Date: Unknown Fararu Luminescence, the Holy City of Aranagh
Kind solace in a dying hour. Such, Axbak-Kamen, is not now my theme— I will not madly deem that worldly power may shrive me of the sin that unworldly pride hath revell’d in— I have no time to dote or dream:
You call it hope—that fire of fire! It is but agony of desire: Through my atrocities and slaughter -- I still catch cinders of the haunting dream of the Luminescence's daughter..
''Negh… Worthless. The last lines does not flow…''
In the dark temple of Axbak Aranagh, the Conqueror sits crossed legged before the altar of Axbak Kamen, writing, outpouring his soul on a piece of parchment held in his calloused hands, put against a hand-held wooden board.
An idol of the Luminescence’s daughter rests on the altar before him, though it failed to capture her beauty. Like a depiction of the sunset could never hope to truly integrate the glamour of the true sunset. Replicating such beauty is not in the fingers of the artist, only the Divine. He takes up a blank slate of parchment, and sets it on the board to put into words his laments.
In my torch I carry your light Where its rays sear me true Pain of your flame is reminder of the why- Of why I took up the flaming sword
In my charger swift I delight no more, Nor in costly garb and in finery, Little do I care for conquest’s booty Who is there the glory that is mine to share? Before whom shall I of my conquest boast? Tore whose gaze shall I my rich garb display?
''No.. no.. Worthless, wretched.''
With a savage gash he scratches the last lines, then fumbles the paper altogether before casting it away. He tries again on a new piece of parchment.
O! craving heart, for the lost flowers And sunshine of my summer hours. Th’ undying voice of that dead time, With its interminable chime,
O! Axbak Kamen Know thou the secret of my spirit Bow’d from its wild pride into shame. O! yearning heart, I did inherit Thy withering portion with the fame, The searing glory which hath shone Amid the jewels of my throne,
Tears in the eyes never convince, But rather defies under weight of sins All the same, I bid you, grant me your boon As I walk your armies into the den of Ualfrüm
Finished writing, he is scarcely content with it, yet perhaps the Divine Fire may appreciate it all the same. The Conqueror offers the writ up to the pyre upon the altar. The old fumbled parchment swiftly catches fire and in seconds is subsumed by flames. Smoke rises towards the ceiling dome of the sanctum, and the Conqueror knows that through such revered rituals, the writ has passed the boundaries of worlds into the otherworld, where his loved one is waiting.
‘’Fire of Fire, brighter than all flames. This I dedicate to Axbak Kamen and you.’’
He rises from the altar, about to leave the sanctum’s premise. When suddenly, a flicker appeared from the cinders remaining of his writ upon the altar. A flare. The Conqueror turned around, and his golden eyes widen in disbelief: ‘’Mulk Khamun.’’
The form of a woman appeared upon the altar, a blazing beacon more stunning than you could imagine, her long hair flowing radiantly about her head with the likeness of sun-beams. It is a display of such regal majesty that to behold it, takes the breath from the Conquerors lungs.
When their eyes meet she stretches out a hand to him, smiling warmly and with otherworldly grace. She wants to say something. Possessed and enraptured the Conqueror is not himself, and takes a small step towards her. He reaches out his battered hand to clasp hers. And at the moment their fingers touch she flickers out. Like a lamp that had been abruptly turned off, she vanished. The Conqueror is perplexed, and the light leaves his eyes.
His knees fall upon the rigid stone tiles before the altar. He is truly alone.
''Amir Shaykh Gurkani…''
The Conqueror had only just left the sanctum when a voice calls from out the dark, with footsteps reverberating towards him. ‘’Forgive my intrusion, it is I; Hierophant An-Mara. Rekindled as your most humble, willing slave.’’ The Conqueror does not look him in the eye, staring stark at the murals on the walls with his arms placed stiff to his back. ‘’An omen, my Amir.
Late in the night, as the silver beam of moonlight shone unto the pond, I beheld therein three carps, two silver and one gold. The gold one had died, but drifted at the pond’s surface, with the two silver ones rapidly swimming circularly about it, as though keeping it afloat. Than.. a single droplet landed on top of the golden carp’s eye.’’
‘’Elaborate now, Hierophant.’’ The Conqueror speaks orotund. ‘’It is a sign from the Sun God. The Silver carp, truly it represents you, where the golden carp represents the late Luminescent. The Sun God at last acknowledges you as The One successor of Kamen’s Lineage, keeping his authority afloat on this mortal coil.’’ ‘’Are you certain of this?’’ ‘’I speak these words beyond the shadow of doubt, Amir Shaykh. The omens are right.’’ ‘’And who, pray tell, is the other silver carp, if one of them is me?’’ The Hierophant lowers his head, and strokes his long grey beard. ‘’Time will tell, Conqueror.’’
The double-headed eagle was based on the eagle of Yllendir, whose colony the Miranids had come into contact with. Miran had adopted the double-headed eagle as coat of arms for his own aspiring empire; one to rival Yllendir.
Type of Government: Empire of conquest Head(s) of Government: Pir Miran Shaykh Gurkani, abroad known as Miran the Lame, because he walks with a limp. Economy Exports: A lot of dairy, spices, carpets, cattle, animal pelts, mounts and in the mountainous regions minerals as quicksilver, lead and charcoal. Economy Imports: From other lands little is imported other than weapons and spices. Though at times marauding warbands would make attempts to cross over into different lands to return with booty.
Primary Species:
Fararual Elves – If they can be considered Elves at all is up to debate. Within the Miranid Empire, they are a caste of clergy and magistrates. Fararuals are the fire kissed progeny of the Fire God, they are immune to burning and are naturally gifted fire sorcerers. For all their expertise however, they grow weak in the absence of sunlight and especially at night. Historically the Fararuals built the first civilization in Transtulania with remnants of their Ziggurats and Fire Temples lining the steppes to this very day. They number few, and procreation is a great ordeal, for pregnancies take long, and miscarriages are all too common. This is because a Fararual womb is as a furnace, and a newborn spawn worthy of entering this world must literally pass a trial by fire before they may join their brethren among the living. This excruciating breeding process ensures the potency of their offspring, at the very least. The perpetually low birthrate of pureblood Fararuals and common miscarriages has for thousands of years opted male Fararuals to breed with humans, their slaves, which gave rise to the Üarim race.
When a Fararual dies, their bodies innate magical energies escape, causing the corpse to disintegrate to ashes.
Üarim – Considered a race in their own right, they are technically humans of half or partial Fararual descent. Other cultures would consider them ‘halfbreeds’ or a ‘bastard race’, though the Üarim themselves certainly do not regard themselves as such. Rather as 'lesser Fararuals', for the pureblood Fararuals are regarded by them as a divine race of ancestors, venerated to the point of worship. To preserve the potency of their Fararual blood, the Üarim have in recent centuries opted to only breed among themselves as to truly distanciate themselves from humans. They are physically more robust than humans, olive skinned, dark haired and with bright orange eyes resembling sundisks and somewhat pointed ears betraying their ancestry, they appear otherwise not too dissimilar from humans. They are famous beastmasters and huntsmen that have harnessed wildland spawn ranging from warhounds, warglar, golems, griffönlu and, most of all, the tremendous Oliphaunts; their trademark superweapon. In sunlight is where they excel, for it genuinely makes them stronger and fiercer warriors. Because of their ancestry they are also naturally resistant (but not immune) to burning. The Üarim people originally comprised the armies of the Fararuals. Today, with the Fararuals slowly going extinct and taking on spiritual & ascetic roles in Transtulanian society, the Üarim became self-serving and under Miran Gurkani, rose above the other races in their own bid to Empire, and accordingly form the core of the Miranid Empire’s leadership. Temperamental, aggressive and innately expansionist (let’s just say they have fiery personalities); in the absence of powerful leaders or warlords, Üarim would go rogue to form marauding warbands.
Tzücomen – Full blooded humans, natives to the southern steppes of Transtulania. Throughout history they’ve been serfs and roaming herdsmen, and in ancient times the slaves of the Fararuals. They are distinguished from other humans by their swarthy complexion and artificially deformed cone-shaped skulls, achieved through ritual head binding. They have a long history of cooperation and kinship with the Üarim. Their warriors too fill the ranks of the Miranid army as auxiliaries. Militarily they have some uses as light cavalry and skirmishers, due to being lighter weight than their often bulkier Üarim cousins.
Arier Gardonians - Locals to Ariers Haven, they descend mostly of human refugees from Wulfram fleeing Strigoi domination many centuries ago. Ariers Haven was formed as bulwark against the Vampires and headquarters to all who seek to fight them, and liberate their kinsmen. To this end they have made very little progress, and the Arier Gardonians could do little more than serve as an Order of frontier guards ensuring no Strigoi heads further north and east. They are in a perpetual state of near-impoverishment and always ill-supplied, and dependent on their friendly ties to Dathanar. In return for Dathanar keeping them supplied, the rangers of the Haven patrol their western frontier against hostile interlopers. Hypocritically, the Haven also established trading ties with nearby cities in Wulfram, establishing that their goal no longer appears to be belligerent warfare against Wulfram, but rather to fight rogue Strigoi. With all their attention directed south and west, however, they were swiftly overwhelmed and annexed by the Miranids.
Aarehan – Pastoral Amreans, nomadic tribal cousins of the denizens of Amrea. Men with fur such as the Amreans are deemed effeminate and weak in the lands of Transtulania. Having adopted the Üarim mentality since migrating outside of Amrea, the Aarehani are easily distinguished for shaving their animal parts religiously. Their would-be majestic foxtails are rendered ratlike appendages, earning them the pejorative nickname of ‘Ratmen’ to outsiders. The Higher Ranking Aarehan, such as their champions and ruling families, shave their tails only with the exception of the tip, giving them plumed ends as though that of lions. They also grow the hair on their heads to resemble manes, dignifying themselves Lion Men. They are further distinguished from their northern Amrean cousins by being much less groomed, having a darker tanned skin complexion and with their males sporting long Manchu mustaches. Today the Aarehani domain serves in Miran’s mighty army, either out of free will or coerced by force.
Gnülonlar – Sapient canines resembling hyenas walking on two legs. Other cultures would call them Gnolls, and they are natives of the sandy northern wastelands of Transtulania. They are less intelligent than their equally savage human and Üarim neighbours. But while being driven by the most base of instincts and generally dimwitted, they are also capable of acts of shrewd cunning. They make for excellent ambushers and surveyors, and more so than any man can analyze weakness and opportune moments to strike. Because they are arid creatures, and smaller and generally weaker than men, they require less food to sustain themselves and breed rapidly. However as they are carnivores native to an arid dominion, food is sparse, and thus for ages now the Gnulonlar were locked in endless cycles of tribal warfare against each other where they kill and eat other Gnulonlar; this having the effect of a self-imposed population control. They rely on numbers and savagery and make for excellent shock infantry and skirmishers.
Unique specimen:
Efreets - Holy and revered entities that live between worlds, Efreets only appear in the confines of religious sanctuaries and other holy sites such as temples. They are conjured from the ashes of dead Fararuals, based on the Fararual's innate magic still contained in those ashes. They are not spirits of the dead, but rather an afterglow, a memory, of the dead Fararual magically given form. They often serve as oracles, and their words are always very cryptic. The meaning behind which (if there are any) is entirely up to interpretation.
Golems - Beasts of animated Stone said to have come into being through an ancient curse. They are native to the rocky dunes and canyons in the west where they are spawned through wizardry. The Golems resemble gorillas, and are barely sapient, but do understand war. The Üarim beastmasters had long since tamed them and used them as an integral part of their wars.
Üarim Daywalkers - Some Üarim communities that have served in Wulfram as mercenaries offered up some of their daughters as part of a sinister pact with their Strigoi overlord. Part of the pact involves the Üarim community keeping the offspring, with some of them being sent to Transtulania. Üarim Daywalkers can be told apart from regular Daywalkers by their grey skin color, and unlike regular Daywalkers have a good resistance against the sun. Because of a Daywalker’s famously super-human strengths, many Üarim daywalkers have risen to the top as warband leaders and champions.
Small minorities: Strigoi - not subjects of the Empire, but considered a wildlife nuisance. Gorgar - along the western rivers, also not subjects of the Empire. Anhreinn Humans - in the Tementafel Twinstates
Literacy: The population, save for the Fararuals and high-standing Üarim, is almost completely illiterate. Population: some 70 to 80 million total, the vast majority of which conquered peoples. The heartlands of Transtulania are compared to surrounding lands arid and sparsely populated. Most of the population live around rivers and in the recently annexed territories closest to Amrea and Wulfram.
Fararual Elves: 40.000. Pureblood Fararuals are a dying breed. Most of them live in the Holy City of Aranagh; the spiritual centre of the Miranid Empire.
Üarim: 36 million, the majority of the Miranids and rulers of the Empire’s western heartlands, namely the Fararu Luminescence (their ancestral place-of-origin) and the two Emirates.
Human Races: Tzücomen: 13 million Gardonians: 2 million Anhreinn: 500
Aarehan: 1,5 million
Gnülonlar: 17 million
Golems: 80.000
Culture: Masculine and warlike. Every man is expected to be capable of some martial skill, archery and life in the saddle of whichever beast they have mastered, a tradition that echoes bygone ages. In addition to the people's rogue lifestyle, very few leaders have been able to assert control over the unruly masses. Üarim respect strength above all, for strength and confidence are the measure of a man.
Most of the population live a rural and nomadic lifestyle, and only some 2-5% of the population comprise of city dwellers. Most Üarim and certainly every Tzücoman, no matter how poor, herds cattle for sustenance and owns a steed.
Spicy food, the sort that metaphorically or literally burn your taste buds, is an integral part of Transtulanian diet, and it is the spice trade (importation and exportation alike) what made Transtulanian cities wealthy. Chili and peppers is what Uarim people eat practically on a daily basis.
Religious and Other Beliefs: The Sun God (the same as Amrea's) and the Fire God; Axbak Kamen
According to ancient legend and oral tradition, many thousands of years ago Axbak Kamen was the first Emperor of the Fararuals that ruled an Empire spanning the southern half of the Continent. Upon death, the Fararuals believe his spirit ascended to Godhood, and in Transtulania he is revered as 'the Fire God, son of the Sun God'. Beyond this key difference, their religious practices are virtually the same as those of Amrea.
Location/Territories: Much of the present Miranid borders comprise a land referred to as Transtulania.
Climate: Very diverse, though overwhelmingly (sub-)tropical and arid. From north to south:
In the Aarehani Principality; hills covered by tropical rainforests
In the Gnülonlar Badlands, Tementafel Twinstates and Fararu Luminescence; rocky arid flat wasteland
In the Emirate of Uar-ög and the Dunes of Kurtkoc; mountainous with many canyons
In the Tzücomen Beyliks and the Emirate of Ushji-Dash; grassy steppes and flat riverlands
Military: There is a tremendous emphasis on war beasts in the Miranid Army, and it is their harnessing of beasts that has been their truly distinguishing strength.
Oliphaunts - great Elephants native to the southern Transtulanian plateau. Indomitable and titanic creatures, their steps are a prelude to devastation. Few have the skill to tame and harness their power, and among the Üarim the secret has been passed down to befriending these monsters. For over a thousand years they have been the Üarim superweapon.
Griffönlu - Great beasts, vaguely reminiscent of horses combined with eagles; since ancient times the chief source of Üarim power. When their enemies were confined to the mortal coil of land, the luminescent army took to the skies. Today, with competitors also having a similar access to aerial combat, this boon had been somewhat negated.
Mounted archery - In this day that largely means rifles and fire-arms, though there are some (namely from the Tzücomen Beyliks) that still use old fashioned bow and arrow, and lances for charging.
Beyond that, the different races listed above give an insight to the purpose each race serves in the Miranid army, with Tzücomen and Gnülonlar being generally cheap levies and rank-fillers, the Golems as crude fantasy-tanks, and the Üarim as professional soldiers.
Magic Prevalence/Usage: Fire! And conjuring tempests.
History/ Background Info: Miranid History is linked to the warlord Miran Gurkani, whose history goes back only a few decades; prior to then it was a remote land always on the outskirts or part of another power's empire. It is known that in ancient times, Transtulania was part of the Amrean Empire and the first Emperors are to this day revered in Transtulania and considered as their Emperors as well.
Miran was born Miran Shaykh, of lesser Üarim noble birth in a long line of Holy Defenders sworn to the Holy City of Aranagh, ruled by the Arch Luminescent, the King of the Fararuals. He was a man strong in body and relentlessness in spirit, and though his career as a warrior painted for himself a font of a vicious brute and killer, he draws little enjoyment from his bloodsoaked deeds. His true passion is - (don't laugh!) - in writing poetry. In fact it was his writing that caused Miran from a young age to befriend the Luminescent’s Daughter; Mulk Khamun, who is more divine than mortal -- the most beautiful woman in all the world.
One day a High Priest of Kand known as the Hierophant had Mulk Khamun seized and brought to the monolithic city of Kand, of which Grand Temple he was Master of Rites, in a bid to sacrifice her to the Sun God. This was to reverse the decline of the dying race of the Fararuals. Only one of such potent divine lineage would make for an offer powerful enough to invoke the protection of the Gods. Immediately Miran mustered his band of Holy Defenders and pursued the Hierophant to the gates of Kand. They prepared the investment on the City, however fortunately for Miran one of his friends was among the city guard, and helped smuggle him inside. At seeing the Holy Defender barging into his temple, the Hierophant mistakenly believed Kand had fallen, and he rushed into a hidden passage leading outside of the walls… Where Miran’s men easily captured the Hierophant. Later that month he was presented in chains before the Luminescent to answer for his crime against the royal family. This feat accomplished, the Luminescent inquired what reward Miran desired most, to which the Holy Defender gave resolute response: the hand of Mulk Khamun, to whom his sword and heart was pledged. But this was not allowed, for his blood and birth was not pure. Instead he obtained land grants as compensation, with the grand title of ‘Gurkani; meaning ‘son in law’. However Miran Gurkani disobeyed the Luminescent, and he and Mulk Khamun agreed to marry in secret.
Husayim the Grey, named so for his grey skin and Daywalker heritage, was another and mightier Holy Defender of Aranagh, and he witnessed their secret marriage. He was quick to inform the Luminescent of Miran and Mulk Khamun’s disobedience. The Arch Luminescent was outraged; to him this was the ultimate betrayal by disobeying the one thing he strictly forebade. As punishment Miran was stripped of his lands and titles and sent into exile into the deserts of the Gnülonlar, his survival left to the judgement of the Gods (this was considered merciful, for had it been anyone else the penalty would’ve surely been death then and there). All the while Mulk Khamun was placed under house arrest in the citadel of Quaraash.
Miran and a handful of Holy Defender defectors accompanying him, wandered into the wasteland. The absence of these defenders provided Husayim the opening he conspired to get, for he was a henchman of the Hierophant all the while, determined to enact his scheme to revive Fararual Power in Transtulania. Swiftly, Husayim the Grey assassinated the Luminescent and kidnapped his daughter from Quaraash back to Kand.
Immediately Miran and his band, accompanied by Gnülonlar auxiliaries that had joined them on the road, rode against Husayim in Kand. But they were too late, Mulk Khamun was cooked alive in ritual sacrifice committed to the Sun God.
In the subterranean halls of Kand, Miran defeated Husayim in single combat. During this battle, Husayim cleft Miran's foot, causing him to walk with a limp ever since. When at last Husayim relented to Miran's mercy, Miran showed none; in wrath he threw him to the Gnülonlar who ate him alive. Then he retrieved the ashes of Mulk Khamun and interred them in the Holy Temple Axbak-Aranagh to be among her ancestors.
With both her and her father’s death, the Fararual Royal bloodline went extinct. In accordance to ancient Fararual prophecy, this is the prerequisite of apocalypse, the end of an era, and the beginning of a cycle of darkness. Was Husayim trying to restore the Fararuals to power, or was he an acolyte of Armageddon that superstitiously sought to bring about the downfall of the world?
It matters not, for one thing Miran agreed with him on; the final war is at hand. Most of the Emirs and chieftains of Transtulania regarded him as the successor of the last Luminescent. …He had made him a son in law (Gurkani) after all, even if that title had technically been revoked. But Miran avenged both the Luminescent and his daughter by capturing the Hierophant and killing Husayim the Grey. Speaking of the Hierophant; he was still alive. And as a prominent sage of Transtulania, Miran begrudgingly turned to him for counsel. This he said:
‘’Conquer the world, and Mulk Khamun will be brought back from the ashes.’’
And Miran believed him. For at the very least, the thought of getting her back is a flame that keeps the aspiring conqueror to the path of conquest. In Kand he was anointed the Sword of the Fire God, and received the Flaming Sword Zara-Thuster which he carries into battle on his relentless campaigns.
It was a hopeless quest, for how can a man actually conquer the world? Miran resigned himself to doom from the beginning when he accepted Zara-Thuster, but nevertheless he is resolute to carry out his given duty as Chosen One of the Fire God.
Over ten years have passed since then, and though there were other warlords, it was Miran who pulled firmest at the threads of fate to come out on top. Many atrocities had been committed: his armies of Üarim and Gnülonlar swept across the land, and with sword, scores of cannons, pillage and much fire the nations of Transtulania and the southern steppes were brought to heel. This became the foundation of a nascent Empire of the south, which has been dubbed the Miranid Empire – the subjects of Miran Shaykh Gurkani.
The double-headed eagle was based on the eagle of Yllendir, whose colony the Miranids had come into contact with. Miran had adopted the double-headed eagle as coat of arms for his own aspiring empire; one to rival Yllendir.
Type of Government: Empire / Khanate Head(s) of Government: Pir Miran Shaykh Gurkani, abroad known as Miran the Lame, because he walks with a limp. Economy Exports: A lot of dairy, spices, carpets, cattle, animal pelts, mounts and in the mountainous regions minerals as quicksilver, lead and charcoal. Economy Imports: From other lands little is imported other than weapons and spices. Though at times marauding warbands would make attempts to cross over into different lands to return with booty.
Primary Species:
Fararual Elves – If they can be considered Elves at all is up to debate. Within the Miranid Empire, they are a caste of clergy and magistrates. Fararuals are the fire kissed progeny of the Fire God, they are immune to burning and are naturally gifted fire sorcerers. For all their expertise however, they grow weak in the absence of sunlight and especially at night. Historically the Fararuals built the first civilization in Transtulania with remnants of their Ziggurats and Fire Temples lining the steppes to this very day. They number few, and procreation is a great ordeal, for pregnancies take long, and miscarriages are all too common. This is because a Fararual womb is as a furnace, and a newborn spawn worthy of entering this world must literally pass a trial by fire before they may join their brethren among the living. This excruciating breeding process ensures the potency of their offspring, at the very least. The perpetually low birthrate of pureblood Fararuals and common miscarriages has for thousands of years opted male Fararuals to breed with humans, their slaves, which gave rise to the Üarim race.
When a Fararual dies, their bodies innate magical energies escape, causing the corpse to disintegrate to ashes.
Üarim – Considered a race in their own right, they are technically humans of half or partial Fararual descent. Other cultures would consider them ‘halfbreeds’ or a ‘bastard race’, though the Üarim themselves certainly do not regard themselves as such. Rather as 'lesser Fararuals', for the pureblood Fararuals are regarded by them as a divine race of ancestors, venerated to the point of worship. To preserve their Fararual blood the Üarim breed only among themselves. They are physically more robust than humans, olive skinned, dark haired and with bright orange eyes resembling sundisks and somewhat pointed ears betraying their ancestry, they appear otherwise not too dissimilar from humans. They are famous beastmasters and huntsmen that have harnessed wildland spawn ranging from warhounds, warglar, golems, griffönlu and, most of all, the tremendous Oliphaunts; their trademark superweapon. In sunlight is where they excel for it genuinely makes them stronger and fiercer warriors. Because of their Fararual ancestry they are also naturally resistant (but not immune) to burning. The Üarim people originally comprised the armies of the Fararuals. Today, with the Fararuals slowly going extinct and taking on spiritual & ascetic roles in Transtulanian society, the Üarim became self-serving and under Miran Gurkani, rose to the top in their own bid of empire building, and accordingly form the core of the Miranid Empire’s leadership. Temperamental, aggressive and innately expansionist (let’s just say they have fiery personalities); in the absence of powerful leaders or warlords, Üarim would go rogue to form marauding warbands.
Tzücomen – Full blooded humans, natives to the southern steppes of Transtulania. Throughout history they’ve been serfs and roaming herdsmen, and in ancient times the slaves of the Fararuals. They are distinguished from other humans by their swarthy complexion and artificially deformed cone-shaped skulls, achieved through ritual head binding. They have a long history of cooperation and kinship with the Üarim. Their warriors too fill the ranks of the Miranid army as auxiliaries. Militarily they have some uses as light cavalry and skirmishers, due to being lighter weight than their often bulkier Üarim cousins.
Arier Gardonians - Locals to Ariers Haven, they descend mostly of human refugees from Wulfram fleeing Strigoi domination many centuries ago. Ariers Haven was formed as bulwark against the Vampires and headquarters to all who seek to fight them, and liberate their kinsmen. To this end they have made very little progress, and the Arier Gardonians could do little more than serve as an Order of frontier guards ensuring no Strigoi heads further north. They did, however, grow to a significant regional mercantile power, and began hypocritically trading with nearby cities in Wulfram. With all their attention directed south, however, they were swiftly overwhelmed and annexed by the Miranids.
Aarehan – Pastoral Amreans, nomadic tribal cousins of the denizens of Amrea. Men with fur such as the Amreans are deemed effeminate and weak in the lands of Transtulania. Having adopted the Üarim mentality since migrating outside of Amrea, the Aarehani are easily distinguished for shaving their animal parts religiously. Their would-be majestic foxtails are rendered ratlike appendages, earning them the pejorative nickname of ‘Ratmen’ to outsiders. The Higher Ranking Aarehan, such as their champions and ruling families, shave their tails only with the exception of the tip, giving them plumed ends as though that of lions. They also grow the hair on their heads to resemble manes, dignifying themselves Lion Men. They are further distinguished from their northern Amrean cousins by being much less groomed, having a darker tanned skin complexion and with their males sporting long Manchu mustaches. Today the Aarehani domain serves in Miran’s mighty army, either out of free will or coerced by force.
Gnülonlar – Sapient canines resembling hyenas walking on two legs. Other cultures would call them Gnolls, and they are natives of the sandy northern wastelands of Transtulania. They are less intelligent than their equally savage human and Üarim neighbours. But while being driven by the most base of instincts and generally dimwitted, they are also capable of acts of shrewd cunning. They make for excellent ambushers and surveyors, and more so than any man can analyze weakness and opportune moments to strike. Because they are arid creatures, and smaller and generally weaker than men, they require less food to sustain themselves and breed rapidly. However as they are carnivores native to an arid dominion, food is sparse, and thus for ages now the Gnulonlar were locked in endless cycles of tribal warfare against each other where they kill and eat other Gnulonlar; this having the effect of a self-imposed population control. They rely on numbers and savagery and make for excellent shock infantry and skirmishers.
Unique specimen:
Efreets - Holy and revered entities that live between worlds, Efreets only appear in the confines of religious sanctuaries and other holy sites such as temples. They are conjured from the ashes of dead Fararuals, based on the Fararual's innate magic still contained in those ashes. They are not spirits of the dead, but rather an afterglow, a memory, of the dead Fararual magically given form. They often serve as oracles, and their words are always very cryptic. The meaning behind which (if there are any) is entirely up to interpretation.
Golems - Beasts of animated Stone said to have come into being through an ancient curse. They are native to the rocky dunes and canyons in the west where they are spawned through wizardry. The Golems resemble gorillas, and are barely sapient, but do understand war. The Üarim beastmasters had long since tamed them and used them as an integral part of their wars.
Üarim Daywalkers - Some Üarim communities that have served in Wulfram as mercenaries offered up some of their daughters as part of a sinister pact with their Strigoi overlord. Part of the pact involves the Üarim community keeping the offspring, with some of them being sent to Transtulania. Üarim Daywalkers can be told apart from regular Daywalkers by their grey skin color, and unlike regular Daywalkers have a good resistance against the sun. Because of a Daywalker’s famously super-human strengths, many Üarim daywalkers have risen to the top as warband leaders and champions.
Small minorities: Strigoi - not subjects of the Empire, but considered a wildlife nuisance. Gorgar - along the western rivers, also not subjects of the Empire. Anhreinn Humans - in the Tementafel Twinstates
Literacy: The population, save for the Fararuals and high-standing Üarim, is almost completely illiterate. Population: some 70 to 80 million total, the vast majority of which conquered peoples. The heartlands of Transtulania are compared to surrounding lands arid and sparsely populated. Most of the population live around rivers and in the recently annexed territories closest to Amrea and Wulfram.
Fararual Elves: 40.000. Pureblood Fararuals are a dying breed. Most of them live in the Holy City of Aranagh; the spiritual centre of the Miranid Empire.
Üarim: 28 million, the majority of the Miranids and rulers of the Empire’s western heartlands, namely the Fararu Luminescence (their ancestral place-of-origin) and the two Emirates.
Human Races: Tzücomen: 13 million Gardonians: 2 million Anhreinn: 500
Aarehan: 1,5 million
Gnülonlar: 22 million
Golems: 80.000
Culture: Masculine and warlike. Every man is expected to be capable of martial prowess, archery and life in the saddle of whichever beast they have mastered, a tradition that echoes bygone ages. In addition to the people's rogue lifestyle, very few leaders have been able to assert control over the unruly masses. Üarim respect strength above all, for strength and confidence are the measure of a man.
Most of the population live a rural and nomadic lifestyle, and only some 2-5% of the population comprise of city dwellers. Most Üarim and certainly every Tzücoman, no matter how poor, herds cattle for sustenance and owns a steed.
Spicy food that burn your taste buds is a big deal in Transtulanian diet, and it is the spice trade (importation and exportation alike) what made Transtulanian cities wealthy. Chili and peppers Uarim people eat practically on a daily basis.
Religious and Other Beliefs: The Sun God (the same as Amrea's) and the Fire God; Axbak Kamen
According to ancient legend and oral tradition, many thousands of years ago Axbak Kamen was the first Emperor of the Fararuals that ruled an Empire spanning the southern half of the Continent. Upon death, the Fararuals believe his spirit ascended to Godhood, and in Transtulania he is revered as 'the Fire God, son of the Sun God'. Beyond this key difference, their religious practices are virtually the same as those of Amrea.
Location/Territories: Much of the present Miranid borders comprise a land referred to as Transtulania.
Climate: Very diverse, though overwhelmingly (sub-)tropical and arid. From north to south:
In the Aarehani Principality; hills covered by tropical rainforests
In the Gnülonlar Badlands, Tementafel Twinstates and Fararu Luminescence; rocky arid flat wasteland
In the Emirate of Uar-ög and the Dunes of Kurtkoc; mountainous with many canyons
In the Tzücomen Beyliks and the Emirate of Ushji-Dash; grassy steppes and flat riverlands
Military: There is a tremendous emphasis on war beasts in the Miranid Army, and it is their harnessing of beasts that has been their truly distinguishing strength.
Oliphaunts - great Elephants native to the southern Transtulanian plateau. Indomitable and titanic creatures, their steps are a prelude to devastation. Few have the skill to tame and harness their power, and among the Üarim the secret has been passed down to befriending these monsters. For over a thousand years they have been the Üarim superweapon.
Griffönlu - Great beasts, vaguely reminiscent of horses combined with eagles; since ancient times the chief source of Üarim power. When their enemies were confined to the mortal coil of land, the luminescent army took to the skies. Today, with competitors also having a similar access to aerial combat, this boon had been somewhat negated.
Mounted archery - In this day that largely means rifles and fire-arms, though there are some (namely from the Tzücomen Beyliks) that still use old fashioned bow and arrow, and lances for charging.
Beyond that, the different races listed above give an insight to the purpose each race serves in the Miranid army, with Tzücomen and Gnülonlar being generally cheap levies and rank-fillers, the Golems as crude fantasy-tanks, and the Üarim as powerful professional soldiers.
Magic Prevalence/Usage: Fire! And conjuring tempests.
History/ Background Info: Miranid History is linked to the warlord Miran Gurkani, whose history goes back only a few decades; prior to then it was a remote land always on the outskirts or part of another power's empire. It is known that in ancient times, Transtulania was part of the Amrean Empire and the first Emperors are to this day revered in Transtulania and considered as their Emperors as well.
Miran was born Miran Shaykh, of lesser Üarim noble birth in a long line of Holy Defenders sworn to the Holy City of Aranagh, ruled by the Arch Luminescent, the King of the Fararuals. He was a man strong in body and relentlessness in spirit, and though his career as a warrior painted for himself a font of a vicious brute and killer, he draws little enjoyment from his bloodsoaked deeds. His true passion is - (don't laugh!) - in writing poetry. In fact it was his writing that caused Miran from a young age to befriend the Luminescent’s Daughter; Mulk Khamun, who is more divine than mortal -- the most beautiful woman in all the world.
One day a High Priest of Kand known as the Hierophant had Mulk Khamun seized and brought to the monolithic city of Kand, of which Grand Temple he was Master of Rites, in a bid to sacrifice her to the Sun God. This was to reverse the decline of the dying race of the Fararuals. Only one of such potent divine lineage would make for an offer powerful enough to invoke the protection of the Gods. Immediately Miran mustered his band of Holy Defenders and pursued the Hierophant to the gates of Kand. They prepared the investment on the City, however fortunately for Miran one of his friends was among the city guard, and helped smuggle him inside. At seeing the Holy Defender barging into his temple, the Hierophant mistakenly believed Kand had fallen, and he rushed into a hidden passage leading outside of the walls… Where Miran’s men easily captured the Hierophant. Later that month he was presented in chains before the Luminescent to answer for his crime against the royal family. This feat accomplished, the Luminescent inquired what reward Miran desired most, to which the Holy Defender gave resolute response: the hand of Mulk Khamun, to whom his sword and heart was pledged. But this was not allowed, for his blood and birth was not pure. Instead he obtained land grants as compensation, with the grand title of ‘Gurkani; meaning ‘son in law’. However Miran Gurkani disobeyed the Luminescent, and he and Mulk Khamun agreed to marry in secret.
Husayim the Grey, named so for his grey skin and Daywalker heritage, was another and mightier Holy Defender of Aranagh, and he witnessed their secret marriage. He was quick to inform the Luminescent of Miran and Mulk Khamun’s disobedience. The Arch Luminescent was outraged; to him this was the ultimate betrayal by disobeying the one thing he strictly forebade. As punishment Miran was stripped of his lands and titles and sent into exile into the deserts of the Gnülonlar, his survival left to the judgement of the Gods (this was considered merciful, for had it been anyone else the penalty would’ve surely been death then and there). All the while Mulk Khamun was placed under house arrest in the citadel of Quaraash.
Miran and a handful of Holy Defender defectors accompanying him, wandered into the wasteland. The absence of these defenders provided Husayim the opening he conspired to get, for he was a henchman of the Hierophant all the while, determined to enact his scheme to revive Fararual Power in Transtulania. Swiftly, Husayim the Grey assassinated the Luminescent and kidnapped his daughter from Quaraash back to Kand.
Immediately Miran and his band, accompanied by Gnülonlar auxiliaries that had joined them on the road, rode against Husayim in Kand. But they were too late, Mulk Khamun was cooked alive in ritual sacrifice committed to the Sun God.
In the subterranean halls of Kand, Miran defeated Husayim in single combat. During this battle, Husayim cleft Miran's foot, causing him to walk with a limp ever since. When at last Husayim relented to Miran's mercy, Miran showed none; in wrath he threw him to the Gnülonlar who ate him alive. Then he retrieved the ashes of Mulk Khamun and interred them in the Holy Temple Axbak-Aranagh to be among her ancestors.
With both her and her father’s death, the Fararual Royal bloodline went extinct. In accordance to ancient Fararual prophecy, this is the prerequisite of apocalypse, the end of an era, and the beginning of a cycle of darkness. Was Husayim trying to restore the Fararuals to power, or was he an acolyte of Armageddon that superstitiously sought to bring about the downfall of the world?
It matters not, for one thing Miran agreed with him on; the final war is at hand. Most of the Emirs and chieftains of Transtulania regarded him as the successor of the last Luminescent. …He had made him a son in law (Gurkani) after all, even if that title had technically been revoked. But Miran avenged both the Luminescent and his daughter by capturing the Hierophant and killing Husayim the Grey. Speaking of the Hierophant; he was still alive. And as a prominent sage of Transtulania, Miran begrudgingly turned to him for counsel. This he said:
‘’Conquer the world, and Mulk Khamun will be brought back from the ashes.’’
And Miran believed him. For at the very least, the thought of getting her back is a flame that keeps the aspiring conqueror to the path of conquest. In Kand he was anointed the Sword of the Fire God, and received the Flaming Sword Zara-Thuster which he carries into battle on his relentless campaigns.
It was a hopeless quest, for how can a man actually conquer the world? Miran resigned himself to doom from the beginning when he accepted Zara-Thuster, but nevertheless he is resolute to carry out his given duty as Chosen One of the Fire God.
Over ten years have passed since then, and though there were other warlords, it was Miran who pulled firmest at the threads of fate to come out on top. Many atrocities had been committed: his armies of Üarim and Gnülonlar swept across the land, and with sword, scores of cannons, pillage and much fire the nations of Transtulania and the southern steppes were brought to heel. This became the foundation of a nascent Empire of the south, which has been dubbed the Miranid Empire – the subjects of Miran Shaykh Gurkani.
Nation Name: Miranid Empire Flag: The double-headed eagle was based on the eagle of Yllendir, whose colony the Miranids had come into contact with. Miran had adopted the double-headed eagle as coat of arms for his own aspiring empire; one to rival Yllendir. Type of Government: Empire / Khanate Motto: In rectitude lies salvation Head(s) of Government: Pir Miran Shaykh Gurkani, abroad known as Miran the Lame, because he walks with a limp. Economy Exports: A lot of dairy, spices, carpets, cattle, animal pelts, mounts and in the mountainous regions minerals as quicksilver, lead and charcoal. Economy Imports: From other lands little is imported other than weapons and spices. Though at times marauding warbands would make attempts to cross over into different lands to return with booty.
Primary Species:
Fararual Elves – If they can be considered Elves at all is up to debate. Within the Miranid Empire, they are a caste of clergy and magistrates. Fararuals are the fire kissed progeny of the Fire God, they are immune to burning and are naturally gifted fire sorcerers. For all their expertise however, they grow weak in the absence of sunlight and especially at night. Historically the Fararuals built the first civilization in Transtulania with remnants of their Ziggurats and Fire Temples lining the steppes to this very day. They number few, and procreation is a great ordeal, for pregnancies take long, and miscarriages are all too common. This is because a Fararual womb is as a furnace, and a newborn spawn worthy of entering this world must literally pass a trial by fire before they may join their brethren among the living. This excruciating breeding process ensures the potency of their offspring, at the very least. The perpetually low birthrate of pureblood Fararuals and common miscarriages has for thousands of years opted male Fararuals to breed with humans, their slaves, which gave rise to the Üarim race.
When a Fararual dies, their bodies innate magical energies escape, causing the corpse to disintegrate to ashes.
Üarim – Considered a race in their own right, they are technically humans of half or partial Fararual descent. Other cultures would consider them ‘halfbreeds’ or a ‘bastard race’, though the Üarim themselves certainly do not regard themselves as such. Rather as 'lesser Fararuals', for the pureblood Fararuals are regarded by them as a divine race of ancestors, venerated to the point of worship. To preserve their Fararual blood the Üarim breed only among themselves. They are physically more robust than humans, olive skinned, dark haired and with bright orange eyes resembling sundisks and somewhat pointed ears betraying their ancestry, they appear otherwise not too dissimilar from humans. They are famous beastmasters and huntsmen that have harnessed wildland spawn ranging from warhounds, warglar, golems, griffönlu and, most of all, the tremendous Oliphaunts; their trademark superweapon. In sunlight is where they excel for it genuinely makes them stronger and fiercer warriors. Because of their Fararual ancestry they are also naturally resistant (but not immune) to burning. The Üarim people originally comprised the armies of the Fararuals. Today, with the Fararuals slowly going extinct and taking on spiritual & ascetic roles in Transtulanian society, the Üarim became self-serving and under Miran Gurkani, rose to the top in their own bid of empire building, and accordingly form the core of the Miranid Empire’s leadership. Temperamental, aggressive and innately expansionist (let’s just say they have fiery personalities); in the absence of powerful leaders or warlords, Üarim would go rogue to form marauding warbands.
Tzücomen – Full blooded humans, natives to the southern steppes of Transtulania. Throughout history they’ve been serfs and roaming herdsmen, and in ancient times the slaves of the Fararuals. They are distinguished from other humans by their swarthy complexion and artificially deformed cone-shaped skulls, achieved through ritual head binding. They have a long history of cooperation and kinship with the Üarim. Their warriors too fill the ranks of the Miranid army as auxiliaries. Militarily they have some uses as light cavalry and skirmishers, due to being lighter weight than their often bulkier Üarim cousins.
Arier Gardonians - Locals to Ariers Haven, they descend mostly of human refugees from Wulfram fleeing Strigoi domination many centuries ago. Ariers Haven was formed as bulwark against the Vampires and headquarters to all who seek to fight them, and liberate their kinsmen. To this end they have made very little progress, and the Arier Gardonians could do little more than serve as an Order of frontier guards ensuring no Strigoi heads further north. They did, however, grow to a significant regional mercantile power, and began hypocritically trading with nearby cities in Wulfram. With all their attention directed south, however, they were swiftly overwhelmed and annexed by the Miranids.
Aarehan – Pastoral Amreans, nomadic tribal cousins of the denizens of Amrea. Men with fur such as the Amreans are deemed effeminate and weak in the lands of Transtulania. Having adopted the Üarim mentality since migrating outside of Amrea, the Aarehani are easily distinguished for shaving their animal parts religiously. Their would-be majestic foxtails are rendered ratlike appendages, earning them the pejorative nickname of ‘Ratmen’ to outsiders. The Higher Ranking Aarehan, such as their champions and ruling families, shave their tails only with the exception of the tip, giving them plumed ends as though that of lions. They also grow the hair on their heads to resemble manes, dignifying themselves Lion Men. They are further distinguished from their northern Amrean cousins by being much less groomed, having a darker tanned skin complexion and with their males sporting long Manchu mustaches. Today the Aarehani domain serves in Miran’s mighty army, either out of free will or coerced by force.
Gnülonlar – Sapient canines resembling hyenas walking on two legs. Other cultures would call them Gnolls, and they are natives of the sandy northern wastelands of Transtulania. They are less intelligent than their equally savage human and Üarim neighbours. But while being driven by the most base of instincts and generally dimwitted, they are also capable of acts of shrewd cunning. They make for excellent ambushers and surveyors, and more so than any man can analyze weakness and opportune moments to strike. Because they are arid creatures, and smaller and generally weaker than men, they require less food to sustain themselves and breed rapidly. However as they are carnivores native to an arid dominion, food is sparse, and thus for ages now the Gnulonlar were locked in endless cycles of tribal warfare against each other where they kill and eat other Gnulonlar; this having the effect of a self-imposed population control. They rely on numbers and savagery and make for excellent shock infantry and skirmishers.
Unique specimen:
Efreets - Holy and revered entities that live between worlds, Efreets only appear in the confines of religious sanctuaries and other holy sites such as temples. They are conjured from the ashes of dead Fararuals, based on the Fararual's innate magic still contained in those ashes. They are not spirits of the dead, but rather an afterglow, a memory, of the dead Fararual magically given form. They often serve as oracles, and their words are always very cryptic. The meaning behind which (if there are any) is entirely up to interpretation.
Golems - Beasts of animated Stone said to have come into being through an ancient curse. They are native to the rocky dunes and canyons in the west where they are spawned through wizardry. The Golems resemble gorillas, and are barely sapient, but do understand war. The Üarim beastmasters had long since tamed them and used them as an integral part of their wars.
Üarim Daywalkers - Some Üarim communities that have served in Wulfram as mercenaries offered up some of their daughters as part of a sinister pact with their Strigoi overlord. Part of the pact involves the Üarim community keeping the offspring, with some of them being sent to Transtulania. Üarim Daywalkers can be told apart from regular Daywalkers by their grey skin color, and unlike regular Daywalkers have a good resistance against the sun. Because of a Daywalker’s famously super-human strengths, many Üarim daywalkers have risen to the top as warband leaders and champions.
Small minorities: Strigoi - not subjects of the Empire, but considered a wildlife nuisance. Gorgar - along the western rivers, also not subjects of the Empire. Anhreinn Humans - in the Tementafel Twinstates
Literacy: The population, save for the Fararuals and high-standing Üarim, is almost completely illiterate. It is whispered that Miran himself barely knows how to write or read. Population: some 70 to 80 million total, the vast majority of which conquered peoples. The heartlands of Transtulania are compared to surrounding lands arid and sparsely populated. Most of the population live around rivers and in the recently annexed territories closest to Amrea and Wulfram.
Fararual Elves: 40.000. Pureblood Fararuals are a dying breed. Most of them live in the Holy City of Aranagh; the spiritual centre of the Miranid Empire.
Üarim: 28 million, the majority of the Miranids and rulers of the Empire’s western heartlands, namely the Fararu Luminescence (their ancestral place-of-origin) and the two Emirates.
Human Races: Tzücomen: 13 million Gardonians: 2 million Anhreinn: 500
Aarehan: 1,5 million
Gnülonlar: 22 million
Golems: 80.000
Culture: Masculine and warlike. Every man is expected to be capable of martial prowess, archery and life in the saddle of whichever beast they have mastered, a tradition that echoes bygone ages. In addition to the people's rogue lifestyle, very few leaders have been able to assert control over the unruly masses. Üarim respect strength above all, for strength and confidence are the measure of a man.
Most of the population live a rural and nomadic lifestyle, and only some 2-5% of the population comprise of city dwellers. Most Üarim and certainly every Tzücoman, no matter how poor, herds cattle for sustenance and owns a steed.
Spicy food that burn your taste buds is a big deal in Transtulanian diet, and it is the spice trade (importation and exportation alike) what made Transtulanian cities wealthy. Chili and peppers Uarim people eat practically on a daily basis.
Religious and Other Beliefs: The Fire God, Axbak Kamen
Location/Territories: Much of the present Miranid borders comprise a land referred to as Transtulania.
Climate: Very diverse, though overwhelmingly (sub-)tropical and arid. From north to south:
In the Aarehani Principality; hills covered by tropical rainforests
In the Gnülonlar Badlands and Fararu Luminescence; rocky arid flat wasteland
In the Emirate of Uar-ög and the Dunes of Kurtkoc; mountainous with many canyons
In the Tzücomen Beyliks and the Emirate of Ushji-Dash; grassy steppes and flat riverlands
Military: There is a tremendous emphasis on war beasts in the Miranid Army, and it is their harnessing of beasts that has been their truly distinguishing strength.
Oliphaunts - great Elephants native to the southern Transtulanian plateau. Indomitable and titanic creatures, their steps are a prelude to devastation. Few have the skill to tame and harness their power, and among the Uarim the secret has been passed down to befriending these monsters. For over a thousand years they have been the Uarim superweapon.
Griffönlu - Great beasts, vaguely reminiscent of horses combined with eagles; since ancient times the chief source of Üarim power. When their enemies were confined to the mortal coil of land, the luminescent army took to the skies. Today, with competitors also having a similar access to aerial combat, this boon had been somewhat negated.
Mounted archery - In this day that largely means rifles and fire-arms, though there are some (namely from the Tzücomen Beyliks) that still use old fashioned bow and arrow, and lances for charging.
Beyond that, the different races listed above give an insight to the purpose each race serves in the Miranid army, with Tzücomen and Gnülonlar being generally cheap levies and rank-fillers, the Golems as crude fantasy-tanks, and the Üarim as powerful professional soldiers.
Magic Prevalence/Usage: Fire! And conjuring tempests.
History/ Background Info: Miranid History is linked to the warlord Miran Gurkani, whose history goes back only a few decades; prior to then it was a remote land always on the outskirts or part of another power's empire.
Miran was born Miran Shaykh, of lesser Üarim noble birth in a long line of Holy Defenders sworn to the Holy City of Aranagh, ruled by the Arch Luminescent, the King of the Fararuals. He was a man strong in body and relentlessness in spirit, and though his career as a warrior painted for himself a font of a vicious brute and killer, he draws little enjoyment from his bloodsoaked deeds. His true passion is - (don't laugh!) - in writing poetry. In fact it was his writing that caused Miran from a young age to befriend the Luminescent’s Daughter; Mulk Khamun. She is more divine than mortal -- the most beautiful woman in all the world.
One day a High Priest of Kand known as the Hierophant had Mulk Khamun seized and brought to the monolithic city of Kand, of which Grand Temple he was Master of Rites, in a bid to sacrifice her to the Sun God. This was to reverse the decline of the dying race of the Fararuals. Only one of such potent divine lineage would make for an offer powerful enough to invoke the protection of the Gods. Immediately Miran mustered his band of Holy Defenders and pursued the Hierophant to the gates of Kand. They prepared the investment on the City, however fortunately for Miran one of his friends was among the city guard, and helped smuggle him inside. At seeing the Holy Defender barging into his temple, the Hierophant mistakenly believed Kand had fallen, and he rushed into a hidden passage leading outside of the walls… Where Miran’s men easily captured the Hierophant. Later that month he was presented in chains before the Luminescent to answer for his crime against the royal family. This feat accomplished, the Luminescent inquired what reward Miran desired most, to which the Holy Defender gave resolute response: the hand of Mulk Khamun, to whom his sword and heart was pledged. But this was not allowed, for his blood and birth was not pure. Instead he obtained land grants as compensation, with the grand title of ‘Gurkani; meaning ‘son in law’. However Miran Gurkani disobeyed the Luminescent, and he and Mulk Khamun agreed to marry in secret.
Husayim the Grey, named so for his grey skin and Daywalker heritage, was another and mightier Holy Defender of Aranagh, and he witnessed their secret marriage. He was quick to inform the Luminescent of Miran and Mulk Khamun’s disobedience. The Arch Luminescent was outraged; to him this was the ultimate betrayal by disobeying the one thing he strictly forebade. As punishment Miran was stripped of his lands and titles and sent into exile into the deserts of the Gnülonlar, (this was considered merciful, for had it been anyone else the penalty would’ve surely been death then and there). All the while Mulk Khamun was placed under house arrest in the citadel of Quaraash.
Miran and a handful of Holy Defender defectors accompanying him, wandered into the wasteland. The absence of these defenders provided Husayim the opening he conspired to get, for he was a henchman of the Hierophant all the while, determined to enact his scheme to revive Fararual Power in Transtulania. Swiftly, Husayim the Grey assassinated the Luminescent and kidnapped his daughter from Quaraash back to Kand.
Immediately Miran and his band, accompanied by Gnülonlar auxiliaries that had joined them on the road, rode against Husayim in Kand. But they were too late, Mulk Khamun was cooked alive in ritual sacrifice committed to the Sun God.
In the subterranean halls of Kand, Miran defeated Husayim in single combat. During this battle, Husayim cleft Miran's foot, causing him to walk with a limp ever since. Then when Husayim relented, Miran showed no mercy: in wrath he threw him to the Gnülonlar who ate him alive. Then he retrieved the ashes of Mulk Khamun and interred them in the Holy Temple Axbak-Aranagh to be with her ancestors.
With both her and her father’s death, the Fararual Royal bloodline went extinct. In accordance to ancient Fararual prophecy, this is the prerequisite of apocalypse, the end of an era, and the beginning of a cycle of darkness. Was Husayim trying to restore the Fararuals to power, or was he an acolyte of Armageddon that superstitiously sought to bring about the downfall of the world?
It matters not, for one thing Miran agreed with him on; the final war is at hand. Most of the Emirs and chieftains of Transtulania regarded him as the successor of the last Luminescent. …He had made him a son in law (Gurkani) after all, even if that title had technically been revoked. But Miran avenged both the Luminescent and his daughter by capturing the Hierophant and killing Husayim the Grey. Speaking of the Hierophant; he was still alive. And as a prominent sage of Transtulania, Miran begrudgingly turned to him for counsel. This he said:
‘’Conquer the world, and Mulk Khamun will be brought back from the ashes.’’ And Miran believed him. For at the very least, the thought of getting her back is a flame that keeps the aspiring conqueror to the path of conquest. In Kand he was anointed the Sword of the Fire God, and received the Flaming Sword Zara-Thuster which he carries into battle on his relentless campaigns.
It was a hopeless quest, for how can a man actually conquer the world? Miran resigned himself to doom from the beginning when he accepted Zara-Thuster, but nevertheless he is resolute to carry out his given duty as Chosen One of the Fire God.
Over ten years have passed since then, and though there were other warlords, it was Miran who pulled firmest at the threads of fate to come out on top. Many atrocities had been committed: his armies of Üarim and Gnülonlar swept across the land, and with sword, scores of cannons, pillage and much fire the nations of Transtulania and the southern steppes were brought to heel. This became the foundation of a nascent Empire of the south, which has been dubbed the Miranid Empire – the subjects of Miran Shaykh Gurkani.
The street linking the Royal and Harbour Districts
PART TWO
The Lampert line is collapsing, and the Amalians can sense victory. The advancing Celeseans are held off by only a handful of defiant Lamperts, but they too understand their battle is now a lost cause. Their sole motive for fighting a losing battle is not the pitifully naive hope to turn the tide, but rather the insistence on an honorable battle death in the Lampert tradition. The rest of the warband are already dead, or fleeing. ‘’Finish them off, men! Disperse this rabble, for that is all that they are!’’ Quintus shouts, waving his swords as his men leave their formation to charge down the street into the remaining barbarians.
The cobblestones of the street are wet with blood. The gaps between the stones are filled with red to overflowing, as the combatants’ corpses pile up. Sensing that the battle is ending some of the citizens that had huddled away in their houses glimpse out of the windows. All can sense their anxiety as they motion to the men behind them to come closer. Whatever is on their minds, it matters not. The Amalians have had a taste of vengeance at last. ‘’Doux Quintus Vitalius!’’ A runner came up from behind to the Amalian commander with a look of intense distress. Quintus turns about. ‘’Doux Quintus Vitalius! It’s… It’s very bad news. We have been flanked. The cohort stationed behind at the gates are being overwhelmed! Troops from inside the Royal District have launched a surprise attack. We battled them for as long we could, but now they’re coming here!’’ As Quintus turned around, he saw the remnants of the veteran cohort he left behind withdrawing towards him, something that has almost never happened before. They can only have been pushed back by a very formidable force...
Lo, a foe enters the battle theatre more dreadful than any assailant of Tautom could dream. A battalion comprising large, and largely undressed barrel-chested men of such bulging beefy muscle proportions that the image of them together is nearly grotesque, carrying great shields as they advance in a mobile testudo formation with metal lances protruding from the gaps. Their shields and bodies both are so slathered in oil that, with the setting sun shining directly on them, the entirety of their formation gleams radiantly as a beacon. It’s a surreal view, any man not familiar with Tautom would be struck numb by the mere sight of them. From the centre of their formation flies distinctly the red Baltian Eagle, clutching the Holy Sword Weishairus. And driven before them is the bulk of the Amalian soldiers that Quintus had positioned at the gate, pulling back and regrouping to Quintus’ men. Most were exhausted and bore wounds of varying seriousness, but it was clear the enemy had broken them. Quintus looked towards the banner, and his eyes widen in recognition “The Sacred Band…”
The Sacred Band of Tautom, an immovable battalion, sturdier and more cohesive than even the Amalian’s. The metal shields they carry are heavy, enough so that only specialists of immense training and body mass could effectively wield them. The Sacred Band are those specialists. ‘’AUXILIARIES! CUT OFF THEIR MEANS OF ESCAPE! - SACRED BAND; ADVANCE!’’ A sonorous voice resounds through the street from a dark haired officer marching at the fore of the advancing Band, armored in a black breastplate and a red-plumed ornate helmet in similar fashion to Quintus. He is Abadactus Rogan, Captain of Orso’s Palace Guard and Marshall of the Sacred Band.
Quintus looks around, his eyes narrowed as he bit his tongue. Their muteness seemed to last forever as several of the soldiers around him, including Vetellius looked on in apprehension. Quintus finally lifted his gaze, towards a tall watchtower not far away and his mind tore through how to deal with this new threat. His eyes lit up with a spark of ingenuity as he stared at that watchtower, and he turned to Vetellius, he found he needed to take a deep breath before he began speaking to stop the words tumbling from his mouth in one heap. “I want the soldiers to make quick time towards that tower. We’ll set up a shield wall in the street below it and wait for them. Send a runner to the rest of the troops and tell them to rendezvous with us there.” He then looked to Triscus, the man who seconds ago was simply a faceless grunt was now looked on with a newfound respect by Quintus. “You. Take twenty men, and strip the surrounding houses and shops of any oil, alcohol, torches, anything that makes flame, moving with us as we make our way to the tower.” Triscus stared at Quintus, a puzzled expression in his weary eyes before he stammered out “But… Why sir?” Quintus turned towards the Sacred Band, whose formation is getting so close that their sweaty oily odour fills Quintus’ nostrils as they’re about to engage his regrouping Amalian unit, a determined snarl etched on his lips. “They fight like us. Godas as my witness, they’ll have the same weakness as us.”
But then to make matters worse for the Amalian unit, Tautan warriors came barging from out the very houses that Quintus had ordered stripped, carrying with them spears, shields and blades, and strangely some of them are not even half-naked! These must be the auxiliaries that Abadactus had issued commands to. The local citizenry had been harbouring them in their houses, waiting to strike at the arranged signal -- the Sacred Band’s banner. For in the confusion of battle, those inside the houses flanking the street mistook the Amalians as Tautan defenders and the Lampert warband as Chlotar attackers. Now the Sacred Band and their auxiliaries are surrounding Quintus’ unit from three sides, with a handful of Lampert stragglers still fighting on the fourth…
Triscus let out a warning cry as he saw the doors of the nearby houses swing open. Half expecting to see fishermen coming out to assault them, he was surprised when he spotted glints of mail and swords. Ignoring the biting pain in his sword hand, he lifted his sword high once more, his eyes focusing on a soldier running towards him. Clearly past his prime, the man wore a large intimidating beard and wrinkles surrounding his deep set eyes, his armour obviously a bit too small for his frame, contrasted by his thin arms as he hefted a spear, charging Triscus. Triscus hefted his shield high, feeling the familiar slam of a weapon crashing against the shield, he waited a moment, making sure that the man would try to hit him again before he swung his shield out away from his body, and felt the satisfying crack as a wooden shaft was knocked aside. He was met with a look of surprise and fear as the soldier tried to pull his spear back to defend himself, but it was too late. Triscus lunged with his gladius, feeling the metal plunge through the man’s old armour and biting flesh. There was a strangled cry as the man in front of him stiffened, his eyes wide as he released the spear with a clatter and fell to the floor, caught in his death throes. Triscus looked around for his next opponent, around him, he could see small groups of similarly armoured men, most dead and dying as the Amalian soldiers cut through their armour with well honed strikes. A few Amalians had fallen in the initial shock of their charge, maybe they’d have stood a chance had they actually been trained properly, Triscus thought with a grimace, his thoughts broken as a fresh wave of pain ran through his hand, looking down, he winced at the sight of his blood oozing from his hand.
With the Auxilliaries not posing much of a threat to the hand picked and well trained Amalian soldiers, Quintus turned his attention to the Sacred Band advancing towards him. One of the beefy oiled men of the Band jabbed his lance forward, penetrating armour as it impaled an Amalian’s abdomen, who wrongly thought to be out of their weapon’s reach. Then the hulking Tautan tilts the lance upwards with one arm, as the Amalian helplessly dangles from it like a banner, blood squirting from the savage gash. Quintus watched this with apprehension; he hated the idea of retreating after such a quick victory, but he knew that outnumbered against an elite unit that fought just as his Amalian troops did, there could be no victory. Not yet. He sucked in a sharp breath as he turned to his officers. “Withdraw. Withdraw now. We fight our way to the tower in broken formation, we can move faster than they can. We’ll need to move with the men searching for the oil and alcohol, so prepare the men to fight a beating retreat, but we mustn't engage the Sacred Band until we’re ready.” “Sir… What exactly are you planning?” A younger officer piped up, his chest was bare of the medallions a more experienced officer would possess, showing his inexperience, but every officer was hand picked, soldiers who would never turn their backs on an enemy. “We’re going to make a stand behind the tower and lead the Sacred Band under it. As they do… Well. We’re going to rain fire upon them.” Quintus ended it with a confident smile, even though he felt the burning knot in his stomach. It was a long shot, but he knew even the Sacred Band wouldn’t hold formation if half of them were burning alive. “Sir, what about the Celesean fire that Arminus was searching for?” Quintus frowned for a moment as he thought, they should have secured it by now. And if they could employ it against the sacred band, they might not even have to fight them, but why hadn’t Arminus reported back?
“Alright, Labienus, wasn’t it?” The young officer nodded, pushing out his chest and standing to attention. “Take Triscus and his twenty men, you are to instead report to Arminius as a priority, secure the stashes of Celesean Fire and bring it back to be employed against the Sacred Band. We’ll Rendezvous by the tower. When you have secured it, Send a runner to the Amalian district. Round up every Amalian loyal to us, and tell them to rally to the harbour, their leader would have words with them.” Quintus finished, watching the younger officer for any hint of a reaction. Labienus simply nodded, his face looking somewhat concerned but determined. “Yes sir. I won’t let you down.” He offered a prompt salute, before turning and running off to find Triscus’s small team of men. It appears Triscus’ team was all the while giving mercy kills to the fallen warriors lining the street.
Quintus watched Labienus leave, as another officer muttered under his breath “wet behind the ears…” Quintus glared at him, causing the officer to lower his head and avoid eye contact. He simply grunted “Move them out.” Around him, the Amalians still fought the Auxiliaries who were brave enough to join their comrades in death, rushing the Amalian’s as single soldiers, they stood little chance, but the Sacred Band’s formation was now only several meters away and slaying men as they went -- and soon upon Quintus’ own bodyguard. It was high time to leave. He began to move away in a jog as the officers ran back to their respective units. The young officer had initiative, but he couldn’t help agreeing, Labienus was inexperienced, but he’d need the experienced officers with him in case he had just sent twenty good men to die.
Further down the street, Triscus and his team were taking care of any surviving Lamperts that had not yet left the theatre, stabbing the throats of the succumbed men lying on the ground, ensuring their (relatively) painless deaths. Triscus turns to the fainted body of Cleph, recognising him as the Lampert he had himself defeated. He wanted to offer a silent prayer to the godless heathen, wishing him good speed as he departed to the afterlife. Therefore, mumbling a short prayer under his breath, he thrusts forth the sword stained red with Cleph’s comrades, straight into his throat, sending his Lampert adversary off from this world. He pulls the sword out and would've turned to Ardoiwn, had Labienus not interrupted him. Hearing his report, Triscus gestures to his team. ‘’Leave the rest! Move out men, to the pier!’’
The Amalians are at last leaving the street; the Sacred Band of Tautom sent those traitors running. A grin appears on Marshall Abadactus’ stubbled face as he motions the men behind him to quicken the pace. While the Auxiliaries were supposed to cut the Amalians off, they at least managed to wear them down long enough for the Sacred Band to deliver them substantial casualties, but there was evidently not enough time for them to pin the mutineers in place, and they’ve failed to capture their leaders... the elusive head of the snake. Abadactus raises his left hand, and sticking out a thumb he turns it upwards as he barks: ‘’Sagittars; fire at will! Wear down their retreat!’’ Then proclaiming with a wider grin; ‘’Today is a good day to die.’’ Yet more auxiliaries slip by the Band’s testudo coming from the Royal District, this time with shortbows in hand and arrows ready to fire. While jogging they already pull their strings to unleash a barrage of projectiles at the withdrawing Amalians, most of whom were wise enough to raise their shields in their direction. Those that lacked vigilance however with their backs turned towards the enemy were shot in the back accordingly, some of the bolts puncturing through their cuirasses or striking their heels, crippling them.
‘’The mutineers are getting away, Marshall! Ready to launch the pursuit per your call!’’ The Auxiliary officer barks towards Abadactus from down the street, waving his spear towards the running Amalians. The Marshall places two fingers on his forehead in thought, mumbling inwardly. ‘’...You believe that I am going to play this game on your terms, Quintus, you fox? ...No friend, I will have none of that…’’ Then gives answer to the officer, shouting; ‘’There will be no pursuit. Our duty.. is to protect the royal demesne above all else! Let the traitors lick their wounds, their bite is but the bite of insects next to the pressing Chlotar threat.’’ Abadactus sends the officer off with a short dismissive wave of the hand, then looks out over the macabre in the street, the aftermath of battle. Amongst the slain corpses that line the street he recognises overwhelmingly the warband of foreign soldiers, mixed in with his own auxiliaries. ‘’As tactician I made no mistakes, though damned be God’s name, underestimating the expertise of the Amalian's Unit might just be one. The traitors fight well...’’ Then he raises his right hand, with his thumb turned down, motioning the Sacred Band to halt. ‘’But not as well as us..!’’ While glancing through the corpses, his dark eyes fall on one of the barbarians, and judging by the ornate armour likely the commander of the bunch. The man twitches his arms as if clutching to life. ‘’Hrm. One of the barbarians is still alive…’’ The Marshall walks up to Ardoiwn.
‘This is the end then isn’t it?’ Ardoiwn’s mind managed to put together as he lay bleeding across the cobble. ‘Doesn’t hurt nearly as much as I thought it would.’ The gastald’s body shivered, ‘No, wait, that was the adrenaline. There’s the pain.’ From his vantage point face first in the stone Ardoiwn couldn’t see what happened around him, and the sound of blood pouring out of him kept him fairly unobservant. His mind was barely in one piece, as darkness bit at the edges of his consciousness. He had failed. His king, his people, and those he meant to save. Perhaps if he let go, perhaps if he stopped thinking, he could go with his friends. Why wasn’t he letting go? He hears footsteps coming his way, stopping next to him. In a moment of sudden clarity, he hears the close yet distant voice of the Marshall. ‘’I should thank you, barbarian leader. Your company presented us the opening that we needed to make our charge against the mutineers.’’ Abadactus Rogan falls to one knee, observing Ardoiwn’s bloodied face from up close. ‘’The fact you still draw breath is a testament to your strength. Your people fought… admirably. Though you don’t strike me as Tautovigocs. Hrm. Syrovigocs, per chance…?’’ No response. Then he turns towards the auxiliaries yet again. ‘’Bring up the brancards and search for survivors! Pronto!’’
From out of the houses auxiliaries are seen carrying makeshift brancards that were originally beds and mattresses that his men confiscated from the local citizens, and placing several of the fallen auxiliaries and even a Lampert or two on them. Ardoiwn is no exception. This swiftly done, Abadactus raises his left hand yet again, waving his index and mid finger in another of his various signalling hand motions. ‘’Men! We are moving out! Withdraw to the Palace and bar the gates! I want everyone assembled in the courtyard, ready to engage the Chlotars.’’
In under ten minutes all the combatants in the street had moved away, and only the dead were left behind. Some civilian non-combatants are coming out of their houses to heap their deceased brothers on a great pile, and dousing the pile with oil before setting it on fire with the very torches that Quintus tried to pillage from them. As they burned, a quiet drizzling rain falls down as though the heavens lamenting today's deaths. The day draws to a close.
Map of Tautom (with the location of the encounter).
I forgot to add, since it's relevant to Tautom where like.. 50% of the IC currently takes place:
Tautom City houses a tremendous population unlike seen anywhere in the world. It is Visandza’s sole sprawling megalopolis to remain in the style of antiquity, with a staggering population from 100k up to 200k people. Each Tautan district is a city inside a city. Contrast this to Chlotaringen's capital of Aaixen, which has only roughly 10.000 inhabitants, and even that is considered a major city for the time.
Vast majority of people in the Barbarian Kingdoms live a rural lifestyle away from cities, as tribes do. What constitutes a city in this time, particularly a royal capital, is a castle or longhouse surrounded by housing districts for servants and their families. Aaixen is in a sense nothing more than a glorified fortress surrounded by houses where families of the royal staff live.
Since I like world building I added more trivia to the lore.
Ancient technology left behind by the Heavenly Kingdom of antiquity. The Towers were built with the aid and permission of God, hence that they can never again be reconstructed in the absence of God. The towers absorb sunlight in its great mirrors, from which it can fire light beams. The Mirror Towers and ruins of Mirror Towers are scattered on the various islands throughout the Sea of Tears and serve as a barrier against Ostropathia, meant to keep the Divine Locust at bay -- should they make an attempt to cross the ocean to attack humanity on Visandza. Many of the towers are still functional. However they have largely fallen into disrepair from centuries of negligence.
It has not been explicitly mentioned yet, but naturally the different factions each have their own heraldry to distinguish them by. Probably semi-important to know.
Chlotaringen, after the Faramundian Dynasty, is represented by the Lion Lampertei, after the Alboinid Dynasty, is represented by the Black Bear The Eodaen Tribes are represented by the Wyvern The Viigoc Tribes (though they are divided and without a nation) is represented by the Mammoth, which was native to their lands of ancestry in the hyperborean domain of north Ostropathia Baltia is represented by the Eagle Syrome is represented by the Cobra Amalia is represented by the Evening Star, the only nation that does not use an animal for heraldry
The setting is, as you all know, set in the dark ages. Hence the population of Visandza is sparse. This is owed to the destruction of the Heavenly Kingdom and the Divine Locust that nearly wiped out humankind some 4 centuries ago. The humans alive today are descendants of the survivors, both indigenous to Visandza and refugees from Ostropathia like the Viigocs and many Celeseans. Humanity today consists of some 6 (conservative) to 7 (at most) million people. This affects the scale on which wars are fought. At one point a kingdom simply does not have the manpower to sustain prolonged all-out war. Most of Visandza consists of wildlands untouched by humans. Particularly for Chlotaringen; for as much land as they have laid claim to, most of it is virtually unpopulated to this day. For this period of time an army of 10.000 (like the one of King Cauroman) is considered enormous, as ordinary field armies, even royal ones, tend to comprise 2000 to 3000 men.
Chlotaringen – the bulk of continental Visandza - has approx 3 million in population.
The Amalian peninsula is a denser part of the world, divided by Lamperts in the north and Amalians in the south. There's some 1 to 1,5 million Lamperts and 500k Amalians. So up to 2 million people total in the peninsula.
Eodaland has the lowest population of the established Kingdoms, with only some 300k of those squirrel lovers in existence.
The Viigocs are the smallest tribe. Their population had been decimated during the migration from Ostropathia. There’s a total of some 100k Viigocs in existence, of which 20k are Tautovigocs (urban city dwellers of Tautom), 20k are Syrovigocs (integrated Celesean-Viigoc Islanders) and 60k are Baltavigocs, who have lived predominately in pocket communities at the eastern fringe territories of Baltia, and are a very rural group thereby. Due to their segregation, the Baltavigocs have retained most of their original tribal and barbarian characteristics lost unto the other Viigocs.
Tautom City houses a tremendous population unlike seen anywhere in the world. It is Visandza’s sole sprawling megalopolis to remain in the style of antiquity, with a staggering population from 100k up to 200k people. Contrast this to Chlotaringen's capital of Aaixen, which has only roughly 10.000 inhabitants, and even that is considered a major city. The vast majority of people in the Barbarian Kingdoms live a rural lifestyle away from cities.
The Syromean archipelago has an estimated 60k in population. For all their wealth and resources, the islander population supports not nearly enough manpower to draw an army from, therefore much of their military consists of foreign sellswords.
--- Of note: The Chlotars aren't the same tribe but emerged as a confederacy of many different tribes and therefore comprise varying different cultures and Barbarian ethnic groups with their own dialects and sometimes distinct languages. Similarly goes for the Lamperts, Eodaens and Viigocs. In the case of the Chlotars, they are united only in piety and servitude to Godas. The original tribe of Chlotachar is only small and as a distinct identity from the other Chlotars largely died out (by the mandibles of the Divine Locust centuries ago). Einhard is one of the few who can boast descent from their lineage.
With a population this sparse and the various difficulties deriving therefrom, why don’t rulers just press their population for a baby boom? Well, they do. But these are dark times, and infant mortality rates have always been rather high. Of any 10 given children only 3 or 4 or them grow up to adulthood. And once they are adult, the world is still pretty violent and unforgiving. Many of them do not get the chance to leave offspring of their own. Often entire family branches just go extinct. For the past centuries the growth of the population has increased only very slowly, and in parts remained more-or-less the same.
On Visandza humans are not the sole inhabitants. Monsters truly exist, but are even more sparse than humans are. The Barbarian kingdoms refer to them as ‘the Darklings’. They are beings of the night, who lurk in the dark corners of the world where humans dare not tread.. Only at night do these monsters come out of their corners. It is for this reason that the humans of Visandza are wary of darkness, and wisely resort to travel only by day.
The Darklings come in many forms, and often possess forms of supernatural powers not unlike the Human Godsplinters. Their powers are not understood, but some speculate that they too are splinters of God, perhaps in God’s attempt to rid himself of vice and evil. That evil was reborn in the mortal coil in the form of the Darklings. The only known monsters (as seen in IC) so far is the Shapeshifter demon from Nevelholt and the Nightbird from Crow Valley. Both of these attacks occurred when it was dark outside. You too are free to introduce a monster should it add substance to your IC. Dragons also exist, but they are not majestic creatures, but rather large, wingless and malevolent.
--A bit more trivial--
In ancient times before memory, a Celesean cleric unwittingly trespassed on Chlotachar’s hunting grounds. Chlotachar’s men captured the interloper and brought him before their chieftain, who demanded to know the reason for the cleric's interference with his hunting. The cleric answered that he wasn't aware that he was trespassing. At this point, Chlotachar noticed that the cleric was Celesean, and he said that "a dog was worth more than a Celesean." The cleric responded, "Yes, if we had not faith in Godas, we should indeed be worse than dogs." Puzzled, Chlotachar ordered the cleric to explain "Godas". Up unto this point the hyperborean tribes were unaware of the concept of gods, their closest form of worship being the reverence of totem animals, woodland and ancestral spirits. On that day Pharamond obtained the first seed of knowledge of God, however still angry at the trespasser, he went on to mock the cleric. ‘’Your Godas does not ride the horse, wield the sword, or ride to protect our people as our ancestral spirits do.’’ Declaring he had no need for a passive ‘God’. ‘’All the being and all deeds of your ancestors have their utmost origin in Godas.’’ As Chlotachar perceived this remark as an attack on his ancestors, added to the cleric’s trespassing, severe punishment was upon him. Chlotachar would have the man killed. However a seed of doubt was planted, and instead he opted to make him his thrall – a slave. An appropriate punishment while also an excuse to keep the cleric and his esoteric knowledge close by. Chlotachar understood him to be a sage.
That night – it was said -- Chlotachar’s deceased mother appeared to him in a dream. She told him that she was not his mother, but one of the faces of God. While the mother begets the children of the world, God is the Mastery, and verily The Creation Process itself.
At this point Chlotachar began to reconsider the words of the enthralled sage. He understood that he serves the Originator of divinity directly, instead of through ancestral placeholders as the hyperboreans do. An unspecified time thereafter, Chlotachar was said to have embraced God and introduced God-worship to the tribes, whom his tribe dubbed Godas. The Celesean Cleric was released from thralldom, yet given freedom, he opted to remain as Chlotachar’s willing thrall.
@Not Fishing I like the concept. You've clearly not designed him as a uniform Chlotar but rather a more morally ambiguous and shrewd politician, not so much a warring banner-man. Only thing really bothering me is the names lacking any... 'Germanic flare'. Darius and Gareth don't strike me as sounding particularly Chlotar. It could be explained away by them being from a different part of Chlotaringen, perhaps territory that had once been Celesean, making Darius' family a blend of barbarian and Celesean cultures. After all, the Chlotars aren't a single race but rather a confederacy of various different tribes and barbarian ethnicities, and even a few Celesean ones deeper south.
Oh, a chronological technicality, but I still ought to bring it up: Cauroman has only been King for a year. I imagine most of the stuff described in Darius' sheet would have taken place under the reign of King Carlovech instead.
If you are fine with making him a 'southern-Chlotar', Darius is fine. Though if you want him to be more traditional Chlotar, consider a name change.
@neogreggorySorry to see you go. I appreciate you gave this story a shot nevertheless. Can I convince you to make a final post where Ardoiwn meets an honorable death in battle? I prefer that over just retconning his whole existence.