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I. Introduction II. World History III. The Gods IV. Nations V. Races VI. Geography VII. Game System Changes I. Introduction Welcome to the Erebus Players’ Guide for the world of Fall from Heaven II! This guide is intended to be a comprehensive, and canonically correct introduction for players new to the world or well versed in the setting of the popular Civilization 4 mod who wish to adapt it for an RPG campaign, though it is not necessarily official, and it certainly isn’t binding if a particular group wished to embellish, change, or remove aspects. Emphasis is placed on descriptions of the people and places that make up the world, rather than mechanical gameplay adaptations, for ease of use with other settings, but converting elements of D&D 5 th edition specifically will be discussed. Some major secrets of particular characters or places have been omitted, however, as the players learn those secrets they will be added to this guide. Finally, credit for the ideas herein belongs largely to Derek “Kael” Paxton, the original creator, and then to the other writers as well as myself who helped craft his old stories into a coherent world, and also to the many posters at Civfanatics who loved exploring it with us. Original by Niki’s Knight Edited by B. Chaos 1

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The Erebus Player's Guide to adventuring in Kael's world of Fall from Heaven II.

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I. Introduction

II. World History

III. The Gods

IV. Nations

V. Races

VI. Geography

VII. Game System Changes

I. Introduction

Welcome to the Erebus Players’ Guide for the world of Fall from Heaven II! This guide is intended to be a comprehensive, and canonically correct introduction for players new to the world or well versed in the setting of the popular Civilization 4 mod who wish to adapt it for an RPG campaign, though it is not necessarily official, and it certainly isn’t binding if a particular group wished to embellish, change, or remove aspects. Emphasis is placed on descriptions of the people and places that make up the world, rather than mechanical gameplay adaptations, for ease of use with other settings, but converting elements of D&D 5th edition specifically will be discussed.

Some major secrets of particular characters or places have been omitted, however,

as the players learn those secrets they will be added to this guide.

Finally, credit for the ideas herein belongs largely to Derek “Kael” Paxton, the original creator, and then to the other writers as well as myself who helped craft his old stories into a coherent world, and also to the many posters at Civfanatics who loved exploring it with us. ­­Original by Niki’s Knight ­­Edited by B. Chaos

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II. World History

There was a time when the cosmos was at peace; when cooperation reigned and hope had a champion. These were the days when man was created upon Erebus. Each of the twenty­one gods contributed their wisdom, imbuing man with an element of their precept. For a brief time, as man multiplied on Erebus, all was good in the world. Then the days of peace ended; for reasons unknown, seven of the gods turned on the others, seeking their own aggrandizement over the good of the world that they had shared. Not only did this break the peace of the realms mortal and cosmic, the domain of each of these fallen gods was warped to reflect their new nature. Hope became despair and winter oppressive. The grand potential of Erebus was lost.

The gods clashed across the face of the young world, bringing human civilization to its knees with cataclysms and great beasts brought forth to claim dominion for their gods. This time became known as the Age of Dragons. Mankind struggled for survival and the world was rent asunder. The gods each created their own armies, from mighty Archangels and dragons to lesser demons and giants. While these armies clashed, some gods retired from direct warfare; some tried to remain neutral, tending to the natural world closely, few succeeded.

Finally it became clear to even the most zealous of the twenty­one that the Gods'war had to end. All of the gods met and a Compact was made, an agreement that the gods would withdraw and only interfere with the world through limited means, lest they destroy it. The Godslayer was formed as a physical manifestation of that agreement, capable of killing any god who enters creation. There would never be peace on Erebus, but there was now enough stability that civilization could arise.

The scattered and primitive tribes of the world could live without fear of the Gods’war. Kingdoms grew and empires formed. The strongest of these was an empire of men called Patria, and it made contact with the nations of other races, the Aifons, Elves, and Dwarves. Patria grew in power, eventually becoming unrivaled in scope and authority with influence wherever men dwelt. Kylorin was a wise ruler of this nation, but he was betrayed. He considered killing himself, settling instead for a bargain with the mysterious fallen goddess Ceridwen. He gains eternal youth and a measure of the power that the creator gods themselves have, called magic. As the generations pass, his power grows while the worship of Ceridwen corrupts the nation. This time becomes known as the Age of Magic. Wizards and Sorcerers practice bizarre experiments, creating creatures like manticores, chimera, and trolls. They rule their fiefdoms as gods.

A rebellion takes place and war splinters the empire, with good religious forces against the creations and unholy magic of the sorcerers. By the end many human nations have been formed. Fire, gifted by the good goddess Bhall, became the greatest weapon against sorcerers; the pride this brought to her may have made her susceptible to the temptations of Agares, god of despair, for she fell, raining fire on the new kingdoms of men and twisting her followers.

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The god of Winter exploited this opening, and entered creation. Unwilling to restart

the Gods’war, the others chose Sucellus, god of nature, to fight Mulcarn, and he was slain in the attempt. A permanent winter set in across the world, crushing civilization for centuries, until a remnant tribe was able to find the Godslayer and kill Mulcarn.

Winter ended and time passed. Since that day men, elves, and dwarves have emerged from their hovels and caves that sheltered them to once again raise empires, and once again empires are beginning to collide. Further, the warming climate allows ancient beasts and new tribes such as the Orcs and Lizardmen to thrive, competing with fractured humanity. The greatest secrets of Patria are lost, but magic is still a potent force, more widely available than when Kylorin and his pupils held sway over the great wizard courts. Armies of every nation are being raised, and war bands that owe allegiance to none are flexing their own martial power. The Gods’war is a grim memory in each gods heaven, but their myriad agendas remain, and so mortals are empowered with divine blessings to advance those many causes. The world of Erebus is once again caught between these forces, and not even the gods know what will come in this Age of Rebirth.

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III. The Gods

There are 21 gods who influence Erebus, each of whom governs a particular precept or domain. The god’s personality is reflected in the precept he or she governs, and vice versa. While they do have free will and are not simply manifestations of what they wield, they are influenced and in return influence the sphere that they command. There is much more worshiped beyond these gods, and most mortals do not have detailed information on the goals and actions of the gods. Each god and their domain are briefly described below.

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The Good Gods:

Amatheon: God of Creation. His domain is that of novel concepts and ideas, and his Archangel is Maponos the Young. Amatheon doesn’t have a priesthood, but is revered by artists, architects, inventors, and others who seek his inspiration.

Followers of Amatheon celebrate new life, but less so for its own sake as for the creation of a new personality capable of novel thoughts and ideas. While sages will tend to follow Oghma, teachers will revere Amatheon. Unlike Nantosuelta, Amatheon isn’t concerned with perfect things, but with novel things that fill in a distinct niche in the world. Those who revere him are expected to be pushing themselves in new ways. They prize free exchange of ideas and being open and honest, especially with themselves. There is sometimes tension between Amatheon’s followers and that of Kilmorph, who teaches holding fast to what has proven to work over the generations.

Junil: God of Law. Junil’s domain is that of loyalty, obedience, and justice. His Archangel is Sabathiel who is said to lead the Bannor Empire from a sealed vault between Junil’s heaven and Erebus.

The church of Junil is widespread in the Bannor Empire, and has branches in many nations. It is known as The Order, and emphasizes justice and discipline. Junil is the most rigid in his interpretation of the Compact.

Junil and his followers are relentless in preaching justice—a proper consequence for every action, be it reward or punishment—not because they lack compassion, but because they see law as the glue that allows a society of any size to function, and any special dispensation abrogating that law as a step towards entropy and chaos, in which man perpetually must be on guard. In this way the order sees itself as allowing civilization to stand in a world where trust, hope, and foresight are broken beyond repair.

Lugus: God of the Sun. Lugus’ Archangel is Baelious, or Fortune. His domain is light, revelation, and redemption.

Lugus is worshiped widely, especially among the Malakim. His followers are known as the Empyrean. They emphasize mercy and consensus. Lugus’ followers sometimes have trouble discerning the details of his revelations; he communicates more in overwhelming insights, and the Empyrean prophets are usually more mystical in outlook than those of the other good gods. This influences their councils, as one vision may be given to all the temple priests, but they must discuss and contemplate it to understand beyond the immediate implications.

Lugus despises vampires, as the first vampires slew an early prophet of his to gain their powers. He is the enemy of deceptions and lies, and Esus followers must sue every trick they have to avoid being found and revealed by Empyrean priests. But few enemies of truth and light will not be given a second chance by the Empyrean. Redemption isn’t an easy path to walk, and full trust is not given easily, but some of the most ardent supporters of Lugus come from those once enthralled by his adversaries.

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Nantosuelta: Goddess of Enchantment. Her domain is that of bringing out the truest essence of things and people. Her archangel is Splendor and is always clad in blue and yellow, typically carrying a golden lantern. Nantosuelta is said to be the lover of Sucellus and she was the one who helped make sure all the pieces were gathered in place so that the Godslayer could be reforged, as well as gathering his body so he could be reborn after being slain by Mulcarn.

Nantosuelta is worshipped in many lands, often alongside Kilmorph among craftsmen and alongside Oghma among wizards and alongside Lugus among the Empyrean, due to her focus on perfection.

Sirona: Goddess of spirit and wisdom. Her Archangel is Pelian the Suffering. Where Oghma’s followers seek information for its own sake and Lugus’ followers

eliminate secrets which cause discord in communities, Sirona’s preserve ancient knowledge to bring to those who would need it most. Sirona has many different orders that cooperate to ease the suffering of broken people and spread wisdom. There are the Sisters of Sirona, priestesses who tend to widows and orphans and the Order of the Elohim, a monastic order that guards sacred sites and provides healing, among others.

Sirona is a gentle and empathetic goddess, and even among her own followers she tries to convince rather than command. Her priests are dedicated to leading by example, and even cities or provinces run by despots have let in organizations of her followers to minister to their people, only to later have their army converted and desert rather than conquered.

Sucellus: God of Life. Sucellus was formerly the god of nature. He was chosen to battle Mulcarn single handedly when Mulcarn broke the compact, in order to prevent a full scale renewal of the Gods' War.

Sucellus’ church is known as the Unblemished. Among them are the most powerful healers and scholars of medicine. They teach a reverence for all life, especially young, but are not strictly pacifists. The Neutral Gods:

Arawn: God of Death. Until the Age of Rebirth he presided over the Life and Death spheres and was uncontested in his realms. Even now he ignores creation and consumes himself only with tending souls of those who have died or who have not yet been born. Gyra is his Archangel, the twin of Basium who was another of Arawn’s Archangels when he had both spheres. Both were created in the same instant by Arawn to guard over his two dominions at the time. Basium was directed to guard the gateway through which all life comes into creation, and Gyra the gateway that souls take passing between creation and the netherworld. The twins were given different gifts and it is said that Arawn removed all compassion from Basium, as he never wanted any soul to return to the source of life no matter the cause. That compassion was instead gifted to Gyra and stories abound of the living entering the netherworld or souls returning for poetic causes.

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Cernunnos: God of nature. He was formerly the Archangel of this sphere, but was promoted after Sucellus was killed by Mulcarn. He is known as the Great Horned One, and is revered by elves and satyrs especially.

His religion, the Fellowship of Leaves, is widespread in human lands as well, though very diverse, with no unified creed save reverence and study of the natural world. Some sects are tender and caring, some devious and vicious. For example, the Fellowship in Elohim lands works to guide and protect alongside the monks who tend to the sacred sites in the world, while the Fellowship among the Calabim is a group of savage hunters who run down their own people in the dense tangle of woods around their cities. Neither group would care much for the other, but both would recognize the aspect of nature the other was emulating and would accept them as fellow priests.

Dagda: God of Balance. His Archangel was Cassiel, who grew disillusioned with the level of manipulation that the Compact allowed. He abandoned Dagda and travels creation trying to protect humanity from the wars of the gods.

Danalin: God of Water. Archangel is Condatis. Danalin was formerly a peaceful patron of sailors and farmers, but recently, since late in the Age of Magic, the seas have been largely unresponsive to the cries of his priests, and have brought forth great beasts.

Danalin is worshipped by two groups; the Undertow, who worship Danalin’s new more violent side through the intermediaries of the great undersea kraken. They have strange dreams in their sea­water filled temples, and search these prophecies for hidden meanings. Many of the Undertow deny Danalin’s existence at all, proclaiming the myriad Lords of the Deep as the true gods of water. Another group is called the Children of Condatis, who petition his archangel and seek the tranquility Danalin is alleged to have provided in ancient times. These groups are very much in conflict, with the Undertow in ascendancy since early in the Age of Rebirth. They are able to draw more power, and some suspect that Danalin has followed Bhall and fallen into Agares’ cohort, leaving the seas to be forever in the grip of the tempest.

Kilmorph: Goddess of Earth. Her Archangel is Goibniu. Her domain is stability, though not the stasis of Mulcarn, but a nurturing stability found in soil or a healthy tradition passed on generation to generation. It is said Kilmorph created the Dwarves, when she gave life to the creations of an unjustly imprisoned sculptor. They revere her the most, but many human lands follow the teachings of her priests, scriptures known as the Runes of Kilmorph. It stresses fidelity to tradition, hard work and excellence in craft, and steadfast honesty, but is usually unconcerned with those outside the particular community or nation.

Oghma: God of metamagic and knowledge. His Archangel is Embarr, imagination. His domain emphasizes esoteric knowledge and study. His church focuses little on behavioral codes and more on research methodology and assistance, but they stress honesty, though not complete openness.

Oghma doesn’t grant inspiration the way that Amatheon does, new concepts or approaches to problems. He rewards careful research and synthesis, collaboration, and

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dedication with insightful connections that advance a field of knowledge further as a whole, rather than showing off the work of a particular genius.

Tali: Goddess of Air. His Archangel is Leucetious (Bringer of Storms). Tali is impulsive and often wild.

His church is the Foxmen. They favor self­sufficiency, though not to the extent of the agnostic Grigori. They seek to push the bounds of human experience not in search of philosophical enrichment, but out of an impulsive joy of life. The Evil Gods:

Aeron: God of Rage. Aeron’s domain is strength, rage, and desires of the flesh. His Archangel was Odio, who refused the truce of the Compact, and so was trapped in the earth by Kilmorph.

Aeron is worshipped widely in highly sexualized cults, and whispers say in a much more secretive guild of assassins known as Aeron’s Bounty.

Agares: God of Despair. The former god of hope is now the lord of entropy and despair. His Archangel is Hyborem. Agares is worshipped by the Ashen Veil, a secretive and somewhat rare cult. Needless to say, they aren’t very nice to be around.

Bhall: Goddess of Fire. Bhall was the most recent god to fall to evil at the end of the Age of Magic. Her domain is that of rapid change and passionate emotions, epitomized by fire. Her fall twisted her closest followers, of which there were many throughout Patria battling wicked mages, into orcs and goblins. Her Archangel, Brigit the Shining, remained holy and lead a small group against Bhall when she fell. Bhall couldn't bring herself to kill her most beautiful creation. Instead she trapped Brigit within the northern wastes, far from where any creature of fire could reach her. The strange colors in the northern sky are said to be the reflection of Brigit's light.

Bhall is little worshipped outside the orc lands. Her worshipers are known as the Ember Legion, and have been known to sacrifice people by burning them alive.

Camulos: God of Chaos. Archangel is Wrath. His domain is war and discord, formerly peace.

His church is the Harbingers, which only promote from battle hardened warriors who have lost body parts in battle. His worshippers are scarce in peacetime, but most armies will have soldiers muttering prayers to him before battles. Camulos is seemingly a simple god with simple goals, similar to a those of a small child—build things up just to watch them collapse spectacularly.

Ceridwen: Goddess of Magic, dimensions and connections between people. The gods had agreed not to teach man how to use magic. That was to be the province of the gods alone. And through all of the Age of Dragons this was true. But the defining moment of the Age of Magic was when she broke that agreement and taught Kylorin how to use

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magic. Ceridwen alone has no heaven or vault, but exists in the spaces between worlds with her angels. Her Archangel is Kanna, Mistress of Pain.

Her worshippers are known as the Emyrs, who focus on manipulating others and fomenting petty misery.

Esus: God of Shadow and deception, formerly of trust. Archangel is Iaegus.Esus has no temples and no known priests. It is unknown if he has spoken or acted on Erebus since the Compact whatsoever.

Mammon: God of Greed. Mammon’s domain used to be foresight before his fall. His Archangel is Hastur, lord of nightmares.

Mammon is worshiped by merchants and corrupt rulers, but has few priests or churches. He wishes to encourage selfishness, not community.

Mulcarn: God of Winter. His domain was stasis and cold. He was slain at the close of the Age of Ice by the Godslayer. His Archangel is Taranis the Unchanging, who was also slain in the Age of Ice.

Mulcarn’s worshipers were known as the White Hand. They emphasized stasis, abhorring change and new technology. There are a few such priests still around the lands of the old Illian empire, but they are reputed to have no divine powers.

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IV. The Nations Amurites

Many peoples claim the blood of heroes or even gods amongst their ancestors; the Amurites are alone in believing themselves children of the one hero to have slain a god. Kylorin, the ageless sorcerer, adopted this people during the harsh Age of Ice, and with their help overthrew the dread god­king Mulcarn. He left behind the gift of unparalleled magical talents as well an insatiable curiosity for all things mystical. Their powers earn suspicion form the upright and envy from the fallen, and so that Valledia the Even and Dain the Caswallan must walk a careful path in this new age. Their skills and their secrets make them a dangerous target, but an inviting one nonetheless.

Ancient History

The Amurites are the people that Kylorin gathered from the scattered remnants of his fallen empire in the Age of Ice to stand against Mulcarn. Over the years of his leadership he left them two gifts—his legacy, which inspires them even after these years later; but more importantly his children. Kylorin’s descendants are among the greatest masters of arcane magic on Erebus. Recent History

Valledia the Even has been elected as Minister of the Amurites by the High Wizard council. It is a position traditionally given to a non­mage, to have oversight over the wizard guilds, and also a position typically without much authority, though Valledia brings an unprecedented cunning and charisma to the position. Culture

Even non­arcanists typically know some minor charm or cantrip. The Amurites are a proud people, generally content to turn inward, believing that their greatest achievements are contribution to the world is behind them and they should be free to pursue knowledge unhindered. Their cities, especially the capital of Cevedes, are marvels to behold, with climbing spires and towers that blaze with energy in the night. Language

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Old Patrian is used, not just by scholars and arcanists, but in everyday conversation. Amurite diplomats often make a show of condescending to speak the modern version among other nations. Elven and High Elven are also used in some rituals, and their scholars have access to tomes in Angelic and Runic Dwarven. Religion

Religion isn’t a focus of the Amurites, but they do have a fair share of priests and the Seekers, Oghma’s followers, have their headquarters in the Amurite capital. Both the Empyrean and the Fellowship of Leaves has some influence as well, some say because of its lax strictures. A few worship Ceridwen, the goddess who first gifted man with magic, though more pray to Nantosuelta, who helped him perfect it, or Dagda. Classes

All arcane classes. Non­arcane classes will tend to dabble in them for support. Region

The Amurites settled after the Age of Ice not far from where they lived as Kylorin led them, alongside the Sea of Stars, on the western shore. The Doviello are to their north, the Bannor across the sea, and the Lanun to the south. Not far across the Great Ocean to the west lie the Calabim and the Svartalfar. The remnants of the Illian stir far to the north. Player Characters:

Amurite society tends to be isolationist, but their people are inquisitive, and will seek secrets across the globe. Most are human, but there has been some mixing of elven blood, and some renegade Doviello wildmen, seeking a more civilized life, have settled in the outskirts of Amurite lands, and live as farmers and laborers.

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Balseraphs It’s a nation of lies and illusions led by a madman and his daughter. All those

still clinging to sanity fled long ago, and now the Balseraphs share Perpentach’s madness, living to amuse him. He goes to war on a whim and fights unpredictably, but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph cities are marvels to behold, dizzying carnivals filled with endless amusement and captivating horrors. Should the Fool King step out for a bit, his young daughter Keelyn will emerge from the shadows to hold an elaborate court filled entirely with otherworldly creatures bound to her will.

Ancient History

Kylorin was the greatest mage who ever lived, unrivaled in versatility or insight. There were some individuals, though, who surpassed him in raw talent. Jealousy was never a fault of Kylorin, even at his most depraved, and he sought out those with particular aptitude to take as his personal pupils. Perpentach was one of his students, a master of mind magic before he even knew it. He could control minds without even trying. Doing so frequently at a young age took a toll on his sanity. Kylorin healed his mind when he found him, and with Perpentach's unrivaled powers at his disposal, his increasingly dark empire never once faced the threat of revolt. Culture

The Balseraph society is centered in one city, Jubilee, and as much of surrounding fields and villages as are affected by Perpentach’s mind. He doesn’t need to exert direct control often, and travel to and from it is frequent, but rebellions are absent and most people are strangely loyal despite the utter unpredictability of the land. Many people are kept as slaves on display for Perpentach’s pleasure, freaks or foreigners of all sorts. But the city is a wonder of revelry even strangers have a hard time not being captivated by, until they see the dark joke underneath, usually at their expense.

People have a fatalistic attitude and generally a sadistic sense of humor. The Balseraph exist in a strange society that upholds pleasure as the highest goal to strive for. For example, few have surnames, as proving who your father is would take an act of the Gods.

Language

Old Patrian, with a bit everything else due to the many travelers. The Balseraph tongue is derived from Patrian, but has over time taken on a sing­song lilt to it. The

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Balseraph dialect is reminiscent of Cockney rhyming slang ­ it is musical and quick­flowing, playful, inventive, constantly evolving, and purposely obscure to outsiders, even though the words used appear to be the same on the surface. In an effort to emulate their leader, many of the rich and powerful always speak in rhyme when giving a pubic speech. A Bannor traveling through Jubilee would understand what was being said, but would have trouble responding with the unique inflections used. And would be mocked mercilessly for trying. Religion

The Balseraphs worship Mammon openly, but also the Undertow; they think the mad dreams the cultists have is a bit of a lark, rather than ominous and commanding as the cultists tend to see them in other lands. Esus is worshipped more as a trickster aspect than anything sinister as he is seen in other lands, but then again Balseraph tricks can be deadly amusing. Camulos is worshipped, especially by those fighting in arenas, and the Balseraph brothels may ask Aeron to bring them their share of rich hedonists. Amatheon is glorified by some, as the Balseraphs adore a well written performance or musical score. Overall they petition many gods but are rarely devoted to any. Classes

Bards are common, as expected, but so are wizards yet more so sorcerers for their magical displays and freeform magic. Fighters and rogues come from the arena pits, and the occasional primal class. Paladins are nonexistent, unless insane and on a quixotic quest of some sort. Charismatic Balseraph performers could transition to inspiring classes on occasion. Acrobatic Rogues are prized Harlequin performers and find their skills work well in skirmishes. Region

On the west coast of the Great Ocean, between the two Dwarven nations and near the Hippus. Jubilee is across the Aegean sea from Innsmouth and sits near the Hippus lands and Luchiurp territory. Player Characters:

Plenty flee the Balseraphs, seeking an end to the madness; plenty more are enthralled by it but travel to see more or the world or on some arbitrary quest given by Perpentach.

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Bannor The Bannor Empire is a people forged by unbelievable hardship into a weapon

of unrelenting justice. They are led by Sabathiel, an angel held to the strictest interpretation of the Compact, and Capria, a woman of boundless courage. With a sprawling but well ordered empire, the Bannor people take great pride in how much they have accomplished. They have the will to take the fight to the enemy no matter the price; the only question is if they will take it too far, but they did not fight their way through fire and ice only to let the world fall to darkness.

Ancient History

Late into the Age of Magic, the Bannor were the wielders of the sacred flames of Bhall as they hunted down wicked renegade sorcerers. When the goddess Bhall fell, she brought a portion of these people into the deepest hell with her. They faced a constant struggle to survive the minions of Agares and Bhall, and were saved by the Archangel Sabathiel. They eventually emerged, during the Age of Ice, into what were now orc controlled lands, and have been continuing their daily struggle for survival ever since. Recent History

The Bannor Empire is one of the largest and most powerful, due to their discipline and loyalty. They are steadfast followers of the priesthood of Junil, which are gaining in authority over the Empire, and are now the only ones who speak to Sabathiel in his vault in a dimension adjacent to the palace in Torrolerial. Culture

Bannor men never give up. They are loyal and dedicated allies, but getting on to change their mind is not ever easy. Despite their loyalty as a nation, they are not always of the same mind, and decisions at the highest level could be quite fractious, if not for Capria, now an old woman, but honored by all as the bravest warrior of the orc campaign.

The Bannor have the usual array of farmers, crafters, huntsmen, merchants, clerks, etc.; the distinguishing feature of their society is that everyone is trained in combat in some capacity. There is some grumbling about this from the younger generation, but the oldest ones, those who know someone who went through the great trials of the last Age, will not let them go soft.

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Language The Bannor speak a version of Common Patrian and use Old Patrian in their

religious rites. Elven is also well known, as is Orcish, a language similar to Common Patrian, but generally louder. Religion

While other good priests are allowed in the empire, Junil is almost exclusively worshiped. Classes

Among heroes of the Bannor, divine and martial classes dominant, and even peasants usually have some rudimentary military training. Paladins are the most respected in the society save the Clerics who serve in Sabathiel’s palace. Arcane classes, though few, tend towards Wizards, as those of magical talents are identified early and conscripted into Academies for training. Region

The Bannor settled along a sea to the east of their ancient homeland of Braduk, now held by the Clan of Embers Orc empire. The current Bannor capital is Torrolerial. The Amurites and Lanun lie across this Sea of Stars to the west and southwest, the Kuriotates to the south and the Doviello to the Northwest. Player Characters:

Bannor are exclusively human. Other races are not harassed if they serve a good god, but not entirely trusted, either. Bannor often travel as scouts, diplomats, and sometimes even as missionaries.

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Calabim Isolated and oppressed, the peasants of the Calabim are ruled by a decadent

but aristocracy. Some dark power grants them their rule, some ritual that would surely offend the moral sense of ostensibly good nations. Perhaps their enemies are willing to dismiss the ugly rumors as just that, to avoid the danger of sharing the fate of the sad Calabim humans.

Ancient History

Alexis and her brother Flauros are supposedly immortal, and judging by their assets and arcane power that isn’t hard to believe. In the Age of Ice they and their kin offered to help a group of people, in return for shelter and obedience.

When the humans finally realized what was happening, it was too late. They were trapped in a hellish situation, little more than cattle for a growing class of parasitic nobility, and they had been trapped there of their own free will. Recent History

Now, Flauros and Alexis are the Grand Prince and Princess of a depraved and hopeless society of sycophants and slaves. They have shown little inclination to go conquering other nations, however.

Culture

Most people trapped under Alexis and Flauros rule are powerless, and toil for their masters pleasure. Occasionally some will go missing in the night, for what dark horrors their families can only guess. The ambitious, though, can demonstrate their worth on the battlefield, and many have risen through the ranks to become depraved rulers themselves. Language

The Calabim speak two different languages. The aristocracy speak Old Patrian, a far more elaborate and elegant dialect, with a strong influence from the original language. The people speak a weak and simple dialect, so atrophied by lack of education that it is hardly understandable to outsiders. Scholars call it Fallen Patrian. Elohim is spoken by some of the nobility, and some Dwarven is commonly known by the merchant class. Religion

Aeron is venerated among the rulers, as is Ceridwen. Cernnunos and the Fellowship of the Leaves religion is not uncommon, but the Calabim rulers have a darker

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take, embracing the hunters role. The underclass call upon Sucellus, or Lugus, or Sirona, and stories circulate of the pious being taken unseen by gentle angels to safer lands. Priests of these gods with actual divine power are hunted, though preachers are tolerated, as the Calabim leave their chattel to pray to whomever they wish. Classes

Martial and arcane especially, though the aristocrats are free to dabble in whatever they please. Region

They live in temperate forests on hills on the coast of the Great Ocean, across from the Lanun, and overlooking the desert of Myrh where the Malakim are scattered. Player Characters:

Most player characters from here represent refugees strong enough to escape and eager to see their people freed. These would tend to be human but could plausibly be from several other races.

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Clan of Embers Are the numberless orcs of Erebus shunned because of their viciousness and

cruelty, or are they cruel and vicious because they are shunned? A riddle which troubles sages and priests, perhaps, but battlefield commanders have little time for such thoughts when the Clan of Embers is upon them. Quick and harsh like the fallen goddess they serve, orcs and goblins have menaced civilizations since the end of the Age of Magic. In the Age of Rebirth, however, they pose a more dire threat as uncontrolled hordes have been shaped into one mighty clan under Jonas the War­Priest. Sheelba, their queen, brings the advances of civilization but none of its civility.

Ancient History

Bhall had given her righteous followers gifts to rival those sorcerous powers gained first from Ceridwen. The passionate fire goddess was a force for good. Those who loved justice and mercy could use her power to counter the wicked mages Kylorin had trained. But she fell to the wily whispers of Agares, god of despair, raining fire on the just and unjust alike in a terrible day heralding the end of the Age of Magic. Once devout men of many nations, the orcs were transformed, cursed and enraged when Bhall fell. The holy city of Braduk had the goddess pass through as she fell from the Heavens, taking many of those who loved goodness and trapping them in Hell. Half the city was rendered a flaming pit, but those people who remained, in touch with the fiery spirit of Bhall, were twisted into the Orcs. Mulcarn, Bhall's former nemesis, took this chance to claim dominion over Erebus, and the orcs, along with the rest of the world, were ushered into the Age of Ice.

They survived, huddled around the fires of Braduk the Burning, and developed barbarous rituals and a savage warrior culture, raiding struggling human settlements. The holy scepter of the High Priest of Bhall was affixed with a brutal axe head by the Orc warlord Orthus, and many nascent tribes fell to its power. One people stood up to the Orcs, though. Those who had been taken to Hell with Bhall were freed by Sabathiel, the Archangel of Junil late in the Age of Ice. These battle­hardened warriors were a true test for the savage orcs, but the orcs were too numerous for the Bannor to defeat, living in the relative luxury admidst the fires of Braduk. Jonas was a fierce warlord of great renown among the orcs, who resented being subordinate to the matriarchal priesthood of Bhall. He staged a coup against the high priestess, but Bhall took notice of her people again, and humbled Jonas, making him her priest. Captured as a babe, the Orc Sheelba was raised among the Bannor as a human girl but was spurned and taken in by the Orc Clans, united under Jonas' Ember Banner. Her insights into civilization have the potential to allow these

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clans to rise above the petty barbarous orc tribes led by the likes of Orthus, even as their sheer strength and Jonas’ cunning allows them to tear down the human civilizations. Recent History

The Clan has clashed with the Bannor as well as the other nearby tribes. Culture

The Clan revere Bhall, and her priests such as Jonas hold great sway. They are shorter lived than men, due to their passions, and because of their creation at the dawn of the Age of Ice have no records of their origins other than oral tales. Most orcs are uneducated and believe the world was formed just a few lifetimes ago, and they were placed there to rule it for their goddess. The more sophisticated realize that the technology level of their neighbors surely puts a lie to this. The most important city is Braduk the burning, which holds an eternal flame into which the Clan will often ritually sacrifice captives, although this practice waxes and wanes. Language

The Orcish language is a common derivative of Old Patrian with shorter words and more guttural inflection, plus some draconic influence from their Lizardman alliance. It is spoken by the orcs and goblins of the Clan, although their spies, scholars, and merchants, what very few there are, will speak common Patrian well. Draconic is hard for non­lizardmen to speak, but it is widely understood in the Ember lands.

Orcs have no illusions about the perfection of their language, stealing like crows, and breaking the stolen words, cadences and other traits of those they encounter and battle into a verbal shape that they are capable of pronouncing, rendering most of it practically unrecognisable. Religion

The Clan focuses on the worship of Bhall. Her influence is also felt in the Ashen Veil, and lately its influence has grown in their lands, something not all of them are proud of. As with the Doviello, there are numerous spirits that they worship as well; in some cases a sorcerer might be a religious leader in the name of some imaginary god. Classes

Primal and martial classes are common, with divine leaders. Region

East of the Bannor, north east of the Grigori, and south west of the Ljosalfar, north of the Sea of Sorrows is the Labsrcum, and tropical region where the Clan live. Player Characters:

Reformed half orcs or Dragonborn who wish to test civilization would be plausible travelers, though they would be untrusted in most nations.

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Doviello The greatest shock to those who study the Doviello is this—that they are

indeed human. This is a tribe so savage and feral that most sane people assume them to be monsters; alas such barbarism is indeed rooted in the deepest reaches of the human soul. The unending winter of the Age of Ice winnowed away compassion and trust from the Doviello, stripped them bare of everything but will and strength. Charadon leads them like a wolf pack, constantly in search of the easiest and weakest prey. Even orcs and beasts fear the alpha wolf of the Doviello. Mahala is subtler, but no less dangerous for her tendency to strike quick and vanish back into the snowy night.

Ancient History

Charadon was a young boy raised in the harsh Age of Ice. Whether this accounts for his savagery or some other worldly taint does is a question for the ages, but it did allow him and his tribe to survive. He copied the tactics of the wolf packs preying on his people, taking the strongest under his wing, sharing with those who helped his tribe survive but abandoning those that slowed it down. Other men and women joined this tribe, their alternatives being submission to Mulcarn's White Hand priesthood or a cold lonely death. Only the Doviello were free and thriving in the heart of the winter, but the cost of this was any noble aspects of their humanity. The ruling Illians left the Doviello alone to prey on those tribes that gained Mulcarn's enmity. As the Age of Rebirth dawns, the Doviello wonder if they made a mistake. They did what they felt they had to do to survive, but by allowing the Age of Ice to end they have endangered their way of life.

Recent History

Mahala seeks to reawaken the spirit of their founder, Charadon, whose leadership would renew the Doviello's savage ties, though a path of strength through civilization is also open to the Doviello's current pack leader. The Doviello seem to be leaning towards siding with the Illians, and tribes of the Doviello wildmen have been seen protecting Illian prophets. Culture

The Doviello brutality and barbarism is well a match for even the Clan of Embers, and at least the Orcs have an excuse. The Doviello adopted this way of life as a coping mechanism to survive and thrive in the Age of Ice, and retain it into the Age or Rebirth for they know no other way to live. They have some small cities of a sort, ruled by the

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strongest man there at the time, that are usually able to direct the labor of the tribe, but any advancement is slow. Language

Most just speak the Winter tongue that they share with the Illians. They are capable of learning more, and some speak common, but it is uncommon for them to have much interaction with foreigners. Religion

They worship Camulos and Aeron as their war gods, and a variety of spirits and ancestors are also revered by their tribal shamans. Classes

Classes tend towards Primal and Martial, with nearly everyone being a competent fighter by normal standards. Arcane are rare, except for some sorcerers. Region

In the south of the Aquill Tundra, near the Amurites and the Illians. Player Characters:

The bestial Doviello wildmen are human, though can be represented by half­orcs; through breeding, close attunement with Camulos, and constant infighting they have become bigger, stronger, and heartier than normal humans. Their savagery makes them poor choices for PCs, although a reformed or repentant Doviello searching for a new way for himself or his tribe beyond Charadon’s savagery would make a good hook.

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Elohim The Elohim are the heirs to an honored and selfless legacy. Throughout the

ages they have guarded sacred shrines, given comfort to the broken, and brokered peace among between deadly rivals. The role the Elohim have chosen earns them the adoration of the humble man, but rulers often resent their meddling and seek the mysteries they guard. Though he prizes peace above all, Einion Logos will not let his followers be slaughtered like lambs. And though she is willing to sacrifice all, Ethne the White will not stand by as their good works are undone by the growing evil that sees kindness as vulnerability.

Ancient History

The Elohim are one of the oldest civilizations, being descended from an ancient order founded by one of Sirona’s first prophets, Immanuel Logos. They have served as mediators, guarded sacred sites, and provided healing and lore throughout the ages. Recent History

Ethne the White is the monarch of the nation, while Einon Logos is the head of the order that the nation shelters. They have recently been trying to quietly aid the Ljosalfar in the Elven civil war and have been investigating the Sheaim, who apparently attacked the small Elohim garrison at the Well of Souls. Culture

The Elohim are pacifists by nature, but not universally so. They would rather aid the injured than pick up a sword to defend them, but are not strangers to either role. Most Elohim are altruistic, and value a close friend all the most because they need someone to rely on. Their knowledge of healing and medicine are unmatched, and they have diplomats around the globe.

The Elohim have fertile fields, forests, and seas in their nation, and hauntingly beautiful poets and artists. Much of their income is donated to the holy orders, and used to support missions in far off lands, preserving a sacred site or ministering to a community. Language

The Elohim language is Common Patrian, the Rebirth tongue that is closest to the universal tongue spoken in the Age of Magic. This is closely connected to the way the Elohim survived the Age of Ice, as both an organisation with a constant influx of new

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people, allowing the oddity of dialects to be balanced out, but also their role as the tradition bearers and protectors of the old knowledge. Their scholars and nobles also speak Old Patrian, Elven, and Dwarven. Religion

The orders of Sirona all have the origins and greatest support in Elohim lands. Nantosuelta, Dagda, and Sucellus are also widely revered here. Classes

Divine classes, such as Clerics and Paladins, predominate, with Wizards uncommon but not rare due to their scholarly orientation with ancient history and magic. Among martial archetypes Monks are most common, and other aggressive classes can be found among the nation, but are not held in the same esteem as Monks. Region

The Elohim occupy a temperate coastal region east of the Sheaim, south of the great Tempus Mor mountain range between the Elven forest. Somewhere to the southeast lie the hidden valleys of the Sidar. Player Characters:

The Elohim healers and teachers are often found travelling foreign lands, as part of the Order or independently. They tend to be human but occasionally of other races, typically converts to their ways.

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Grigori Agares, the god of hope, fell from heaven for lust of power. Cassiel, leader of

the Grigori, fell from contempt of it. The races of Erebus are divine enough to choose their own fate, and any intervention in it by the so­called gods is too much for him. In his lands he shelters refugees from the ideological wars that mark the Age of Rebirth, as well the Luonnotar, a reclusive sect strangely immune to the divine power of priests. Cassiel has wagered more than mortals could dream of on his stand for human determinism, and so neither force nor persuasion will bring him to side fully with the agenda of any god or religion. Will his followers have the courage to defend this bold vision for Erebus?

Ancient History Cassiel was an angel in the service of Dagda. He spent the Age of Dragons

protecting the men who hid from the might of the warring gods around them. It was his counsel that led Dagda to create and sign the Compact, but Cassiel felt the Compact did not go far enough. He wanted the gods to retreat entirely, to let the men form their own world. When the Compact allowed the gods to battle through men, Cassiel abandoned Dagda's service and began his own crusade to lead men away from a war that has little to do with them. This action gained him few allies among the gods or the humans who serve them. A few brave souls were attracted to Cassiel's creed, though he refused to offer any divine boons or even direct leadership to them. His followers must adhere to his ideas and lead themselves. Throughout the ages the cities of the Grigori offered safe haven for those who wanted to lead their own lives. The wars of the Age of Magic and the scarcity of the Age of Ice took its toll on them like every other land, but the sought help not from the heavens but from themselves. Recent History

In the Age of Rebirth Cassiel still stands, offering others ideas and guidance but little more, and some brave few are still drawn to his ideas. Among those who seek asylum in his lands are the Luonnotar, who teach that none of the gods acting on Erebus is worthy of worship, but only one greater god who made them. Cassiel certainly agrees with the first part of this, though he isn't forthcoming on the second. Culture

The Grigori culture varies the most from city to city. Most cities are entirely indifferent to the machinations of the gods, while some are devoted to obscure cults persecuted elsewhere. Cities and towns are largely self­governed, and there is very little national army. Cassiel expects his people to be wise enough to be able to organize their

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own affairs, defense included, and actively works only to stymie the authority of his own government. This has worked so far, but should a major war arise, it is quite uncertain how they will fare. For now, adventuring guilds have stepped into the gap that other nations fill with armies; part fraternal order, part militia, and part merchant guild, these groups are formed with the backing of communities or wealthy individuals, and are expected to band together to defend the nation should the need arise. Language

Common Patrian is the primary language. The Grigori, more than any other, are strongly affected by the many newcomers, who flee the oppressive reign of the priests, gods and religions. Grigori dialect is constantly undergoing change through the adoption of new words, altering them to make a seamless, flowing and evolving language. The Grigori are particularly noteworthy for their very interesting swearing, which is devoid of religious connotations. Religion

Religion plays little role in the lives of most Grigori. Classes

Martial & Arcane classes, with some Primal, with equal likelihood of any therein. Region

The Grigori are on the west coast of the sea of sorrows, east of the Bannor and Kuriotates, South of the Clan of Embers, and North of the Sheaim. Player Characters:

Mainly human, but others races could be tolerated in some villages and cities. Adventuring is a Grigori occupation, but adventurers are expected to defend their cities and nation in case of trouble due to the small national army.

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Hippus How do you survive when all you have is tradition? How do you feed your

tribe if honor is all you possess? The enterprising Rhoanna found a solution. Rather than spend their martial prowess in fruitless raids against each other, their vigor is sold to the highest bidder. The Hippus have become the most famous mercenaries. Led by Tasunke in the field and Rhoanna at the bargaining table, these horse­bound warriors will turn on old friends as soon as their contract is finished if their new allies demand it. Other leaders wonder if the Hippus truly have no agenda beyond wealth, the clank of coins paid for a battle waged. The Hippus clans know their survival is assured so long as every rival sees them as a potential asset.

Ancient History

The Hippus were always justly proud of their animal husbandry. Their lands, even in the Age of Magic, had fertile hills that teemed with sheep and wide plains with vast herds of horses that they tamed very shortly after the Compact, passing this trade down in their tribes since time immemorial. However in Patria magic surpassed the use of horses for most purposes. Great creatures were conjured for war, portals allowed rapid travel, and golems toiled endlessly in the fields. Then came the great Upheaval of Patria, when magicians turned against each other, battling for the soul of the empire of man. Kylorin called upon the Hippus people to help him hunt down his wayward servants as the portals across Erebus were closed, and when Demons and Elementals were banished the wild Hippus raiders were still there to charge down enemy warrior mages. These exploits brought great renown to a people formerly ignored in the great empire, even as the empire crumbled. This new­found pride crippled the Hippus, breeding a fierce martial competitiveness. Their clans, even while nominally aligned, would refuse each other's help and even raid each other. They were able to hold back the advances of the frostling hordes of the Age of Ice, though many Hippus communities were wiped out by a frost golem assault rather than seek the aid of their cohorts. Recent History

As the other great nations emerged into the Age of Rebirth, the Hippus turned to raid them, as well as each other, until this proud people looked to be eclipsed by peoples more united and disciplined. Rhoanna, who inherited leadership of a small Hippus tribe, made it her mission to unite her people without losing their culture. She formed the Hippus mercenary companies, and made their martial prowess and competitiveness serve them

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rather then consume them. Tasunke was the most famous raider amongst the Hippus; it was expected that he would challenge her for leadership, but he embraced her idea, seeing foreign gold a better measure of a tribe's prowess than slain kinsmen. Culture

Hippus tend to be very competitive and more focused on clan than nation. “Me and my brother against my cousin, me and my cousin against the stranger” is a saying that might describe much of their outlook, though they cling to honor fiercely and won’t back down once they’ve given their word or, more often, boasted of an accomplishment. Their cities, even the important ones, tend to have much open pasture for grazing and riding. Language

Hippus speak Common Patrian almost exclusively. Their dialect is heavily influenced by the preferred geographical environment and the cultural peculiarities, and there is an enormous variety of sub­dialects, understandable to each other, but often quite remarkably different. Religion

Hippus often revere Tali, occasionally Aeron, and though they are distrusted by Dwarves, respect the Runes of Kilmorph emphasis on tradition. Classes

There are many rangers and druids, with other martial and primal classes being common. Clerics of Tali are in no way part of any organized religion, as the freedom and whimsy of Tali’s ways do not encourage this. Region

The Hippus ride the plains between the Great Ocean and the Bay of Dreams. To the South live the Luchuirp, north east live the Balseraph and to the north are the Khazad. West are the Elohim lands. Player Characters:

Hippus mercenaries can be found throughout Erebus, almost always human. Those that take worship of Tali to heart are truly free spirits, and always wander from home.

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Illians These are the remnants of those served the despot god Mulcarn in the previous

Age. The fearsome supernatural winter of the Age of Ice shaped this society, but the void left when Mulcarn was slain left them broken and disparaged. The wandering Auric Ulvin heard their whispers, and now leads the Illians in search of their lost glory. Will the Age of Rebirth be proven an aberration as history repeats itself?

Ancient History

The Age of Magic was a tumultuous time, and as Patria disintegrated, many people were left understandably disillusioned by the rapid changes which often put their lives and property at risk. These people were drawn to the priests of Mulcarn, the god of winter and stasis, and their isolated temples in the tundra and ice. Somehow the Illian prophets acquired a means of opening a way for Mulcarn to enter creation, some ritual that bypassed the laws that enforced the compact. When sages across the fractured world realized what they were doing, it was too late. The day of fire, when Bhall fell, had left too many lands starving, and only the Luchuirp and their golem armies could sustain a march on the Illian capital. In the end, the followers of Mulcarn held out and saw the day of their god, as he ushered in the Age of Ice. They were protected from the worst depravations of the Age of Ice, living in cities blessed by Mulcarn’s priests the White Hand, but it was not an easy existence. Recent History

The remnants of the Illians are hated by almost all the creatures of Erebus, and they dwell in their caverns and hovels in the frozen lands left to them, crying out to their departed god. Except, lately they have begun emerging, led by a man named Auric Ulvin. Culture

The Illians deplore innovation, and the few of them left live in small settlements at the edges of survivable lands. They are usually quiet and taciturn, but will lament what they have lost. Language

They speak Old Patrian, largely in the original, and the winter tongue they share with the Doviello.

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Religion They are devoted to the White Hand and will not turn back even in defeat. All

Illians who regret their dedication to Mulcarn have long since fled. Classes

There are many priests among the Illians, but their prayers have been unheeded, and so divine classes are powerless, except for the few who worship Esus and Aeron. There are many martial classes, and some arcane who access the powers of winter that remain via arcane methods. There are no druids, as their primal nature is the enemy of the frozen winter they would champion, though there are some barbarians who utilize these nature spirits by force of will. Region

The Aquillo Tundra is northeast, via a tortuous icy isthmus of the Umbrawood where the Svartalfar dwell, and north west of the lands the Amurites settled in after their victory. Player Characters:

Characters devoted to the principals of the Illians would have a hard time traveling with those from other nations, and aren’t recommended. Though, Illians who have committed crimes not warranting death may be exiled, and possible reason to be wandering Erebus.

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Khazad Sturdy dwarves, the Khazad have finally stepped out to embrace their destiny

as one of Erebus’ powers. Tradition holds them in a firm grip, but ambition draws them away from their underground homes. Steadfast in battle, in faith, and in friendship, they build their empire slowly but give not an inch in trade nor warfare. Arturus Throne and Kandros Fir bear each other an old grudge, but an older debt, and while neither would ask help, each would gladly die for the other.

Ancient History

During the Age of Magic the dwarves were not the united nation that they would become in the Age of Winter. Scattered tribes of mountain peoples, they were skilled craftsmen and engineers but had little interest in the areas beyond their lands. Amiable and welcoming, they made perfect targets for the con­men and tricksters of other kingdoms. The greatest works of their smiths and their shapers were traded for trinkets and baubles, or worse, mere illusions that vanished when their creators were gone. The dwarves couldn't win redress from the local lords through strength of arms or force of argument. They had no great armies, and the neighboring rulers pointed out that the dwarves had, after all, agreed to the bargains.

This abuse bred distrust of both foreigners and all forms of illusion and magic. It also pushed them underground. Their formerly welcoming cities built along mountain passes were slowly abandoned for safer under­hill communities. The tribes grew closer, and gradually out of many a single unified civilization was formed, the Khazad. The Dwarves began to ask themselves why they ever even bothered with outsiders.

Towards the end of the Age of Magic, few Dwarves were seen by other races, and it was later said that deep in their under­hill holds, they didn't notice the Age of Winter for three generations. Though this is almost certainly an exaggeration, while the kingdoms of men and elves withered under Mulcarn's onslaught the dwarves grew slowly but steadily. Then one day their gatherers returned from the surface with reports of lush vegetation returning, and snow melting.

Recent History

Kandros Fir led one group of Khazad out of their cavernous homes, to form cities and trade with the new kingdoms of men and of elves. He does not revere tradition as most Dwarves do; rather, he pioneered arts new to his people: negotiation, appraisal, marketing. He pursues trading partners with zeal, by force if necessary, always determined to advance the Khazad's fortunes. Remembering the insults they were subjected to in generations past

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the Khazad are determined that they be secure as they venture out into the world. Not just the security of high walls and stout hammers, but of brimming coffers and judicious merchants.

While his goals draw him outward, what is unknown outside of a few Dwarven circles is that internecine conflict helped push him and his followers to the surface. Both he and Arturus Thorne want the best for their people, but they are committed to different visions of achieving it. The limits of underground expansion were reached in ages past, and so both leaders must use the wider world to prove their vision for the Khazad in the age of rebirth. Culture

The Khazad are devout in their worship of their patron Kilmorph and the Runes of Kilmorph have shaped their society. They value tradition, hard work, and honesty—and they love accumulating the rewards of hard work and honesty. Khazad may tend towards greed, but they despise ill­gotten gains, and angry mobs chasing away swindlers or lazy craftsmen is the closest to a riot one might find in an ordinarily well mannered Khazad city. Every Khazad city other than trading posts has a connection to the Underhome, the traditional home of the Dwarven people for generations—however, the leaders of the Khazad nations are rumored to have never set foot underground. Language

The Dwarven tongue of the Age of Magic remains rather well preserved among the Khazad. It has undergone some of the changes one might normally expect from a language in continual use for centuries, but due to both relative isolation and the rather conservative nature of Khazad culture, it has been changed far less than one might expect. A Khazad of the Age of Magic and a Khazad of the Age of Rebirth would be perfectly capable of conducting a simple conversation. They have also learned enough Common Patrian since the Age of Ice ended to be successful merchants. Religion

The Runes of Kilmorph are the heart and soul of the Khazad, but Nanotsuelta, Dagda, Aeron, and Mammon also count worshipers among the Khazad, albeit in small numbers. Classes

Khazad specialize in divine and martial classes; arcane and primal are almost unheard of. Region

The Khazad have two nations that are closely aligned, situated on the isthmus between the desert of Myrh where the Malakim and Calabim dwell and the peninsula where the Hippus, Balseraph, and Luchuirp live to their southeast.

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Player Characters: The Khazad are tradition minded, but they have left their Underhome to make a

place for the Dwarves in the wider world, determined not to let themselves be marginalized in this Age. As such Dwarven adventurers of all types are not uncommon in any civilized land.

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Kuriotates Cardith Lorda is a mysterious young boy with a supernatural wisdom and

unmatched charisma. His dreams of building a peace and prosperity that can stand the assault of time and calamities draw men and women of all races to his teeming cities, marvels which put even the halls of the Bannor to shame. Will their unity be enough of a shield as the Kuriotates create a lasting haven, or will the savagery of their foes require ferocity in return?

Ancient History

Before the Age of Ice, the area where the Kuriotates now live was inhabited by a few towns of Patrians and several tribes of more savage species, such as Centaurs and Lamias. During the Age of Ice, these people were harried by orcs, wildmen, and the frostlings of Mulcarn like all others. They had no time to squabble amongst themselves, and developed a sense of unity for a brief time. This would likely have fallen apart, if not for a young man, Cardith Lorda, who united these people as the Ice thawed, bringing them together into a new nation centered on the great city of Kwythellar. Recent History

Cardith Lorda, the ageless boy, has gathered a great number of tribes into his empire, creating a center of fabulous culture and wonder. There is enmity between the disparate groups at times, but Cardith’s wisdom and ingenuity have held this unlikely confederation together so far, and it is whispered that he is an avatar of Amatheon himself.

The Kuriotates favor peace, but despise needless cruelty and oppression. There is a state of undeclared war between them and the Sheaim, Calabim, Svartalfar, and Balseraph civilizations, for they make it known that they will take in any refugee from these lands. Culture

The Kuriotates tend to be easy people to get along with, although they are very proud of their young civilization. They tend to be great bards and artisans, although there are many skilled engineers in their great city, the largest in the world, with a sea of farms around it tended to by farmers of many races. Language

The Kuriotates are a very large and sprawling nation, but with centralised rule. Their language, Kurios, is one of the main things that bind the nation together. Thus, there is a very strong adherence to it, and a firm, but kind, drive to keep it as pure and uniform as possible. The language is unique in that it has strong effects from Centaur, a language

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dissimilar to the other languages of Erebus, and in an inexplicable hissing intonation on the ‘S’ sounds. Elven is also common, with Draconic spoken by those of reptilian descent. Religion

Kuriotates tend to revere Amatheon, Sirona, and Dagda, with some worshipers of Junil and Ceridwen holding large minorities. Most faiths can be found in the great city, coexisting at least on the surface, occasionally to the dismay of visiting priests who find their co­religionists sharing neighborhoods with sworn enemies of their faith. Classes

Bards are common among traveling Kuriotates, as well as martial classes, though any class could reasonably be found in their lands. Region

Kwythellar is on the coast, with the Lanun lands to the west, the Bannor northwest, and the Sheaim across the Pristinus Pass to the east. The Grigori are their closest neighbor to the north east. Player Characters:

PCs of any Kuriotate origin could reasonably be of any race, setting out from their famous cities to see what lies in other lands, likely naïve of the danger they face in doing so.

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Lanun The oceans and seas of Erebus are home to the Lanun, an untamable people as

comfortable on deck as on land. Every captain is a nation unto himself, and the two most powerful are Falamar and Hannah the Irin. Falamar is as dauntless as the waves, with an allure that draws in women from any port, while Hannah is as fickle as the wind, and a tempest when crossed. They are unrivaled on the waves, but as the conflicts of Erebus draws them in they will be forced to fight on battlegrounds of every type, and must stand firm or be buried in the sands of time.

Ancient History

As the ferocious monsters were removed from the seas with the signing of the Compact, man expanded into them, and these first explorers were the ancestors of the Lanun. There were still beasts such as Leviathans and giant turtles to contend with, but these were not insurmountable obstacles to the brave men on those early, leaky galleys and later triremes. Danalin offered these men his guidance, and they formed friendships with the otherwise elusive Aifons, those men most close to the sea god who lived in underwater cities. Island communities of Lanun developed, each with their own customs, but sharing most of the values of the mainland coastal Lanun cities, a love of freedom and adventure, guile, and a flexible sense of honor. When Kylorin solidified his rule of Patria and began to incorporate neighboring kingdoms into his empire, by force if needed, the distant Lanun freely pledged. They only bothered to enforce those laws they agreed with, however, and allowed fugitives to flee aboard ship and seek their fortunes on the waves. Occasionally a Lanun city would be punished for this, though their trade routes made them too valuable to make an example of.

Patria soon collapsed, as wars broke out between the wicked mages and those seeking redemption for the world of men. The Lanun happily aided both sides, taking fleeing mages across the waves and then selling ships to the Patrian fire priests seeking them down. Then their world was shaken by the gods, as Bhall's rain of fire and Mulcarn's conquest brought civilizations crashing down. The seas were made more hazardous by huge icebergs that could tear a ship to pieces before being seen, and some Lanun communities were in fact completely isolated by encroaching ice. Further imperiling Lanun seafarers during this time, their priests lost all contact with Danalin, and their rituals began to behave in unexpected ways. Those Lanun crews who were still willing to brave the seas found great fame and wealth trading between distant tribes, though this often made

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them a target of the blizzards and many crews were never heard from again, including the ship captained by Malus which carried an artifact from Cassiel into Amurite lands. Recent History

Eventually the ice receded, and the Lanun were reunited. They found they barely knew their kin, as crew in different locations had evolved quite different outlooks and values. This wasn't a problem for the Lanun, though, for each captain rules his own ship in the manor he sees fit. Their biggest problem now is that the ocean is no longer quite as welcoming as it once was, and whereas they could before seek the aid the god of water, those petitions are unheeded now, or worse, answered by strange creatures which emerge from the depths.

Some Lanun captains retain the carefree spirit of their people despite this new challenge, while others, like Hannah the Irin, emprace the darker nature the seas have taken. Falamar sees himself as a dashing rogue. He tends not to kill the victims of his raids (claiming that would keep them from bringing him more loot), and he is an excellent swordsman and charming leader. Hanna is everything he isn't. She is the storm personified, temperamental and powerful. She has had entire cities razed for a perceived insult, and rules not by charm, but by fear. Which view will prove more effective in the new Age is yet to be seen, but as always there is room in the Lanun for each Captain to choose his or her own path. Culture

The Lanun tend to be carefree, although as a people they vary as much from crew to crew as the Grigori do from town to town. The sea captains are where the real power in Lanun territory lies, for Captain's out rank provincial governors and can conscript any person for any reason. The only authority a Lanun Captain acknowledges over him is another captain to whom he has given his word, though as always the word of a Lanun is somewhat fleeting. Language

The Lanun speak a version of Common Patrian, in fact their sailors are one of the forces keeping this dialect unified linguistically across the Patrian born nations. Their dialect is heavily influenced by the preferred geographical environment and the cultural peculiarities, and there is an enormous variety of sub­dialects, understandable to each other, but often quite remarkably different. Religion

Both sects of the religion of Danalin, the Undertow and the Children of Condatis are heavily influential amongst the Lanun. Tali and Arawn receive prayers during a storm at sea, or to head one off, and their pirates often invoke Esus’ secrecy. Classes

Rogues are common among the swashbuckling pirates, and bards, as they see more of the world than most. Hearty fighters are always welcome at sea, provided they can lend

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a hand at sails or oars, and priests or wizards are highly prized, though require more focus than the typical carefree Lanun brings to bear if he can help it. Region

The Lanun home in the Age of Rebirth is around the large bay known as the Aegean Sea, which adjoins the Great Ocean and is near the sea of sorrows. Innsmouth is the capital, and here are both the great temple of Danalin and the famous Lanun shipyards. To their north are the Amurites and the Doviello, to their east are the Bannor, and south are the Hippus and Balseraph. West lies everyone else, via the waves that the Lanun unquestioningly rule. Player Characters:

Lanun are likely to be found in any port, living off the wages of one voyage while waiting for the next. More ambitious Lanun often disembark in foreign ports and set off to make their fortune. The majority are human, although other races have been taken in as sailors, sometimes willingly, sometimes not.

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Ljosalfar Once the summer court spent its days in song and harmony with nature, but

those days are long past. The death of their god set off a bloody civil war which was only stopped because the frozen world made travel impossible. Now that the Age of Ice is ended the surviving Ljosalfar are banding back together and the civil war will begin anew.

Ancient History

The Elves are descended from the favored people of Sucellus, who grew more in tune with the natural world. They are long lived and lithe, whimsical in nature. They were ruled by two immortal queens, Faeryl Viconia, who ruled in the winter, and Arendal Phaedra who ruled in the summer. When Mulcarn entered Erebus and brought an eternal winter, Faeryl refused to step down at the appointed time, sparking a civil war and effectively creating the Svartalfar empire from those that sided with the Winter Queen. Sucellus, the elven patron died at Mulcarn’s hand, dealing a further blow to the Ljosalfar, or light elves, but the harsh winter forced a lull in the war. Recent History

With the end of Winter the Elven Civil War has resumed. The Ljosalfar now follow Cernunnos, who they revered as Sucellus’ Archangel. Culture

The Summer Elves used to delight in the wildlands, frolicking in sacred glens. They have become grim guerrilla warriors, fighting the trickster dark elves. At ceremonies and religious rites their old demeanor shows through. Elven villages are usually in and among forests. Language

Elven is their main language. Both the Svartalfar and the Ljosalfar speak the exact same language. There are no differences at all. Elven is what you might call a "strong" language. It effects other languages quickly and heavily, but Elves, being rather chauvinist, aloof and elitist by nature, never, ever feel the urge to adopt human linguistic traits or wording. They feel their language is perfect, and as a result, it doesn't change just because

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it is used by one or the other faction. Naturally, it didn't have any more trouble surviving the Age of Ice than the Elves did (meaning a lot of trouble, really, but not as a language). Religion

The Fellowship of the Leaves has its greatest champions in the Ljosalfar, and priests of Cernunnos are highly respected among the light elves. Oghma and Sucellus the reborn are also widely represented. Classes

Primal classes are the most common, less so barbarians. Druids, Rangers, and Wizards are the Ljosalfar’s greatest assets. Ljosalfar Clerics tend not to leave home, except to convert other races. Region

The Ljosalfar occupy the western half of the Umbrawood, northeast of the Orc lands, bordering the Icy Sea to the south and the Tempus Mor mountains to the north. Player Characters:

Most Elves on Erebus come from the Ljosalfar, with their being no real subraces. However, High Elves can be created to represent those elves who live in the city, and Wood Elves for those who prefer small towns or the wilderness. They usually love their home forests, but can be found traveling abroad as diplomats and scouts, or just unaligned adventurers seeking to leave the long war behind.

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Luchuirp The cities of the Luchuirp are beautiful to behold. Enchanted lifts carry people

throughout the city and powerful golems serve and guard the dwarves. Although most golems are unable to learn Barnaxus is an oddity even among the Luchuirp. Able to learn, he passes on what he has learned along to the rest of the Luchuirp’s golem army.

Ancient History:

The Luchuirp separated from the Khazad in mid­Age of Magic, when the Khazad retreated into underground homes, and the Luchuirp turned the craftsmanship to golem making. Their most notable achievement was sending a great army to oppose the Illians when the began the ritual to bring Mulcarn into the world, alas, too late, it was destroyed, leaving the Luchuirp without protection in the Age of Ice. Kilmorph had compassion for them; she came to the leader, the now­legendary Graoin the Delver, and taught him the things his people had forgotten: how to dig, how to build homes under the mountains. But they retained their love for the open sky. Recent History:

Beeri Brawl is their current leader, and Garrim Gear their head Archmage. After the Age of Ice they settled a few cities, and have relearned the ancient crafts of golem construction. The most notable event was about 10 years into the Age of Rebirth: Barnaxus, the sole surviving golem of the Age of Magic, returned to them, having gained sentience. He is able to imbue the finest golems with some measure of thought and learning, slowly transforming Luchuirp culture. Culture:

Luchuirp dwarves are very focused with their work; they focus on perfecting their crafts even to the point of neglecting relationships, though they do care greatly for kin and clan like most dwarves. Their cities and fields are filled with hearty, automated workers, but most Luchuirp are hard workers for the joy of accomplishing rather than out of necessity. Golems awakened by Barnaxus are known as warforged, as they are the finest front line fighters the Luchuirp can field.

Luchuirp Dwarves of course produce plenty beyond war golems; there export sculptures and small clockwork or magical figures, toys and tools.

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Language:

Gnomish is their language. The Open­Skiers were heavily effected by human in the Age of Magic. In the course of their isolation in the Age of Ice, the Dwarven and Human tongues merged into a language that was entirely Luichurp­specific. But it is not in the Luichurp's nature to stick stoically to their guns. Extensive trading with other nations in the Age of Rebirth has tempered the Luichurp creole with a strong tint of the new lingua franca, something that sets them apart from most others, who exclusively use it in foreign relations. Old Patrian is also common among enchanters due to its connection to early magic. When they need to communicate with human nations, there are plenty who speak Common. Religion:

Nantosuelta, Kilmorph, and Amatheon are the most highly honored. Oghma has some worshippers as well. The Luchuirp, like most Dwarves, are shaped by the Runes of Kilmorph scriptures, but they wish to emulate Nantosuelta’s domain more so. Classes:

Among those who leave their home to adventure, many are Enchanters looking to explore the world for novel ways to use magic. Martial classes are rare, except among the few sentient golems. Some worshipers of Kilmorph and Nantosuelta have taken Divine classes. Region:

The Luchuirp live on the plains in the peninsula south of the Great Ocean, with the Hippus to the northwest, the Balseraphs to the northeast, and the Sidar to the west. Player Characters:

Despite being called ‘Dwarves’, Luchuirp are in essence Gnomes. In 5e the Rock Gnomes are the best representation of a Luchuirp. Wizards adventuring to learn more of the world and/or their golem creations are common sources of Luchuirp adventurers; they might want to improve their craft, or to find out what life is like in lands where people must dig with their own hands. But of course not every Luchuirp is an enchanter or sculptor, and plenty leave home for their own personal reasons.

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Malakim The Malakim were a simple tribe of desert nomads until Varn Gosam found

them. A Svartalfar who had been changed by contact with the sun god Lugus, he in turn changed their society profoundly. The Malakim will abide no darkness to dwell amongst them, and thieves and spies find it impossible to sneak through a Malakim city unnoticed. Their piety earns them foresight and prowess in their native sands, but will their unwavering principles earn them more enmity than they can survive?

Ancient History

The Malakim were traders who lived in and around the great desert of Myrh during the age of Magic. In the purge, their priests of Lugus, the sun god, were specialists at tracking down sorcerers in hiding. The Age of Ice hit them like most nations, forcing them into hiding and bare subsistence. But the thawing ice has swelled the great rivers and oases, making the desert bloom. Recent History

The current leader of the Malakim is an elf named Varn Gosam, who was given visions by Lugus and led to the desert. He has revived the ancient Empyrean religion and is uniting the scattered tribes, with the capital in Golden Leane. Culture

The Malakim are a very open people, and very hospitable to strangers, due to inhospitable desert region that they live in. However, they aren’t yet a single united people, and they aren’t very disciplined; or rather, they know there are rules that must be obeyed above a commanders, and will not march in the noon time, for instance.

Most Malakim are guides or merchant caravaners; their population centers are small and clustered around oasis or fertile river valleys that provide enough food in good times. Language

The Desert Tongue, heavily influenced by elven. Fluid, easily shifting, like the sand they come from. The Malakim are very open and direct, not to mention deeply pious, aspects which are reflected in the language, with constant invocations of Lugus.

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Religion Lugus’ Empyrean religion dominates their society; Danalin, Tali, and Cernunnos

are turned to for succor at times as well. Classes

Many divine classes such as clerics and paladins, and some primal such as druids. Their arcane classes tend towards sorcerers, as there is no wizarding tradition amongst the Malakim. Rogues are almost unheard of, but rangers of the desert do exist. Region

They desert of Myrh is the largest in Erebus, and in the center, at a massive Oasis near the Mirror of Heaven shrine is Golden Leane, the Malakim tribe Varn Gosam rules. To the east, in a more temperate coastal region alongside the Great Ocean, are the Calabim, the Svartalfar are across the savannah to the north, the Elohim to the west near the Tempus Mor mountains, and the Khazad to the southeast. Player Characters:

Only humans by and large live in the Malakim tribes. With the Empyrean religion gaining strength in the tribes that follow Varn Gosam, they are becoming more opening, and converts of other races are forming small communities, usually somewhat apart from the humans.

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Sheaim A new civilization in the Age of Rebirth, the Sheaim attract those exiled or

running from other civilizations. They are promised power in trade for service, but few achieve it. Only the highest ranks are aware that the real goal of the Sheaim is the destruction of the world.

Ancient History

There is no history of the Sheaim as a people before the Age of Rebirth. As the Age of Ice ended, they were a people from all civilizations gathered toward one purpose: ending creation through the fell magic of Armageddon spells. Most pursue this focus to increase their arcane knowledge, some believe they will receive an eternal reward for destroying creation, while a few just want the world to end. Recent History

Tebryn is a powerful sorcerer, allegedly returned from Hell by Ceridwen herself. Os­Gabella is an ancient woman, supposedly impossible to kill or even harm. She rules the Sheaim, and cooperates with Tebryn to unearth more powerful and destructive magic. Culture

The Sheaim cities are few and secret, focused on their dark research. There is a rigid hierarchy, with Os­Gabella being the unquestioned ruler, and those acting in her name harass whomever they like—save those following the Sheaim’s research. Demons and creatures from beyond the worlds edge are said to patrol their borders, and few armies are brave enough to test these rumors. The average Sheaim is self­absorbed and bitter, feeling little joy in life. Language

The Sheaim speak their own language called Shedim, with those having arcane knowledge speaking Old Patrian fluently. Religion

Ceridwen is revered as their patron, and it is said she communes with Os­Gabella directly. Agares is also worshiped widely, and the Ashen Veil religion originated in these lands. Oghma is occasionally invoked.

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Classes The most common classes are arcane and divine, with some Rogues leading the

Queens internal army. They have the greatest number of warlocks as well. Region

The Sheaim lands are across the Pristinus mountains from the Kuriotates to their west, and south of the Sea of Sorrows. The Elohim live to their east past some largely uninhabited plains. Player Characters:

Again, servants of the Sheaim are a poor match for player characters, but exiled ones work very well. Not only human and elven mages who flee, upon realizing just what the Sheaim intend, but the Tieflings are derived from the influence the Ashen Veil had upon the unborn when it was founded in Sheaim lands. Some succumb to the pressure to advance the cause of destruction, but most flee to safer, if suspicious, lands.

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Sidar The Grey are rarely seen outside their borders. Partly because they see little

reason to leave their empire and partly because when they do they travel invisibly. The true strength of the Sidar is that their aged specialists are more talented than other civilizations.

Ancient History

Late in the Age of Ice, the Sidar ruler Sandalphon acquired a means to immortality. This ritual of spirit magic delays death by consuming the caster’s own soul, gradually over time. There is no immediate effect, but over time they lose their connection to the world, and likewise become harder to perceive for mortals. Recent History

The Sidar have little contact with the outside world, but keep very close tabs on it via spies sent to nations near and far. Sandalphon still rules them, and his chief concern is to keep knowledge of the Sidar from outsiders. Culture

The Sidar are detached from the world, and increasingly detached from time itself. They have scholars and crafters who dedicate decades to a single work. Spies and assassins are largely relied upon to keep their nation, and their secrets, safe. Language

The Sidar speak Old Patrian, and have enough contact with the outside world and the Khazad to speak Common Patrian and Dwarven, respectively. The Sidar are extremely good at picking up tiny changes in pronounciation, inflection, intonation, body language and a host of other elements of communication. Many of the Sidar begin as artists and sages and are slowly changed from the intellectual language of their craft to more consise and less emotional speaking patterns. Thus, their spoken language has no need of being very complicated, beautiful, or expressive. A few words will generally suffice. At a few hundred years of age most of the Sidar have reduced their speech to a few words, which aren't shared easily. Beyond that the meaning of the Sidar is usually inscrutable to those from other empires, but they carry great wisdom and importance if they are understood. Those few words that are used to a very large extent the same as those of the Age of

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Magic's Patrian ­ however, they do not hesitate to pick up other words that suit their style of communication particularly well. As a rule, these words spread like wildfire, almost instantaneously adopted by all Sidar. Religion

Arawn is revered and worshipped, though he grants them no more boons than anyone else. Religion is on the whole very muted amongst the Sidar, although occasionally an ancient Shade will devote themselves to a deity in a fit of penitence. Classes

Divine classes are almost unheard of. There are many excellent rogues and wizards, with the occasional warlock or other arcane class, though dedication to the mastery and perfection of any skill is not discouraged. Region

The Sidar live in secluded, mist filled valleys between swamps, east of the Elohim and west of the Khazad. Player Characters:

The Sidar are human. Leaving their home is a big step, and involves a lengthy ritual where they swear to keep their peoples secrets from all outsiders. It is unheard of for a Sidar who has performed the Waning ritual to leave their home, however adventurers who have survived long enough to retire often return home to become Shades.

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Svartalfar Once the winter court danced beneath the stars but they abandoned their faith

after the death of Sucellus and choose to revere Esus, the god of deception, instead. Now their midnight pranks have turned deadly and the illusions and games of former ages are used in war.

Ancient History

During the Age of Magic, the elves were ruled by two separate courts. The Seelie court (the fairer and more spiritual) ruled during the spring and summer, and the Unseelie court (the more arcane and malevolent) ruled during the autumn and winter. When Sucellus died, the elven prayers went unanswered. Because the Unseelie court was in power when it happened, they decreed that the elven deity was gone and that Esus would be adopted in his place. Normally, the Seelie court would wait for spring and then reverse the ruling, but spring never came as the Age of Ice began. The Unseelie court saw this as a symbol of their dominance and began to punish elves that refused to stop worshipping Sucellus. This caused a bloody civil war within the elven nation during a time when their numbers were already hard­hit. The Age of Ice eventually stopped the war as bands were separated by expanses they couldn't cross. Now that the Age of Ice is over, they are free to reach out and begin their war anew. Recent History

The Svartalfar have renewed the war with the Ljosalfar, but having failed to achieve the upper hand they are reaching out to allies, such as the Calabim and the Sheaim. It is a rare move for the haughty Faeryl Viconia, but she will do anything to see her hated sister bested. Culture

There are many Elven cities and villages in the great forest to the north of Tempus Mor known as the Umbra wood. Most of those in the east are aligned with the Winter Queen, others occupied with her troops keeping their kin in line. The Svartalfar tend to be cruel and haughty; they might say that the intransigence of their foes have forced this role onto them. In unguarded moments they show a bit of their old whimsical side. Elves are long lived, and the Svartalfar remember grudges for long periods of time, especially open humiliation. They plot and scheme even against each other, ultimately seeking to shame their opponents and drive them from power.

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Language Elven is their main language. Both the Svartalfar and the Ljosalfar speak the exact

same language. There are no differences at all. Elven is what you might call a "strong" language. It effects other languages quickly and heavily, but Elves, being rather chauvinist, aloof and elitist by nature, never, ever feel the urge to adopt human linguistic traits or wording. They feel their language is perfect, and as a result, it doesn't change just because it is used by one or the other faction. Naturally, it didn't have any more trouble surviving the Age of Ice than the Elves did (meaning a lot of trouble, really, but not as a language). They also use a variety of secret codes common to the Council of Esus. Religion

The Council of Esus is in their lands, and many suspect that Esus speaks to them, some even say that they can enter his Vault and return. A few worship Cernnunos, the elven ancestral god, though Svartalfar of influence disdain and suspect his priests. Tali has followers among far traveling Svartalfar rangers, and their wizards revere Ceridwen and Oghma. Classes

Most Elves shy away from defender roles, though some tend towards Rangers and Rogues are very common among the Svartalfar, as are Illusionists. Arcane classes of any type can be found. Being in the midst of a long war, any classes that offer an advantage will be utilized. Region

The Umbra wood stretches across much of the north of the Great Land, with the Icy Sea to its north and Tempus Mor mountain range to the south. On the eastern coast are the Calabim, with the Malakim just south west of them, across a savanna from the Svartalfar. Player Characters:

Svartalfar Elves tired of fighting their kin would be good PCs. Conniving Zealots dedicated to eliminating the Ljosalfar would not, but a scout serving her home who grows disillusioned with the war could be an interesting hook. Half­elves or non­elves are generally shunned in Svartalfar lands. While there are no subraces within the Svartalfar, as they already are a subrace, Player Characters can choose any 5e subrace to represent them.

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V. Races In addition to nation of origin, race can affect a characters outlook and abilities.

The following are descriptions of the characteristics and history of each available race, in order of population. Not every race is widely found in every region, and groups could limit the races according to taste. In fact, the setting could be limited to the first four races listed if so desired by groups seeking a more homogenous world without invalidating the world’s history, but most will probably appreciate the diversity that a game beginning in the Age of Rebirth with all these myriad creatures playable offers. Humans: One might expect the long lived Elves or the Dwaves with their ancient traditions to be the first race, but the adaptable and common humans lay claim to that title, though the common man is unaware of this distinction.

Humans were created by the gods in concert, and contain blessings from every divine sphere. It is said that the gods original plan was to give humans immortal bodies to match their immortal souls, but they thought better of it at the last moment. Whatever the reason, mortality is a big factor in human lives on Erebus; no one is untouched by the specter of death, whether from disease, war, accident, or the entropy of age. This inspires much of human achievement, from works of science and art to building families and nations. At the same time, fear of death will often allow one strong man to take power from otherwise freemen, and long have men had their kings to rule over them.

After being largely united in the great nation of Patria by the sorcerer Kylorin in the Age of Magic, humans have spread around the globe forming many smaller kingdoms and city states. In the Age of Rebirth they tended to dominate any region that they settled in as the ice thawed. Individual humans vary greatly, from the talented to the pitiful in any measure, but as a race they excel in all roles in society and on the battlefield. But after living through the tumultuous times of the collapse of Patria, few tribes have a wish to be united under one banner again, although some may try provided they get to be the tribe on top. Humans at this point in the Age of Rebirth have very little racial loyalty, and although like most they favor their families and kin above strangers, most of the time it matters little whether that stranger is a human from another tribe or another race entirely. Elves: Sucellus stayed out of the gods’war, until goaded into it by Agares shortly before the Compact was proposed. He limited his influence to protecting a group of humans that dwelled where his sphere of nature most flourished, the great forest. Over time, as they grew in fellowship with their patron, changing subtly, they became more slender, quick, and full of life. Ultimately, they became longer lived and quick to delight in nature; they became the elves.

Elves are tall and slender, by and large, and live about two hundred years. They like to make their homes in forests and the two elven empires share borders in the largest forest on Erebus. Elves tend to take a longer view than humans, but the civil war has changed their less hurried perspective. They see the toll the war is taking on their people, and both sides wish it to be over—defeat and surrender are worse than the stalemate, so they are seeking other options. Not all elves are consumed by the civil war, though all pay attention to it. Some have fled the bloodshed to human lands, others live in unaligned tribes.

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Ljosalfar and Svartalfar have some superficial biological differences; Svartalfar tend to be paler, while Ljosalfar more fair. But both ware still the same race and can, and do, interbreed easily. For either group, high elves are recommended for those that dwell in the city or with arcane leanings, and wood elves for those who live in more rural settings. The dark elf subrace is also an option for Svartalfar, though skin tones would be pale instead of ebony. Orcs: Many humans across the world worshipped Bhall during the close of the Age of Magic. Perhaps pride in this led to her fall; whatever the case, many of her followers were twisted by their ties to her as she fell, being warped of body and mind. Orcs since then have shorter life spans, dying naturally after about 50 years. They also have a much more aggressive and difficult nature, leading to many deaths far younger. They enjoy conquest, and see other nations as their birthright, clashing against the newly forming empires in the Age of Rebirth in organized ranks among the Clan, as well as barely controlled waves in war bands and independent tribes.

Orcs are strong and have pronounced fangs, and occasionally bones will protrude from their skin as a result of too rapid growth. They have less hair than most humans and vary in coloration from gray to green. Dwarves: A sculptor, say the Runes of Kilmorph, was imprisoned for a work of art he did for a vain human king shortly after the Compact. The sculptor, Keldon Ki, so captured the king’s vanity and self­importance that it brought him ridicule from all who saw it. As Keldon languished in prison, he created figures from the stone to keep him company. As he lay dying, Kilmorph appeared in the stone and offered to grant him one wish. He asked to have his creations speak to him before he died, and Kilmorph, impressed at his forgiveness and humility, granted it. Arawn allowed souls to enter the statues, and they became the forbear of the Dwarves.

Dwarves are long lived, but each generation is a little shorter lived than the predecessor. There are Dwarves who have claimed to have seen the first generation, given breath thousands of years ago, in person. However, Dwarves born today tend not to live beyond an elvespan, or 200 years. They are stout and sturdy, shorter and a bit wider than humans. Most of it is muscle, but the Luchuirp artisans and enchanters tend towards the plump side as they spend more time with fine chisel or scholarly books than pick or axe or plow. Dwarves have lived underground for a long time, and while that will likely always be a place of refuge for Khazad and Luchirp alike, they now seek a place on the surface amongst the humans and elves.

For Khazad, either dwarven subrace works well. For Luchuirp, Rock Gnomes are suggested. Half Elves: As Elves reignited their civil war in the Age of Rebirth, they also caused large intermixing with humans. This was a variety of situations, from Elves fleeing the destruction of their home village, to human mercenaries fighting alongside elven priests and wizards, to diplomats traveling abroad in search of allies. Elves are not so removed from humans that they cannot interbreed, and not so far removed as to avoid finding them

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attractive mates, especially in stressful situations. These aren’t always lifelong marriages, although there have been some.

Half Elves are often the product of these pairings. Where they live depends on the circumstances of their birth; children of mercenaries fighting the elven war will live in elven lands; children of elven refugees will live in human lands. In either case, the Half Elf will have a slightly distinct viewpoint, and the growing presence of this race is subtly changing the societal outlook of several nations; obviously the Ljosalfar and Svartalfar, but also the neighboring nations or the Bannor, Kuriotates, Grigori, Elohim, and Malakim. Half Elves can be found among the Sheaim, Calabim, and Lanun as well, though these societies are less open to change for various reasons. Dragonborn: Dragonborn are a distinct form of Lizardmen, a superior specimen in almost every way. The Lizardmen struggle to explain these rare births. Some tales tell of dragons mating with humans, leaving the details up to the imagination; others place Dragonborn as elite lizardman warriors who served in the Godswar. The truth is a mystery.

Dragonborn today are slightly taller than humans on average, and their most distinguishing features are their scaly, lizard like heads and tails. Some dragonborn find their bestial communities to be abhorrent and have formed communities in tolerant human nations, while others embrace their bestial side, embracing their lizardmen heritage and ravage human settlements on the outskirts of jungles alongside Orcs and goblins. Generally these two types of Dragonborn are quick enemies. Half Orcs: Often during Orc raids on human villages, Half­Orcs are born of rape, and not all are raised in the Clan or among barbarian war tribes. Some few have been captured by human attack and let live, raised by adoptive parents. They seem to have qualities between human and orc, lacking the painful bony protrusions and with diminished fangs making human speech easier.

Half­Orcs are longer lived than orcs, as long as sixty years on average, and Half­Orcs tend to have an easier time controlling their temperament and adjusting to society than orcs do, but that doesn’t mean that they are accepted into every human nation. Often they are just as feared as Orcs, for example in the Bannor nation, although the most famous half­orc is the Clan Queen Sheelba who is rumored to have been raised among the Bannor as a child.

Orcs, half­orcs, and humans can all interbreed equally, but the off­spring seem to be universally half­orcs. Tieflings: In the year 28 of the Age of Rebirth, the Ashen Veil was founded in Sheaim lands, as Agares’ angels whispered secrets to Sheaim ritualists. For one year thereafter, every baby born to women had demonic features; tiny little horns, pink shaded skin, short tails, and fangs. The dark wizards of the Sheaim rejoiced at this sign of their bargain, and raise these children to be powerful ritualists or warlocks, or as vessels for demon possession.

However, these Tieflings, as they are known, have largely human temperament. They are not evil by nature, at least no more than man, and often resent the dark behavior

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expected of them. Many have fled, seeking refuge among the Grigori, Kuriotates, Elohim, or Malakim lands, or aboard a Lanun ship. Wildmen: The bestial Doviello wildmen can be represented by Half­Orcs or Goliaths mechanically as through breeding, close attunement with Camulos, and constant infighting they have become bigger, stronger, and heartier than normal humans. It isn’t that weaker individuals are never seen among the Doviello, they just rarely survive to maturity. Brutal combat is seen as a normal way to solve conflict even among the young, and these are rarely one­on­one encounters. Doviello Wildmen are quick to ally with others stronger, and quick to turn on the leaders when they show weakness, like any feral pack. They will protect their own or others’ children from stronger bullies, but once a child begins growing into an adult, they are expected to pull their own weight in work and in a fight.

Charadon is the name of the man who founded this tribe as a young man early in the Age of Ice, emulating a wolf pack for survival and drawing to him others with the strength to survive in such a society. They faced the worst of winter and thrived, but while a thawing age makes food and shelter easier to find, social challenges that it allows leaves them falling behind other nations. Some Wildmen raised among the Doviello at this time abandon their tribes for stronger nations, though relearning human interaction is not easy. Wildmen are bigger and stronger than normal humans, with pale, almost gray complexion and gray or white hair at a young age. They are rarely seen unscarred as well. Halfings: There are no halflings in the world of Erebus. However, for players who wish to play halflings, they can be either a mutated human affected by chaos magic or some strange arcane experiment, or for those wishing to have a halfling community to hail from the Kuriotates would be an ideal starting nation, as their civilization is a true melting pot.

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VI Geography City of Aylesbury, a Lanun Sea Haven City of Ciriail, fallen to the Infernal, & Cevedes, capital of the Amurite Republic

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VII. Game System Changes

While the setting of Erebus naturally translates very easily to default D&D assumptions, there are some conflicts, such as divinity granted powers or backgrounds. Suggested changes are presented in this section. Primal Characters

Often revere the gods, such as Sucellus or Cernunnos or even Arawn, but do not worship or draw power from them. It is more of respect and appreciation for giving and guiding that which they do draw power from, the earth and the living realm itself.

Ancient pagan religions believed that every creature is given a spirit, although the spirits of plants and lesser animals are usually quite weak willed, and only the spirits of people are taken to the after life. Nature spirits are usually re­incarnated, very rarely as people. This idea is seen as sacrilegious by some priests, but is validated by the powers that the practitioners of the descendants of these pagan beliefs wield. Druids and Barbarians take power from these nature spirits that are lost in the cycle of rebirth.

Primal characters are usually very close to the natural world, but that doesn’t mean that they shun all the trappings of civilization, either, and they can fit in just fine in towns or even at the outskirts of cities, although there are as many schools of thought among primal power users as there are among devoted followers of the gods, if not more, since nature spirits are not usually concerned with doctrinal orthodoxy.

Primal characters tend to get along well with martial characters, but are a bit put off by the studious aspect of arcane users. The spirits that they commune with have not forgotten the many years of harm the gods’war caused them, and so primal characters may be uncomfortable around followers of good or evil gods, even though they may be working together towards the same goals. It is exceedingly rare to find primal spirits willing to aid Mulcarn’s or Agares’ followers.

Arcane Characters

Magic is related to the powers of creation that the gods themselves wield, but it short circuits them as a conduit and twists the sphere to the casters own purpose. People cannot access the infinite source of these powers that the gods must have used to create this and other worlds, but alteration of what already exists is available and will usually have the same effect in practice.

The first use of magic was by Kylorin, who was gifted sorcery by Cerdiwen, and later, after reforming, he was taught how to perfect it by Nantosuelta. He trained others, taking several apprentices, and soon the secret was widespread, although much was lost since the Age of Magic, and none now are as powerful as Kylorin or his students are said to have been.

Although Mulcarn is dead and his priests now have no miracles to perform, there is enough ambient arcane energy of the ice sphere to power some popular wizard spells, but many sages worry that this may change as the use of it grows more widespread.

Warlocks are different from Wizards and Sorcerers in that they do not gain their powers from study or accident of birth but rather a bargain with a powerful entity. However, unlike priests, once they have these powers they cannot be revoked, and some

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warlocks who are intelligent enough later turn on their patrons, finding loopholes in their pacts. The specific benefactors that grant warlock pacts are not hard to find in the world description, and can fit well as members of some of the better known religions. Pacts with Great Old Ones can come from either Ceridwen’s servants from far off worlds, through paths hidden to all but the goddess of space and connections, or else from the nightmarish creatures that now act in Danalin’s name and speak through dreams and prophecy: the Lords of the Deep; in either case the reasoning for these gifts are usually impenetrable, and they could be bestowed upon unaligned or even good individuals, though they often end up driving such mad. Pacts from Fiends are given by demons lords of Agares or Bhall, the master and mistress of the deepest hell; these powers tend to tempt the recipient to hunger for ever more power, and drawn many of the Ashen Veil Ritualists into the fold. A few have a crisis of conscience and rebel, using their infernal powers against hell. Fey pacts are sometimes given by Cernunnos’ angels, and others by primal spirits; regardless the recipient is drawn towards preserving the natural cycle and fighting corruption. Such characters often embrace the Fellowship of Leaves.

Arcane characters are curious about power and the nature of the universe, but they aren’t uniformly scholarly types. Primitive societies have less arcane characters of all types, however, and wizards are usually honored for their contribution to their culture. Divine Characters

Paladins and Clerics both rely on their chosen god for both guidance and power. The gods have their own agendas which they expect their followers to further, but the gods are not omniscient and do not micromanage every detail of a priest’s adventures, and many prayers are attended to by lesser angels. The gods are bound to the Compact, mostly by fear of what will happen should they restart the gods’war, but also by fear of the godslayer and sharing Mulcarn’s fate. For this reason they do not set foot personally into creation and their Archangels are seen nearly as rarely, though their seems to be agreement that servants of lesser power may access Erebus as messengers or even combatants. Still, mortals are the tools in the gods’ plans, and while direct worship does not power a god, having many followers gives them more influence over the course of civilizations.

The gods are not divided into good, evil, and neutral teams. They have their own agendas, but they do tend to act with those of like alignment or disposition, and in special circumstances a divine character may be granted extra power by an ally of their patron, or honored by priests of like goals and beliefs. Martial Characters

Martial characters are easy to introduce to the world. All nations seek armies to guard their borders and further their interests, and while they prize arcane, divine, and primal powered characters, these sorts usually require unique dispositions, while nearly everyone can start down the path of a martial warrior.

This isn’t to say that martial characters need be stupid or commoners; it takes dedication and insight to advance through the ranks of warriors, and skills here are valued by their towns and nations. Martial characters tend to be pragmatic and self­reliant, but can be found serving any or no cause. Just because a fighter is not blessed by Junil, doesn’t mean that he can’t hold his cause dear and champion it; just because a ranger isn’t powered

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by primal spirits doesn’t mean he won’t revere the natural world and take pain at its wanton destruction. Player Death

This campaign is not for the unthinking player. Kicking in every door and blindly walking through dangerous places is a sure path to a dead character. That said, intelligent play will be rewarded. In those rare cases when a character does end up dying, and some kind of resurrection is unavailable or unaffordable, the player may continue in the campaign with a new character. PC death is not risk­free. When a player’s character dies, and he opts to make a new character, the next character made will enter play one level lower than his previous character, and that character can not be of the same race/class combination as the previous one. Aside from those caveats, players are free to use any character creation options within the D&D adventurer’s league guidelines and expanded options presented in this guide. More Options

See the Erebus’ Players Option: Magic of the Gods for new domains, feats, and the Affinity system where the amount and type of spells known can affect a casters soul for new personality traits, drawbacks and benefits! Just subscribe to the mailing list at Off the Rails.

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