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Mon 9 Aug 2021
at 14:37
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Nastrondir (Campaign Setting)


Nations and Regions of the Wyrmstail
"The Wyrmstail lies in Southwestern Nastrondir, the remains of the Lindwyrm's lower serpentine body."

Overview
The Lindwyrm was once a massive dragon the size of multiple continents. It did not have wings, but it did have arms and legs. Nastrondir as we know it, is just the portion of the Lindwyrm's body that exist above the waves of the Aegir. This livable portion is where the adventures of the players take place. The idea for Nastrondir came from the idea of North America + South America sorta looking like a dragon to me as a kid. The overall landmass of Nastrondir is basically the Americas wrapped around each other.

Major Regions of Nastrondir
  • The Aegir: An ocean that formed from the blood of the Lyndworm (the blood diluted to water overtime). The Aegir is considered less hospitable than the relatively calm and serene Lir. Leviathans and Krakens live deep within the depths, and the eastern portion of the Aegir is filled with storms. Inhabitants of Nastrondir aren't sure what exists beyond the Aegir as no ship that has gone beyond the horizon has returned, many believe you simply drop in the Ginnungagap. Deep beneath the Aegir and Lir is the Ginnungagap, and it's theorized that the two are slowly draining into the black void.
  • The Lir: A sea that is encircled by the Lindwyrm's main body and tail. It is much calmer than the Aegir, and supports hundreds of villages and nations that rely on fishing. There are many islands within the Lir, and it is within the depths that the Womb of the Lindwyrm sets that gave birth to Dragonkind.
  • Wyrmscrown: A land the lies in the northern most portion of Nastrondir, and encompasses the Lindwyrm's head. It is a colder land that is frequently covered in snow and ice. The moon is locked in place above the Wyrmscrown, and is seen as the main symbol of the region. It is home to several Elven nations, and Oolinde is considered the capital of the region.
  • Wyrmspine Mountains: A land that lies to the Southeast of the Wyrmscrown, and encompasses the Lindwyrm's back. Here the spine of the Lindwyrm has formed a large mountain range that runs the entire eastern coast of Nastrondir. The Dwarves make their homes in these mountain ranges, while a group of enterprising humans carve a small kingdom on the Storm Coast that lies east of the mountains.
  • Upper Wyrmsheart: The Upper Wyrmheart lies south of the Wyrmscrown, and encompasses the area around the Lindwyrm's chest. It is an arid land that is birthplace of humanity. Several oasis lie within the land, and cities have grown around them. The largest Holy City of Man is the greatest among them, known as Bran Bal. The Ashen Wastes is a desert that lies within the Upper Wyrmsheart. The Belderiver is the largest landmark, the hilt of the celestial dagger visible for hundreds of leagues. The black poison that coats the blade still bleads into the earth, and the Ashen Wastes slowly grow every year.
  • Lower Wyrmsheart: Southwest to Upper Wyrmsheart lies the Lower Wyrmsheart. Much more fertile and bountiful than the Upper Wyrmsheart, it has the largest population of any region. Situated around the Lindwyrm's abdomen, it is home to many coastal nations. The Lir around the Lower Wyrmsheart teams with abundant life. The human nations have slowly grown independent of the Faith, being less pious than their northern neighbors.
  • Wyrmsclaw Isles: West of Lower Wyrmsheart sits the Wyrmclaw Isles. Wild jungles, and humid wetlands dominate the regions many isles. The makeup the remains of the Lindwyrms legs, and are home to only a few Mortal Races. They have attempted to colonize the isles many times over the ages, but each one eventually fails. Your characters were born on one of the isles after the death of the All-Mother.
  • Southern Wyrmstail: The region the start of the game will take place. It is home to several communities dominated by the three Mortal Races, as well as many untamed regions. The Southern Wyrmstail encompasses the base of the Lindwyrm's mighty tail. Unlike it's northern tip, the lands of the Southern Wyrmtail are fertile, and able to support an abundance of ecosystems.
  • Northern Wyrmstail: The tip of the Lindwyrm's long tail. Unlike it's southern portion, much of the Northern Wyrmstail is dominated by rocky crags of lands broken by stretches of sea. Over the years it has become home to monsters, pirates, and a few Dragons. The further you go north the colder it gets, until it becomes more inhospitable than even the Wyrmscrown.



The Ivory Gates
"A narrow pass between two mountain ranges separated the Kingdom of Belrand in half. After the Civil War this narrow pass became the border of two new nations."

Nations of the Southern Wyrmtail
The lands of the Southern Wyrmtail were noted as being less civilized than the Wyrmheart. At the start of the Second Age a large swath of untamed wilderness separated the newly formed Kingdom of Belrand, from the other eight Human Kingdoms. Due to this Belrand has been given the title of the Ninth Kingdom, and is considered culturally unique from the other Human nations. Other countries neighboring Belrand include the Dwarfhold of Gunzagrad, and the Sylvan Realm of Elfame.

Gunzagrad was formed by refugees escaping the cultural upheaval that occurred in Eastern Dwarfholds. Former nobles who had cooperated with the Dragons, or been accused of being collaborators of the old regime were stripped of titles, lands, and treasure. As revolution took hold in the heart of Dwarven culture, many faced persecution or worse. Those who managed to flee eventually arrived at an abandoned mine in the Wyrmtail with only the clothes on their back. With nowhere else to go, they restarted mining operations, and renamed the mine Gunzagrad (Dwarvish: gunzan/aimless, grad/fortress).

The Sylvan Realm of Elfame is a Grey Haven, lands awarded to the Grey Elves for their service in the Age of Fire. The other Mortal races are not allowed to enter Elfame or other Elvish Havens without permission from the Elves that live in them. Unlike the wild forests that grow naturally around the world, the Sylvan Realms are notably peaceful, welcoming, and bountiful. The Grey Elves in particular are noted for controlling the most beautiful Sylvan Realms, as their culture emphasizes a luddite lifestyle. Unlike the Light or Dark Elves they do not like creating castles or cities within their Havens. Instead they prefer to live within the wilderness, moving around their territory in tented caravans. This lifestyle and culture has caused the other two Elvish Tribes to derisively call them "Wood Elves".

Those are the major Nations founded at the start of the Second Age. Each of them have stood for over 1000 years in some form or another. As the first millennium of the Second Age came to a close however, two new nations have risen. The Leal Republic and Ragnanaval.

The Leal Republic was founded a bit over a century ago. It began when food riots overtook the Holy City of Carthus during the height of the Belrand Civil War. A man known as Vicar Cornelius was ordered by the Archbishop to evict as many citizens as they could from the Holy City to reduce the amount of mouths to feed. Appalled that a Holy Father could be so callous, he and several other priests refused the command. They would find themselves evicted along with the downtrodden for their insubordination. As they sat outside the city that had forsaken them, Vicar Cornelius received a vision from the Divine Three. Gathering as many of the refugees he could, he marched them south away from the war-torn countryside and into the Great Forest. Miraculously after journeying for weeks, he and his followers arrived on the other side intact. There they began to form a small community, based on the foundation of equality. Over the years they continued to grow, as more and more refugees joined them. The Leal Republic less organized than any other nation. More a collection of settlements than a nation, but each town elects their own leaders, and the church does not interfere with the affairs of governance.

Ragnanaval was founded only within the last few decades, as pirates and reavers from the North believe the territory in the Wyrmtail ripe for taking. The land of Ragnanaval is a wild land, filled with monsters that wander up from the Mandragora Wilds and Troll Country. The people who arrived are a hearty folk, used to living in far more inhospitable regions. They have already conquered vast swarths of the wilderness, and have even sailed across the strait to take a portion of Elfame for themselves.

Nastrondir Theme: Shore of Dreams
This message was last edited by the GM at 21:53, Thu 12 Aug 2021.
GM
GM, 8 posts
Wed 11 Aug 2021
at 03:06
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Lexicon


Shores of the Wyrmstail
"Every so often a storm in the East will manage to make it onto The Lir. When that happens the waves can smash ships into the coastline, and the results aren't pretty."

These are a collection of terms I feel will help Players understand the setting better. I mostly want it to be a quick way to have a term explained without having to read through the setting material, or through the intro. This will grow as we continue to play, and it may not have every term the first time you read it.

Lexicon

AegirOcean that surrounds the world of Nastrondir. Continues for one thousand leagues beyond the coast before ending in the Ginnungagap.
Age of FireA time period that divides the First and Second Age. During this time the Mortal Races conducted a war of genocide against the Dragons. The Elder Dragons, driven insane by the death of Cridhe Bheithir would perform many atrocities. Notable events is the creation of the Goblinoids and Undead by the Elder Dragons. Player Characters were born at some point at the end of this Age.
ArchdragonCollective title for Cridhe Bheithir and Solas Muur, the first two Dragons of Nastrondir. Considered more divine than the Elder or High Dragons, but not necessarily more powerful.
ArthuinPrince of Oolinde and First High Chieftain of the Tuatha. During the First Age he managed to commune with the Three Divine and obtain knowledge to fight Dragons. After slaying Cridhe Bheithir he would continue to fight the Dragons throughout the preceding Age of Fire, until he was killed in battle by Baal Shax. His descendants still rule Oolinde, and have sworn blood oaths against all dragonkind.
Ashen WastesA massive desert located in the Wyrmsheart. At the center of the desert sits Belderiver, the Celestial Dagger used to end the Lindwyrm's life. Over the Ages the desert has grown larger, as the poison infused in the blade continues to spill. The human portion of the Faith considers the site holy, and pilgrims will venture through the desert to commune with it. Many do not survive the journey.
Aurendil, the DawnlordGod of Sunlight, and Father of the Three Divine. In truth Aurendil was a hermaphroditic being, that represented both father and mother, but this nuance is lost in the Faith built around the Three. Was devoured by the Lindwyrm, who truly only desired the God's flaming heart, and regurgitated the parts it didn't desire. Aurendil's remains exist in the sky as the Blood Star which appears during morning and evening in Nastrondir's sky. His flaming heart travels across the sky during the day as the Sun, after being thrown away by his Children who were burned by it's touch.
Belderiver, the Black Blade of VengeanceCelestial Dagger crafted by Beldor. It was used by Urzur to slice open the belly of the Lindwyrm, in order to retrieve their Father's heart. After this was done, Urzur plunged the blade into the Dragon's heart to finally end it's life. The blade was initially the weakest of the three weapons Beldor crafted, but Urzur used his mastery over Death Magic to infuse it with a black poison. The poison was said to feed off Urzur's hatred of the Lindwyrm, and to this day it still drips from the blade. Belderiver sits at the center of the Ashen Wastes in the Wyrmsheart, it's golden hilt shining like a beacon during the day in the center of the desert.
Beldor, the GodsmithOne of the Three Divine, and eldest son of Aurendil. Worshiped by craftsmen, warriors, and rulers. Usually depicted as a Dwarf, and is considered their patron deity, but is equally worshipped by all races. He crafted the weapons used to slay the Lindwyrm, and personally wielded Graveryl the Stormbinder. During the battle with the Lindwyrm, he lost an eye. Usually associated with elemental lightning.
Black RageAn affliction that took hold in every conscious Dragon upon the death of Cridhe Bheithir. The Black Rage caused even the Elder Dragons who did not participate in the War Against the Elves to lose themselves in hatred for the Mortal Races. The High Dragons who were alive during the Age of Fire were effected as well, but to a lesser degree. The Player Characters and the few High Dragons born afterwards are no longer effected by it, but they can sense it within other Dragons. The Black Rage can manifest differently, but generally presents itself as a pathological desire to hurt and kill members of the Mortal Races regardless of their history. Solas Muur noted, after speaking with his children afflicted with the Black Rage, that it is likely the Black Rage was a curse left by Cridhe Bheithir. Not just against the Mortals, but also against the Children who allowed her to die.
Claíomh SolaisAlso known as the Holy Sword of Light. Crafted by the legendary dwarven smith Magnus , and blessed by Saint Marina, it was wielded by Arthuin in his battle against Cridhe Bheithir. It had passed down the line of High Chieftains until the Kinslaying at Hybrasil, where Princess Sgathaich cut down her sister Aoife in a Trial of Skill. Since then Claíomh Solais has been wielded by Sgathaich in her rebellion against the Tuatha.
Cridhe Bheithir the All-MotherArchdragon who gave birth to all the Elder Dragons. See Character Creation thread for her history.
CommunionThe act of communing with the Three Divine, be it through visions, prayer, or dreams. Gifted Mortals can Commune with the Divine without any aid, while others can be trained in order to receive Communions. The Faith's foundation is built upon Communion and those who can perform it. Communion allows the Three Divine to impart knowledge upon Mortals, be it ways of creating Divine Instruments, or visions of the past. Sometimes they will even show visions of possible futures. They can also grant Miracles which can match the magic performed through Sorcery. Dragons cannot Commune with the Divine, and thus are unware of it's true nature.
Divine InstrumentsArtifacts created through the knowledge gained through Communion. Mortal Races create Divine Instruments for many purposes, but the first were created to combat Dragons. Weapons that utilize the Silver Fire, Black Oil, and Veridian Lightning are all considered Divine Instruments, and can inflict deadly wounds upon Dragons. Divine Instruments that aren't weapons, can be things like a diadem that lets you read peoples minds, or a lyre that plays music that can heal the sick. Divine Instruments can vary wildly, but all them are rare, and one of a kind.
The FaithA catchall term for the religion Mortals practice in Nastrondir. Specifically worship of the Three Divine. This is a broad term since each race practices in their own way, and has their own ceremonies and traditions. The Human version of the Faith resembles Catholicism mixed with the Cults of Rome. Elvish Faith appears more like tribal shamanism, and has more Celtic overtones. Dwarven Faith is less prevalent, but where it does exist it resembles American Evangelism, with a focus on iconolatry and prosper gospel (worship hard and get rich). The Faith focuses on the Three Divine, but also extends to the Three's father, spouses, and children.
First AgeTime period marked by the death of the Lindwyrm, and the appearance of life on Nastrondir. The first sentient beings were the Archdragons, who were then followed by Mortal Races. During the height of this age, Dragon's controlled most of the Nastrondir. The Elder Dragons created many kingdoms, and treated the Mortals as either subjects or slaves. The First Age ended with the death of Cridhe Bheithir.
Graveryl the StormbinderCelestial Spear crafted and wielded by Beldor. Was considered his greatest work, and harnessed the Veridian Lightning of the Heavens. During the battle against the Lindwyrm it struck many wounds into it's hide before becoming lodged into it's back. It would remain there even in it's death, hidden beneath the waves of the Aegir. Graveryl is the source of the storms that crash against Nastrondir's eastern coast. During the Age of Fire the Dwarves learned a way to harness the Veridian Lightning, and built machines and weapons powered by it. The Storm Kingdoms on the Eastern Shore largely make their living collecting the Veridian Lightning, and selling it to power fireless torches and other commodities in the Second Age, much to the Dwarf Clan's ire.
GinnungagapThe Void that once lay directly beneath the High Heavens prior to the formation of Nastrondir. The Ginnungagap is the nothingness which all things were born, and all things will one day return. It still exists beyond the edge of the Aegir's boundary, and  deep beneath it's depths. It is theorized that the Aegir is slowly draining into the Ginnungagap, and all of Nastrondir will eventually be devoured. Creatures that live deep within the Aegir are affected by the Ginnungagap, having absorbed some of it's essences. These Leviathans and Krakens sometimes surface to feed, and can eat even the largest Dragons whole.
Gleann de DorchaElvish for valley of darkness. It lies near the center of the Wyrmscrown, and is the former eye socket of the Lindwyrm. Within the valley spirit created from the nightmares of the Lindwyrm exist, and attack those who travel. A dark mist permanently hangs over the land, and it can become easy to get lost. The only waymark is the Tower of Skulda that lies in the center of the valley. The silver fire that burns from the walls can be seen from leagues away, but becomes obscured by the mist as you go further into the valley. Many Mortals attempt to reach the Tower of Skulda, but only a few make it back. Those that do always return with a lantern filled with the Silver Fire. Those that don't become an undead creature inhabited by the shades that live within the valley.
High HeavensName for the sky both literal and divine. When Aurendil's Heart does not obscure the sky, night reveals the High Heavens in all it's majesty. Each star represents the Celestial Realm of a God or Goddess. In truth there are too many to count, and many twinkle in the sky without name. Several are considered holy within the Faith for representing the Three Divine and their relatives. These include; the Blood Star Gravkammer, the Vernal Star Maighdeann, the Dusk Star Endelphia, and many more.
LindwyrmPrimordial Dragon that once terrorized the High Heavens. Prior to it's death, the Lindwyrm made it's lair on the surface of the Ginnungagap. The Lindwyrm was incredibly huge, and grew larger the more it ate. It's jaw was wide enough to devour entire Celestial Realms prior to it's death. It did not have wings, and instead slithered through the astral sea like a serpent. It did possess arms and legs, but the limbs were small compared to the size of it's body. It's corpse makes up the entirety of Nastrondir, with most of it sitting beneath the Aegir.
Mortal RacesThe name Dragons gave to the races of Men, Elves, and Dwarves. The Archdragons applied this to them when they realized that unlike themselves, the Mortal Races grew weaker with age and eventually died. Each of the Mortal Races has a different lifespan. Humans can live to be 100 at most. Dwarves usually can't live not much longer after 400. Elves can reach the age of 1000, at which point time will finally catch up to them and age them rapidly. Dragons can live indefinitely, and only get stronger as they age. This unique trait applies to Archdragons, Elder Dragons, and even High Dragons.
NastrondirName of the setting. Read above and below for more detailed information.
Oolinde, Vale of EverblossomsCapital City of the Elves that lies within a dale in the Wyrmscrown. It is here that Cridhe Bheithir fell from the sky, and around her body grew a verdant paradise. Visitors are surprised at how the snowy trails leading up to Oolinde give way to warm forests and meadows upon entering the dale. The Palace of Summer sits on a river that cuts through the city, and it is here that the High Chieftain of the Tuatha holds court. They sit upon the Skull of Cridhe Bheithir, which has been transformed into a throne. It is considered the greatest symbol of unity between the three tribes of Elves.
Saint Marina of BelrandFounder of the Faith of the Three Divine. As a child Marina would receive visions from the Divines, and was able to perform miracles and see visions of the future at a young age. Her patron, the Elder Dragon Kur Morax was fascinated by her gifts and took her under his protection. He treated her like a daughter, but when her visions caused her to rebel against him, he was forced to exile Marina with her followers. They would sail the Aegir three years, and gather many more followers in ports on the way toward the Wyrmscrown. After the death of Cridhe Bheithir, Saint Marina journeyed to Bran Bal, where she canonized the Faith into scripture. She would die from old age before she could take Belrand back from her foster father.
Skulda, the HoundmistressEldest child of Aurendil and his only daughter. Worshipped by hunters, adventurers, farmers, and midwives. Usually depicted as a beautiful young elf or human, but is worshipped by all races. Regardless of race she is depicted as tall, strong, and with hair as red as blood. She is usually accompanied by her twin celestial hounds Ren and Siri. Her element is fire.
Solas Muur the SkylordArchdragon who fathered all Elder Dragons. See Character Creation for more information.
Tasla the HeartseekerCelestial Bow crafted by Beldor and gifted to his elder sister Skulda. Tasla came with a quiver that held arrows covered with silver fire. Prior to the battle against the Lindwyrm, the other Gods claimed that Skulda was invincible while brandishing Tasla. During the battle Tasla proved ineffective against the Lindwyrm. Each shot either bounced off it's scales or pierced non-vital organs. It wasn't until the Dragon had nearly escaped that Skulda was able to fire an arrow into it's eye, disabling it long enough for her brothers to finish it. After the battle it is said that Skulda struck Beldor for crafting a weapon unfit for her skill. Once he had healed from the wounds inflicted by the Lindwyrm and Skulda, he reforged Tasla into Riblam the Godsbane.
Three DivineTitle given by the Faith to the Main Gods/Goddess they worship. This includes Skulda the Houndmistress, Beldor the Godsmith, and Urzur the Fatebinder.
Tower of SkuldaThe arrow from Tasla that pierced the Lindwyrm's eye. The arrow punctured all the way into the Dragon's brain, causing the remnant of it's dreams to infest the land that formed from it's eye socket. To Mortals the arrow appears as an incredibly large tower covered in silver fire. It wasn't until Arthuin braved the valley of darkness that the true nature of the Tower became known to the Faith. Mortals that can brave the valley can approach the tower unharmed, as the fire will not burn them. Pilgrims will usually sleep next to the tower in order to receive Communion with the Divines. Afterwards they will fill a lantern with silver fire and use it to safely exit the valley.
The TuathaElvish for "the Folk" or "the People". It is the title used to express all three Elvish tribes as one people. Prior to Arthuin's ascendance as High Chieftain the tribes were divided into the Light Elves, the Grey Elves, and the Dark Elves. During the Age of Fire the Tuatha united as one people to fight the dragons, all former differences forgotten beneath the banner of the High Chieftain. There wouldn't be conflict between the Tribes until the Second Age. The Dark Elf Princess Sgathaich, killed her half-sister Aoife in a duel. Aoife had been the High Chieftain at the time, but had favored her Light Elf family over her Dark Elf one. When Sgathaich demanded to be recognized by the Tuatha as High Chieftain for her victory, she was banished for kinslaying. Her and a large portion of Dark Elves are now in open rebellion against the Tuatha, having made the fortress Dunscaith in the Northern Wyrmtail as their dominion.
Ulfric GreystoneJarl of Mjolnigrad, the Great Liberator. Ulfric was born a commoner, but due to his keen mind for war he had been uplifted to Thane of Mjolnigrad by it's draconic Jarl, the Elder Dragon Cosgais Kimaris. He had already begun his treason against his Dragonlord by the time Arthuin returned from Gleann de Dorcha. As the commander of Mjolnigrad's armies, he had begun purging it's ranks of those loyal to Cosgais Kimaris. Afterwards he began to forge weapons, and train his soldiers for the day they would turn against their master. When word of the Elves rebellion reached him, he nearly sent his men to seize the throne room right then and there. Caution won out though, and he bid his time. Luckily Cosgais Kimaris was cowardly, and refused to answer his mother's call to war. Instead he ordered the Dwarves that served him to create a monument to the All-Mother so that she might forgive him once the war was over. During the Dragon's inspection of the statue, Ulfric had the room rigged to fill with molten iron. To this day the Dwarves of Mjolnigrad will say they can still hear the heartbeat of Cosgais Kimaris beating within the walls of their city. After sentencing his Dragonlord to a fate worse than death, Ulfric crowned himself Jarl of his city, and immediately marched to war. After the death of All-Mother, Ulfric used his fame to gather more followers within other Dwarven Cities. These men and women were not the nobility that had bowed to the Dragons for centuries, but the common folk who had been forced to work like slaves in the mines. Ulfric would sponsor these rebellions with Divine Instruments and knowledge on how to kill the Dragonlords. Before his death he would tear down the gates of Sesrumnir, and burn the city that was the symbol of their subjugation to the ground. The Greystone bloodline still rules Mjolnigrad to this day, and sits upon the Council of Seven as the most famous of the New Bloodlines.
Urzur, the FatebinderYoungest child of Aurendil, Urzur was born sickly and weak compared to his siblings. Worshipped by scholars, fortunetellers, sailors, and sorcerers. It is said that Urzur was rapidly aged by drinking the sap from the Tree of Knowledge. As such he is depicted as a wizened old man, with a long beard and pointed hat. He is associated with the element of water.

This message was last edited by the GM at 01:50, Thu 12 Aug 2021.
GM
GM, 10 posts
Thu 12 Aug 2021
at 18:18
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Belrand, the Ninth Kingdom


Carthus, the Holy City
"Largest city in the Wyrmtail, and one of the three deemed "Holy" by the Faith. Was the birthplace of Saint Mariana, who was sent into exile by the Elder Dragon Kur Morax. It is currently ruled by the Archbishop Laurence, and is under the protection of Saint Ulfrin's Templar Order."

Old Belrand
In the First Age the lands of Belrand were one of the last to come under the yolk of the Dragons. For centuries Humans who sailed across the Lir in search of fertile lands made their home here. An ancient kingdom whose name has been long forgotten existed there prior to the arrival of Kur Morax. The Elder Dragon would quickly set up a domain that encompassed all of Eastern Belrand, as well as the area that would become the Great Forest of Ulfrin.

Toward the end of the First Age, a girl was born in a small fishing hamlet on the coast of the Aegir. From an early age this girl was able to perform Miracles, and had visions that would come true. When Kur Morax learned of this girl, he quickly took her into his service. Over the next several years he would study her abilities, and attempt to replicate them himself. Unfortunately he could not seem to decipher the nature of her power, and overtime was simply content to have her as an advisor. As the girls parents had died early in her life, he had become a surrogate parent to her. He gave her the name Marina, the Wyrmtongue word for joy. This relationship was not to last, as the girls visions became more frequent, and they continued to predict the fall of the Dragons. When word got out that Kul Morax's Mortal daughter had predicted the death of the All-Mother, the Elder Dragon was forced to make a choice. Kill the girl, or face the wrath of Cridhe Bheithir. Rather than kill the Mortal he had come to care for, he decided to banish her from his land, with followers to aide her in exile. Saint Marina would never return to Belrand, and instead died as the First Archbishop of Bran Bal at the holy age of 333. Seven centuries after her death, the Dragon Crusades would finally retake Belrand, and the site of her birth would be transformed into the Holy City of Carthus.

Belrand's current rulers can trace their lineage to Saint Ulfrin of Lormarc, and Prince Olberon Gancanagh. These two heroes of Men and Elves were the leaders of the Crusaders who chose to continue Westward after conquering the Lower Wyrmheart. Together they would slay Kul Morax in the Everjade Forest, which would be renamed the Great Forest of Ulfrin after the hero. Unfortunately, Saint Ulfrin would give his life to slay the Elder Dragon, and the job of ruling Belrand would go to his sister Lady Adela, who had accompanied the Crusade as a healer. After losing her brother, Adela ensured that Prince Olberon would survive the wounds he suffered from the final battle. While healing the Prince the two fell in love, a fact that caused some controversy as the Prince was already married to an elvish maiden. Olberon would leave his family, but not before ensuring they received the lands of Elfame in return for their service. He would marry Adela, who became Queen of Belrand, and founder of House Bismarc. As Mortals were able to procreate with one another, the two would sire many children, all Human due to mixed children always taking after the mother. Prince Olberon would not survive long into the Second Age, as he would perish during the reign of his Great-Grandson Ulfrin II, while fighting Beastmen in the Mandragora Wilds. Despite his death, the line of rulers he started would survive 1000 years. Before being brought to near extinction by the Belrand Civil War.

During the reign of Annette IX, the House of Bismarc had grown weary of the Faith. Traditionally House Bismarc's mandate of rule was tied directly to the church, as Ulfrin and Adela had been born to peasants. Only through the Grace of the Three Divine, were they deemed fit to be rulers of Mankind. The Sovereign of Belrand's rule was not officially established until they were crowned by the Archbishop in the Holy City. However, after centuries of uninterrupted rule the Kings and Queens of Belrand had begun to chafe at this stipulation.

This tension came to the forefront when Annette's coronation was held hostage from her by Archbishop Laurence. The Faith demanded that Annette use her authority as Crown Princess to outlaw the practice of sorcery within Belrand. This was after Annette's father had already allowed several laws to pass, limiting the practice of Sorcery within the Kingdom. The soon-to-be Sovereign had watched for years as her father was pushed around by the faith and nobles who deemed themselves equal to the Great House of Bismarc. She refused to allow her reign to begin with herself at the mercy of these people who had no right to deny her anything. With indignation in her heart, she gathered several of the oldest families loyal House Bismarc to Attindore. Through the power of the assembled nobility, she had herself crowned Queen of Belrand, and cutoff her bloodlines dependence on the Faith.

This sent ripples throughout the Human world, as Belrand had been one of the bastions of the Faith for thousands of years. Archbishop Augustine of Bran Bal even saw fit to send a small force of the Templar Order to Carthus. The warning was clear, the Faith would not be ignored by any King or Queen. This threat only enflamed the Queen, who decided to bring in the Sorcerers from all around Belrand under her protection. If the Faith was so threatened by them, then she would have their power protected. After a large Conclave of Magic was held in Attindore, the Sorcerers of Belrand decided to form the Keepers of Arcana. This order effectively dissolved the laws passed by the Faith that restricted magical study, and formed an organization where the Sorcerers could police themselves.

This slap in the face in the authority of the Archbishop was the last straw for many. The Archbishop began to meet with nobles who hadn't agreed with Annette's choices, and had suffered for their perceived lack of loyalty to House Bismarc. The leader of this group of nobles was Duke Henri Lautrec, who wasn't the most pious man, but held a grudge against the Queen. Long ago, the Duke had attempted to court the Crown Princess only to lose her favor to Sir Seltkirk, a lesser noble from a Knightly House. The Duke became the greatest ally to the Archbishop, and through ignoble means arranged for the Queen to be assassinated.

At the turn of the 1100th year, Queen Annette's carriage was attacked by a group of bandits, while traveling to her son's estate in Eastern Belrand. In truth these had been mercenary's hired by Duke Lautrec. They had planned to kill both the Queen and her Prince Consort, but Sir Seltkirk had been held back by a forest fire on his family's lands. Had they managed to kill Seltkirk the war that would ensue could have been averted. Unfortunately Seltkirk survived, and upon finding his wife's body unceremoniously thrown to the roadside, he immediately called the banners in his son's name.

The Belrand Civil War had begun.



Attindore, the Royal Palace
"As the Belrand Civil War escalated, King Sigurd IV chose to retreat from Attindore rather than risk it getting destroyed. This decision would allow the future Grand Duke to take the ancestral seat of House Bismarc as his own."
The Grand Duchy
Despite some early victories, the Belrand Civil War began to turn against the Kingsmen as the Faith brought more forces from around Nastrondir to support the Godsmen. The conflict had turned into a Religious War, and despite having superior leaders, the commanders serving King Sigurd IV found themselves increasingly outnumbered. Historians agree that the war began to turn against Sigurd when his father, Sir Seltkirk was ambushed around the town of Churneau. The King's father had been in the process of training another army on the Western Front, when he found himself surrounded by the Godsmen Army from the South, and the Knights of Blackwater from the North. The battle that followed was a slaughter, but it is said that Sir Seltkirk managed to cutdown several veteran Wyrmslayers before dying in combat.

With the Western Front completely in Duke Leutrec's controlled, he pushed the Kingsmen back East. This advantage would continue with the Battle of the Westmark, where despite losing many soldiers, he managed to break Sigurd's army. The King knew Attindore wouldn't be defensible, having been constructed in the Elvish style in honor of his ancestor. So he continued to march East to the Ivory Gates. There he spent the next 10 years besieged, and kept out of the more populated portions of his Kingdom.

While the King was contained at the Ivory Gates, Duke Leutrec was able to move his forces back around to pacify any of the King's supporters in the heart of Belrand. He would then march back to Carthus, where the Archbishop gave him the title of Savior of Belrand, and Champion of the Faith. At the end of several days of celebration, Leutrec was rechristened the Grand Duke, and was crowned in the ceremony that had been withheld from Queen Annette decades ago. With this act the Kingdom of Belrand was dissolved, and the Grand Duchy of Belrand was created.

The Grand Duchy controls Western Belrand, which has a larger population, and more resources than Eastern Belrand. It is supported by the Faith as the legitimate government of Belrand, and that Eastern Belrand is in open rebellion. It has completely outlawed the use of Arcane Magic, and any Sorcerer caught by the Godsmen are put on trial and usually executed. The Nobility have been granted far more powers in the Grand Duchy than they ever enjoyed under House Bismarc. Currently the Court of the Grand Duchy is supported by 3 major houses, and several new houses that were uplifted by the Grand Duke after the war.

After becoming the Grand Duke, Henri Leutrec returned to the battlefield to end the Bismarc bloodline once, and for all. He nearly succeeded, when he bribed some of the soldiers to turn on the King at the Ivory Gate. These men stabbed Sigurd and all but one of his sons in their sleep, then threw open the gates for the Grand Duke's army.

Upon marching into Eastern Belrand, Leutrec expected an easy victory, but found his forces constantly at odds with the locals. Eastern Belrand had been used to being ignored by the Western half, and didn't take kindly to the nobility ransacking the countryside. Seeing a chance to protect King Sigmund's last son, Sir Maxwell began organizing these peasants into guerilla fighters. They harassed the Grand Duke's army for months, but eventually were cornered at Dunland.

With victory in sight, and the scion of House Bismarc in sight, the Grand Duke ordered a foolish attack on the old fortress town. For seven days he attempted to take the walls, and for seven days he was pushed back. As his forced dwindled, and even his own nobles began to quit the field, Luetrec sent a message to the Faith for aide. Unfortunately, the Archbishop had already sent his additional forces back to the Wyrmheart. He even admonished Leutrec for wasting such a massive advantage, and that he should be able to clear out a nest of rats. Had things continued as they were, the Grand Duke may have well succeeded. But then the Last Miracle of House Bismarc occurred.

On a night where a storm from the East managed to break on to the Lir, another army entered the field on the flank of Leutrec's siege. Leutrec believed his prayers had been answered, as it could be no other army than a force of Templar Knights from the Holy City. Unfortunately for him this was not so, and an army of Elves from Elfame had arrived instead. They had come to relieve the siege, under the pretense of aiding their distant cousin of House Bismarc. As rain began to fall, the Leutrec's army was wiped out to a man by Elven soldiers who hadn't marched since the Age of Fire. Even the Grand Duke himself was slain, his head brought to the boy King Roland I, by Prince Lucien Gancanagh.

Afterwards, the forces of Sir Maxwell and Prince Lucien marched West together. Unaware of the Grand Dukes defeat, the defenders were completely caught off guard by this new army. The Ivory Gates were back in the hands of the Kingsmen, and with their new Elvish allies it would likely not fall again.

Back in Carthus the Archbishop was furious, made to look like a fool for the entire world. Unlike with the first war, the other Bishops were unwilling to lend their support after such a massive defeat. Nor were they willing to fight the Elves, as relations within the Wyrmheart between Man and Elf had begun to cool. Should the Wyrmheart Kingdoms be seen as fighting the Elves, it could lead to more conflicts flaring around Nastrondir.

Thus the Archbishop simply devoted enough forces to hold the lands around the Ivory Gate to prevent an invasion from the East. He had Leutrec's only daughter (his sons having died with their father) crowned the Grand Duchess at 15. A girl who is clever and resourceful, but isn't truly prepared for such responsibilities.

Since Leutrec's defeat the Grand Duchy has been in constant civil unrest. Atrocities from the nobility continue to mount, and word from the East that King Roland is making lives better for the previously impoverished Easterners isn't helping. The Archbishop himself has become increasingly unfavored by the Faith as a whole, and many are now plotting to unseat him. Despite being the wealthiest and most fertile part of Belrand, recovery from the Civil War has been slow.

Many believe another war is on the horizon.

Population20 Million, with 2 Million living in Carthus, 95% Humans
GovernmentGrand Duchess Elizabeth Leutrec (Age: 28), is advised by a counsel of Nobles who exert great power over her, as well as Archbishop Laurence who holds the authority to Veto many of her decisions.
ProblemsNoble Lords exert a lot of power, and abuse the peasantry. They hoard vast amounts of wealth that could go into repairing the wartorn nation. The Faith also has become more draconic, seeing heresy where there isn't any. Archbishop Laurence attempts to consolidate his power through force, while clergy beneath him plot to take his place.
ConceptsBelrand is roughly (super rough) based on the Carolingian Empire, with the western portion resembling France, and the Eastern portion resembling Germany. Carthus is based on the Papal States. Naming conventions the West lean toward French sounding names. Players attempting to impersonate a person from this region will keep that in mind. The poor are in a much worse situation here than the East, but the nobility live far more lavish lives. Think masque balls, "let them eat cake", and lots of wine.


Dunland, Capital of the Exiled King
"Once a minor fortress city on the Lir, it became a rallying point for the Kingsmen pushed out of Western Belrand. It is here that Sir Maxwell crowned the child Prince Roland as the rightful King of Belrand."
The Kingdom
With the Western Border secured, Sir Maxwell knew it was time to return to Dunland. Prince Lucien had already told him that he would not support an invasion of West Belrand without a larger army. The collection of Kingsmen, shepherds, and fisherman Sir Maxwell had managed to cobble together could barely even be called levies. No, King Roland would need time to gather forces, forge alliances, and prepare weapons of war. On the ramparts of the Ivory Gates, Sir Maxwell vowed that he would return with the rightful King one day.

Eastern Belrand had always been different from it's Western side. Unlike the West, the East was not fertile, made of rocky highlands broken by the strange black spikes common on the Wyrmstail. Unlike the coast of the Wyrmheart, ships attempting to dock from the Lir onto Eastern Belrand would likely find their ship smashed on a rock. The few safe docks were forced to use strange rope elevators to unload cargo from ships hundreds of feet below.

Without trade or fertile land, many peasants took up shepherding as their profession, with a handful of fishing hamlets plying their trade on Loc Tana. These people were simple, hardworking, and pragmatic. They had little need for the intrigue of the West, and even less need for nobility. The Lords in the East were few in number, many of them simply second sons and daughters who had inherited small estates in the highlands. When the Civil War began they had largely stayed neutral due to their obscurity.

When the Kingsmen came retreating from the Ivory Gates, the people of Eastern Belrand at first heckled the defeated army. They had dared to fight against the Faith? Some were sympathetic though, as they remembered Queen Annette had provided aide to the Easterners when a blight had caused them to lose their stocked supplies. She had also championed increased trade with the Elves, allowing goods to flow free of taxes if they flowed into Elfame. These sympathetic hearts helped Sir Maxwell sneak young Prince Roland to Dunland.

Even before the Last Miracle of House Bismarc, the people of East Belrand had largely changed their opinions. The armies of the Grand Duke had stolen goods, conscripted sons, and even took wives and daughters as camp slaves as they marched to slay the Prince. As Grand Duke Lautrec refused to bring his army to heel, the Easterners grew more and more discontent until they began openly attacking the invading army. Upon seeing this anger, Sir Maxwell found his chance to forge an alliance with the locals.

It was these men, along with the most loyal Kingsmen that held Dunland until the Elves came to save them. Afterwards they easily pushed back the Grand Duke's forces. The Easterners weren't warriors, but they did know the land better than anyone, and even the haughty Elves came to respect them as they marched West. With the Ivory Gates secured, a force of Elves and Kingsmen remained, while the Easterners and Sir Maxwell returned to Dunland.

There King Roland I was crowned the rightful King of Belrand. At first many wanted Maxwell to take the title, but ever faithful the great Knight refused to be anything other than Roland's Regent until the boy came of age. For this Maxwell was named Lord of Dunland, and he spent the next several years governing what he called the True Kingdom of Belrand.

The Kingdom of Belrand controls the Eastern Portion of Belrand, and considers it's capitol the Fortress City of Dunland. Dunland had originally been built to fight Beastmen who had begun to travel south from the Bladestone Mountains to eat sheep. After a thousand  years these attacks had decreased to the point of it being an unnecessary expense on the Kingdom. Thus it had fallen into disrepair and had simply become a trading post, one of many in Eastern Belrand. The difference being that Dunland had been built during Belrand's golden age, and had received crafters from both Elves and Dwarves to create it's walls. These walls were built to last, and even when it became outnumbers 1 to 20 by the Grand Duke's Army, it still managed repel the attack.

With the help of Elvish artisans, and a loan from Prince Lucien, Dunland was rebuilt even greater than it had been at the dawn of the Second Age. After this was done, Sir Maxwell focused on rebuilding the countryside that had been ruined by the Godsmen. With the Kingdom cutoff from the Heartlands in the West, it became increasingly obvious that the people who had sacrificed so much to protect Roland would have to suffer more through starvation. Luckily Prince Lucien once again stepped in, offering the full bounty of Elfame to the Kingdom of Belrand. Sir Maxwell though became suspicious of the Prince's charity, and quickly asked what the Grey Elf wanted in return.

Prince Lucien asked for Ringford, and a slice of land that stretched from Loc Tana to the Lir. This was unthinkable, as Ringford was the largest city in Eastern Belrand. What few goods the Shepherds of the Highlands managed to trade, relied on Ringford to distribute. Eastern Belrand was already nearly impoverished, if Maxwell gave up their largest trade port, he may find himself fighting the people he was working to save. Luckily Prince Lucien understood this, and gave him a solution.

Ringford would still be apart of the Kingdom Belrand. The only difference being that it's noble lord would now be Prince Lucien, and House Gancanagh would be recognized as member of Belrand's nobility. When King Roland I was returned to his rightful throne in Attindore, he would officially recognize Prince Lucien as one of his noble subjects, albeit one with far more rights. In hidden rooms located in Dunland, Maxwell and Lucien forged this new alliance. It was something that had never happened before, an Elf Prince submitting himself to a Human King. Prince Lucien frequently told his detractors that King Roland was his cousin, that had Roland been an Elf it was likely he and Lucien would have been milk brothers. This broad interpretation of familial bonds was scrutinized, but in the end accepted.

The Principality of Gancanagh was created, with Lucien turning Ringford into his capitol. After that, the bounty of Elfame flooded into Eastern Belrand, and soon the Easterners were singing praise for both Lord Maxwell and King Roland. The Elves created a canal that connected Loc Tana to the Lir, and soon the lake fisherman of Eastern Belrand became sailors on the sea.

Word began to spread to the Grand Duchy of the wealth spilling into the Kingdom. The Archbishop tried to stop all information from crossing the borders, but Lord Maxwell had begun training spies to sneak out of the Ivory Gates to spread news of the new golden age King Roland was brining to East Belrand. There were even rumors that they have begun open trade with the Dwarves of Gunzagrad, who have long stayed hidden in their rocky lands. Sorcerers in hiding in the Grand Duchy also get word that the Keepers of Arcana have grown tremendously in King Roland's court, and he even has Mages on his counsel.

As things begin to change for the better in the Kingdom of Belrand, the rest of Nastrondir begins to open it's eyes on the "new" Kingdom. The Archbishop of Bran Bal has begun to gather forces, preparing for the possibility of calling a new Crusade on these heretics. Rhiannon Rigan, Chieftain of the Grey Elves, wonders if she must take action against Prince Lucien. As rumors spread that he has despoiled Elfame in his pursuit of trinkets and baubles. Prospero, Archamge of the Fatebinders, see's a group of heretical magic users that must be crushed at all costs.

Population5 Million humans, 100k Elves
GovernmentRoland Bismarc I (Age: 20) rules alone after coming of age several years ago, is wisely advised by Lord Maxwell, Prince Lucien, and a representative from the Keepers of Arcana.
ProblemsThe Kingdom of Belrand is going through a lot of changes very quickly, and this is leading to some cultural issues. The Shepherds of the Highlands are becoming discontent as more and more young workers journey to Ringford to sail the seas, or join the growing Army of the King. The traditionalists from Elfame are also growing discontent as Prince Lucien continues to eschew their customs. Rumors say the East Coast of Elfame has become infested with Reavers. Finally while the Keepers of Arcana have been incredibly helpful to King Roland's court, their research has caused some issues with the Faithful who still live in East Belrand.
ConceptsThe Kingdom of Belrand is mostly Scottish highlands, mixed with the Prussian Military. Again names lean toward German sounding stuff, but there is a mixture, as it was still one nation a few decades ago. The Kingdoms population is more rural than West Belrand, but as Elvish and goods from the Lir begin to flood the market, the standard of living is rising quickly. The older generation is split on this, while the younger are energized and lusting for further change.

Belrand Theme: Valkyrie March
This message was last edited by the GM at 01:43, Mon 16 Aug 2021.
GM
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Fri 13 Aug 2021
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Lands of the Elves and the Dwarves


Prince Lucien Gancanagh
"Grandson of Olberon Gancanagh. Prince Lucien spent most of his life traveling across Nastrondir as an honored guest in many Elvish Courts. There he grew to prefer the lavish lifestyles and courtly intrigues of the Light and Dark Elf Havens. Upon the untimely demise of his father, he was forced to return to Elfame to rule. There he slowly grew discontent with the simple life of his homeland."

Principality of Gancanagh
Born after the Age of Fire was a distant memory, Prince Lucien Gancanagh is young by Elvish standards. Only a few decades over 300, he is the only child of Prince Olindil Gancanagh, a grim Elf who abhorred Humanity. After a scandal where his father left his mother for a Human Queen, Olindil became the ruler of the Grey Elves of the Wyrmstail. He would lead them through a millennium of isolation. After many centuries of solitude, he was eventually forced to take a bride selected by the Chieftain of the Grey Elves. A Light Elf Princess known as Galathia, arrived in Elfame from the wonderous Isle of Emain Ablach. A Bright Haven said to be second in beauty only to Oolinde itself. And while Elfame possessed it's own beauty, the Princess quickly fell into a state of depression at the lower standard of living. It was only with the birth of her son Lucien, that the Princess felt any joy in Elfame. That too was short lived however, and soon she demanded her husband to allow her and the child to return to Emain Ablach for a time. Unsatisfied with the marriage forced unto him, and not particularly fond of the son born from it, he allowed the journey.

Lucien would spend the next century with his Mother's family in Emain Ablach. There he learned the skills valued by the Light Elves. Music, poetry, dancing, and hunting. He excelled at all of it, and soon was one of the most favored Princes on the isle. As Lucien grew older though, he began to realize this favor was tinged with a kind of pity. At first the whispers were of how surprising it was that the young Prince was so civilized. How talented he was in spite of coming from such a backwater Grey Haven. How he obviously took more from his mother, despite inheriting the brooding features of his father. Lucien would smile, and laugh off these comments off as if they were nothing to him. But they burned him,  as hot as any Dragon flame could.

It was a few years into his 2nd century that the anger that boiled in his heart finally spilled over. He had heard a distant cousin of his telling a lady he was courting, that she could do much better than some 'lowly Wood Elf'. Perhaps it was the Goldwine, or just having heard too many conversations behind closed doors about himself, but something in Lucien snapped that evening. Unable to let the insult go, even after the cousin profusely apologized, he demanded a duel. Thinking he was just attempting to save face before the woman, the cousin agreed. Before the man could even yield, Lucien pierced his cousin's heart  with his sword. All Lucien remembers is seeing red as he fought the man who insulted him so crassly. Then the red became blood on his hands, and the screams of the lady he had spent nights dancing and reading poetry to filled the cool misty night.

Lucien was put on trial, as the lady had told the authorities that the cousin had not only apologized, but had even yielded during the duel. The duel was seen more as a murder by the Isle's Prince, and despite not wanting to sentence his favored nephew, he had to uphold the laws. Lucien would have been banished, turned into an Elrhandir, had Galathia not stepped into save her son.

She had gotten a Writ of Forgiveness from one of the Chieftains of the Tuatha. The Three Chieftains were the absolute authority of Elven society, with one being named High Chieftain  during the Eclipse. Galathia had been in correspondence with all of them, repeating the tale of her son, and all the issues he had to deal with among Light Elf society. How her own family even looked down on him. Her pleas were met with courteous refusals from the Light and Grey Chieftains, as well as the High Chieftain herself. The only one who answered her plea for pardon was Sgathaich Chieftain of the Dark Elves.

Lucien got his Writ of Forgiveness, but he was no longer welcome on Emain Ablach. Thus he bid his mother farewell, and journeyed to Dunscaith to offer his services to the Dark Elves in repayment for their leader's pardon. Not much is known of his time with the Dark Elves. He likely learned his skills at war from them, which become of great use to the King of Belrand at the end of the Civil War. What is known is that Lucien was not present during the Kinslaying at Hybrasil, having already taken up rule of Elfame. Though many whisper that Lucien was part of Princess Sgathaich's inner circle on Dunscaith, and that his erratic actions in Belrand are somehow apart of her plans for the Tuatha.

Whatever his major goals may be, Prince Lucien is seen as a competent leader and master of war. Having successfully repelled the forces of the Grand Duchy, as well as negotiate the annexation of the Principality. He has done more in the last decade than most Elven leaders have done in a millennia. It is this abrupt departure from his father's isolationism that has caused some concern within his people.

As he marches over a million of his people out of Elfame and into Eastern Belrand, many wonder what the Prince is trying to accomplish. A large portion of his army defends the Ivory Gates, and many more now patrol the highlands around Ringford. He has brought Humans into his court, many of whom have never seen an elf in their life. He has quickly transformed Ringford from a small trading port, into a growing trade city. He has built a fleet of new vessels, who now have their hulls filled to the brim with Elvish goods usually not sold to Humans. Goldwine, Lembas Bread, Spidersilk, and Silverwood now flow out of Ringford's harbor, bring mountains of coin into Eastern Belrand like never before. After having humans from his new territory, and his own artisans craft Olindil's Canal (named in honor of his father) to connect Loc Tana to the Lir, his ships are able to reach all of Nastrondir. Prince Lucien is also rumored to be working with King Roland to obtain Dwarvish goods for the port city.

Despite being the Prince of Elfame, Lucien spends most of his time either at his newly built mansion in the heart of Ringford, or in Dunland advising the Exiled King. In Elfame he leaves the High Shaman to govern in his stead, while also having his Master-at-Arms ensure that production of Elfame's goods are increased, and continue to flow down Olindil's Canal. Many of his Grey Elven subjects favor the Prince, seeing him as a breath of fresh air after centuries of stagnation. While at first weary of his sordid past, many came to follow him faithfully after his overwhelming victory in the Belrand Civil War. For the first time in millennium the Elves were marching to war, and winning battles like their ancient ancestors in the Age of Fire. His Human subjects live in a state of both awe and disbelief. Awe upon seeing Elves become apart of their everyday lives, and disbelief at the amount of change that has happened in just a decade. Wealth now flows into Ringford, and the common man is now exposed to exotic goods from all around Nastrondir daily. The human sailors who return to Ringford come back with news of their travels, and are paid handsomely for their service. Every year more and more men from the Highlands volunteer to join the growing trade fleet.

At the moment the Principality of Gancanagh is quickly rising as an economic power in the Wyrmtail. But already the bubble seems to be getting ready to burst. Demand for Elvish goods begins to lessen as other Havens around Nastrondir copy Prince Lucien's economic model. The Tuatha quickly beginning to realize the value of Human trade after a thousand years of ignoring it completely. In order to stay competitive, due to the distance of travel, Prince Lucien must find another good to entice the merchants of the Wyrmheart.

Dwarven goods may be his only hope.

Population500k Humans, 300k Elves
GovernmentPrince Lucien Gancanagh (Age: 349), nominally rules over both the Principality and Elfame. A cult of personality comprised of both Grey Elves and Humans forms his council, being little more then sycophants and enablers.
ProblemsRingford's prosperity has lead to an economic bubble that can burst at any moment. The introduction of Dwarven goods will stave off this problem longer, but without larger local markets it will happen sooner or later. The hardline traditionalists of Elfame plot against Lucien, with the secret aide of the Chieftain of the Grey Elves. Lucien's own personality is highly volatile, with long bouts of melancholy mixed with mood swings into joyful exuberance.
ConceptsPrincipality of Gancanagh is highly centralized around Ringford, which is loosely based around the Dutch Tulip Bubble. Basically Ringford's economic prosperity is based around irrational assets that can be obtained through easier means. The Elvish goods of Elfame are nice...but any Elvish Haven can reproduce them. The moment other Elf Princes/Princesses realized what Lucien was up to, the game was over. Hell some of them don't even want the money, they just don't want Lucien to have it.




The Lantern Roads
"The Grey Elves do not live in a city or village. They travel around their lands like nomads, following the Seasons. Their migration leaves no trace of their presence, except for the lanterns they light to mark their travel. To the few outsiders allowed entry into the Grey Haven, the Lantern Road is their only guide."

The Sylvan Realm of Elfame
After the Death of the All-Mother, the three Mortal Races joined together to drive Dragonkind into extinction. This Alliance was forged not just due to a mutual enemy, but promises made between the Chieftains of the Elves and the Kings of Mankind. That in return for the Elves' military aide, lands would be granted to the Tuatha in the Realms of Men. Thus the Elvish Havens spread across all of Nastrondir. To the Three Tribes of Elves, four Bright Havens were awarded to the Light Elves, four Dark Havens to the Dark Elves, and four Grey Havens to the Grey Elves. The Treaties between Man and Elf made it so these lands would never be taken away, and that no Man could step upon the land without Elven permission. These laws would be maintained in perpetuity well into the Second Age.

Elfame was the last of the Havens awarded to the Grey Elves, but this gift was marred with scandal. Olberon Gancanagh had left his Elven wife to be with a Human Queen, and his son Olindil despised humanity for the slight. He would lead his realm into a thousand years of isolation, where even Elves of other tribes were discouraged from visiting. Hi lack of hospitality, which was one of the virtues of the Tuatha, transformed Elfame into a backwater colony. It's court stagnated, and residents either grew used to the listless nomadic lifestyle that defined Grey Elven culture, or departed to other Havens. Due to this, despite being one of the larger Havens, Elfame had a incredibly small population of less than a million elves. After a long life filled with impotent anger, Olindil finally succumbed to old age. He left behind a wife who had despised him, and a son who would actively work to undo his life's work.

Elfame is one of the most beautiful lands in the Wyrmtail. With it's most scenic vistas actually existing deep within the woodland realm. The Grey Elves travel as nomads around these lands, tending to it's various ecosystems in seasonal patterns. Traditionally they harvest only what they need, but with the rise of the Principality the lands of Elfame have begun to be pushed to the limits. On it's Northern Coast, an orchard of Archtrees grows the Ambrosia fruit necessary for Goldwine. In it's central territory a meadow exists that holds the wheat that is turned into Lembas Bread. On it's southeastern side lies a darker portion of the forest, where Ungol Spiders make their dens. Only the songs of the songs of the Grey Elven Bards can lull them to sleep, and then only in the lean months of Winter. With the dangerous spiders asleep, the elves are able to gather the silk for their high quality clothing. Finally on the coast of Loch Tala, in the southwest, Silverwood can be harvest in great quantity. Usually the Elves only took from the dying trees, not needing it for much in their luddite lifestyles. Now Prince Lucien has hired human lumberjacks to cut vast swathes of it down. To sell and create ships for Ringford's growing fleet.

In thirteen years much has changed in Elfame, but a vast majority of the Grey Elves continue to follow the old ways. They live under the leadership of the High Shaman, who tries to maintain the cycle of nomadic migration as best as he can. With Prince Lucien consumed with human affairs, the Grey Elves are forced to make do with less of their people. As more and more of their resources are taken, and shipped off afar, less and less are being left for the natives. Prince Lucien's attempt to facilitate trade between his people and the Humans has lead to mutton entering the Grey Elven diet, much to his people's despair.

As discontent grows in the traditionalists, messages between the High Shaman and the Chieftain of the Grey Elves increases. On the Eastern side of Elfame, elvish scouts have seen signs of Humans trespassing. But with the Prince giving several humans access to the Silverwood, they are unsure if these are guests, or enemies.

Population400k Elves
GovernmentNominally Prince Lucien ,but actually The High Shaman (Age: ???), Shaman give up their names in order to become spiritual leaders within Elvish Havens. They are the equivalent of Human Priests, but unlike the power of the Human Faith, they are never meant to bind their rulers. With Prince Lucien absent the High Shaman is the only one who can keep the traditionalists together.
ProblemsElfame is facing ecological disaster, but not at such a scale to mar it's beauty. The main problem is Luciens demand for higher production is stripping Elfhame faster than the traditionalists can maintain it. This is a problem that would take a few more decades to become apparent, and so far has only lead to the traditionalists becoming discouraged upon seeing parts of the land stripped. On the East coast foreign Humans have invaded, and the Elvish scouts are confused on what to do. With Prince Lucien's command they cannot retaliate, as the High Shaman does not have the authority to command such an act.
ConceptsElfame, and all Elvish Havens are based on Celtic Otherworlds. Really cool portion of mythology.


The Old Mine
"The Men of Belrand had largely given up on mining in the Bladestone Mountains when the Dwarven exiles journeyed to the Wyrmstail. The King at the time had given them an old mine like a master gives a bone to his dog. Completely confident that everything of value had already been stripped. In that abandoned mine, the Dwarves who had been banished from the East forged a new home."

Gunzagrad
As the Elves and Humans marched against the Dragons on the surface, so too did the Dwarves march against them beneath the surface of Nastrondir. During the First Age Cridhe Bheithir had built an empire on the backs of the Dwarves, who had begun to worship her as a God-Queen. By the time she began giving birth to children, earning her All-Mother title, three of the seven ancient Dwarven Clans were beneath her control. As her children grew, she awarded the strongest their own fiefdoms within her Empire. The other Mortal Races offered aide, but it quickly became apparent that neither Men nor Elves were fit to fight in the cramped tunnels that made up the bulk of Dwarven territory. The Dwarves would have to do most of the fighting themselves, and unlike the other Mortal Races, they had to deal with thousands of years of Draconic worship.

When Ulfric Greystone returned to Mjolnigrad, he sent a message to each of Dwarfholds, imploring them to throw off the rule of Dragons. The few he responses got back were from the Noble Castes that ruled these Holds, and had gained much from the Dragon's being in charge. They called him a heretic, and an upstart commoner who had no right to call himself Jarl. Ulfric knew he wouldn't be able to liberate city with his own forces, and if the ruling castes of these cities wouldn't recognize his title, then what good was it to him? In a ceremony that has been immortalized in a thousand murals, Ulfric Greystone had his own crown melted down, and dissolved the Nobility of Mjolnigrad. He declared that the Dwarven people had no use for Jarls or Gods. Instead of moving outward, he worked on reorganizing Mjolnigrad within. Ulfric uplifted the lower mining castes that had long been the lowest tier in Dwarven society. He then ensured they would always have a say in the rule of the Dwarfhold, by establishing the Guilds. The Guilds would unify the workers of the Dwarfholds, who would then choose a leader to represent them on a Council that would decide the fate of the Dwarfhold.

He then sent spies into the other Dwarfholds, and had them spread news of the changes that had taken place in Mjolnigrad. While the nobility laughed at such foolery, the workers in these Holds began to think about their situation. For generations they had been forced to work for the Dragons, in return for the worst living conditions. They were practically slaves, with only a small elite class of Dwarves allowed to live in any luxury. Upon hearing news of Mjolnigrad allowing the Miners to stand with the ruling caste, they began to to harbor doubts upon the state of their own Dwarfholds. The leaders at first quickly purged the lower caste of such sentiments, but as centuries wore on it became harder and harder to hold back the rabble. The first major revolution took place in Grom'Zamok, where the working class had been pushed to the brink by the Dragon-Priests that presided over the Hold. The Miners organized, taking up pickaxes and shovels, and stormed the temple dedicated to the absentee ruler of Grom'Zamok. There they sacked the chambers filled with the Dragon's hoard, and killed as many priests as they could find. Those few that escaped would be the ancestors of those who would eventually make Gunzagrad their home.

As the Age of Fire gave way to the Second Age, many Dwarves found themselves without homes. These Guildless cast offs were the children of former nobles and priests who had been brought low in the revolution. At first they lived on the outskirts of major Dwarfholds, subsisting off scraps in shanty towns. After awhile their presence became to distasteful to the Dwarf Clans, a reminder of the Old Ways. Thus were they pushed to the surface, and for a time travelled as Surface Dwarves. In fact many of the notable Dwarven Cartels that exist in the Wyrmheart and Stormlands descend from the same stock as Gunzagrad Dwarves. These were the lucky few who found a place among the Human Kingdoms, becoming a culturally distinct community within Human cities.

In fact the Dwarves who came to the Wyrmtail in search of new prospects were originally thinking of integrating with Belrand in a similar way. Unfortunately or luckily, King Sigurd I was a deeply pious Man in the pocket of the Archbishop. Upon learning a caravan of Surface Dwarves were arriving on the doorstep of his Kingdom, Sigurd immediately sought council from the Three Divine. There he was told that the Surface Dwarves descended from Dragon-Worshippers and heretics. That to allow them passage into Belrand would lead to a rise in crime and sacrilage. He agreed not to allow them passage, but fearing the Dwarves would simply become bandits on his boarder if left with nothing, decided to meet with the leader. After meeting with the King, the Dwarves were given an abandoned mine that existed within the hinterlands of Belrand's southern border. They were told they could rent the land from the Kingdom, and pay the fee with any material they managed to mine. Should they default even once on rent, they would be asked to leave. But should they manage to make payments for 10 years they would be granted the land, as well as take part in proper trade with the Kingdom.

The King expected them to fail, as the Mine had long been stripped of valuable ore by the men who had worked it centuries ago. He hoped they would default on the rent, and he could then send them away justly. Unfortunately for him, his plan backfired as the Dwarves managed to easily make payments every year. They had found veins of Drakestone, Veridium, and White Aurum deep within the mines. They had even managed to stockpile some of it, allowing them to start work on an undercity witin the mine. A sixth year passed by with another fulfilled payment, and the King decided to venture to the mines himself to inspect the work of the Dwarves. There he discovered the makings of a new Dwarfhold, with a quarter of the Undercity already completed. Sigurd quickly realized the Dwarves were intending to stay, and that if he didn't stop them they would be granted the lands under the deal he had made.

The first thing he did upon returning to Attindore was raise the tariffs on raw materials. This was meant to discourage Human traders from buying ore from the Dwarves, but all it did was crash Belrand's growing metal economy. The Dwarves understanding this, began to smelt the ore themselves in the foundry they had built in the heart of the Undercity. The tariff did not effect manufactured goods, and while the Dwarves were forced to sell at a loss at first, they quickly began to make a profit on their higher quality product. After one year of barely making payments, they began to make even more coin then their first few years. As Sigmund found his markets filled with high quality Dwarven items, he realized he could not stop them from completing their part of the agreement. His scheme had failed, and all he had left was his own pettiness.

Upon the 10th yearly payment being made, the leaders of the Dwarven Guilds rechristened the abandoned mine as Gunzagrad, and requested an audience with King Sigmund. The King granted it after much forestalling, but when the Dwarven ambassador requested a trade treaty between Gunzagrad and Belrand he was denied everything. King Sigmund I, decreed that his Kingdom would not become beggars of Dwarven trinkets, and passed a law outlawing any the trade of any manufactured goods from Gunzagrad. The Dwarves were furious, but had already seen this possibility after the tariffs had been raised against them. Realizing they could get nothing from this monarch, they returned to their new home, and continued to grow with the resources they had gathered in the 10 years of open trade.

Now only able to trade in raw ore with Belrand (at a high tax), they were forced to secretly sell their manufactured goods. Human nobles and priests would buy goods that could only come from Gunzagrad in secret, and soon a lucrative black market grew in the criminal underworld of Belrand. The Dwarves rarely ever left the lands sold to them, but their goods found themselves all the way into the halls of Attindore and Saint Marina's Cathedral. The noble class of Belrand would compete with each other over secretly owned Dwarven goods such as weapons, armor, jewelry, tableware, and clockwork. It was an almost openly committed crime to purchase these goods within the nobility. Queen Annette IX's coronation gift was a clockwork songbird that could have only come from the mines of Gunzagrad.

Gunzagrad itself functions like most modern day Dwarfholds. It is controlled by four Guilds; the Crafter's Guild, the Miner's Guild, the Warriors Guild, and the Trader's Guild.

  • The Crafters Guild oversees the needs of sculptors, carpenters, smiths, and even chefs. They ensure these men and women are paid fairly for their work, as well as train those with talent.
  • The Miners Guild actually encompasses most general laborers in Gunzagrad, especially now that production in the Mine has begun to slow. It is the most populated Guild, with many of it's members being assigned to assist the other Guilds.
  • The Warriors Guild encompasses Gunzagrad's military. It is divided into two major branches. The Undercity Guard, and the Mountain Guard. The Undercity Guard acts as police within the Undercity, and ensure order and law is maintained. The Mountain Guard patrol the surface portion of Gunzagrad, protecting the Dwarfhold from outsiders.
  • The Traders Guild was created to sell the Goods produced from Gunzagrad to the other nations of the Wyrmtail. Initially their job was straight forward, but upon King Sigmund's decree outlawing most Dwarven goods, they were forced to adapt. They now exist as a criminal enterprise within Belrand, acting as the main supplier of the Black Market. This has transformed the Traders Guild over time into a darker entity than what it originally began. They have even dabbled into other illegal contraband such as drugs and sex trafficking. Because of this they are looked at with distrust within Gunzagrad, but the success they have had in enriching the Dwarfhold is not ignored.


One final entity within Gunzagrad is the secret order known as The Aurum Hand. These Dwarves have claimed descent from the nobility and dragon-worshippers of the First Age. They partake in half remembered rituals dedicated to their former Draconic Kings and Queens. Over the years they have slowly grown in numbers, and now have many controlling positions within the Guild. They claim it is their destiny to return the Dwarfholds to the Old Ways, but this is largely an empty sentiment. In truth the leaders of The Aurum Hand simply use the organization as a way to manipulate the Guild System that is meant to favor merit over blood. Through this they can ensure their own comforts, and maintain control over Gunzagrad's future.

Population200k Dwarves
GovernmentGunzagrad is ruled over by a Council comprised of the Four Guildmasters. Of the Council, three of them are secretly in the pocket of The Aurum Hand's leader, who hides his/her identity behind a persona known as Jarl Vulgin. The Current Council is comprised of; Elderdwarf Cran (Cranky Cran), Kommander Magda Bloodshield, Fire Boss Johanna Wyrmdotter, Godfather Nikolas Goldvein.
ProblemsThe Belrand Civil War greatly disrupted the Dwarven Black Market, causing  a loss in revenue that has lead to an economic depression. With the new Kingdom of Belrand being more open to a new trade agreement with Gunzagrad, the Council has begun discussing reopening official trade. The Traders Guild is unhappy with this, as legal trade would force them to give up their criminal ventures, and would cause the other Guilds to scrutinize their actions more closely. The Aurum Hand also doesn't want to have good relations with Humanity, due to their heretical rituals. Should the Faith discover the existence of such a cult within Gunzagrad a Holy Crusade could be called against it.
ConceptsBasic Dwarven City you would find in D&D and Middle Earth. Also took some very VERY basic ideas from Syndicalism for Dwarven Society. A lot of Dwarf names are meant to be Northern European mixed with Russian.


Elfame Theme: White Palace
Gunzagrad Theme: Oeilvert
This message was last edited by the GM at 18:52, Tue 17 Aug 2021.
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The Untamed Lands


Ruins of Ulara
"Deep within the Great Forest lies Ulara, the Library of Kur Morax. Protected by ancient seals, this vast reservoir of First Age knowledge has remained undisturbed for millennia."

The Great Forest of Ulfrin
WIP


Skulda's Reach
"Within the former heartland of Kur Morax's Kingdom, refugees from the Holy City have created a new capital. By the Grace of the Divine, they continue to hold it despite constant incursions from Beastmen Tribes."

The Leal Republic
WIP


The Ghastly Shore
"During the First Age a Kraken invaded the shores of the Southern Wyrmtail. It took an alliance of several Elder Dragons to drive the monster back into the Lir. Wherever the monster walked, the land became twisted, and even in the Second Age is considered cursed land."

Ragnanival
WIP


The Bladestone Hinterlands
"There are lands where the blood of the Lindwyrm pooled. In these areas life is able to flourish without restraint. Mortals can't find peace in these lands, as ultimately they are still only prey."

Mandragora Wilds
WIP
This message was last edited by the GM at 17:56, Sat 04 Sept 2021.
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Old Intro


Arthuin, Prince of Oolinde, battles Cridhe Bheithir
"The High Chieftain of the Tuatha faced the All-Mother in the skies above the Wyrmscrown. There he slew the Archdragon, ending their rule over Nastrondir"

Welcome to the world of Nastrondir, a supercontinent formed from the remains of a primordial dragon, the Lindwyrm. It was slain by the Three Divine, sibling deities who had sworn vengeance on the serpent for killing their father. The Lindwyrm's body came to rest upon the surface of the Ginnungagap, the formless abyss that lay beneath the High Heavens. As it's body decayed it began to transform the space around it. It's blood transformed into the Aegir, a giant sea that surrounded it's body. It's exposed bones became mountain ranges, while it's rotting skin became the fertile soil for life to grow.

As the three Gods watched the creature turn into a new world, a fear took hold of them. A vision of the Lindwyrm reborn, stronger and more terrible than ever before. In order to prevent such a vision from ever coming true, they let the weapons they had used to slay the beast remain within the body.

Graveryl the Stormbinder Spear, that had pierced through the Lindwyrm's back, lay beneath the waves of the Aegir. Unseen, but felt through the storms that would crash into Nastrondir's eastern coast for all eternity. An arrow from Tasla the Heartseeker, sat lodged into the Serpent's exposed eye socket. In the later ages it would become a haunted valley that the Elves feared to tread, poisoned as it was by the nightmares of the Lindwyrm. Belderiver the Black Blade of Vengeance, had been used to cut open the Lindwyrm's belly. It now sat impaled within the Dragon's crimson heart, poisoning the land beneath it into an ashen wasteland.

With the three weapons in placed, the Holy Trinity then set about creating additional wards around the carcass. From the Heavens they retrieved a stone that would become the Moon. It hovers above the Wyrmscrown, ever watchful and unmoving. Prepared to crush the Lindwyrm's skull should the beast ever attempt to rise again.

The second ward they tried to place ended in failure. They had retrieved the burning heart of their father, Aurendil the Dawnlord, from the monster's stomach. It's heat was unlike any other known to the Gods, and the siblings hoped to use it's fire to purify the body of the Lindwyrm before departing back to the Divine Realms. Unfortunately it's heat was too much even for them to handle, and they sent it hurling across the sky in pain from the burns. This would become the Sun, and it's circular journey across the surface of Nastrondir would give the new world light.

The Divine Trinity then departed from Nastrondir, never to be seen again. As time moved forward, life began to grow upon the corpse of the Lindwyrm. Among countless numbers of animals and plants, only four races would gain sentience comparable to that of Gods. From the Wyrmscrown emerged Three Tribes of Elves. Within the caverns of the Wyrmspine Mountains, Seven Dwarf Clans grew to prominence. Within the Wyrmheart Lands, Nine Kingdoms of Men rose to power.

But before all of them, ruled One Brood of Dragons. From the depths of the Lir, the inner sea cradled within the dragon's body, Two Archdragons were born from a single egg. Cridhe Bheithir the All-Mother, and Solas Muur the Skylord. Together they would bring forth all the Dragons that exist in the world today. With their children they ruled over most Nastrondir during the First Age. While some of the Dragons attempted to foster good relations with the Mortals (as the Dragons referred to the other races), many sought to subjugate those they saw as lesser creatures.

Eventually this would lead to resentment within the hearts of Elves, who were the most prideful of the Mortal races. Being longer lived, they had memories of the time before being ruled by Dragons. A young Elvish hunter, upon receiving visions from the Divine Three, descended into Gleann de Dorcha. There he faced the living shadows that haunted the cursed valley. After three days and three nights, he reached the center of the valley, where the Tower of Skulda had lain dormant for millennia. No mortal had ever touched the holy monument, and the Dragons had forbidden the Elves from setting foot in the valley. Upon coming into contact with it's surface, the walls of the tower began to glow with silver fire. It did not burn the hunter, but instead bestowed upon him Holy Knowledge and Strength.

The hunter returned to his village with divine knowledge, and began to instruct his brethren in the secrets the tower bestowed him. They learned magic and forged weapons beyond the ken of the Dragons. After they slew their first Dragon Overlord, the Elves rallied around the hunter, crowning him Arthuin First High Chieftain of the Tuatha. When news spread that the Elves had killed one of her children, Cridhe Bheithir launched into a rage that not even Solas Muur could calm. The battle between them nearly destroyed the new Elvish nation, but word had spread. The other races who had suffered beneath the dragon came to the Elves aid. The Dwarven King Ulfric Greystone, and the Human Saint Marina of Belrand joined their forces and managed to push back the Dragons. In the skies above a frozen dale, Arthuin fought Cridhe Bheithir. Wearing winged armor forged by dwarven artificers, and the holy sword Claíomh Solais blessed by Saint Marina, the High Chieftain was able to strike down the All-Mother. Where the body of Cridhe Bheithir fell, life began to flourish where there was once nothing but frozen tundra. The Elves would make their home here, naming it Oolinde, the Vale of Everblossoms.

With the All-Mother dead, the Dragons born of her went into a Black Rage they could not overcome. The centuries that followed were known as the Age of Fire, as the Dragons became nothing more than mindless beasts that the Mortals were forced to put down. Only Solas Muur, the silver scaled father of dragons was able to overcome the Black Rage. Realizing the children he had brought into the world would not see reason, he hid himself in the bowels of Nastrondir with 12 eggs that had yet to hatch.

Without the All-Mother to beckon them easily into the world, their birth would take time. Solas Muur knew that these Dragons would not succumb to the Black Rage that had taken his other children. He nurtured these eggs, and when they hatched he taught them the techniques he had learned while away from his wife. How to transform his body into the likeness of the Mortals, and to walk the earth hidden. They would need these skills as by the time they had hatched the world no longer belonged to the Dragons. Millenia had passed, and the older brothers had been hunted nearly to extinction. Those that survived were driven by madness, and a lust for vengeance upon the Mortal Races.

Your character exists within this world. To the Mortal races you are a traveler, or perhaps an adventurer. To the rulers and religious leaders of the land you are a monster who must be hunted to extinction, a blight upon the world and an enemy to the Three Divine. To each other you are the last sane Dragons alive, taught by your father the Skylord to hide amongst the Mortals, learn their ways, and only strike back at the right moment.

In the present age; the Elves isolate themselves, the Dwarves grow greedy and paranoid, and the Humans forget things they once knew. You journey this world born from the bones of your grandsire. A world where the chaos of life clashes with divine instrument. A legacy of Fire and Blood.

Intro Theme: The Arrival
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