TaleYear from 321 to 521) proposed by Illian Drayvidion. Third attack : Staged by Pallan Doman in 738, some 4000 veteran warriors (the largest command Doman ever accepted, because it was necessary and they needed someone with his expertise) from the advance scout units entered the Dark Reich to see if there was truth in the words of a captured darkfriend messenger (captured after leaving the Forbidden isle), who has told stories about billions of thakal and darkfriends slowly slipping in the Forbidden isle for a great mustering and slipping out in small parties leaving for Molinat. They arrived in The Forbidden isle unnoticed by killing every thakal they saw and disguising themselves as Darkfriend mercenaries. They succeeded in being called to a MEETING with several other mercenary captains, several thakal commanders and a demon. When the entire command of the 23rd attack force was gathered (whose mission was one of the most important, which was why they were commanded by a demon), Pallan and his troops killed every leader, pallan himself cutting down the demon. They attempted to escape from the Forbidden Isle but only 344 survived the rout back to Ofaran (including Pallan). The next year it became clear that even the wildest tales of the survivors were underrated, when Ofaran (who were at least warned, although the warnings were never brought to the rest of the world, because Ofaran was surrounded by advance parties after this attack, and every messenger leaving the country over land or sea was killed) was trampled and almost every other country of Andalion was invaded during Kardde's Bold strike. Against everything they think in Ofaran and South-Taradon, their Wall against evil is not as impregnable as they think it is. Many armies can leave the Forbidden isle over land without opposition, and oversea there isn't even competition, since Ofaran's entire warfleet is smaller than one of Kardde's fleets (Lower taradon hasn't even got a 'fleet'), and her troops are certainly enough to destroy two 'small' countries. the only reason she restrains herself from squishing those who think to hold her captive, is that it would draw the eye of the Sorcerors to her, and as one of the only Vdini, Kardde (or rather Llamnagh) knows fear, and is afraid that the combined might of the North could defeat her (it could, in a fair battle, with everyone backing them up, and no darkfriends or rebels backstabbing them, with nazuri and dwarfs at their side, and even then not against the Fortres of the Spine Of The World). II.H.3 The Battle of the Thousand Tears A MAJOR battle in Allando in 1095. It started with a complete destruction of the last few cities still struggling for existence in the Buruat province, and the annihilation of the armies in the Buruat-fortresses. The thakal-hordes destroyed Mucaria and started rampaging through Klanach. Aid was requested to all members of the covenant, but Andirion and Talurion were also under attack, The Northern Realm was in uproar after the murder on the Queen and the rebellion of South- Galadion and Isangar started splitting up in one mage circle that wished to rule the Earth and one that wanted to stay with the current use of their abilities. Feduon 4 : the 2 hosts (1 composed of countless thakal, fatharg and lathan, darkdwarfs and eagle-riders, darkfriends and swampthings, the other composed of most of the male members of the Houses and all soldiers that could be levied) face each other on the Kasat Even (field of tears) before the Darn Athrad. The Allando armies are outnumbered 1 to 10, but fight on and on. Many brave knights and footmen die on this day during violent charges and sneaky suiced attacks. Of the entire defending host only 50 % survives the battle, when at the evening of the third day reinforcements arrive from Isangar, where the mages of the Ring had been defeated and had left for Molinat. I) The War Of The 7 Races (H,M,N,Dw,Dh <-> T,V+De) When 'Anona' (un-named) is found in the wreckage of the ship by two farmers, they talk about bringing him to Marath (one of the cities on the Isle in the bay of Ubian), and Anona think they say Mardant and mentions that name. When the couple hears him, they decide to bring him to one of the rites to Mardant (the isle was thought to be cursed by the original citizens of Ubian, and was only colonized by the followers of the Church of Mardant when they were hunted down by fanatici (darkfriends afraid of the house of It'aca)). What is Anona actually? Since he must be able to be a member of any one of the 4 (5?) sentient 'good' races, he must be a member of the Alliance. Sent north to bring a message about the attempt to free Tegarend etc? Maybe from one of the two alliance states surrounding Kardde's country (probably South Taradon, because they are closer to Tegarend? Say, a messenger from a darkfriend city in Taradon to the dwarven mountains is captured (end 1006) by a lancer patrol. They understand that there will be an attempt to free Vdini from the Prison of Crystal Bars. Afraid from darkfriends in the councils of the Alliance (and other countries), they (leaders of Taradon) decide to sent a messenger to the only people they surely trust : the Lords of Mercy (of course, they are LoM themselves, but they are vital to the survival of Taradon). What other lord of mercy are there, which are not vital where they are? [before the War starts] The only person who might be acceptable is the high seat of house Assorrer, because all others have important military positions, and cannot be missed. By some joke of fate, the ship was attacked not by darkfriends but by Fulltrui. During a raid 7 months later (Anona serves these days as a rower), the ship is wrecked and Anona is the only survivor. In the meantime, that lord of mercy has already died. Now he has to search for Atratus, who has passed the tests and is newly chosen as Lord of Mercy. [reason that he is fearful of the name Mardant is that that was part of his message about the Vdini]. Rescue of Tegarend : WTA starts a war, Isangar sends a detachment of soldiers and magicians, and the dwarves of Taradon (who have been digging for years towards Isangar) make holes in the Prison of Crystal Bars, releasing Tegarend, Nadare, Nudare and Igandar (and steal several artifacts, including the dreamwand, which was found on the corpse of Tegarend's last embodiment after TGW) Some more thingies about the game itself (not really chronological) Bargend destroys Ring of Shadow (in Molinat) but is destroyed himself (Bargend was not freed by Tegarend's rescueers but escaped himself because the guard was too small). Kardde is destroyed by Wolfsblade, his wolves (1000 barhim who defected when the Barhim joined Bargend) and 15 Drayvids' House archmages (Thalotegs, who mirror themselves on Mehodon), and Celebrian (killed himself by Kardde) and a corps of elite nazuri-thakal hybrids, but orders all her troops to an all-out attack. Tegarend calls all thakal and demons to action and conquers Galadion. Ubian armies defend Isangar against the army trying to save Tegarend and save several magi from the massacre (the strongest of these become Wolves-thalotegs). Allando armies (only about 50% due to rebels) defeat Eledon and join Alliance against miresa. Half go south to Londiar and Talurion (to fight the Water meosa), the other half goes to tardon and joins the other armies there. Burning sands Meosa fought Celebrian, Kardde and went Southwest to fight the Water Meosa. Fulltrui sac the entire North/Northwest of Ubian, including Roy-Ubian and kill the Queen (Atratus' friend Kata becomes Queen but doesn't know it until they join armies with the Allando armies (who must have better messengers)). Allando rebels conquer adalandë and raise earl Theron of Valame to King (I do not know where I wrote this down, but there are rebels because they think they shouldn't fight the darkness but make a pact with them, several rebels are DF's, but most just try to work out things (including Boram of Portum, Yvon of Calare and Radon of Gorpia, 3 minor barons and supreme leaders of the armies in the NE of Allando (fondor) and the reason that Allando could send only 50% of the armies, because most lords leave some troops behind to defend their own fiefs - they are the leaders of the rebel forces but work for Theron of course, who is a DF, part of the royal army is kept in Allando, which causes several lords to keep some of their armies behind to stop the king during an attempt to make his rule a bit more totalitarian). Allando & Andirion armies join with the Ubian forces defending Isangar and go to Taradon to take down tegarend and stop the cause of most wars raging now. 100000 enter Tardon through the Darkdwarrow mounts, 60000 pass the mountains (leaving 20000 men behind to fight Tegarend's armies returning from Galadion). 10000 pursue the routing Taradon thakal to the Black Mountains region (leaving 50000 dead humans and 200000 dead thakal behind them), and 4000 enter those Mountains. An even thousand of these survive to enter the Keep of Tegarend, of whom a hundred (mostly wolves) survive to enter tegarend's Fortress and face Tegarend's Bloodguard (fatharg-meosa hybrid : strong with brains, 200 elite guardians), with 300 other survivors wandering about the Fortress fighting all the thakal who suddenly appear everywhere. Of those hundred, 5 survive to enter tegarend's Throne Room (You, Wolfsblade, Kata, Allando hero (Hafflan) and an Alliance hero (preferably from the Bruar family)). Magi of Shadow (on that isle in bay of andirion) Hand of tegarend Dwarves fight underground against darkdwarfs Nazuri Great Forest are killed by Thakal Nazuri Wold Of Pain are killed by taradon thakal Ubian : Half aids Isangar against taradon, other half stays behind and is attacked by Fulltrui (Ubian queen dies (whether against taradon, galadon rebels or fulltrui I don't know yet), but Kata becomes queen (although she doesn't know it) and is informed of this when Ubian troops join them during the final fray in Taradon. Galadion : Half perish against taradon, other half flees to Ubian Allando : Half fight Eledon, Miresa, Molinat, Taradon, quarter rebels (North under Theron of Valame, the South under Vestingal of course) against the other quarter. Andirion : Half go south to Londiar and Talurion (against Water Meosa and Kardde), quarter goes to Miresa and Taradon, last quarter stays behind Londiar and Talurion : attacked by Kardde and Water Meosa Ofaran : Killed by Kardde South-Taradon : killed by Kardde North-dwarfs : quarter go south to Isangar (with Ubian forces) and Tardon, rests stays behind West-dwarfs : half Taradon, other half underground against Darkdwarfs South-dwarfs : attacked by Kardde and Water Meosa - those in Miresa go South with Andirion troops East Dwarfs ; attack West dwarfs underground,attacked by Alliance/Allando/Ubian armies Nazuri West are attacked by Thakal and all killed (won't leave children behind) Nazuri east are attacked by thakal and all killed Burning Sands Meosa : attack Celebrian, Kardde, Londiar Water Meosa Water meosa : attack Dharhan and Londiar Isangar Magi : attacked above ground by thakal, and under ground by dwarfs, defended by Ubian, but several Vdini are freed. Survivors either join Atratus (at the head of the Ubian forces) as thalotegs, other go south to fight Ring of Shadow (or join them, when they think this attack means that they actually should take leadership of the world in their hands) or go north to fight Fulltrui (and are killed by their Daemon) Ring of Shadows (actually Unbroken Ring I guess I Called them :-) ) : destroy Bargend but lose most of their leaders, flee to isangar where no one is left or seek shelter elsewhere (Allando) Fulltrui : attack and pillage Ubian under impulse of their daemon Barhim join Bargend after a great Witch-hunt through Allando. When Bargend is destroyed they side with the rebels (all that are left are darkfriends by then) Bargend : frees himself and teleports to what he thinks of a safe place, Molinat, which is already deserted for over 1000 years (under impulse of Barhim commander whatsisname) ... until the Ring Of Shadows went there half a year ago (which is 15 days for a Vdini stasis-trapped). Tegarend : freed, attacks the entire world, at last defeated Kardde : attack by WB and celebrian, kills Celebrian (who she thinks is the greatest threat) Smade : Falls against Kardde Ugandar : Falls in the South against the Dharhan Celebrian : sends his army to ruins of Ofaran to fight Kardde's troops there, and teleports himself to Forbidden Isle with a thousand bodyguards, calling himself the King of Andalion and asking Kardde to surrender to him. He is swiftly killed by Kardde, because he shields the wrong person [by striking out to the first person who can channel, thinking there would only be one] (one of the wolves-thalotegs with Wolfsblade, who is immediately killed by the strain of a too-powerful spell (meant to shield a Vdini)) Dharhan : destruction of Tegarend causes rifts etc and they ward off destruction due to the new book of Magic : The Book of Light. With the five forms, flavours of magic combined, a new world spell is casted. I know, Allando is the only place which is not attacked, but I made that OK with the Civil war raging there, yes? And I know, the Vdini fall rapidly in this text, but that is because they are overconfident (like the Forsaken) The War of the Seven Races will take more time than I previously thought. It will last several (10-15 years : 1108-1119) with every year worse battles (reaching higher and higher on the map), with more raids and command tents getting emptier and emptier (I like the idea of having a command tent of the Covenant rulers with only the chief generals inside, and after ten years of battles even lesser captains being inside it :-)) Bargends escape took much longer than that of the other escaped Vdini. After Tegarend showed him some of his tricks he had used to escape, Bargend spent two years trying to escape before it succeeded (in terms of books : Tegarend escapes at the end of book one, Bargend is trying something in book 2, escapes in end book 2, dies between lines in book 3 and news of this reaches the good ones in book 4 by a Mage of the unbroken circle (or whatever)). The rebellion in Allando happens during the third year of the war (book 3), when several nobles decide that there must be a way to stop the war and have peace with the Shadow, because neither they nor we (allando) need the entire world. They don't want any more Allandan blood to flow while defending the ground of the Alliance (the leader of this rebellion is a DF (Theron of Vallame), but several other important minor nobles truly believe this) The end for so far yet : the last battle -> what does the player need to defeat Teggarend (the last opponent of course) Wolfsblade (including Kata and Irga) Trefa Hafflan WITH his artifact (it is mentioned a couple of times, the black hand will attempt to kill him and to steal it, in Isangar, whenever you see the scene where the Vdini were captured you will see the same items,...) and maximal 4 other party members You had entered the Fear Fortress thinking you would face thousands of bloodthirsty thakal but until now you only met a couple of Vile-demons with accompanying fathargs. Adequate for stopping smaller parties, but not one consisting of THE wolfsblade and certainly not enough to stop the Messiah himself. It seemed to be going too easy...They turned a corner, and entered a large Hall. In the center of the hall a Throne of Fire stood and a small-seeming human straightened and raised...it became a black shroud, with a vague humanoid form in it, but your senses lessed as the shroud deepened. When Wolfsblade saw his nemesis, who had destroyed his family because of the prophecy that he would arise (he doesn't know it yet, only after Tegarend dies !!!), berserked and charged Tegarend, and when they both started to weave spells, it seemed like Wolfsblade was easily winning. The great Archenemy was losing terrain...and then suddenly, when all our parties hope was bright, and Tegarend was staggering backwards, He suddenly started laughing. The big doors to the hall, that we hadn't even notified closed, and everywhere in the hall bubbles of unseen opened to allow the thakal enclosed in them to leave, while a circle of fire enclosed out party. Atratus moved to attack Tegarend, still thinking he was almost defeated, and then Tegarend stopped playing with him. He slammed Atratus backwards against the double doors, where he landed in a puddle of his own blood. Nooooooooo! cried Kata, and together with A and B and Irga, she stormed towards T. Tegarend laughed again, and tightening his fists he began to squeeze the life out of his attackers. A and B and Irga died, and Kata slumped down, saved by her Tear. Suddenly Wolfsblade rose again, and reattacked T. T created a wall of air, in which A crashed, and again and again and again. Then I noticed I was standing alone. Where the hell did Treva go ? Wolfsblade dropped down for the last time, casting his last spell. Now only I was still standing, and T opened the firewall. So you, pitiful human, allied these men and made them attack me? Thakal, get him. While the little creatures charged on me, I wondered where Treva had gone. And the rest is history [Treva, being invisible by A's last spell, slapped his heirloom on T., thinking that this was the moment he needed a lucky charm the most. The heirloom, actually being a Binding ring, [if you hadn't noticed Deb-rin is an anagram of binder] extruded T from his body accidentaly killing all the thakal), and captured him inside the ring. After the end of the Game (and the destruction of Tegarend, and the death of the King of Allando, most of the other crown-pretendents and the defeat of the rebels), Atratus goes to Allando and becomes king (with Kata as Queen of Ubian). After the capture of Tegarend, one of the wolves starts talking to Atratus about House It'acan (don't ask me why - wait! There is a prophecy that said that someone from House It'acan would be the end of Tegarend, and the mage wonders why the prophecy didn't scan (It'acan was destroyed because of this prophecy by DF's who started rumours about the inhabitants). Perhaps the wolfsblades were made with the Power by the original Sorcerers, and still in the line of Borin, last Master of It'acan (corny, too much 'magic sword and a strawberry birthmark)). J) Disappeared Countries II.J.1 Ignarion When Ignir Omvarir destroyed the last vestiges of a thakal army settling for 2 centuries (SA 650 - TA 193) in this wilderness which wasn't even of importance to Isangar, his followers (mostly from the region just to the South of the Great Bay) chose him for a King and settled in this region (around Ignarion (which was earlier when founded by Mardant followers and later (TA 712) when resettled called Altard)) where they made a great Statue to Ignir Omvarir. This country was abandoned in TA 421, when almost the last parts of Molinat still under Covenant control fell to the shadow. II.J.2 Feranat Feranat is ruled by the Council of Seven. Originally consisting of the seven 'eldest', after several scores of years, when the country had changed from 1 community into several counties of the 17 noble families, the councillorship became an elected post, elected by the 'free people' (the nobles, merchants, and everyone owning at least 1 hosue and 3.5 chickens), many of whom were dependent on a noble (living on their ground, working for them, ...). The council didn't always consist of 7 members in these times, sometimes fewer (but never less than 5), sometimes more (but never more than 9 ; more because of vetes between families). The 'democratic' country became more and more corrupted (think Rome in the last century before the Empire) until Uragnir Viduga, with the full power of the Viduga family behind him, made a new council construction, allowing for 1 merchants' guild councillor, 2 councillors representing the plebs (this of course leading to semi-adoptions of nobles by 'common' citizens), 3 councillors of the 17 families (in some kind of system fluctuating control from family to family, allowing re-election of the same family and councillor, never giving a family with a blood-vete a post unless the opposing family also got a post) and 1 councillor representing the army (this was indeed the main occupation of the Grand commander of the Feranat armies). In later times, when the army commander was the best man for the job instead of a noble with a big name, or a proxy from the nobles, this made the nobles lose their absolute majority. There came more and more rebellions, assasinations, and soldiers proclaiming their commander to be a councillor, so that when Kardde's hammer at last fell, Feranat was no more than an empty hull, stripped of its armies, with many of its richer citizens exiled or fled to Allando, with weakened and unsupplied borderforts, and the army in mutiny, pillaging, murdering, fallen apart in compagnies of bandits, rebels to place their own noble/general on the throne, and regular troops fighting the others (the last truly elected councillor [instead of placed there] was chosen 150 years before, an by now there were never more than 4, with one actually ruling and the others agreeing). The 17 families are the 17 surviving families who returned from The Great Wars : Major families Minor families Viduga Katina Valoda Beluga Uvina Munita Arida Lacaja Naraja Merosa Corida Danaja Orinia Erita Aroda Farosa Caruga Ghad'zu was the capital of Feranat. Once the most important city in Taranja [peninsula between the Allando and the Andirion Bay] it is nowadays a calm city, nothing showing that once it was one of the great cities, competing with Roy- Ubian, Galadan, Molinat and Adalandë [Baïron (the 6th major country included in the Sorceror Pact) was nothing more than a stark soldier fortress]. During the Lightning strike Ghad'zu was levelled with the ground, burned, looted, and all its' denizens got killed. It was never reconstructed, and because the peninsula never got recolonized, it was overgrowed and its many towers, palaces, oulevards and hanging gardens were lost. When 1000 years later the Queen Aglan I of Allando ordered the construction of a road from Vestingal to Gargrea, these ruins were discovered and a new city was constructed. All that is left of Old Ghad'zu (now renamed Sarn Feranat) is the tower of Simeon the seer. His volumes of phrophetic words [scraps of copies of these words were rescued to Adalandë, where they were added to the book of water] had all decayed into illegibility, except the stone of Banyan. Described in one of the Thirsay volumes of Arjan Balidon to contain everything what happened and shall happen, it was send to Vestingal (already one of the three most important cities in Allando by then), but never arrived there. It was sent there because the stone, consisting of 100 chapters, each coded in a different code, in a different language, was impossible to read. Mairsil, called the pretender [TA 615-TA 833] A witch, a magic user who stole the stone of Banyan. Rumored to have stolen several items from the city of illusions, where she pretended to be an Isangar mage. One of these items was an artifact that allowed here to weave a little amount of the flux untainted every time-unit. Knew a spell that allowed her to 'hibernate' some time, which is the reason she became 218 years old. (she had deciphered a couple of allusions from the stone of Banyan, and knew when she had to wake) Thirsay volumes : and then writers dare to say that their characters never escape their control ! Well, mine did, I never even knew I was writing about the Stone of Banyan ! Arjan Balidon (779 SA - 77 TA), Allandorian Royal Librarian who wrote the Thirsay Volumes. A fifty-book large encyclopedia of important Allandorian people, families, cities, ..., and to a minor impact also of other places). Arjan even travelled with a mage to Isanger, to the ruins of Andirion and to Ubian ! (of course not to Galadion, which has gone bad at this moment) II.J.3 Baïron Baïron is ruled by a 'dictator' chosen by the army, who rules for 10 years. All imortant 'posts' are in the hands of the army. The alliance creed is mostly based on the Baïran law. When Baïron fell (at the end of the second age), most of the survivors fled to the dwarven Halls in Miresa. During the Great covenant they voted for an assault on Kardde, and when that failed, they joined the Alliance. Most leaders of original alliance were Baïran. This country was founded by the few survivors of the Galadan Sorcerer troops. After Baïron fell, the alliance troops and what remained of the Feranat troops met the dark hordes on the Plain of Muredin. They almost won that battle, for they countered charge after charge, but then darkfriends in the Feranat army slew Andurfin Beluga, the march-general of Feranat. The Feranat armies routed, and the Allandorian had to retreat. Feranat was destroyed afterwards and Allando only escaped that fate by the aid of Ubian and the fact that the momentum of Kardde's assault had slowed to a crawl over such a distance. II.J.4 Molinat Ruled by a king, founded by the remaining Galadan troops in the Sorceror armies. Armolin was something like Babylon with its hanging gardens. Called by most inhabitants of other parts of Andalion Paradise when they first arrive here. Most of the city was already here, created by the human survivors of Karis' empire. The sorcerers who didn't live in Isangar (feuds,..) lived here. When Armolin was finally overrun by thakal (in SA 300???), one little group of people escaped of the carnage, bearing an important thing : the Heart of Kilrog. The Sorcerers created when they understood somewhat of the Taint on the Flux an entire series of artifacts who reduced the impact of the Taint (they all died in this creating [they hadn't foreseen that]). When all combined (never happened because 3 of them were token from the corpses of their creators in TA 3 when the remnant of Mesandars' thakal ambushed the Sorcerers at Telemnar, which was before the Heart and Brain were completed), the artifacts should 'melt' together to form a [very bad word] golem. The eye and tear are part of this artifact- series. The little group was led by Archmage Orchaldor Bruar, with his newborn son Nolondil. When they climbed the Ataïn Mounts that night, O. looked backwards to the burning city and renamed his son and swore that he nor his kin would ever stop until they had revenged the destruction of Molinat. Afterwards, at the Great Covenant, the Bruar family were the greatest shouters for a Crusade against Molinat. This was agreed to, but only when each nation could contribute enougb strength (just after a thakal strike). The Bruar family was at that moment a very influental family in Baïron and later Andirion.

Part III : The Other Races

A) The Meosa III.A.1 Difference between Water and Fire meosa When the Meosa went to Andalion [main continent] from Esoa, mostly male meosa went, with 1 female meosa/ 3 male meosa. They were summoned by Haliane (Fire Meosa!!)a 1000 years earlier and had only now found Andalion. During the world spell the road from Esao changed and only now have the 'water' meosa found the way, females took the power when the men didn't return after +/- 10 years. The Water meosa still have a grudge towards the Fire Meosa (because they followed the 'god'(Haliane) to 'heaven' without taking them, for blocking the road to Andalion / believing in fire instead of water). Yukior Maoru controls the Water Meosa since the end of the Great Wars. III.A.2 Notes & ramblings * What is a Meosa ? Meosa are catlike humanoids that average about 6 feet tall. They have frontal placed eyes with extremely good night-vision. Their ears are placed higher up than with humans, giving them good hearing but only in front of them. For the rest their faces are almost human. They have no tail. They mainly live in the desert regions. (Esao is mostly desert, which is why the other meosa call themselves WATER meosa) Political system : The Fire Meosa are ruled by an emperor who is only important as a representative to the outside world. Under the emperor are the tribal chiefs who are the ones who do the day to day ruling. On approx the same level as the chiefs are the 'lore-masters' or historians. These are highly regarded as the Meosa consider history and stories very important but they have not that much power. Under the chieftains there is the warrior caste (of which the chieftains are the best and wisest) which exists to protect the people of the tribe from any kind of danger. Twice every year there is a meeting of the 'governement' i.e. the emperor & his aides and the chieftains. In this meeting a general line of direction is agreed upon for the next term. They have a highly developped sense of honour. If one's honour is at stake, they will fight for it, mentally or physically. If someone is dishonored, the normal course for them is to go into exile (although there is no word for exile : the word for dishonour implies exile) where they will try to make a living in the outside world. They are not by nature a belligerent people but they are very fierce fighters if provoked. They are also highly skilled in 'earth'-magic <<< fire >>> and have a good understanding of nature in their natural environment (the desert). Meosa warriors all serve their chieftain and when he dies, they become voluntary exiles and roam the lands. The traditional - and deadly - choice of weapon for an Meosa is a staff and an ame (slightly curved one-handed sword with a length of about 60 cm). The Warriors code : Book of Five Spheres Meosa 'cavalery' rides on the back of a matesoson (a camel/kangaroo-like animal walking on its hind legs but with its head facing 'downward'. It is another test of maturity and bravery to ride one bareback (they have rodeo-games). A desert animal with camel-like stamina and water-preservation capabilities. Size : from head to legs 3m Weight : 200 kg B) The Dwarves Dwarves use some king of a mini-Wurm which heats the stone in front of him to 2500 °C and gets his food from this molten mass. Everything he cannot use as food is left behind. They do not need much food, the energy for the melting process is generated from some weird chemical reaction with some materials from the molten rock. They can 'hibernate' for some time while using stored 'food'. They can in addition be used during sieges, although it can be hard to bring them towards such a fortress (only while hibernating they can be transported). Name : Thothlukhot Size : 10M long, 2M diameter. Weight : 4-5 ton Etched in Transparisteel TNR Akhan Hills in Masan Allando Akhut Mounts in Hyporia Andirion Alfaian Heights in Damoria Talurion Otzial Caves in Aldurion Ofaran Utzian's County Miresa Ukhial Mounts in Miresa Taradon Khian Caves in Taradon Society & Religion Change : Thal Uhtzanh created 4 dwarfs (of the 4 first clans, and 3 other clans 'drifted apart' from these 4) : Which started : Akhan Hills, Alfaian Heights, Ukhial Mounts and the Khian Caves. Both the Otzial Caves and Utzian's County were created together with the Alliance, and the Akhut Mounts in Hyporia were mined by dwarrows from the Alfaian Heights during the Great Dwarrow chism (just after the Great Wars, between the Khian Caves and all other dwarfs. The Khian Caves supporters from the Alfaian Heights left those Caves and went to the north. They joined again with the other dwarven kingdoms, but as the Ukhial Mounts, never fought against an enemy who didn't attack them first - although their retaliation attacks were the most cruel of the entire history of Andalion) <<< The dwarrows believe in 1 Great Dwarf (Thal Uhtzanh) who created the overlords of the four clans: Altzuh of The Alfaian Kingdom, Muhtz'akh of the mountains of Mutzia, Netzal of the Tribe of Netzal and Otz'iab of the Guardians of Otz'iaba. This Thal Uhtzanh was a statue created by Haliané, who was in search for a stronger servant in her combat versus the other Vdini. <<< something like this >>>>>> C) The Nazuri III.C.1 Where do Nazuri live ? Nazuri live in woods. Ok...hmmm... since everything was part of the Creator, who, after a burrito dinner exploded in millions of particles ;), not only the land but also the first creatures of each "species" (except for Thakal <<< &dwarves? >>>) were bits of the Creator, no ? So, let's say some bits are more closely related to each other than others... like, er, hair and nails for example. Get the picture ? Ok, now imagine that when one part of the Creator became plantlife, another, related part became the Nazuri. What do you get ? You get a half-plant freak, that's what. Now, these half-plant freaks actually are not that "plantish" and are more freakish (that is, animal), but they still retain some of their "cousins'" genetic makeup. Therefore, a Nazuri is a very adaptable being (in the woods that is). If a Nazuri (who by nature have an emerald green skin (photosynthesis)) comes to a new forest, (s)he changes the texture and color of his skin to the bark of the dominant tree, but slowly. Nazuri live in the upper layer of the forest (between and on the branches of the trees). III.C.2 What does a Nazuri look like ? Nazuri are actually quite close to the other humanoid races. They are diminuitive in statue (although not as bad as dwarves let's say 1.70 meters is a giant Nazuri ?) and quite weedy ;). Their skeletal structure is light (comparable to twigs actually) and therefore breaks with a forceful blow, but their lighter build and flexible skeleton also makes them more agile. Although they are scrawny, they are quite muscled and strong. Their hearing is extremely sharp but their eyesight is below normal. They can spot movement however(think T-Rex ;). Nazuri don't need iron in their food. They have a hybrid body : their skin is "animal", they don't have a capilary system but a transportation system for oxygen & juices (= plants). As said before, they change their skin color & texture to the bark of the dominant type of tree. Therefore they are hard to spot while motionless in a tree (camouflage). They have no real 'hair' to speak of but due to the structure of their skin, some kinds of plants (epiphyts etc) can adhere themselves to it. There are male and female Nazuri. Procreation happens two ways : plantlike and animallike. The uh animallike procreation gives a new Nazuri, the plantlike gives a special kind of tree (real tree, not moving, but with a sense of awareness) that are tended by the Nazuri and in return help them (warnings, protection, etc...). Nazuri can communicate in two ways : either with vocal chords (normally only used with the other races and while hunting) and with pheromones. It's also with pheromones that the 'trees' give warning to the Nazuri. The 'trees' are called Nanur. If a Nanur is chopped down, the nazuri get kind of pissed... think child murder and you're at a tenth of what a Nazuri feels then. III.C.3 What do Nazuri wear ? Well, if you're gonna be nice and inconspicous in the forest, of course, your first guess would be 'not very much' and you're right. Other than the aforementioned plants and weapons, the Nazuri don't wear any clothes (unless they need to go to human cities. Then they wear normal human clothes as not to offend the humans). What is a Nazuri like ? <<< see below : Tarloth & Tarhel >>> depends on what they eat mostly ;) - mostly vegetarian : hates animals (but not other nazuri, I mean, a nazuri is a nazuri is a nazuri, right ?) which includes humans. (the "Xenophobe" Nazuri of old...) - omnivore : takes kindly to all creaturees, since relaxed food tastes better III.C.4 Social Life Clans Nazuri live in 'clans', consisting of about 4-10 families (for the really really large ones). Usually, (depending on the size of the forest) there are between 1- 4 clans in a region... More tends to sap resources (available trees, food, etc) too fast so 'extra' Nazuri trek to a new forest in the immediate vicinity to start a 'colony' of the main 'family'. These colonies retain a strong bond with the mother-colony most of the time and inter-forest matings aren't an exception. When these 'colonists' leave, they take with them cuttings from Nanur that have been preserved with Nazuri-magic. Nanur can be 'imprinted' on other species to propagate. The decisions in a forest are taken by the clan leader, the eldest Father of the families consistuting the clan. Families ? A Nazuri family consists of a couple of generations of Nazuri led by the Father of the family, usually the eldest surviving male member. There is no real 'marriage' in the western sense of the word, but their system is more something like the african multi-wives system... When the first wife is incapable of producing any more Nanur, the male takes a second wife. The first wife stays the 'matron' of the 'house'. Usually they travel from tree to tree. When they leave their forests (very unusual) they can use deer? For nightly transportations they use the Talodared (a very uncommon giant bat) <<< Tarloth : friendly nazuri Tarhel : xenophobic nazuri, who blame all other races on the death of so many nazuri in so many wars. <<< data >>> The Nazuri splitted in SA 4. SA 15 was the year of the kinstrife (civil war of the nazuri) of which the highpoint was the slaughter in Telemnar. This place is cursed with the death-curse of so many nazuri, that no-one dares to come there anymore. (Tarloth killed Tarhel there) >>> D) The Dharhan Don't bother, we've resurrected them, although nothing more has been established than that they live on the Red Plains, which makes them one-time "subjects" of Udangar, one of the Vdini who died in the Great Wars.

Part IV : Magic & The Books Of Lore

A) An introduction into Magic IV.A.1 About this magic system This magic system was developed for an as yet untitled cRPG set in the world of Andalion with the intention of creating a system that was "believable" while not being too restrictive. I deliberately wanted to get away from the bad (IMHO) system of only a couple of spells that can be readied (AD&D) or the use of reagents (Ultima) which not only hinders the caster (need to carry around lots of otherwise unusable herbs & trinkets) but can also mean a critical spell cannot be cast at the right time for it. Also, most systems only account for spellcasters (except for major storylines) working alone which means that low-level casters have a really hard time doing anything at all. Also I think the idea of buying (!) spells and then immediately being able to cast them is absurd, I mean, it's not because you have just bought a bicycle that you can immediately ride it... But ONCE you learn how to ride it without falling off, you never forget! IV.A.2 Description My idea was to create a system that relies on balance : Instead of needing to get energy from objects to be able to cast a spell, all the energy comes from the caster (soul-body combination). The more difficult the spell is to cast, the more it takes from the caster(s). Notice the (s) in the previous sentence : spellcasters can link their flux to increase the power over their spell and to distribute the backlash. The caster is still able to use objects that allow him to have more control over his spell and lessen the backlash a little but these objects are rare and highly sought after. All spells use a combination of the 4 elements : fire, air, earth, water. Some spells are almost intuitive while others use a complex combination of elements to achieve their effect. A spellcaster can always see the flux a caster weaves, and in doing so can learn the spell being cast. There are no defined levels at which a certain spell can be cast, instead, the more experienced you are, the more control you have over your spell and the more chance you have of achieving anything (a spell always has a counter- effect, even if you achieve nothing). This also implies that spells such as e.g. produce flame, flame dart, fireball and flame wall are all the same spell in essence but that the caster has more or less control over the flux he's weaving. Due to the fact that casting a spell is a challenging thing, spells cannot be cast while unconscious. A flux can be made more permanent by 'coiling' it in on itself. IV.A.3 Types of Magic There are a couple of different types of magic : - "Normal" magic - "Wild" magic - "Artifact" magic Normal magic Normal magic is the energy which comes from the soul-body combination of the caster (which can be amplified by certain artifacts). Wild magic Another kind of magic is the "wild" magic, so called because the caster has almost no control over it : it's energy comes from 'the bones' of most races [the 'sort' of spells is different for each race : dwarves will have easy access to wild magic earth spells (Animation the most important one), as will earth thakal have] and can have absurdly powerful effects, although the effect of the spell is unknown to the caster at the time of casting. Almost all the backlashes are lethal to the caster or leave him in a coma. Because of this, this kind of magic has never been studied fully and is banned in most circles. Interestingly, it seems that people with a psychosis (megalomania, schizophrenia, paranoia, catatonia) seem to be able to excert more control over the effects and seem to suffer almost no side effects. (A sufficiently powerful wild spell is even supposed to be able to cure them of their psychosis but most people affected do not want to be healed it seems.) Artifact magic Artifact magic uses energy that was stored in an artifact (eg a wand, a ring, ...). These artifacts are extremely rare and are jealousy guarded by their owner. Most artifacts have only one use (wand of flame dart, ring of invisibility, etc...) but some artifacts have an effect-selector which allows the caster to use up to 10 different effects stored in the artifact. The use of these artifacts normally has no effect on the wielder (except those that have a magical ward cast over them) IV.A.4 Frequently asked questions (at least FA by AJAN himself :-) Q : If most of the spells have such an awful backlash, how is a mage going to survive ? A : I've put in a great deal of thought and I've come up with a 'buddy' system (which incidentally also makes a great plot element). I was thinking of teams of people with different specialities working together ie every spellcaster has a herbalist(healer) as friend and has a mutual understanding : the herbalist keeps the mage alive and the spellcaster helps the herbalist with some of the more difficult preparations. Q : If being a caster has so many drawbacks, why would I want to be a mage ? A : I don't know about you but I have never in my whole life RP'd a 'pure' class... I always describe my PC's class as 'Jack of all trades, master of all.' This is to say that I have a char that can cast spells with the best of them and can also handle a sword if his spells should fail him. As it stands now, a lone caster is almost impossible to play (well, a battlemage certainly... other kinds should be feasible) but that's why the buddy system is there. You could always stock up on herbs and potions yourself if you really want to do everything alone... IV.A.5 Information about the individual spells themselves <<< modified >>> There are a number of different types of spell : AIR - illusion (easiest - more realistic = more difficult) WATER - alteration (alters caster back - healing = wounding, etc) EARTH - creation (e.g. earthenware : earth(base)+air(shape)+fire(bake)) FIRE - destruction (hardest - likely to kill/maim caster) | - space-time bending (summoning, travelling, slow-time, speed time) ---> thought to be a combination of the 44 'types' of spells but instead these are LIGHT spells (from the book of light and the Dharhan) which is why the original world spell failed (with the slow-time spells on the Vdini etc) Illusion : An illusion only creates a resemblance of what the caster has in mind. There are a couple of different levels to illusions : the more control the caster has, the more 'real' the illusion will seem. For example : a barely trained caster can produce a flame that will not give light and warmth and will look suspiciously transparent. The more control he gets, the more realistic he can make the illusion. Alteration : An alteration alters something in a given target e.g. a cup of water becomes a cup of dirt, a wound is healed. The only problem with alterations is that they alter the caster back (to a lesser degree) : if the caster heals a wound, he recieves a less serious one, etc... (note that this does NOT work the other way : inflicting a wound does not heal the caster !) Creation : A creation spell can create anything (spoon, sword, servant, a room, a boat, ...), only dependent on the amount of control and power the caster has. The more power the caster pumps into the creation, the better the quality of the creation <<< and the longer it will stay created? >>>. Also, more intricate or large creations need more control. A creation spell exhausts the caster more or less completely so that it is imperative that he rests or else he dies. Destruction A destruction spell is a weapon, period. As with most weapons it will turn on its user. Destruction spells always have a devastating effect on the caster. The only difference is the time it takes the caster to die. Space-time bending : As the name implies, these spells somehow bend space-time. They can have extremely powerful effects (which means extremely powerful backlashes :) but as they're all quantum, I'm not going to explain it any further . Spell List : Every spell has a couple of attributes : Difficulty : This is how complex the flux are. (scale 1-10) Control needed : This is how much control over his flux the caster needs at ALL times. (scale 1-15) Elements : The elements that are used in this spell Type : One of the types detailed in the previous chapter. Backlash : The effect the spell has on the caster (Table to come) Effect : What the spell does + differences in types. Basic spells : All of these spells are the most basic effects which have almost no effect on the caster. These spells can also be amplified which then alters their control needed, difficulty (bigger flame, more flames, etc...) and backlash. Produce Flame Difficulty : * Control needed : * Elements : Fire Type : illusion / creation Backlash : goosebumps ? (nothing serious) Effect : A flame appears in the place the caster wills it. Produce Water Difficulty : * Control needed : * Elements : Water Type : illusion / creation Backlash : tingling sensation ? (nothing serious) Effect : 25cl of water appear anywhere. If they are willed in midair, they will undergo normal gravitational effects (fall and form a puddle). Both types produce stains but the illusionary stain dissapears after the caster stops the flux. Produce Dirt Difficulty : * Control needed : * Elements : Earth Type : illusion / creation Backlash : tingling sensation ? (nothing serious) Effect : A handful of dirt is created. Produce Wind Difficulty : * Control needed : * Elements : Air Type : creation Backlash : itch Effect : A very feeble current of air is created between two places the caster has in mind. Speak Truth Difficulty : *** Control needed : ** Elements : Air + Water Type : alteration Backlash : dunno yet. Effect : The target of the spell will feel compelled to speak the truth for as long as the flux is maintained. Invisible Writing Difficulty : ******* Control needed : ********** Elements : Fire + Earth + Air Type : alteration Backlash : dunno yet. Effect : This engraves anything with a text of varying length which is only visible to casters using the Uncover Writing spell. Uncover Writing Difficulty : **** Control needed : ***** Elements : Air + Water + Earth Type : alteration Backlash : dunno yet. Effect : This allows the caster to see the results of an Invisible Writing spell. Flame Wall Difficulty : **** Control needed : ***** Elements : Fire + Air Type : destruction / creation Backlash : Effect : There are two versions of this spell : - Destruction : Creates a wall of flame that moves towards a target at high velocity and burns everything in its path. - Creation : Creates a non-moving wall of flame of certain dimensions. Uncoil Flux Difficulty : *******|*** Control needed : ************|*** Elements : Air + Fire + Water + Earth Type : alteration Backlash : (average|major) Effect : This spell allows the caster to uncoil a coiled spell. If it's not one of the caster's own spells, the difficulty and the control needed increase and so does the backlash. This does not take in consideration any 'extra' spells on the coiled spell (example : Permanent Teleport Anchor) Teleport Anchor Difficulty : ********|** Control needed : ******|********* Elements : Earth + Fire | Water + Air Type : alteration ? creation Backlash : (average|major) Effect : Teleport Anchor creates an invisible marker which will allow the caster to teleport this location more easily. This marker will remain until it is teleported to. To make a marker permanent, (extremely difficult) a second flux of water & air must be woven around the marker which will actually keep teleporting the unused marker from the past to the present. If either flux is ever uncoiled an instability will appear in the space-time continuum which will take out the entire area with an enormous explosion (don't try this at home kids ;). Teleport Sphere Difficulty : ******* Control needed : **********|** Elements : Earth + Air + Water + Fire Type : space-time bending Backlash : (major) Effect : Teleport Sphere takes an area the caster chooses, a destination area of the same size and bends space so that everything in the first sphere appears in the destination area. Different amounts of control are needed depending on whether or not the caster knows the destination area and if his full concentration is on the task. If his concentration is not complete, the alignment may not be exact or the things in the sphere might be scattered over a larger area (not dead or anything, just a misalignment of the two spheres). If this spell is used to teleport to a Teleport Anchor, the control needed is only that needed for a well-known location. Invisibility Difficulty : ***** Control needed : ********* Elements : Air + Water Type : space-time bending Backlash : (major but not too hard (milder then teleportation)) Effect : Creates a field around the caster that bends space around him so lightrays appear to go through nothing. Slow Bleeding Difficulty : **** Control needed : ****** Elements : Water Type : alteration Backlash : dunno yet Effect : Changes the viscosity of the target's blood thereby making it bleed slower. Unfortunately, this also means the target's blood moves oxygen around much slower and can result in brain damage if the target isn't healed soon. Air Shield Difficulty : ***** Control needed : **** Elements : Air Type : space-time bending Backlash : dunno yet Effect : creates a solid wall/dome of air around the target with a variable thickness. Animal Form Difficulty : ****|**** Control needed : *******|****** Elements : Fire + Wind Type : illusion / alteration Backlash : minor-ish / 24% chance change PERMANENT Effect : Changes the caster's appearance to resemble that of an animal belonging to the local fauna (no polar bears in the desert). The more the caster is familiar with the creature, the more the form will be convincing and detailed. The spell lasts until the caster loses concentration. - The illusion only makes the caster APPEAR to be an animal and can be easily pierced (with a little effort). Unless the caster pays special attention to them, his tracks in the illusion form will still be human. Some size considerations are in order... An illusion of say a large dog will be more succesful than one of a flea so to speak. Smell and sounds can be changed with extra mental effort, as usual. - The alteration really CHANGES the caster to the animal, having a 24% chance the change remain PERMANENT (= not removable except for "Divine Intervention"). If the caster is killed while changed into an animal he will revert to his original form upon death, regardless of whether he was controlling the spell or it was permanent. Contained Reverser Difficulty : ********** Control needed : *************** Elements : Fire + Water Type : destructive space-time bending Backlash : hmmm... lets see... quite CRITICAL! Effect : Comparable to a blowing up a H-bomb in a sphere that keeps getting smaller and smaller, all the while feeding everything back into the sphere (localised space-time mobius loop). Very very nasty and very very deadly... Heal Difficulty : ********* Control needed : ********* Elements : Earth + Water Type : alteration Backlash : MAJOR Effect : Heals a number of wounds on the target, inflicting an equal number of lesser wounds on the caster. (mostly scars and gashes - not in the same place) IV.A.5.bis Some more about Spells/weaves As said before, spells are 'weaved' together from fluxes of four different kinds (E, F, W, A). Some spellcasters 'generate' more of one kind than others. Threads can be woven together for a later spell (e.g. if you need to cast a fireball in a hurry, you could weave it all together (except for the last thread, because a spell has to be cast when you lay the last weave). You do not know which spell will appear from a certain combination of fluxes (unless you have its description in your spellbook). Flux-threads can also be inverted on themselves, generating a thread from the opposite type : F -> W W F E A A E FW EA FE WA FA WE WE FA WA FE EA FW FWE 3A FWA 3E FEA 3W WEA 3F FWEA L -> D Light spells only use Light-threads, necromantic spells (drain life, raise dead) use only dark fluxes. IV.A.6 Flux-power Every spell consists of several flux-threads woven together (e.g create flame is one fire-thread, while wall of fire is 3 fire-fluxes and one earth fluxes, whereas moving wall of fire also includes 2 air-threads). The amount of flux- threads a mage can weave in the same spell (or at the same time) is his PU. Drayvid, the leader of the Sorcerers had a PU of 9, and all original Sorcerers has a combined PU of 73 (5.5 each, while is the normal amount for flux-weavers is 1 (only 1 / 100 000 humans can weave from themselves (1 / 1000 can have wild spells in emergencies)) IV.A.7 Twisted Artifacts Because I like the 'twisted ter'angreal' (do something else or do the same thing but twisted or used for something else), I sought Andalion for my own twisted artifacts and found something to twist : Test of Swords / test of Power : originally these were two artifacts to enter and face challenges, actually a training module (swords : use swords, power : use (untainted) power in some kind of other reality). Die here and you 'wake again', more like a game of quake. They are tainted and now if you die, you are really dead. they are twisted, because in addition to the skill-test, they also include a 'moral' test based on actions, not form. Kill the wrong person in the test and you might (will) die. IV.A.8 Notes on spellcasting We still have to make all combinations e.g. FFFA = Flying triple-flare : fireball (without the A it is a 'wall' of fire) The Sorcerers have found a 'better' way of spellcasting : instead of weaving all fluxes together at the same time, a mage has several 'slots' free to keep a weave in for an hour, after which it decays. This means that you weave one flux (tie it off), weave another one, and then weave them together, then weave another flux, weave another one, and weave those two together, and then weave the duos together. F+F --> FF, F+A --> FA, FF+FA --> FFFA which is a fireball. This takes more time (tying off) and still doesn't allow a spellcaster to weave more than his normal quota of fluxes. Why all the fuss then? Because in the example, you would only get 3 x small burns plus whatever air does instead of flaming like a crisp for yourself. A link of two magi lessens the taint damage and 2 spellcasters of PU 3 can use 8 fluxes (two to the lowest PU) : 4 magi with the weakest a level 3 spellcaster can use 8 fluxes (but the taint is divided in 4) Spell-casting harms the body, but the amount of damage is both function of the difficulty and the spelltype, but also from fate / luck / destiny. A flare for light might harm a spellcaster as much as a firewall killing 10 enemies. Mad Alursh : a spellcaster who is not harmed fysically but psychically by spellcasting. Wandering aroundin Molinat killing darkfriends and thakal. B) Books Of Lore IV.B.1 The Book Of Air : a compilation of Nazuri - lore Prophecies of the Nazuri A prophecy of Aritis, Clan-Leader of Telemnar (SA 15) ... - paper is torn When Treekiller befriends Treefather - Treefather = Nazuri? When Night becomes Day - Eclips? When Servant becomes Master - ??? And [...] [...] When Doom becomes Woe When Devils' Child And Parent are beaten Then The One Has Risen Spells Of The Nazuri These are mostly done with Air (and of lesser importance : Water) Illusion => all illusion spells? Space-time bending Invisiblity Stasis field Creation Stasis field Destruction Storm Blizzard Alteration Invisiblity? Other things : illusionary IV.B.2 The Book Of Earth : a compilation of Dwarrow - lore Prophecies of the Dwarrows Spells Of The Dwarrows These are mostly done with Earth (and of lesser importance : Fire) Illusion None Space-time bending Teleport Creation Animation (a wild spell that makes dwarrows animate their 'statues') Destruction Earthquake Alteration Animation IV.B.3 Book of Fire : A compilation of Meosa-lore Prophecies of The Meosa Spells Of The Meosa These are mostly done with Fire (and of lesser importance : Air) Illusion Fire illusions Space-time bending Banish Creation Fire walls Flames Continual Light Destruction Fireball Alteration Nope IV.B.4 Book of Water : a compilation of human lore Prophecies of Mankind -> pretty weird poetry :-) When He Shall Awaken With Wounds That No Leech Can Heal Then He Shall See The Linked Then He Shall Be The One When He Shall Find His Cradle That Shapechanging Spoiled Then He Shall Fear The Wrong Then He Shall Be The One When He Shall Find The Place That Two-Face Ruled Then He Shall Read The Sky Then He Shall Be The One When He Shall Walk The Bog That Saw The Evil Making Then He Shall Follow The Mark Then He Shall Be The One When He Shall Take The Staff That Darkness Once Made Then He Shall Follow His Fate Then He Shall Be The One When He Shall Find The Scroll That Will Show Him The Way Then He Shall Weave The Flux Then He Shall Be The One When He Finds The Unnamed That Plainly Dwell On Red Then He Shall Understand Then He Shall Be The One When He Shall Bear The Sign That Fire Him Gave Then He Shall Know For True Then He Shall Be The One When He Shall See The Trees That Once Charmed Their Parents Then He Shall Find Hounds' Cousin Then He Shall Be The One When He Knows For True That Death Comes For All Then He Shall Fight The Circle Then He Shall Be The One When He Shall Find The Trap That Trifle For Him Laid Then He Shall Know His Fate Then He Shall Be The One When He Shall Face The Face That Changed As Well As Died Then He Shall Free The World Then He Shall Be The One When He Shall Know His Inheritance When He Shall Know His Legacy When He Shall Know What He Knew When He Shall Know What Will Be - Ancient Scroll discovered by Alhan Lasurr, Historian and Librarian to King Arond III Spells Of Mankind These are mostly done with Water (and of lesser importance : Earth) Illusion weak illusions that either only work on one race or are not so realistic Space-time bending Banish Creation Buildings? terraform Earth? Destruction Flood Alteration Healing Protection from Magic IV.B.5 The Book Of Light What is exactly known about the Dharhan and their book of light? Nothing, except that it has to contain several subtle changes to the patchwork of the 4 other books, as the Dharhan physionomy allows them not to shapechange, but to look almost normal to all but the most observant watcher. With this book, the first world spell can be reversed and cast again without inducing a new taint.

Part V : The Enemies

A) The Vdini V.A.1 Introduction to the Vdini "God made the world, and the world was created by God. God was everything, and everything was God. Thus it happened that during the creation, and because of the creation, God became divided. God became divided and His particles came alive. His blood was the seas, and His body the creatures of land and air, and His mind became the angels. But the angels betrayed His dreams, and they became evil, and evil became their deal. For almost all of them fell for the evil, and all of them wanted people to rule and to torture. 12 of these were more powerful than the others, and these were called the Vdini. Others fell for the evil these 12 contemplated, and these are called the Demons. Some of them stayed true to what they felt was true, and these are called Angels. But the Demons fought the Angels, and the Angels were too few, and many of them were cast out into the Void, and others left the real world, to dwell in the lands of Andalion, remembering the love of the Creator, remembering that he had sacrified himself to create this. And some of them believed in his dreams, and still fought for them." As the above Bible of Mardant says, the Vdini were created from the mind of the Lord. Normally unable to embody themselves, rather appearing in the sky in ethereal visions, the Vdini found that by weaving a certain flux, they could destroy a soul and control the body. They still didn't live *in* the body, but it was close enough. The appearances of these bodies changed, too. Where the bodies were beautiful before, they became warped : goat feet, hunchbacks, red- glowing eyes,... These bodies could be harmed without harming the Vdini. Indeed very few things are able to harm a Vdini, as they can harm very few things by themselves too. All they can do is weaving fluxes and fighting with controlled bodies, but these bodies ask a lot of concentration (max 3 at a time). The only things that can harm a Vdini are a "unable to weave" shieldflux (this only stops them from weaving fluxes at the place where they are, they can still cast fluxes wherever they appear (embodiment is made impossible for the Vdini by the Sorcerers), a banish spell or a stasis-flux (time is slowed by a factor 10, and even the most powerful fluxweaver can be harmed by an apprentice fluxweaver for even for all his speed the stasisflux blocks him (no-one has tried this with Vdini, in Isangar they are shielded and stasised all day long). Of the twelve 8 remain; Ugandar, Mesandar, Halianè and Karis have died during the Great Wars. Karddé defends herself on the Forbidden isle (the Sorcerers were stupid after their victory and let her flee without hunting her down), the others are bound in Isangar. Vdini can 'send' a spirit/ a mind (e.g. a demon) in the body of a beast (e.g. a wolf) to create a werewolf or another beast (e.g. vampire : bat, lizard : dragon). Bargend especially was a master in this use of the Flux, first creating an illusion of a beast with magic and then entering a demon to animate it. [you can't just summon creatures, you have to create an image of the beast and then you have to animate it with a mind] Tegarend : Bringer of Darkness Igandar : Lord of Stones Ugandar : Lord of Dreams Nudare : Lady Harmer Nadare : Lady Healer Haliane : Radiant Flame Smade : Shade of Hate Mesandar : Lord of Doom Bargend : Changer of Shapes Mardant : Chooser of Fate Karis : Embracer of Risks Kardde : Embracer of Hate V.A.2 Vdini ranking according to power Name Power Control Total Tegarend 65 40 105 Kardde 45 30 75 Bargend 35 40 75 Nudaré 40 25 65 Mardant 35 25 60 Karis 40 20 60 Haliané 55 - 55 Nadaré 35 20 55 Igandar 30 20 50 Mesandar 45 - 45 Ugandar 45 - 45 Smàdé 30 15 45 If the combined demon power started on 1000 Power Units, then roughly 50% belongs to the 12 Vdini, 25% to the 10 daemons, 15% to the fiends, 5% to fluxes and viles, and 5% to the countless lares-demons. Orodian 75 20 95 Dialund 35 85 120 Celebrian 35 15 50 (really?) Tegondar 100 - 100 Mesagend 50 35 85 Telam 10000 - 10000 Rhon 10000 - 10000 Ghan 4000 - 4000 Dorath 4000 - 4000 Anagend 75 20 95 Kelso 100 - 100 Halma 50 40 90 Dado 65 25 90 Doratharend 80 10 90 Mesarend 75 15 90 Cool idea : the demons, fiends, fluxes etc were created by the death of the others ( in the beginning god, then 2 mighty beings, then 1+4, then 3+7, then 5+16, ... V.A.3 Land occupation Before the great wars, the world was roughly divided in 15 pieces, 12 of which were under control of a Vdini.
Tegarend Taradon Qaral Tharán [fortress of might] Gárfa Kâaraq [Black Citadel] Bargend Allando Maqâtra Baragan Qaral Afâa Qaral Táran Mesandar Telemnar Galat dâam [~ house of doom] Qaral Thárk [strength fortress] Igandar Refalta Ugandar Red plains Mardant Andirion Kardde Forbidden Isle Karis Isangar Haliané Burining sands Nadaré Galadion Nudaré Ubian Smàdé Ofaran V.A.4 Vdini-Pacts during the First Age Beginning First age (FA 0-7644) Kardde - Karis - Smade Igandar - Ugandar Nadare - Nudare - Karis Mesandar - Mardant Bargend - Karis Mesandar - Smade Smade 'liberates' thakal-creation to a couple of other Vdini to get friends but no-one trusts her anymore Middle part (7500-8500) Karis and Haliane (+8000) out of the picture Igandar - Ugandar Nadare - Nudare - Bargend Mesandar - Mardant - Igandar Kardde - Ugandar Before TGW (8500-8700) Nadare - Nudare - Bargend Mesandar - Mardant - Igandar - Tegarend Ugandar - Kardde Mesandar - Smade V.A.6 Male Vdini Mardant Mardant is a moderately powered Vdini who became 'good' a century before the Great war of the 7 armies, when he understood that their wars were destroying Andalion. He formed his own army to defeat all the other Vdini and TO RULE THE OTHER RACES AS A GOOD RULER (not much better as the alternative). He was defeated because too few demons were 'angel'-minded and the other races were gathering behind Isangar. After centuries of Stasis-imprisonment he changed because his own experience with religions failed (Sarn Danat was destroyed in SA 300). <<<< After a lot (400 years) of trying and experience and study Mardant succeeded in weaving a difficult flux : he could incapsulate a soul from a recent-dead body in a newborn body , etherealising the other soul meanwhile (this was necessary because he can't kill something). This means 2 things : more angels to serve Isangar and an undying hero who follows his commandements : be good, help the weak and abused,....(some of his embodiments are Ignir Croftmoor and Torin Ar'fan). >>>> Mardant controlled the Bay Of Urtvan before the Great wars, and his Thakal were marauding around (because he had changed his mind about that kind of things). Each of these parties was sought out and destroyed (few things are known about these units because their hierarchy had changed since the 'changing' of Mardant.) Igandar & Ugandar Ugandar and Igandar (mind-brothers, equal to each other for 99,9 %) controlled the Subinsula (SW Andalion). Their country was the theater of the greatest bloodshed of the history of Andalion : The Great Wars, and very few living things are left there. Mesandar Mesandar, the only Vdini able to rally the Nazuri, lived in the forest of Telemnar. The Keep of Telemnar (now called the House of Doom) was built on the foundations of his fortress, and since he died there, his black energy still dwells there (it caused the Nazuri-strife), killing or severely harming those who come there, driving those who survive the meeting mad. Tegarend Tegarend, I obey Command and I will follow Command and I will fight Command and I will die Come, Great Lord, come - part of the summoning cyclus of Tegarend Tegarend is the most powerful Vdini and he is the reason that some of the other Vdini start forming alliances (and betray them again of course). He is a strong spellweaver and can (in his ethereal appearance) inspire fear in those who see him, in contrast to most other Vdini who aren't strong enough and show themselves as what mankind thinks to be their ideal: a moral being high above the weak mankind. Tegarend has always been the most 'versatile' of the Vdini. While he was not as skilled in some parts of flux-weaving as some specialized Vdini [Haliané: fire, Smàdé : 'compulsion', Mesandar : space-time bending - 'compulsion - diplomacy'] he was able to fight 3 Vdini, and to defeat 2 Vdini alone. Worse even, his skill in controlling demons was unmatched by any other creature on earth [save maybe Bargend], and his willpower [decisive in calculating how many demons you can control] is higher than all others. Bargend Bay of Belfalas - great forest : Bargends' Thakal were as unpredictable as the current citizens of Allando - some of them were able to cast one wild-spell: shape-shifting (I know what you will say, so read on). Although this spell normally is an alteration = killing flux, it is here a wild-spell, which means succesfully weaving = success without PENALTIES, otherwise you die. These shapeshifters were only able to change in something the weaver knew, and since very few Thakal survived a meeting with an allied race, they mostly changed to animals or Fathargs (they do it subconsciously, so when they think about being stronger, the spell tries to do so. Few of these Thakal survived the Great wars and the subsequently colonization of Allando. V.A.7 Female Halianè Haliané reigned over the Burning Sands, with her Earth-Thakal (living in underground mines (think kobolds)) and her Fire-Thakal (living in the deserts, protected from the sun by lizard skins). After her destruction, the Thakal who were under her direct control died because the eco-system she controlled to feed her minions fell with her demise, and couldn't resist against the building of Sarn Falas or the conquering of the Burning Sands by the Meosa. Haliane takes Karis into service because Karis (as a Vdini) can make Thakal and Haliane thinks Karis is just one of the daemons (can't be controlled by anyone) and as she can't control minor demons (but Karis can), she's very glad to have her. Also, this gives an opening as to why Karis could take over Haliane's realm without problems : Haliane left the training/controlling of Thakal to Karis (had to:). Smàdé Weak. Very very weak. Coward. Nudaré Nadaré controlled the later Galadion, while her 'sister' Nudaré owned Ubian. Their Thakal were the most 'human-like', the least vile-looking. Nudaré tried to get a creature that was able to fight (Thakal are very though, thougher than a unarmored human, and a lot stronger) and that was able to blend in other armies (this didn't exactly succeed, but sometimes one of her Thakal is thrown back on the genetics tree and becomes a ruffian, a half-Thakal) Nadaré Vdini dedicated to peace : she has always been one for diplomatic solutions to anything. She almost succeeded in brokering peace between the Vdini when Tegarend (who wasn't satisfied with the part he was getting) started the war of the 7 races. 'Controls' Galadion. Nadaré had tried to create a peaceful creature dedicated to peace and beauty, and actually succeeded. Then the War of the 7 Races broke out and out of necessity she altered them to fighting machines. Her Thakal are the most humanoid : they are approx 2m10 and a 'normal' build, except for their right hand which is a claw and their pointy ears standing at a right angle on their head. Her followers may only defend themselves if their lives are in danger but may not strike the first blow. They abhor violence and only tolerate it from followers of Nudaré. There is a sort of 'vendetta' against followers of Tegarend since Tegarend was responsible for the failing of the peace negotiations and subsequent War of the 7 Races. Karddé Changes her name to Llamnagh in SA 4. Karrdé controls the Thakal in the Fire Deserts, the Forbidden Isle+Plains, the Spine of the World (working title) and the Seven Seas (working title). Each clan of a subrace (see the 4 examples of adaptions) has an own name chosen from the 4 magical elements : Fire-Earth-Water-Air (eg. the Fire Fighters).Each of these subraces are commanded by 2 Vile-demons and 1 Flux-weaving demon. Karis Karis middle of Andalion; her Thakal were the vilest ones 'cause she used genetic material from the unnameable swamp-things that lived in the bogs of what now is called Isangar. Her Empire was enclosured and was eventually squished between Tegarend, Bargend, Haliane and Nudare. Karis herself survived this catastrophe, only to die during the seven great wars (she allied herself with Haliané, who didn't know she was a Vdini instead of a lowly flux-demon). Haliané's destruction forebode her destruction - the battle-weary Tegarend was assaulted by her when Haliané had died (Karis thought she would win now, pitted against weary fighters) but he was still stronger than her, and Banished her. V.A.8 Celebrian He would be one of the 'unfallen' angels from my bible of Mardant, who went undercover after [First Age 4 : the Fall of Tegarend, and the sauntering down of all other Vdini and demons <<< NO WAY >>>]. Power = 35, Control = 15, but is mainly using his power from keeping people to enter 'his' domain, which is located [damn where isn't there a Vdini or daemon ???? ] south of the burning sands but north of Telemnar, in the small plains region : Before the death of Haliane there was peace between those places so no-one came there, after her death no-one cared to enter it, and after the GW the meosa were so dedicated in destroying pillaging thakal-brigades (those that were left) that they probably nicknamed that region some variant of The Killing Ground, and the meosa didn't leave the burning sands. The only times the road was used was by thakal on both strike missions (probably no-one cared about the destruction of a couple of brigades, when entire armies are clashing), and by alliance colonists on their road to Ofaran, which were few and probably not attacked by a 'good' demon. Celebrian (which is my current name for him) has always kept low from visitors, but is sometimes found (think Green Man TWOT) and thought to be a hermit mage. B)
The Demons V.B.1 What is a daemon Mightiest demon - only 10 were destroyed / captured during the greatest wars, but there probably were no more than some 15 of them - accounting for 25 % of the total power[50% of the demon power]. Famous among them are Araton Hôlan [Karis !!!!], Raqah Pernijo [the daemon who had mustered his own army at the xenophobe nazuri in the galadion jungle, and who harrased the galadion troops of Nadaré after she had marched away to the First country - he appeared at the red plains in 8755 and was destroyed by Kardde] and Ofran Palran [Tegarends lieutenant during the great wars] Astral Projection kills the current host body. Name Before GW during GW after GW Power Control Efron Archoon N/A N/A Toturi's kgd 45 N/A Ofran Palran Taradon cont by Tegarend Taradon 35 15 Guràt Mogren Bàran Dâra idle Bàran Dâra 30 5 Nas Varat Variat cont by Bargend KIA 30 N/A Byrat Merid Isangar idle Fulltrui 25 5 Digmar Eroln E Telemnar fought w Mesandar KIA 10 1 Yukior Maoru S Taradon fought w Tegarend Esao 10 1 Yirkior Murgnat Narâd fought w Karddé Gatha 15 2 Ypsion Mvolun Gatha fought w Ugandar KIA 10 1 Raqah Pernijo Malfirin fought alone KIA 40 20 Origin of Efron Archoon, him being Efaron from Andirion, who joined the Sorcerers and was caught in a vortex during the casting of the world spell (created by the absence of Light Magic weaves) has disappeared. V.B.2 What other demons are there? Fiend-demon Power : 1 Control : 1 Vile-demon Power : 0.1 Control : N/A Vile-demons are the worst kind of demons, almost not capable to weave flux, but capable and good generals. The armies of the Vdini during the Great Wars were always commanded by a Vile-demon, but during the Great Wars most Vile-demons were killed, and the remnant of them either hided themselves (it is thought that the Dharhan were corrupted by some hiding demons), gave their bodies away and became haunting ghosts or surrendered to the Good to become Guardian-Angels. Flux-demon Power : 0.5 Control : N/A Lares-demon Power : 0.01 Control : N/A (most of them are actually still 'angels') C) The Thakal Most of the Vdini created their Thakal opportunistic. Only Tegarend really made a multi-use creature (what is why he was this succesfull). Karrdé created them first, but her allies spied on her and learned it themselves and learned it to their allies, and eventually all of them could create them, even the three who couldn't control demons (the only reason these three were still alive was that they were so powerful in the other terrains of flux-weaving that it was really hard to kill them in the flux-weaving ways). Mesandar, Halianè and Igandar used them occasionly when they could concentrate themselves fully on that task and let them roam around the rest of the time. <<< (Mardant destroyed his leftover Thakal when he joined the sorcerers 1300 years ago).>>> All of them created the Thakal like the humans/Nazuri but most failed in the finishing touch, making them ugly creatures made worse because they tried to 'repair' them by using other parts from other creatures (pig tusks, wings). Most of them even tried to make subraces meant for other aims (Thakal with wings to 'fly', with shovellike forearms to dig, with gills and membranes to swim/for the crews on the warships, with special adapted lizard skins to survive in the desert). Only Tegarend never tried to change his primary design (never change a winning team) because they were so good! Thakal themselves are divided in 3 'races' : *The Thakal *The Fatharg (are born out of Thakal 'parents' and always look the 'same', whatever adaptions are made on the 'parents' (no Fathargs with gills) a return to the older genetics) *The Lathan who are 'ordinary' Thakal except that they can cast wildspells. Thakal : live approximately 15 years (shorter if used to fight :-)) Female/male persuasion The Fatharg in my mind has changed from the doom-mutant to something more like a troll, with five or six being enough to kill ten, to twenty untrained soldiers in a minute, and even capable to break a shield-wall. Very strong, very broad killer machines without brains. Thakal are very disciplined units (necessary when your troops aren't great warriors and are relying on each other to survive), and they will follow their direct commander (this commander is the strongest (smartest?) Thakal, and will be challenged if someone thinks himself stronger or if he makes a mistake) wherever he wants to do what he wants (mostly because this direct leader is also the strongest). Although this seems ideal for your army, there is a danger : if your commander dies, all the leaders will immediately start struggling between themselves for the high command, backed as they are by the troops under their direct command ! This happens even in battle. Sexual Progeny % Fatharg % Lathan % Thakal % Human Thakal x Thakal : 20 5 75 - Thakal x Fatharg : 30 - 70 - Thakal x Lathan : - 5 95 - Thakal x Human : 50 - 25 25 Fatharg x Fatharg : 25 - 50 25 Fatharg x Lathan : - 1 99 - Fatharg x Human : 50 - - 50 Lathan x Human : no progeny Lathan x Lathan : - - 100 - Cloning Thakal -> Thakal Fatharg -> 50% Fatharg 50% Thakal Lathan -> 10% Lathan 90% Thakal When thakal are 'led' by a demon, they are linked to it (like a trolloc to a Myrrdraal), which means that when the demon (only 'control' when in a body) 's body dies, the thakal die. ('' : by 'magic' of course, not just leadership) Thakal are usually born in spring (after a 'carry' time of 6 months), and are adult after +/- 2,5 years (maximum life expectancy of a thakal is 13-17 years). In autumn many of these new adult male thakals raid other thakal tribes, darkfriends and 'normal' humans, meosa and all other sentient races. To be allowed to mate, they have to return with a 'head' (thakal without a 'head' are no re-allowed in the tribe and perish). D) Thakal Nestings Bàran Dâra : The Bàran Dâra is a forested region about 500 Km SE of Sasir. It harbours two Thakal strongholds E) Vdini Fortresses F) Darkfriend empires Eledon Eledon : - mostly wasteland filled wih thakal pits - The cultivable parts are occupied by litttle counties of Kardde's men, living to pillage each others' cattle or for dueling. Slavers, making raids into Mucaria. Skald of Grymheim Ulog of Vrondskin Davvol of Vestvennby Grâk of Daalsheim Tehron of Scalagshalla

Part VI : Religions & societies

A) The Mother Church of Nadaré & Nudaré This is the most rel. powerful in TNR. All the young noble-women of TNR have to serve the Church for 5 years after they reach the age of 14, No exceptions made. These 5 years as an "servant" are supposed to teach the girls obedience and poverty and as such they are spent in the Monastery at the foot of the Kamir mountain range. At the beginning of the 5 years, every worldly possession of the girl is burned and she is made to live naked for a full week, after which there is a cleansing ceremony - which is supposed to cleanse them of shame, haughtiness and disobedience. The girls are then give a single white dress, which they need to look after themselves. After this first week, in which they need to perform household tasks, their education begins. In between temple work and sleep, they are taught the things they need to survive in the world : history, geo-politics, diplomacy, weapon use, battle tactics, horseback riding, etc. They also get a strenuous physical workout shedule to make sure they stay healthy. Those who fail are sent home with a tattoo on their arm to remind them of what they could have been. Most of those who fail never reach their homes again. After these five years, the girls return to their homes where they have to serve another year as altar girl in the temple of the Mother Church. <<< so there are other temples and other church people >>> At the end of this year, they are given a sigil tattoo in their neck to indicate that they are now a 'Daughter of Nadaré' (='Natar Nadara') if they are peaceful and 'Daughter of Nudaré' (='Natar Nudara') if they are more warrior-like. On rare occasions, they are made 'Natar Kalsor' (=priestess) or 'Natar Alsor' (=excelling in all areas). (Natar means daughter, Kalsor means holy, Alsor means excellent in ceremonial language) The Natar Nadara are used by the queen as emissaries to other lands or as scribes/historians, Natar Nudara become general most of the time. Natar Kalsor are destined to follow in the footsteps of the current Natar Kalsor. Natar Alsor are different from the others : they are highly honoured and can become anything they want. Natar Alsor don't answer to anyone but the queen of TNR. They are the most trusted of all the Natar: they occupy high places in the "governement". There have been rumours of the use of Natar Alsor as assassin but these must be dismissed as fevered imagination. Non-noble girls also have the right to join the monastery when they reach the age of 14, but they normally don't reach the end of their educational term (because the Kalsor are much harder on the non-noble, not because they are more stupid, even if the noble learn how to read & write when they are little and almost none of the "peasant" girls do.). Those who do get a red/blue ring around their sigil to indicate that they were not highly born. (their titles get a Kat- before the second part, so they are called Natar Kat-Nadara, Kat-Nudara, Kat- Alsor, Kat-Kalsor). Nudara-blade : Natar Nudara get a sword when they finish their training. This sword is engraved (invis. writing) with their name and rank + name of the blacksmith. There are blacksmiths in the Seminary that only make swords like this. Mesel Enver : Master swordsman and blacksmith (TA 344-413). Only made one blade each year, which makes them the most sought after blades in TNR. Protector of Truth : Highest rank available for Natar Nudara. B) Followers of the Prophet The Followers of the Prophet are people who follow the commandements as given to them by the Prophet (Mardant's second try to make a religion) and who await the coming of the Messias. These people live everywhere (think the first christians) and follow no special obvious rituals that actually shout 'look here, heretics, come kill us. Only the believers themselves know some of the members (think rebel cell structures). Some of these actually plan to destroy the corrupt kingdom and to replace it by their theocracy). They want to destroy the unbelievers and their hierarchical system that only gives authority to those who can back up on a family tree. In this and some more they are actually backed by the Heretics of Vestingal (although no follower would say so, the heretics being, well ...heretics). However, most of the Followers just try to live according to the commandements and actually live just the same as all families in Allando or TNR, trying to match their ideals with situations in daily life. C) Heretics of Vestingal : Reformed Church of Alam'shol The Heretics of Vestingal believe in Tegarend, but not in the same way as the fighters of Tegarend. They believe in Tegarend (they call him Alam'shol : he who comes at need) as in a god (and still want to fight and to die for him), and not as a devil, whom is followed by and for whom people die who follow and die for him because of their wish for personal enrichement and satanism. As the name indicates, the Heretics of Vestingal are localised in Vestingal, Kolaria and Gargrea AND Galadion- these regions being further from the cathredal of Holy Temple - Adalandë / The Temples of N & N. This religion started its bloom circe 545 SA, when Tegarend started his Offensive. Seeing that he was confined for eternity, but knowing that , with a big enough force he could challenge the might of the sorcerers <<>> started to gather armies around him. Using his remnants of power in Taradon (much larger than in the 3th age (North Taradon is not yet colonized, sorcerers haven't yet challenged his troops (<<< SA 714-716, Taradon and Southern Galadion are sterilized by Sorcerer armies, the first taning of the power of Galadion and one of the reasons why they split themselves from the free people ? >>>)), he starts creating wars in the north, pillaging whole dukedoms (no-one dares to help others, fearing they are trying to trick (Tegarend has lots of human agents at the courts of mighty lords)), and in addition to counties destroying each other, Galadion starts making war with Ubian. In the West tegarend can't do much, because the nazuri of the west want to stay in their forests, Ubian and Allando are to far from each other and the dwarves are too weird to use. So Tegarend starts a civil war in Allando (both really, cause it isn't 1 state but a heap of kingdoms), using his few agents as founders of a religion. Even now, the leaders of the heretics of Vestingal are major members of the Fighters of Tegarend (not the hand- too obvious). Heretics of Vestingal believe in the God Alamshol, he who comes at need [A LAM SIN HOLAN] Other secret names to prevent the naming of Tegarend which is well known to the loremasters and some of the magi who come from Isangar : Hand Of Tegarend Black hand Otora Mi Hand of Death Otora Dorat Bringer of Death Shi Dorat Fighters of Tegarend Needbringers Olamshan(O LAM SHI/SHAN) When a member of the church of Aramshol has risen high enough in the clerical ranks, he is brought (with 2 'godfathers') to the inner sanctum where the highest priest of that district tells him the truth about Aramshol~Tegarend. If he accepts this fact, he is placed under some kind of a guard to see his truth, otherwise he is killed by the godfathers. You must see it like this : they don't (or can't for lack of knowledge : even these leaders are as less 'darkfriend' as the normal church-followers, because even they think it is good to follow him) tell him that Tegarend is a greater demon, wanting to rule Andalion, killing everyone who doesn't follow him while enslaving all others. No, they tell him their 'God' is not as good as everyone thinks (some satanistic scenes with goats etc) Church Guardians : +/- 3000/4000 thousand warriors protecting the Reformed Church of Alam'shol? Led by Burat Raesi? As close to a knocking team as the FoT have. D) Fighters of Tegarend They know they follow Chaos and do so to 'reap the rewards' when his victory is complete. They don't exactly know that Tegarend, their powerful master is captured but are pawns that Tegarend *will* sacrifice to buy his escape. Most worshippers are 'normal' people, who serve the dark lord as a 'hobby' to do on sundays, far from my bed, they want to screw some things for him, but preferably nothing open. Western Tegarend Armies The more militant arm of the Fighters of Tegarend E) The Hand of Tegarend The Hand is an organisation of cruel, black hand-tattoed assasins who are chosen from the pool of Wild-spell weavers. They are unconsciously 'trained' by Tegarend in the using of one Wild-spell : invisibility (think something like gray men). These assasins are mostly aimed at noble houses (CHAOS). Tegarend also controls his own brood of Thakal, commanded by a Vile-demon. they operate at the darkfriend cities along the east-coast and at the borders of TNR. A bunch of religious f*ckwits who see themselves as the worldly extension of their god Tegarend (one of the Vdini). They are dedicated to bringing chaos and facilitating the return of their god. Massar Donlevi : a feared name in Allando/Andalion : leader of the Hand of Tegarend, nicknamed Deaths' talon (Marat Dorat) F) The Brotherhood of Mardant As they are everything that remains from the major belief from the now long-lost Sarn Danat, their lifes are devoted to the destruction of Allando. Every child that is born in these communities is immediately sworn into servitude to Mardant himself. The original belief in Mardant was the least aggresive of all Vdini- beliefs (eg no crusades, 'wouldn't it be nice if we would all be friends?' stuff, no people who visit you with cunning arguments) the destruction of their Home-town changed this all. The community is divided over lots of cities (some court-nobles, some bankers (think Jews),...) and the largest community (Gelmir) amounts only to 500 members because no new people are accepted(they have some weird idea that only true descendants from the destruction of Sarn Danat are allowed to go to Heaven, and rank is calculated from the amount of 'real' blood they have, in the rare case of mixed marriage). Each promising child (no 2m large guys) is trained as an assasin (the best Mardantian schools (also none- mardantians are allowed) are located in Gelmir, Mirkvale, Sarn Horia and Martar) for that is the easiest way to revenge. Other communities are bankrupting the enemy, or are (in the more democratic parts of Allando) getting more and more influence in the all-day life in Southern Allando, for the more money=the more 'clients' (think Roman democracy) =the more votes=the more influence. The normal way of revenge (war) is blocked because of their small numbers. Estimation of the total number of worshippers : 17000. Nen hoop nieuwe mensen in Gelmir geloven er ook in ??? G) Ring of Swords : Tholan Elite knight order of Allando, although even commoners can enter and win fame and position. Every noble enters as squire for a year but most don't rise to Thalarno (Knight) but stay at Squire (Arnado). It is a militant anti-darkfriend knight order led by the Grandmaster. Chain of Command Grandmaster : Akitro : Leader of them all Master of Swords : Thaladar : Leader in battles Champion : Thalarnodar : Chief knight Grand Senechal : Judge of suspected captured darkfriends, enforcer of the ring of swords rules Master of Arms : Head armorer and Weaponmaster Keeper of Sigils : Main administrator Sertan Ar'fan : Akitro Mesto Ty'inu : Thaladar Domas Alfein : Thalarnodar Ledo Uni'vato : Grand Senechal Genar Gai'san : Master of Arms Baram Ans'olo : Keeper of Sigils H) The Lords Of Mercy VI.H.1 What are they? The Lords of mercy are the most dangerous women and men of Andalion. Each of them are excellent fighters (armed and unarmed), are skilled tacticians and generals, several of them are spellcasters, ... To enter, they have to pass the test of swords (changed from ring of swords to this society) Only the best can survive this test, which seems to be related to Igongar. People who walk in the light must rely on their skills to pass the test (1 in 3 passes), but light-forsakers immediately die after entering. The normal number of members are +/- 15. Most travel around in small parties, aiding where they are needed, but others are main defenders of their home country. They speak vows in the test of swords never to hurt where they can avoid to, and never attempt to kill except against thakal. Even when attacked by light-forsakers, they shall attempt to capture instead of killing. Most of those who try the Test are watched 10 or 15 years before. Test of swords is not a good test for finding darkfriends because even those in the light do not survive (only 1 in thousand survives, and only one in three of those SELECTED on skills). You both have to fight in there and to make moral choices (they can only select on fighting skills). This moral choice is only enhanced, not 'obligated'. Only those who make the correct decision survives the test (which is always different). It matters on how the dragon (e.g.) acts whether you kill him. You must look to actions, not to form. Test of swords : those that survive this are non-darkfriends (this is not the same as saying that those who die were darkfriends. Many initiates die in this acceptance test but not all of those are darkfriends but darkfriends that try the test fail and die). VI.H.2 Examples Varaja Arar was a lady of mercy Wolfsblade is currently chosen to be tested (and will be in the game, when too many of the elder lords and ladies have died in the wars) Grand High Trefal Tudor Al'chan (1042) is a lord of mercy Torin Ar'fan was chosen to be tested Seftan Ar'fan, Grandmaster of Ring Of Swords is a Lord of Mercy (traditionally, the grandmaster of the Ring of Swords is always a Lord of Mercy. When the grandmaster dies and there is no lord of mercy in the ring of swords, either one is chosen, or one of the Allandan Lords (not ladies) of Mercy becomes Grandmaster. Pallan Doman was chosen to be tested, but refused (way ago in TA 752) (died in 740+ so I guess we'll make this 739) Lords of Mercy in their countries (there are always 2/3 in every regio, not by 'an accident, which looks suspiciously manufactured', but because they are +/- chosen in that way (when a lord of mercy in a region dies, the chosen from that region is tested, or a lord of mercy from another region moves to the afflicted region [they fight for the light, not just for their country -> but is this because of the test (did it change them) or could they only survive the test because of that morality?]): VI.H.3 Lord of Mercy in present-time Andalion Allando Grand High Trefal Tudor Al'chan Grandmaster of the Ring of Swords Seftan Ar'fan Chosen Trefa Hafflan TNR Allando Expert Dashind Imar Thakal Expert Varlea Onvir High Seat of House Assorer Magnir Assorer Chosen Maalant Enardar Andirion / Talurion / Londiar Master of Spears of Andirion Pallan Ovinar High Lady of Taluruion Sarda Ongar Grand Admiral of Londiar Dardon Si'tron Ofaran High General Sefaton Masardon Mistress of Ships Anla Sitan Chosen Varan Luna South Taradon Lord Commander Erich Bercam Grand Captain Gaherin Otlom Other Hero in the Borderlands Luian Vandor Military Leader of Isangar Tobon Rhine Hero in Molinat Vorn Bodar Hero in Buruât Province Valon Marda Chosen Atratus I) Religion of the Dwarves The dwarrows believe in 1 Great Dwarf (Thal Uhtzanh) who created the overlords of the four clans: Altzuh of The Alfaian Kingdom, Muhtz'akh of the mountains of Mutzia, Netzal of the Tribe of Netzal and Otz'iab of the Guardians of Otz'iaba. This Thal Uhtzanh was a statue created by Haliané, who was in search for a stronger servant in her combat versus the other Vdini. <<< something like this >>> J) The Barhim VI.J.1 Chain of Command of the Barhim Banner Commander Army 8 divisions Captain Commander Division 4 regiment Lord Captain Regiment 5 company Sword Captain Company 5 battalions Lieutenant Battalion 100 men + ----------- 80000 Chain of command : Banner Commander + 7 Captain-commanders Verdun Londaru : Banner Commander and Chief Barhim Dirno Sa'sain : Captain Commander and Chief Barhim of Buruat Thormon Am'injon : Captain-Commander of the Ubian Barhim (m) Kasamja Ensor : Captain-Commander of the Galadion Barhim (m) Akh-morat Gunaya Sisoffen : Captain Commander and Chief Barhim of North Allando, fighter of Tegarend, member of the North Allando Council Meran Al'cadar : Inquisitor Captain Commander Chief Barhim of South-Allando, member of the South Allando Council Tomon Ti'fein : Captain-commander and chief barhim of Andirion Ilut Y'frôn : Captain commander and chief barhim of Talurion VI.J.2 What are the Barhim ? The Barhim were founded during the Molinat Wars (TA 150) by Varon Dev'reis, an Andirian captain commander after a defeat. Several companies had routed before the initial charge and the entire left wing has fallen apart. Only the right wing had been able to retreat. Varon decided to create an organization to hunt down all darkfriends (starting in Allando because the 'darkfriends' here were Allandon). He constructed it like an Andirion army (starting with 3 regiments worth of men). The barhim were most 'popular' in 500-600 TA when all the nations distrusted each other and darkfriends proliferated everywhere, amassing over 150000 men [TA 504 : Barhim allowed to witch-hunt in Allando in return for aid given to Queen Anda I during the strubles when her first child was a daughter [she was the first queen, and another queen was not what the Landir people wanted]]. Now they have been reduced to 8 divisions, 80000 men and several thousand at its Great House of the Light in Klanach (Fortress of the Light : Darn Athrad). A nickname for the barhim is thalathrad : fighter for the light (~thaloteg). There are given 'vision' of the Judge of the Light (kardathrad)(in fact Bargend) who shows them darkfriends (either members of Tegs' army if Bargend can find them or people Bargend wants killed). They have gotten a legal background in 321 at the Second covenant, allowing them their witch-hunts IF the local magistrate was part of the trial judges. K) Religion in Allando, Baïron, Ubian and Molinat throughout history The first years of the Great Wars and after the Great wars, the fishermen who hadn't left with Bargend lived on. After the thirteen houses returned one by one, they were enslaved. They lived in small communities (ca 200 / community, ca 100 communities), ruled by a clan leader or a council of elders. Their technology was something like celts around year 0. They believed in Sarevoc (their name for Bargend, i.e. an evil god) and Ovanna (their mother goddess). When the twelve (thirteen including It'acan, which returned later) clans returned from the great Wars, they came with superior numbers (at least when compared with each clan apart) and superior tactics, weapons, and even magic skills. These 'thirteen' clans were actually the twenty-five male survivors of the Allandan who fought alongside the Sorcerers (the survivors of the 114 who marched away) with their families, the 5 score men who returned from Bargends 5000 (and who served the Sorcerer troops), and several Ubian and Galadan people who had married people from Allando or didn't want to go the long way back home. After this return, many 'cities' were founded (end result, with the two greater villages that already existed, counted : thirteen) and every clan leader called himself duke or count and ruled his own piece of Landir (three houses went south to Klanach, House It'acan went north to found Sarn Danat). Because they fought in the Great Wars, they know that there are no greater powers than the Vdini, and do not believe in gods (meanwhile allowing the old religion to proliferate, because an enslaved people that believes in gods is easier kept down). After several centuries, the thralls gain more and more freedom (due to intermingling with the lower clan members) and are more or less free. To keep the counties together the twelve house leaders decide to construct a national religion (many of the clan leaders had already fallen to simple superstition due to the agreement made by the Sorcerers to disallow history writing). They make a pantheon of gods. The main god is called Almin, and his spouse is Jura, goddess of community. His daughter is Levina, goddess of wisdom and married to Tarmanon, the legendary warrior who fought in the Great Wars and was raised to the pantheon as god of prowess (by this time, the Great Wars have become a myth for old men). When other countries are rediscovered, missionaries from the Holy Temple open temples there. After a few decades, the rulers of the land believe in the Temple and do not remember their ancestors made it. The Bishop of the Holy Temple becomes a great power in the land and he and his priests are no longer subject to the commands of the leaders of the Warrior Caste. They (among others) made rules of engagement between the counties (the Nine Rules of Goldan, with commentaries of Ardiman II). When in the third age the Bishop gets chosen by the Kings, the power of the Temple as self-deciding organism is severaly weakened. Because many of the poor have silently (fear for hell) complained about the rich clerics, they decide to leave the True Belief and combine themselves in the Heretics of Vestingal (part of the proliferation of Vestingal as political power in Allando, next to Landir and Faralan (whose leader was crowned to Prince because he had once more power as the king)). They believe in the one god Alam'shol (he who comes at need). The founder of the religion was Abell Lamir, a madman who called himself prophet of God. Actually, the old man just got visions of Tegarend, who tried his new- discovered power (remember that for the Vdini, only a century has passed) of focusing his mind on someone elses mind, as to be heared by his target. Abell, a random mind Tegarend chose from the World of Dreams, went mad from the touch and thought he heared god. Tegarend, understanding this, thought this was his way to get revenge and get free, commanded the man to preach his coming. Had he tried this in Adalandë, before the Cathedral of Hope, he would be crucified, but in almost rebelious Vestingal, they embrace his visions and follow him. (Tegarend contacted in this way his daemon, Igandar (who was his former ally), Smade, who pledges her conduct to him and all his commanders in all the years of the Third Age, although it is a very straining 'spell'). Baïron is founded by Ubian survivors of the Great Wars who decided they did not want to go back home (young men/women). Their city worked as a magnet on the scattered people who lived there (Mardant hadn't recruited humans). After a century they had mingled so much that only one people survived, the Bairan. They believe in one 'god', Fate. When (in 440) the missionaries from Allando arrive, many young people embrace this religion because the religion to Fate denies the people many things (remember that Baïron is a march-land, always fighting), and is a rather gloomy religion, which preaches that everything is pre-destined. After several decades, the old religion has disappeared and they have the same religion as Allando, although they have much respect for Eldoran the god of Destiny, but only as one god in a multitude. When Baïron is destroyed, a sect reappears who preaches the end of the world and orders everyone on a crusade against Kardde and to return to the old belief. When nothing happens, they (and a number of farmers and bandits who are attracted by the promises of Heaven) leave for the South and are never seen again, although the meosa have a legend of a human army trying to cross the Desert. Molinat is created by Galadan and Ubian Sorcerer troops after years of fighting the Great Wars and trying to find a safe way back to the realms of the North. They first try the paths they created through the Great Forest, but when they see that they paths are overgrown, they decide not to try it because they can't rely on magic now. They go further to the east but Isangar is still being terraformed by the Sorcerers. Many magi who didn't want to join Isangar leave now for Isangar (including two Sorcerers). The remnants (many have left for Allando) go further east but are attacked by the Taradon thakal who, bereft of Tegarend's leadership, fight what comes nearby and try to survive in their underground holes). They few survivors retreat to the Valley of Endimol and found Armolin there. They believe in a trio of gods, a father-god called Eron, a mother-goddess called Ivan and a prankster-god called Davon. When Molinat is destroyed, the survivors flee to Baïron (where their religion is banned) and to Allando (where their religion is accepted, followed for a short time an then absorbed in their mythes and religion [Allando is based on Rome if you hadn't noticed yet]). In Ubian a two-faced goddess is followed (these people still remember the Vdini (at least Nudare and Nadare (who also ruled Ubian when Nudare battled)). One side (called Tir) symbolizes Peace, the other side (called Ka) represents war. When the Holy Temple arrives in TNR in the third age, they identify Tir with Levina, and Ka with Armona (goddess of War and Love, not to be confused with Donar and Alaja, the gods of romancy and true love). L) Darkdwarfs Why the hell do the dwarves of Taradon follow Tegarend? Just because he controlled the entire country in those days? Is dwarven loyalty just that : loyalty to whomever controls the surface of their country ? Or do they believe Thal Utzanh is still alive and captured by Tegarend, and are they forced to follow him (A : do they really 'feel' enough to want him back?) (B : dwarves are immortal 'like the stone they are' but are forced each year to use their wild magic spell 'animation' to create a new dwarf; wild magic which sometimes kills its user) M) Shadow Magi Shadow Magi (on their isle close to Allando and Andirion) are little more than pirate chieftains.

Part VII : Stories

Stories from the naked continent A) The Third Battle Of The Fox-pass 'It is time, Torin'. Yamin Svedra was right. It was the time to die. But if he had to die, the best thing to do was to take as many of them as possible with him. How in the frac has he come in such a situation ? It had all started one month ago. Because he was the highest in rank officer of the Faralan Army since the death of Thalman Pheren Ta'dair he had been invited to the war council. Trefal Givin Thumal had asked for a volunteer to lead the strike mission to revenge the destruction of Allandon Army, Faralan Nahon Thalgon I, commanded by Pheren and of course he had volunteered. Even after hearing that his second in command would be Harman Ignir Yvnol, he had still been optimistic. Commander of a Thalgon was even better than what his father had pulled before he became Earl of Konach. He had only been Senior Harman, first commander of a section, but still part of a council of Harman, while he would command a strike mission as senior officer. Even after hearing his command would be minimalized because of the stealth part of the missio he had still been optimistic. He actually wondered when exactly he had started to see the conspiracy to kill the Konachi. Well, only one had died yet (his brother) but there had been to attempts at his life already. He should have known that sending half a section to contested terrains that had once been Buruat was either crazy or a suicide mission. His first command would be his last, and hé would be blamed for sending only 2000 infanterists and 350 knights to a Thakal stronghold. It was unbelievable that only 2 weeks ago he had been in Darn Haluna, writing a letter to his father. If only he had known it would be hs last message for him. But no, he could still send him a message, by standing his ground here and revenging the treason. 'Come on, my friends. For Faralan and the King'. The Horn sounded 3 times. 'For Faralan and Torin Ar'fan' his knights called, and jumped on their warhorses. All his friends, all dying for nothing. Damn. They had arrived at Mount Kituna after an uneventful march 4 days ago, and where once a city had been, were now only blackened ruins. He had sent out scouts, and they had reported a small rainding party only a few kilometres away. It was mostly Thakal, but some of them were the bigger and tougher Fatharg. Nothing they couldn't handle, the scouts said. If they had only known. Damn. He had just been tricked, because instead of scouting for an ambush or keeping troops away as a reserve he had just charged right into a couple of Lathan, the slimy thakal-brood who had an unconscious fireball-spell, that was triggered when they were attacked. Damn, that alone had costed him an entire regiment, 200 elite Konachian soldiers. The other enemies were no threat he thought, so at that moment he held a couple of Haron back, so they wouldn't charge into one another by shear numbers. That maneuver could have costed him the day, if Yvnol, the same man who had betrayed them, hadn't used his haron to secure the pass, so he could detect the other raiding party that had come down that pass, and that outnumbered his troops 3 to 1. Only the higher ground delivered to him by Ignir hadn't stopped them. At that moment he would have killed someone for mistrusting him ! Actually he had done that. All around him laid men who had died because of him trusting his second in command, who had turned out to be a fighter of Tegarend. Why wasn't there a better test to search for light-forsakers than the test of swords ? If the researchers only searched for something like that instead of talking about healing the magic ! How had he ever come to trust that slimy snake ? Now that was a useless question. He had, and now he was facing the consequences. Half his command was dead yet, and the rest would soon follow. If only he had listened to Svedra, his loyal Thalatro instead of following where Ignir lead. After the skirmish in the Kituna outback svedra had suggested to take the long and moderately safe route along the Baïron road to The Andirion Bay, but after that suggestion, Yvnol had opposed this because it wasn't stealthy enough, and he had almost commanded him to take the Fox-pass, a pass that leaped through walls of 20 metres high and only four men abroad. Ok it was stealthy, but it could be defended by 50 men, while he couldn't force it with all the men he had, and he couldn't outmaneuver and encircle them , nor could he overrun them with a charge of knights, 'cause there wasn't place for more than 2 knights! And yet he had agreed with Yvnol, who had promised him all the glory there could be for someone who laughed with Thakal on their own domain. Well, it was clear what happened to someone who dispised the Thakal on their ground. They died. And what he feared had happened. The Fox-pass was occupied. How they had known he was there, he hadn't know then, but he supposed their scouts had found out about them. As if their horses couldn't smell a Thakal from 100 meters ahead ! Overestimating an enemy is never intelligent, even when the enemy is a thakal. His vanguard had moved through the pass; he had ordered them to move toward the Uban Mountain, to control the dwarven-grottos and the mountain road. What had happened to them he didn't know, but possibly nothing good. They had run into Thakal after the first corner, and while his knights cleared the road of them, their archers shot them from above. Only a shield wall had saved them, and while that is a very useful tactic for a retreat, it is worth nothing when you are trying to break through a cordon of pikemen. Well, they had cleared the first and the second blockade, only to be drawn further in the trap. At evening they had cleared a half kilometer. They had gotten to a first raise (he had left a shion to hold it as a retreat base, but half an hour later 5 men returned from that shion (fighters of Kardde as he learned later, sent to undercut their morale, for as far as that still existed in a minimal group that was commanded by an unexperienced commander, waylaid and ambushed by Thakal, and without a retreat route). At nightfall they hadn't made it out of the mountainous ridge, and, hopeless as the men were, they prepared themselves for a final stand at the grottos they had reached, in the hope to be strengthened by the vanguard Torin had sent to protect these same caves. What had happened to those men was still unknown [note from Yvor Kre'pein, librarian of Sarn Faralan and editor of the chronicles of the Family Ar'fan and the diary from The Fox outwitted, the book about the family Ar'fan : the bodies from these men were never found - expected is that they were either killed by the fighters of Tegarend in their unit (almost certainly wrong because it was an elite faralani unit) or that they were waylaid by Thalak and token away or worse (eaten)] but he suspected the worst, or at least the worst that he knew at that moment. It would get much worse. Svedra had chosen that moment to suggest either to withdraw through the way they had taken, preparing this by an assault of the ridges along the pass, or pushing through the enemies in front of them and then turning 180 degrees and returning along the Feranat road. Why had he said that if they couldn't win proudly, that they would die proudly, going out as heroes to mask their defeat. Dead heroes wouldn't help Allando, nor would their heroism comfort their widows. Damn. He still thought then that he only had to push through these units, that the Thakal were almost destroyed and that a small effort would bring their entire cordon down. At that moment Ignir volunteered to take some of his elite units and scout on the enemies. Damn, he had even compared his heroism to the 'cowardice' of his Thalatro. Damn, maybe it was good to die here now, instead of living on with these memories. The Thakal gathered all their troops around their hilltop and started to attack, except on the route Ignir was taking. Only then they understood they had been betrayed. Anger filled them, and led by the Fox himself the knights made themselves a way through the thakal. Without their encirclement the Thakal were dead, since they couldn't stand versus the knights and couldn't destroy the turtle manoeuver of the Haron. 'The day is ours' Svedra had said, but he knew himself it wasn't. Two of the turtle regiments had fallen to the onslaught, while one Thalanatro corps had been crushed by Fathargs. Between his vanguard, his elite infantery unit, the traitors and these casulaties, he had lost half his command. Because of the time they had lost, there was no change of returning or outflanking the enemies, who were packed on the hills surrounding the Valley Laindryn. Damn. That was all what had happened. He had written it all down in his journal that he had hided in the grottos at the graves of their fallen. Now it was time for the Famous glorious Passing away around the bodies of his fallen enemies. If only he could get those light-forsakers. 'All right people. This is how we become heroes out of the songs. I will divide our army in 2 parts : harman Theobald Kalyn will comand what is left of his Haron and the Haron of the late harman Petryn Olon, to occupy the hilltop at our left front, while the rest of us will follow me and Svedra to move along the pass. If Shiman Kalyn can keep the mountain his for long enough, we will be able to skim one mountain ridge with our infantery, using our cavalry to watch the pass and to cover the flanks, while the other ridge will be hold by kalyn's newly formed shortbow unit.' None of the men cheered, or even acknowledged to hear his words. The chosen men moved to confront the Thakal-hold mountain ridge, while everyone else prayed to whatever god they believed in. He gave the command of the thalanatran, the horsebow unit and the infantery to Svedra, while he himself rode at the front of the vanguard, forever seeking dead at the hand of a thakal without finding it. His cavalry destroyed the thakal units they met, but even the front units of the army behind them was blocked again by new enemies. At last they came at the point they were looking for : a path to the top of the ridge, and a 1000 thakal trying to get to the top before they would be assailed (thakal aren't good in climbing rocks, there is something wrong with their build). His infantery units killed a lot of Thakal before they reached the top, but then they were blocked by an enemy that was ànd at higher ground ànd fighting in superior numbers. Even with everything against them, they battled because they had nothing to lose and were eager to take as many thakal with them in dying. He and his cavalry had meanwhile secured another hilltop that was climbable for a horse and his archers were using it as a launch platform. Caught between the sheer drop at one side, the infanterists and blademasters storming at another side and his marksmen at the third side, the Thakal had only one chance : fleeing along the ridge. Many of the fleeing Thakal were cut-down during their run, or pierced by arrows, but a lot of them could leave the ridge and flee along the road. This was what he had been waiting for, a group of Thakal running mindless away to their main campement. 'What Ho, my men. What comes now is only for the purest and bravest of hearts'. He selected one Haron (composed of the younger conscripts) to protect this side of the ridge and the minor nearby hilltop, lest they not be shot down from the ridge as the Thakal were, and left most of the riders there, too, for he thought they wouldn't be too useful in what he was planning, namely an all-out attack on the main Thakal campement here, and while the horsebow was very useful in strike missions, in and out, they wouldn't be so annoying in a charge. ' come on my men. This will be our day. We are going to charge the main Thakal army present here'. Gasps of astonishement went through the army, clearly not everyone has let the illusions of help coming go. Shiman Padron Funia, a minor officer with a lot of experience in countering Thakal-strikes was the first one to speak their thoughts : ' sir, are we going to attack them with 500 footmen and some 200 odd knights ? I mean, it is not as if it is just a raiding party there must be at least 10000 Thakal there, if I know them. We have met some 1000 Thakal at this ridge, which means the camp will be packed with thakal if that is just a part of the cordon, and we don't even know who is in command. I mean, for all we know it could be a returned vile-demon or something'. 'Thank you shiman. If you would like to stay with the 3rd Haron...or anyone else' Torin said.' No sir. Thank you sir.' Many men seemed to consider the offer but rejecting it . 'Good. No more problems ? Then this is the plan. I am going in with the Ring of Swords and the thalanatran and while we are keeping them busy, shion I and II take flank positions. Behind the cover they provide I want shion III to use the salvaged shortbows to start firing burning arrows. The Lancers are reserves. They will be used to stop ambushes and will help any of the first 2 shian if they are outflanked. Any questions ? No ? Then we go to our fight.' 'At last forgetfullness will embrace me' Torin muttered as he let his warhorse step in a galop 'Follow me my brave knights' . He charged and never slowed his horse down, never stopped until he embraced the Reaper Man. Epilogue : combat report by Yvor Kre'pein, based on the stories of a witness, Dorman Mithel The Heavy cavalry destroyed the ranks blocking them, but although the weapons of the Thakal were of few use versus armored cavalry the middle part of he cavalry destroyed, exposing the Ring of Swords commanded by Svedra to Fathargs. Ar'fan was seeking the fighters of Tegarend in the melee, and although many tried to harm him, none succeeded, being killed either by the thalanatran or by Ar'fan himself. At last he found Ignir and galloped to his tent, where the Dreadlord was seated with his guard. He got pierced by arrows and was almost cut in pieces by the fathargs. Only the intervenal of the blademasters could prevent the body from being slaughtered and succeeded in killing the light-forsakers. Too late. The removal of the Thakal command didn't lessen the ferocity of the creatures, it even seemed to increase their bloodlust although it looked like the Thakal commanders were sending their units against each other in their struggle for leadership. The battle was clearly lost, but all groups held their ground, until one of the lancers cried that he saw movement at the other end of the valley. Indeed more Thakal were coming, many more from their outpost at Athan keep. Svedra took command of the situation and ordered his man in an orderly retreat instead of a rout. He first started to withdraw his heavy infantery, creating at both sides a hole to maneuver his lancers through. This onslaught gave his infantery the time to take a defensive formation at the front of the pass. His lancers began withdrawing, but the lancers' commander became overconfident and charged in a separated group of Thakal. Without the support of Heavy fighting units, the few remaining lancers were slaughtered. The Ring of Swords now dismounted and joined the blademasters 'to give the infantery and the squires the time to withdraw to the ridges'. All of them died, including Yamin Svedra, the master of swords. The new commander (Shiman Padron Funia, minor officer of the lancer regiments) saw the destruction of the Thakal and the knights, and decided to use his troops along with some infanterists to ensure the retreat. He ordered Galain Ti'falon (member of a minor branch of the Royal House and squire in the Ring of Swords) to take the command and leadhis charges to the ridges. The band who stood in the pass amounted to 10 lancers and 20 heavy infanterists. They were never seen again. When Falas returned to the ridges, the (original) left ridge was at the brink of falling (defended as it was by a lot of riders with horsebows and 18-year old conscripts), while the right ridge was encircled and under heavy attack, so shiman Kalyn couldn't have sent any units even if he had had any reserves. The troops of esquire Ti'falon came just in time to stop the assault and to destroy the attackers. After these failures the Thalak seemed to try to blockade them. In this situation the horsebows from dorman Prowler were invaluable, always tainting the enemies to attack them by shooting arrows (the few troops who answered to this attacks were instantly slaughtered by the remaining heavy infantery). 3 days and 13 (yes indeed THIRTEEN ; not a typo) assaults later a rescue army arrived. How they could be here that fast ? Some fighters of Tegarend cell had been discovered by the Barhim and the correlated search had amounted in Allando knowing that Ignir was a light-forsaker. This news reached Darn Haluna two days after the departure of Ar'fan, and instead of sending a messenger behind him (impossible because Darn Haluna is the end of the 'safe' world) Trefal Doman Ti'fani (certainly no part of the conspiracy) had sent an army to aid him against the lightforsakers/Thakal and this army now saved the day for some odd 400 soldiers. The Thakal army was sought out and mainly destroyed, and it would last a time before they would be able to sent new raiding parties out, but that had costed them half a section. The remnants of the Allando army returned along the Baïron road, but not after burying all recognizable allandan troops they found, and raised a monument for Torin Ar'fan, the 'hero' of the Foxpass. No Thakal dared to waylay or use the Foxpass later, believing that it would cause 'the Foxes' to return. Torin Ar'fan's command has 5 Haron, which amounts to the 2000 infanterists, 100 Ring of Swords + 50 Ring of sword blademasters (Heavy cavalry), 200 riders of the realm (light cavalry : think horsebow archers, lancers, that thing) and 150 archers. These archers were subtracted from his command « because they wouldn't help him in the rocky terrain », and since rocky terrain, with many launch platforms is the next best thing for an archer, this underlines the conspiracy theory. About the conspiracy theory : the text implies clearly at least 2 treasons: the obvious one of his second in command and the conspiracy for the destruction of the Konachi Family and a republic in Sarn konach. This conspiracy clearly exists for more than 7 years now, and is certainly guilty of the murder of the eldest Ar'fan and the second of the 2 attempts on Torin. Possibly also the first attempt on Torin and the murder of Thalman Pheren Ta'dair to ensure Torin would volunteer on a 'suicide' mission. B) Atratus & Kata : An Early Sketch These are my early sketches for how Atratus & Kata meet. I *know* it doesn't read that easily and is "4-year old" material (and then... and then.. and then... etc :) but as I said, these are sketches. Anyway, you shouldn't be seeing these prolly... wait for the complete story ;) ** A short story : bit of Atratus' life -- going to be incorportated in the new version... Atratus Anvirard was still only a boy when he started on his current path in life : while travelling from Maror to Irajend, his parents' cart was attacked by bandits. The bandits just having killed his parents, he cast his first spell - a wild spell - and flattened the whole area. Surprisingly, he survived the casting of the spell and was found the next day by an adventuring party. He started studying under all the party members (mage, fighter, ranger, herbalist) and was soon respected as a swordfighter and spellcaster. Soon after his 15th nameday the party, who had become his new family, was ambushed by a large host of thakal on Mt Argar, south of Varver. As the battle became desperate, the old mage cast a teleport spell on Atratus, flinging him to the heart of the Forbidden Wood. As Atratus made his way to Marand, he came across a dying wolf. Without thought, he cast a healing spell on the wolf thus inflicting the unhealable scar on himself. After waking from the sleep the spell had caused, he found the wolf looking at him over a couple of rabbits it had caught. When he started out for Marand again, the wolf stayed close by his side and after crossing the Forbidden Wood, they turned toward Irajend, all the while hunting together and living off what they caught. In those 3 years of travelling, Atratus kept practising his skills and competed in tournaments in the villages on the way. Near Irajend, they were attacked by a couple of farmboys who killed the wolf. In a wild fury, he killed most of them but when he tried to resurrect the wolf, his spell backfired and he was mortally wounded. At that moment, one of the boys who got away came back into town and told the mayor about a murderer who had killed the others. Kata Anor, who had just been elevated to Natar Alsor (see The Northern Realm) and was on her way to Roy-Ubian was asked by the mayor to help catch the murderer. The boy led a large party of villagers wielding weapons to where Atratus lay, but on seeing him laying there, Kata immediately started examining him and discovered he was dying. After doing everything in her power to heal Atratus, she had him moved to her rooms in the village inn. After a month Atratus woke up again and gave a start at being alive in a bed. Kata, who had never been gone from his side in the whole month, immediately asked him who he was and why he was found comatose outside the village. On hearing he had not been able to resurrect the wolf, Atratus pulled his blades and asked Kata who had told her he was a murderer. Sensing his mood, she told him he was confined to her room until he could be tried for the murders. At this, Atratus laughed loudly and told her he didn't want to hurt her but that he had to avenge the wolf. Asking him what had really happened and hearing the true story of how he had been attacked, she told him she would take care of it. Trying to push past her to get away, he blinked when he lay helpless on the floor with Kata standing over him. Only then he saw the Alsor-tattoo in her neck and apologised for his behaviour. Putting him back in the bed, Kata went outside and found half the village outside the inn hungry for Atratus' blood. Explaining what had really happened, she told the people that under no circumstance they would lay a finger on him so they could go home before she hanged the surviving boy. When she returned to the room, Atratus was sitting fully dressed at the writing table. He gave a start when she came in and hid the note he was writing. Getting to his feet, he thanked her for all her help and assured her he would not trouble her anymore. Trying to get outside, he found some of the villagers were still outside, waiting for him to come out. Going back to the room, he told her about the people and asked her if she still had business in the village. At her negative reply, he told her to go outside and saddle her horse, then wait for him in the stables. After she went out, he snuck out of the room and scrambled over the roof of the inn to the stables. Seeing Kata waiting there for him he let himself fall lightly from the roof and landed next to her horse. One of the stableboys saw him however and let out a cry of alarm. Barely thinking, he whirled around and started throwing one of his knives. When the knife didn't leave his hand he looked up and saw Kata restraining his hand, asking him not to kill any more people. As the sound of running feet came closer, he looked around and sighed, then nodded and put his knife back in its wristsheat. At his question of where she needed to go, Kata answered Roy-Ubian. Nodding sourly, Atratus told her to stay on her horse and as the first villagers rounded the corner, he started casting his spells. Barely holding himself up and leaning on the horse, he slammed down a shield of air between them and the villagers then stretched a teleport-globe around him and Kata and teleported them to just outside the gates of Roy-Ubian. Seeing him stumble Kata heaved his unconscious body on her horse and set off for her father's house. Once there, she again tended to Atratus and after 2 days, he woke. Staring around him, he asked incredulously where he was. On hearing he was in her father's house, he then asked who her father and she were. On hearing he was in the Anor-family Palace, and that she was the queen's youngest sister, he scrambled out of the bed and started dressing again, all the while apologising for what had happened and assuring her he had no idea she was from the royal family. When she asked him how he was going to get out with guards at the doors and at the windows, he laughed and told her she'd see. Taking a couple of deep breaths, he started casting an invisibility spell when Kasatil Anor, Kata's father came into the room. Losing his concentration, Atratus' spell winked out. Giving a start at an armed man suddenly appearing near his daughter, Kasatil pulled his sword and ignoring his daughter's scream, charged Atratus. Atratus slammed a shielding column around the man while backing away toward the bed, two swords in his hands, casting hunted looks around him. All the while, Kata tried to explain to her father that Atratus was her guest and asked of Atratus that he lower the shield. Giving the other man a searching look, Atratus lowered the shield prepared for any eventuality. Kasatil however lowered his sword and went over to Kata to slap her. Before his hand could hit her face however, it was fastened to the wall at his sleeve by a knife thrown by Atratus. Staring at an apologising Atratus, Kasatil rubbed his arm in disbelief and glanced at his daughter, who was looking wide-eyed at the knife. Never taking his eyes off Atratus, Kasatil pulled the knife from the wall and he goggled at the stiletto he had in his hand. Staring even more disbelieving from the stiletto to Atratus and back, he asked "What gives you the right to throw a knife", grimacing slightly,"at me ?" Apologizing, Atratus told him that Kata had saved his life and that he would not see her hurt if he could help it. Asking Atratus to repeat himself, Kasatil looked at Kata, who was staring at Atratus. Again, Atratus told Kasatil that he would not see any harm come to Kata because she had saved his life. Turning toward her father, Kata asked him if she could talk with Atratus alone for a while. As soon as Kasatil had left the room, Kata walked over to Atratus and slapped him full in the face. Staggering backwards, he asked what he had done wrong. Kata told him he shouldn't be spouting idiocies, at which he told her again that he would not see her come to harm. At her question why he would swear such a thing, he simply told her because she had saved his life and because he liked her. Looking better at him, she saw he was gritting his teeth and leaning on his sword from the backlash of the invisibility. Dragging him back to the bed, she gave him another healing potion and after darkening the room went out to find her father. When he asked her where she had found him and how long she had been travelling with him, she told her father about how he had been attacked and she had healed him. At last, her father sighed and told her that whoever he was, he was too dangerous, especially since she knew nothing about him and that as soon as he was healed, he would be put outside. Then he expressed his joy at seeing her Natar Alsor. While he was telling her what had happened during the 5 years she had been absent, a scream rose from her rooms. Running toward the room, she saw Atratus stagger out of the room with a deep cut in his stomach clutching his bloodstained swords. As she reached him, he mumbled an apology for bloodying her room and collapsed on the floor. Rushing into her room to get her healing herbs, she stopped dead in the door and looked at the 4 black-clothed bodies lying on the floor carrying daggers. Shaking herself, she grabbed her herbs and moved Atratus to another room where she tried her best to heal his wounds. Staying at his side, as soon as he awoke she went to find her father who asked him what had happened. All Atratus could tell him was that he had heard someone move in the room when he was resting but thought it would be a servant. When someone plunged a dagger in his stomach, he had cast a slow bleeding spell on himself and had gone for his weapons. As he went for his weapons, the 4 men seemed to be surprised to see who he was but they almost immediately attacked him. He had no other choice but to kill them, after which he had staggered out onto the landing. Kasatil reluctantly agreed with Kata that he had probably saved her life and therefore not an immediate threat to her. After her father had gone to find out more about the assassins, she told Atratus that his obligations were fulfilled and that he no longer needed to protect her. The more she said however, the more he shook his head. His oath had been for his whole life and he would make sure she remained unharmed. C) Atratus 'Wolfsblade' Anvirard & Kata 'Catseye' Anor : the present... As you walk into the crowded common room of the inn, the noise of celebrating people hits you like a hammer. The place is packed to the rafters with people standing and sitting everywhere, and with everyone wearing their feastday's finest for the Feast of Liberation the room is a combination of clashing colors that hurt the eyes. As you slowly make your way through the throng of people looking for a place to rest from your journey, your spot a couple at a table in one of the corners. As the only free chair in the whole room seems to be at their table, you make your way there, using the time it takes you to reach it to study the man and the woman. The silent man seems nearly two meters tall and incredibly broad-shouldered. Short dark hair spills out from under the hood covering his face. Strapped onto his back, you notice two strange slightly curved swords. By contrast, the young woman opposite is talking enthousiastically while making grand gestures. Her dark auburn hair falls on her shoulders and her green eyes seem to be measuring you. She looks about average height and build and is wearing a travelling cloak and a divided riding dress. Next to her a composite longbow and another of those curved swords rest against the table. They look like people you wouldn't want to pick a fight with. At her question of what they can do for you, you politely inquire if you can join them at their table. You turn around as you hear a loud gasp from one of the men standing close to the table. The man is staring wide- eyed from you to the couple at the table and back and starts to talk excitedly to the woman next to him. As the man at the table looks up, you take an involuntary step back. His dark brown eyes take you in for a moment and then he shrugs, turning to the woman. You thought the man would be in his middle years but by the look of his face, he can't be more than 20. The long scar that starts in the left corner of his mouth and disappears into his hood only increase your conviction that you don't want to anger them. The woman gives a delighted smile and motions you to sit. Unbuckling the sword you're still not used to, you put it down on the table to take a chair. As you sit down, you see the man's eyes suddenly go wide as he notices your sword. With a lightning movement, he grabs your sword and starts examining it, all the while muttering to himself. Giving her companion a frown, the woman smiles at you and introduces the couple as 'Atratus and Kata'. At her question to tell about yourself, you introduce yourself and start explaining that you were sick of your father's farm and that you wanted to see something of the world, when the man suddenly coolly asks "Where did a farmer like yourself get a Nudara-blade ?". At that name, the woman's eyes suddenly go wide and in the blink of an eye she is holding a dagger to your throat. Giving a strangled croak, you stare at the Natar Alsor tattoo in her neck and tell Atratus "I... I found it on a ... battlefield near our farm, sir". "Where is your farm, boy ?" "On... On the Argand Plains, Ga... Gadir, sir". As the man gives a slight nod, the woman resheats her dagger. You then realise that she never even looked at you when you spoke, only at the man. The man only says "Varraja Arar" and surprisingly touches the woman's shoulder as if to comfort her. She gives him a small smile and turns her attention back to you. "Do you know anything about that battle ?" she asks while the man is watching her with a worried look. "No...Not much, Natar Alsor" you stutter under her hard gaze. "Well then, tell me what you know, man". "Uh... It was night about two weeks before I left home, when suddenly there was heavy pounding at our door. When we opened it, there were 10 soldiers outside, commanded by a woman. She asked for shelter for the night which we gladly gave. The next day, she left early in the morning and we thought that would be the last thing we would hear of it. Around midday, we saw a great column of smoke rising a few miles from our farm so we went to see what it was. When we arrived, we found a lot of dead Thakal and the woman with most of the soldiers dead in the middle. Two of the surviving soldiers were burning Thakal-corpses with an empty stare. They told us they had been ambushed and that they had fought with all their might but that in the end there were just too many Thakal. We helped them bury the soldiers and then took them to the village. That's all I know, Natar Alsor." As you finish your story, you notice that the man has moved next to the woman and is talking softly to her. As he puts his arm around her to help her up, his left sleeve falls back and exposes the tattoo of a wolf carrying a sword in its mouth. Staring at the tattoo, you suddenly recognise the couple : Atratus 'Wolfsblade' Anvirard and Kata 'Catseye' Anor. Scrambling to your feet, you say goodbye and hurry out of the inn without looking back once. Gathering up your weapons, you adjust your sleeve with a sigh so it covers the tattoo. Supporting Kata, you make a path through the revelers to the stairs. Getting Kata to your room, you gently lie her down on the bed and take a chair to sit by her side. After a while, she takes your hand in hers and asks "Do you remember Varraja, Atratus ?" "Of course I do. She was your best friend at the seminary. She taught you how to fight unarmed too if I'm not mistaken." "What was she doing out there with only 10 soldiers ? She was one of the most cautious people I've ever met." "I don't know. You could ask your sister what her assignment was when we return to the capital, but for now I think you should get some sleep. You look tired." Giving your hand a grateful squeeze, she closes her eyes and turns facing the wall. You get up and after closing the curtains, you cover her with a blanket. Taking up your station next to the door, you think about Varraja Arar. When you met her about a year ago at one of the Court Balls in the Palace in Roy-Ubian, the jovial daughter of the House of Arar didn't strike you as a fierce fighter. She seemed reluctant to talk about her skills in battle and spent most of the time recounting pranks she and Kata had pulled while in the Seminary. She was also very interested in how you came to be in the Palace since she didn't remember seeing your House-name anywhere. Giving a small laugh, you explained that you weren't nobly born at all but just the son of a farmer, after which she took one look at your weapons and called one of the guardsmen. When she asked the guardsman why he was staring so incredulously at her when she asked him to throw you out and heard that you were the Lady Kata's companion, you almost laughed at her expression of disbelief. Instead, you thanked the guardsman and asked him to find Kata. When Kata arrived, she gave Varraja a hug and introduced you to her. Later that evening, you were enjoying the breeze on a balcony when Varraja and Kata joined you. It turned out that Varraja was to remove the Thakal threat around Sasir and that Kata had asked her sister if she could go along to help her friend. Then Varraja told you "From what I've heard about you from Kata, you're not a bad swordsman. I would appreciate it if you came too.", at which you gave Kata a frown and told Varraja "Of course I'll come with you. I go where Kata goes." At Varraja's stare, Kata said "I'll explain later. Now we must get some sleep if we're going to go tomorrow." As Varraja turned to go, you noticed the sword on her hip. At your question if you could examine her sword for a moment, Varraja frowned at Kata but when she nodded encouragingly, she handed you the sword. Examining it for hidden writing, you soon discovered her rank and the smith who made the weapon, which made you stare wide-eyed at Varraja. Seeing you stare, Kata asked what the matter was. "What did she do to earn this blade ?" you asked in a hoarse whisper. "Nothing that I know of, why?" "This blade was made by Mesel Enver, and reads Varraja Arar : Protector of Truth." At the shocked gasps from the two women, you asked "You didn't know ?" in a disbelieving voice, although it was obvious by their expressions. Almost reverently you returned the sword to Varraja. "I think it's time we go to sleep if we're to start early tomorrow." you said and motioned them to the bedrooms. You spent the next two months travelling from Roy-Ubian to Sasir with the 2 bands Varraja commanded. Those days were spent marching while in the evenings the three of you sparred with wooden swords. After arriving in Sasir, the army needed a couple of days restocking the provisions, so you got two rooms at the Golden Ring. When Kata was settled in, you went down to the common room to pick up the rumours. After a while, you were joined by Varraja who started to ask about your past because Kata didn't want to talk about it. Suddenly, a crash was heard overhead and with a leap you were up the stairs, closely followed by Varraja. Opening the door to your room, you saw a shape bent over Kata lying on the ground in a pool of blood. With a roar, you threw one of your swords at the shape, impaling it against the wall. Kneeling over Kata, you found she had been stabbed in the side repeatedly and was bleeding to death. With a cry of "It's not fair!" you wove thefluxes for healing and took all her wounds, collapsing next to her. When there was a crash overhead, Atratus leapt up from where he was sitting and almost flew up the stairs. Following him, you unsheath your sword and look around the hallway. As he opens the door to his and Kata's room, you see Kata lying on the floor but before you can react, he lets out a roar and throws one of the swords strapped onto his back at a shape you hadn't noticed. As he runs into the room to kneel next to Kata, you stare in shock at the man pinned to the wall by the sword. Going over to examine him, you hear Atratus sob "It's not fair!" and the next moment there's a loud thump behind you. Whirling around, you see him bleeding on the ground next to Kata. Searching for the second attacker, you suddenly see Kata sitting up and almost drop your sword in surprise. Kata takes one look around, sees Atratus and runs to the closet to get her herbs. After helping her lift him on the bed, you let her get on with her healing and examine the attacker further. Lifting the hood of his cape, you notice the tattoo'd black hand on his shaven head. "Blackhand" you spit disgustedly. Turning back to Kata, you stop dead as you see her sitting next to the bed with a lost expression. You gently push her down on the bed and prepare yourself to stand guard the rest of the night. As soon as you opened your eyes, you saw Kata and gasped "Thank ? I wasn't too late !". Kata jumped up from the chair next to the bed and started examining you. Searching your body, she found two broad new scars on your back and gave a shudder. "When do we march again ?" you asked her. "As soon as you're healthy enough" came the answer from Varraja who came in with a loaded food-tray. "Then we move today. Avert your eyes" you said and staggered out of bed to the closet. During breakfast, you overheard Kata and Varraja talking... "He's not ready to ride yet, Kata! Look at him! He almost falls over where he sits!" "If he says he's fit, he's fit. I've lived with him long enough to know him." "Well, if I loved someone, I wouldn't let him get out of bed in that state." Standing up, you swayed slightly and started to strap your swords back on. Walking out of the room, you stumbled and smiled gratefully at Kata who supported you down the stairs. The next few days the army rode south and east, toward the Bàran Dâra. When you reached the edge of the forest, Varraja ordered camp to be made about a kilometer out. After the camp was set up, Varraja called for a meeting. There, she and her Sha'rils and Sha'gents started discussing a wide-sweep pattern to root the Thakal out of the Bàran Dâra. As you listened in growing amazement to the errors in their plan, you finally couldn't hold back anymore and asked "Have any of you EVER fought Thakal before ?" One of the Sha'rils indignantly drew himself up and said "You might be here because the Lady Anor wanted you to come along, but who do you think you are to criticise the best of the Queen's commanders ?". With a sigh and a shake of your head, you started pointing out the mistakes in their plan, telling them why their tactics wouldn't work, how Thakal think, what the best sweeping pattern would be etc etc... "And why would we listen to you?"asked one of the Sha'gents. "Because I've been fighting them since I was 5" you replied and calmly continued explaining your plan. At a muttered "Who does this guy think he is?" you heard one of the Sha'gents whisper "My men say he's THE Wolfsblade." and he nods at your swords. With a weary look, you told Varraja "I hope you got that, for all our sakes" and stalked out of the tent. Later that evening, Varraja came by your tent and apologized on behalf of her commanders. At Kata's inquiry, Varraja told her what had happened in the command-tent. "You shouldn't make them look like fools, Atratus""I didn't Kata, they made themselves look like fools. Now I don't know about Varraja, but I'm going to do everything in my power to get you two out of here alive. Their plan was a suicide mission, like Magit Erberir's when he tried to drive the Thakal from the Forbidden Wood.""Oh... That bad ?" At which point Varraja broke in. "Erm... Would anyone care to explain what you two are talking about ?" Kata replied "Well, Atratus just told me the plan you and your commanders made would have gotten everyone slaughtered.""And you believe him ?""Of course I do! Besides, of all the people I know, he is the most experienced in fighting Thakal.""So that about fighting Thakal since he was 5 is true ?" Varraja asked incredulously. You gave a shrug at Kata's inquiring look and started telling a story... "When I was still a toddler, my parents were travelling from Maror to Irajend. Between the Forbidden Wood and Kagir, our cart was ambushed by a Thakal raiding party. When they killed my parents, I hid under a pile of clothes. When I came out of my hiding place, all around our cart lay dead Thakal bodies. A short while later, a party of adventurers came by and took me with them. They started teaching me everything they knew. They also thaught me how to fight Thakal, which is what we mainly did in the 11 years I spent with them. On my 15th birthday, our party got ambushed by a full Thakal band. Needless to say, we couldn't hold out against such a force..." At this point, Kata put her arm around your shoulders and led you inside the tent. That morning, it turned out one of the Sha'gent had taken his fist and set out to do a sweep according to their original plan. Cursing him loudly, Varraja then ordered some of the other Sha'gents to starts sweeping according to your plan and to bring back the Sha'gent, if he could be found. Around midday, half of the Sha'gents she sent out returned, running out of the forest and screaming at the top of their lungs "They're coming! They're coming!". Immediately, Varraja and Kata ordered the Sha'rils to deploy their men in battleranks. At your cry not to do that, one of the Sha'ril gave a triumphant cry and said "see, I told you he was a Thakal spy! Kill him!". Before he could move, Kata had a blade to his throat and nodded to you. Turning to Varraja, you told her "This is exactly what they're hoping for! They want to see how many soldiers we have so they can plan better. Put a quarter of the men in battle formation on the field and keep the rest hidden from view, but ready. If I'm wrong and they attack, they can still aid their comrades and nothing will be lost." Studying the Sha'ril, you asked Varraja "Is this the lone Sha'gent's commander ?" At her confirmation, you told Kata "You're in command of his band now" and stabbed him through the eye. At Varraja's shocked gasp, you only lifted his sleeves to show the daggers he was holding and told them "Fighter of Tegarend". As the hours passed and the Thakal didn't emerge from the forest, the army became restless. Returning to Varraja's tent, you told her to tell the men to lie down fully armored and to extinguish the fires. At Varraja's indignant question "Why ?", you just told her "Trust me" and walked out of the tent to prepare your gamble... Around midnight, when peace and quiet reigned over the darkness, a sheet of flame suddenly erupted near the edge of the forest. In an instant, more explosions were heard and the darkness was violently blown away by the light of a thousand exploding fireballs. The Thakal, all Nighthunters, were blinded by the harsh light and were easily picked off one by one by the waiting soldiers. The few Thakal that made it through the sheets of flame disappeared screaming into the forest, blindly stumbling over rocks and bushes. As Varraja gave the command to hunt down those Thakal, you stepped in and told her "No. Don't hunt down those Thakal yet. With a little luck, they will lead us right to the strongholds. At first light, we'll track them to their camp and end them once and for all, but now I need to rest first." and with those words, you stumbled away leaning on Kata's shoulder. The next morning, the Thakal's tracks were easily visible to everyone and following them into the forest, the force carefully made it's way deeper and deeper into the shadowy recesses of the Bàran Dâra. Then, everything started to go wrong... As midday approached, the force halted in a clearing near a cool stream. While everyone was enjoying a bit of shade, Kata and Varraja went out scouting the area. At Kata's request, you stayed with the soldiers and trained some of Kata's band in Thakal-warfare, teaching them how the Thakal mind works and what they can do to turn their thinking against them. When Kata and Varraja still hadn't returned by midnight, you started worrying. Suddenly, the mating call of a bluefinch pierced the night, meaning one of the advanced sentries had seen something moving in the forest. You started moving in the general direction of the sound, prodding slumbering men back to their feet as you went. Before you had reached the edge of the clearing, one of the sentries came into view, supporting a limping Varraja. Running over toward her, you heard her tale of how they were ambushed on their way back from the camp. "I was *allowed* to escape, I'm sure of it." panted Varraja. "They wanted us to know how many of them there are and where." As you started moving toward the edge of the clearing, she grabbed your sleeve and said "Don't do anything foolish, we counted over 4000 of them in their camp, which in itself is heavily fortified. Going in there is suicide." "That might be, but Kata is my life, so I'm already dead" and with those words, you cast invisibility on yourself and sped away between the trees. As you neared the camp, you slowed down and started paying more attention to your surroundings. Deep in the forest, the Thakal stronghold was almost invisible in the faint moonlight. The noise coming from inside the stronghold indicated that the Thakal were holding a celebration. Approaching carefully, you entered the main space inside the stronghold and stopped in your tracks. In the middle of the room, an indistinct black shape sat on a granite throne. As your eyes found Kata tied to a stake with 5 Lathan <<< how does Atratus know they are lathan and not thakal? >>> standing guard over her, you gave a start and looked back toward the throne. The shape had become more distinct and had taken on your form! Suddenly frightened, you saw that your "twin" wasn't looking at anything happening around him but was looking straight at you with a sick grin on his face. ** Note to self : what's going to happen ? Kata gets kidnapped, Atratus goes after her, Atratus fights Gurát Mogren but can't win... Varraja saves them with part of Kata's band... Mogren gets away... A,K,V+troops are trapped in the fortress (couple of kms from main force)... Atratus casts spell to get EVERYONE out of there and back to the main force... While teleporting out of it, he casts one more spell (contained reverser)... Thakal are wiped out (mostly)... they limp back to Sasir... --End of memory-- The next day... Ignored information from : Andalionthebookofthegame.txt Barhimstory.txt Belfalas.html -> family trees BelfMil.html Dwarves.html History -> too hard to convert Meosa.html -> gram and vocs : not for here Spoiler.html Story.txt -> ignored most of it World.html World2.html