Wednesday, July 4, 2007
Thursday, June 21, 2007
History of the Dwarvin Empire of the Crudusbarak
Difrent dwarven clans differ greatly on exactly where dwarves come from and what thier histories are. However a particular friend of a friend laid out for me the legend of the Clans of the Dwarven Empire of Carudusbarak. His name was Tocs Morham of the MorHam Clan, a historian and traveler. This is an extreamly rare story out side the Dwarven relms and we are lucky to have it.
The History of Dwarves
as told by the Clan of MorHan
in the fist age (this is by the Dwarvin calendar which is significantly diffrent and longer than the Myrcian one)
The Dwarven race began when Mordian carved MorHan from the bedrock of the great mountains. Using gold for his hair and bronze for his eyes, Mordian made MorHan short yet impressive with a large barrel chest and massive arms. Then Mordian lifted him up to the highest peak on his grandest mountain and breathed his breath into him, so that he may begin to draw his own.
Mordian spoke upon MorHan, “Look as far as you can in every direction, for all that you see belongs to me.” And MorHan took in the grandeur of the mountains for the first time, and wept in awe. “This is how I give you my mountains and this is how you shall keep them in all of their natural beauty.” And so for many years MorHan did nothing for fear of disturbing the mountains. When Mordian came to him and asked him why he had not moved MorHan reply that he had not been told to do so. And so Mordian instructed MorHan how to build a shelter from the side of a mountain, how to craft tools from the rock and how to care for the rivers and plants that grew from the mountaintops.
But Mordian was not happy, for MorHan did as he was told and only as he was told. So Mordian took MorHan to the snowcapped mountains of the north and carved him a brother from the frozen blue rock, using snow for his hair and deep blue gems for his eyes. Breathing life into him Mordian named him CoHan and charged him with the task of instilling logic and reason into his brother MorHan. Then Mordian took MorHan to the volcanoes of the south and from the molten rock that had flowed to the see and quickly cooled into black volcanic rock he carved him another brother, using the red molten lava for eyes and hair. Breathing the breath of life into him Mordain named him DaHan and charged him with instilling will and emotion into his brother MorHan. And so the great dwarven clans were created by Mordian’s hand and drawing on the strengths of each brother the lands of Mordian flourished.
But with time the dwarves grew to want and so lead by MorHan the three brothers went to Mordian and said, “when in you presence we feel you power and are in awe and want not, but when you go our flesh weakens and we hunger and we thirst and we want.” Mordian asked if he had not given them tools or if he had not given them plants or streams, or if he had not shown MorHan himself how to carve life from the rock. And so the three left in shame. And CoHan took the streams and the plants and made ale to quench their thirst, and MorHan with DaHan helping him made rams and other mountain creatures and the tools to catch them to stave their hunger. Again the clans were happy.
But MorHan and another want that was not meet by food or drink, so he carved from the rock a wife and named her Sona’morHan. And so the first of two matriarchal clans were born. But all was not happy amongst the clans, for with all is logic CoHan went before Mordian and asked why MorHan has the power to create life from rock when he does not, was he not as great as his brother. To which Mordian told him, “No, for I have created you second you are second to your brother.” And Mordian further berated him, “why do you come to me with this jealousy, did I not create you for logic and reason.” Ashamed CoHan retreated to the north and isolated himself from his brothers. DaHan filled with emotion but not his brothers logic, thought to himself, “Am I not as great as my brother. Have I not seen him carve life from stone. Was I not created for which he lacked.” And so he went to the volcano from which he was carved but found that it had long since been dormant. So he carved for himself two children one from the mountainside that had once erupted and the other from the black sand that before years of erosion he had come from. His son from the mountain he named Dolor’daHan and taught in the ways of emotion and loyalty. And Dolor’daHan stood firm and was a good son. His son from the sand he named Ispem’daHan and taught him in the ways of will and piety. But being made of sand Ispem’daHan was shifty and unstable and was not a good son.
And Again Mordian was unhappy without his brothers MorHan was gain left to only follow orders, unable to think for himself. And he bent completely to the will of his wife Sona’morHan. Following his orders they gave birth to the first clan of flesh not rock and named him Somoritis. Loving her child she gave all the mountains had to offer to him and in doing so MorHan lapsed in his charge to keep the mountain as he found it, and for the second time in his long life he wept.
DaHan marched his children back to his brother MorHan and his wife Sona’morHan and said look at what I have created am I not as great as you was I not created for what you lacked should I not rule these mountains with Sona’morHan at my side. To which MorHan did not reply. Ashamed MorHan left the mountain and DaHan took Sona’morHan as his wife and birthed another clan of flesh named Dasona. DaHan ruled only by will and emotion abused the mountain and cared only for his new wife and new child.
MorHan sought out his brother CoHan and begged of him, “please brother we must have your reason back in the mountain, or I fear we may loose it.” But CoHan would not hear him for his heart had turned to ice. So MorHan pleaded to Mordain to help melt his brothers heart, and Mordin lead him to the glaciers, great walls of rock and ice but would not instruct him so again MorHan sat and did nothing, until the wall of ice had reached him and he was forced to act. He carved from it a daughter of pure ice, pure beauty and pure mind. But he did not breath life into her instead he brought her before CoHan and told him how to breath life. And CoHan’s heart melted when he saw his daughter and he named her Lon’CoHan.
Schooled in piety Ispem’daHan approached his brother Dolor’daHan to convince him that their father DaHan was not doing Mordians will. However Dolor’daHan’s loyalty to DaHan was strong and he instead brought Ispem’daHan before his father and said, “my brother wishes to betray you but my loyalty remains strong.” But Dolor’daHan lied seeing the corruption and grandeur of his father’s palace as the mountain was lacking. But still Dolor’daHan remained strong knowing nothing but loyalty to his father. DaHan was displeased with Ispem’daHan and heft his mighty ax into the air and cleft Ispem’daHan in two. In horror Dolor’daHan took the greater half of his brother feeling for the first time guild and shifting loyalty to his dying brother, he rebuked his father, “your wife has corrupted you.” And he took his brother back to the south and healed him with the sand from the shores mixing the black sand with white and renaming him Ispem’dolor and their the brothers stayed in hiding from their father.
MorHan returned to the Mountain with his brother CoHan and niece Lon’coHan to return reason to his brother DaHan only to find that he was beyond reason and hand killed his own son. So they drove him from the Mountain so that they may restore it. But with him DaHan took Sona’morHan and their child Dasona. They fled to the south but found no welcome with Dolor’daHan and Ispem’dolor and so fled again to raise their child.
When MorHan found the smaller half of Ispem’daHan he took him to the bedrock and made him anew renaming him Ispem unaware that his nephew Dolor’daHan had already done the same with his other half. When they returned to the Mountain Somaritis had taken Lon’coHan as a wife and with time as they restored the Mountain back to order they had two children Lonaritis and Som’loHon.
And thus was the creation of the 12 Dwarven clans
Great Clans - created by Mordian
MorHan - Eldest of all the clans, ruling clan, made of gold and bronze
CoHan - Most logical, good adviser, made from gem and ice
DaHan - Most willed, bad adviser, made from lava and fire
Elder Clans - created by the great clans
Sona’morHan - Power (Matriarchic), made by MorHan, made from Marble
Dolor’daHan - Loyalty, made by DaHan, made of granite
Ispem’dolor - Piety, remade by Dolor’daHan, made of sand
Lon’coHon - Purity (Matriarchic), made- MorHan / CoHan, made of ice
Ispem - Will/Balance, remade by MorHan, made of sand/ bedrock
Mortal Clans - birthed of the flesh
Somoritis - Son of MorHan and Sona’morHan
Dasona - Son of DaHan and Sona’morHan
Lonaritis - Son of Somoritis and Lon’coHon
Som’loHon - Son of Somoritis and Lon’coHon
The History of Dwarves
as told by the Clan of MorHan
in the fist age (this is by the Dwarvin calendar which is significantly diffrent and longer than the Myrcian one)
The Dwarven race began when Mordian carved MorHan from the bedrock of the great mountains. Using gold for his hair and bronze for his eyes, Mordian made MorHan short yet impressive with a large barrel chest and massive arms. Then Mordian lifted him up to the highest peak on his grandest mountain and breathed his breath into him, so that he may begin to draw his own.
Mordian spoke upon MorHan, “Look as far as you can in every direction, for all that you see belongs to me.” And MorHan took in the grandeur of the mountains for the first time, and wept in awe. “This is how I give you my mountains and this is how you shall keep them in all of their natural beauty.” And so for many years MorHan did nothing for fear of disturbing the mountains. When Mordian came to him and asked him why he had not moved MorHan reply that he had not been told to do so. And so Mordian instructed MorHan how to build a shelter from the side of a mountain, how to craft tools from the rock and how to care for the rivers and plants that grew from the mountaintops.
But Mordian was not happy, for MorHan did as he was told and only as he was told. So Mordian took MorHan to the snowcapped mountains of the north and carved him a brother from the frozen blue rock, using snow for his hair and deep blue gems for his eyes. Breathing life into him Mordian named him CoHan and charged him with the task of instilling logic and reason into his brother MorHan. Then Mordian took MorHan to the volcanoes of the south and from the molten rock that had flowed to the see and quickly cooled into black volcanic rock he carved him another brother, using the red molten lava for eyes and hair. Breathing the breath of life into him Mordain named him DaHan and charged him with instilling will and emotion into his brother MorHan. And so the great dwarven clans were created by Mordian’s hand and drawing on the strengths of each brother the lands of Mordian flourished.
But with time the dwarves grew to want and so lead by MorHan the three brothers went to Mordian and said, “when in you presence we feel you power and are in awe and want not, but when you go our flesh weakens and we hunger and we thirst and we want.” Mordian asked if he had not given them tools or if he had not given them plants or streams, or if he had not shown MorHan himself how to carve life from the rock. And so the three left in shame. And CoHan took the streams and the plants and made ale to quench their thirst, and MorHan with DaHan helping him made rams and other mountain creatures and the tools to catch them to stave their hunger. Again the clans were happy.
But MorHan and another want that was not meet by food or drink, so he carved from the rock a wife and named her Sona’morHan. And so the first of two matriarchal clans were born. But all was not happy amongst the clans, for with all is logic CoHan went before Mordian and asked why MorHan has the power to create life from rock when he does not, was he not as great as his brother. To which Mordian told him, “No, for I have created you second you are second to your brother.” And Mordian further berated him, “why do you come to me with this jealousy, did I not create you for logic and reason.” Ashamed CoHan retreated to the north and isolated himself from his brothers. DaHan filled with emotion but not his brothers logic, thought to himself, “Am I not as great as my brother. Have I not seen him carve life from stone. Was I not created for which he lacked.” And so he went to the volcano from which he was carved but found that it had long since been dormant. So he carved for himself two children one from the mountainside that had once erupted and the other from the black sand that before years of erosion he had come from. His son from the mountain he named Dolor’daHan and taught in the ways of emotion and loyalty. And Dolor’daHan stood firm and was a good son. His son from the sand he named Ispem’daHan and taught him in the ways of will and piety. But being made of sand Ispem’daHan was shifty and unstable and was not a good son.
And Again Mordian was unhappy without his brothers MorHan was gain left to only follow orders, unable to think for himself. And he bent completely to the will of his wife Sona’morHan. Following his orders they gave birth to the first clan of flesh not rock and named him Somoritis. Loving her child she gave all the mountains had to offer to him and in doing so MorHan lapsed in his charge to keep the mountain as he found it, and for the second time in his long life he wept.
DaHan marched his children back to his brother MorHan and his wife Sona’morHan and said look at what I have created am I not as great as you was I not created for what you lacked should I not rule these mountains with Sona’morHan at my side. To which MorHan did not reply. Ashamed MorHan left the mountain and DaHan took Sona’morHan as his wife and birthed another clan of flesh named Dasona. DaHan ruled only by will and emotion abused the mountain and cared only for his new wife and new child.
MorHan sought out his brother CoHan and begged of him, “please brother we must have your reason back in the mountain, or I fear we may loose it.” But CoHan would not hear him for his heart had turned to ice. So MorHan pleaded to Mordain to help melt his brothers heart, and Mordin lead him to the glaciers, great walls of rock and ice but would not instruct him so again MorHan sat and did nothing, until the wall of ice had reached him and he was forced to act. He carved from it a daughter of pure ice, pure beauty and pure mind. But he did not breath life into her instead he brought her before CoHan and told him how to breath life. And CoHan’s heart melted when he saw his daughter and he named her Lon’CoHan.
Schooled in piety Ispem’daHan approached his brother Dolor’daHan to convince him that their father DaHan was not doing Mordians will. However Dolor’daHan’s loyalty to DaHan was strong and he instead brought Ispem’daHan before his father and said, “my brother wishes to betray you but my loyalty remains strong.” But Dolor’daHan lied seeing the corruption and grandeur of his father’s palace as the mountain was lacking. But still Dolor’daHan remained strong knowing nothing but loyalty to his father. DaHan was displeased with Ispem’daHan and heft his mighty ax into the air and cleft Ispem’daHan in two. In horror Dolor’daHan took the greater half of his brother feeling for the first time guild and shifting loyalty to his dying brother, he rebuked his father, “your wife has corrupted you.” And he took his brother back to the south and healed him with the sand from the shores mixing the black sand with white and renaming him Ispem’dolor and their the brothers stayed in hiding from their father.
MorHan returned to the Mountain with his brother CoHan and niece Lon’coHan to return reason to his brother DaHan only to find that he was beyond reason and hand killed his own son. So they drove him from the Mountain so that they may restore it. But with him DaHan took Sona’morHan and their child Dasona. They fled to the south but found no welcome with Dolor’daHan and Ispem’dolor and so fled again to raise their child.
When MorHan found the smaller half of Ispem’daHan he took him to the bedrock and made him anew renaming him Ispem unaware that his nephew Dolor’daHan had already done the same with his other half. When they returned to the Mountain Somaritis had taken Lon’coHan as a wife and with time as they restored the Mountain back to order they had two children Lonaritis and Som’loHon.
And thus was the creation of the 12 Dwarven clans
Great Clans - created by Mordian
MorHan - Eldest of all the clans, ruling clan, made of gold and bronze
CoHan - Most logical, good adviser, made from gem and ice
DaHan - Most willed, bad adviser, made from lava and fire
Elder Clans - created by the great clans
Sona’morHan - Power (Matriarchic), made by MorHan, made from Marble
Dolor’daHan - Loyalty, made by DaHan, made of granite
Ispem’dolor - Piety, remade by Dolor’daHan, made of sand
Lon’coHon - Purity (Matriarchic), made- MorHan / CoHan, made of ice
Ispem - Will/Balance, remade by MorHan, made of sand/ bedrock
Mortal Clans - birthed of the flesh
Somoritis - Son of MorHan and Sona’morHan
Dasona - Son of DaHan and Sona’morHan
Lonaritis - Son of Somoritis and Lon’coHon
Som’loHon - Son of Somoritis and Lon’coHon
Monday, June 11, 2007
Apendix XIIIL: Entmark
The Journal of Edint Rie
With the help of the goat herders we finnaly crossed over the harsh pass of the Little Spine we finall crossed the borders into Entmark, as the Hexmarkians call it. It truely is a beautiful land, rough green grass grows abounds and tiny yellow sparrows flit from brach to brach drinking from the red flowers. I am told that these are called Mud'we, or blood spirits (Often when refering to actual names Rie's journal reverts to the language of the land, I have tried to provide phonic equivalacies for these words.) and the birds as towenaar voël, or mage birds. They are odd names for such beutiful things. On our journey over the rough moutain trail we have lost many oxen and horses and we had feered the worst, but little Terin is doing better with the warmer weather, but if we don`t reach a settle ment soon we may loose him. With that in mind the expedition presses on. Apparently the Goat herds have told us of a small village close to here. We shall go and see if they have a healer of some sort.
year of the crab, new lunar, sixth day.
We treced along an old moutain road for most of the day. These hills certainly don't make it easy to get around. Aparently this village is called Aangee and lives growing olives for market and goats for milk and Meat. I see the young children running around and I have to admit I feel a little out of place. The people here are darker skined and have big lips. Thier hair grows short and waivy and they smell of goats. I shouldn't judge but I have seen a child drink directly from a goat. These people should be educated about the way of things, but then I supose thats why the Clerics from the small republic of Alistar are here. They may believe in a heathen god, but they seem like upstanding people and as I need thier help to continue my travels, I will forgive them. Little Terin is not doing much better, I hope we will be there soon.
The vilage is indeed small only consisting of a few huts. The tribal leader came out to greet us this morning, but we were mistaken. We were soon surrounded on all sides and the tribal leader with a waive of his hand set fire to the caravans. Luckly I was here and quickly calmed them, though it wasn't easy. Apparently they are a warrior people and to aproch s we did was a sign of war. I was able to convince them we ment them no harm by by laying down our arms. Unfortunatly this was a sign of great weakness and we about to be turned away when I asked about Terin. I have to admit it was Terin that realy saved our lives that day. For a simple people they seem to wield vast power. They alowed the wagons to stay where they were, and sent message to a nearby village named Bloedrooi that we have arived. Luckly I was able to convince them I was Terin's father and they alowed me to acopany them to a Dood Heks, or Death Witch. Needless to say I was a little woried at the time. They took me to a woman who was not unlike the oracles of Hexmark. She was old and Hargerd but she seemed to wield that same unbeliveable power that the Tribal elder did. She prepared rights and various other things I atribute to dark magic. I wanted to stop her, but I admit I was a little scared of the leanly muscled guards that were guarding me. I realised I would be dead before I drew my sword, and so would the caravan. I just hope Terin can forgive me. The whitch finnished and I saw he wield that power to heal the boy. It was odd, and wasn't nearly as affective as the Clerics power had been, but It did what theres could not. The boy regained consciousness.
As night fell I saw the warriors gurding us as the women prepared food to be shared comunicatively. Of course we were kept outside the village and could only look on. Terin actualy took food for the first time. Maby I was wrong about the witch. Aparently the village we are going to next is where the king of this land. Two guieds are to come in a few days to take us to thier king. I have to admit I'm very excited.
More to be translated soon.
With the help of the goat herders we finnaly crossed over the harsh pass of the Little Spine we finall crossed the borders into Entmark, as the Hexmarkians call it. It truely is a beautiful land, rough green grass grows abounds and tiny yellow sparrows flit from brach to brach drinking from the red flowers. I am told that these are called Mud'we, or blood spirits (Often when refering to actual names Rie's journal reverts to the language of the land, I have tried to provide phonic equivalacies for these words.) and the birds as towenaar voël, or mage birds. They are odd names for such beutiful things. On our journey over the rough moutain trail we have lost many oxen and horses and we had feered the worst, but little Terin is doing better with the warmer weather, but if we don`t reach a settle ment soon we may loose him. With that in mind the expedition presses on. Apparently the Goat herds have told us of a small village close to here. We shall go and see if they have a healer of some sort.
year of the crab, new lunar, sixth day.
We treced along an old moutain road for most of the day. These hills certainly don't make it easy to get around. Aparently this village is called Aangee and lives growing olives for market and goats for milk and Meat. I see the young children running around and I have to admit I feel a little out of place. The people here are darker skined and have big lips. Thier hair grows short and waivy and they smell of goats. I shouldn't judge but I have seen a child drink directly from a goat. These people should be educated about the way of things, but then I supose thats why the Clerics from the small republic of Alistar are here. They may believe in a heathen god, but they seem like upstanding people and as I need thier help to continue my travels, I will forgive them. Little Terin is not doing much better, I hope we will be there soon.
The vilage is indeed small only consisting of a few huts. The tribal leader came out to greet us this morning, but we were mistaken. We were soon surrounded on all sides and the tribal leader with a waive of his hand set fire to the caravans. Luckly I was here and quickly calmed them, though it wasn't easy. Apparently they are a warrior people and to aproch s we did was a sign of war. I was able to convince them we ment them no harm by by laying down our arms. Unfortunatly this was a sign of great weakness and we about to be turned away when I asked about Terin. I have to admit it was Terin that realy saved our lives that day. For a simple people they seem to wield vast power. They alowed the wagons to stay where they were, and sent message to a nearby village named Bloedrooi that we have arived. Luckly I was able to convince them I was Terin's father and they alowed me to acopany them to a Dood Heks, or Death Witch. Needless to say I was a little woried at the time. They took me to a woman who was not unlike the oracles of Hexmark. She was old and Hargerd but she seemed to wield that same unbeliveable power that the Tribal elder did. She prepared rights and various other things I atribute to dark magic. I wanted to stop her, but I admit I was a little scared of the leanly muscled guards that were guarding me. I realised I would be dead before I drew my sword, and so would the caravan. I just hope Terin can forgive me. The whitch finnished and I saw he wield that power to heal the boy. It was odd, and wasn't nearly as affective as the Clerics power had been, but It did what theres could not. The boy regained consciousness.
As night fell I saw the warriors gurding us as the women prepared food to be shared comunicatively. Of course we were kept outside the village and could only look on. Terin actualy took food for the first time. Maby I was wrong about the witch. Aparently the village we are going to next is where the king of this land. Two guieds are to come in a few days to take us to thier king. I have to admit I'm very excited.
More to be translated soon.
Tuesday, June 5, 2007
Rune as it is known today.
Rune, as it is generally accepted by historians today, is flat, resting upon the back of Agradon, the gigantic dragon who holds up our world and maintains our crystal sphere. There are six known continents that are well documented. Edint Rie's map, while useful is now known to be generally inaccurate and out of date. Not only am I not a cartographer, I also believe that no maps of Rune exist as a whole, so I will have to explain the continents as best I can. As of the official start of the third age 1400 years after the Great Orcen Wars, the continents are as follows.
The north western continent is named Atria and is home to the Collective state of Myrcia, my home, the black forest, and the frontier. Myrcia is made up of individual states, if you will, controlled by individual feudal lords. These states are known as the Nothernlands, under the control of the Northlanders; the Palesian fields; inhabited and controlled by the Palesian Halflings and the hill gnomes; the Varden cities, a land "home" to the Alesian dwarves; and the Collective State of Clockwork, which contains the remaining vestiges of the Clockworkers, tinker gnomes, and warforged. I do hope they change that name soon, while we often turn to the Clockworkers power, many a brave Myrcian died in that terrible war, and that name is a bloody reminder. As for the black forest, we know that many nations exist within, but that is the Elvin territory and they guard their borders ferociously. The forest stretches over half the continent, nearly continuously, thus making the black forest an effective border to the frontier. As a matter of note, no one has ever traversed the black forest without the help of the elves. The frontier is a dry and arid wasteland, whose inhabitants live around the small oasis that exists. There are no nations to speak of, but many factions and cities populate the area. These include the Ahab, a race of peoples known for thier trading and barganing; The Mopos halflings, a nomadic race; the five tribes, the native tribes of the fronier, wild and feral, not to mention the various other monsters and creatures that abide on those plains.
Below Atria separated by the Crudusbarak, or the backbone of Crudus, is the continent Virdia. It is comprised mostly of the countries of Dag-mar, Hexmark, Alesia, Entmark, Agnor, Mortin, The Sitomus colective, the grey wastes, the Dwarven Empire, the Dragonis Spine, and the Andoniat Arpeggio. The continent is very mountainous, consisting of the Crudusbarak and the Dragonis Spine, and thier various off-shoots and sub ranges. Many of the peoples live snuggled into the mountains arms or within the moutain itself. However the greywastes are a flatt badlands, devoid of all life and many plains and large platues spanning thousands of miles exist on this continant. The largest plain which lies directly south of the Baraks is the Grossberg plateu. four nations lay claim to the area. Alesia is the primary nation in controll of the area. They are monotheast, beliving in one nameless god. They are known for the twelve crusades that they have set out upon in attemps to capture the area and bring the nameless one, or whatever they call "it," to the "heathens." I have known some Alesians in my time and most of them are a grosely stuborn lot. There is also Dag-mar, a nation held loosly together by large guilds of theaves and where politics are solved by the gladiators sword. Hexmark lies to the north, prised for thier forward social thinking and high politics. Finaly to the south is the large nation of Agnor, a proud people. To the North west, Across the little spine as it's called lies the small nation of Entmark. An interesting collective to say the least. South of entmark across the lower Baraks lies the The Sitomus colective and below that Mortin. Little is known of these contries as they are just beyond the normal traveler's fare. South of Agnot lies the grey wastes, which I have metioned earlier, allong the western seabord lies the Dragonas spine, the wildest and dangerous wilderness any yet speak of. Finaly as the spine reaches the oacian the moutains turn into a chain of islands known as the Andoniat Arpeggio, a chain of islands thousands miles long streaching west into the Worlds edge. Mostly home to pirates, the area is technical ruled by the Andoniant Empire and it's Armada. Finaly the island end with the final island Saith.
To the west of Crudus lies the Worlds edge, an ocean that no one has ever returned from. It is general excepted that sailing that way for to long will result in falling off the back of the dragon, out of the crystal sphere, and into the void. Needless to say no one has ever braved those seas and returned alive, though the western coast is generaly ran by all manner of pirates based out of the the Andoniat Arpeggio and the cities of مَدينَه ساحِل (Lamath Etbev) and جلمود خطر البحر (dwhag syh shraa) on the western frontier.
To the south east of Virda is Pullus, a relatively small and unknown continent. Those that return from there usually refuse to talk of their travels.
Pullus is by far the closest continent to the "Rune oculus," or eye of rune. This phenomenon also goes by the name of "Eye of terror", "endless tempest," or, "the great Maelstrom," translated from the tongues of the area. Rune's eye is an, apparently natural, storm that stays in one spot. Nothing is known of the interior of the storm other than, besides ships of legend, none have sailed it and survived.
North of the storm is the area known as the endless seas. Here a people have managed to eke out a living on top of the water of the ocean living only upon four islands and their own ingenuity. It is a truely remarkible place and I have been able to travel there a few times before. Most living on floating towns called, adobies, as they have for thousands years.
The north western continent is named Atria and is home to the Collective state of Myrcia, my home, the black forest, and the frontier. Myrcia is made up of individual states, if you will, controlled by individual feudal lords. These states are known as the Nothernlands, under the control of the Northlanders; the Palesian fields; inhabited and controlled by the Palesian Halflings and the hill gnomes; the Varden cities, a land "home" to the Alesian dwarves; and the Collective State of Clockwork, which contains the remaining vestiges of the Clockworkers, tinker gnomes, and warforged. I do hope they change that name soon, while we often turn to the Clockworkers power, many a brave Myrcian died in that terrible war, and that name is a bloody reminder. As for the black forest, we know that many nations exist within, but that is the Elvin territory and they guard their borders ferociously. The forest stretches over half the continent, nearly continuously, thus making the black forest an effective border to the frontier. As a matter of note, no one has ever traversed the black forest without the help of the elves. The frontier is a dry and arid wasteland, whose inhabitants live around the small oasis that exists. There are no nations to speak of, but many factions and cities populate the area. These include the Ahab, a race of peoples known for thier trading and barganing; The Mopos halflings, a nomadic race; the five tribes, the native tribes of the fronier, wild and feral, not to mention the various other monsters and creatures that abide on those plains.
Below Atria separated by the Crudusbarak, or the backbone of Crudus, is the continent Virdia. It is comprised mostly of the countries of Dag-mar, Hexmark, Alesia, Entmark, Agnor, Mortin, The Sitomus colective, the grey wastes, the Dwarven Empire, the Dragonis Spine, and the Andoniat Arpeggio. The continent is very mountainous, consisting of the Crudusbarak and the Dragonis Spine, and thier various off-shoots and sub ranges. Many of the peoples live snuggled into the mountains arms or within the moutain itself. However the greywastes are a flatt badlands, devoid of all life and many plains and large platues spanning thousands of miles exist on this continant. The largest plain which lies directly south of the Baraks is the Grossberg plateu. four nations lay claim to the area. Alesia is the primary nation in controll of the area. They are monotheast, beliving in one nameless god. They are known for the twelve crusades that they have set out upon in attemps to capture the area and bring the nameless one, or whatever they call "it," to the "heathens." I have known some Alesians in my time and most of them are a grosely stuborn lot. There is also Dag-mar, a nation held loosly together by large guilds of theaves and where politics are solved by the gladiators sword. Hexmark lies to the north, prised for thier forward social thinking and high politics. Finaly to the south is the large nation of Agnor, a proud people. To the North west, Across the little spine as it's called lies the small nation of Entmark. An interesting collective to say the least. South of entmark across the lower Baraks lies the The Sitomus colective and below that Mortin. Little is known of these contries as they are just beyond the normal traveler's fare. South of Agnot lies the grey wastes, which I have metioned earlier, allong the western seabord lies the Dragonas spine, the wildest and dangerous wilderness any yet speak of. Finaly as the spine reaches the oacian the moutains turn into a chain of islands known as the Andoniat Arpeggio, a chain of islands thousands miles long streaching west into the Worlds edge. Mostly home to pirates, the area is technical ruled by the Andoniant Empire and it's Armada. Finaly the island end with the final island Saith.
To the west of Crudus lies the Worlds edge, an ocean that no one has ever returned from. It is general excepted that sailing that way for to long will result in falling off the back of the dragon, out of the crystal sphere, and into the void. Needless to say no one has ever braved those seas and returned alive, though the western coast is generaly ran by all manner of pirates based out of the the Andoniat Arpeggio and the cities of مَدينَه ساحِل (Lamath Etbev) and جلمود خطر البحر (dwhag syh shraa) on the western frontier.
To the south east of Virda is Pullus, a relatively small and unknown continent. Those that return from there usually refuse to talk of their travels.
Pullus is by far the closest continent to the "Rune oculus," or eye of rune. This phenomenon also goes by the name of "Eye of terror", "endless tempest," or, "the great Maelstrom," translated from the tongues of the area. Rune's eye is an, apparently natural, storm that stays in one spot. Nothing is known of the interior of the storm other than, besides ships of legend, none have sailed it and survived.
North of the storm is the area known as the endless seas. Here a people have managed to eke out a living on top of the water of the ocean living only upon four islands and their own ingenuity. It is a truely remarkible place and I have been able to travel there a few times before. Most living on floating towns called, adobies, as they have for thousands years.
Monday, June 4, 2007
An introduction to Edint Rie
Before we can begin with Edint Rie I believe he needs an introduction. Edint Rie is a figure that is shrouded a bit in mystery, for, while he wrote allot about the places he has been and the places he has seen, he rarely writes about himself. The only people who know for sure who or what he is are the bishops for the church of Landon and they do not whish to discuss the matter. I have discussed extensively with Bishop Eoire Itum, head of the Myrcian Church of Landon and financer of the Golden Dragon Inn, about the subject of Edint Rie, but he continually informs me that that information is kept in the ancient scrolls and only the truly devout are allowed to view them. Then he always asks me if I would like to become truly devout, but I'm afraid such a path cannot be taken up at my age. Despite these particular drawbacks, there is some information that is available about Edint Rie, which I will explain, and then I will continue in explaining his journal, which is what we are interested in anyway.
Edint Rie, it is believed, was born about 1200 years after the dragon wars and lived for around 70 years. The exact figures are not known, but his first journal entry is dated 1217, the year of Volk, 3rd month on the 21st, and many historians agree he was between 16 and 20 years old at the time of the first entry. Thus he lived around the end of the Orken wars and the beginning of the second age. What is interesting about his journal is that he wrote almost constantly about what he saw and experienced on his journeys. He had traversed nearly the entire face of rune, visiting almost every major city of the time and categorizing the people and their cultures. This invaluable information has been used in constant studies and histories of people. I hope to use his works to provide a basis for the world as it is today.
Now the title journal is a little misleading, for it is much more like journals. Known to date are at least 31 journals, of which I personally own 12, the largest collection of Edint journals known. Four of the journals are even originals, which are to be donated to the Myrcian Church of Landon when I go to Volk. I even own the coveted 31st journal, an original I might add, that describes Edint Rie`s notes on the planes. But having the journals are only half the battle. As is writ in the first journal, not only are the books written in an ancient tongue, but Edint often used his own version of the tongues spell when he wrote his journals, allowing him to switch between languages mid word. The reason for this practice is lost in time, but needless to say many of the journals are almost untranslatable, even with the help of magic. I, of course, have translated many passages and will rewrite them as a part of the appendix. That being said I believe we can move right into Edint Rie.
Edint Rie, it is believed, was born about 1200 years after the dragon wars and lived for around 70 years. The exact figures are not known, but his first journal entry is dated 1217, the year of Volk, 3rd month on the 21st, and many historians agree he was between 16 and 20 years old at the time of the first entry. Thus he lived around the end of the Orken wars and the beginning of the second age. What is interesting about his journal is that he wrote almost constantly about what he saw and experienced on his journeys. He had traversed nearly the entire face of rune, visiting almost every major city of the time and categorizing the people and their cultures. This invaluable information has been used in constant studies and histories of people. I hope to use his works to provide a basis for the world as it is today.
Now the title journal is a little misleading, for it is much more like journals. Known to date are at least 31 journals, of which I personally own 12, the largest collection of Edint journals known. Four of the journals are even originals, which are to be donated to the Myrcian Church of Landon when I go to Volk. I even own the coveted 31st journal, an original I might add, that describes Edint Rie`s notes on the planes. But having the journals are only half the battle. As is writ in the first journal, not only are the books written in an ancient tongue, but Edint often used his own version of the tongues spell when he wrote his journals, allowing him to switch between languages mid word. The reason for this practice is lost in time, but needless to say many of the journals are almost untranslatable, even with the help of magic. I, of course, have translated many passages and will rewrite them as a part of the appendix. That being said I believe we can move right into Edint Rie.
Tuesday, May 29, 2007
Rune intrinsically
The name rune has always been passed down in our tongue since the beginning of time. However the name exists in all the tongues of Rune despite language barriers, cultural anomalies, and religious affiliations. The name itself means different things depending upon the language and not always is it used to describe the crystal sphere in which we live, but the phenomenon is interesting none the less. In our language, Rune, as well as being the word we use to name our world, is the word referring to a singular character in an ancient language. As I state in the Mercian Dictionary Unabridged 4th addition:
1. Any of the characters of certain ancient alphabets, as of a script used for writing or a script used for inscriptions.
2. Something written or inscribed in such characters.
3. An aphorism, poem, or saying with mystical meaning or for use in casting a spell.
I shall take each definition in turn and use them to help define this world.
For the first definition I turn to Van-Heusen, who is fluent in almost all of the languages of Myrcia and some of those abroad. He writes in response to a letter on the subject, of which I have tried to recount his exact words, with my small impute for clarity:
"Garsu longa vitas ravabrevis. (A Draconic phrase written in the Myrcian scrip meaning: Art is long, life is short) You ask about the meaning of Rune, dear friend? Why such a thing cannot be expressed in word my dear old fool. Even the grandest of the ancient songs, Fabula Landon (draconic again, the tale of Landon), Utaru no Kawa to yama (rough phonic translation of the eastern dialects, The song of river and Mountain), ifelï ndaen eathdï (rough phonic translation of High elfish, Life and death) and last but certainly not least the great Moradin von Pan (rough phonic translation of mountain Dwarvish, epic of Moradin) could not even scratch the surface of the eclectic nature of Rune's peoples. The rich oral histories of the people have brought me to tears at times, and the tales from other countries tell stories so intrinsically different it changes the very soul. The quest you peruse is one that cannot be accomplished, especially with the years you must have left."
He continues his rant here and goes into a few stories, as well as a song, that are apart from my subject. I continue from the third scroll.
"The languages of rune are so varied I am still astounded. I have learned over twenty languages, not to mention dialects, in Myrcia alone. The people's cultures and experiences vary within even the many races of Rune. The truth is Mathias, that that is rune. The stories, the cultures, the songs and music, the very languages themselves are Rune. Write that in your book!"
This could be one of the best explanations of the name. Language in rune itself is important, and the numbers that exist are astounding. I have recorded accounts of over 134 different languages that have split into over 1000 separate dialects. I know at least 50 languages my self, but am only fluent in 13. And I'm not sure that is all of them either, I know much about this world, but I do not pretend to know everything.
Moving on to the second definition of Rune, I use the works of Antonio Grimore, Noted Astrologist and mystic, he has written many scrolls on the concept of Rune as a character. I’ll admit it is an odd concept and Antonio’s writing grew strange after joining the Illuminarian cult. However his works do provide incite into the more theoretical notions of Rune. Once again I will try to provide as much of the text as possible.
“Rune is dirt, but not dirt. It is air, but not air. It is simply a more complex form of writing as is set down by the gods. Perhaps even one greater than the gods. Some over-creator who writes with reality and time instead of pen and quill. If you notice the arrangement of the stars in the northern sky when in conjunction with the midsummer appearances of picorix and Bahamut. you can see what I call “the brush stroke,” a long line of stars. These stars when, used in conjunction with, various magical and mathematical algorithms that I have created along with Callous, (a noted wizard and glyphmancer of the time, disappeared from common knowledge along with Antonio) create a kind of Primer which can be used to “paint the sky’s” with stars, not only during this season, but in any season, once you have the primer. If you take these charts and overlay them with ground maps, available to us today, viable evidence comes that the heavens and earth are linked by some immortal bond that the gods created. Or perhaps they didn’t and this is just a side effect of their power, or perhaps it isn’t their doing at all. If you check the algorithm charts against the maps of the plains as is set forth by Edint Riein the first chapter of his final diary. (this is how I came across these works, backwards through Rie‘s journal. How he came across these works, and translated them is beyond me.) You can see that even the realms of the gods are held accountable to the heavenly primmer. Almost as if one train of thought. One script runs through rune defining and creating all things. As if Rune is a language, or, if not that, than at leas a story told by something else. A greater deity or power that controls us still.”
Most modern historians now consider Antonio to be at best a hack and at worst completely insane. After this particular scroll was writ he was excommunicated from the churches, all of them, and forced to flee under the cover of night. He is now gone from modern thought and practice. I take a risk now using his writing, but I am too old now to worry about consequences and his work has always intrigued me. Not because I believe him correct, quite the contrary in fact, it is because I have never been able to find contradiction in his work. I use him here for his concept as Rune as a story or continuing narrative. For in my eyes that is the true nature of the peoples of rune. As the great playwright Samuel Kane the First wrote: “all the worlds a game and the men and women players. They have their folds and their draws, and in his time one tells many a story.” Rune is not just a vehicle for stories, but in it’s very nature is a story it self.
Forgive the ramblings of an old man, I now sound like Van-Heusen! I have not explained my point very well, but I will let my words stand. Now I will get down to the more generally excepted answer for the name of Rune and stop all this theoretical instance.
Finally the last definition is what I hold and what is generally held around intellectual circles as the accepted answer for the world’s inheritance of it’s name. For this I will use my own writing as I happen to be the greatest historian on this particular subject. I will give a few of my sources in my Bibliography.
In almost all religious text the world of rune was formed with the use of magic. They say that the gods brought the raw elemental powers of the universe together and bound them finally together in giving the world It’s true name. Rune is not the worlds true name, but is believed to have come from that truly great happening. The different religions all argue of what or who created the world, but the method always seems very similar, even if only in theme. I have of course ruined the great poetry of that tale with my blunt writing, but my point is made.
Rune is magic. It runs in it’s very core. It controls all of it’s facets. That is why those who wield the power of magic are so powerful. That is why dragons, who I have theorized are an embodiment of magic, are so linked to the life of rune. Magic is controlled by sound and word that are in turn informed by the heart and soul of any living being. These are unreliable truths that I can prove with the wave of my hand. Magic is alive here, at some times uncontrollable, at others so subtle and complex it isn't even known, but it is never gone. If it ever does disappear, we may be faced with our own destruction. That I will write about later.
And that is all I have to say about that.
1. Any of the characters of certain ancient alphabets, as of a script used for writing or a script used for inscriptions.
2. Something written or inscribed in such characters.
3. An aphorism, poem, or saying with mystical meaning or for use in casting a spell.
I shall take each definition in turn and use them to help define this world.
For the first definition I turn to Van-Heusen, who is fluent in almost all of the languages of Myrcia and some of those abroad. He writes in response to a letter on the subject, of which I have tried to recount his exact words, with my small impute for clarity:
"Garsu longa vitas ravabrevis. (A Draconic phrase written in the Myrcian scrip meaning: Art is long, life is short) You ask about the meaning of Rune, dear friend? Why such a thing cannot be expressed in word my dear old fool. Even the grandest of the ancient songs, Fabula Landon (draconic again, the tale of Landon), Utaru no Kawa to yama (rough phonic translation of the eastern dialects, The song of river and Mountain), ifelï ndaen eathdï (rough phonic translation of High elfish, Life and death) and last but certainly not least the great Moradin von Pan (rough phonic translation of mountain Dwarvish, epic of Moradin) could not even scratch the surface of the eclectic nature of Rune's peoples. The rich oral histories of the people have brought me to tears at times, and the tales from other countries tell stories so intrinsically different it changes the very soul. The quest you peruse is one that cannot be accomplished, especially with the years you must have left."
He continues his rant here and goes into a few stories, as well as a song, that are apart from my subject. I continue from the third scroll.
"The languages of rune are so varied I am still astounded. I have learned over twenty languages, not to mention dialects, in Myrcia alone. The people's cultures and experiences vary within even the many races of Rune. The truth is Mathias, that that is rune. The stories, the cultures, the songs and music, the very languages themselves are Rune. Write that in your book!"
This could be one of the best explanations of the name. Language in rune itself is important, and the numbers that exist are astounding. I have recorded accounts of over 134 different languages that have split into over 1000 separate dialects. I know at least 50 languages my self, but am only fluent in 13. And I'm not sure that is all of them either, I know much about this world, but I do not pretend to know everything.
Moving on to the second definition of Rune, I use the works of Antonio Grimore, Noted Astrologist and mystic, he has written many scrolls on the concept of Rune as a character. I’ll admit it is an odd concept and Antonio’s writing grew strange after joining the Illuminarian cult. However his works do provide incite into the more theoretical notions of Rune. Once again I will try to provide as much of the text as possible.
“Rune is dirt, but not dirt. It is air, but not air. It is simply a more complex form of writing as is set down by the gods. Perhaps even one greater than the gods. Some over-creator who writes with reality and time instead of pen and quill. If you notice the arrangement of the stars in the northern sky when in conjunction with the midsummer appearances of picorix and Bahamut. you can see what I call “the brush stroke,” a long line of stars. These stars when, used in conjunction with, various magical and mathematical algorithms that I have created along with Callous, (a noted wizard and glyphmancer of the time, disappeared from common knowledge along with Antonio) create a kind of Primer which can be used to “paint the sky’s” with stars, not only during this season, but in any season, once you have the primer. If you take these charts and overlay them with ground maps, available to us today, viable evidence comes that the heavens and earth are linked by some immortal bond that the gods created. Or perhaps they didn’t and this is just a side effect of their power, or perhaps it isn’t their doing at all. If you check the algorithm charts against the maps of the plains as is set forth by Edint Riein the first chapter of his final diary. (this is how I came across these works, backwards through Rie‘s journal. How he came across these works, and translated them is beyond me.) You can see that even the realms of the gods are held accountable to the heavenly primmer. Almost as if one train of thought. One script runs through rune defining and creating all things. As if Rune is a language, or, if not that, than at leas a story told by something else. A greater deity or power that controls us still.”
Most modern historians now consider Antonio to be at best a hack and at worst completely insane. After this particular scroll was writ he was excommunicated from the churches, all of them, and forced to flee under the cover of night. He is now gone from modern thought and practice. I take a risk now using his writing, but I am too old now to worry about consequences and his work has always intrigued me. Not because I believe him correct, quite the contrary in fact, it is because I have never been able to find contradiction in his work. I use him here for his concept as Rune as a story or continuing narrative. For in my eyes that is the true nature of the peoples of rune. As the great playwright Samuel Kane the First wrote: “all the worlds a game and the men and women players. They have their folds and their draws, and in his time one tells many a story.” Rune is not just a vehicle for stories, but in it’s very nature is a story it self.
Forgive the ramblings of an old man, I now sound like Van-Heusen! I have not explained my point very well, but I will let my words stand. Now I will get down to the more generally excepted answer for the name of Rune and stop all this theoretical instance.
Finally the last definition is what I hold and what is generally held around intellectual circles as the accepted answer for the world’s inheritance of it’s name. For this I will use my own writing as I happen to be the greatest historian on this particular subject. I will give a few of my sources in my Bibliography.
In almost all religious text the world of rune was formed with the use of magic. They say that the gods brought the raw elemental powers of the universe together and bound them finally together in giving the world It’s true name. Rune is not the worlds true name, but is believed to have come from that truly great happening. The different religions all argue of what or who created the world, but the method always seems very similar, even if only in theme. I have of course ruined the great poetry of that tale with my blunt writing, but my point is made.
Rune is magic. It runs in it’s very core. It controls all of it’s facets. That is why those who wield the power of magic are so powerful. That is why dragons, who I have theorized are an embodiment of magic, are so linked to the life of rune. Magic is controlled by sound and word that are in turn informed by the heart and soul of any living being. These are unreliable truths that I can prove with the wave of my hand. Magic is alive here, at some times uncontrollable, at others so subtle and complex it isn't even known, but it is never gone. If it ever does disappear, we may be faced with our own destruction. That I will write about later.
And that is all I have to say about that.
Sunday, May 27, 2007
Rune: A History - Forward
I call upon the Muses of old、
Hark now and view my words well.
So that all who read these works.
Shall know it is truth, as best I can tell.
By the good graces of King Lionhart the third and the Three Divine brothers I write these manuscripts, in the high kingly language of Myrcian, in their honor. I am Mathias, Prime Historian and Bookkeeper of Myrcia, Lord of the Northern Quarter and Keeper of the Sacred Keys. Two moons ago now, I have conceived and began this venture, along with a few of my colleagues, whose names I will give in the bibliography, but will not mention here, as to compile my countless scrolls and ancient books into one brief account of the peoples and places of Rune. It is a daring venture, to say the least, to attempt to surmise, even briefly, the millions of races, peoples, places that inhabit Rune, but for a man as old as I it is a venture worth taking. You see my age now surpasses that of even some elves, and as my last work upon this world I wish to provide some lasting work that will provide invaluable to the peoples of this world.
As for the document itself, I shall rely heavily upon the journals of Edint Rie, Messiah for Landon, God of Travel, and first explorer of Rune. Where possible I will try to recount his entire passages in full, as well as give insight of my own. I will also attempt to shed light on the ancient epics of old and put them into more plain speech. For this I am relying heavily upon my Colleague Randol Van-Heusen the sixth, head of the Myrcian Bardic collage. Finally, in a joint project I am sending out several research parties, to collect information about Myrcia and the lands beyond, so as to collect new works as well into these manuscripts. I am entrusting this group to be formed by the Marshal of Myrcia and to the king himself, although I hope that the young Aurelious Wolfbane of the great Wolfbane clan will be considered to lead the foray. Their research will prove invaluable to the latter chapters of this history where I will look more in-depth into more recent histories.
However in my first chapter I will concentrate upon Rune, itself. Legends of its creation and how we, the people of rune Came into being. First however is the name.
Hark now and view my words well.
So that all who read these works.
Shall know it is truth, as best I can tell.
By the good graces of King Lionhart the third and the Three Divine brothers I write these manuscripts, in the high kingly language of Myrcian, in their honor. I am Mathias, Prime Historian and Bookkeeper of Myrcia, Lord of the Northern Quarter and Keeper of the Sacred Keys. Two moons ago now, I have conceived and began this venture, along with a few of my colleagues, whose names I will give in the bibliography, but will not mention here, as to compile my countless scrolls and ancient books into one brief account of the peoples and places of Rune. It is a daring venture, to say the least, to attempt to surmise, even briefly, the millions of races, peoples, places that inhabit Rune, but for a man as old as I it is a venture worth taking. You see my age now surpasses that of even some elves, and as my last work upon this world I wish to provide some lasting work that will provide invaluable to the peoples of this world.
As for the document itself, I shall rely heavily upon the journals of Edint Rie, Messiah for Landon, God of Travel, and first explorer of Rune. Where possible I will try to recount his entire passages in full, as well as give insight of my own. I will also attempt to shed light on the ancient epics of old and put them into more plain speech. For this I am relying heavily upon my Colleague Randol Van-Heusen the sixth, head of the Myrcian Bardic collage. Finally, in a joint project I am sending out several research parties, to collect information about Myrcia and the lands beyond, so as to collect new works as well into these manuscripts. I am entrusting this group to be formed by the Marshal of Myrcia and to the king himself, although I hope that the young Aurelious Wolfbane of the great Wolfbane clan will be considered to lead the foray. Their research will prove invaluable to the latter chapters of this history where I will look more in-depth into more recent histories.
However in my first chapter I will concentrate upon Rune, itself. Legends of its creation and how we, the people of rune Came into being. First however is the name.
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