Tuesday, June 5, 2007

The Known Regions

There are three main regions of the world, as reported by the Keeper of the Bladehex. These are known, in broad terms, as Aropa, Ferica, and Hessia.

Aropa
If we consider a map of only the known regions, Aropa would lie in the northwest corner. It is separated from Hessia by a range of mountains on its eastern border inhabited by dragons, and separated from Ferica by an ocean to its south. Aropa has traditional seasons, but the summers are relatively cool and the winters are relatively warm.

The following nations are part of Aropa:

Cafren: This nation is in the western part of Aropa, and it is known for its wine and theatre. It is occupied mostly by humans, with the occasional members of other races.
Gherek: This is the Orc nation. It occupies the southeastern part of Aropa. The city of Ispasa holds the one land passage to Hessia that is not occupied by dragons.
Icy Wastes: Although this is technically separate from Aropa (being too far north to be part of the continent), the Vikings here have raided the Aropan nations of Nagymer, Siraus and Tribnia.
Iliscy: This island lies south of Lytia, and is home to a large halfling population. It is known as a home for unusual beneficial plants.
Lytia: This wooded area in the southern area of Aropa is home to the Elves. It is the nation that is closest to Iliscy.
Nagymer: This is another human nation. It is in the northern part of Aropa and is the home of the Bladehex. Grain, dairy and cattle are their primary business.
Panis: This is a human nation that lives on the peninsula that comprises the southwestern portion of Aropa. Wine and fruit are common products here, and Panis boasts a large number of sailors.
Siraus: This nation lies directly west of the Dragon Mountains. The humans here rely mostly on gathering naturally grown foods, as anything they plant is subject to draconic raids.
Switz: This is the dwarf kingdom in the center of Aropa. The primary business of Switz is smithing and alchemy.
Tribnia: This island nation lies off the northwestern coast of Cafren and is run by humans. While most of the nation keeps to themselves, their cadre of sailors is exceeded only by Panis and the Icy Wastes.

Hessia
This is the area east of the Dragon Mountains. It is also home to several nations.
Ferres: Home to vulfen (wolflike humanoids), this nation lives due east of the Dragons, and lives on small game and gathering.
K'mir: Currently home to Quishadi (a magically constructed race that look like unwrapped, decomposed mummies). The pass at Ispasa in Gherek connects to the city of Nampen in K'mir. Its primary trade is in magical items.
Kor'Yan: This human nation in the northeast of Hessia is home to a nomadic tribe of mountain-dwelling soldiers.
Minoc: Home to the cat-like Idiyva, this nation in north-central Hessia is known for keeping itself out of the Black and Blue War.
Mugal: This nation was a co-leader in the old Xi An Empire of Emperor Shatran, but the loss of King Perseus Charon 25 years ago caused the nation to fall into ruin. It lies in the south-central part of Hessia.
N'dif: The island nation just to the south of Mugal is home to a group of humans who keep mostly to themselves. They operate an island paradise with obscure traditions.
Nihuna: This island nation off the east coast of Xi An is a feudal society of humans that have developed a large number of martial arts schools.
Tailin: This human nation east of Mugal has developed a large number of products all made of rice.
Xi An: This is the largest nation, and the most cultured. All sorts of learning are encouraged here. Although humans rule the nations, there are almost as many Urlocs (shorter blue humanoids with innate magic abilities) in the nation, and most non-governmental organizations are run by Urlocs.
Yychis: The Goblin nation lies between Tailin and Xi An, and is seen as a scourge by all the other nations. However, no one can deny the Yychians' ability to defend their swamp.

Ferica
More information will be given about this area when it becomes available.

The Origin of the World

No one knows what really happened, for no one was there. But the earliest legends all speak of something known only as Destruction. And when Destruction had destroyed everything else, it destroyed itself, leaving Creation in its wake. Thus ended the First Age: The Age of Decline.

Creation began to create in this new world. And when it had created everything else, Creation created Destruction anew. Thus both were in the world. And thus ended the Second Age: The Age of Ascension.

If Destruction were left to itself, Creation reasoned, it would destroy everything, including Creation. Then the actions of the past would repeat themselves, creating an Endless Cycle.

Creation began to oppose Destruction, but they were evenly matched. Therefore, something had to be done. Thus Creation merged part of its essence with that of Destruction, creating 99 mixed beings. These became known as the Greyscale.

Those beings of the Greyscale that were composed mostly of Creation's essence joined Creation, and those composed mostly of Destruction's essence joined Destruction. Only one being remained neutral, as it was composed of equal parts of both essences. Again, the two sides were evenly matched. To break the stalemate, both Creation and Destruction offered their power to the neutral being if it would join them.

The neutral being accepted both offers and began to call itself Arbiter. Arbiter created two worlds, one for each of the two Prime Beings. The first one would never be empty; if ever there were only one thing left in it, another would be created at random. The second would never be full; if only one thing were left uncreated, something in that world would be destroyed at random. The two Prime Beings were sent into their worlds, and the connections between those worlds and this one were destroyed. Then the Greyscale began to make the world anew, and Arbiter judged the results, destroying those things that were not worthy. Thus ended the Third Age: The Age of Creation and Destruction.

This went on for years. However, stagnation developed. For the day came when all objects were created and either accepted or rejected. Thus nothing new ever happened. Arbiter saw no problem with this, as this was the ultimate solution to the Endless Cycle, but the other Greys grew bored. So they asked Arbiter to go back to their former masters and petition them for a gift that would end the Stagnation. Arbiter agreed and arranged for temporary transport. Once they received their gifts, the Greys were transported to a distant island where the gifts were to be opened.

Arbiter ordered that Destruction's gift be opened first, fearing a trap. Inside was a card that read, "2 + 2 = 5".

"This is an Error," Arbiter intoned, "but Destruction has given us what we asked for. Until now, we have been judging things on a standard of perfection, leaving only certain designs as viable. By allowing imperfection, the Stagnation will end, as there will be things to destroy. Therefore, let this Error remain as an example to us all."

Creation's gift was then opened. It was a prism made of crystal, and the Greys set it up so that light passed through it. Seven beings emerged, each resplendent in color:
Reya, queen of Earth
Orana, mistress of Light
Yallo, king of Fire
Garin, lord of Permanence
Ballu, prince of Water
Indagu, master of Darkness
Valeta, princess of Air


Arbiter considered the revelation. "This, too, is useful," he concluded. "Creation has shown that items which appeared to be useless by themselves may have value when combined. Creation's wishes will be upheld. Go forth, beings, and fulfill your purpose." The Seven went forth and created many things: men, dwarves, platypuses, lambtrees, and centaurs. Thus ended the Fourth Age: The Age of Mixture.

After they did so, they came back to the island where they were first released and found Destruction's card. A fierce debate erupted among the Seven as to what to do with it. In the end, it was decided that since Arbiter allowed it to remain, they were free to use it. In the end, they gave it the name Erora, lady of Change, a body like their own, a brown robe, and let it combine itself into everything, including themselves. Thus things like disease, decay, mistakes, luck, and uncertainty were put into objects. Thus begins the Fifth and Current Age: The Age of the Eight Gifts.