history of karth

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History Aratea Volume I Written by: Logan Rogers Contributors: David Anderson and Brennan O’Callaghan Chapter I: The Creation of the World and the Gods. The Grace of Gods : Zn’tathul gave each of the beings a name and domain to which they would preside in Aratea, thus, the Gods where born… Izenar, The Father : The first, and most powerful, of the Gods created by Zn’tathul, Izenar is the God of Wisdom and Protection. Known as the Father of Man he also is responsible for the creation of the Humans. His worshipers often erect temples dedicated to offering sanctuary to those in need. Often taking the form of a kindly old man with snow white hair and strong features, clothed in either scholarly robes or knightly armor. Uzarae, Mother of Dragons : Born of fire and passion Uzarae embodies passion, motherly love, and chaos. Through her passion she bore the Dragons unto Aratea, and with them the art of Pyromancy. To worship her is to worship the pure essence of passion and thus she is often said to watch over young lovers. Often appearing in her Dragon form, a large crimson dragon, or in her mortal form, of a beautiful red-haired women with wings garbed, when she chooses to wear clothing rather than discard them entirely, in clothing meant to invoke passion. Ynena, The Sylvan Queen : Mother of the Elves and the Beastfolk; Ynena’s domains are those of

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A history of a homemade fantasy world

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Page 1: History of Karth

History Aratea Volume I Written by: Logan Rogers

Contributors: David Anderson and Brennan O’Callaghan

Chapter I: The Creation of the World and the Gods.

The Grace of Gods: Zn’tathul gave each of the beings a name and domain to which they would preside in Aratea, thus, the Gods where born…

Izenar, The Father: The first, and most powerful, of the Gods created by Zn’tathul, Izenar is the God of Wisdom and Protection. Known as the Father of Man he also is responsible for the creation of the Humans. His worshipers often erect temples dedicated to offering sanctuary to those in need. Often taking the form of a kindly old man with snow white hair and strong features, clothed in either scholarly robes or knightly armor.

Uzarae, Mother of Dragons: Born of fire and passion Uzarae embodies passion, motherly love, and chaos. Through her passion she bore the Dragons unto Aratea, and with them the art of Pyromancy. To worship her is to worship the pure essence of passion and thus she is often said to watch over young lovers. Often appearing in her Dragon form, a large crimson dragon, or in her mortal form, of a beautiful red-haired women with wings garbed, when she

chooses to wear clothing rather than discard them entirely, in clothing meant to invoke passion.

Ynena, The Sylvan Queen: Mother of the Elves and the Beastfolk; Ynena’s domains are those of nature, healing and love. The most active of the Gods Ynena frequently appears to her those who would seek her guidance appearing in many forms. To a human she might appear as a beautiful woman from within a lake, while to a centaur she may appear as a motherly centaur, whatever comforts her worshipper.

Unnir, The Weaver of Fate: Unnir is the most reserved of all the other Gods and the only God who refuses to assume different forms than his own, a creature comprised with the top half of a blind old man and the lower half of an enormous spider, to interact with mortals. From his domain he weaves the web of fate itself.

Erudur the Sly: The God of trickery, theft and chaos. Erudur is worshipped by thieves, pranksters, and all other ne’er-do-wells. Legends speak of Erudur joining his worshippers on midnight heists or particularly mischievous pranks unbeknownst to them, in the guise of a young boy or wiry man.

Og’ros, Smith of the Gods: Og’ros crafted the world, laying the foundation for his kin to sculpt upon.

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Governing Craft and the Law, he created the Dwarves and the Giants. While at one time as active as his sister Ynena he has grown reserved in recent eons after his first children, The Giants, attempted to destroy all he had built. When he does appear to mortals it is most often in the form of a dwarf or half-giant.

Naktune, Bride of Death: Naktune, the Queen of the afterlife, Goddess of Protection and Death. Often appearing to dying mortals as a beautiful women to comfort them until her beloved Death comes for them. While she did not create them, the Dark Elves have since turned their favor to her instead of her sister Ynena.

Azeron the Defiled: The Second most powerful God created by Zn’tathul, Azeron was once the God of Law, Protection and Justice. When the Gods turned against their master to save Aratea it was Azeron who paid the ultimate price. Struck down by Zn’tathul he was corrupted by the Elder Gods power, twisted into a God of Malice and War. The Gods where shocked to find their brother returned and where unprepared for the havoc he would wreak upon the world he once defended. He appears to mortals in forms meant to terrify them, from horrendous demons to a heavily armored black knight.

The Gods and what their domains:

Izenar- Knowledge and Protection

Urzarea- Love and Chaos

Ynena- Life, Nature, and Healing Unnir- Fate, Magic, Knowledge Erudar- Thievery, Trickery,

Chaos Og’ros- Craft and Law Naktune- Death and Protection Azeron- Malice and War

…when the Gods finished crafting their world they looked to Zn’tathul and he was pleased. He went about populating the world with monsters to prey upon the mortals his children created. His utter contempt for their creations enraged the Gods and they fought in defense of their creations. The battle was fierce but in the end they were able to drive back Zn’tathul and his Elder Ones, but at the cost of their brother Azeron.

The Age of Strife: The time after the Gods defeat of The Elder Ones was one of peace. This period of peace for Aratea was not to last however, as thousands of years later the return of Azeron the Just, now Azeron the Defiled, would send the world into chaos.

Azeron’s return was marked by the skies over Aratea turning blood red as he ripped his way back from the Twisted Expanse. His mere return caused massive tectonic shifts as the very world itself was torn apart and reformed. What was once one continent was now several and the people decimated. It was soon uncovered by the Gods that their very essence is what kept the world from falling apart, and thus they were unable to slay their fallen brother.

With his return achieved Azeron set about twisting his siblings’ creations into his own perverse children. Eager to see the world corrupted as he was…

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Chapter II: The History of Kartha

The Elvari Empire: Two-thousand years after Azeron’s return on the newly formed continent, Kartha, the High Elven Emperor Ilthyn began his conquest from their capital in Nyren’Thalor. The other races where weak an in quick succession the High Elves moved through the continent conquering everyone they came across. 100 years after the Age of Strife they had conquered most of the continent and enslaved most of the other races. Only the dwarves and anubits remained powers. After 500 years their control over their conquered enemies were solidified beyond reproach. Their long lifespans compared to that of the nonelves made them seem like immortal conquerors to their nonelven slaves. The Elvari Empire was at best indifferent to the so-called lesser races. Viewing them as tools to achieve their destinies. Arrogant, self-important and incredibly powerful the Elveri Empire for all its flaws, look as though it would never fall.

The Dark Elves: During the height of the Elvari Empire a sect of their Sorcerers

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began to experiment with magics thought perverse by the High Elven Regime. When their forays into these arts were made public the Elvari Council exiled the practitioners from their Empire.

Lost and without a home, these Elves wondered for a time before being approached by the Dwarves. Looking for any advantage against their Elven enemies the Dwarves offered the Exiles sanctuary in the form of underground cities build. From this act the bond between the groups was forged, only growing stronger as the ages went by.

The Exiles would not return to the surface for half a millennia and when they did, it was not as they had left it. Their time spent in the Underworld combined with their use of Shadow magic had changed them. Turned their skin to an ashen color and their hair as white as snow. Most strikingly of all however, is what it did to their eyes: a ruby colored glow now emitted from their once iridescent yellow eyes.

The Dwarven Alliance: While not a single united Empire like the Elvari Empire the Dwarven Alliance is no less united. A series of City-States with wildly varying cultures and beliefs the Dwarves of Kartha are only united in times of war or celebration. United they are a force to be feared.

They are divided into four separate Clans, or Kaers: Kaer Volst, Kaer Dural, Kaer Igni, and Kaer Mora.

The Anubit Empire: Long ago in what is now The Scorched Wastes lay the Plains of Onathawe. Ruled over by the Centaurs it was a verdant and placid land. This all changed when the Anubits arrived

with the Orb of Sek. This magical orb channeled the power of the sun to power the technology of the Anubit Empire. Unbeknownst to the Anubits the orb had a heating effect on the immediate area. Turning the once verdant plains into dry savannahs and the surrounding lands around their City into a lifeless desert.

At the edge of this desert along the coast is the city-empire of Khenei. A tiered city built of sandstone, the acropolis stands thousands of feet above the earth. During the height of the Elvari Empire it was the Anubits and Dwarves who stood un-enslaved. While the Dwarves fought against the Elvari, the Anubits allied themselves with the High Elves. Gaining increased power from their alliance they were able to make leaps and bounds in technology. Creating Automated Construction systems that allowed them to build entire war fleets in a week, elevators to descend and ascend their acropolis in minutes and even automatons to defend their home.

Their relationship with the Elvari brought with it the Elvari arrogance and proclivity to take slaves to the Anubit people however, and by the Elvari’s fall their ways had been completely reinvented to mimic the Elvari.

The Tribunal: Before the fall of the Elvari Empire the world was filled with Sorcerers of each and every race, with each having the potential to obtain near-god like power. It was only natural that these individuals would congregate. Thus the Tribunal was formed.

Based at the Tribunal Seat deep within the southern jungles of Aratea they ruled on matters of magic. Though thought by the Elvari to be under their control the Tribunal in reality stood neutral to many of the

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world’s political troubles. Instead simply collecting Arcane Knowledge to further their powers.

This neutrality would soon change however with the advent of the Spell Wars.

The Spell Wars: The Elvari’s misuse of Arcane Magics ripped a hole in the fabric of the mortal world. Allowing Zn’tathul and the Elder ones to spill through and begin devouring the magical essence from the world. Within one year 25% of the Elvari Empire was torn asunder as when Azeran returned.

The Tribunal convened, the situation was dire, the Elder Ones where showing no signs of stopping and the Elvari empire was all but decimated. The Tribunal decided they had but one option: to create a schism between the Twisted Expanse and the mortal plane. With heavy hearts they set about their work. It would take a mass discharge of magical essence to create this schism.

They convened at the Tribunal Seat and began casting. Drawing on the magics of every Sorcerer in the world they began separating the worlds and forming a barrier. The Elder Ones attempted to stop them but where held back by The 5 Kingdoms Legion, a force made up of the 5 major Kingdoms. The spell was successful... But the price was high. The great amount of Magical Essence needed for such a task utterly drained 99% of the magic wielding population, killing them as the schism formed.

What was left of the Magic Community was looked upon in fear for what their comrades had wrought upon the world. As time passed however the hatred lessened and turned to fear. Now 300 years later, with the Schism

in place magic is rare to materialize, and Magic-Users are almost non-existent. When they do surface they often find their ways into seats as royal advisors and hedge wizards/witches. While not hated...most of the world looks upon them with fear for their mystical ways shrouded in mystery.

The Schism did not work as well as intended however and Zn’tathul remained. From his death-like slumber beneath the ruins of the Tribunal Seat he dreams. Recovering his power for the day when he will rise…

The Dawn of a New Age: After the havoc wreaked by the Elder Ones arrival in Aratea Karha was torn in half. With the southern portion being rendered horrifying colorless wasteland filled with mutant horrors. While in the northern lands the Elvari Empire was in shambles. Unable to defend themselves when the Dwarves incited a rebellion amongst their slaves they fell farther and farther from their once great empire. From their ashes new Kingdoms would be forged…

The Humans of Ederan: While most Humans take to whatever Culture they live near, the Humans in the land of Ederan are mostly secluded from any large culture and thus free to establish themselves.

They developed a feudal monarchy in which the villages and cities within the Kingdom pay taxes to the King and in return he serves them to the best of his ability. Providing Protection and Law. Beyond their system of government the people of Ederan have also developed a strong cultural identity. Famed for their heroes, especially their Monster-Slayers, they have a truly legendary history.

The Wood Elves:

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