
Characters
Aelivar Devros (Taniwha)
Master of Wheels on the Lord’s High Council.
The head of an old and powerful Noble family, Lord Devros is an arrogant man who is typically proven right.
Argyle (Genbu)
A Manticore Lieutenant who serves Grendel.
A member of an enigmatic species of wingless Gargoyles, Argyle was brought into the Khorric Federation many years ago, as a personal slave to a foreign merchant.
Emaly Le’arial (Mumvurii)
The Sorceress of the Investurants.
She follows the instructions of the Ombramaes, and is seen leading Investurant forces.
Erin Sasa (Orthrus)
A lieutenant with the Bright Guild Beckoning.
Was once a love interest of Jesse but was killed.
Geran Rolrah (Menninkainen)
A member of Symon’s group of friends.
A sycophant who follows Olivar’s lead in almost everything. Being of a smaller species, he is sensitive of his lack of stature among his friends.
Grendel (Human with Giant blood)
One of the leaders of the Bright Guild Manticore.
A master manipulator with as many stories of his past, as those he has told it to. A political tactician to rival any of the politicians and underworld bosses he regularly deals with.
Hasukawa Nakama (Arktos)
A stranger of mysterious origin.
He appears to be hunting Rhon.
Jesse (Isnashi)
A teenage Street Rat
Striving for a life above the streets where he is forced to live. Often hired freelance by the Bright Guild Manticore.
Kyrn Cylkas (Ennedi)
Owner and Master of the smithy, the Flame Eternal.
The father of Symon, Kyrn arrived in the capital city of Highston with a one year old son and a quiet determination. Once a refugee, he has built a solid business on his reputation as a stern, honest, and fair man.
Lara Hopesinger (Human)
A student at the Federal Academy.
A fellow student and romantic interest with Symon. Her family comes from money, with a wealthy mother and a merchant father.
Lord Montrell (Human with Giant blood)
A prominent Guild Merchant.
Vying for a Noble title. Not a politician himself, but very powerful and influential to those who are. (see Grendel)
Miss Dodonna (Karhu)
Partner to Mistress Daysleeper.
Co-owner and barkeep of the Duck and Tackle, she hides her true personality behind a gruff and demanding exterior.
Mistress Daysleeper (Tellevero)
The cultured and composed owner of the Duck and Tackle bar.
Dressing well above her station, this exotic and mysterious woman opens her establishment to Thorn and Jesse, while also hosting the city’s powerful above her popular gaming tables.
Olivar Devros (Alva)
The leader of Symon’s group of friends.
The leader of his social circles, Olivar relishes the prestige brought by his family’s wealth and power.
Ombramaes (Mumvuri)
The fierce leader of the Investurants.
This enigmatic woman, also known as the Master, or Master of Shadows, is the spiritual and military leader of the Investurant army. The Ombramaes is a title, yes, but much more. As the head of the Sangebula, the elite ruling class of the Investurants, the Ombramaes is actually a step above the nobility she leads. The position of Ombramaes is one of bloodline, enabling them to be the current physical manifestation of their god.
Rakar (Human)
A shadowy figure that comes in and speaks to Kyrn about the Investurants.
An older human that has experience in scouting and torture. Little else is known about him, but he seems to know Kyrn from an earlier life, and to hold Kyrn in high regard.
Reginald Grenthana (Raiju)
A member of Symon’s group of friends.
The son of a Trade Guild Master. A pacifist at heart, but clever and quick. An aristocrat and gentleman in the truest sense, his family is one of the oldest and most stable of the Nobles.
Rhon (Mumvurii)
A principal agent of the Investurants operating in Highston.
Appears to be a premier fighter, and has a keen interest in Jesse.
Symon Cylkis (Ennedi)
The son of a prominent blacksmith.
A middle class young adult struggling to fit into the extravagant lifestyles of his friends. Often questions his family’s ultimate purpose and legacy.
Thad Sewellin (Human)
Master of Wheels on the Council of Commons
Master Sewellin has grown secure and lazy in his political appointment.
Thorn Daass (Hiisi Goblin)
Jesse’s best friend and fellow Street Rat.
She serves as a mentor to Jesse and often accompanies him on jobs. Their symbiotic relationship allows her to take advantage of Jesse’s charm, while providing her experience to him.
Tomas Phiron (Briarborn)
A member of Symon’s group of friends.
The son of a diplomat. Weak willed and easily manipulated into following trends. Being a Florem species, he is unable to follow many of the fashions his friends wear.
Xerian Luran (Lindorm)
A foot soldier in the Bright Guild Manticore.
Jesse was one of several Street Rats Xerian has given a home and training to over the years.
Zenesul D’Adynell A’Dynell? (Human)
An enigmatic teacher of the Arcane.
An old man offering scribing services in a poorer section of the city of Highston.
Species
Overview
While many worlds offer few, or impossibly only one, sentient species, Sainan is host to approximately fifty native, and hosted, sentient species. This world sits at a thin section of the Veil, the barrier between mortal reality and the realm of the infinitely possible. Therefore, the Gods have had a larger hand in the development of Sainan than most worlds.
Many fantasy worlds may include non-Human species, but Humanity still seems to hold half or more of the population. In Sainan, Humans are but one of many species. While one or two species may hold a population majority in one city or region, globally the species are equally balanced. While debates are held on if there is a majority population of the world, there is no realistic way to determine it.
Regional terrain, climate, sociological conditions, and other factors have often led to different varieties to skin, hair, and other external conditions. Just as how Humans from different regions of Earth have different external features, so might an Ennedi from one region have different fur coloration, or even a different average build.
Breeding
Perhaps due to the nature of the Divine intervention into the formation of the world of Sainan, many sentient species are able to cross breed without mixing genetics. Rather, most pairings will prove one of the bloodlines dominant to the other. Therefore, children will typically take on the full-blooded racial heritage of one of their two parents. Occasionally, one of the bloodlines of a grandparent will emerge, although this is more rare.
A few species have the potential to blend parentage if interbred with certain other species. Even this potential is spontaneous, not always occurring, and no explanation has been discovered. Species known to have this trait include the Alva, Dryads, Humans, Orcs, and Giants. Even when these bloodlines are mixed, one heritage typically takes genetic dominance. Future generations often return to one of the pure species in time, shedding their blended traits. No predictable pattern of dominance has been successfully determined. Again, no one knows why this is.
Additionally, there are species families which cannot interbreed. For example, the Florum species can only interbreed with others of their same species. Non-native species, such as Skyfallen, even after seven centuries, have not adapted a way to share genetic material with native Sainan bloodlines.
Families
Biologically, different species are grouped into families, based on shared characteristics. The identifying traits of the various families are as follows:
Carnivid — A collection of Humanoids sharing unique dietary traits of being pure carnivores. Unable to gain sustenance from non-meat sources, they have stronger digestive systems providing protection from spoiled or rotted meat. This means they are even able to digest carrion, and have a reputation as cannibals, as even the meat of sentient species is often not overlooked.
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Hiisi Goblin — A smaller species, typically averaging two and a half to three feet in height. Known to be more intelligent and cunning than their cousins, the Nisse.
Nisse Goblin — Similar to Hiisi in size, they often have larger ears and more gangly features. Members of this race are often of lower intelligence and seen as nuisances rather than threats.
Orc — A larger race, typically averaging more than seven feet in height, Orcs are brutish and culturally prone to tribal warfare. Perceived by more civilized races as “savage,” Orcs are often dangerous fighters and mercenaries.
Draconic — Due to the magic of Sainan, many intelligent species draw their bloodlines from the ancient Dragons of Sainan, and their magic. Each species shares general attributes taken from this heritage, such as tough, scaly hide, tails, or additional limbs.
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Gargoyle — With thick, stone-like skin and large, heavy wings, this is one of the few species with true flight.
Genbu — A larger, wingless variant of Gargoyles, they walk on four limbs like a dog or a bear, though with fully functional hands on their front limbs. Genbu also have the toughest hide of all the Draconic species, but due to their build as not being Humanoid, they have a reputation as one of the least intelligent sentient species.
Lindorm — Reptilian skin and bipedal, with four equally sized upper arms. Aver age height of six and half to seven feet. Some unusual races have frills or even limited head hair.
Taniwha — Human-size bipedal Dragon Humanoids. Often considered half Dragon, half Alva.
Dwarven — A collection of species combining a shorter stature with a stronger build. It is believed these attributes come from millennia of living underground.
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Gnome — Small Dwarven Humanoids standing two and a half to three feet in height, with a preternatural affinity for gems and metals.
Ukko — While their cousins, the Svartal, continued evolving below ground, this race of Dwarves has adapted to life on the surface. Typically four to four and a half feet tall on average.
Svartal — Shorter and stouter Dwarven race, born and bred to live, mine and build in their underground halls. Typically, three and a half to four feet tall.
Faunic — A variety of species with anthropomorphic animal traits. Some have heightened senses that serve them as well as their sight. A consistent feature is full body fur.
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Arktos — A Humanoid polar bear, averaging seven to eight feet tall. Their shorter legs are adapted to walking upright, or dropping to all fours for sprinting.
Ennedi — A feline species of lion-like Humanoids. Typically the strongest and largest of the feline species.
Karhu — Brown bear Humanoids averaging six to seven feet tall. Similar to their Arktos counterparts, they adapt to bi-pedal or quadrupedal transportations.
Orthrus — Canid Doberman Humanoid, short furred, no tail. Typically slightly taller than Humans.
Raiju — Fox-like Humanoids known for their speed and heightened senses.
Tellervo — A feline species of panther-like Humanoids. Often about aver age Human height of five to five and a half feet.
Fae — Varieties of bloodlines purported to have origins steeped in magic. Unusual aspects such as long lifespans, innate magic, pointed ears, and other traits are common in many of these species.
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Alva — The Elves of Sainan. One of the oldest and longest-lived races. Human height, but averaging a third less their mass, with long, slender limbs.
Ajatar — Shorter Alvan cousins, averaging three and a half to four feet tall. Tend to have stronger builds, more body hair reminiscent of a Human. Often with animalistic traits such as sharp teeth or claw-like nails.
Dryad — Humanoids standing five to six feet, seeming to be a blend of Alva and plant.
Menninkainan — Diminutive cousins of the Alva, more slender than the Ajatar. Known for their darker skin tones and uniform black hair.
Pixie — Humanoids averaging only a foot tall, yet magically hold the strength of the average full size species. Have wings and are capable of flight.
Florem — Sainan is host to several sentient plant-based Humanoids. Feeding via photosynthesis, members can become unhealthy and wither if underground for a week or longer.
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Briarborn — Shorter wooden-limbed Humanoids, three and a half to four feet tall. Briarborns do not display bark, branches, or leaves in their features, rather, they appear to be made of smoothed wood, animated via magic.
Parthalon — Tall, thick-limbed Treemen. Standing eight to nine feet tall, with an external bark as skin, their shoulders and head often have offshoot branches and even leaves.
Humanid — Mostly hairless Humanoids, spanning a variety of heights.
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Giant — While similar proportions to Humans, Giants average a height of twenty to twenty-five feet.
Human — Bipedal Humanoids without fur, but with sporadic hair, particularly on the head.
Isnashi — These appear to be Humans with wings. One of the rare species capable of flight, they have more frail bodies with hollow bird-like bones.
Vaettir — Proportionate Humans with an average height of two and a half to three feet.
Reptilian — Scaled, hairless collection of species with variations on Humanoid reptiles. While there are a variety of body types, most are coldblooded.
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Naga — Reptilian Humanoids with the upper body of a bipedal, but the lower body of a large snake. The lower body is strong enough to allow upright movement.
Ophisi — Taur-like beings, with six limbs on a long, sinuous body. The bottom pair of limbs are shorter, causing them to move lower to the ground. The middle limbs usually act as feet, although they do have the capability of limited dexterity when standing on two legs.
Skink — Diminutive lizard-like Humanoids, typically two and a half to three feet tall, with long balancing tails allowing for quick, balanced movement. Something about their origin gives their species an affinity for the Arcane.
Non-Native — Sentient species stranded on Sainan after the catastrophic events of the Devastation, seven centuries prior.
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Coleope — An insectoid, ant-like species, uniformly approximately four feet tall, separate abdomen and thorax, with a large central third set of limbs that are able to be used for four legged movement, or to assist in lifting when moving in a bipedal fashion. Capable of independent, sentient thought when alone, though their personality is subsumed into a hive like group mind when in proximity with a large number of other Coleope.
Gauch — Human-size Bipedals, completely hairless with long, thin limbs, rounded triangular heads, ashy gray skin, and large solid black eyes. The Gauch were the engineers and technologists of the warring races from the Devastation. They tend to stay with their own kind, and have some kind of genetic memory of the Skyfallen technology that arrived with them.
Mumvurii — While not technically a Skyfallen species abandoned on Sainan during the Devastation, the Investurant forces are alien to this world. Mumvuri is their name for a shadowy alternate world, overlaying Sainan as a parallel dimension. Through their unknown abilities, they are able to travel between their home and this plane of existence.
Ogre — Former slave foot soldiers of the battling forces during the Devastation. Standing eight feet tall, they are each four hundred pounds or more of dimwitted, brutish ferocity. They travel the world in floating Sky-cities, using their Skyfallen teleportation Gates to launch assaults on unsuspecting civilized regions of the land.
Magic and Spellcraft
Overview
Magic is an intrinsic force that shapes the very fabric of existence. In the realm of Sainan, there are distinct forms of magic which define how a practitioner can access magic, and what can be performed: Divine and Arcane.
While both magics are sourced from the Realm beyond the Veil, they differ in their uses and methodologies. While both magics are prominent throughout the realm of Sainan, laws and culture greatly influence the way magic is viewed. Such influence creates a diverse landscape of magical practices within the world of Sainan.
Divine Magic
Divine magic derives its power from higher beings, celestial entities, or other divine sources. It is channeled through prayer, faith, or devotion to these higher powers. Users of divine magic act as conduits for the divine energy, manifesting miraculous effects and wielding potent blessings or curses.
Source — Divine magic originates from gods, goddesses, spirits, or other divine entities worshiped by the inhabitants of Sainan. Each deity or divine entity governs specific domains or aspects of existence, granting their followers access to corresponding magical abilities.
Practitioners — Divine magic is predominantly wielded by the Friars within the Khorric Federation. These priests have formed connections with the divine beings. Their abilities often align with their deity’s dogma and tenets, allowing them to perform acts of Healing, Protection, Divination, and righteous judgment. There are many Gods outside the Federation that provide similar power, but Federation law prohibits the worship of deities unapproved by the Federal Church.
Access — The Friars serve the citizens of the Khorric Federation. In more rural areas, Federal Friars are often seen as town leaders, advisors, or esteemed persons within their communities. However, in some cities, government influence results in Friars focusing their services on the citizens of the city that pay taxes, and often neglect the poorer communities.
Arcane Magic
Arcane magic draws its power from the raw energies that permeate the cosmos, manipulating these energies through sheer will and knowledge of arcane principles. Within the realm of Arcane magic, there exist two distinct sub-sections: Gifted and Structured.
Gifted Arcane Magic
Gifted Arcane magic is an innate ability possessed by certain individuals, often referred to as sorcerers. Unlike Structured Arcane magic, which requires rigorous study and adherence to predefined rules, Gifted Arcane magic flows naturally through the veins of its practitioners.
Source — The origins of gifted arcane magic remain shrouded in mystery. Some attribute it to ancestral lineage, while others believe it is a random manifestation of magical potential within individuals. Regardless of its source, gifted arcane magic is deeply personal and often tied to the sorcerer’s emotions or life experiences.
Practitioners — Sorcerers are the primary practitioners of gifted arcane magic. They wield their powers instinctively, relying on intuition and raw talent rather than academic learning. Gifted sorcerers often exhibit unique abilities, with their magical prowess reflecting their individuality and personal journey.
Structured Arcane Magic
Structured (or Learned) Arcane magic, in contrast to its Gifted counterpart, is a disciplined and systematic approach to magic. It requires rigorous study, adherence to established principles, and mastery of arcane techniques. Within the confines of Structured Arcane magic, the Magi hold considerable influence, regulating its usage and ensuring its responsible application.
Source — Structured Arcane magic draws upon ancient texts, arcane rituals, and scholarly knowledge passed down through generations. It is a product of meticulous research, experimentation, and refinement by scholars, wizards, and other learned practitioners.
Practitioners — Wizards, Magi, and scholars dedicated to the pursuit of magical knowledge are the primary practitioners of structured arcane magic. They undergo extensive training, often within prestigious institutions or under the tutelage of experienced mentors, to unlock the secrets of arcane lore. These practitioners adhere to strict codes of conduct and are subject to oversight by the Magi, who enforce regulations governing the responsible use of structured magic.
Regulation by the Magi
Within the Khorric Federation, Structured Arcane magic is the only acceptable form of magic, and its practice is closely regulated by the Magi of the Elysium. These Arcane authorities oversee the training, licensing, and ethical conduct of all Arcane practitioners, ensuring that magic is wielded responsibly and in accordance with established laws and protocols.
Enforcement — The Magi enforce strict regulations to prevent misuse of Arcane magic, including prohibitions on forbidden spells, unauthorized experimentation, and unauthorized use of spells in public spaces. Violations of these regulations can result in severe penalties, ranging from fines and reprimands to expulsion from magical institutions or imprisonment.
Education and Training — As guardians of Arcane knowledge, the Magi oversee the education and training of aspiring wizards. They establish curricula, administer examinations, and grant licenses to individuals deemed competent and trustworthy to practice structured arcane magic.
Structured Arcane Magic Mechanics
Structured Arcane magic operates on a unique system that involves the manipulation of two fundamental forms: the Aether Form and the Structural Form.
Aether Form — The Aether Form represents the raw essence of magic drawn from the surrounding environment. It is shaped and infused with intent by the practitioner to resonate with a specific Sphere of magic, defining the elemental or thematic nature of the spell. For example, drawing upon the Fire Aether Form imbues the spell with the essence of flames, while drawing upon the Ice Aether Form imbues it with the chilling power of frost.
Structural (or Brace) Form — The Structural Form determines the shape and manifestation of the spell’s effect. It acts as the framework through which the magical energy is channeled and directed towards a desired outcome. Wizards and mages select from a variety of Structural Forms to craft spells tailored to their needs or preferences. For instance, the Bolt Structural Form may shape the magical energy into a concentrated projectile, while the Barrier Structural Form may create a protective shield or barrier.
Example of Spellcasting — Combining the Aether and Structural Forms allows practitioners to cast a diverse array of spells. For instance, if a wizard draws upon the Ice Aether Form and pairs it with the Bolt Structural Form, they cast an Ice Blast—a projectile of freezing energy capable of immobilizing or damaging their target.
Key Terminology
In the study and practice of magic within the Khorric Federation, as in much of Sainan, several terms hold significant importance, defining the very essence of arcane knowledge and its application. Understanding these terms is essential for navigating the intricate landscape of magical lore and spellcasting techniques.
Arcana — The term “Arcana” refers to the field of arcane magic itself, encompassing the vast body of knowledge, rituals, and practices that constitute the study of magic. It serves as a broad term for all things magical, encompassing both theoretical understanding and practical application. Within scholarly circles and mystical traditions, the pursuit of Arcana is revered as a noble endeavor, seeking to unravel the mysteries of magic and unlock its boundless potential.
Arcane — As an adjective, “Arcane” denotes qualities or aspects related to magic. It is used to describe phenomena, objects, or abilities imbued with magical properties or derived from arcane sources. For example, the term “Arcane arts” may refer to the various disciplines and techniques employed by practitioners of magic, while “Arcane ward” signifies a protective barrier infused with magical energy to repel or deflect threats.
Arcanum — The term “Arcanum” specifically refers to the energy utilized by spellcasters to fuel their magical spells. It represents the raw, unbridled power of the arcane, harnessed and shaped by the will of the practitioner to enact mystical effects. Arcanum is the fundamental essence that permeates all magical phenomena, serving as the catalyst for spellcasting and the conduit through which magical energies are channeled and manipulated.
Spell Commands
Creosilo — A small blast of frost.
Essevoy — A spell that creates a small patch of spider webs.
Farroos — A spell that illuminates an object or body part. Can be directed as a beam with creative casting.
Halsivatio — A sweeping barrier protecting an entire side of the caster. A one-hundred and eighty degree arc of shielding.
Harsitodanio — A barrier of souls drawn from the Veil. A wall of deathly energy separating mortals.
Harsival — A spell that creates a standing shield barrier that can be handed off. Lasts for a short time, but is solid for the duration of the spell.
Hasil — A temporary ward of protective energy that can deflect an incoming attack. Instantaneous, but quickly able to be memorized and cast.
Selives — A spell of revealing, allows the caster enhanced senses to spot hidden compartments or panels.
Silokoval — An arcane whip spell that creates a sharp damaging blast.
Sival — A small spell of quickly bound force that can be targeted. Enough to snag or trip an individual.
Todvedoblum — A spell known as the Withering Flower. A decaying spell that eats its target.
Todiselive — A powerful healing spell that can heal mortal wounds.
Todisomatis — A spell that allows the caster to reach out to the soul of a being through their mortal remains.
History
The Clade
The year the alien war was fought in the skies of Sainan is remembered by everyone. Such were the fundamental changes of the event that there is no corner, whether physically, socially, or spiritually, left untainted. This year of upheaval became known to all as the Clade.
Regardless of what names denizens had formerly given to the land, over the next century the name Sainan, Elven for catastrophe or disaster, became the universal word for their world. New technologies and new understanding of the laws of physics allowed vast regions to make contact, and the name spread, along with the start date of a new universal calendar. A common language and writing spread, allowing for more uniformity in thought and communication.
By the new calendar, it is now the year 690 ST (Sainan Toshi or “Year of the Calamity”), and has been close to seven centuries since the events of the great war. There are still a few persons alive who personally experienced the Clade and tell stories of the world before, but for most, the new world is all they’ve known. New magics, interaction with divine beings, travel to alternate planes of existence, alien technologies, and alien species have become a woven part of life on Sainan.
The Aspiring Federation
In the early years after the Clade, at an event known as the Holy Conclave, the various leaderships of one particular region surrounding three crash-sites met and decided to ally themselves, both for protection and to take advantage of the new resources now available. The rulers of this time agreed to share certain powers across all their lands, coordinated their forces to one purpose, and over the course of four tumultuous years, took all parts of their land under one shared government, forming the Aspiring Federation. All kingdoms, fiefdoms, and clans within the new borders were approached, and either surrendered to be part of this new rulership, or were overrun in short order.
The Khorric Empire
For over two centuries, the Aspiring Federation was ruled by a council, called Governors. In 233 ST, Vess Khorric, known to history as “the Betrayer” emerged. An Ennedi noble and the son of the Governor of Tennhel, he strove for more influence, and manipulated the political system to seize military power. Through the threat of war, and many real battles, Vess took power, disbanded the Council, and declared himself Emperor.
He ruled for fifteen years, before he died and his son, Chronn, took up the mantle in 248 ST. Chronn renamed the region the Khorric Federation, and spent the next forty years fighting off rebellions. He managed to die a feared and respected ruler.
His daughter, Ellana Khorric, only fourteen at the time of her father’s death, took control of the Federation in 289 ST. Many members of the Federation believed it would be a natural time to take control. Regents and leaders positioned themselves behind the scenes to grab for power or begin a revolution. In her first two years on the throne, no less than a dozen regents died or resigned, including Elanna’s mother, who retired away from court.
On her seventeenth birthday, Elanna had herself crowned as Empress. Historians have pieced together that Elanna had spent those first two years creating a network of spies, agents, and enforcers to do her bidding and secure her rule. Soon after her coronation, a sort of secret police were formed, an organization called Briarwood, which infiltrated and quelled rebellions, silenced political dissidents, and ruthlessly forestalled any trouble to the Federation.
For those in the nobility, it was an age of strife and paranoia, but for the majority of the citizenry, it began an age of prosperity and enlightenment. Religion flourished, trade abounded, and both craftsmen and the arts received vast patronage from the elite and the government. Empress Elanna Khorric’s rule proved to be the saving point of her grandfather’s upheaval. And it continued. And continued.
While Ennedi are known to have a natural lifespan of seventy to eighty years, and elite members of society have access to magics and technology that can extend that life an additional thirty years, nothing explained Elanna Khorric’s unnatural reign. Elanna Khorric remained Empress for just over two centuries, finally passing in the year 492 ST. Over the course of her rule, she married and lost three husbands, and had another four consorts. She raised and outlived sixteen children, and had two living elderly children at the time of her death.
It is said that at the time of her death the Empress still retained her appearance of being in her mid thirties. The details and method of her death are unknown, but it was not of old age, nor did she meet a violent death. It is recorded that she was merely found one morning to have died seemingly peacefully in her sleep. The reaction of Briarwood over the next year, simultaneously investigating her death and fighting to seize control, nearly destroyed the Federation.
The Khorric Federation
In 494 ST, the nobility managed to regain control of the Federation, convened a new Holy Conclave, and reinstated a new Council. After two and a half centuries under a single rule, however, many of the old kingdom borders from the old Federation had merged, and rather than trying to redefine those old borders, the Federation was divided into eight governing Provinces, with each Province holding a hereditary Governor, and an appointed Council Lord. Briarwood was disbanded and run underground by the noble families. There were several attempts to declare Briarwood illegal, but they held too much positive folklore with the commoners. So too failed any attempts to change the name of the Khorric Federation. The memory of Empress Elanna Khorric’s rule proved to be too beloved. Over the last two hundred years, the Council has maintained control of the Khorric Federation. Although there have been several attempts to wrest control from within and to change the nature of the government, the Federation is considered too big and powerful to be attacked from without. It helps that two of the eight Council Lords are old enough to have been involved in reforming the government after the death of the Empress, one a Taniwha and the other an Alva. Only the name Briarwood still publicly exists, with its current incarnation that of a Hunters Guild.
The War of Night
In the year 607 ST, the Khorric Federation was rocked by a surprise invasion of an unknown species of people, the Investurants. The blueskinned Humanoids were armed with an intimate grasp of shadowy Arcane abilities, magic that attacks the soul directly. The Arcanists of the Federation’s Elysium had no counter to this foreign attack, and took horrific losses. As the Investurants never attacked in great numbers, the Khorric Federation suffered four decades of a hit-and-run gorilla war they never developed a strategy to combat. In the end, the Khorric Federation swallowed their pride and revulsion, and accepted the help of their dreaded neighbors to the north. The Undead Legions of the Necromancers of Vargarden had no souls to be lost to the magic of the Investurants, and within two years, the long war was, at last, ended in 649 ST.
Geography
The Provinces of the Khorric Federation
Highston — Highston is the capital city of the Khorric Federation, and is not considered to be a part of any of the eight provinces. The Council resides and rules from here over the Federation, while the city itself is run by a ninth Governor. The eight Provinces of the Khorric Federation consist of:
Anadre — This is the province known for its mountain folk, providing mined materials, both minerals and metals, as well as some of the finest smithing craftsmanship known throughout the Federation. Some say that the weapons coming out of the Dwarven Smithies of the Undercity of Eastwall are among the best in the known world. Eastwall is also popular for housing one of the three Skyfallen Gates in the Federation.
Bethel — This province, situated in the northeast corner of the Federation, deals heavily in the skins and animals trapped and hunted from both the Deepland Forest to the north, and the Yyalesken Jungle to the east. This region is also the primary trade route for goods brought in from Ahnk- hass on the eastern coast.
Eithren — Eithren is widely considered the breadbasket of the Federation, housing vast tracts of farmland and dairy ranches. The fertile grasslands of this region provide ideal growing conditions, and so is known for its grains, cheeses, and produce.
Highloch — Stretching into the Decaying Wastes to the northwest, this province has little to offer in the way of crops and farmland. Instead, it has become a stronghold against the aggressive forces of the Northern Plain States. In that capacity, Highloch has come to host the training grounds and barracks of the Praetorian Guard that defend the borders of the Khorric Federation.
Parth — Lacking a coastal port city of its own, this Province acts in that capacity as it is the hub for all imports and exports with the coastal city ofShrikesport. Additionally, Parth is home to the mountain monastery of Arlingminster Heights, a regionally famous spiritual location.
Strongwald — Located the furthest west, Strongwald receives the goods imported from the Dorne Empire down the Hinbalt River to the southwest. As the bulk of the province encroaches into the desert of the Moaning Expanse, the principal reason the Khorric Federation has fought so hard to keep this stretch of land within its grasp is the city of Vogfaldur, the site of another Skyfallen Gate.
Tennhel — Despite being the ancestral seat of the Khorric family and a powerful kingdom before the Federation was formed, the Empress neither raised nor diminished this region during her reign. In fact, she hardly visited her family’s lands, preferring to stay to the Federation capital city of Highston. In modern times, Tennhel has a primarily agricultural role in the Federation. The grains from this region also make this province highly regarded for its beers and ales.
Tollorheim — With the forges of Redmont Stronghold to the south providing the weapons and armor for the Praetorian Guard, the vast grazing pastures of the east and north housing the bulk of the livestock to the Federation, and the vineyards shared with Strongwald in the west, Tollorhaim is often seen as one of the wealthiest of the Khorric provinces. Naryn is lauded as the fashion center of the Federation’s Nobility.
Neighboring Kingdoms
Shrikesport — To the southeast lies Shrikesport, a large port city ruled by a collection of merchant families. With the Khorric Federation having no ports of their own, much of their imports are forced to come through this kingdom, and both sides know it. Relations are sometimes strained, tempers can sometimes run high, politics run rampant, and embargos can oftentimes be threatened by both sides.
Ahnk-haas — Located far to the east, this coastal city stands on its own, separated from their closest neighbors by the Yyalesken Jungle. They do not interact much with the Khorric Federation, except during those times when Shrikesport chooses to to embargo the landlocked region.
Vargarden — This kingdom lies to the north of the Federation, led by a High King. This High King is a Lich Lord, raising the dead of his mortal subjects to act as his own standing army. The Necromantic priests of Vargarden are the subject of horror stories in the Khorric Federation. Tales of their silent armies marching beside the Praetorian Guard are still told around campfires and bars to this day.
The Dorne Empire — Most members of the Khorric Federation do not understand the size of this vast empire to their southwest. While trade is encouraged, particularly for the exotic Dornish spices and woods, politically they retain a grudging stalemate that has, at times, threatened war.
The Caleigh Free States — So named because of their break from oppressive kingdoms to the north, this small collection of city-states take pride in their large groups of freelance mercenaries, and the ancient, powerful families that control their cities.
Politics and Organizations
Overview
The Khorric Federation is a society of Guilds and unions. Everyone from the lowliest chimney sweeper to the highest Noble takes their worth and their livelihood from the organizations to which they belong.
Government
Every Province has its own governor and ruling council, each with similar positions such as the Master of Goods, overseeing merchants, pricing, and disputes, the Master of Wheels, overseeing intercity trade, or the Master of Swords, monitoring the city guard. Each city also has a Council of Lords, overseeing the ruling class of Nobles and keeping guard over their concerns.
Highston, as the capital of the Khorric Federation, has a slightly different ruling structure. Highston’s ruling council is called the Council of Commons, staffed with prominent non-Nobles promoted from the various guild members associated with their various trades.
Highston has its own Lords High Council. However, the Highston council oversees the Councils of Lords of all the cities of the Khorric Federation, making decisions not only for Highston, but the entire realm.
Law Enforcement & National Army
Each Province, and within, each city, is responsible for maintaining law and order within its own borders. This also means that while laws as a whole apply to the entire Federation, the strength at which those laws are upheld are determined by the ruling Lord’s Councils of the various Provinces. Overarching laws such as the abolishment of slavery are universally supported and ruthlessly enforced, but assault, theft, and other criminal charges can vary widely, based on the station and status of the victim and perpetrator.
While internal order is handled by each Province and each city, protection of the Realm from external enemies is handled by the Praetorian Guard. The Generals and military leadership answer directly to the Lords High Council in Highston. Individual Provinces are not allowed their own individual military, but as a further separation of powers, the Praetorians have no authority within city walls, save for in a state of declared war.
Criminal Guilds
As with the Federation at large, the criminal underworld is divided into Guilds as well. These organizations are called Bright Guilds, rumored to come from a story of a Guild lieutenant claimed that:
“Our guilds, our fine organizations, bring the bright light of free thought, and free action, to all the people of the Khorric Federation. We bring the bright light of freedom to the dark, tyrannical bureaucracy of the government of this otherwise fine nation.”
While started as an ironic joke, this quickly became the mantra among thieves and vagabonds looking for a means to excuse their criminal activities. Among the government, these organizations are called Crime Guilds, or Crime Syndicates.
Not every Bright Guild is represented in every Khorric city, and there is some debate as to which guilds are the largest. Each Bright Guild is self-governed, some with a council, others with an unopposed leader. Manticore is one of the largest, some claiming it to be the largest. It has certainly seen its stars rise within recent years.
Independent Adventurers
The Khorric Federation is a society of Guilds and unions. Everyone from the lowliest chimney sweeper to the highest Noble takes their worth and their livelihood from the organizations to which they belong.
Trade
The Khorric Federation is a society of Guilds and unions. Everyone from the lowliest chimney sweeper to the highest Noble takes their worth and their livelihood from the organizations to which they belong.
The Church
The Khorric Federation is a society of Guilds and unions. Everyone from the lowliest chimney sweeper to the highest Noble takes their worth and their livelihood from the organizations to which they belong.
Education
By law, all children of the Khorric Federation are given a basic education at one of the schools run by the Academy. Since this practice is upheld for “citizens” of the Federation, Street Rats and other less fortunate members of society fall through the cracks, often barred from the hallowed halls of learning. Reading and writing are common throughout the Federation, at all levels of life, and through magic and machinery, books and paper are common and well used.
All knowledge is controlled by the Academy, and through them, by the Nobles of the Federation. Everything from history to the Arcane is curated and dictated, ostensibly for the benefit of peace and prosperity.
Basic Arcane forms are taught by the Academy, for a nominal fee, in addition to being for sale in bookshops in every city. Spells beyond the most basic forms, however, are carefully controlled by the government and their Nobles. To access these spells, one would need to be accepted to the ranks of the Magi, taught exclusively at the elite Elysium.