DarkfallUncover the mysteries of an ancient civilization, which left more than just ruins for later generations to discover. Untold riches and incredible power is the prize, as you join the race to claim an age-old inheritance. Choose your character from Elves, Dwarves, Humans, Mahirim, Orks and Alfar
A history of war, under the leadership of an evil deity, has turned the alfar into the mortal enemies of all other civilized races. They are the true outcasts of Agon, and they would have it no other way.
Ten thousand years ago, the mirdain ancestors of the alfar were led underground by Melek, the rebellious son of Myrthai and Lorathai. In a place called the Cave of Birth, Melek molded the alfar into beings that were perfectly suited to subterranean life. He also twisted their minds until they were cruel, scheming, and the perfect accomplices to his bid for global domination.
Since their god-driven genesis, the millennia spent underground have changed the alfar still further. The darkness of the caverns has paled their skin, and some senses have been sharpened, while others have been dulled.
The alfar average height is approximately 165 cm, for both males and females. The alfar build is generally slight, and few individuals are notably overweight or muscular. The dextrous alfar physique is perfect for swift and silent movement in cramped underground locales.
Alfar skin has a grayish white hue which many other races find repulsive. Another striking aspect of their appearance is their outsized ears, which give them a slightly bat-like appearance.
History
When was the seed of evil planted in Melek, beloved firstborn of the mirdain gods? Nobody knows, for evil grew subtly within him, and it is doubtful whether he himself can map its sources.
Throughout his childhood, Melechai (as he was then known) was the apple of his parents' eye, and they lavished love and attention on him. The mirdain also loved him, and sang countless songs in praise of his beauty and achievements.
Did the intense adoration suffocate or spoil him? Did he become resentful at the prospect of remaining third among mirdain gods? Or was the evil inside him at birth - gone to seed, but ready to grow as time brought nourishment?
Neither his parents nor the mirdain noticed signs of evil in Melechai. But when his rebellion came, it was so well-planned, so irreversible in its cruelty, that it can't possibly have been caused by a freshly sprung evil.
He began by taking the name Melek, and by stealing an artifact called the Silver Circlet from the brow of his sleeping mother, Myrthai. The circlet was her wedding gift from Lorathai, and while shaping it to grace her head, he had imbued it - perhaps unwittingly - with aspects of his own divinity. The circlet's powers of persuasion, seduction and heart-bending are legendary.
Melek immediately used the circlet's power on his mother, insinuating that the circlet was stolen by a Celestial Dragon, who needed it for a ritual which would elevate him to godhood. Myrthai was too blind with desperation and rage (and perhaps the premonition of sorrow) to see through to the fact that her son had stolen her dearest possession.
While his parents were off on a futile search for the Celestial Dragon's home dimension, Melek's henchmen, known as the Melechar, engineered a series of catastrophic wildfires that threatened to devour northern Mirendil. In the ensuing chaos, they launched a series of bold raids, stealing away entire clans of displaced people, leading them underground.
As Melek knew, his parents' influence waned underground, away from the sun and trees. The mirdain and their gods searched desperately for the missing elves, but Melek was able to cloak their location.
In a sealed-off cave near Dun Mardukar, Melek let the power of the circlet loose on the captives. He hammered their minds, twisting and squeezing and insinuating until his hostages worshipped him, and truly believed he had saved them from mirdain who sought to kill them. He then embarked upon an ambitious program of god-driven selective breeding, shaping the alfar into a race suited to his goals, and to subterranean life.
After several centuries, Melek was pleased, and he emerged from the birth-cave with the ancestors of the present-day alfar. He led them into the large cavern known as Dun Mardukar, at the heart of the subterranean land known as Nagast. There they constructed the great city of Shoal, and Melek took abode in the Towers of Silence, a stalactite citadel overhanging the city.
As the alfar thrived in their subterranean pit-home, Myrthai and Lorathai realised the full extent of their son's treachery. They incited a mirdain invasion of Nagast, seeking to exterminate the twisted elf-race shaped by Melek. Through heavy defenses, and despite their inexperience in subterranean warfare, the mirdain hammered their way to Dun Mardukar. But before the gates of Shoal the alfar launched a fierce counterattack, breaking the ranks of the mirdain army.
The surviving invaders fled to the surface, and the first stage of Melek's rebellion was successfully concluded.
Society
The influence of the Melek priesthood permeates all of alfar society. From their headquarters in Shoal, the High Priests run a vast organisation; their clergy, agents and elite soldiers are present in every sizeable alfar community.
Interpreting the often vague and contradictory instructions given by the mad deity is the sole preserve of the priesthood. As a result, the priests rarely run out of opportunities to expand their already formidable power base. Unseemly amounts of personal ambition might rouse the wrath of the god-king, however, so in order to remain in power (and alive) an ambitious priest needs to be subtle, lucky or both.
Shoal
In the vast cavern of Dun Mardukar rise the tall spires of Shoal. This is the holy city of Melek. It was built in his honour, and its outlandish beauty reflects the alfar’s love of their God-King, as well as the awe he inspires in them. The city serves as an administrative centre for the entire realm, and it is jointly run by the priests and the knights of the Harn Mandean (Divine Hand), a powerful knightly order which functions as Melek’s bodyguard and his secret police.
The Horned Circle
The Melek priesthood is led by a group called the Horned Circle. These supremely powerful individuals are the chosen of Melek, and no alfar alive would dare to oppose them. Upon being selected to join the Circle, the priests actually grow small, pointed horns, and increase in stature, reaching a height more commonly associated with surface Elves. They are blessed by Melek with great skill in all the magical arts, and become the ultimate enforcers of his will, feared throughout Nagast.
The priests of the Horned Circle stand directly below Melek on the Nagast pyramid of power. They command the Black Robe Brotherhood directly, and the army, the Harn Mandean, and the Unseen Radiance all answer to them.
Members of the Horned Circle wear heavy, dark cloaks hemmed with silver patterns, and their symbol is a circle of eight burning eyes. They wear no armour, and very rarely draw their weapons, preferring to rely on spells. It is rumoured that the Horned Circle have been equipped with new swords called Unholy Sithras, which were recently developed by the undead smiths of the Towers of Silence.
When one Horned Priest dies, another is chosen to replace him, usually from among the officers of the Black Robe Brotherhood. There are always eight members of the circle, and they always operate in groups of two, four or eight. They are the highest leaders of the church and the ultimate interpreters of Melek’s will.
The members and headquarters of the Horned Circle are protected by a large detachment of melechar (see Allies and enemies). When travelling, Circle members are escorted by knights of the Harn Mandean.
Harn Mandean (Divine Hand)
The Harn Mandean is an elite brotherhood of alfar knights, which serves as Melek’s internal security unit, enforcing his will and that of the Horned Circle. Particularly important surface missions are also handled by these dark knights, who are recruited from among the officers of the Black Robe Brotherhood.
In their unceasing work to weed out traitors and incompetents, the Harn Mandean is given semi-free rein: their mandate is broad with vague limits, and their leaders answer only to the Horned Circle and Melek himself. On exceptionally challenging or important missions, Harn Mandean units are commanded by priests of the Horned Circle.
Travelling in small groups, Harn Mandean knights can be encountered anywhere in Nagast, often aided by soldiers commandeered from nearby army outposts. A knight of the Mandean has the authority to serve as judge, jury and executioner to any perceived criminal.
The Harn Mandean operates out of the leftmost stalactite of the Towers of Silence in Shoal. A group of its members serve as the bodyguards of Melek, who dwells in a neighbouring stalactite.
Harn Mandean soldiers always wear black plate mail and long red cloaks. They use magical crossbows with poisoned bolts and various types of swords. Their breastplates and cloaks are adorned with the mark of the Harn Mandean: The thinly etched outline of a red hand with fingers spread.
Melek’s bodyguards – who are ten strong at all times - use lightning sithra swords, and are selected from among the Harn Mandean’s finest knights.
The Unseen Radiance
Many of Nagast’s most skilful spellcasters are members of the Unseen Radiance, an ancient organisation of Deathless Mages headquartered in the Towers of Silence. Like the knights of the Harn Mandean, the mages of the Unseen Radiance enjoy a great deal of autonomy, answering only to the Horned Circle and Melek himself. The mages of the Unseen Radiance rarely meddle in the everyday affairs of Nagast, preferring instead to focus on magical research.
When encountered outside the Towers, Radiance members are probably either gathering rare ingredients, or on a quest for some magical item. On important or especially dangerous missions, they travel in groups of three to five, assisted by eight to ten melechar (see Allies and enemies).
Mages of the Radiance wear dark red robes with gold hem embroidering. Along the hems, intricate patterns indicate flames, while a subdued but even more intricate rendering of the Orb of Melek (in gold) decorates the back. While travelling, Radiance members carry heavy staves crowned by red crystal orbs, and wear a wide variety of powerful magical items.
The Unseen Radiance recruits from the ranks of the Black Robe Brotherhood’s specialised spellcasters. New members are immediately turned into Deathless Mages.
Allies & Enemies
Slaves carry out most menial tasks in Nagast. While alfar craftsmen excel in the arts of architecture and decoration, they leave heavy labour to slaves, who are important parts of every alfar community.
The large majority of slaves are sarkih, and members of this semi-mindless, diminutive race carry out the most menial tasks - such as harvesting food, tending livestock and cleaning dwellings. They cannot cope with heavy labour, however, and mentally challenging tasks are beyond them. Sarkih are kept away from slaves belonging to other races, and are kept in particularly crowded and prison-like conditions.
Alfar raiders bring home a wide variety of slaves that belong to other intelligent races. Quite a few Humans, Dwarves, Mahirim and Orks work on the slave teams of Nagast, as well as a large number of Kobolds, Svartdvergir and other subterranean races. The Mirdain prefer death to serving as slaves to the alfar, and are prized as ceremonial sacrifices in the temples of Nagast. Melek forbids keeping alfar as slaves.
Sarkih
These diminutive humanoids are a slave race, bred and kept by the alfar. Rarely more than 100 cm tall, and exceptionally puny, they perform simple domestic tasks and gather Manthe web for clothing, but are only capable of light manual labour.
The Sarkih have thick, wrinkly skin with a pinkish hue, and are completely hairless. Their build as well as their features are delicate, making them resemble particularly ugly, piglet-eyed human infants. Sarkih sport earlobe-less, oval heads that are disproportionately large compared to their puny bodies. Their short, pointed teeth are capable of a rather nasty bite.
The Sarkih are a slow-witted breed, incapable of much independent thought. They have a vicious nature, though, and are capable of stunning cruelty towards each other, regularly ganging up on and devouring weak individuals. The Sarkih usually perform the orders of the alfar diligently, knowing that their masters kill without hesitation if they fail to oblige. On rare occasions, where the odds are stacked overwhelmingly in their favour, they might choose to attack an alfar.
Sarkihya
Also known as Greater Sarkih, these slaves are the result of centuries of alfar-controlled selective breeding. They look just like ordinary sarkih, but are much more alert and intelligent. Sarkihya are capable of performing relatively complicated tasks, such as serving as dammar farmers, shop assistants, domestic cooks, stable hands, wagoners, and so forth.
Physically identical to their lesser brethren, sarkihya are marked as different by a rather large red nose-ring, the first of which they are equipped with at birth. Sarkihya workers tend to wear simple and durable clothes in various shades of brown or gray. Domestic servant sarkihya are often dressed in colourful silken clothes resembling those worn by the alfar themselves.
Sarkihya speak fluent alfar, and are capable of understanding advanced and many-segmented orders. They retain some of the rebelliousness found in their lesser cousins, and sometimes wilfully ignore orders given to them, or twist their meaning somewhat.
Melechar
These fanatically devoted creatures are the chosen of Melek, and they are imbued by him with both great strength and the seeds of madness. Melechar are used as bodyguards and temple guardians by the Nagast priesthood, and individuals who are both loyal and important – such as the leading business proprietors of Shoal – are sometimes rewarded with melechar servants.
Melechar are the same height as Mirdain elves, and have approximately the same build and facial features: they are tall and lean, towering over the average alfar, and their movements are lithe and graceful. Melechar have long black hair, which hangs freely down their backs, and their skin is as pale as snow.
The eyes of melechar are as red as blood, and they stick out from their sockets in a bug-like way. Adding to the insectoid impression, the eyes have no visible pupils, but the faint lines of facets can be seen in them. Two small, finely shaped and softly curving tusks protrude from the melechar’s lower jaw, like miniature orkish tusks.
However, the true nature of the melechar emerges in combat: When fighting, it is an insane nightmare of impossibly swift movements: it seems to be everywhere at once, and its halberd is a constant blur of movement. The melechar never breaks off a battle until all enemies are slain, no matter what its masters say or do.
As long as the alfar they protect serve Melek faithfully, the melechar remain loyal. They go silently about their duties, calmly guarding the buildings or individuals they are tasked with protecting. Ultimately, however, a melechar’s loyalty is to Melek himself, and if its master falls out of the god-king’s favour, the melechar turns on him.
Religion & Magic
All alfar fear and worship Melek, the evil deity who led them underground thousands of years ago. Melek is the undying god-king of the alfar, and he dwells in a stalactite castle called the Towers of Silence, which overhangs the capital of Shoal.
Melek is both temporal and religious leader of his people, and his power is absolute. His word equals the law, and the law is obeyed upon pain of death or worse. Melek occasionally walks among his subjects, but usually Nagast’s ruthless and highly organised priesthood carries out his will.
The alfar god-king is an unpredictable leader, and his orders are often contradictory. Like a petulant child, he sometimes changes his mind without warning, and when the mood takes him, he lashes out punishment or gives rewards seemingly at random. Melek is prone to fits of rage as well as bouts of sentimentality, and he has been known to brood for weeks in solitude, before emerging in a flurry of activity.
Melek is utterly self-centred and quite mad. However, he is also a brilliant planner and strategist: If Melek can be bothered to focus on any single task or problem long enough, he might very well come up with an ingenious, completely original solution.
The god-king is the estranged son of Myrthai and Lorathai, the male and female gods of the Mirdain. Compared to his subjects, he has changed little over the years, and he still appears as a strikingly handsome, unnaturally tall elf male. In recent centuries, he has taken to appearing with grey skin resembling that of his subjects. Melek has long, straight, dark hair, and always wears a simple silver circlet, but little else in the way of jewellery. He is extremely charismatic, a master of eloquence, and he is a truly inspiring leader when he puts his mind to it. While fear is the main pillar of his millennia-long rule, his people also revere him.
Melek appears to be surrounded by a flickering, shining white aura with a radius of approximately 2 m. He is usually dressed in long, flowing robes, preferring them to be coloured black or a deep shade of red. When on the warpath, he dons a black suit of plate mail, and wields Sithra Ahra, an ancient silver-bladed longsword with awesome magical powers.
The god-king keeps twelve of the most skilled smiths that ever emerged from alfar society as his personal servants. His will keeps these masters of the craft alive, despite the fact that several of them have been dead for centuries; their decaying husks still work in hidden smithies under Kebra Nagast. As a result, Melek has a large arsenal of powerful magical items at his disposal.
Sithra Ahra and the Silver Circlet
The Sithra Ahra was reputedly crafted by Melek himself after the first great war between the alfar and the Mirdain, thousands of years ago. Ancient legends hold that no less than nine hundred Mirdain prisoners were slowly boiled alive while he worked on it. As they died, their souls were trapped in the emerging shape of Sithra Ahra, giving it immense power.
Sithra Ahra’s shining blade does not impact physically with the bodies of its victims, but seems to glide almost effortlessly through them; only slowing down momentarily as Melek strikes. Its name means 'Other Side', and the silvery blade of the Sithra Ahra is only a reflection - the sword exists primarily in some unseen dimension. Anyone casting True Sight (or a similar spell) while near Sithra Ahra, sees it as a black, thin and almost 2 meters long whip-like weapon - its blade covered in small, writhing humanoid shapes, existing in eternal, excruciating pain.
The Silver Circlet was a wedding gift from Lorathai (the male elven god) to his beloved wife, Myrthai. However, on the eve of his rebellion, Melek stole the powerful artifact. He has since twisted its power to his own ends, and has worn it ever since.
The Circlet is the source of the shining white aura that surrounds Melek. Anyone entering its sphere of influence falls prey to one of its mind-influencing powers. Melek can activate and de-activate these at his whim, as often as he deems it necessary, and with no limitations to duration or frequency. Though it is possible, only the strongest of minds have a realistic chance of shrugging off the influence of the Circlet.
The Darkfall
Melek wants to conquer all the five non-alfar races, and subject them to an eternity of darkness and pain. Fuelled by the prayers and sacrifices of an enslaved world, Melek plans to ascend to the Halls of the Goddess and reawaken the power entombed there. Wielding it, he will slay all the other gods and rule Agon forever.
Lorathai and Myrthai who, according to Melek, dared spite him by refusing to relinquish his rightful inheritance, will be tortured for an eternity, their dying groans mingling with those of their children, the Mirdain.
Melek spends much of his time engrossed in magical experiments. He seeks new spells that will tip the balance in favour of the alfar, and he seeks to create powerful magical items for himself and his minions. In his work, Melek is aided by the mages of the Unseen Radiance, as well as the undead mastersmiths of the Towers of Silence.
Recently, Mirdain intelligence claimed that Melek was planning to incite enough volcanic activity on Agon to cause a new ice age. While this might seem unfeasibly ambitious, the single-minded veneration of the alfar gives Melek a potentially vital advantage.
Fluctuating magic
Both the priestly and the sorcerous magic of the alfar are influenced by the chaotic nature of Melek. All magical energy originates with him, and its flow is as unsteady as the troubled mind of the god-king. Every time an alfar casts a spell, his or her effective skill level is increased or decreased slightly. It is believed to be impossible to predict or control this ebb and flow of magical power.
Sithras
Inspired by their own masterpiece, the Sithra Ahra, Melek's mastersmiths make swords called sithras, which are wielded by the god-king's most trusted servants. The sithras have blades made of a substance resembling compact shadow, which is solid when the blade is held still, but twists and writhes when it is swung. In action, the black sithra resemble a cross between an ordinary sword and a whip.
The sithra sizzles with elemental energy that becomes visible in occasional sparks that shoot off or run along the blade. When a sithra hits, elemental energy shoots from the blade to the point of impact, damaging the target. The nature of the elemental energy varies, with lightning, fire and ice all being common.
Art & Architecture
The alfar of Nagast decorate the inside of their houses with tile mosaics. Floors are adorned with simple but pleasingly colourful patterns, while walls and ceilings are decorated with more advanced artwork, which often includes complicated motifs.
The simple tile patterns on floors tend to come in the rich colours which the alfar prefer, such as purple, blue and red; the exact colour preference varies from place to place and from clan to clan. In most cases, each floor mosaic is made using only two colours.
In the houses of wealthy individuals and in thriving businesses, however, the floor mosaics are more advanced, and contain tiles with as many as four or five different colours. These mosaics often show simple motifs, such as the silhouettes of alfar spires, and the stylized outlines of dammar mushrooms and arkin trees. In some large rooms, lines of stylized djuprose flowers run along the walls or in large-scale patterns on the floor.
The walls of alfar houses are decorated with mosaics that are more intricate than those that adorn floors. In many cases, wall mosaics depict more advanced and colourful versions of popular floor motifs, such as arkin trees and alfar spires. Other popular subjects for wall and ceiling mosaics include colourful depictions of the Orb of Melek and the Towers of Silence.
The orb of Melek is a golden circle containing a field of black broken by arkinwood-like blotches of dark purple. The orb is surrounded by jagged, golden rays that resemble stylized radiation, and have the general shape of elongated versions of the letter ‘z’.
The Towers of Silence are generally shown in relief with the Temple of Descent (Nagast's most sacred church) underneath them.
Melek triumphant
The most spectacular alfar mosaics – found only in public buildings and the houses of the extremely wealthy – show Melek in standardized poses and situations. One popular motif shows Melek executing members of other races with Sithra Ahra. Rows upon rows of victims are shown awaiting execution, tied down to individual chopping blocks, while Melek holds a crowned human head by the hair.
Another popular motif is Melek leading the alfar underground, heroically shielding his children from the wrath of the mirdain gods. Melek is shown as an enormous figure, his hands spread protectively over fleeing alfar refugees under him. Melek’s features dissolves into a cloak shielding the hindmost ranks of the alfar.
In a third popular motif, Melek battles Myrthai and Lorathai, the two gods of the Mirdain. In these mosaics, he seems to be driving back the Mirdain gods, who are cowering from him and from the tendrils of the Sithra Ahra. The battle between the three elven gods is usually shown as taking place in a withered and lifeless forest, under a red sun.
A fourth subject which is popular with makers of large, expensive mosaics, is Melek stealing the Circlet of the Sun, which was a wedding gift from Lorathai to Myrthai. Melek is shown sneaking the shining artefact off his sleeping mother’s head.
Animal Statues
The alfar decorate their rooms and public spaces with large and medium-sized clay statues which are covered in colourful mosaic tiles. In general, the tiles on these statues are be more brightly coloured (orange, red and yellow is common) than those on wall- or floor bound decorations. All mosaic-covered statues depict an animal of some kind, with lizards, snakes, leatherwings and dragons being most common. The statues are placed on floors and ceilings, and small, lightweight ones are even attached to walls and ceilings.
Light Orbs
Instead of torches and lamps, the alfar illuminate their settlements using orbs of magical light in three different colours: white, bluish white, and a stark yellow. The orbs swirl slowly, in predetermined patterns, around the points they are set to illuminate. They are designed to accentuate the rich colour-play of Nagast rock, rather than to be decorative in their own right.
Light orbs are approximately one meter in diameter. Individual houses are sometimes illuminated by orbs which are exactly half the size of those used on major buildings. Indoor lighting is provided by orbs that are little bigger than alfar fists, and which either swirl slowly around, or are fixed in place.
The orbs used for indoor illumination come in a greater variety of colours than those used outside. The preferred inside colours include red, green, purple, blue, and a golden yellow.
Dwarves of Dvergeim
Introduction
The mountainous nation of Dvergheim is home to the magically disinclined but technologically advanced dwarves. Here, they mine for iron and precious metals, while taming the land with feats of engineering.
The dwarves of Dvergheim worship a reclusive god called Ymir, who appeared among them in the dawn of their culture. He taught the dwarves many secrets of stone and metal, and encouraged them to research and explore further. Before leaving, he promised to issue one final task when he deems the dwarves ready. If this task is successfully completed, Ymir said, a golden age will follow.
Dwarves are a short-statured race, whose members rarely stand taller than 160 centimeters. They are built like bricks, however, and their muscle-bound bodies make up for what they lack in height with raw strength..
The typical dwarf has a ruddy complexion, a broad skull, and very strong facial features. Their noses tend to be rather big and have a roundish shape, while their eyebrows are bushy, and their lips are set in a semi-permanent frown. The thick skin of dwarven faces are dominated by countless lines and furrows, making them appear old and weatherworn from a young age.
All male dwarves grow thick, impressive beards, which they often wear in two or more braids. They take great pride in their beards, and regard a strong, healthy growth as a symbol of manhood.
History
Five hundred years ago, one of the most numerous and powerful dwarven clans, called Svartdverg, fell under the influence of a sinister deity. Delving for secrets in the depths below their main clan settlement, they discovered a large and mysterious cavern, which lay enveloped within the surrounding rock. The walls of this cavern were rich with signs that indicated raudstaal veins, and a blood-red, shrine-like rock formation stood in its centre.
Unknowingly, the dwarves had stumbled upon the prison-home of a god called Heimar, who was entombed within the cave during the Usurper Wars. He immediately took control of the minds of the Svartdverg miners, and sent them back to their dwellings to spread the contagion of his worship. Then he bid the clan subjugate the rest of Dvergheim in his name.
The long and bloody civil war which followed ended in the ultimate defeat of the Svartdverg clan and their allies, who were driven into exile. Despite the determined efforts of their mightiest magesmiths, however, the dwarves could not destroy Heimar’s shrine-prison. All entrances to the cave in which it stands were collapsed, and today its location is a closely guarded secret.
Approximately half of the surviving svartdvergir, as they were eventually known, sought to build a new life for themselves in what today is northern Morak. The remainder fled through the underground in small groups, most of them settling in remote regions that were beyond the reach of Dvergheim’s armies.
Barin's plan
The culture of Dvergheim has long been self-absorbed and isolationist, but this may now be changing. The present king, Barin Grayfell, is pressing iron-hard for an ever more efficient and profitable Dvergheim, and he sees integration into surface life as necessary for growth. To point the way forward, King Barin has partially abandoned the subterranean stronghold of his ancestors, in favour of a simpler castle on the surface. His reign has already seen a noticeable growth in surface activity.
Society
Dwarves are the most technologically advanced race on Agon. They constantly seek progress in smithcraft and engineering, and their feats of construction are considered miraculous in a world where monsters abound and magic is commonplace.
The arts of smithcraft and engineering are sacred to Ymir, and the dwarves constantly seek to better themselves in these areas. At the same time, they seek the hidden treasures of the subterranean world, such as precious stones and magical metals.
The wealth brought by their advanced mining operations has allowed the dwarves to build glorious cities. However, this beauty stands in stark contrast to the devastation visited upon the surrounding lands, where yellow clouds of smoke pour out of smokestacks and mountains of slag steadily grow. Dwarves do not see this as a problem, since they fail to find any beauty in unmanipulated nature.
Gray Vale and Ymir’s Tear
Reflecting the duality in the nature of Dvergheim’s dwarves, their capital has two radically different parts. One of them, called Ymir’s Tear, is subterranean, while the other, called Gray Vale, lies on the surface.
Few dwarves live in the surface segment. Instead they live underground, where a massive cavern houses the true heart of the dwarven civilization. Huge stalagmites and equally huge stalactites have joined to form a gargantuan, vaguely tear-shaped pillar, which reaches all the way from ceiling to floor. Dwarven tunnels, halls and houses honeycomb this exceptional rock formation, and in its oval heart-chamber lies the Rock of Creation, the heart of dwarven spirituality.
The cavern which houses the Tear, called the Chamber of Stars, has been decorated with metal-patterns of kvitjarn, raudstaal and lapis lazuli that resemble the constellations of the night sky above.
King Barin Grayfell
The current king of Dvergheim is the dynamic Barin Grayfell, who inherited the throne upon his father’s death ten years ago. Grayfell is of medium build for a dwarf, and his appearance is unspectacular. However, he has an enormous presence about him, mostly due to a fierce intensity. Barin has been known to go for weeks without sleep, and he seems driven onward on a quest to increase the wealth and power of the dwarven nation. He can be impatient, and has been known to explode with rage at perceived laziness, or when his orders are imperfectly implemented.
The dwarven king prefers to wear common dwarven work clothes and little or no adornment or jewelry. He is generally quite careless about his appearance, and his hair, beard and clothes tend to be slightly disheveled. He appears uncomfortable in the full regalia he needs to wear during ceremonies, which feature the ancient symbol of the Grayfell clan: a snow-capped silver mountain. Barin is not a great warrior, and he seldom wears armour or carries weapons with him, instead trusting in the ability of his omnipresent bodyguard. He is red-haired and red-bearded.
Barin is a dedicated technologist, who believes that the dwarves should constantly strive to increase the efficiency of their mines and forges. As is the tradition in Dvergheim, Barin personally commands the state’s coffers, but unlike many of his predecessors, he mostly invests in research that is geared towards inventing new machines or improving existing designs. He has also built new guardhouses along the King’s Roads, and established new embassies in foreign nations.
King Barin Grayfell wishes to take the dwarves out of their traditional subterranean isolation, and into a prosperous future among the peoples of the surface. He has greatly expanded the surface section of the dwarven capital, and five years ago he partially abandoned the old royal castle in favor of a new one on the surface. While conservative dwarves were shocked, many powerful merchants welcomed the move.
Barin’s closest friend is Knut Blood-of-Thargal, a young noble who was the king’s childhood friend, and who now serves as his chief advisor, and as the commander of his armies. Knut is tall for a dwarf, standing close to 170 cm. tall; he is pale as a shroud, and his long, raven-black hair and beard are kept in place by beautiful brass braiding. Unlike his king, Knut is a feared warrior, who always carries his ancestral axe with him.
The current Royal Mastersmith, Erik Jernhand, who served Barin’s father before him, vehemently opposed the king’s move to the surface, and he still spends most of his time in the forges of the old castle. Erik is in his late sixties, and his once-brown beard has long-since turned gray, but he is still considered one of the finest smiths in the land, and his position is traditionally one of great power. It is not much of a secret that King Barin is trying to limit the power of the Royal Mastersmiths in general, and Erik in particular.
The Royal Army
Gray Vale, Ymir’s Tear, Tanglewood, the four King’s Roads, and all border keeps are under the jurisdiction of Barin Grayfell. The Royal Army of Dvergheim patrols these areas, and no fighting is tolerated within them. Grayfell’s soldiers attack transgressors on sight.
Dvergheim’s soldiers are highly skilled and equipped with the finest quality weapons, items and armour. During the past few years, Barin has reduced the size of the army somewhat, while striving to improve the effectiveness of the remaining troops. While this policy has caused protest among officers and soldiers alike, the army has remained loyal.
Allies & Enemies
While the dwarves grow mushrooms and edible mosses underground, they nonetheless need the produce of surface farms. Reluctant farmers themselves, they prefer to leave this task to the gnomes, a race which has lived in Dvergheim since time immemorial, thriving on the fertile soil of the mountain kingdom.
In return for selling their produce at reasonable prices, the gnomish farmers are under the protection of dwarven arms. Gnomes are a peaceful and physically unintimidating people, who have never taken well to the arts of combat or warfare. Without the protection of the dwarves, it is doubtful whether they could have survived in a violent world such as Agon.
Gnomes seldom stand taller than 110 cm, but their bodies are robustly built, and well suited to the hard work of stone-clearing, plowing and tilling the mountain-fields of Dvergheim. Like dwarves, they are known for their endurance, effortlessly working all day without pause.
Gnomes build their villages in steep river-valleys where they grow hardy crops on the fertile valley floor, while sending cows and sheep to graze on mountain-plains and valley-sides.
The wooden, thatched houses of the gnomes seem embedded in the sloping valley-sides. They are round, and dominated by soft and round shapes in every aspect of their architecture, including windows and doors. Being a friendly people, gnomes welcome all non-evil visitors to their villages.
The children of Heimar
Five hundred years under Heimar’s rule have changed the svartdvergir, but they remain ardent enemies of the Dvergheim dwarves. They have built many cities and fastnesses within Agon’s depths, and have grown prosperous through selling weapons and armour to other, often evil races.
A grown svartdvergir is approximately the same height as Dvergheim dwarf. They are less stocky than their cousins, however, and do not share their prodigious strength. Svartdvergir bodies are sinewy, resilient, and well suited to a hard-working lifestyle.
Svartdvergir have pale, thick skin and raven black hair. They tattoo their hands and faces with shapes and sigils sacred to their god.
The svartdvergir live austere, hard-working lives, and believe that laughter, beauty and all forms of entertainment are evils to be shunned. This belief originates with Heimar and his priests.
In areas where svartdvergir and dwarves are neighbours, wars of annihilation are inevitable. Even though the svartdvergir are almost universally disliked, their gold regularly buys them allies in these wars against the dwarves. Units of gray ork or hobgoblin mercenaries are particularly common.
In addition to posing a military threat, the svartdvergir constantly seek to destabilize Dvergheim in other, more devious ways. Putting their gold to good use, they constantly seek new allies within Dvergheim society, particularly among its merchants, who can sometimes be tempted with bribes and trading rights.
The villages of the svartdvergir are found throughout the subterranean lands of Agon, but they are especially numerous in Dvergheim, where they also live on the surface. Surrounded by tall and thick stone walls, svartdvergir settlements are formidable bastions against the many enemies of the cruel svartdvergir.
Heimar’s dwarves
Though this fact has been much obscured by dwarven chroniclers, the svartdverg clan didn’t fight the civil war alone. Many non-svartdverg individuals, families and communities flocked to the rebel banner after falling under Heimar’s spell. After the war, many of these non-svartdverg rebels were exiled along with their allies. Others, who professed remorse and renounced Heimar, were allowed to stay.
In secret, many of these dwarves continued to worship the god of the svartdvergir, claiming that Ymir is leading the dwarves astray. They claim that dwarves were meant to live ascetic, pious lives, and that Heimar is showing them the true path.
Those Dvergheim dwarves who worship Heimar do so in shrines that are hidden away in remote caverns, or in secret rooms inside dwellings. They maintain a loose cooperative network, and many of them are in contact with nearby svartdvergir settlements. In some cases, the svartdvergir finance the temples and activities of nearby dwarven worshippers of Heimar.
Religion & Magic
Approximately 20 000 years ago, the god Ymir arrived among the dwarves of central Agon. He taught them secrets of stone and metal, such as runecasting and magesmithing, and advanced techniques of mining and engineering. He told them that metals of power can be found among the roots of mountains, and that many other secrets lie hidden in Agon’s depths. Ymir asked the dwarves to seek out these secrets, and to strive for perfection in all skills of stone and metal.
Ymir promised to return to the dwarves when he deems them ready for one final task. Upon its completion, he promised, the dwarves of Dvergheim will rise to prominence among the peoples of Agon.
Worship
While the dwarves offer praise to Ymir and seek inspiration in his temples, they do not pray to him or worship him in any conventional sense. Instead, they honour him by trying to better themselves as individuals and as a civilization.
Their goal is to earn the right to Ymir’s challenge, through which the dwarven race will achieve perfection. Some claim that, if all goes to Ymir’s plan, dwarvenkind will one day rule the world with their god as emperor.
Temples to Ymir are places of quiet contemplation, where dwarves seek inspiration within themselves. The temples are austere and simple, with little to distract from the inner quests of the visitors.
Dwarven temples are also libraries, where all the achievements of a settlement or clan are chronicled. The priests pore obsessively over the annals of their clan, seeking ways to improve upon the management of its mines, smithies and mushroom patches. Most dwarven libraries also contain a large section of books on dwarven history, while information on foreign lands tends to be limited.
The heart of dwarven spirituality is the Rock of Creation in Ymir’s Tear, which lies on the exact location where Ymir taught the dwarves, 20 000 years ago. Here, exhaustive records of all dwarven achievements are kept in a vast archive of books and stone tablets, to bear witness before their god, and to remind new generations of the progress made by their ancestors.
The Priests of Ymir
Uniquely among the races of Darkfall, the dwarves claim that they were given an epic mission of exploration and self-improvement by their god, who then withdrew to await his people’s growth. They view history as a sacred chronicle of how they went about reaching the goals Ymir set for them, and they fully expect the chronicle to have a final chapter, which tells of the ultimate triumph or failure of their race.
Priests, therefore, are the keepers of the history of Dvergheim and the dwarven race, and they spend much time writing and studying the annals of their clan. They wear robes that are of simple design, made from heavy brown cloth. The robes are hoodless and very long, almost reaching the floor.
While they do not lead others in prayer, priests regularly lead their communities in ceremonies that commemorate great dwarven achievements. In doing this, the dwarves are honouring their ancestors, as well as their god and taskmaster.
Art & Architecture
Dwarven houses appear squat and solid. No more than a single floor is ever built aboveground, or on the surface level of a cavern, and the largest part of a building is hidden from view. The dwarven instinct is to dig downward, rather than build upward.
The aboveground part of a dwarven house is square-shaped, largely unadorned, and made from large blocks of stone. Dwarves take great pride in their stonecrafting skills, and even on the poorest of dwarf-residences, the blocks are evenly carved and seamlessly fitted together.
On many buildings, including warehouses and lower class dwellings, the windows are small and iron-barred. Those on the houses of the wealthy, however, are made of coloured glass and illuminated from the inside by oil torches. Battlements run along the roof of many important buildings, as well as the houses of the rich. On battlemented homes, flags with clan symbols often fly from rooftops.
The doors of all dwarven buildings are large, solid and made from fire-hardened oak. Black iron bands run along the edges of the roof, extending 30 cm. in both directions, onto the roof and down the side of the wall. Similar black bands run down the four corners of the building, from ground to roof. Narrower bands, 10 cm broad, cover the outside doorframe.
On most buildings, the cast iron bands edge-bands are decorated by dwarven runes that cover their entire length. On the houses of common dwarves, the runes are etched in kvitjarn or raudstaal, while wealthy dwarves prefer rare metals such as mithril or ymirsmerke.
Oil torches are attached on each side of the main entrance to dwarven houses. In general, the glass on the end pieces of these torches is plain and colourless. In underground locales, the torches are kept burning at all times.
The single aboveground level of dwarven buildings tends to be smaller in floor-space than the lower floors, but to have enough ceiling-height to comfortably accommodate even the tallest races of Agon. In all dwarven buildings, the stairs leading down from surface level may be closed using a heavy double trapdoor, which is wide open during peaceful times. The trapdoor is made of ironbound oak, and it may be barred from below using planks that fit into recesses in the sides of the stairwell.
The aboveground level of dwarven buildings tends to be sparsely furnished, and to have few adornments on the walls, ceilings and floors. Most of the floor space is taken by storage areas, kitchens, servant quarters, and other rooms that see little family life. Bedrooms, kitchens living rooms and dining rooms are all found on the lower floors.
Dwarven Art and Symbols
All dwarven families claim descent from one of six original founder-clans. A large rendition of this clan’s symbol is often carved into wall just inside the front door of a dwarven dwelling, as well as in its living room. All trace has been removed of a seventh founding clan, Svartdverg,
The clans and their symbols are: Vrangesund (twin silver throwing axes on black), Ambolt (five gold coins in two rows over black anvil), Steinhjelm (gray war-helmet on white), Grayfell (a snow-capped silver mountain), Stordverg (battleaxe-head over row of three anvils) and Nidkvad (horizontal warhammer over open chest with gold-glimmer).
Dwarven artists use strong lines and colours, and prefer bas-reliefs and rock-carvings to other art forms. Dwarves distrust abstractions and subtlety, and prefer simple symbolism and clear messages, forcefully expressed. Their art revolves around dwarven deeds and achievements, and their pieces nearly always include a dwarven figure performing some inherently or symbolically important action. Commonly, the art is accompanied by a simple message, expressed in the rune-like, angular script of the dwarves.
Traditionally, dwarven artists stick to recreating great scenes from Dvergheim’s history, often on a large scale. After the rock-carvers have finished their work, the pieces are often coloured by deft-handed gnomes.
The most common of all motifs shows Ymir teaching the dwarves inside the Rock of Creation. Ymir is always depicted as the archetypal dwarven patriarch, with long, gray beard decorated by rune-covered brass braids. Attentively listening dwarves are gathered in a half-circle around him.
Another popular motif shows Ymir commanding his children to go forth and explore the secrets of the mountain. In these pieces, Ymir is generally shown holding a mithril-bearing ore-stone in one hand while his other hand points into a dark tunnel.
Dwarven warriors defeating their enemies is another important motif. The warriors are commonly shown wielding the archetypal warhammers preferred by dwarven warriors. Their enemies include alfar, gray orks and svartdvergir.
The symbol of Ymir is an unadorned, vertical smith’s hammer with the head pointing downwards. Along the length of the head, three button-like embossments rise: one of white mithril, one of red raudstaal and one of sky-blue ymirsmerke. No matter where Ymir’s symbol is depicted – as a holy symbol, a shield decoration or a mural – the embossments are always made of the genuine metals. Their surfaces are always polished and smooth, and light has a tendency to catch and dance upon them.
Oil Torches
Wood is a relatively scarce commodity in the underground lands. As a result, wooden torches are a rare in Dvergheim, and oil-fuelled lamps provide most illumination.
These contraptions give off more light than wooden torches, despite burning oil at a relatively slow rate. Shaped like torches and made of stone covered by brass, they are equipped with beautifully crafted glass end pieces that resemble stylized flames. Some end pieces are crafted so that their facets distribute light in a decorative way while other end pieces are coloured.
Humans of Mercia
Introduction
Humans are probably the most powerful race on Agon, and definitely the most numerous. Their power is concentrated in the great kingdom of Mercia, which dominates the south-eastern part of Agon’s mainland.
Mercia is a realm of knights and castles, and it is a place where the priesthood wields great power. It is also a land where nobles live in splendid luxury, supported by thralls who suffer through miserable lives.
Officially, all Mercians worship Morgaine, who is seen as the bringer of order and light into a dark and chaotic world. In reality, however, many decadent nobles have fallen under the influence of a demon prince called Malaut, while the native Imric secretly worship their own ancient gods.
One reason for the dominant position of the human race on Agon is their adaptability. In addition to being mentally resourceful, humans are equipped with a flexible physique, and genetic material that responds quickly to changing conditions.
As a result of their genetic flexibility, humans are the least homogenous of all the races. They vary greatly in height, for instance, with everything from 210 cm to 155 cm being considered normal. Female individuals tend to be shorter than males, but exceptions to this rule are plentiful.
In general, humans are more stoutly built than the mirdain and alfar, but slighter than orks and mahirim. However, since the human body is so malleable, a well-trained warrior can be as muscular as a young ork, while an untrained individual might be as slight as an alfar.
History
Slightly more than two centuries ago, explorers from the island state of Lyonesse arrived on Agon. According to ancient legends, an advanced people from the west once visited Lyonesse, and those visitors had brought magnificent gifts, like the secrets of mathematics and writing.
Upon landing in Mercia, on Agon’s southeastern coast, the explorers from Lyonesse found only the ruins of the “prosperous and peaceful land” that their writings told about. Moss-grown structures and crumbled statues were all that remained of the culture that had sparked civilization on Lyonesse.
In its place, they found a simple people called the Imric, who had little technology and lived in scattered villages ruled by tribal chieftains. The Mercians were dismayed by what they found, and upon returning to their home in the eastern ocean, they concluded that the fabled western civilization had fallen into chaos.
Only a few decades later, however, their own homeland was rocked by great upheavals. For centuries, Lyonesse had been a theocracy, ruled by clerics of Morgaine, and protected by a class of warrior nobles. But countless costly wars against perceived chaos forces had made the theocracy unpopular, and many saw the priests as too viciously single-minded in their pursuit of a society bathed in the light of Morgaine.
When the landed nobility of Lyonesse rose in revolt, they quickly gained the support of the general populace. Rampaging mobs plundered monasteries and chased the hated priests out of their communities. The instigating nobles chose a king from among their own ranks, and put him above the leaders of the church.
As she realised that Lyonesse was lost to the forces of chaos, Morgaine appeared before the leaders of her faith. She bid them build ships and set sail for the newly rediscovered western lands, where they were to set up a holy land among the savages.
A famous knight and noble, Sir John, Duke of Malregard, led the exodus. After soundly defeating a hastily assembled army of Imric natives, he founded the capital of Sanguine, and declared himself the first king of a new kingdom, Mercia.
At first, Mercia only encompassed the lands immediately surrounding Sanguine. In the following years, however, King John and his sons, John II and Robert I, steadily expanded the kingdom. Though vastly outnumbered on countless occasions, their technological, organisational and tactical superiority gave the Mercians the upper hand. They also found it easy to play native chieftains against each other, while patiently conquering their lands piece by piece.
Seventy years after the invasion, the majority of human lands were in the hands of the Mercians. Finally, the remaining native chieftains were able to unite under a single High King, called Aur the Bold. After first winning several spectacular victories, Aur was crushed by King Robert I at the battle of Dalriada. The remaining native chieftains now swore fealty to Robert, and their lands were put under the overlordship of Mercians.
The kingdom of Mercia finally stretched from the swamps of Morak to the wastes of Nagast. A majestic cathedral was built at the site of the final victory, and the king immediately started planning military campaigns against Mercia’s evil, clearly chaos worshipping neighbours. But internal trouble would halt these initiatives before they came to fruition.
Meanwhile, in Lyonesse, the Morganic faith lay fatally wounded. Other gods rose to prominence, and in time the worship of the Lady faded. Several decades passed in relative peace and prosperity.
Then the volcanic forces, which had spawned the island, turned against it. With but little warning, a large but long dormant volcano exploded, in a blast that blew half the island away, and covered the rest in lava and ashes. With a sudden blow, nature had annihilated the populous and prosperous land of Lyonesse. Today, ash-covered ruins on scattered islands are all that remains.
The Wars of Allegiance
King John I. of Mercia was a devout worshipper of Morgaine, and every battle he fought on Agon was dedicated to shining her light in the darkness. But he did not think it wise to let Morgaine’s priesthood wield as much power in Mercia as they had on Lyonesse. In short, King John wanted to establish a strong royal dynasty that could counterbalance the influence of the Morganic church. He made all nobles swear supreme allegiance to him and his heirs, instead of to the Lightbringer, as was customary, and tried to ensure that Mercia’s army would remain under the control of its kings.
When the wars against the natives were over, the church began vigorously opposing this policy. They saw the influence of Chaos in the movement away from church superiority, and finally called for all knights and nobles to acknowledge the primacy of the church, and to renounce their supreme allegiance to the king.
A long and bloody civil war followed, in which the loyalist and clerical forces fought each other to a standstill. Still the battles raged for many years, as neither side was able to break the deadlock. Then the legendary orkish warlord Yrrak the Vile seized his opportunity, and laid waste to large parts of northern Mercia. However, the Mercians finally united against the common enemy, and narrowly defeated Yrrak.
After more than a decade of uninterrupted warfare, Mercia lay in ruins. King John IV and the Lightbringer reached an agreement that included the following conditions: The first allegiance of all landed nobles should be to the king. Knights who do not own land, however, are free to choose where their prime allegiance lies. The king retains control of the army, but the church is free to administrate its own army outside the jurisdictions of the crown.
Furthermore, the church retains full authority over the holy city of Dalriada and its environs. The church promptly expanded and fortified Dalriada, then moved its administration there permanently.
Since then, a state of truce has existed in Mercia. The power of church and crown have waxed and waned with the relative strength and vitality of Lightbringers and kings. The reigning king, Henry IV, is very weak indeed, and the same could be said for the present Lightbringer, the aging and dithering Sylvain of Archos. Many speculate about the consequences if the young and ambitious High Priestess of Sanguine, Verana, succeeds Sylvain while Henry still reigns.
Society
The Kingdom of Mercia is a deeply hierarchical realm, where all power and affluence rests in the hands of a privileged minority. A king sits at the pinnacle of the pyramid of society, and under his auspices, a small class of nobles rule their fiefdoms with absolute authority. These nobles live lives of luxury, concentrating on the twin obsessions of Mercian society: warfare and courtly romance.
Beneath the nobles in rank, are a much more varied class of free men and women. The members of this class include landowners, independent farmers, merchants, and craftsmen. The level of wealth and influence varies greatly among the freemen, but they have one thing in common: As long as they pay their taxes to local lords and the crown, they are free to move about and conduct business as they please. Failure to pay taxes, or obey Mercia's laws, may result in the removal of freedom, and induction into the ranks of the thralls.
All thralls are the property of their respective lords. These people are born into lifelong servitude, a fate that their children will inherit after them. Thralls may not move without their lord's leave, and are obligated to do whatever work he assigns to them. Most thralls live in rural villages, where they work the lord's land and farm small plots where they grow subsistence crops.
The majority of Mercian thralls belong to the racial group known as the Imric. These are the descendants of the old Chaldeans, and they have dwelled in what today is Mercia since time immemorial. However, their culture fell into a long decline, and finally, approximately two centuries ago, they were conquered by invaders from the eastern isle of Lyonesse.
While some intermarriage has occurred, the Mercians generally keep themselves separate, and function as a ruling class in the kingdom. No Imric is allowed to carry the titles of knight or lord, or to serve in the priesthood of Morgaine. There are, however, a growing number of Imric among the free craftsmen and merchants of Mercia’s cities.
The Court at Sanguine
The capital of Mercia is the largest and most populous city in all of Agon. Here, throngs of poor freemen live within the same city walls as well-to-do craftsmen and the king’s court. Sanguine is a bustling, ever-changing and vibrant city, which is home to opulent wealth as well as desperate poverty.
In the heart of Sanguine lies a magnificent castle. Here, King Henry IV resides, with his wife, two children, and a large entourage of courtiers and knights.
The present king is a relatively weak monarch, who dedicates most of his time to the intrigues and excesses of courtly life. Though active in bursts, he generally leaves the running of the realm to the priesthood, and to his able and well-liked general and advisor, Simon de Soulis.
Henry IV is the ninth king of the Malregard dynasty, and he claims direct descent from Mercia’s founder, John de Malregard. Though still quite young, at 29, he has already fathered five children; three daughters and two sons. The heir to the kingdom is his eldest daughter, Isault (10), while his son John (7) is second in line. The current queen, Marianna, is a scion of one of the eldest noble houses of Mercia, and she is considered a very beautiful woman, but she is also vain and occasionally cruel.
The king is a great lover of the pleasures of the table. He has grown fat, and expends much energy on countless affairs with the ladies of the court. In his youth, the king was an avid hunter and horseback rider, but his love of these pursuits has tapered off in recent years.
Henry IV is an overweight man with a well-trimmed beard and black hair down to his shoulders. The king is a keen follower of fashion: He tries to wear clothes that are more beautiful than those worn by his wealthiest courtiers, and wicked tongues have taken to calling him “the pea****.”
The Sacred City
Far to the north, and far from Sanguine in attitude as well as distance, lies the city of Dalriada, which is the religious capital of Mercia. From here, the Morganic priesthood run their powerful organisation, and many regard this as the true centre of power in the kingdom.
Dalriada is a town of simplicity and stark beauty, and it has none of the crowdedness or architectural extravagance of the temporal capital. Here, houses are simple, and laid out along well-ordered streets centered on a central cathedral.
This cathedral, called Our Lady of Light, is the very heart of the Morganic faith. It is an enormous, many-domed structure made of white stone and crystal. Surrounding it are neat gardens and concentric, artificial waterways crossed by a arched bridges.
Dalriada is considered a holy city, and its highest authority is not the king, but the Lightbringer of Morgaine, who resides in the cathedral. Gaunt Castle, which serves as the headquarters of the White Order (see Religion and magic), overlooks Dalriada from the east.
The Army and the White Order
The roads and borders of Mercia are watched over by its army. Its fortresses stand along the borders with Mirendil and Morak, and its many guardhouses guard the King’s Roads that connect the regions of the land. While the majority of Mercian army bases stand along the borders, its headquarters are in a fortress called the Citadel of the Sun, which lies near Sanguine.
Footsoldiers in the army wear chainmail and wield longswords. They use white tabards and medium-sized shields adorned with the golden Lion of Malregard, the ancient symbol of Mercia’s royal house.
One fifth of all soldiers are archers trained in the use of the longbow. Archers carry longswords, which they draw when forced into melee combat. The officers of the army wear plate mail and use large tower shields. Their tabards are royal blue instead of white.
The army’s cavalrymen wear banded mail and wield wooden lances, which they replace between battles. In close combat, they draw longswords. Cavalry troops are frequently seen patrolling the King’s Roads.
Throughout the history of Mercia, the generals of the army have vied for power with the priests of the church. During the long and bloody Wars of Allegiance, the army supported the king’s claim to supremacy, while the church raised its own armies, and fought the king to a standstill. In the years following the final truce, the church armies have evolved into the White Order, which stands firm against further encroachments by temporal powers.
Due to corruption among army officers, the White Order recently took over city guard duties in the capital. Many soldiers whisper that the officers were innocent, and that the evidence of their alleged crimes was fabricated by the ambitious high priestess of Sanguine, Verana.
The Order of Malregard
Founded by the first king of Mercia and named after its ruling dynasty, this is the second most powerful knightly order in the kingdom. This Order tends to recruit the finest officers of the regular army, but it has been known to accept experienced adventurers as well. Traditionally, the Malregard knights tend to oppose the most extreme policies of the church and the White Order, and the organization is seen as a stabilising force in Mercian society.
The Order of Malregard is fiercely loyal to the king and his generals. Its symbol is a red Lion of Malregard wielding an axe. The Knights of Malregard wear heavy plate mail, and use silver lances. Upon engaging in melee combat, the knights draw large morningstars.
Allies & Enemies
The legions of chaos are led by an entity called King Malaut. Originally, he was one of several feuding chaos princes, but most others remained for too long in the east, and faded out of existence when disaster wracked Lyonesse.
Malaut, however, followed the conqueror knights to their new realm, and is now firmly established as the leader of Agon’s chaos forces. He lives to disrupt the order established by Morgaine, and to corrupt the hearts of her most noble followers. Malaut instigates strife among the clans of Mercia, and tempts knights with promises of wealth, luxury and power.
The Chaos Prince is as a twelve meters tall humanoid clad in silver and gold plate mail. He is surrounded by an aura of immense heat that distorts the air around him, as if he were standing in the middle of a raging, invisible fire. Malaut speaks with a voice that resembles the intertwined roaring of distant fires. His sword, called Silvertongue, spews forth golden strands of chaos-matter, which tear into the souls of anyone who is struck by them.
Malaut automatically scorches everything within five feet of his body. The flames are invisible, and nothing ever bursts into flame, but Malaut still leaves a trail of burnt vegetation and blackened soil. Malaut appears as a golden-haired, beautiful male human with a disdainful expression. His facial features are slightly chubby and he has a scar under his left eye.
The Shadelands
Malaut’s stronghold is the beautiful and opulent Castle Perilous which stands at the heart of the Shadelands, a small dimension controlled by the Chaos Prince. The Shadelands resembles a petrified swamp which has had all life sucked out of it, leaving stagnant ponds and the empty husks of trees. The Shadelands are permanently covered in dense, dark fog.
The Gifts of Malaut
Malaut is the demon of excess, pleasure and greed, and he offers great rewards to those who worship to him. He commands immense wealth, and is extremely generous with his subjects, who are expected to give their loyalty in return. Malaut enjoys manipulating the debasement of his followers, and he regularly issues commands that seem designed to further deprave them morally.
The Followers of Chaos
Malaut's cause is aided by an ancient society called The Below, whose agents are secretly present in many parts of Mercian society. Although they were human once, centuries of perversion have turned the Below into twisted mockeries of mankind.
Their wrinkled thick skin is a sickly shade of greyish yellow. Their heads and bodies are completely hairless, and their large, oval eyes have vague, gray pupils which give an illusion of milky-eyed blindness.
The Below are the height of tall humans (190 - 195 cm.) but their bodies are extremely thin, and their long limbs seem stretched and vaguely elastic. They move quite gracefully, and are capable of running quicker and leaping further than ordinary humans. However, their less-than sturdy build means that they are vulnerable to physical damage.
While aboveground, the Below hide behind several layers of thick clothing. They shun the daylight and prefer to dwell in subterranean hideouts, while sending their human henchmen on aboveground errands.
The Below tend to establish themselves in dungeons, crypts and sewers near centers of human habitation. From their hideouts, they attempt to infiltrate the nearby communities, offering power and wealth to people who are willing to worship Malaut.
Servants of Malaut
Whenever they infest an area, the Below will at some point start turning people into Servants of Malaut. Human collaborators kidnap paupers, homeless people, and others who will be little missed. The Below then subject these poor wretches to a depraved ritual which turns them into undead Servants.
Religion & Magic
Officially, Mercians are monotheistic worshippers of the goddess Morgaine. In truth, however, the rift between thralls and free men, between Imric and Mercian, reaches into the religious sphere. Additionally, many wealthy Mercians have taken to secretly worshipping Malaut, the Demon Prince of Greed,
According to Mercian cosmology, it was Morgaine who wrought order out of primordial chaos, and who shone light upon a darkness in which only evil creatures thrived. She is called the Lady of Light, and Mercians believe she is engaged in an eternal war against the forces of darkness and chaos.
Worshippers of Morgaine see it as their duty to aid the Lady in her struggle. They fight the armies of chaos, and seek to spread the influence of their goddess.
Morgaine appears as a tall, pale woman with long, blond hair and strikingly stern facial features. She walks barefoot in flowing white robes, wielding an ashwood staff, and wearing a silver circlet adorned with a single, azure gemstone.
The White Order
Of the Mercian knightly orders, The White Order is the most powerful. They are the military arm of the Church of Morgaine, and enforcers of the decrees of her priesthood. In practice, the Order functions as a religious police force, who fight the forces of chaos, and who seek out and destroy worshippers of Malaut and the old gods.
The leaders of the White Order are answerable only to the Lightbringer of Morgaine. No local lords, judges, or temporal knights, are allowed to interfere with the Order's doings. Its seat of operations is Gaunt Castle in Dalriada, which was built to protect Our Lady of Light, the most sacred of Mercian cathedrals.
Five years ago the White Order was given the task of policing the streets of Mercia’s capital, Sanguine. The Order has constructed a military complex just outside Sanguine, and using this impressive stronghold as a base of operations, it has brought order to the streets of Sanguine. Some complain that the methods they use are overly harsh, and that many minor lawbreakers languishing in the Order’s dungeons should be released.
The symbol of the Order is a single white rose in full bloom, usually depicted against a black background.
The Elder Gods
Many among the subjugated Imric people despise Morgaine's priesthood, which supports the kingdom's regime. They worship a pantheon of old gods, who were venerated long before the arrival of Morgaine and the Mercians.
According to the tenets of the Morganic faith, however, there is only one real god. The Mercians believe that worshippers of other gods than Morgaine are actually worshipping the Chaos Princes in disguise. Upon conquering the human lands of Agon, therefore, the Mercians outlawed the worship of all native gods.
Two hundred years later, thralls, farmers and tradesmen of native stock still secretly venerate the old gods, even though the punishment upon discovery is death. The most popular of these are Rieda, the Harvest Queen, Ardar, the war god, and Mayna, the goddess of love and beauty.
In remote villages and farmsteads, people worship this trio in secret. Sacred forest groves are popular locations for the worship of Mayna, while Rieda and Ardar are worshipped in provisional shrines that are hidden away in fields, cellars and barns.
The elder gods are worshipped through the burnt offering of animals and food. Traditionally, a priest will perform the sacrifice while the congregation stands in a closed circle around him, chanting song-like prayers.
Art & Architecture
Mercian clan holdings tend to consist of a core of stone buildings surrounded by solid walls. Outside these walls stand the simple wooden and thatched structures in which the clan's thralls live. While many thralls live in abject squalor, some clans prefer to treat theirs with more fairness and respect.
All Mercian holdings contain a temple of the goddess. Usually, these are medium-sized buildings with a single dome and a broad, arched doorway. The dome is of the clearest glass and as large as possible, in order to let in natural light. A round, golden altar decorated with crystals stands in the central chamber of the church.
The heart of any Mercian holding is the keep, which lies at the centre of its walled enclosure. This solid building serves as a second line of defense, and is protected by arrow slits and a heavy portcullis. The keep contains sleeping quarters for the clan's members, stores of food and drink, as well as its meeting chamber and armoury.
Clothes
In the kingdom of Mercia, clothes reveal an individual's position within a strictly hierarchical society. Nobles and rich freemen wear colourful, expensive clothes made from the finest fabrics. Fashion changes continuously and erratically, often dictated by the preferences of the court at Sanguine. Rich Mercians spend huge sums on clothes, since they are important indicators of wealth and status.
A high percentage of Mercians are unfree thralls, and members of this class are not allowed to wear colourful garments. If a thrall wears a many-coloured outfit, or clothes made from expensive fabrics, it is considered an act of defiance against the local lord.
Mahirim Of The Tribelands
Introduction
The vast Tribeland plains are home to this fierce race of predators. They are a physically imposing breed, who tends to rely on finely tuned instincts and physical strength, rather than strategy and planning.
Traditionally, the mahirim are fairly primitive, and their weapons and equipment have tended towards the uncomplicated but effective. In recent centuries, however, powerful priests have incited cultural progress and change, while spending vast resources on weapon research and refinement.
Meanwhile, the sinister Cult of the Moon-Beast seek to reverse this priest-driven trend, and to remove all traces of civilization from mahirim culture. The cultists, who worship an ancient predator god, have gained in influence lately.
The mahirim are the tallest of Agon’s civilized races, with both males and females averaging 235 cm. They are powerfully built, with barrel-like chests, and pawed, bear-like arms that inflict great damage.
Despite their hulking size, mahirim move with astounding speed. When running on all fours, they easily outsprint all other races, and healthy adults can run for days without tiring.
The mahirim appear to have evolved into bipeds quite recently, and they still seem vaguely uncomfortable when standing erect. Nonetheless, powerful arms are their primary natural weapons, and a mahirim stands up on his hind legs before entering close combat.
History
Traditionally, the mahirim have lived the hard but uncomplicated lives of semi-nomadic hunters. They have followed herds of prey across the Tribelands, settling down only temporarily in seasonal camps. Through countless centuries, mahirim tribes remained small units led by autocratic patriarchs or shamans.
Meetings between different nomadic groups often resulted in bloodshed, but sometimes friendships were established, and groups would exchange goods, wisdom, and individuals of marriageable age. Some such meetings would become regular events, repeated each time the paths of two nomadic groups crossed. As time passed, some such meetings attracted other nearby groups who sought to benefit from the trading and socializing. While some of these gatherings grew into large-scale annual fairs, none of them spawned permanent communities or structures.
The first permanent settlement in the Tribelands was Red Moon, which was established to guard the sanctity of the Moontower, an ancient structure of mysterious origin. According to the annals of Red Moon, the city was founded four hundred years ago, by a prophet-warrior called Amurran, who united many heartland tribes under his rule.
Amurran claimed that the gods had instructed him to construct a mighty fortress to protect the Moontower against intrusion by all non-mahirim. He also instituted a knightly order, called the Order of the Crescent, dedicated to preserving the sanctity of the tower.
Red Moon Grows
At first, Red Moon remained little more than a fortress complex surrounding the tower. Religious mahirim had always made pilgrimages to the tower, however, to offer night-prayers in the most sacred place known to them. The protection of the Order soon extended to these travelers, as well as to the area surrounding Red Moon. The increased safety meant a steady increase in the number of visitors.
As time went by, businesses – such as inns, bakeries and general stores – started appearing in the vicinity of the hostel and the cathedral. The settlement was eventually home to a growing population of year-round residents, and approximately 300 years ago, the name of the fortress – Red Moon – became the name of the entire settlement. The fortress itself became known as Amurran’s Hold.
In the centuries since, Red Moon has grown steadily, and it now covers most of the area between the four northern hills of the Rift Valley. A large settlement by Tribelands standards, Red Moon remains one of Agon’s smallest capitals.
The Rise of the Priesthood
The priests at Red Moon became skillful wielders of divine magic, and started training prospective priests from the many tribes and clans of the Tribelands. It became customary for large clans to send potential clerics to the capital, where they – in addition to learning important skills – were taught the Red Moon way of worshipping the two main gods of the mahirim, Leen and Neith.
This resulted in a class of highly skilled and powerful priests who were loyal to Red Moon, and who brought new ideas from the capital to the scattered clans of the Tribelands. The priests have become the main unifying force in mahirim society, spreading a common culture and sowing the seeds of shared progress.
Approximately 150 years ago, civilizing impulses from Red Moon inspired the first clans to build permanent settlements. Rather than follow migrating herds, these clans began enclosing animals in spacious pens. While they still take their animals to seasonal pastures, most clans now live in permanent, often fortified villages which contain many of the same buildings and facilities as, say, human clan holdings..
The Cult
There are those in the Tribelands who strongly resent the priest-driven development towards a more civilized society. Many would like to see a return to the old ways of nomadic hunting and raiding across plains that are unsoiled by the encroachments of modernity.
While some traditionalists work within the framework of the church, others have sought solace in an age-old and vicious deity called the Moon-Beast, whose worship is said to predate that of Leen and Neith. Though discouraged by Red Moon, Cults of the Moon-Beast always survived among the wild and scattered clans of the Tribeland peripheries. In recent decades, cells of the Cult have sprung up in countless villages and towns, their members using any means necessary to subvert the forward march of civilization.
A particularly violent and successful cell has even begun operating within the walls of Red Moon, right under the noses of the Order of the Crescent. Some say that reactionaries within the church hierarchy are assisting and even harbouring the members of this cell.
Society
Traditionally, the mahirim were nomadic predators, who lived in small clans that followed migrating prey through forests and across grass-clad plains. In recent centuries, however, many clans have settled in walled villages that lie scattered across the Tribelands. From these strongholds, they control the surrounding area, forcing other sentient beings to leave the territory or subjugate to the clan.
Breaking ancient traditions of self-sufficiency, many clans of the borderlands have begun trading with members of other races, such as the mirdain, the alfar and the dwarves. Through trade, these clans acquire goods which are not readily available within their territory. During the last few decades, the priesthood has established trading outposts in many settlements, selling imported goods and advanced weapons manufactured in the mahirim capital.
Red Moon and the Priesthood
In the heart of the Tribelands lies a large and fertile rift valley. In the northern part of this rolling, grass-clad region, four large hills encircle a sprawling, softly sloping hollow. The mahirim capital lies within this bowl-shaped valley, as well as atop the hills surrounding it.
Red Moon grew from a fortress protecting the Moontower, a profoundly sacred building which no non-mahirim is allowed to enter. The oldest parts of Red Moon are those that lie in the shadow of the tower, on the northwestern hill. Here, too, lie old hostels for pilgrims, and a cathedral, which houses the headquarters of the powerful Tribelands priesthood.
The Red Moon priesthood, known collectively as the Elders, is the driving force behind the ongoing modernization of mahirim society. In addition to working for change in cultural attitudes and societal structure, the Elders finance the research and distribution of a steady stream of new tools and weapons.
The Elders follow the teachings of the prophet-king Amurran, who laid down his vision for mahirim society four centuries ago. In addition to detailing his vision of a modern mahirim society, his Book of Foundation contained a revolutionary synthesis of the many kinds of moon-worship practiced among the clans. In essence, Amurran established the primacy of Leen and Neith, while ushering the other manifestations into the background, dooming them to eventual oblivion.
Ever since the days of Amurran, it has been common for aspiring mahirim priests to seek their education in the capital. Priests educated by the Elders are highly skilled spellcasters, and most clans prefer priests schooled at Red Moon to self-taught shamans or independently mentored priests.
Newly educated priests tend to bring Red Moon’s ideas and philosophies back home with them, along with the latest technological and cultural advancements. The very brightest students, however, remain in the capital, eventually joining the ranks of the Elders.
Mahirim Knights
A fortress encircling the Moontower is home to the Order of the Crescent, a knightly order founded by Amurran 397 years ago. The Order cooperates closely with the priesthood, and its knights regularly perform Elders-assigned missions in the Tribelands, or escort priests traveling through dangerous regions. The Order’s reason for existence, however, is to guard the Moontower against intrusion by all non-mahirim, and to keep it safe for pilgrims.
Groups of four to eight knights continuously patrol the area surrounding Red Moon, with a particular focus on roads leading into the city. They also patrol the streets of the capital, dealing harshly with troublemakers. Large Order patrols are always accompanied by at least one spellcaster from the cathedral.
The symbol of the Order is a white crescent (symbolizing Leen) superimposed on a red field (symbolizing Neith). Its knights tend to wield magically enhanced scimitars and ithar spears, and they generally wear heavy leather armour.
The current leader of the order is Omota, a legendary warrior, whose fur is now graying with age. Known as an able strategist as well as an inspiring and fair leader, Omota is popular both with his soldiers and with the progressive elements of Tribelands society. However, when it comes to dealing with the Cult and other reactionaries, he disagrees with the course laid out by the Elders. While the priests seek reconciliation, Omota argues that dissenters must be removed from the ranks of the priesthood and that members of the Cult of the Moon-Beast must be hunted down and killed.
Allies & Enemies
The Moon-Beast is a sinister lunar deity, who represents moon-induced madness and virility. He is seen as a celestial hunter, who descends upon the Tribelands as a full moon rises, and hunts relentlessly until it sets. The moon-beast is a vaguely humanoid figure, whose body is covered in flowing, silvery black fur. He runs on all fours, but while his legs are wolf-like, his arms are those of a giant human. He has an enormous, protruding jaw which resembles that of a crocodile, but it is fur-clad and has a rounded shape. His shining, yellow eyes seem locked in a perpetual, mad stare.
Little is known of the origin of the moon-beast, who has been worshipped by the mahirim since time immemorial. In ancient times, when all mahirim were nomadic hunters, the moon-beast was one of the strongest aspects, but his popularity waned as mahirim culture grew more sophisticated. Unlike the other mahirim gods, he is not associated with only one of the moons, but with both: his rampages occur in the full moons of both cycles.
Those mahirim who see themselves as walking in the light of the moon-beast, rather than that of Leen or Neith, tend to be violent, unpredictable individuals who live outside the large, modern settlements. Small clans of moon-beast worshippers, who follow the ancient ways of hunting and raiding, roam across the Tribelands. They tend to follow the movements of migratory prey-herds, and to maintain semi-permanent seasonal camps in the deciduous forests which are so common in the Tribelands.
Though they are few still, the number of Moon-Beast worshippers has grown steadily for decades. The Cult of the Moon-Beast has become the focal point for a cultural reaction against the civilizing influence of Red Moon.
Ioanna the Tall and Silverclaw
The members of the Cult are spread throughout the Tribelands, with cells of worshippers existing within many predominantly progressive communities. Depending on the situation within each clan, these cells either work openly for a return to the ancient ways, or they work covertly, wreaking damage to modern structures and equipment while undermining the positions of Red Moon loyalists.
There are entire clans who have remained worshippers of the Moon-Beast, or who have taken it up as a protest against recent modernisation. Most of these clans live as nomadic hunters and raiders in the peripheries of the Tribelands, beyond the reach of the Order of the Crescent and their loyalist allies.
Recently, Cultist attacks have increased in frequency, as has their work to recruit new members. Many of the efforts of Cult’s cells and clans now appear to be parts of a larger plan, and their actions have a growing tendency to be large-scale and coordinated.
This increase in sophistication is partly the result of the work done at Silverclaw, a recently established base hidden in the forests of the southern Tribelands, near the Mirendil border. Silverclaw is run by Ioanna the Tall, a female warrior of great strength, valour and charisma.
The Cult remains nominally leaderless, as it always has been, but Ioanna has gradually established herself as its de facto leader. Initially, many cultists opposed her plan of establishing a headquarters and a central leadership structure, but those dissenters have been dealt with – at least temporarily – and there few who would dare to challenge her now.
The Elders at Red Moon are certainly aware that a new leadership is behind the recent increase in Cult activity, and that a headquarters has been established in the southern part of the Tribelands. They know very little about Ioanna the Tall, however, and have been unable to locate Silverclaw.
Human Brutes
A barbarian race of humans called the skaerings live in the Tribelands. Once, the clans of the skaering people were found throughout the Tribelands, competing with gnolls and mahirim for prey. However, the success of the mahirim has spelled disaster for the skaerings, and they have been driven from most of their ancestral lands, only surviving in isolated and inaccessible locations. A few large tribes still survive in the northwestern Tribelands, where an inhospitable climate and northman raids have kept the number of mahirim settlements down.
The skaerings are short-statured but stocky race, whose physical strength makes them formidable close combat opponents. They wield extremely primitive weapons, such as clubs, simple stone axes and stone-tipped spears. Skaerings are fiercely territorial, and attack any other predator that enters their hunting grounds.
In all respects, skaering society is stuck on a Stone Age level. They live in caves or in primitive earthen huts, and use few and primitive tools. They speak a language consisting mostly of grunts and whines, and wear no clothes except for hide loincloths.
Gnolls
Close racial relatives of the mahirim, the gnolls are also their fiercest ancestral enemy. Since time immemorial, these two races have fought for control over the best hunting grounds in the Tribelands, with wars of eradication breaking out whenever paths crossed.
In recent centuries, the gnolls have lost ground to the ascendant mahirim, and they have been adversely affected by the enclosing of animal herds. But the gnoll decline has not been as fatal as that of the skaerings, and many large and small tribes still roam the Tribelands, particularly its more peripheral regions. Gnolls live in hide tents, which the tribe brings along as it moves between hunting grounds.
Culturally, gnolls are slightly more advanced than the skaerings, but not much. They fight using a combination of spiked clubs, simple bows, and weapons taken from fallen enemies. They are expert hunters who attack their enemies in large, well coordinated packs.
Religion & Magic
The mahirim worship Leen and Neith, which are divine embodiments of Agon’s two moons. They are venerated as divinities with radically different dispositions, who bestow different sets of equally necessary gifts upon the mahirim. While it is common to worship both deities, most individuals see themselves as walking in the light of one especially.
Red Neith is the larger of Agon’s two moons. She is worshipped as the moon mother, and seen as a provider of plenty and a bringer of peace. While venerated by most, she is a particular favourite of more peaceful individuals. Her symbol is a red circle surrounding a field of ochre.
In mahirim imagery, Neith takes the shape of a red-furred mahirim female with eyes that are large, brown and gentle. She wears full mahirim festive clothing and lapis lazuli jewelry.
Bluish white Leen is a smaller, more distant moon than Neith. He is worshipped as the god of war, who grants his followers the fulfillment of combat and the spoils of victory. Like Neith, he is venerated by most mahirim, but his worship is particularly fervent among more aggressive clans and individuals. Leen’s symbol is a white crescent.
Leen appears as a fully armed mahirim warrior, clad in leather armour and wielding a heavy spear. His fur is bluish white, like the moon he represents, and he wears a large necklace of silver and lapis lazuli.
The mahirim worship in moonshrines, which are found in every sizable community. Here, they give sacrifice to the moon, offering different kinds of animals to the different aspects, in accordance with ancient traditions.
Before the arrival of Amurran, the mahirim worshipped a wide variety of lunar deities, each of whom dominated in different regions and among different clans. While most of these divinities have faded into nothingness, one in particular – the Moon-Beast - still thrives among traditionalists and in the wild regions of the Tribelands.
Art & Architecture
The mahirim prefer single-storied wooden buildings with sloping roofs, covered in grassy thatch or wooden tiles. Generally speaking, the houses of the well-to-do have tiled roofs, while those belonging to poorer mahirim have thatched roofs. Inside, the roof is supported by thick beams that run along the centre of each structure.
Mahirim houses resemble inverted ship’s hulls, with graceful curves that seem to mirror the rolling hills of the Tribelands surrounding them. They have a distinctly elongated shape, with most rooms aligned in a single surface row, and only larders and armouries hidden underground. The underground levels of mahirim houses, which are dug straight out of the soil, tend to be quite dark and damp.
All mahirim houses are surrounded by waist-high (to a mahirim) stone walls that offer both protection and insulation. Inside, the earthen floor is broken by a stone-laid section in the central chamber, which contains a sunken fireplace used for preparing food.
Mahirim decorate the edges of their roofs and outside walls with intricate woodcarvings that depict the twisting, intertwined bodies of beasts, interspersed with crescent moon shapes. On the more luxurious mahirim houses, gaping heads occasionally protrude from the carvings, especially on corners and along doorways.
Artistic blacksmiths also shape flat figures from cast iron, which are riveted onto doors and other suitable parts of the exterior. The cast iron shapes resemble the woodcarvings along doorways and corners, but they tend to have cleaner lines.
Walls and keeps
The villages of the mahirim are protected by stone walls crowned by wooden battlements. The outer walls of the battlements are dense vertical rows of sharpened poles that are difficult to scale. For the benefit of javelin-throwing mahirim defenders, waist high gaps have been cut at regular intervals.
Square-shaped, stout wooden guard towers stand above all gates and at regular intervals elsewhere along the walls. The battlements run through these towers, and windows have been cut out of their outward walls at battlement height. A ladder leads up to a roof where guards keep outlook, and where ballistae are sometimes placed.
Mahirim keeps consist of two separate parts, one of which always stands atop a steep hill raised prior to the construction of the keep itself. The lower section, which stands at the foot of the hill, consists of a number of wooden buildings surrounded by stone-and-wood walls.
The smaller hilltop section consists only of a stout stone tower protected by another stone-and-wood wall which girdles the hill. The walls around the two sections are connected by a narrow, walled walkway which ascends the hillside between them.
Clothes and Decoration
The mahirim venerate the lapis lazuli gemstone, which is mined in the hillsides of the western Tribelands. They fashion all sorts of jewelry from it, usually inset in larger decorative items made of silver or silvery-blue ormham. Additionally, the mahirim are fond of the colour ultramarine, which is extracted from lapis lazuli, and which is used generously in artworks and decorations.
When dressing up for festive occasions, mahirim commonly wear broad, colourful pectorals and matching armbands and ankle collars. Besides pendants, these are also the item types most commonly imbued with magical powers by mahirim spellcasters.
Mahirim often wear very long pendants that hang down their chests and bellies, often below a colourful pectoral. These pendants generally carry animal claws or crescent shapes made of ormham or lapis lazuli and are referred to as Moon Pendants or Bearclaw Pendants.
Inside their homes, mahirim cover the earthen floor of living rooms and bedrooms with colourful rugs. Generally, the patterns on the rugs are the same throughout a single dwelling, but vary greatly from house to house, and the choice of pattern is often a matter of long-standing family tradition. The mahirim do not use beds, but sleep on snug piles of rugs and furs along the walls of large communal bedrooms. Tables, chairs and other furniture tend to be of solid, untreated oak.
The inside walls are decorated with mahirim war-banners which hang from the ceiling and reach all the way to the floor. The war-banners are slender (approx. 1 meter broad) and straight-hanging, but are forked at the point where they reach the earthen floor. Most war-banners are split between two colours that meet at the fork and run up their entire length. The banners in richer homes tend to be more elaborate, with moon shapes embroidered along the edges, and a large clan symbol halfway between floor and ceiling. The colours on the banners commonly mirror those on the clan-patterned rugs.
Mirdain of Mirendil
Introduction
The Mirdain are an ancient race of forest-dwellers, who live in the vast Mirendil forest of south-western Agon. Other races have little understanding of Mirdain culture, which is as old and many-faceted as the woodlands they inhabit.
Many mirdain are convinced that their tradition-rich culture is superior to all others. Partly because of this, and partly because of wealth freely displayed through art and architecture, the mirdain tend to be regarded as arrogant and haughty by other races.
The Mirdain are an essentially peaceful race, who prefer diplomacy and behind-the-scenes manipulation to direct conflict, but they fight fiercely and skilfully when it becomes necessary.
Except for the towering Mahirim, the Mirdain are the tallest of all the races that inhabit Agon. Their average height is slightly over 195 cm, and individuals have been known to stand as tall as 210 cm. Mirdain females are equally as tall as males.
Their tallness is accentuated by a relatively slight build, making them seem unnaturally thin and fragile by the standards of other races. Very few Mirdain can be considered muscular, and their bodies seem better suited for moving dextrously among the trees than for heavy labour.
History
The roots of the mirdain people are lost in time. It is believed that they share some kind of common origin with the now-scattered ithwen, and that an ancestor of these two elven breeds evolved in the forests of central Agon, most probably in present-day Mirendil.
Throughout the many millennia of their early history, the mirdain lived as hunter-gatherers in boundary-free forests. The generosity of Agon, and their own formidable skill as hunters, meant that the mirdain could live relatively carefree lives, rarely planning beyond their next few meals. They wore primitive hide clothes, hunted using simple weapons, and their only dwellings were sheltering bushes when it rained. In winter, all mirdain clans migrated to the southern parts of the Mirendil, where the climate is warm and snow never falls.
Melek’s rebellion brought about the death of this original mirdain life, which is still remembered as a harmonious golden age. As Melek’s cave-spawned alfar grew in power, the mirdain were forced to adapt to survive. For many years, alfar raiders kidnapped, killed and plundered throughout Mirendil, eventually threatening to enslave the entire mirdain people, who were too disorganized and scattered to resist effectively.
Guided by Myrthai and Lorathai, the clans began settling in fortified villages that could withstand the raiding parties. It eventually became apparent, however, that this would not be enough: directed by Melek and his court at Shoal, the alfar were highly organized and determined to enslave or eradicate their hated relatives.
Nearly 7200 years ago, the leaders of the most powerful settlements met to discuss the construction of a mirdain capital, from which the defense of the nation could be administrated. They agreed to build it on a large island called Charybdis in the Lake of Dreams, which is both easily defensible and a symbolic location: Charybdis Island is said to be the place where Myrthai and Lorathai, the mirdain gods, first met.
In the following years, Charybdis grew from nothing into a splendid city. It soon filled the modestly sized island on which it stands, and the mirdain architects were required to turn their gaze upwards: tall towers and soaring spires now reflect in the waters of the Lake of Dreams.
The Forest Republic Grows
The village leaders and warrior-heroes who founded Charybdis established themselves as a patrician class within the city. The town became an oligarchy ruled by a parliament elected by and from this class, which became known collectively as the Elflords.
From among their own ranks, the elflord parliament elects an aran, who – in theory, at least – is the sovereign ruler of all Mirendil. In practice, however, a system of checks and balances severely limits the power of the aran, whose role is sometimes said to be primarily symbolic.
Under the stewardship of Charybdis, the mirdain raised an effective standing army, and built solid defenses against the raids of the alfar. Trade routes with other nations were also established, and the wealth and sophistication of the mirdain grew. The human empire of Chaldea became an important ally and trading partner, and would remain so until its fall more than two thousand years later. Together, the two nations forged a long period of peace which is unrivalled in the history of Agon.
Two hundred years after the founding of Charybdis, the river Sirith was made navigable all the way from the Lake of Dreams to the Moldar plain. The river quickly became the primary transport route for all goods transported into our out of the Forest Republic.
The Bureaucracy Grows
The Forest Republic has lasted for more than seven thousand years, and many of its institutions have remained (more or less) unchanged for millennia. The Mirendil political system has shown unrivalled endurance, and it still functions quite well, even if chinks have begun appearing in the armour.
Most notably, the Charybdis bureaucracy has grown increasingly power-hungry. These days, the agents and tax collectors of Charybdis are feared and loathed rather than respected. Venality was practically unheard of in the early centuries of the Republic, but in recent centuries, an increasing number of underworked, underpaid bureaucrats have become corrupt.
Another problem is that, through millennia of power struggles among Elflords, the parliament has become bloated and inefficient. In times of peace, this is hardly a disaster for the average mirdain citizen, but in times of crisis, the lack of decisive decision-making could prove fatal.
The Ciel-Fey
Spurred by the increasing power and ineptitude of the bureaucracy, a movement for decentralization rose among the mirdain. Ultimately, the anti-Charybdis clans launched a full-scale rebellion, seeking to replace the king with one sympathetic to their views. The uprising failed, but the schism was final: many extremists distanced themselves from mainstream mirdain society, moving to new settlements in the Denwode forest and in sparsely populated parts of the Mirendil.
In the three centuries that have passed since, these elves have grown extremely xenophobic and culturally conservative, and they are known as the Ciel Fey. Many Ciel Fey regard the mirdain as outright enemies, and fight vigorously against the rule of Charybdis, which they regard as self-serving and decadent.
The birth of the Council
In the wake of the rebellion, the Grand Parliament named the first Council of Eight (See Society). While some support the goals and methods of the Council, many now say that it has grown too powerful and too ruthless. It is whispered that those who oppose the Council tend to be found dead, floating in the foggy Lake of Dreams.
A Recent Tragedy
Just over 50 years ago, the Forest Republic was struck by a tragedy that still haunts it. The brave and beautiful Ilynna, a scion of a prominent elflord family, was killed during a bold – some say foolhardy – attempt to steal the Silver Circlet from Melek. Her intention was to return the Circlet to Myrthai, the elven god to whom it originally belonged.
In life, Ilynna was the foremost adventurer of her day. Fifty years later, she is remembered in countless songs and stories, and she is one of the mirdain’s foremost culture heroes.
Society
The majority of mirdain live in small villages scattered throughout the vast Mirendil forest. The only large population centre in Mirendil is the ancient capital of Charybdis, which lies on an island within a large lake in the northern part of the forest.
The mirdain worship beauty above all else, and are great lovers of art and nature. Their homes tend to be generously yet tastefully decorated, with flowers and pieces of art subtly intermingled. The mirdain also value personal appearance, and those who can afford it wear elegant clothes and simple yet beautiful jewelry.
Though considered vain by some, the mirdain are a resourceful and hard-working race. They are talented merchants, gifted hunters, and their artistic skills put all other races to shame. Mirdain goldsmiths, jewelers and woodcarvers are considered the finest in the world, and while the most beautiful pieces remain in Mirendil, much is exported.
Another of the Forest Republic’s most valuable exports are herbs gathered in the forest, as well as potions and poison extracted from various plants. The mirdain also sell large quantities of luxury goods, such as their legendary sunwine, expensive meats, and foodstuffs (such as nuts and berries) that are rare elsewhere.
Charybdis
Deep inside northern Mirendil stands the Mirdain capital of Charybdis - truly one of the marvels of Agon. Built on an island in the Lake of Dreams, its tall spires and marvelous glass-and-wood mansions reflect magnificently in the ever-still water around them. When its small but beautiful parks and squares are included, the capital covers the island it stands on completely.
Narrow streets and alleyways criss-cross the island, in the shadow of tall buildings, many of which are spire-clad. Walkways overhang the streets in many places, connecting the gallery floors of neighbouring buildings. These overhanging walkways tend to be beautifully decorated, with stained glass windows and colourful banners and flags. Despite the scarcity of space, trees and plants are plentiful in Charybdis – in yards and along streets - nursed by attentive mirdain as well as by the exceptional climate.
The Forest Republic
Nominally, a republic, Mirendil is far from being a fully-fledged democracy. Most political power in the Republic rests with an oligarchy of powerful families, who are collectively referred to as the elflords. Only members of this noble class are eligible for election to the Grand Parliament, which – among other things – passes laws, elects arans, and appoints the members of the Royal Council.
During the long centuries of its history, the Grand Council has accumulated members, rules and customs, and as a result, it has lost some of its flexibility and decisiveness. This trend gave birth to the Council of Eight, which enjoys considerable power and freedom of maneuver (some say too much), but which is appointed by the Grand Council.
The Arans of Charybdis
Arans are the closest thing to kings or queens in Mirendil. The aran is elected for life, but his or her power is limited by an intricate system of checks and balances, as well as by the strength of the Circle of Eight, which has grown recently. Additionally, the Grand Council tends to prefer venerable old men and women when selecting new arans, rewarding them for their long and faithful service to the Mirendil republic. The aran is primarily a ceremonial figure, who is very important as a unifying symbol to the scattered clans of Mirendil.
The aran fulfils several important ceremonial roles, as Judge of the Hunt, for instance, and as leader of the many processions and celebrations that dominate life in the star-clad city.
The current aran is Delian III, a scion of one of the oldest and most powerful elflord families. At 62, he is relatively young for an aran, and he takes an active role in the day-to-day business of the Grand Parliament. Delian is a tall and handsome mirdain who is popular among the people and who wields considerable political power. He is less of a show figure than most arans, and he works actively and openly to limit the growing power of the Council of Eight. In his youth, Delian was a famous hunter and warrior. Until he was chosen as aran two years ago, Delian’s adult years had been spent in politics and the military.
The Council of Eight
The oligarchy of elflords has ruled for seven thousand years, and for most of that time, it has done so through the Grand Parliament. Through the Forest Republic’s almost incomprehensibly long life, the constant jockeying for power among the noble families have resulted in a bloated parliament. The checks and balances that protect Mirendil against despotism (and elflords against other elflords’ machinations), also slow the parliament down, making it ill-suited to decisive decision-making in crisis situations.
During the wars against the Ciel Fey rebels, it became obvious that the Grand Parliament had become too unwieldy: The combination of a dithering aran and an impotent parliament combined to endanger the elven republic. Shortly after that crisis was overcome, the Council of Eight was founded, and given the power to execute the will of the parliament, as well as to function as secret police and intelligence agency. In the time that has passed since, the Eight have continued to expand its influence, and many now fear that it has become too powerful.
The primary function of the Eight is to safeguard Mirendil against all threats, internal as well as external. They control a large network of spies, and have the power to deal decisively with the threats they uncover. Rumours abound of kidnapping, torture and liquidations in the name of the republic, making the Eight both unpopular and feared in some quarters. It should be remembered, however, that the Eight are appointed by and answerable to the Grand Parliament. In a way, the Eight should be seen as the extended, occasionally quite ruthless arm of the elflords and their Parliament.
When it needs to deal with enemies of the Republic, the Council of Eight sends its Inquisitors of State, who are known as merciless, unstoppable enforcers
The Inquisitors of State
These days, the silver and green worn by the Inquisitors of State have become a common sight in the cities and villages of Mirendil. They are the tools of the Council of Eight, and as their mother institution has grown more and more powerful, the Inquisitors have become ubiquitous. They are formidable warriors, clad in silver and green, and they are the assassins and enforcers of the Republic. Their faces remain hidden at all times, and their identity is kept secret, as is the location of their headquarters.
The Inquisitors function as the city guard of Charybdis, patrolling the capital in groups of four or five. While most numerous and visible in the capital, they may – with increasing frequency - be encountered on forest roads and in towns and villages throughout the republic. Their headquarters are widely guessed to lie within or underneath the Serene Spire at Charybdis, and they move freely through the capital. Most people suppose that the Council controls a system of underground tunnels which is used extensively by the Inquisitors.
All Inquisitors of State are fighter-mages, equally as skilled in spellcasting as in sword fighting. Trained to be self-sufficient in the field, inquisitors are sometimes sent to deal with dangerous situations single-handedly, but they are most often encountered in teams of two or three.
Inquisitors of State wear green clothing and light silver armour, which is suited to long journeys through the forest. They wear silver-and-green embroidered masks that cover their faces from the nose down, and wield silver-hued melee weapons. All Inquisitors are expert longbowmen, and due to their finely honed hunting skills, few quarries ever shake them off.
The Elflords
By long-established tradition, only members of the noble class, called the elflords, can be elected to the Grand Parliament. New families are occasionally admitted into the noble class, usually as a reward for long and faithful service to the Republic, or in recognition of the spectacular achievements of a single family member. All elflords are expected to maintain a certain level of wealth, and families that fall into poverty risk permanent exclusion from the class
As a result, elflords that can tend to dress in a way that leaves no doubt about their wealth. They wear exquisitely tailored clothes of the finest materials, and extremely expensive (if often understated) jewelry. On important occasions, elflords wear suits of jewel-clad ceremonial armour, and elaborately decorated weapons that would be of little use in actual combat.
Though their roots are in clans and communities throughout the Forest Republic, all elflords either live in Charybdis, or maintain a sizable villa in or near the capital.
Feasts and Festivals
During its long history, the Forest Republic has accumulated a great number of festivals and celebrations. Most days of the year are dedicated to the memory of some great hero or achievement, and the great celebrations are quite frequent, with most months seeing at least three or four processions through the streets of Charybdis, followed by all-night parties along the shores of the Lake of Dreams. During such celebrations, all citizens dress in their very finest, and spend lavishly on elaborate meals and beautiful parties.
The most important festival among the mirdain is the Great Hunt, which is arranged every May in all but the smallest of communities. The Great Hunt lasts for a full weekend, and involves all Mirdain of adult age. All participants try to hunt down and kill a single animal or monster, as large as possible, and the winner receives the honorary title of Master Huntsman. Some communities release dangerous monsters before the hunt starts, and it is quite common for several participants to get injured, or even killed, during the Great Hunt.
Allience & Enemies
The Ciel Fey live in dark, remote corners of the Mirendil Forest, where the Inquisitors of State can’t reach them. Some Ciel Fey seek only to live in peace, away from the bureaucracy of the Forest Republic, others seek to bring down the rule of Charybdis, and to end all logging and stone-building in the forest.
All Ciel Fey are elven fundamentalists who preach a return to the ancient ways. They see the present-day society of Mirendil as an evil aberration, and the most extreme clans want to tear every wall and spire of the Forest Republic down. The Ciel Fey themselves have returned to a way of life similar to that lived by mirdain before the alfar threat forced them to build a more centralized and organized society.
Members of the most extreme Ciel Fey clans will attack mirdain on sight, unless they are heavily outnumbered. Ciel Fey belonging to clans whose only desire is a return to the ancient ways will attack only if they see no possibility of disappearing unnoticed. The Ciel Fey never let mirdain who have noticed them escape: they know only too well that they will be mercilessly hunted down if their whereabouts are divulged to the Inquisitors of State.
Ciel Fey are most commonly encountered in small, wandering clans of between ten and thirty individuals. In the darkest and most remote corners of the forest, however, some have formed larger tribe-like communities that defend their territories fiercely.
Such territories tend to be focused on a Tree of All Seeds, which is a swift-growing and fecund tree that is sacred to the Ciel Fey. The tree is heavily defended at all times, and the members of the tribe will defend it to the death. Ciel Fey that retreat from battles elsewhere in the tribe’s territory tend to regroup by the Tree of All Seeds.
Ciel Fey tribes are led by shamans, who are highly skilled in nature-oriented magic, and who gain exceptional powers when fighting near a Tree of All Seeds. Shamans dress in a wild fashion, and their hair tends be a free-growing, tangled mass while their faces are covered in scar-symbols. Most tribes worship Myrthai and Lorathai, but a few have turned to the worship of even more ancient mirdain gods.
The Ciel Fey wear functional but rather drab and primitive-looking clothes made from animal hide. They change their outfits to match the colours of the forest’s seasons, and wield beautifully made longbows and longswords.
The Goblin Hordes
The Mirendil is an enormous forest, home to many wildernesses that are beyond the reach of the army and the Inquisitors. In these regions, countless goblin tribes multiply with the awesome fecundity of their race. While an individual goblin hardly constitutes a threat to an adult mirdain, the diminutive green-skinned humanoids tend to attack in their hundreds.
A goblin tribe tends to breed frenetically while stripping the natural resources of some – usually remote and inaccessible - tribal area. When their numbers have grown large enough, the goblins launch a series of ferocious raids on neighbouring areas, attacking anything that stands in the way of their lemming-like expansion. Sometimes this leads to an expansion of the goblin tribe’s territories, but more often it simply wastes its excess population on their neighbours’ defenses. The cycle then begins again, with frenetic breeding in the caves, dells and swamps of the dark parts of the forest.
Occasionally, a chieftain will arise and gather all nearby goblin tribes and clans under his or her influence. When this happens, the tribe’s raids become more determined and more intelligently planned. Goblins increase in bulk as they increase in power, and while Goblin Leaders are large and Chieftains huge, Goblin Kings are enormous, especially when compared to their small-statured subjects.
The Centaurs of Mirendil
The centaurs roam through the forest in small-to-medium-sized clans, hunting and foraging freely, and neither claiming nor respecting any territorial boundaries. The centaurs of Mirendil are traditional allies of the Mirdain, and they rarely bother travelers of other races. Trespassers with an evil alignment, however, are attacked immediately and relentlessly.
The Centaur is part Mirdain and part horse. Its body and legs are those of a horse, while an elven torso, with arms and head, extends vertically from its forequarters. The Centaur’s equine body resembles that of an average-sized pony, and is covered by short but dense, slightly curled, brown fur. The elven part of the Centaur is of corresponding size, and thus its hairless torso, arms and head are much smaller than those of any elf. Like the Mirdain, the Centaurs have pointed ears and finely chiseled facial features. Centaur hair is always dark, and is usually kept long and unkempt.
All Centaurs are expert archers, who use their hunting bows to great effect against enemies as well as prey. Their preferred tactic is to fire volleys of arrows at an opponent, while using their superior mobility to evade melee combat.
Oberon’s Court
Both faerie and pixies are common in Mirendil, as are other typically sylvan creatures, such as dryads and oaklords. Most of these creatures are relatively friendly to the mirdain, as well as other creatures of good alignment. That said, dryads and pixies defend their sacred territories fiercely, even against mirdain who for some reason choose to trespass.
The nexus of faerie power in Mirendil is Oberon’s Court, which lies in the forest’s heartland. Here, a large circle of standing stones is surrounded by semi-impenetrable forest, and defended by oaklords and other powerful sylvan creatures. The centre of the circle acts as a gate to Oberon’s Court, which lies in a separate sub-dimension. Those few who have traveled into Oberon’s realm, tell of a mist-covered land of flower-fields, gardens and fruit-fields. At its heart stands a grass-covered mound, and inside it lie earthen halls containing the Court itself.
The area near the entrance is rich in sylvan life of all kinds, and especially the sentient species, such as pixies and dryads. It is part of Oberon’s nature that evil sylvan creatures are also welcome here, as long as they do not harm anyone. Many such creatures enjoy the safety of Oberon’s protection while launching raids into the surrounding mirdain lands. Despite this, Oberon is on relatively friendly terms with Charybdis, who rarely interfere with his affairs.
Religion & Magic
The mirdain worship Myrthai and Lorathai, two legendary heroes who perished together on an epic quest. The mirdain took to worshipping the memory of these tragic heroes, slowly abandoning their older gods, who now are all but forgotten.
In addition to being warrior-gods, Myrthai and Lorathai – who were husband and wife in life - are venerated as eternal lovers. There is little to differentiate between the two gods, who are always worshipped as a couple, never as individuals with separate responsibilities or characteristics.
Together, they embody many of the traits most valued by mirdain society. While they are seen as bold, strong and adventurous, they are also artistically inclined, and preoccupied with things of beauty. Myrthai and Lorathai are said to spend much of their time creating things of immense beauty and power, which they give as gifts to each other or to faithful worshippers. They are also said to go on frequent adventures in distant dimensions, and the mirdain do not expect their gods to keep permanent eyes on Agon. Compared to the gods of some other races, Myrthai and Lorathai are somewhat aloof and distant.
Before their death, Myrthai and Lorathai went on countless quests and killed countless monsters, both inside and outside the borders of the Mirendil. Songs and stories tell of their deeds, but through the millennia the variations and embellishments have become so many, that their true nature and accomplishments are somewhat obscured.
It seems certain, however, that Myrthai and Lorathai lived approximately 32 000 years ago, and that they were born into one of Mirendil’s eastern clans. They adventured extensively in a world that was still recovering from the devastation of the Usurper Wars, and killed many legendary monsters and half-gods that still walked the world.
The Final Quest
During the Usurper Wars, many of the combatant gods summoned mercenary demons to fight in their armies. After the wars had died down, demons kept appearing of their own volition, having learned how to navigate between Agon and their home dimension.
The location of the demons’ home dimension was unknown even to the gods who had once called upon them. Myrthai and Lorathai set out to locate it, and to sever the ties that bind it to Agon. The majority of mirdain tales agree that Myrthai and Lorathai succeeded in locating the demon dimension, but that they were detected and slain by a terrible guardian creature.
Their Representations
Lorathai and Myrthai appear as a Mirdain male and female, but they are more beautiful than any earthbound creature could be, and both radiate a soft, golden light. Myrthai resembles a tall elven lord dressed and equipped for hunting. He has long black hair, a longbow over his shoulder and a longsword at his side. A pack of hunting dogs often accompanies him. Lorathai has long golden hair, and resembles a noble elven woman dressed for war; her silver longsword is often drawn, and a bow hangs over her shoulder. While both of them are most commonly depicted in hunting clothes or adventuring gear, they are sometimes seen wearing beautiful, almost contemporary clothes, as If ready to join a procession through the streets of Charybdis.
The most commonly used symbol of Lorathai and Myrthai, is a silver disc worn as a pendant, engraved with a face that is male on the left side, female on the right. The face is smiling, and radiates beams like a stylized sun.
Art & Architecture
The mirdain build spacious, light-filled houses of glass and wood. They are masters of manipulating wooden beams into intricate shapes, creating tall, twisting spires, and spacious glass domes supported by latticework of slender beams. The glass in mirdain buildings is thick and coloured, and while the forest outside can only be seen in glimpses, quite a bit of coloured sunlight filters through to the floor below.
Deep shades of red, green and blue are the most common glass colours, with each structure containing a single colour only. Though they look frail, mirdain houses are amazingly resilient, and in practice, they can take just as much punishment as the houses built by other races.
Most mirdain houses consist of a single, large dome, and are completely circular in shape. Larger structures are commonly made by connecting several domes using narrow, glass-overbuilt cobblestone walkways. Some of the very largest domes (often themselves part of larger, walkway-connected structures) rise from a square-shaped lower section.
Inside, many buildings consist only of a single, spacious ground level floor, while others also include a second level halfway between ground and dome. The second level is little more than an expanded gallery, which runs along the building’s glass-and-wood walls. Galleries are built both on completely circular buildings, and on structures with a square-shaped lower section. On large buildings, glass-covered, tubular walkways sometimes connect the different sections at gallery level, as well as on ground level. Slender, winding wooden stairs connect the galleries to the ground.
Mirdain houses are bathed in coloured light that filters through the glass walls and ceilings. The light helps nourish a rich variety of trees and plants growing on the floor. Tall trees reach towards the ceiling, while mosses and ferns cover the ground. Colourful flowers grow between the trees, straining towards the light above. The plant life on the floor of mirdain houses appears natural, and in some cases, the pre-building flora has actually been preserved.
Rooms inside the houses are, quite simply, clearings in the predominant vegetation. The floor in these room-clearings has been covered in large cobblestones that raise it above its damp and sometimes insect-ridden surroundings. The various rooms of a building are connected by cobblestone walkways thorough the dense vegetation. Even in these cobblestone-clad rooms, potted plants and small potted trees are generously distributed, standing on the floor or suspended from the ceiling.
In addition to coloured daylight, mirdain houses are lit by bronze braziers that hang from the ceiling in fine bronze chains. Inside the braziers, open coal-fires burn, giving off a dancing, living kind of light, almost like small campfires. The braziers hang well above head level, even for a visiting mahirim.
Walls and Keeps
Mirdain city walls are almost impossibly tall and slender, and are made of an azure stone called aerthain, which is common throughout Mirendil. Aerthain is extremely heavy and durable, and blocks made from it settle swiftly into each other: After only a few days, aerthain walls have seamless surfaces that seem carved out of some impossibly large slab of rock.
Aerthain seems polished and the walls made from it have a rounded shape to them, seeming to bulge ever so slightly outwards towards the middle. At regular intervals rise tall and slender guardtowers, which seem to disappear upwards, fading into the sky. The mirdain often fly decorative banners and flags from their towers and battlements.
Mirdain keeps are also tall-walled and are made of the characteristic aerthain rock. Like city walls, the keeps have smooth outer surfaces that seem to bulge slightly outwards towards the middle, giving them a soft, slightly organic look. The azure rock reflects splendidly in the sunlight of Mirendil, making mirdain keeps resemble crystal castles from a distance.
While the lower section of mirdain castles consist primarily of naked aerthain, glass is an important component in those parts that are beyond the reach of siege engines. The coloured, semi-translucent glass is of the same kind as in ordinary hoses, and most keeps only have glass of a single colour, usually red, yellow or green.
Even more so than other races, the mirdain decorate their keeps and castles with beautiful flags and banners. Long banners hang down along the walls from battlements, while flags crown tall spires. The mirdain generally prefer single-coloured banners, often adorned with the symbol of the clan or lord who owns the keep.
Art and Decoration
As can readily be seen inside their houses, the people of the Forest Republic prefer to decorate with natural plants, trees and flowers. Additionally, stylized flowers are a popular motif in all mirdain art, including on tapestries and jewelry. Mirdain art is generally quite colourful and with a tendency towards the simple and natural, rather than the intricate.
The emerald is a preferred gemstone among the mirdain, who prefer jewel-carrying necklaces and rings to be of silver rather than gold. Emerald is mined in many places throughout the Mirendil, and mirdain jewelers earn good money exporting the second-best products of their workshops, inset in silver necklaces or golden rings. Rubies are also popular in the Forest Republic, and are much used to decorate on larger items, such as helmets and sword hilts.
Orks of Morak
Introduction
The putrid swamplands of Morak are home to the orks, a fierce race of dedicated warmongers. Orkish history is dominated by an endless series of under-organised military campaigns against all cultures and creatures within reach.
In recent centuries, however, an evil but civilizing influence has worked on the minds and culture of the orks. Under the aegis of Azhi Dahaka, also called the Fire Dragon, they have built cities, enslaved other races, and begun to master the arts of strategy and tactics. Instead of aimlessly inflicting war-bands and tribal expeditions on the rest of Agon, the orks are now a military force to be reckoned with.
Orks stand slightly taller than humans, and are physically intimidating to other races, and the individual ork puts a great deal of pride in being strong and resilient.
The orkish skull has a low forehead and a roundish shape. Their enormous jaws host impressive sets of canine teeth, with tusks protruding from each side of the lower mouth.
History
Five hundred years ago, a massive eruption of the Flaming Skull volcano was taken as a signal by Gutlands orks, who launched a particularly determined campaign of conquest. Slightly more than one hundred years ago, all of Morak was finally united under the rule of Flaming Skull. The worship of other gods than Azhi Dahaka was eventually outlawed, and the old tribal gods are now – practically speaking – dead and forgotten.
Two hundred years ago, the orks launched their first major campaign under the banner of the fire-dragon. They crushed and enslave the svartdvergir tribes of northern Morak, who had settled there after the Dvergheim civil war. As as result of this extremely successful campaign, the orks of Morak gained control over a large number of highly skilled svartdvergir smiths and stoneworkers.
Eighty years later, the orks moved to enslave the goblin tribes that inhabited the swamplands of central Morak. By now a highly organized military force, the orks were able to decisively subjugate all major goblin tribes.
Society
In many ways, slaves built the kingdom of Morak. Countless goblins have died building cities, roads and monuments, which in turn were planned and engineered by another, more skillful group of slaves, the svartdvergir. Svartdvergir smiths have also revolutionized Morakian smithcraft, inventing new weapons and armour-types, and improving old designs which their masters are fond of.
The policy of taking slaves, instead of just killing everyone, developed due to the influence of Azhi Dahaka, a fire god originally worshipped by the orks of the central Gutlands.
Most orks, male and female, see themselves as warriors first and foremost. While some eccentrics take up trades because they feel like it, extremely few actually need to do so: In Morak, menial tasks are left to the numberless hordes of slaves.
Orkish clans feud and fight among each other, just like they always have done. Technically speaking, they all owe allegiance to Flaming Skull, but the king generally leaves them to their own devices. This is a considered policy: The ever-belligerent orks need a steady outlet for their aggression, and lasting peace in Morak is neither possible nor desirable, in the eyes of King Grrak. When the time is right, Grrak will summon all clans to join him in a crusade against the other races of Agon. In the meantime, he needs the orks to stay combat-sharp and content.
The Court at Flaming Skull
Flaming Skull lies in the heartland of Morak, in the shadow of an active volcano. The volcano is constantly spewing out smoke, and at irregular intervals, minor eruptions threaten the surrounding area. At these times, Grrakk’s city is covered in ashes and daytime darkness.
When the old king dies, the orks choose the finest warrior in Morak to be their new leader. In order to find the right ork, a large tournament is held, and all the clans are invited to send their champion. The last ork standing becomes king of Morak.
Grrak won such a tournament ten years ago. His victory was fortunate for the orkish nation: Grrak embodies many of the traits that orks value in a leader. He is big and physically strong, he is ambitious, and he is nearly as cunning as he is cruel.
In his youth, Grrak lost an eye to a sadayel arrow. To this day, he wears an eye patch made from the green hide of the lizardman who fired the fateful arrow. Even for an ork, Grrak hates the sadayel with extreme ferocity, and he is often away on military campaigns against them.
Grrak is exceptionally tall and muscular, and despite being nearly forty, he is physically in his prime. Grrak commonly wears a beautiful suit of plate mail, and wields his “lucky” orkish two-bladed axe, which has been a companion for decades. Other than a simple golden nose ring, Grrak wears no jewellery.
The king belongs to the Fatal Tusk clan, and in accordance with tradition, this clan now dominates official life in Flaming Skull. These days, generals, slave overseers and high priests tend to be relatives or friends of Grrak the One-Eye.
The Iron Orks
The Iron Orks is an elite unit of warriors. Unlike most orks, they wear plate mail armour and plate helmets. The traditional colours of the regiment are red and black: Black is used as the background colour, while all symbols and embellishments are red. Like their king, the Iron Orks prefer two-headed greataxes that are wielded with both hands.
Instituted by the present monarch, the Iron Orks are the bodyguards of the orkish king. The unit is headquartered in a newly erected building that stands less than two hundred meters from the castle of the lords of Flaming Skull. The symbol of the Iron Orks is the red greataxe of Grrak, imposed on the outline of the Flaming Skull volcano.
Allies & Enemies
Since the dawn of creation, Azhi Dahaka has been locked in an eternal struggle with Draupnir, the feathered serpent. Draupnir seeks to protect the life and happiness which Azhi Dahaka seeks to devour.
On Agon, Draupnir sees it as his primary task to counter the spreading power of Azhi Dahaka’s orks. Like the Fire Dragon, Draupnir is bound to his home plane, Shimmerdal, and he must act through agents. Chief among these are the sadayel, a race of intelligent lizard men native to Morak, who Draupnir has helped in the same way as Azhi Dahaka has helped the orks.
While most lizardmen are crude savages, some of those who dwell in Morak have built a civilization. Inspired by Draupnir, they have turned swampland into farmland, built beautiful villages, and mastered such arts as weaponsmithing, writing and wizardly magic.
The Sadayel wear loose-fitting, white scale mail that bears a passing resemblance to the scales of a silver dragon. They wield graceful longswords that are made of the same whitish metal as their armour, and carry round, metal-plated shields. They regularly throw volleys of thin, metal-tipped spears at their opponents before entering melee combat.
In honour of their god, the Sadayel wear feathered headpieces, and decorate their shields and spears with colourful bird feathers. Their shields are commonly decorated with a portrait of a feather-clad serpent.
The Sadayel are the sworn enemies of the orks. While less fearsome warriors than their foe-race, they claim superiority in the ways of magic.
Goblins
The swamps of Morak teem with these green-skinned humanoids. They live in ill-organized tribes, and subside on a combination of hunting, gathering, and opportunistic scavenging.
The orks have enslaved large numbers of goblins, who are forced to perform a wide variety of tasks, from housework to hard labour. They are kept in abhorrent conditions, in so-called Worker Pits, which they are only allowed to leave when a job awaits.
One of the most important tasks assigned to the goblins, is pulling enormous stone blocks from quarries to building sites. The puny goblins are ill equipped for this kind of heavy labour, but their orkish masters compensate with mercilessly driven quantity. Literally thousands of goblins die from exhaustion during the construction of ambitious orkish structures, such as the ziggurat at Flaming Skull.
In Morak, goblins are regarded as animals rather than sentient beings. An ork is free to kill any goblin he is displeased with, as long as he pays the cost of a replacement. Orkish communities breed semi-countless numbers of goblins in their Slave Pits.
Svartdvergir
Hundreds of years ago, a bitter civil war tore the dwarven nation of Dvergheim in two. After the final battle, the defeated clans were scattered and driven from their ancestral lands. Many fled to the far corners of Dvergheim, or into the bowels of the earth, but a single clan fled far overland, settling in a then-uninhabited part of present-day Morak. They lived in freedom for a time, but as the power of Flaming Skull grew, most of them were slaughtered in battles, or captured and used as sacrifice.
In time, however, the Orks realized that the Svartdvergir possessed skills which made them more valuable as workers than as sacrifice. The remaining Svartdvergir were rounded up and forced to work in the cities and villages of Morak.
Today, svartdvergir perform many important tasks in orkish society: They carve the stone in orkish quarries; oversee all important construction work; and serve as weaponsmiths and blacksmiths in Morak’s forges.
Given the importance of the svartdvergir, it should be no surprise that they are fairly well treated. They are allowed to construct and live in their own homes, and are given more than enough food to be comfortable. They are even allowed to worship their own god, Heimar, and to live according to svartdvergir customs. However, they are under no circumstances allowed to leave their home settlement, and should an individual dare to disobey a ranking ork, the local ziggurat awaits.
Unlike goblins, svartdvergir are considered useful individuals. Killing a svartdvergir slave is severely frowned upon.
Religion & Magic
Orks worship a god of fire, Azhi Dahaka, who they venerate as a great destroyer: Wood burns when he touches it; water vaporizes when he licks it; stones crack before him. The orks believe that Azhi Dahaka is present in all fire, even that which burns on torches, or in the hearth of every home.
Azhi Dahaka manifests as a gargantuan dragon; a leviathan of the air who covers the land in shadow beneath him, and who destroys cities with a single breath. He is black in color and smolders with invisible flame; his shape, though constant, appears to be shaped out of molten black lava. Fittingly, his orkish name translates to ‘Fire Dragon’.
The Fire Dragon’s eyes consist of the purest fire imaginable, and countless lines of sharp light explode from them, like the rays of a painted sun. When Azhi Dahaka speaks, his voice is deep and fluid like a dragon’s, but at the same time it crackles and roars like a hundred fires. When he lands, the immense heat he gives off makes everything near him burst into flames.
Worshipping the Fire Dragon
Azhi Dahaka craves sentient sacrifice, and he grows stronger when it is offered to him. If enough hearts are thrown into the sacrificial pits of Morak, priests prophesy, Azhi Dahaka will be able to manifest on Agon. When he does, they say, he will lead the orks to war, and all other races will fall before them - slaughtered or enslaved forever.
The orks worship The Fire Dragon on ziggurats that stand in the centre of their settlements. The ziggurats all have the same step-pyramidal shape, and all have an obsidian altar, on which priests cut out the hearts of victims. The heart is first held up towards the sun, and then both heart and body are thrown into a burning pit that stands next to the altar. While the ceremony is taking place, all the orks of the settlement gather on the lower levels of the ziggurat, chanting and bowing down in supplication.
Orks believe that a gate to Azhi Dahaka’s home plane exists inside the Flaming Skull volcano, which towers over the northern Gutlands. The very choicest pieces of sacrifice, such as elflords or human knights, are therefore taken to Flaming Skull and sacrificed there. The priests of the capital always hold the still-throbbing hearts of their victims up to the volcano, not the sun.
The Priests of Azhi Dahaka
Orkish priests wear clothes and wield weapons that went out of general use in Morak decades, if not centuries ago. They tend to wear hide loincloths and keep their torsos bare, no matter what the season is. All orkish priests carry staves made of human or elven bone. When wielding weapons, they prefer the large, jagged-edged axes of their ancestors.
Orkish priests mark their bodies and faces with hideous networks of scars. The patterns of scars seem completely random, and involve no symbols, religious or otherwise. Priests keep adding scars throughout their lives, and the face and torso of an aging priest is a tangled, whitish mass of old and new self-inflicted marks.
The Gifts of the Fire Dragon
He might be a destructive deity, but Azhi Dahaka understands the need to increase the power and sophistication of his followers. For centuries, he has whispered suggestions in the ears of priests and kings, slowly goading the orks of Morak towards civilization, while preserving their natural cruelty.
It was Azhi Dahaka who suggested that the orks should build cities and abandon their nomadic lifestyle, and it was he who suggested that svartdvergir and goblins should be enslaved, not slaughtered. Under his subtle guidance, the orks have changed from a scattered race of savages, to a nation of skilled and well-equipped warriors.
Soon, the Fire Dragon is ready to gather his armies and embark on a campaign of conquest and enslavement. Countless souls will be offered up to him, and he will grow in power. If he succeeds, his orks will rule all of Agon, and there will be no limit to the amount of sacrifice available to him.
The Burning Lands
Azhi Dahaka’s home is the Burning Lands, a semi-dimension which borders Agon. The Fire Dragon rules the Burning Lands, and all who live there worship him unreservedly. Either Azhi Dahaka created the Burning Lands himself, or he conquered it long ago.
In the Burning Lands, all plant life has burned away, and all that remains is a scorched and blackened wasteland. Most parts of the land are volcanically active, and since a thick layer of smoke blocks out the sun, the non-active areas are very cold.
Azhi Dahaka has made his home inside the largest volcano in the Burning Lands. Here he rests in a lake of lava, building his strength, and plotting his campaign on Agon. For now, he is too weak to leave his home dimension, and must work his schemes through priests and other minions.
Art & Architecture
The straight walls of the finest orkish houses are made of expertly cut stone blocks, laid in even rows. All their houses are square-shaped, and straight lines dominate completely in orkish architecture: no arches and very few corners are seen.
All orkish homes are have jagged battlements along the edges of their flat roofs. When orks build a second story, they always make it smaller than the first, leaving a narrow gap between the new walls and the original battlement. If a third story is added, this procedure is repeated.
During construction, viciously hooked wooden pikes are inserted into the walls of orkish buildings. These stout pikes are assembled in straight lines along the length of the wall that contains the main entrance, halfway between the battlements and the doorway. The heads and limbs of slain enemies are traditionally hung from these pikes, or impaled on them.
The stone blocks to the right and left of the main entrances are always decorated with orkish carvings. Each motif is carved onto a single block, covering its visible side entirely
The homes of poor orks are cheaply and hastily constructed, and as a result, they are much cruder. The uneven walls of these buildings consist of jagged, hastily cut blocks that fit badly together, and the gaps between blocks are either filled with gravel or left open.
Orkish Rock Carvings
Orks build primarily in stone, and they decorate their buildings with stone carvings. While technically and artistically impressive, the carvings are almost exclusively preoccupied with warfare, religion and ritual sacrifice. Orkish art is primarily intended to frighten and intimidate.
Orkish stone carvers are technically and artistically sophisticated. Intricately carved details are combined with solid, straight-angled outlines, giving their work both power and grace. Orks subtly colour their rock carvings, often in soft shades of red, blue and green.
Favored motifs include warriors killing enemies in battle, and priests sacrificing members of other races. These carvings always include a high level of inventive, graphic and gruesome detail, as if the artists relish this part of the job.
Slightly less morbidly, depictions of the Fire Dragon are common, as are the various symbols of the orkish nation of Morak.
Orkish Symbols
The most frequently used symbol of Azhi Dahaka is a yellow reptilian eye surrounded by a circular aura of stylized, jagged flames. Another commonly encountered symbol of the Fire Dragon, is an orkish sacrificial dagger against a stylized black sun.
The red outline of Flaming Skull Mountain is a much-used symbol, symbolizing the nation of Morak. The current king, Grrak, uses the red, vertically aligned outline of a battle-worn two-handed axe against a black background.