Age of Storms

Some will say Enchanted. Others will say Cursed. The world of Deluvia has been called both by many travelers passing through or inhabiting these tormented and magical lands. The world has been wretched with wars and storms for the past millennia and new conflicts seem to be on the horizon. In the beginning of the age of Mortals things were good. They had just won their war against the gods and they prospered. There was a truce with the gods and many continued to worship the gods as before. Those mortals that were on the sides of the gods were punished, imprisoned or enslaved. It was a dark time for those mortals, but those that triumphed had an Age of Glory.

It was at this time that the Central Kingdoms developed in the high lands of Deluvia. Pallamost became the capital city and its armies kept the lower mortals in line. Kings came and went and their power went unrivaled. Then came the cataclysm.

The Great Deluge of the Second Age ripped the lands apart and heaved and threw them about. Mountains sank into the sea and the waters rose to swallow up all the land and the mortals drowned. Few survived this unceasing stream. They blamed the gods for seeking revenge. Two kingdoms arose as strong after the torrents; House Pallamost and House Druvenrog. Pallamost was redubbed New Pallamost, for most of the lower parts of its kingdom were destroyed. Druvenrog was a new and rising powerhouse before the cataclysm, and because they were on high lands, their cities survived.

Of the fraction of mortals that survived, most scattered to the edges of the map to find new land. Resources were scarce and hoarded by the two kingdoms. Many mortals fled to the Riftlands to the west or wilderness to the east. These wanderers and nomads give allegiance to no faction and most distrust the Houses and wait for their demise.

This is the world from which you, the player are born, live and will die. You start from rags, in the eastern wilderness, for it is to there that your small band has sought refuge. It is up to you to pick a side to join, or start your own, for you know it is only a matter of time until peace is disrupted. For as the wanderer's say, A storm is coming. . .

Neath the sea, the land sinketh the stars dimmeth,
Gusheth forth steam and gutting fire,
To the very heavens soar the hurtling flames
The old wyrm swallows the moons in mighty rage
In the threatening waters thou finds the endless sleep
From The Deluvicon Poettica

Hail traveler. I am Meruk, the sage of the scholars and Keeper of the Deluvic Bardsong Saga, the ancient tome of our land.

You want me to go way back to the beginning say you? You want me to tell you tales of the bards of old and their songs that have been translated down through the ages to my writings here?

Let us start with the Song of Juruus, for as I wrote down her alluring ballads, I found them to be the most ancient. Now keep in mind that Jurrus heself did not witness these events, but these tales are what she gathered from the towns and shires across Deluvia from before the Cataclysm.

First there was The Age of Dragons, the epoch of high magic. This goes back as far as any one of us can remember. This age is forgotten by all of us mortals, for we weren’t even in existence.

The first dragon was an egg floating on the æther sea and her name was Bubuntu. From her breath of steam the fire, the sea, air and the land were created from this void which swirled in this cloudsea now called Deluvia. She was Chaos and all living beings would suckle from her.

The dragons ruled for æons and discovered magic in the very veins of Deluvia that Bubuntu had breathed.

Here is a list of her children.

  • Moshrog – The first dragon on the æther cloudsea born from Bubuntu. The dragon of void, chaos and time.
  • Nihlheeg – The dragon of death. She bites at the roots of the tree of life.
  • Gogifroz – The dragon of cold, Her breath freezes all.
  • Seendhyn – The dragon of water. Swims among the cloudsea.
  • Muspelflam – The dragon of fire, lava and the nether. Boils in the deep.
  • Nolhaug – The dragon of dirt and soil burrows through all the solid layers of Deluvia.
  • Serpenbath – The dragon of the Two Stars of day Serbroth and Penbroth, he flies carrying the balls of fire which warms and lights Deluvia.
  • Turg – The dragon of nature and life whose offsprings blood nurtures living things
  • Arond – The dragon of wind and air whose breath circles and moves around Deluvia.
  • Gyrzong – The dragon of lightning and storms. Whose fighting amongst his brothers crashes and energizes the skies.
  • Brogghil – The dragon of the moons and of night, who swallows the moons during the day and spits them out again at night. Dargunbroth is the Night Star, the moon that presides over the moons. It is called a star, because it was mistakenly described as such during early astrologication.
  • Progurt – The dragon of stone. Chews on the stone and creates new ores from his breath.

Each dragon breathed their elements from the void into existence to form the world known as Deluvia. From these elements the structure and power of Deluvia herself was made. The dragons existed for æns and their breath made the elements.

From the combination of their breath were also made the gods.

These are the first generation born of the combination of the dragon’s breath

  • Necromensus – Born of the breath of Moshrog and Nihlheeg
    • Embreas – Married Necromensus
      • Geshtinanna – Offspring of Necromensus
      • Kabalith – Offspring of Necromensus
      • Vandelia – Offspring of Necromensus
      • Merideamona – Offspring of Necromensus
      • Forealis – Offspring of Necromensus
  • Kelvora – Born of the breath of Moshrog and Gogifroz
  • Astorius – Born of the breath of Moshrog and Seendhyn
  • Hythlodaeus – Born of the breath of Moshrog and Muspelflam
  • Alpea – Born of the breath of Moshrog and Nolhaug
  • Reyus – Born of the breath of Moshrog and Serpenbath
  • Tresola – Born of the breath of Moshrog and Turg
  • Aethera – Born of the breath of Moshrog and Arond
  • Omgion – Born of the breath of Moshrog and Gyrzong
  • Milupi – Born of the breath of Moshrog and Brogghil
  • Rogi – Born of the breath of Moshrog and Progurt
  • Freg – Born of the breath of Nihlheeg and Gogifroz
  • Ethys – Born of the breath of Nihlheeg and Seendhyn
  • Baphomaticus – Born of the breath of Nihlheeg and Muspelflam
  • Haug – Born of the breath of Nihlheeg and Nolhaug
  • Rebulus – Born of the breath of Nihlheeg and Serpenbath
  • Zweihanar – Born of the breath of Nihlheeg and Turg
  • Anona – Born of the breath of Nihlheeg and Arond
  • Wark – Born of the breath of Nihlheeg and Gyrzong
  • Incubol – Born of the breath of Nihlheeg and Brogghil
  • Hedus – Born of the breath of Nihlheeg and Progurt
  • Rig – Born of the breath of Gogifroz and Seendhyn
  • Leyacant – Born of the breath of Gogifroz and Muspelflam
  • Boraltum – Born of the breath of Gogifroz and Nolhaug
  • Urdorz – Born of the breath of Gogifroz and Serpenbath
  • Boralherrog – Born of the breath of Gogifroz and Turg
  • Keyday – Born of the breath of Gogifroz and Arond
  • Iztax – Born of the breath of Gogifroz and Gyrzong
  • Boralumugheil – Born of the breath of Gogifroz and Brogghil
    • Sophgritis – Married to Boralumugheil. Heiress of the western winds. Presides over the Omphalos, the center fo the world, during the Age of Gods.
      • Samaurora – Offspring of Boralumugheil. Heiress of the winds.
        • Freymiss – Offspring of Samaurora and Zweihanar
          • Falthori – Offspring of Freymiss’ tears and Boralumgheil’s blood
            • Charn – Offspring of Falthori and The Free Spirit Sage
            • Bristnor – Offspring of Falthori and The Free Spirit Sage
            • Epleyna – Offspring of Falthori and The Free Spirit Sage
          • Seydna – Offspring of Freymiss’ tears and Boralumgheil’s blood
            • Finnwyl – Offspring of Seydna and The Transformer Sage. Inherits Omphalos from her grandmother during the Age of Mortals.
            • Nemistri – Offspring of Seydna and The Transformer Sage. Holds the power of the Tree of the Wood.
              • Urd Rasil – The King of the Wood; offspring of Nemistri and the trickster fey Rattelhob
                • Rinkelspeare – Offspring of Urd Rasil and Yore. Steward of Rystralonyan
            • Seritipi – Offspring of Seydna and The Transformer Sage. Inherits Frostwynn, land of ice.
          • Calnora – Offspring of Freymiss’ tears and Boralumgheil’s blood
            • Malfis – Offspring of Calnora and The Scholar Sage
            • Dalmisis – Offspring of Calnora and The Scholar Sage
            • Brumisis – Offspring of Calnora and The Scholar Sage
      • Eosong – One of the goddesses eastern winds of Song Tide. She fills sailor’s sails with wind for good travel, or can bring havoc
    • Felluvus – Offspring of Boralumugheil
  • Boralrig – Born of the breath of Gogifroz and Progurt
  • Volystet – Born of the breath of Seendhyn and Muspelflam
    • Volykragulon – The volcano spirit in Songtide
    • Gwrang – The lava spirit
  • Bref – Born of the breath of Seendhyn and Nolhaug
  • Dragiyu – Born of the breath of Seendhyn and Serpenbath
  • Mirapot – Born of the breath of Seendhyn and Turg
  • Vulsong – Born of the breath of Seendhyn and Arond
    • Moskvrek – The maelstrom in Songtide, swallower of ships
    • Tempest – The wind spirit in Songtide
  • Corrdia – Born of the breath of Seendhyn and Gyrzong
  • Heesta – Born of the breath of Seendhyn and Brogghil
  • Milsti – Born of the breath of Seendhyn and Progurt
  • Embreas – Born of the breath of Muspelflam and Nolhaug
  • Forgi – Born of the breath of Muspelflam and Serpenbath
  • Siltiho – Born of the breath of Muspelflam and Turg
  • Bellit – Born of the breath of Muspelflam and Arond
  • Aneath – Born of the breath of Muspelflam and Gyrzong
  • Boirlos – Born of the breath of Muspelflam and Boirlos
  • Anvos – Born of the breath of Muspelflam and Progurt
  • Viko – Born of the breath of Nolhaug and Serpenbath
  • Heegmos – Born of the breath of Nolhaug and Turg
  • Talluk – Born of the breath of Nolhaug and Arond
  • Anagol – Born of the breath of Nolhaug and Gyrzong
  • Seethdor – Born of the breath of Nolhaug and Brogghil
  • Managulus – Born of the breath of Nolhaug and Progurt
  • Sifaneus – Born of the breath of Serpenbath and Turg
  • Pallas – Born of the breath of Serpenbath and Pallas
  • Snogrok – Born of the breath of Serpenbath and Gyrzong
  • Heen – Born of the breath of Serpenbath and Brogghil
  • Brimlok – Born of the breath of Serpenbath and Progurt
  • Finora – Born of the breath of Turg and Arond
  • Hepritu – Born of the breath of Turg and Gyrzong
  • Polu – Born of the breath of Turg and Brogghil
  • Zeer – Born of the breath of Turg and Progurt
  • Corporia – Born of the breath of Arond and Gyrzong
  • Repistal – Born of the breath of Arond and Brogghil
  • Arrygheil – Born of the breath of Arond and Progurt
  • Deptris – Born of the breath of Gyrzong and Brogghil
  • Wokfrid – Born of the breath of Gyrzong and Progurt
  • Monni – Born of the breath of Brogghil and Progurt

The first generation gods generated by the dragon’s breath grew to many. They themselves procreated to form many more generations of gods. These children of the dragons each had their own domain on Deluvia.

It was the trickster god, Milupi, that deceived the dragons into a 10,000,000 januul sleep.

Thus began the Age of Gods

The gods exist in many realms and are categorized as such.

  • Aetheric: The realm beyond, where the gods who orient themselves with faith are often from. It is considered to be an immortal realm somewhere locked out of time, but is normally pictured as a place of light and perfection.
  • Endaric: The void realm, a place of darkness and mystery, often associated with gods of knowledge and progress. As an alternative to ascension, some gods proceeded into the end to study the unknown land. 
  • Deluvic: The realm of the surface. Dominated by the mortal races, and once by the gods, and dragons before them. Deluvic gods are those that have returned to their land of origin to bestow knowledge, or ensure faith, amongst the mortal races.
  • Netheric: The final realm of fire and brimstone that had existed once as perhaps the home to the ancient dragons, now used as a prison for the souls of the mortals. A realm dominated by one god, or lord as he is often referred to, Necromensus, and, is home to his wife, Embreas. 

The gods are also categorized in four categories, Faith Gods, Traditional Gods, Progressive Gods and Other.

  • Faith Gods: Often regarded as the first gods, these are the most prominent of the gods who have many who know, and worship them. Their primary goddess is Aethera.
    • Aetheric– Aethera, the goddess of light and worship. Aethera is often regarded as the mother of all the gods, and perhaps the most powerful. She was the first to ascend, and is normally associated with light and worship. She has taken a backseat to current worshiping practices, and is rarely heard from, even by those who are her most diligent priests. She is said to have dictated the roles of the other ascended, and their powers. Aethera is normally depicted as a being of light, without a physical body.
    • Deluvic– Zweihanar, the god of war. Zweihanar is the honorary First Ancestor of the Glyphic people as he was their guide out of the Wood. He is often considered taboo to worship, as he takes a position on the battlefield alongside whichever side pleases him most on a whim. His powers are guaranteed victory to those whom he sides with, though he has been known to switch sides. He has appeared in many time periods, however, one thing in common is he prefers to hide his true form in a massive dark suit of armor, thorned and bloody from many battles. It is feared that one day he shall rise alone and proceed to wage war against all mortals for his own humor.
    • Endaric– Tresola, the goddess of chaos and luck. Tresola is often one of the least common gods to worship. However, though she might not be a primary goddess with many followers, she does get a fair share of worship from those who wish for luck, and possibly for bad luck to fall upon others. She resides in the Endaric realm, though often appears in Deluvia using her shapeshifting powers to deceive others for the sake of chaos. Her true form depicted in art is usually a mixture of many creatures, thus further depicting her chaotic nature. Tresola is the sole inhabitant of a sub-Endaric realm, originally intended as a prison for her, designed by the gods in the Aetheric realm to control her chaos. However, with her deceptive skills, Tresola managed to gain control of the realm, and in turn, anchored it to the Deluvic realm for all existence. Her very presence in Deluvia is often attributed for all manners of misfortune, and great fortune alike. Recently, in order to attain a greater standing of power, she has opened her gates to the mortal world, allowing Deluvians to pass into dungeons of chaos she creates to entertain herself with. Those that succeed can be guaranteed great fortune, but those that fail can be assured death.
  • Traditional Gods: Gods that tend to be worshiped among the common people. Normally do not ally themselves in the battle between faith and knowledge, but still embody a large force of god-like power. Their primary god is Sifaneus.
    • Aetheric– Finora, goddess of natural forces. Finora is the very embodiment of the natural realm and all it’s elements. She is normally regarded as the elemental goddess, however, she takes a very lite role in the circles of magic. Although Finora remains in the Aetheric realm, she is not as dominant of a primary goddess, as Sifaneus is the more notable of the traditional gods. Finora is depicted as a being of earth, water, and air, caring for the world, over its inhabitants. As such, she also is considered a goddess of life and death, and is prayed to by those who wish to prolong their life in times of illness.
    • Deluvic– Sifaneus, God of Justice and leadership. The most prominent of the Traditional gods, and perhaps one of the strongest forces of all the gods in Deluvia. He actively sits as a king among the mortals, as both judge and jury of the people. While he is normally regarded as a fair and equal king, some grow weary of the leadership of an un-aging god, and in the past have challenged his regime, to their own demise. He is often depicted in his royal attire and seated on his massive throne.
    • Netheric– Embreas, goddess of the hearth and family. Embreas is a rare example of a rogue goddess. Her sorrowful history began when she descended during the second era, for her love of the Gargoyles. Her compassion for all living beings led her to fall in love with Necromensus, one who pursued knowledge for the betterment of all. But, their forbidden love is often regarded as the downfall of the gargoyle race, along with his relentless pursuit of knowledge, and possibly ascension. After his kind was banished from the world, she joined him in the Netheric realm, not as a lover, but as an eternal wife. Her compassion and love are regarded as reason to worship her, as she has become the symbol of the hearth in every home. Families believe the hearth will bring her warmth into their home and hearts.
  • Progressive Gods: Less like gods, and more like great teachers. The progressive gods take a very active role in the wisdom and knowledge of magic, and often will make great impacts in history throughout the ages. The most prominent of the progressive gods is Necromensus, however, he is also the least powerful. 
    • Netheric– Necromensus, the Demon lord of the Nether and seeker of knowledge. Before he was cast from the world, he was an esteemed master of many circles of magic. His prowess however, was deemed the curse of his race, the ancient gargoyles. Aethera and the other gods feared his power, and cast him to the nether, where he takes a rather active role as a purveyor of research of knowledge and magic through his demon followers. He is the gatekeeper of the Netheric realm, assisting in the transfer of embers into their hosts without fail. 
    • Deluvic– Astorius, the god of the cosmos. Astorius was one of two gods who sided with Necromensus in his plight for knowledge. Astorius is wise beyond many, knowledgeable in the great circle of cosmic magic, and takes an active role with his followers in the citadel known as the observatory. While many of his practice have disappeared over the years, legend has it that he still sits in the decaying observatory with his remaining followers, peering into the great beyond, trying to decipher celestial runes and call upon the powers. However, there are those that believe his perception of the great beyond can be used to dominate the land.
    • Endaric– Aplea and Omgion, the twins of past and future. The twins of the Dark Elf (Endaurian) race only began to be worshiped within the late third era, as they represented two gods who came over from the void realm of the end. Alpea and Omgion were the first to teach the Endaurians how to travel through portals into Deluvia, however, some believe they were also responsible for assisting Necromensus in communicating through the nether portal to his first followers. They are not actively involved in the politics of the world, but instead are worshiped for their powers of vision of past and future. Alpea, goddess of the past, is a connection to ancestral spirits who have passed into the void. Omgion is the guide of the future, worship for his riddles that predict events to come. They are normally depicted as dark elves, though one with white eyes, and the other with dark eyes.
  • Other Gods: So, terms do not exactly fit those who’ve managed to ascend beyond mortal status, as these beings have not per se been accepted by the first and second era gods. These, “other” gods, tend to find themselves in a classification limbo, as usually, they do not fit in among the common religious practices, and nor do they have many worshipers who grant them a title of a diety worth worship. That being said, it is possible to ascend to the status of a god, though the method is normally involving a deal with an already existing god, and usually will require a matter of eternal servitude as their minor. Thus, normally only the relatively insane, or those with nothing better to do, will go after the challenges put forward by the gods in order to become one. 
    • Deluvic– Anona, the Chronicler. Like most Deluvic gods, Anona walks among mortal kind. Unlike most Deluvic gods, Anona does not see fit to be called a god in any way or form, and thus has a tendency to hide their god-hood from others. That being said, Anona became a god through the challenge of Astorius, as they were given the task to chronicle all the happenings, in all the world, at the same time. An impossible task for a human, but Anona in turn asked to be granted a deity like power to walk among the mortals for eternity, appear in multiple places at once, and be guised as anything, or anyone in order to complete such a massive task. Wise as he was, Astorius granted the wish unknowingly, giving Anona the status of a god, who now simply wanders our world. As such, Anona can be anyone or anything, always watching, and recording. His or her (they come in many forms) words can be found in almost every history book, and even in many newspapers, often making others assume mortal authors use the name as well, to gain fame for their publishings. 

The gods had their own power derived from the breath of the dragons. They used this to wage war upon each other and also created the domains of land, sky and sea that we know now. They created a race of beings called mortals and ruled over Deluvia for 1,000,000 januul.

The genealogy of the gods is long. Boralumugheil, at one point, cast the land into darkness, frost and hibernation, to keep his daughter, Samaurora, from being courted by Zweihanar. Boralumugheil and Zweihanar were at a thousand januul war and Boralumugheil hated the idea of his daughter seeing his nemesis.Zweihanar and Embreas were still secretly wed and their daughter Freymiss was born to grow and bring the end of the hibernation by killing her grandfather, Boralumugheil.

As he lay in her arms, from her grief and guilt she shed a tear that became frozen and as it fell to the frozen ground, broke into three shards. Before Boralumugheil died, his blood fused with the tears passing on some of his power of light and dark. The shards sat on the ground and when the ground melted from the new spring, they each grew into a flower. Freymiss went into exhile.

The stories of the gods are many and we will revisit them later, but for now, let us move on to the next chapter in our history, and for that, I pass you to Vorishba, the First Sage.


Hail traveler. I am Vorishba, the first mortal to walk on Deluvia. I wish I could tell you from when I started and where I began, but that is lost to me now. However, I am the holder of knowledge of the beginning of our species. It was me and my 11 siblings that walked out of the Omphalos in 12 separate directions and help carve a path for the rest or our direction. Though we are mortal, we believe our longevity comes from the Gods.

My 11 brothers and I were in close commune with the gods at first. Here are the titles we assumed for ourselves for the sphere of Deluvic knowledge.

  • The First: The first to come into the Third Age. The conceiver of Knowledge. My Deluvic name is Vorishba.
  • The Aggressor: The first to strike and see opportunity. The wielder of physical power and cunning to gain territory for their fellow clan.
  • The Cleric: Seeks balance through transformation and commune with gods.
  • The Leader: Holds power to sway their fellowkind to greatness in battle and to govern.
  • The Judge: Finds fairness through discernment – The Law Giver
  • The Free Spirit: Not beholden to any other law. Finds strength in serendipity.
  • The Warrior: Has skill in battle and tactics.
  • The Prosperous One: Has much land and coin.
  • The Scholar: The holder of knowledge from books. His Deluvic name is Meruk
  • The Merchant: The crafter and seller of goods. Makes good deals.
  • The Transformer: Transmuter of physical substances
  • The Consumer: Hungry for information and resources and the spark of existence.

Us mortals had inherited a great gift. A power that skipped over the Gods of which we worshipped. We were the heirs of the arcane arts of Deluvia, a power living deep within the world, that of which the dragons of old wielded. That of which the Gods didn’t possess. Though the miracles of the Gods were indeed powerful and able to inflict much strife or benefit to us mortals, it was this magery that let us study the ancient energies bound up in our world.

Races

The different categories of mortals that were children of gods are endless, but here are some of the more commons ones.

Demon

The Demon is a result of an Ancient Gargoyle soul, otherwise referred to as an ember, that co-inhabits the body of a host. Many are heavily misunderstood, as their name defines them as dark and dangerous creatures, but often in today’s society, demons can be found living alongside humans, elves, and many other races. Demons are not evil, as many believe them to be. Necromensus, the demon lord, does not oppose the teachings of Aethera, however he believes that power comes from knowledge, not faith.

Demon Characteristics and Magic

Demons are identified by their host’s racial characteristics, along with a set of horns perched above their head, and a stout gargoyle like tail protruding from behind. Often they have a stone like complexion. Their physical body varies from Demon to Demon, mostly akin to their prior racial background. Demons are usually very intelligent, and have knowledge of many circles of magic, though they see knowledge as the base of magic, and not faith. Many prefer the circle of sorcery, due to its inclination to fire.

Demon History

Long before the age of mankind, there was another, less human being. Some, in the ways of old, have come to refer to them as gargoyles, the stone monuments carved out to depict these wretched creatures. However, while they lacked in physical beauty, they made great progress in the form of magic. Graced by the goddess Aethera of the light, the gargoyles quickly became masters of fire and earth. But, the great goddess soon became fearful, that the gargoyles would begin to toy with powers that they were unaware of. So, she cast them out, into a new realm of only fire and brimstone. Their bodies burned in the depths of the unlit darkness, but their souls became an unsnuffable ember. After many ages, Aethera once more created beings to wander her world: humans. And, while she may have controlled their knowledge of the magic realm, where there is light, there must also be darkness. Calling from this darkness, a great demon’s voice was heard: Necromensus. He tempted humans with the gifts of fire and earth, that once only the gargoyles knew, but at the price of their mortal body to be shared by the souls of the nether. Aethera grows unpleased by this growing cultist following, however she cannot stop the calling for power. So, she made a deal with the demon lord Necromensus. If he wished to have followers bring back his gargoyles from the beyond, his followers were to remain underground for much of their lives, and cast away their affinity for light. 

A Demon is not born, but is rather created. Demons can be of any race, as long as they are willing to undergo the ritual of the Nether, merging one’s soul with a compatible ember of the nether. These “Embers” are the souls of the gargoyles.

Demon Culture and Faith

Most, if not all demons, live within a society that includes the traditional demon social hierarchy. A demon society, or coven as they are often referred to as, have several key components. Firstly, there is the Patriarch (or Matriarch if female), the political head of the Coven, who does not concern him/herself with the faith and worship of Necromensus. Rather, the leader focuses primarily on the needs of the society, and relations with other factions outside their own. On the other side, there is the faith based sect of the coven, who center themselves around the shrine to the Nether realm. The heads of this sect are called Necromensi, the translators of Necromensus who follow his orders, and conveys them to the Patriarch or Matriarch. Often more times than not, the Necromensi are multiple in number, and spend many hours during their day near the shrine to commune with Necromensus. The Necromensi are chosen among the population for their natural affinity with the nether realm, and their ability to hear the other side better than others. Below the political and faith heads of the coven, there are the Eminent ones, those who have a deep connection to their ember. Many are considered the most powerful among the common Demon, and many have power as generals, and advisors under the hierarchy. Finally, there are the acolytes, and the shriven. A shriven is a person who is not yet demon, but is living among their society. Either they prefer not to receive a demon soul and just wish to be close to Necromensus, or they have yet to undergo the Nether Ritual. After receiving an Ember from the ritual, the shriven becomes an Acolyte, a member of the demon society. Many demon societies are underground, as to keep them closest to their lord, as well as stay in the darkness. While they are not required to live within their own societies, and many do not, demons find it easier to be with others of their same faith, as they cannot reverse the ritual.

Most demons worship Necromensus, the demon lord, as their god. Necromensus often disputes this claim, as he prefers to be considered just a leader of his people, and the gate-keeper between here and the nether realm, since Gargoyles are unseen. Most covens keep a nether portal open inside their society as a way to communicate directly with Necromensus, and to host rituals within their society instead of demanding a pilgrimage. 

Demon Naming

Demons have two names: their birth name before the ritual, and their nether name. The latter is a direct merger between the name they were given at birth, and the name of the ember that now resides within them. (Gargoyle names are added after the birth name with a ‘. For example, a human named Jessup Mills, will now be Jess’Hyndra. Gargoyle names are generally more ancient in style.)

Demon Racial Relationships

Most demons are friendly to all races, as their kind does not exclude any race from becoming a demon. After a transformation, some demons even leave a coven and become members of other societies and factions.

Ent

As opposed to common belief, Ents are in fact not sentient beings made from trees. Rather, the walking plant that is the Ent, is really a facade. The real brain is something known as a Heartroot, a parasitic plant growth, much akin to the album species. The Heartroot grows deep within a host form, normally humanoid from what it has seen wandering its woods. 

Ent Characteristics & Magic

Many Ents appear as humanoid beings made out of wood, or some sturdy material with plant life growing from its center. Physically, Ents are strong, but slow, much akin to their perception of time. Mentally, Ents are usually wise beyond their years, as they have seen many a war, and have survived through all of them. However, it is important to note that an Ent does not consider themselves old until they have found their purpose and fulfilled it according to their own personal standards. Many Ents may act young, although they could be ages old, and just have not settled with their standing in the world. 

While Ents are seen as magical beings due to their sentience, most do not show an affinity towards any specific circle of magic. Ents do seem to show favor towards the circle of clericy, due to the way they grant life to themselves and others, but Ents are not specialists in any form of magic, including clericy.

Ent History

The origin of the Ent is unknown, as the light goddess Aethera has little knowledge of where they came from. Most speculate the first Ents grew out of the forest, as their species of non sentient album is found there. However, there are some Ents that appear like Cacti, and some like seaweed, giving some the speculation that perhaps there are more than one subspecies of Ent. Historically, all though it is outlawed now in many nations, Ents were hunted by Elves for their Heartroot, due to its potent healing properties. This has lead to tension between the Ents and Elves for quite some time. 

Ent Culture and Faith

Ents tend to blend into the culture of where they settle in, as they believe that they must first find their purpose. The only occupation they fear is anything associated with fire. While many Ents are not seen as faithful, and many are in fact nomadic, there is a general faith amongst Ents that praise the Earth Mother, for her life giving gift. 

Ents see eating as something which is cultural, not persay required. Ents do not have a digestive system, so while they may consume food and chew it, they actually only need water and in most cases, sunlight, to survive.

Ent Naming

Names of Ents are usually self instituted, and can often change as an Ent goes through it’s life. The name usually indicative of the career path the Ent chooses, but again, can change. The naming custom of Ents also is determinate of their age identity. Those that are still wanderers, have the ending -Sap attached to their name. Those who have settled in their lives have -Root ending. And finally, those who have retired from their careers and await death, have -Branch. (An example: Ent who is determined as a farmer, would likely be named Wheat-Root. It is a simple structure.)

Ent Racial relationships

Ents are usually friendly towards all races, however, there is a deep set fear and hatred of Elves, as the Elves were hunters of Ents in ages before. Also, Ents direct fear of fire has also lead to a mostly irrational fear of even the kindest of Demons. 

Ent Sub-types

Ents have many different forms that have been seen over time, and it is becoming common to name an Ent after the biome in which it seems most affiliated with. Ents cannot become demons.

  • Forest Ent: The most basic of Ents, normally made out of wood from an old tree. Also have a tendency to bear fruit.
  • Carved Ent: An Ent body that was created from stone or crystal, normally carved by other Ents to harness a Heartroot.
  • Desert Ent: An Ent born from a hollow Cactus. The body was meant to survive a long time without much nutrition.
  • Mush-Ent: An Ent that grew out of a mushroom, and usually dwells below ground or in heavily shaded regions.
  • Sea Ent: An Ent that somehow managed to grow underwater using a mix of coral and seaweed as a body.

Anthoran

The Anthoran are a unique race that some believe originates from the elves. They share many characteristics of animals, as in part, they are animal. All Anthoran have a coming of age ritual that they embark on to find the other half of themselves; their animal spirit. Once found, they merge with it to become one with it, and therefore be considered whole. They are spread out far and wide across the world, and are incorporated deep in the history of many nations.

Anthoran Characteristics and Magic

Anthorans have two forms. Their “blank” state, and their “true” form. The blank state is a form before an Anthora has completed their journey, and can be returned to once completed when choosing to walk alongside their animal spirit. Most Anthoran look like a humanoid version of their spirit, and share the same senses their animal spirit does.

Anthorans do not seem to show favor towards any form of magic, but some still become mages practicing one or another circle. Like most races, it takes a long time for them to become good at magic, as they do not have a strong sense of magic either. 

Anthoran History

The history of the Anthora is checkered at best. Each tribe has legends and myths as to how they came about, but most common Anthorans are spread out in small communities, or other various factions. Most have the belief that they were originally elves that experimented with a circle of nature, but it is unknown if those rumors are true. However, it seems that the traditional coming of age ritual to find one’s spirit animal seems to always be a constant among the history of the Anthoran race.

Anthoran Culture and Faith

Most Anthoran culture varies from tribe to tribe, and there is no strong denomination of faith that they tend to favor. Many have specific tribal gods and goddesses, but it rarely spills outside into the more mainstream religions of the world. 

Anthoran Naming

Anthoran names take after Elvish origins, suggesting a deeper ancestral tie to the elves. However, in some tribes, Anthorans will have separate names for themselves after their ceremony, leaving their original name to their animal, and naming themselves something entirely different. 

Anthoran Racial Relationships

While Anthorans as a people, are considerably well versed with every race, one in particular always seems to derive some level of animosity between them. Techions, the mechanical runic race of beings, show a direct disregard for the Anthorans cultures, ways, and mostly everything else, considering it outdated and iconoclast. 

Anthoran Sub-types

Anthoran subtypes are as diverse as there are animals in the world. Some choose to identify one other form of Anthoran, many refer to as Hadalaquids. Hadalaquids, are distinctly like Anthorans, and many believe that they are close relatives to the Anthoran race, however, they live primarily below water. Their faith and culture differs much from the Anthoran race as well.

  • Xhia – cat
  • Otaur – bull
  • Niddimam – primate (aka human)
  • Narsimian – gorilla
  • Gitigradicorn – goat
  • Khano – dog variant
  • Korpudon – Rat
  • Gowzowl – dog variant
  • Migthroat .- pig
  • Sivu – fox
  • Hiroo – ermine
  • Vrizton – ox
  • Supialar – deer
  • Mox – hedgehog
  • Heirog – elephant
  • Tegprawn – Hyena

We worshipped the Gods alongside practicing the skills of sorcery, wizardry, and conjuring and all was good for many generations. Some mortals perhaps got too powerful for the Gods to manage. It is this reason that we feel that they got jealous and unleashed a war of famine and pestilence against us.

Mortals suffered for long decades until we could rise up. This need for survival planted inside of us, bloomed in many facets. The strongest, according to this sage, was that of Aldvader Grimstock, the Druv, one of the Techions of Old, that industrious soul of a being. Well, for that, let me go back a few januul to tell you of the history of the mortals, or the beginning of what we call The Age of Kings.

History of Pallamost

The 12 Sages, of which I am one, were birthed from the Omphalos, straight out of that gash in Deluvia and spread in 12 directions. The Sages procreated with the children of Gods and some of their children were demigods, and others were mortals. It was Sage – The Cleric, that came upon the mountain of Keed and met the god Pallas. There she progenerated with Pallas and all of their children were Pallatian and founded the city of Pallamost. It was many januul before it was Kaln Azernath started the Pallatian Order and became the first Pallatian King.

His son, Jom Azernath inherited the kingdom and started work on the Pallatian Cathedral to honor and workship Pallas, which would come to be the most impressive temple in our land.

His son, Kropeth Azernath inherited the kingdom expanded the city and his castle greatly.

His son, Kaln Azernath II inherited the kingdom. During his reign, the discovery of the Mines of Didolmauz was made which allowed for new ores to be discovered and made into new building materials.

His son, Riddik Azernath inherited the kingdom. This period was of great peace and a treaty with The Kingdom of the Wood making them friends and allies.

His son, Kaln Azernath II inherited the kingdom. The Pallatian Court is formed a group of 12 high advisor-knights from across the now expanded kingdom and his leadership council.

His son, Kaln Azernath IV inherited the kingdom. The first colony formed at Brinsbik, the cathedral main apse is finished, The Legion army is formed to help keep peace from pirates.

His son, Jom Azernath II inherited the kingdom. Many more colonies formed including, Sharniss, Pletiak, Cusi, Dormchevril, Brillgrig. Jom Azernath II declares himself Emperor of Deluvia and makes Pallamost as the Capital City to the disapproval of the other kingdoms.

His son, Tillik Azernath inherited the kingdom. The Pallatian navy is formed and the Legion goes to sea to keep the interests of Pallmost intact. New treaties are made with the Outer Rim factions

His son, Tillik Azernath II inherited the kingdom. The cathedral finishes the central dome, the Festival of Dolstide is established to celebrate all that is great about Pallas and Pallamost and the nearly finished cathedral. He labels himself as “He who grasps the world”, and invests in the spiritual realm and art over the temporal realm.

His son, Kaln Azernath V inherited the kingdom. The cathedral is considered complete and the Grand Tourney of Deluvia is established as part of the Festival of Dolstide. Pallamost is considered the capital of Deluvia, though most of the Outer Rim do not recognize this.

His son, Xandrius inherited the kingdom.  The Battle of Brinsbik starts when the colony revolts and Xandrius  dispels the rebellion with the force of The Legion and an army of mages. The Tome of Grimney is discovered ushering in a new era of magic and arcane knowledge. The Iconologia was another such book added to the collection.

His son, Kaln Azernath VI inherited the kingdom. Construction begins on the Library of Xandrius to house the Tome of Grimney and the history and knowledge of the empire.

Swightmich Bellafrok – The first non-Azernath, but one of the Pallatian Legion to rule as a military leader to quell all the rebellions happening across the empire. The Legion grows to its strongest and largest. New technologies in seafaring are developed.

Kaln Azernath VII grandson of Kaln Azernath VI takes back the kingdom. The Azernaths are returned to the throne after a civil war, with the mages aligned with the king turning the tide of the battle. Part of the Pallatian Legion breaks off to form a military colony in the Outer Rim under Swithmich Bellafrok’s son, of the same name.

His son, Lornis Azernath inherited the kingdom. He added the Pallatian statues to the four corners of the Cathedral. New farming techniques are developed.

His son, Kaln Azernath VIII inherited the kingdom. This is the largest that the empire will ever be. 

His son, Kazer  Azernath inherited the kingdom.  Kazer allies with dark forces in the Kingdom of the Wood in hopes of expanding the empire even further. He ends up resigning in disgrace and going into exile.  Many more small and uncontrolled colonies founded. Kazer Azernath refers to himself as Emperor of Deluvia even after his expulsion.

Kaln Axernath VIII’s other son, Tillik Azernath III resumes the throne. After many rebellions, the empire shrinks. A faction of The Kingdom of the Wood attacks the capital causing a rift in the Treaty of Dolstide. 500 januul have passed since the founding of Pallamost.

His son, Jom Azernath III inherits the kingdom.  The Glypics, which Pallamost had as slaves to build the cathedral, the castle, and mine finally revolt causing a great war that will last several generations

His son, Preestrom Azernath inherited the kingdom. He makes an alliance with Bellafrok’s kingdom in the south to come back and help with the rebellion. Other mercenaries are contracted. Half of Pallamost destroyed.

Killmyfis Bellafrok/Kaln Azernath IX – Joint ruling between the Bellafroks and Azernaths to dispel the Glyphics.

Kaln Azernath X – Kaln the Great, as he is known now, brings in alliances from across Deluvia to quell the rebellion, and new friends from the Outer Rim including the Dworvin kingdoms. 

Jom Azernath IV – The Great Deluge occurs setting the world in upheaval and half under water. 90% of the kingdom is underwater and only the mountain top, luckily where the kingdom castle and cathedral are, is saved. Most Pallamostans leave upon the Long Sea to escape. This also puts a temporary end to the War. The city is now called New Pallamost to indicate this new era. Druvenrog founded as a colony by the Techions and Glyphics.

Dux Joyzil, the populist, only half Azernath blood, Dux comes to power to try to calm and rejoin the kingdom. The King’s son, Jom Azernath IV’s song, is lost at sea and his daughter, princess Franday is born and is attained to help Dux Joyzil rule and keep the kingdom seem intact.

The daughter of Dux, Redfayne Joyzil inherits the kingdom after Dux’s death, the strong young Queen took power in the hopes of saving what is left of the kingdom. Magic and religion seem to be lost. New threats from The Outer Rim, Demons, Gargoyles, Druvenrog and others are pressuring the queen. The Bellafroks want the throne, Jom Azernath IV’s grandson wants the throne, and other outside upstarts also do. The Queen has a lot to contend with and this is the current time of Deluvia.

I, Vorishba, observed this kingdom from afar, occasionally receiving pilgrims to my humble hut that sought wisdom for Pallamost. As it is now New Pallamost is only a shadow of its once great glory.

History of The Kingdom of the Wood

Another realm that is quite influential that goes back to the beginning of the Age of Mortals is The Kingdom of the Wood. The Wood, is where the goddess Nemistri settled. She is half god, half mortal but is still one of the most powerful deities in Deluvia. The Wood is steeped in magic and most all of its inhabitants practice magery to some degree. 

Nemistri has given the day-to-day ruling of The Wood, particularly the center region, called Fecundia, to her son, Urd Rasil so that she can about keeping magic intact in her realm while magic is under threat. Urd Rasil’s father, Rattelhob, another demigod, gifted a pet to Urd Rasil, The Therion Stag, a large megolosaurus giganteus, that is one of the mega fauna that gives Fecundia is power of growth and fertility. 

In the center of Fecundia is also the well of Aqua Vitae, the magical waters the flow below Fecundia and give it most of its fertile powers. This well, called the well of Fenkra, is the access point to the waters and is ruled over by Urd Rasil.

When Urd Rasil chose a mate, he chose a human mortal from the town of Rivenward, just down the hill from the Well of Fenkra. As a wedding gift, Nemistri gifted Urd Rasil, and his new wife, Yore, a golden sapling called Rasil. You see, Rasil means Wood in the old Deluvic tongue. Urd means Ruler, so Urd Rasil’s name is the mortal tongue literally means Wood King. 

Because Yore drank from Fenkra, she outlived all of her mortal counterparts, and Rasil grew to be hundreds of feet tall and the home to Urd Rasil and his court. The mortal town of Rivenward regarded Yore very highly, since she was born there and each januul had a festival called Yore’s Festival, in which she always tried to attend. Urd Rasil was jealous of the affection the town gave her and kept her locked in the top of the Great Tree Rasil.

It was one januul during Yore’s Festival that Yore had hanged herself from her neck from the highest branch of Rasil because of the sorrow of being separated from her people, and the petty jealousy of her husband. When the people of Rivenward found about this they started to hate Urdrasil and a dark cloud hung over Rivenward and much of Fecundia. People referred to the Great Tree Rasil as Yore’s Gallow from then on.

This is the current time of Deluvia.

History of Song Tide

The Song Tide Archipelago is a group of islands that is also as ancient as the mortals. It is, in fact the birth place of the mortals, where the gods created us 12 Sages at the Omphalos, which is in the center of islands of Song Tide. The mortals settled among her islands and fruitfully populated them with their many diverse races. At first they were all users of magery since many of the ley lines of Deluvia flow beneath this realm. Many of the races spread from this area, and many others still remain. Creatures and descendants of the gods alike are rich and diverse here and live, worship gods and practice all circles of magic. This was the case for the the one million januul of the gods reign.

History of Druvenrog

Druvenrog has a more recent history, for it was only three generations ago the Technion race settled on a grouping of islands. Their leader, Aldvader the Druv was an ambitious merchant, and he and his people mined this land for its rich resources. During Aldvader Grimstok’s life, this small mining town grew into the largest town on Deluvia.

Druvenrog was the name of the first town founded by Aldvader Grimstok the Druv on the central island, Merismeet southern shore. These islands, being the richest in ore on Deluvia, allowed the Techion race to build quickly. The other two major islands, Drego to the west and Krylla to the east were expanded into and together the whole kingdom is called Druvenrog from the Techion language where the “Druv’s” “rog=Rule”.

Other Techion war bosses set up rival guilds on the other islands, but none were stronger than the Grimstok’s. The Techions all shared a hatred for Pallamost, as that kingdom enslaved their kindred race, the Glyphic for which they wished to rescue. For this reason, each family banded together to form one unit of power. Each family specialized in some industry and formed their own guild called a House. Though there was much rivalry and skirmishes in the beginning, this shared goal helped them grow together. Each House had their own section on Druvenrog, with growing power and influence over the years.

  • House Grimstock — Aldvader Grimstok the Druv, started working his claim on the eastern shore and founded the village of Druvenrog on the island of Merismeet. His grandson, Laird Grimstock III now runs the guild. Grimstok, the Elder, (the grandfather called Grimstok Aldvader) still lives in his upper castle advising his grandson.
  • House Duthmor — Choru Duthmor starting working his claim on the northern shore and founded the village of Dunt Tallow Bay on the island of Merismeet. His grandson Broz Duthmor  now runs the guild.
  • House Arcasi — Matssor Arcasi starting working his claim on the western shore on the island of Dregno. His grandson Genssor Arcasi now runs the guild.
  • House Germoonth — Maney Germoonth started working his claim on the southern shore and founded the village of Hergestine on the minor island of Helog. Due to his species living longer than most, he is still running the organization
  • House Tarkon — Elmrif Tarkon – started working his claim on the northern shore and founded the village of Daemmelport on the island of Merismeet. His grandson, Elmrif Tarkon III now runs the guild.
  • House Biniscot — Dryzini Biniscot was from Shimaantanople and the michithyoqua species of Hadalaquid. She named her town Grazainisco. He started working his claim on the southern shore and founded the city of Grazainisco on the island of Krylla. His granddaughter Kryllic Biniscot now runs the guild.

The leader of a House is called A Gog, or The Gog (e.g. Gog Grimstok)

It was these 5 that banded together to form the Council of Druvenrog. These 5 Houses would be called The Five and form the core of Druvenrog politics. They all had common values that were disdain for Pallamost, no love for the gods, and to build the greatest civilization in Deluvia. The articles that bound them together is called The Doxy, and they also call them selves collectively as “The Corporation”.

Each guild family had their own business needs in mind and would equally send representatives to The Corporation Council to decide how best to rule the affairs of their interests. Each guild would mostly control what happens in their own borders but would band together for defense and set price controls coming in and out of Druvenrog. Each year one of the six guilds would elect a Chairman to break any ties and lend general leadership.

Over the years rivalries flared up between the Guilds and the petty bickering allowed some new ones to enter The Corporation. They are considered the Lower Guilds.

  • Monnothonian Guild – airship manufacturer
    • President Teedle the Repaler
  • Begeron Guild – casino operator, shipping and transport
    • Telason Treer is the administrator
  • Nimmodius Guild – airship manufacturer
    • Falk Bylglord is the administrator
  • Gronosial Guild – spice mining
    • Gynomo Poxron is the administrator
  • Flamigor Guild  – weapons manufacturer
    • Beed of Samsog is the administrator

Each of the Lower Guilds has a significant business on Gothisport which is why they are allowed to be on The Corporation Council. Each has a guild hall and some territory, but not nearly as significant as the Upper Guilds. They contribute a half vote and can never send up a Chairman. They can however, send up a Vice Chairman for a half-vote.

This is the current time period in Deluvian history.

Going back to the first generation, though, things changed when the gods lossed their favor of their children, the mortals.

The War of the Second Age

Druvenrog had just become a powerhouse in Deluvia and threatening Pallamost, of which it didn’t succumb to its claim of imperialism when the Gods grew weary of mortal’s growing power and jealous of their abilities in magery. The wise dragon race kept magic from their children, the gods, and instead let it skip to the mortals.

It was also no secret that Pallas, the patron deity of Pallamost, was vying to take over as the most powerful god in the ætheric and endauric realms. It was the god Zheihanar that planted the seed in many of the other gods minds to attempt to extinguish their creation through pestilence, war and famine in order to limit their access to magic. The mortals, including us Sages, didn’t take this assail lying down and immediately fought back. The large armies of Pallamost rose up like a giant spear to strike. Pallas, backed the mortals and aided them in their battles. Other gods fought on the mortals side, including Anona, Aethera, Tresola, Embreas and Sifaneus and many of the demigods.

The war was also personal, between Zweihanar and Pallas, and their battles left scars on the land of Deluvia, all of which are now shrines to each of their followers. The war took place over 50 januul. Zheihanar and the gods that allied with him targeted Pallamost without prejudice and leveled many of their mining colonies to dust. Pallamost’s armies were decimated.

Druvenrog, which focused many of their efforts in science, developed a new technology of, light -than-air or, dirigible travel and heavy ballistas, that helped turned the tide of the war towards the mortals. Druvenrog, which at this time mostly consisted of it’s founding race, Techion, only aided and defended Pallamost in the minimal amount; enough to keep their long lost brothers, the Glyphic, who were enslaved by the Pallamostians for hundreds of januul. Druvenrog’s strategy was to liberate, and reunite with their kindred race, and also, to make sure that they came out of the outcome of the war, ahead, on top, and in charge.

This worked for them. Druvenrog, with the war machine they set in place before, and during the war, had them expand their technology and borders greatly

Most all mortals were allied except for the Demons, the Endaurans and the Frost Trolls, which fought on the side of the gods. These races were punished and humiliated after the war. The races of the Song Tide and The Kingdom of the Wood, which great magic helped also tip the scales in favor of the mortals, would go into recluse after the war.

Druvenrog’s new found power after the war found them making decisions that affected much of the Central Kingdom’s realm. For their reliance on technology, they not only abandoned magic, but sought to, what they called, purify the land by executing all mages in the Central Kingdoms. Pallamost, now being rebuilt as New Pallamost, and being only a shadow of itself, could not help to comply. Druvenrog also suppress the practice of religion in its own borders. Their hatred of the gods was intense, but they did not force other kingdoms to fall in line.  New Pallamost, always faithful to Pallas and his pantheon, still give worship to the gods.

The Great Cataclysm

In their last ditch effort to exert pain to mortals and win the war, Zheihanar and his cohorts unleashed their final disaster. This disaster, called The Deluge, would plunge Deluvia in water. It took all the coordination of the power of the remaining gods to complete this final curse upon the land and its children. The great water  that rose from inside Deluvia rose and swallowed up great swaths of land. Great parts of Deluvia were thrown about and jutting skyward, or were swallowed into the depths. The gods were not able to complete the task as their power was not quite great enough to do so. The higher parts of all realms were spared and those living atop them kept alive. It is said 80% of all Deluvia is now below water. Many from New Pallamost and Druvenrog fled the Central Kingdoms to the Outer Rim wild lands to escape the chaos that ensued and to start a new simple life and perhaps start their own town, or eventual kingdom. This is now the current time in Deluvia.