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[[Image: | [[Image:Mosaic_betamax.jpg|thumb|Map of the World of [[Mosaic]] with cultures and places noted]] | ||
{{Template:Mosaic}} | |||
== Amenai Desert == | |||
=== Amenai === | |||
''At the Center of our land, As much as any can guess, lies Amenai, the jewel of the desert. Its a truly grand city, stretching across many miles, and beautiful to look at. The glass roofed towers can be seen from a hundred miles away, and the Monument of Logr is a true marvel. It stands two hundred feet tall, covered with runs, and from its wide base the greatest river in the world flows. Thats what makes Amenai so great, among the desert cities. Its infinite water source. Rumour has it that the [[merfolk]] have their own city beneath the monument, in a vast sea beneath the sand.'' - From the Accounts of the Wanderer | |||
== The Necklace == | == The Necklace == | ||
''Spreading out you have the Necklace of Amenai, a string of lesser cities in a rough circle around it. The nomads and traders constantly circle that ring, buying or selling at each new oasis. The shifters are present there too, buying and selling as much as the rest, although you always get the feeling you’ve been ripped off after the deal is done.'' - From the Accounts of the Wanderer | ''Spreading out you have the Necklace of Amenai, a string of lesser cities in a rough circle around it. The nomads and traders constantly circle that ring, buying or selling at each new oasis. The shifters are present there too, buying and selling as much as the rest, although you always get the feeling you’ve been ripped off after the deal is done.'' - From the Accounts of the Wanderer | ||
= Njord = | == Njord == | ||
== Kingdom of Njord == | === Kingdom of Njord === | ||
As the Second Empire collapsed, a feeling spread among the Njordic lands that perhaps claiming the entire world wasn’t necessary to lead a decent life. In the Great Chamber of the Imperial Palace in Nerud, Kings, Lords and Representatives of the major principalities in what had once been the core of the Njord Empires gathered. It was decided to reforge the realm for a united culture with which to face the budding civilizations that Amenai had opened the gates to. The king of this new Njordic Realm has since been elect from a number of regional representatives, ensuring that the interests of the cities and their peoples are prioritized above all else. It is not a position of tremendous power, but to the people of Njord, it is celebrated when compared to the ranks of oppressive Emperors the country has seen. | As the Second Empire collapsed, a feeling spread among the Njordic lands that perhaps claiming the entire world wasn’t necessary to lead a decent life. In the Great Chamber of the Imperial Palace in Nerud, Kings, Lords and Representatives of the major principalities in what had once been the core of the Njord Empires gathered. It was decided to reforge the realm for a united culture with which to face the budding civilizations that Amenai had opened the gates to. The king of this new Njordic Realm has since been elect from a number of regional representatives, ensuring that the interests of the cities and their peoples are prioritized above all else. It is not a position of tremendous power, but to the people of Njord, it is celebrated when compared to the ranks of oppressive Emperors the country has seen. | ||
== Ordii == | |||
==== Cities ==== | |||
===== Nerud ===== | |||
Founded just after the fall of the Old Empire and served as the capitol for the Second, Nerud is still home to the throne of the Njord region. It is home to the Nerudite Order of Mages, a previously influential group in Njord politics which has found itself marginalized with the organization of the Kingdom and rising interest in the region by outside groups such as the Amenai Merchants Guild. | |||
===== Belda ===== | |||
Situated opposite to Osenk at the mouth of the Great Bay, Belda is a major mercantile port and an economic powerhouse. It is home to the Beldan Mercantile School and the Nautical University, both holding classes in important general skills as well as rune magic. | |||
===== Malix ===== | |||
===== Osenk ===== | |||
Osenk is located at the opposite of Belda in the Great Bay and is well known for it's school of marine combat and tactics. Osenk has always been in a friendly rivalry with Belda and the two towns have maintained good relations, trading people, skills and goods. | |||
===== Garosa ===== | |||
The single settlement of the island Visea in the middle of the Great Bay. | |||
=== Ordii === | |||
When the Old Empire unleashed their forbidden magic in the very end of the Magic Wars, it shattered the work generations of magicians. As the cataclysm struck, ancient seals protecting the low lands simply faded, allowing the sea to undo their great work. The Imperial City was spared from the floods, but in the ensuing riots, pillaging and wars of reclaiming, it was reduced to rubble and still stands on a lone island in the archipelago. The only remaining faction of power was the amazing monastery of Ordii and the great city surrounding it, and it was there the remaining mages and Graven Blades retreated to weather the storm. While the fractions they left behind rebuilt and warred, the Ordii worked silently to secure anything of value from the old cities and took it to the vaults of the monastery to be kept from prying eyes. | When the Old Empire unleashed their forbidden magic in the very end of the Magic Wars, it shattered the work generations of magicians. As the cataclysm struck, ancient seals protecting the low lands simply faded, allowing the sea to undo their great work. The Imperial City was spared from the floods, but in the ensuing riots, pillaging and wars of reclaiming, it was reduced to rubble and still stands on a lone island in the archipelago. The only remaining faction of power was the amazing monastery of Ordii and the great city surrounding it, and it was there the remaining mages and Graven Blades retreated to weather the storm. While the fractions they left behind rebuilt and warred, the Ordii worked silently to secure anything of value from the old cities and took it to the vaults of the monastery to be kept from prying eyes. | ||
Despite the fact that to approach the gates of Ordii without sanction from its silent guardians means death, the city is still considered the greatest in the world. Even the glass spires on Amenai can't stand up to the might of Ordii's obsidian towers. | Despite the fact that to approach the gates of Ordii without sanction from its silent guardians means death, the city is still considered the greatest in the world. Even the glass spires on Amenai can't stand up to the might of Ordii's obsidian towers. | ||
== The Imperial City == | === The Imperial City === | ||
When the Old Empire unleashed their forbidden magic in the very end of the Magic Wars, it shattered the work generations of magicians. As the cataclysm struck, ancient seals protecting the low lands simply faded, allowing the sea to undo their great work. The Imperial City was spared from the floods, but in the ensuing riots, pillaging and wars of reclaiming, it was reduced to rubble and still stands on a lone island in the archipelago. | When the Old Empire unleashed their forbidden magic in the very end of the Magic Wars, it shattered the work generations of magicians. As the cataclysm struck, ancient seals protecting the low lands simply faded, allowing the sea to undo their great work. The Imperial City was spared from the floods, but in the ensuing riots, pillaging and wars of reclaiming, it was reduced to rubble and still stands on a lone island in the archipelago. | ||
== Goti Tribes == | |||
=== Goti Tribes === | |||
Wanderers and nomads that uprooted their entire cities several decades ago for unknown reasons. | Wanderers and nomads that uprooted their entire cities several decades ago for unknown reasons. | ||
= Northern Plains = | == Northern Plains == | ||
== Nakee == | === Nakee === | ||
''The Nakee are very strange. They almost worship the centaur, following their migration routes, at an acceptable distance of course, and living so close to their horses you’d think they wanted to be unified with them. There may be method to their madness mind you, for the centaurs always seem to know where the other animal herds will migrate, and thus give the Nakee great cause to use the hand axes they’re so fond of.'' - From the Accounts of the Wanderer | ''The Nakee are very strange. They almost worship the centaur, following their migration routes, at an acceptable distance of course, and living so close to their horses you’d think they wanted to be unified with them. There may be method to their madness mind you, for the centaurs always seem to know where the other animal herds will migrate, and thus give the Nakee great cause to use the hand axes they’re so fond of.'' - From the Accounts of the Wanderer | ||
== Jangxi == | === Jangxi === | ||
''The Janxi are master stonemasons, and their bloodscribes are some of the strongest in all the land. They are a ruthless people. I’ve seen a Janxi shaman sacrifice a virgin girl to the god of fire, and incinerate an entire village with the power of her willingly given blood.'' - From the Accounts of the Wanderer | ''The Janxi are master stonemasons, and their bloodscribes are some of the strongest in all the land. They are a ruthless people. I’ve seen a Janxi shaman sacrifice a virgin girl to the god of fire, and incinerate an entire village with the power of her willingly given blood.'' - From the Accounts of the Wanderer | ||
= The Marble Coast = | == The Marble Coast == | ||
== Cities of Marble == | === Cities of Marble === | ||
''The western coast plays host to the strange and decadent states, with many names, but called the Cities of Marble by most. They make great use of it for temples and stadiums, and even paving streets! They indeed are an odd folk, with an odd propensity for Mirrors to arise from their population.'' - From the Accounts of the Wanderer | ''The western coast plays host to the strange and decadent states, with many names, but called the Cities of Marble by most. They make great use of it for temples and stadiums, and even paving streets! They indeed are an odd folk, with an odd propensity for Mirrors to arise from their population.'' - From the Accounts of the Wanderer | ||
= Southern Plains = | == Southern Plains == | ||
== Genkhan == | === Genkhan === | ||
''Of the two, the Genkhan are more aggressive. If it wasn’t for the Centaurs, they’d be constantly at war with each other. But the southern centaurs, while passive compared to their northern brethren, have an odd method of enforcing peace. Namely, by slaughtering those who make war with bow and javelin. So far, this has kept the Tzeng relatively safe from the hordes, though skirmishes and raids still occur.'' - From the Accounts of the Wanderer | ''Of the two, the Genkhan are more aggressive. If it wasn’t for the Centaurs, they’d be constantly at war with each other. But the southern centaurs, while passive compared to their northern brethren, have an odd method of enforcing peace. Namely, by slaughtering those who make war with bow and javelin. So far, this has kept the Tzeng relatively safe from the hordes, though skirmishes and raids still occur.'' - From the Accounts of the Wanderer | ||
== Tzeng == | === Tzeng === | ||
''The Tzeng are just as strange. They live in paper houses, and use paper for nearly everything. Even money! They even work runes onto paper, and carry them as marks of office or useful implements. They have entire schools where Glyph Carvers are taught the use of ink, and how to correctly mark such complex forms with the odd brushes they always use. Give me a quill any day.'' - From the Accounts of the Wanderer | ''The Tzeng are just as strange. They live in paper houses, and use paper for nearly everything. Even money! They even work runes onto paper, and carry them as marks of office or useful implements. They have entire schools where Glyph Carvers are taught the use of ink, and how to correctly mark such complex forms with the odd brushes they always use. Give me a quill any day.'' - From the Accounts of the Wanderer | ||
= Tzibir = | == Tzibir == | ||
== | === Mosvar === | ||
''Again, to the north, the | ''Again, to the north, the Mosvar live. A dour people, but strong and hardy. They live in the evergreen forests, mountains and the iced over plains, and work a living out of the metal to be found in the mountains. Some say they have dealings with the hillfolk, for their skill at crafting runic machinery surpasses all others. Then again, they keep themselves to themselves, so maybe they have even darker dealings we don’t know about.'' - From the Accounts of the Wanderer | ||
= Vestarc = | == Vestarc == | ||
== Veste == | === Veste === | ||
''North, around the border of the Oster, and also to the deeper southern coasts, the Veste rule. They are said to be the remnants of the old Njord, fallen from wisdom. A terrifying folk, they see death as victory, and sail the seas in seek of it. However, they are an honourable folk, and some tribes are fair and true. Others are barbaric and mad. When one of their ships comes across the sea towards you, be wary, for they may be your end.'' - From the Accounts of the Wanderer | ''North, around the border of the Oster, and also to the deeper southern coasts, the Veste rule. They are said to be the remnants of the old Njord, fallen from wisdom. A terrifying folk, they see death as victory, and sail the seas in seek of it. However, they are an honourable folk, and some tribes are fair and true. Others are barbaric and mad. When one of their ships comes across the sea towards you, be wary, for they may be your end.'' - From the Accounts of the Wanderer | ||
= Yaropean Realms = | == Yaropean Realms == | ||
== Shard Nations == | === Shard Nations === | ||
''The southern forest is warmer, and is the realm of the Yaropans. A hundred tiny kingdoms, each with its own language and history, constantly fighting and warring due to the quarrels of its petty aristocracy and tinpot kings. Mind you, they have an odd skill for archery and a surprising degree of skill with bodyform runemagic. Many skilled runefists and somats have found their way out of those warm woods. Some say its due to the influence of the forestfolk, but from how the Yuro’s act, they’re just as scared of ‘em as the rest of us.'' - From the Accounts of the Wanderer | ''The southern forest is warmer, and is the realm of the Yaropans. A hundred tiny kingdoms, each with its own language and history, constantly fighting and warring due to the quarrels of its petty aristocracy and tinpot kings. Mind you, they have an odd skill for archery and a surprising degree of skill with bodyform runemagic. Many skilled runefists and somats have found their way out of those warm woods. Some say its due to the influence of the forestfolk, but from how the Yuro’s act, they’re just as scared of ‘em as the rest of us.'' - From the Accounts of the Wanderer | ||
= Other Humans = | == Other Humans == | ||
== Ini == | === Ini === | ||
''At the utmost frozen north, where even the Veste quail to go, are the ice-halls of the Ini. Masters of runic magic of cold, they walk through blizzards untouched, and have lived in vast cities of ice for generations. The only trouble is that all their magic is worthless further south, but then again, relatively few seem to wish to journey away from their beloved ice.'' - From the Accounts of the Wanderer | ''At the utmost frozen north, where even the Veste quail to go, are the ice-halls of the Ini. Masters of runic magic of cold, they walk through blizzards untouched, and have lived in vast cities of ice for generations. The only trouble is that all their magic is worthless further south, but then again, relatively few seem to wish to journey away from their beloved ice.'' - From the Accounts of the Wanderer | ||
= Other Races = | == Other Races == | ||
== | === The Wardens === | ||
== Hillfolk == | A wandering race that lives in the plains that stretch around the edge of the desert. They have a deep natural connection to the Source of Magic, and wander those ethereal planes just as they do the material world. Their mystical connection is just as strong with the dark runes as it is with the common ones, and they take no sides in the struggle between them - something they consider part of nature's balance. The Centaurs don't use magic as the other races do, but rather consider it a companion on their travels which comes and goes as it wishes. | ||
== | |||
== The Others == | === Hillfolk === | ||
== Shifters == | The Hillfolk are rarely seen. They are a diminutive and physically frail race that rely on their crafting to bind magic. Their heritage of craft-magic is strong, but not fully understood - as long as ritual is kept, however, things will keep working. They have a strong reliance on magical technology and advanced golems (that have led to folk-tales of Trolls) doing their work for them. They have traded some of their secret magic with the Mosvar, who pay respect to the wishes of the Hillfolk. Through this exchange, the Mosvar have built a strong base of technology that has allowed them to develop high standards of living as well as a strong military to expand their realms. | ||
=== The Shimmer === | |||
An ancient race of reptiles that dwell in the river of Amenai and the coast of Njord. The Merfolk have a majestic aquatic city in an underground reservoir beneath the city of Amenai, where they collect moisture from the desert and maintain the purity of the waterways. | |||
Though the Merfolk have little direct contact with humans, much is attributed to their influence. If a child drowns, it is often blamed on them. Likewise, if a person is saved from drowning, it is common for it to be attributed to the beneficial intervention of a Merman. The waterways to Amenai are under strict control by the aquatic race, and though their direct force has not been felt in decades, sailors and captains that make regular port at Amenai know better than to insult the Men of the Streams. | |||
=== The Others === | |||
The Things of the Forests are mischievous and uncaring towards humans. Their motivations are alien and impossible to discern, and few proper facts are known of them other than that they have some sort of sense of territory or independence. They are shapeshifters, and with a thought they can become as one with the leaves, rocks, water and moss that surrounds them, leading to many conflicting accounts from those that have survived their games. In the Yaropan nations, the closeness to the forests is deeply felt in the manipulations of the Others - some say that the fractioned nature of those nations is due to the games the Things play, and that a whisper from the woods can drive brother against brother. | |||
=== Shifters === | |||
The reptilian race known as the Shifters dwells in the Amenai Desert, and has done so for as long back as records stretch. The origin of their name has been disputed, but one main reason is the way they sway from side to side when idle - like some species of snake. Another reason is the way their eyes tend to wander and how their thin, forked tongue flutters, giving rise to the term ''shifty'' or ''shifter's eyes.'' What most people don't know is that the Shifters are masters of a very subtle for of Bodyform magic, and their eyes and tongue are used to draw runes - an art they often use to get an advantage in business transactions. | |||
The history of the Shifter dates back to the time when the mysterious pyramids of the desert were constructed. The humans who made their home in the arid lands were masters of the Dark Runes, and used the amazing power within them to destroy anything that opposed them and further the edges of the desert. In their expansionism, they came upon the Merfolk, and by magic they turned a host of their number into a servant race to patrol the sands. The Shifters still remember their origin, and their hearts ache for the sea, but their cursed forms simply waste away in the water. In revenge, many Shifters in influential positions have taken to sending adventurous humans into the mysterious tombs of their old masters, shattering magical artefacts and torching those Ancients that still linger. | |||
[[Category:Mosaic]] |
Latest revision as of 20:01, 24 June 2023
This article is related to the Mosaic project. |
Amenai Desert[edit]
Amenai[edit]
At the Center of our land, As much as any can guess, lies Amenai, the jewel of the desert. Its a truly grand city, stretching across many miles, and beautiful to look at. The glass roofed towers can be seen from a hundred miles away, and the Monument of Logr is a true marvel. It stands two hundred feet tall, covered with runs, and from its wide base the greatest river in the world flows. Thats what makes Amenai so great, among the desert cities. Its infinite water source. Rumour has it that the merfolk have their own city beneath the monument, in a vast sea beneath the sand. - From the Accounts of the Wanderer
The Necklace[edit]
Spreading out you have the Necklace of Amenai, a string of lesser cities in a rough circle around it. The nomads and traders constantly circle that ring, buying or selling at each new oasis. The shifters are present there too, buying and selling as much as the rest, although you always get the feeling you’ve been ripped off after the deal is done. - From the Accounts of the Wanderer
Njord[edit]
Kingdom of Njord[edit]
As the Second Empire collapsed, a feeling spread among the Njordic lands that perhaps claiming the entire world wasn’t necessary to lead a decent life. In the Great Chamber of the Imperial Palace in Nerud, Kings, Lords and Representatives of the major principalities in what had once been the core of the Njord Empires gathered. It was decided to reforge the realm for a united culture with which to face the budding civilizations that Amenai had opened the gates to. The king of this new Njordic Realm has since been elect from a number of regional representatives, ensuring that the interests of the cities and their peoples are prioritized above all else. It is not a position of tremendous power, but to the people of Njord, it is celebrated when compared to the ranks of oppressive Emperors the country has seen.
Cities[edit]
Nerud[edit]
Founded just after the fall of the Old Empire and served as the capitol for the Second, Nerud is still home to the throne of the Njord region. It is home to the Nerudite Order of Mages, a previously influential group in Njord politics which has found itself marginalized with the organization of the Kingdom and rising interest in the region by outside groups such as the Amenai Merchants Guild.
Belda[edit]
Situated opposite to Osenk at the mouth of the Great Bay, Belda is a major mercantile port and an economic powerhouse. It is home to the Beldan Mercantile School and the Nautical University, both holding classes in important general skills as well as rune magic.
Malix[edit]
Osenk[edit]
Osenk is located at the opposite of Belda in the Great Bay and is well known for it's school of marine combat and tactics. Osenk has always been in a friendly rivalry with Belda and the two towns have maintained good relations, trading people, skills and goods.
Garosa[edit]
The single settlement of the island Visea in the middle of the Great Bay.
Ordii[edit]
When the Old Empire unleashed their forbidden magic in the very end of the Magic Wars, it shattered the work generations of magicians. As the cataclysm struck, ancient seals protecting the low lands simply faded, allowing the sea to undo their great work. The Imperial City was spared from the floods, but in the ensuing riots, pillaging and wars of reclaiming, it was reduced to rubble and still stands on a lone island in the archipelago. The only remaining faction of power was the amazing monastery of Ordii and the great city surrounding it, and it was there the remaining mages and Graven Blades retreated to weather the storm. While the fractions they left behind rebuilt and warred, the Ordii worked silently to secure anything of value from the old cities and took it to the vaults of the monastery to be kept from prying eyes.
Despite the fact that to approach the gates of Ordii without sanction from its silent guardians means death, the city is still considered the greatest in the world. Even the glass spires on Amenai can't stand up to the might of Ordii's obsidian towers.
The Imperial City[edit]
When the Old Empire unleashed their forbidden magic in the very end of the Magic Wars, it shattered the work generations of magicians. As the cataclysm struck, ancient seals protecting the low lands simply faded, allowing the sea to undo their great work. The Imperial City was spared from the floods, but in the ensuing riots, pillaging and wars of reclaiming, it was reduced to rubble and still stands on a lone island in the archipelago.
Goti Tribes[edit]
Wanderers and nomads that uprooted their entire cities several decades ago for unknown reasons.
Northern Plains[edit]
Nakee[edit]
The Nakee are very strange. They almost worship the centaur, following their migration routes, at an acceptable distance of course, and living so close to their horses you’d think they wanted to be unified with them. There may be method to their madness mind you, for the centaurs always seem to know where the other animal herds will migrate, and thus give the Nakee great cause to use the hand axes they’re so fond of. - From the Accounts of the Wanderer
Jangxi[edit]
The Janxi are master stonemasons, and their bloodscribes are some of the strongest in all the land. They are a ruthless people. I’ve seen a Janxi shaman sacrifice a virgin girl to the god of fire, and incinerate an entire village with the power of her willingly given blood. - From the Accounts of the Wanderer
The Marble Coast[edit]
Cities of Marble[edit]
The western coast plays host to the strange and decadent states, with many names, but called the Cities of Marble by most. They make great use of it for temples and stadiums, and even paving streets! They indeed are an odd folk, with an odd propensity for Mirrors to arise from their population. - From the Accounts of the Wanderer
Southern Plains[edit]
Genkhan[edit]
Of the two, the Genkhan are more aggressive. If it wasn’t for the Centaurs, they’d be constantly at war with each other. But the southern centaurs, while passive compared to their northern brethren, have an odd method of enforcing peace. Namely, by slaughtering those who make war with bow and javelin. So far, this has kept the Tzeng relatively safe from the hordes, though skirmishes and raids still occur. - From the Accounts of the Wanderer
Tzeng[edit]
The Tzeng are just as strange. They live in paper houses, and use paper for nearly everything. Even money! They even work runes onto paper, and carry them as marks of office or useful implements. They have entire schools where Glyph Carvers are taught the use of ink, and how to correctly mark such complex forms with the odd brushes they always use. Give me a quill any day. - From the Accounts of the Wanderer
Tzibir[edit]
Mosvar[edit]
Again, to the north, the Mosvar live. A dour people, but strong and hardy. They live in the evergreen forests, mountains and the iced over plains, and work a living out of the metal to be found in the mountains. Some say they have dealings with the hillfolk, for their skill at crafting runic machinery surpasses all others. Then again, they keep themselves to themselves, so maybe they have even darker dealings we don’t know about. - From the Accounts of the Wanderer
Vestarc[edit]
Veste[edit]
North, around the border of the Oster, and also to the deeper southern coasts, the Veste rule. They are said to be the remnants of the old Njord, fallen from wisdom. A terrifying folk, they see death as victory, and sail the seas in seek of it. However, they are an honourable folk, and some tribes are fair and true. Others are barbaric and mad. When one of their ships comes across the sea towards you, be wary, for they may be your end. - From the Accounts of the Wanderer
Yaropean Realms[edit]
Shard Nations[edit]
The southern forest is warmer, and is the realm of the Yaropans. A hundred tiny kingdoms, each with its own language and history, constantly fighting and warring due to the quarrels of its petty aristocracy and tinpot kings. Mind you, they have an odd skill for archery and a surprising degree of skill with bodyform runemagic. Many skilled runefists and somats have found their way out of those warm woods. Some say its due to the influence of the forestfolk, but from how the Yuro’s act, they’re just as scared of ‘em as the rest of us. - From the Accounts of the Wanderer
Other Humans[edit]
Ini[edit]
At the utmost frozen north, where even the Veste quail to go, are the ice-halls of the Ini. Masters of runic magic of cold, they walk through blizzards untouched, and have lived in vast cities of ice for generations. The only trouble is that all their magic is worthless further south, but then again, relatively few seem to wish to journey away from their beloved ice. - From the Accounts of the Wanderer
Other Races[edit]
The Wardens[edit]
A wandering race that lives in the plains that stretch around the edge of the desert. They have a deep natural connection to the Source of Magic, and wander those ethereal planes just as they do the material world. Their mystical connection is just as strong with the dark runes as it is with the common ones, and they take no sides in the struggle between them - something they consider part of nature's balance. The Centaurs don't use magic as the other races do, but rather consider it a companion on their travels which comes and goes as it wishes.
Hillfolk[edit]
The Hillfolk are rarely seen. They are a diminutive and physically frail race that rely on their crafting to bind magic. Their heritage of craft-magic is strong, but not fully understood - as long as ritual is kept, however, things will keep working. They have a strong reliance on magical technology and advanced golems (that have led to folk-tales of Trolls) doing their work for them. They have traded some of their secret magic with the Mosvar, who pay respect to the wishes of the Hillfolk. Through this exchange, the Mosvar have built a strong base of technology that has allowed them to develop high standards of living as well as a strong military to expand their realms.
The Shimmer[edit]
An ancient race of reptiles that dwell in the river of Amenai and the coast of Njord. The Merfolk have a majestic aquatic city in an underground reservoir beneath the city of Amenai, where they collect moisture from the desert and maintain the purity of the waterways.
Though the Merfolk have little direct contact with humans, much is attributed to their influence. If a child drowns, it is often blamed on them. Likewise, if a person is saved from drowning, it is common for it to be attributed to the beneficial intervention of a Merman. The waterways to Amenai are under strict control by the aquatic race, and though their direct force has not been felt in decades, sailors and captains that make regular port at Amenai know better than to insult the Men of the Streams.
The Others[edit]
The Things of the Forests are mischievous and uncaring towards humans. Their motivations are alien and impossible to discern, and few proper facts are known of them other than that they have some sort of sense of territory or independence. They are shapeshifters, and with a thought they can become as one with the leaves, rocks, water and moss that surrounds them, leading to many conflicting accounts from those that have survived their games. In the Yaropan nations, the closeness to the forests is deeply felt in the manipulations of the Others - some say that the fractioned nature of those nations is due to the games the Things play, and that a whisper from the woods can drive brother against brother.
Shifters[edit]
The reptilian race known as the Shifters dwells in the Amenai Desert, and has done so for as long back as records stretch. The origin of their name has been disputed, but one main reason is the way they sway from side to side when idle - like some species of snake. Another reason is the way their eyes tend to wander and how their thin, forked tongue flutters, giving rise to the term shifty or shifter's eyes. What most people don't know is that the Shifters are masters of a very subtle for of Bodyform magic, and their eyes and tongue are used to draw runes - an art they often use to get an advantage in business transactions.
The history of the Shifter dates back to the time when the mysterious pyramids of the desert were constructed. The humans who made their home in the arid lands were masters of the Dark Runes, and used the amazing power within them to destroy anything that opposed them and further the edges of the desert. In their expansionism, they came upon the Merfolk, and by magic they turned a host of their number into a servant race to patrol the sands. The Shifters still remember their origin, and their hearts ache for the sea, but their cursed forms simply waste away in the water. In revenge, many Shifters in influential positions have taken to sending adventurous humans into the mysterious tombs of their old masters, shattering magical artefacts and torching those Ancients that still linger.