Alterra History Over five millennia ago, the many human barbarian races where unified into one theocracy: The Church of the Hundred Gods or “The Centarum”. The Centarum was and is currently lead by only one man, known as the Centarii, who has been at the head of the church since it's founding. The empire that was formed from the unification of the barbarian tribes under the Centarum became known as the Centarum Imperium. The Gnomes and Dwarves have been fighting over the mountain that each holds as their sacred homeland. For the moment it is held by the Dwarves, yet the Gnomes have no desire to allow this desecration to continue and plot to return the great mountain to their control. The Elven nation has suffered a schism that has split the race into two halves: the traditional Elves and the progressive Eladrin. The Eladrin are seeking to embrace the Centarum to better integrate with the blossoming human civilisation, while the reclusive elves fight back at a perceived attack against their ancient culture. The Minotaur are little more than wild animals, used by the Centarum, among others, as beasts of burden. Those who escape their captivity become savage monsters who plague the wilds. It is rumoured that some young Minotaurs have shown the ability to think and reason. No true evidence of this has been found by the Centarum whenever they investigate. To outsiders, the Dragonborn look like a savage barbarian race, yet this is not the truth. The harsh traditions that they follow are to prepare hatchlings for the trials that the future bring. Their ancient empire now sinks further into ruin as it is slowly swallowed by the swampland that has sprung up around it. The undead that roam the remnants of it's once proud streets prevent the Dragonborn from reclaiming this lost homeland. The Tieflings now live in the lawless and harsh Free Reaches (known to all others as the Savage Lands). What settlements they do have are constantly tested by marauding hordes and the occasional crusade to stamp out the land's perceived wickedness. They are willing to share their towns with anyone wishing to escape the religious dogma of the Centarum. Nations The Centarum Imperium The human empire has now spread to encompass the southern side of Alterra and they are beginning to encroach upon their surrounding neighbours. The general populace live in safety and comfort under the leadership of the Centarii and the Centarum. Se'ha'drin The Eladrin Realm came about when the Elven race was ripped in two about whether to hold onto their ancient traditions or embrace the new ways brought by the Centarum. This rift even tore the Royal Family apart. The Eladrin Coronal Dar'Andis left The Verdigris Weald, taking with him the first shard of The Shattered Sword and all those who would follow what he believed to be the path forward. The newly renamed Eladrin then preceded to evict the Wilden natives off the Isles of Se'ha'drin and begun construction of the grand cities that exist today. Only lately have the Eladrin been accepted by the Centarum, when an accord was made that allowed humans to be taught the secrets of arcane magic. The Verdigris Weald The Elven nation was devastated by the betrayal of the Coronal Dar'Andis and the Eladrin. Reluctantly, the Coronal's queen Valanysse took up the mantle of leadership to prevent the Elven nation from degenerating into barbarism. Wielding the second shard of The Shattered Sword, her rule is now undisputed. Many Elves still feel anger at the Eladrin betrayal and only the word of the Elven Queen has prevented them from going to war, yet she has no idea for how much longer she can stay her people from this dreadful course. Nord Na'Tarak “Stubborn as a Dwarf” has been a saying amongst the other races for longer than anyone can remember, yet it does describe the Dwarven race a little too well. Sitting within the golden capped mountain halls, the Dwarven race is split into three ruling classes: Worker, Warrior and Religious and then blend into sub-classes Paladin, Smith and Artisan. Family is everything to the average dwarf and the worst punishment is to be branded nameless. The Dwarf's religion revolves around the elements: Earth from which all comes from Fire from which purifies all. Air that breathes life into all. Water that cools and tempers all. Strangely enough, very few arcane users has been born amongst the Dwarves; when one is found they are considered to be an abomination of the Dwarvish ways and branded nameless. Vard De'Ruun The hatred between Gnomes and Dwarves has been long known. Both hold the Golden Mountain as their sacred home, yet the Dwarves have held it since they forced the Gnome to retreat from the mountain during their last war. Now the Gnomes live in the Saffron Wastes: waiting, watching and rebuilding their forces to reclaim the Halcyon Mountain once more. Exaurdon A nation living within the ruins of their past. Seemingly savage and tribal, the Dragonborn live in the shared stories of their past and hope to some day reclaim their lost empire. Living in the mountain range west of the swamplands that was once the their homeland, the Dragonborn constantly fight against the undead menace of the Lost Empire, commanded by the long dead Dragon Born King. The Free Reaches (Savage Lands) Called the Savage Lands by all other races, due to the large number of rampaging, monstrous hordes that attack all that borders upon their lands. For those who have made this place their home, it is called the Free Reaches. Within it's borders lie a loose collection of towns and villages, the inhabitants of which decided to flee the oppressive grasp of the Centarum to live life as they chose; answering to nobody but themselves and their own conscience. It is here that the Tieflings have made their homes; fleeing the persecution of the more narrow minded. Anyone who can the harsh reality of the Free Reaches are welcome to stay. The Void Little is know of the Void or how it came to be, yet all races know that it is a threat that only constant vigilance can keep at bay. The barrier that makes the surface of the void destroys all that touch it. Only four safe passages exist through the barrier, which are fortified by the Compass Point Bastions; named for their location at the northern, eastern, western and southern most points of the Void. Only the Centarum know what lies inside, thanks to the many crusades that have been led inside to quell the chaos found within. The few that have survived these crusades tell tales of demons constantly warring with any and all around them. Landmarks Magnus Divar The human capitol sits on the shores of Lake Magnus. This Metropolis houses both the stronghold of the Templars as well as the church itself. The Centarii resides within Skyreach Spire, a tower that stretches to the heavens themselves. The city spreads from this central point in a semicircle, spanning miles acroos the shore of Lake Magnus. The city is set in three tiers; each tier sits in the next rise above the last. The first tier is the lowest point in the city and where the churchood lies. The second tier is where the middle class work and live. This is also where you'll find most of the cities markets. The final tier is where the nobles live, it is also where a lot of the cities parks and entertainment can be found. Large stone elevators, powered by minotaurs, allow the residents to move from one tier to the next. Compass-point Bastions Covering the only safe passages through to inside The Void, these four fortresses are one of the few places where the differing races work together for the common good. Each race volunteers members of it's military to hold these bastions against the demon menace found within The Void. However, human Templars do make up the bulk of the bastion forces. Kiras'Voran The eladrin capitol is a beautiful city, sculpted from stone with an artisans eye. The Eladrin people live their lives in comfort here away from the strife's of the rest of the world. The recently built church to the Hundred Gods stands waiting to lend a helping hand to all who need it. Only the Elves see this wondrous city as a threat. Cordenar Cordenar is not a city but rather the heart of the Verdigris Weald. However, enough Elves reside in this tangled weave of wilderness that the other races have associated this sacred place of the Elves as their city. Queen Valanysse has made this place the location of her Villa, where all that have need may meet with her. Tradesmeet This Neutral city came about simply because of it's ideal location, where all the races could meet up on unclaimed territory and trade goods. It has maintained it's strictly neutral policy staying out of the many political problems on each of it's neighbours sides, although it serves as a hub for non-violent diplomacy. Originally a nomadic town that sprang up once a year, it has now become a sprawling metropolis that rivals Magnus Divar and a central point for trade and commerse. Clifftop The Gnomish capitol can be found that what the Gnome call the 'Edge of the World'. Here the industrious and clever gnomes build and work to make the desert that they now call home hospitable. Construction has recently begun on a great aqueduct that will span from Clifftop and reach all major settlements, all the way to Naylex Tenk. Despite it's relatively recent construction, saboteurs have already caused problems and set backs. To'rent Marral This City within the mountain was once home to both Dwarf and Gnome, yet the war between them has caused the Gnomes to vacate their ancient home. Within it's large and impressive halls, the Dwarves work towards many goals. However, even this city is with its own mysteries; for although both races have called this place home at one point, neither can remember who carved the great sity out of the mountain. The ancient ruins found beneath the To'rent Marral have yet to be explored, as the Dwarfs feel that this place is sacred and should not be disturbed. Halcyon Mountain This incredible sized mountain this the main reason for the enmity between the Gnomes and Dwarves. The most prominent feature, outside of it's sheer size, is the "cap" of the mountain, which appears to be made of gold. No snow rests upon the peak of Halcyon mountain. Loex Masal This ancient empire has now sunk into the mire that surrounds it. Only the Dragonborn truly know anything of it's history or the history of the Dragon bo--- (The rest of this section has been torn out) Shadowreach Tower Very little is known of this tower. It's name come from the darkness that draws in whenever someone reaches isle upon which it stands. It's similarity to Skyreach Tower as caused many rumours to spring up, yet no real truth as arisen as to what this tower is. Shattertooth Isle 'Do not approach Shattertooth Isle for it does not welcome, the currents that break all who sail upon its rocks, to the winds that throw down all that can fly, do not approach Shattertooth Isle for either a god or a demon lives there, and they do not wish for company!' - An old poem found within Port Serim Important People Centarii This otherwise nondescript, elderly man has been the figure head of the Centarum church for longer than anyone can remember. Although rarely seen these days, this ancient man still does his best to help out those that are in need. The church takes in all orphans and helps out the destitute at his command. Although there is no proof, one of the legends about his great age is that The Hundred Gods have yet to find some one as capable to replace him. The few times he has been asked on this, he has done little more than smile sadly and shrug and say: “I guess I still have something left in this world to do! I just wish I still had the strength to do more.” Coronal Dar'Andis A quiet and dignified Eladrin. Dar'Andis is haunted by the choices he made that lead to the schism of the two Elven races. Yet he does believe that this is the right path to follow. He has yet to come to a decision about whether to go to war, regardless of the urgings of the others nobles. This, and the periodic melancholy that he suffers from the estrangement of his wife and the loss of his son, has caused whispers of finding a suitable replacement in certain circles. Queen Valanysse Also known as The Mourning Queen, Valanysse reluctantly took up the role of leadership when her shard of the Shattered Sword proclaimed her as the leader of the Elven race. She rules with gentle words and gestures and projects an aura of sadness. There have been rumours of secret meetings with the Eladrin Colonel, but there is no proof of this at this time. Arlen Sonne Arlen was an orphan that grew up on the stories told of the heroic Templars that fought against overwhelming evil for the Centarum. When he was of an age, both he and his best friend Juste joined the Templar order and signed on for the crusades. Arlen, along with two others, made a name for himself during the last crusade into the Void. Not only did he take up the mantle of leadership when the generals of the crusade fell during the first skirmish against the the demonic hordes found within the void, but he managed to bring the greater part of his brigade back alive as well, not to mention various others lost within the void from the other bastions. His name soon became famous throughout Alterra and he soon found himself rising through the ranks of the Centarum Knighthood. Recent rumours have been heard that he has disappeared, leaving behind friends and colleagues without a reason on why. Seras Valkris Seras served along with Arlen and Juste during the ill fated crusade. Her healing skills and wisdom helped all survive the hellish days fought within the void. Since then, she has begun a meteoric rise through the ranks of the Centarum. As a result; the priesthood has begun whispering that she could be the next Centarii. Many rumours have been spread about a love triangle between Arlen, Juste and herself, yet she has just laughed when confronted about this. Juste Nevar Arlen's best friend from their days in the orphanage. He too saw hell during the ill fated crusade. Although Arlen took the reins of command Juste was never far behind, helping as much as he could. He complimented Arlen's innocence with his cunning. The two have always stood side by side and many tales have been told about them being able withstand any assault so long as they were together. Since the crusade, Juste has been made a captain and is well on his way to rising through the ranks of the Templar order. The Shattered Sword Once called The Sword of Ruul, this intelligent blade was once central to the Elven nation. Back when the Coronal was deliberating about whether to embrace the Hundred Gods or keep with the Elven traditions, assassin stole into the royal home and took the crown prince's life. This event caused the sword to shatter; the Elven nation too broke appart, becoming the two races now known today. All shards of the Sword still retain a lot of their powers and only a true ruler of the Elves or Eladrin can wield them. Any pretender to the throne is swifty killed if they dare to touch a fragment of the blade. The first shard of the sword rests in the hands of the Colonel and has retained the shape of The sword of Ruul. The second shard has transformed itself into a crown that is now worn by The Mourning Queen. Rumours of a third shard are whispered from the Verdigris Weald to Se'ha'drin, yet if it does exist it has yet to reveal itself. Religions in Alterra. Elemental Worship Perhaps the most widely spread religion on Alterra, although certainly with less followers than the Church of the Hundred Gods, elemental worship has been found practised by individuals of many different cultures, although it has only been embraced by two; The Dwarves and the Gnomes. There exist no real deities in this worship, those who wear the clerical robes of an elemental priest pray to the very essences of the four elements themselves for their spells. Unlike shaman and other primal spirit worshippers, elemental priests do not commune with individual spirits, so much as the greater whole. Both the Dwarves and the Gnomes have different structures to their temples and clergy within, although the core dogma of worship remains the same. Dwarf Elemental Worship, as with much of their culture, is very regimented and orderly. A dwarf is assigned an elemental clan upon birth, which is determined by the season they were born in. Although a Dwarf pays homage to each element, they are bound deeply to their Elemental clan and are expected to hold the dogma of that clan above the others. Each clan manages it's own temples, where Dwarvish elders pass down the knowledge of those who came before to the new. It is possible for a Dwarf to change their clan, but it involves a lengthy and very dangerous ritual called “Hel'Korak”, translated roughly to “the Rebirthing”. The ritual is different for each element, but the mortality for each is universally very high. In contrast, Gnomish Elemental Worship is much looser. Gnome philosophy says that one attunes oneself with the elements as one experiences life itself. Most people find themselves drawn to one element in particular, but there are the rare few who are able to maintain a balance of all four. As a result of this way of thinking, worship among the gnomes is a very personal and introspective thing. The gnomes do build large temples, although they serve more as shrines to an element as opposed to a house for organised worship. Once a gnomish elemental priest reaches a certain stage of enlightenment, they swear themselves to serve one of the elements over the others, although it's not unheard of for a cleric to forsake this oath to continue to serve each element equally. Fire Season: Summer Dogma: Control your actions and your emotions, lest you become a danger to everything around you. Emotion can be a beautiful and wonderful thing, but if left wild can harm you and others you care about. Learn to channel them properly, use them to fuel your greatest creations or to overpower your mightiest foe. Know your limitations and seek to reach beyond them. Temple/Worship: Fire Temples are usually tall buildings, with many windows to let in clean air, and to let out smoke. Many small candles line the inside wall, with a single large pyre built in the centre, tended to by diligent priests. A travelling Priest normally uses a small candle for prayer, however any open source of flame will serve if one is unavailable. Earth Season: Autumn Dogma: Be resolute in your decisions, let none but the most worthy sway you. Be patient, for everything wears away in time. The land is old and holds many secrets, don't be afraid to seek it's wisdom, or the wisdom of those who have spent many years walking it. Keep your kin and your friends close, they will ultimately be the pillars who will support you. Temple/Worship: A typical earth temple is built very low to the ground, rarely with more than one floor. It's not uncommon to see earth temples dug into or out of the very ground itself. There exists little to no tiling within the temple itself, exposing the bare soil or rock beneath to the feet of those who enter. Shrines to earth are typically shaped out of stone, sometimes housing a small dish full of loose soil. When travelling, an Earth Priest typically carries a small pouch of soil, which is emptied upon the ground for prayer. Wind Season: Winter Dogma: Be swift, never let an opponent get a step ahead of you. Seek to learn new things wherever possible, for knowledge is power. Your curiosity will serve you well, learn to rely on it and your instincts. Let nobody enslave you, do not let rules get in the way of doing what you feel to be right. Temple/Worship: Wind temples are built spiralling high into the sky, with windows and openings strategically placed around the side so that when wind blows inside, it creates a pleasing whistling noise. In some temples, wind chimes are hung around to create a cacophony of music. A simple carved dais serves as an altar, as it is hard to bottle up the wind itself. A travelling priest is asked to pray facing the direction the wind is blowing in Water Season: Spring Dogma: Be calm and collected, observe a situation from all sides before making a decision. Balance is the key to everything, there is always another side to an argument, take it all into consideration. Once you are sure that your path is the correct, be unafraid to walk it, crashing past any who dare stand in your way Temple/Worship: Most water temples are built either into a water source, or have one introduced into them. By whatever means, all temples have a few centimetres of water covering their floor. Some of the grander temples build water fountains into their walls, so the interior of the temple shimmers like a waterfall. A dish of water is kept on a pedestal in the centre. A travelling priest keeps a small, personal source of water by him, which is emptied into a bowl for prayer.