Miseria
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The world that I came up with back in 2020, but because of laziness and lack of time, it did not go further than a few drafts... At least now they're good for something. I plan to supplement and update over time.
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- #1
Keys: Urath, Urath continent
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A large continent, the main events of which take place on the northern part of it, enclosed by mysterious fog on the borders of adjacent seas with oceans, in the west and east; a barren ice wasteland in the north; and endless anomalous deserts of No Man's Lands in the south. The main states in the north of the continent are Valerian Empire, Northern Kingdom's Union, and Eastern City-States.
- #2
Keys: Valerian Empire, Empire
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Named after the first ruler who united the land through conquest, the Valerian Empire represents a dominant force in Urath. Its dark history is marred with tales of brutal expansion and subjugation, with a highly hierarchical and religious society ruled once by a powerful dynasty. After the recent events and the sudden death of the entire imperial branch at 570 year of 2 Era, the church of Saint Petrus came to power, what caused a huge split in the elites and shook the stability of the Empire. Consists of: Attorn Kingdom, Mitra Duchy, Midden Kingdom, Valancia Kingdom, Calishtan Duchy, and Kheira Duchy. Main religion is The Light of Truth, also known as St. Petrus Church, though old beliefs are still popular in some provinces. In the north it borders with Sargoth, and in the east and southeast it borders with Eastern City-States. Washed by Black, Dusky and Divine Sea.
- #3
Keys: Union of Northern Kingdom, Sargoth, North Kingdoms
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A rugged and harsh northern realm, where winters can sometimes last for years. It was formed as a full-fledged state by the year 48 of the second era after an unsuccessful attempt by the Empire to seize the Northern Lands. The Kingdom of the North consists of many small princedoms, united into 9 large holds, under the supervision of the most influential and old families. Among the representatives of these 9 holds, one jarl is elected at meetings, by voting and trials, which is appointed by the high King and defender of the North. Consists of (From West to East): Vintermark(rulled by Snow-Mane clan), Glenfrost(rulled by Grey-Wave clan), Silberreach(rulled by Strongwall clan), Thornridge(rulled by Fenspear clan), Crimmoria(rulled by Owlhelm clan), Gloomwood(rulled by Ironwood clan), Fellmarsh(rulled by Silvertree clan), Emberfall(rulled by Emberforge clan), Mistbourne(rulled by Runebridge). By 572, the current keeper of the North is Rodrik the Quiet of Strongwall clan, whose family has been dominating the north for almost a century. Noble houses and clans: Ironwood, Owlhelm, Fenspear, Wind-Walkers, Silvertree, Oakenshield, Emberforge, Runebridge, Grey-Wave, Whitebeards, Strongwall, Smoldering-veins, Snow-Walkers, Snow-Mane, Sung-Blood, Snowhawk, Bloodskull, Wolf's-Bane. Washed by the Dusky Sea from the West, and Solis Sea from the East. Bordered in the northwest by the barren ice desert of Fir, in the north by the Ridge of the World, and in the northeast by the Wolf Mountains inhabited by Akashites. In the south and southwest it borders with the Empire, and in the southeast it borders with Alba. Washed by Dusky Sea.
- #4
Keys: Eastern Sanctuaries, Eastern City-States
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A union of three large city states with adjacent territories, founded by immigrants from the south in ancient times. Each of the cities may have similar features and heritage, but over many centuries they have formed their own cultures. They have always existed separately, helping each other only in military defense against annoying imperials and Northerners. Each of the cities is governed by a council of a certain stratum of people. In only one period from year 396 to 416, the eastern lands were ruled by two kings of the East: Saulden the Unreasonable, and Aurous. The Dominant faith: The Old Gods. Consists of: Alba, Bezarm, Keffir. In the north it borders with Sargoth, and in the west and southwest it borders with the Empire. Washed by Divine and Solis Sea.
- #5
Keys: No Man's Lands, Badlands
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A territory of boundless, barren, lawless deserts inhabited by a few groups of nomads, bandits, as well as little-studied magical anomalies and creatures, Quorri. Many attempts were made to explore the far south, but all of them failed. Only a few lucky people managed to return from there, with stories about mysterious ruins, landscape, and rumors of powerful magic and anomalies there. Washed by Divine, White and Dead Sea.
- #6
Keys: Cardolain, Cardolain Kingdom
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Western Imperial Province and the main center of the Empire, characterized by diverse landscapes ranging from fertile plains to rugged coasts. The state is known primarily for its mighty fleet and artificial palaces and temples on the water surface. Here is the main religious center of the empire - the Vatican city, which by 572 became the main administrative center, in connection with previous events. Consists of: Medonia Duchy, Arville Duchy, Eldermar Duchy, Thalie Duchy. Capital: Vatican, of Medonia Duchy. Main cities: Arville, Blamont, Vatican, Belrof, Carnea, Cikoni, Merideza. Rulling family: None. Noble houses: Vellano, della Volpe, Serenzo, Belfiore, Ravenna, Bellarosa, Corvino, Seravalli. Washed by the Black and Dusky Sea. In the north it borders with Sargoth, in the east it borders with Midden and in the south-east it borders with Mitra.
- #7
Keys: Mitra Duchy, Mitra
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Southwestern Imperial Province, characterized by its vast meadows, lush farmlands, fortified cities, flourishing trade routes, impressive architecture and windmills. The Duchy is well known for its canal systems and aqueducts, as well as an extensive road network. It is perhaps the richest province of the Empire, combining fertile lands, extensive mineral and ore deposits (especially gold), as well as competent possession of these resources, which allowed this province to obtain the status of "gold-bearing goose" of the Empire. Emblem - Golden apple tree on the background of fields. Consists of: Valloria County, Andosia County, Cenavia County, Esterra County. Capital: Mistral, of Valloria County. Main cities: Mistral, Eredane, Roderdale, Calivir. Rulling family: House of Gesserin, of Valloria County. Noble houses: Ghilasen, Gesserin, Lucorinne, Arvenne, Lockhart, Gardner. Washed by the Black Sea. In the north it borders with Cardolain and in the east and north-east it borders with Midden.
- #8
Keys: Midden Kingdom, Midden
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Midden Kingdom: The Midden Kingdom occupies the central part of the Empire, a mountainous realm with awe-inspiring peaks, dense pine forests and deep valleys, rich in natural resources. Its landscape is dotted with fortified towns, mining settlements, and ancient stone citadels. Its people are known for their stoicism, craftsmanship, and mastery of engineering, producing elaborate clockwork marvels. Consists of: Kaeland Duchy, Harten Duchy, Nuro Duchy, Marden Duchy, Rothengard Duchy. Capital: Bascone, of Harten Duchy. Main cities: Bascone, Adelwacht, Valdenmark, Marden, Belehrt, Gothrund, Rothengard. Rulling family: House von Sturmwacht, of Harten Duchy. Noble houses: von Krummelheim, von Winkelried, von Kramforsen, von Sturmwacht, von Hohenstein, von Steinhardt, von Cremel, von Greevile, van Aren, Magne, Larkenraadt, von Meilir, Velzeren. Washed by the Black Sea. In the north it borders with Sargoth and Kheira, in the west it borders with Cardolain, in the south and south-west it borders with Mitra, in the north-east it borders with Calishtan, in the east it borders with Alba, and in the south and south-east it borders with Valancia.
- #9
Keys: Valancia Kingdom, Valancia
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Southeastern Imperial Province. Valancia is a kingdom with diverse landscapes, from sandy deserts to fertile plains. Valancia Kingdom characterized by its warm climate, colorful festivals, and vibrant folklore. Its people are passionate and expressive, known for their love for music and dance. Valancia also famous for its skilled horsemen and flamboyant troubadours. Bordering the Wild Lands in the south, the brave warriors of the Valancia are the only defenders of the southern borders from tribal savages and brigands. Consists of: Telian Duchy, Atalan Duchy, Lenay Duchy, Redshire County. Capital: Redshire, of Redshire County. Main cities: Redshire, Torent, Galladia, Paltinia, Belmonte. Rulling family: House of Leonhart, Redshire County. Noble houses: Leonhart, Voldemar, el Bravo, Vargas, Almodóvar, Asturias, Cárdenas, Alcántara, Montemar, Castaneda, Castellón. This kingdom has a long, and far from the most peaceful history, full of minor internal conflicts. In the last of these, the former rulers of the kingdom, the Voldemar House attempted to withdraw from the Empire in 545 year, but its rebellion was quickly and ruthlessly suppressed. Most of the ruling branch were executed, and the new rulers of the Kingdom were the Leonhart House, a young house that distinguished itself in this conflict as loyal vassals who played an important role in suppressing the conflict. Washed by the Black and Divine Sea. In the north it borders with Midden, in the south it borders with Badlands and in the east and north-east it borders with Bezarm and Alba.
- #10
Keys: Calishtan, Calishtan Duchy
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Northeastern Imperial Province. Situated in a rugged, mountainous terrain, rich in silver and precious metals, and verdant valleys, that draws inspiration from the beauty and prosperity. The lands of the duchy are strewn with countless small baronies, under the rule of Count families. Calishtan is renowned for its sprawling vineyards, passion for fine wines, fashion, chivalrous knights, exquisite architecture and an elegant courtly culture. The people of Jugo values honor, independence, tradition, and the arts, especially music and poetry. Its knights are renowned for their chivalry and courtliness, and the ruling monarch holds a court of noble, sophisticated lords and ladies. Consists of: Astoria County, Lakshir County, Suno County. Capital: Lakshir, of Lakshir County. Main cities: Lakshir, Camilia, Baslin. Ruling family: House Rougemont, of Lakshir Duchy. Noble houses: Rougemont, Charlemont, de Courval, de la Fontainebleue, Bellamy, Vigneron, Blanchefleur, Lachance, de Lumiérde, de Verlaine, de Montclair, de Lambert. In the north it borders with Sargoth, in the west it borders with Kheira and in the east it borders with Alba.
- #11
Keys: Kheira, Kheira Duchy
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Duchy on the North of Empire, characterized by its dense, dark forests and deep, misty valleys and swamps. The people here have a strong connection to ancient traditions and folklore. It is a land of legends, haunted by mythical creatures and ancient curses. It was once part of the Northern Kingdom, and was the only province that voluntarily came under the control of the Empire. Despite this, Kheira is a place where faith in the Old Gods and various spirits is stronger than ever, and the only thing that saves the locals is the weak interest of the state in the fate of the Duchy. The lands are unproductive and have a small amount of natural resources, the most valuable of which are large coal deposits. Consists of: Istvallen County, Rivenmoor County. Capital: Gladsheim, of Istvallen County. Main cities: Gladsheim, Korsova, Rivenmoor. Rulling family: House of Harkonnen, of Istvallen County. Noble houses: Landlufen, Ebonheart, Beric, Selistan, Odden, Harkonnen, Nettelscrawl. In the north it borders with Sargoth, in the east it borders with Calishtan and in the south it borders with Midden.
- #12
Keys: Alba
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Perched high in the jagged peaks of the Serpent's Spine Mountains, the city of Alba boasts an awe-inspiring architectural marvel. Its stone buildings are intricately carved into the mountainside, blending seamlessly with the natural terrain. Encircling the city is a formidable system of impregnable walls, a testament to Alba's military prowess and its status as an unconquered bastion. Ruled by a powerful nobility, Alba operates on a strict caste system, where social divisions are stark, and slavery persists. Within its walls, a rigid caste system governs society, with the nobility and their elite warriors at the top, commoners in the middle, and the lowborn with a slaves at the bottom. Slavery is an integral part of Alba's economy, with captured enemies, debtors, and unfortunate individuals forced into servitude. The nobles value martial prowess, and their elite warriors are renowned throughout the Eastern City States. One of the main attractions of the city, in addition to its walls and unique structure, is the famous Colosseum, one of the few places where legal fights and tournaments of all stripes are still held, and where gladiators can try their luck to find freedom. In the north it borders with Sargoth, in the west it borders with Calishtan, Midden and Valancia and in the south and south-east it borders with Bezarm.
- #13
Keys: "Gateway of East", Bezarm
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Bezarm, or the "Gateway of East", the sprawling port city, bustles with activity and is a melting pot of diverse cultures, as diverse merchants and traders from various lands converge here for the lucrative. The city's wealth and influence stem from its strategic location along the velvet trade route, connecting Orel and Alba. Countless trading families and powerful conglomerates vie for control over the lucrative commerce, each seeking dominance over specific trade routes and exotic goods. Yet, beneath the facade of prosperity lies a world of ruthless competition and clandestine deals, with powerful merchant families waging subtle economic warfare against one another. Shadowy organizations play a dangerous game of espionage and intrigue to maintain their interests in the city's shadowed alleys. All this making it a highly competitive and sometimes cutthroat political landscape. Bezarm's merchants are known for their cunning business acumen and shrewd negotiation skills. Washed by the Divine Sea. In the north it borders with Alba, in the west it borders with Valancia and in the east it borders with Keffir.
- #14
Keys: Keffir
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Keffir stands as the beacon and the beating heart of art, culture, and knowledge in the Eastern City States. Situated amidst a vast network of interconnected water canals and platforms, Keffir is a marvel of engineering and ingenuity. Half the city is built atop the water's surface, while the rest extends along the shoreline, with bridges and floating walkways connecting its districts. Keffir's architecture boasts grand spires and domes, reflecting its status as a cultural and scientific epicenter. The city's governance relies on a diverse council, where representatives from influential families, esteemed scholars, renowned artists, and accomplished mages come together to make collective decisions. This council values intellect and diplomacy, engaging in spirited debates and deliberations to shape the city's future. Magicians hold a prominent role in Keffir's society, where they are not only tolerated but actively invited to participate in governing the city. The Mage's Association, located at the heart of the city, serves as an the only widely known hub for magical research and training. However, the mages are bound by strict laws to prevent the misuse of their powers, and a special branch of the council oversees their activities. Washed by the Solis Sea. In the west it borders with Bezarm.
- #15
Keys: The Light of Truth, St. Petrus Church
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The Light of Truth is a prominent and influential monotheistic religion centered around "the Creator" or "the Father of all." It was founded by one of the descendants of the first Ruler of the Empire, Petrus, who declared their dynasty as the chosen pastors of the people, to guide their spiritual journey. According to the religion's sacred writings, the world and its inhabitants were brought into being by the Creator. However, over time, the Creator's power weakened, and some individuals took advantage of this vulnerability to steal his divine essence, turning themselves into mages and causing the Creator to fall into a catatonic state. To avenge the theft and awaken the Creator from his slumber, the St. Petrus Church proclaimed all magic users as enemies of the Creator. They initiated a relentless hunt to eradicate magic from the world, hoping that the elimination of those who stole the divine power would revive the Creator. This has led to a long-standing and often brutal conflict between the followers of The Light of Truth and the practitioners of magic across the dark fantasy realm. The religion's scriptures assert that the Creator solely created humans, implying that other intelligent races are considered inferior to humanity. This belief fuels tension and prejudice towards non-human races, causing strife and division among the different inhabitants of the world. Within the teachings of The Light of Truth, it is believed that the souls of virtuous and righteous individuals are destined to reunite with the Creator after death, basking in eternal glory. In contrast, the souls of sinners and those rejected by the Creator are destined to undergo an unending cycle of reincarnation, where they are reborn into the bodies of inhumans. This perpetual cycle serves as a form of penance, allowing the sinners to atone for their transgressions and seek eventual redemption. The Light of Truth is unwavering in its opposition to other religions and pantheons. It staunchly denies the existence of other gods and goddesses, firmly asserting that the Creator is the sole divine entity worthy of worship and reverence. This uncompromising stance has caused frequent clashes with followers of different belief systems, resulting in religious tensions and conflicts throughout the empire. As the central religious authority in the empire, The Light of Truth plays a crucial role in shaping the moral code, laws, and cultural norms of the people. The church's influence extends to all aspects of life, from governance to education, making it a powerful and often controversial force within the world of Miseria.
- #16
Keys: The Old Gods
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The Old Gods is an ancient and widespread faith followed by the peoples of the North, East, and West. The worship of the Old Gods predates the rise of the Church of Petrus and has remained resilient in certain regions, even amidst the Church's growing influence. The Old Gods' belief system centers around a vast and diverse pantheon, encompassing a wide range of deities, from minor and obscure entities to immensely powerful gods. Across different regions, certain gods within the pantheon are more popular and revered. However, there is a select group of deities whose names and significance are known and celebrated everywhere, collectively referred to as the "Pantheon of Eight" or simply "the Eight." These gods hold immense significance in the Old Gods' faith and serve as the primary focus of worship and reverence for many adherents, commonly revered for their influence over various spheres of existence. This ancient religion is deeply intertwined with the cultural identity and traditions of the people who follow it. The worship of the Old Gods is not just a matter of spirituality but also a way of preserving and passing down the history and values of their ancestors. Sacred sites, shrines, and ancient temples dedicated to the different deities serve as focal points for communal worship and reflection.
- #17
Keys: The Eight, Pantheon of Eight
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Pantheon of Eight, Eight: a revered group of eight of the most renowned and influential deities in the world. Each deity holds dominion over specific spheres, bestowing blessings and guidance upon their followers. Consists of: Amun, Asher, Sinthinia, Devos, Enora, Enki, Sid, Celyria.
- #18
Keys: the Hidden One, the Lord of Secrets, Night-Bringer, the Lord of Shadows, Amun, the Many-Faced
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Amun, also known as the Many-Faced, Night-Bringer, the Lord of Shadows, the Hidden One, the Lord of Secrets is a God of night, secrets, knowledge (including magic). Amun is a deity of enigmatic and ever-changing nature. They appear as a genderless figure without distinct facial features, continuously shifting in appearance and voice. Clad in purple robes with a hood, they embody the essence of the night and the mysteries that lie within it. Amun holds dominion over secrets, arcane knowledge, and the enigmatic art of magic. Worshipers seek their guidance and protection during the veil of darkness, and they are often venerated by those who practice the hidden arts. Amun is both playful and contradictory, challenging mortals to seek wisdom in the shadows of the world. Amun has a two oficial symbols: First one is a crescent moon and a star, representing the night sky; Second is a polyhedron with faces on its surfaces, signifying the many facets of secrets and knowledge, that hides that deity.
- #19
Keys: the Warlord, the Victorious, the Defender, the Watchman, Asher, the Father of Battle
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Asher, also known as the Warlord,the Watchman,the Defender,the Father of Battle,the Victorious is the God of war, strategy, victory, duty, trials. Asher is depicted as a formidable warrior, towering in scarlet armor stained with blood and ashes. Holding a spear, he represents the essence of war, strategic prowess, and the unwavering duty to defend the realm. Followers of Asher seek his guidance in times of conflict and strife, praying for victory and protection on the battlefield. He is often accompanied by a faithful steed, embodying both his strength and agility as a warrior. Asher is a stoic and steadfast guardian, watching over those who fight for their beliefs and ensuring victory to the deserving. His symbol is a red spearhead, symbolizing the instrument of war and the pursuit of victory.
- #20
Keys: Sinthinia, the Beloved One
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Sinthinia, also known as the Beloved One, is the Goddess of health, love, sex, beauty. Sinthinia is a benevolent goddess associated with aspects of well-being and love. Portrayed as a young woman of unparalleled beauty, she dons loose and flowing garments, exuding an aura of grace and charm. Sinthinia embodies the tender aspects of love, nurturing the health and well-being of those she touches. As the goddess of love and passion, she encourages bonds and connections that bring joy and fulfillment to mortals. Worshipers turn to her for blessings in matters of romance, healing, and maintaining harmony. Sinthinia's divine presence is often associated with the enchanting aroma of white roses, representing her connection to love and beauty. Sinthinia's presence evokes feelings of warmth, affection, and tenderness among her followers. Her symbol is a white rose, epitomizing purity and love.
- #21
Keys: the Great Architect, Devos
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Devos, also known as the Great Architect, is the God of wisdom, crafts, science, trade, navigation. Devos embodies the essence of wisdom, knowledge, and craftsmanship. Often depicted as an older man, entirely immersed in his work, Devos exemplifies diligence and the pursuit of knowledge. Often revered by scholars, inventors, and traders, Devos guides mortals in their pursuits of knowledge and ingenuity. The deity is known for fostering progress and innovation through the advancement of arts and sciences. Sailors also invoke Devos for safe navigation on treacherous seas. Diligent and sullen, he rarely participates in the affairs of gods and mortals, more immersed in work for the sake of endless progress. His symbol is a yellow-green cog, representing the interconnected workings of wisdom, trade, and the advancement of society.
- #22
Keys: the Impartial, Enora
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Enora, also knwon as the Impartial, is the Goddess of polis, civilization, order, judgment, oaths. Enora embodies principles of order, judgment, and societal structure. Portrayed as a blind woman, she symbolizes the unbiased nature of justice and the even-handedness in governance. Often depicted holding a pair of scales, she symbolizes the fair administration of judgment and the importance of oaths and contracts. Worshipers of Enora seek her guidance in matters of governance and upholding the laws of society. As the deity of the polis and civilization, she encourages the cultivation of orderly communities and just governance. Unyielding and calm, she stands as a beacon of fairness and righteousness. Her symbol is a pair of scales, symbolizing impartiality and the balance of judgment.
- #23
Keys: the Lord of the Hunt, Enki, the Guardian of the Groves, the Shifter
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Enki, also known as the Lord of the Hunt, the Shifter, the Guardian of the Groves, is the God of nature, hunting, travel, fun, festivities. Description: Enki embodies the untamed spirit of nature and the wild hunt. Portrayed as a typical satyr, he revels in the thrill of the hunt, guiding mortals through the wilderness and granting blessings to hunters and travelers. He is celebrated during joyous festivities, symbolizing the bountiful gifts of nature. Enki's worshipers revere him as the guardian of groves and protector of the natural world. Cheerful and adventurous, he inspires mortals to embrace the beauty and wonders of the wilderness. His symbol is an open Feral Eye, representing his connection to nature and the ever-watchful gaze of the wilderness.
- #24
Keys: Sid
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Sid is the God of chivalry, all kinds of art, poetry, ballads, oratory. Sid is the embodiment of chivalry and the patron of artists and poets. Often depicted as a smiling and confident young man adorned in armor with long braided hair, Sid embodies the essence of eloquence, creativity, and nobility. Celebrated for their eloquence and creativity, they inspire bards and orators to create captivating tales and immortalize heroic deeds. Sid's followers look to him for guidance in matters of honor, bravery, and artistic expression. Often depicted with a golden lyre and a feather, they represent the harmonious blend of artistry and noble virtues. He epitomizes courtly manners and is celebrated for his eloquence and charisma. His symbol is a golden lyre with a feather, symbolizing the artistic expression and the creative muse.
- #25
Keys: the Giver of Life, the Great Mother, Celyria
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Celyria, also known as the Great Mother, the Giver of Life, is the Goddess of soil, water, agriculture, birth, seasons. Description: Celyria embodies the nurturing essence of the earth and the cycles of life. As the goddess of fertility and agriculture, she blesses the land with abundant harvests and ensures the continuity of life through birth and renewal. Worshipers revere her during planting and harvesting seasons, seeking her benevolence for prosperous growth and abundant crops. Motherly kind and caring, she is also called upon during childbirth for protection and guidance. Her symbol is a cornucopia, pouring forth water, symbolizing the abundance of the life-giving essence of water and the blessings of the land.
- #26
Keys: the Faceless, the Rest-Giving, the Hollow Deity, Arhu
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Arhu, also known as the Faceless, the Rest-Giving, the Hollow Deity, is the God of death, emptiness, and entropy. Arhu is a deity shrouded in mystery and eerie aura. Portrayed as a tall, lanky humanoid creature, they lacks a discernible face, having only a bottomless hole in it's stead. Adorned in coal-black robes and with a hole in their chest, Arhu personifies the inevitability of death and the emptiness that follows. Despite their unsettling reputation, Arhu is not inherently malevolent, granting eternal peace and relief from worldly worries and suffering in the embrace of a warm void. Some sects, however, have twisted its teachings, leading to a darker side of worship that involves killing in their name. Their symbol's a hollow black circle, representing the eternal emptiness and the cycle of life and death.
- #27
Keys: the Plague God, Ivo
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Ivo, also known as the Plague God, is the God of nature, natural disasters, diseases, and renewal. Ivo takes on a unique appearance, a lanky humanoid creature whose body is overgrown with grass, mushrooms, and moss. Instead of a head, they have a deer skull, symbolizing their connection to the natural world and the balance of life and death. Ivo's presence is seldom seen, manifesting only in moments of extreme necessity. They has a devoted following among druids and hermits who revere their role in the cycle of life and the importance of maintaining nature's balance. Ivo is the keeper of both the destructive forces of nature and the potential for renewal and growth. Their symbol is a deer skull overgrown with moss and flowers, signifying the intertwining of life and death in the natural world.
- #28
Keys: the Mad God, Jester, the Laughing God, the Prince of Lies, the Conspirator
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Jester, also known as the Laughing God, the Conspirator, the Prince of Lies, the Mad God, is the God of deception, intrigue, betrayal, and madness. Jester is an enigmatic and mischievous deity, often playing the role of a trickster in tales and legends. Depicted as a tall, thin humanoid dressed in a buffoon's outfit with a forked mask, Jester's true appearance is ever-changing, and they often adopt disguises as unremarkable people, maneuvering events from the shadows. The god delights in exploiting human weaknesses, leading them astray with deception and betrayal, creating chaos and madness in the mortal world. Despite being perceived as malevolent, Jester plays a vital role in challenging mortals to confront their own flaws and vulnerabilities. Their symbol is a forked mask, representing the dual nature of Jester's schemes and the thin line between innocent fun and chaos.
- #29
Keys: the Dark Dame, the Heartless), Madora (the Queen of Worms
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Madora, also known as the Queen of Worms, the Dark Dame, the Heartless, is the Goddess of tyranny, control, sadism, pain, and hedonism. Madora is a seductive and ruthless goddess, captivating mortals with her beauty and allure. Depicted as a stunning young lady adorned in opulent attire with pitch-black hair, pale skin, and bottomless black eyes, Madora is a master manipulator who revels in inflicting pain and deriving pleasure from breaking people's spirits. She is the embodiment of tyranny and control, corrupting the hearts of those who seek power and dominance. Madora's worshippers often surrender to her dark desires, indulging in hedonistic pursuits to gain favor and ascend in her twisted realm. Her symbol is a crown of thorns, signifying the sharp and painful nature of Madora's dominion.
- #30
Keys: Stygius, the Pale Ruler
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Stygius, aslo known as the Pale Ruler, is the God of the dead, burial, rmbalming, and vicar of the Afterlife. Stygius is a tall man draped in loose robes, with ash-pale skin and a thin build. The upper left part of his face is filled with wax, symbolizing his connection to the deceased and the afterlife. As the ruler of Stygia, the realm of the dead, Stygius serves as a judge over the souls of the departed, determining their fate after death. Serene and sullen, he ensures the souls find their rightful place in the afterlife, guiding them with fairness and impartiality. Symbol: A Funeral Mask with a Serene Expression, representing the transition between life and death.
- #31
Keys: Kharn, the Ferryman, the Silent Guide
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Kharn, aslo known as a Ferryman, a Silent Guide, is a spirit guide to the Afterlife and servant of Stygius. Kharn appears as a desiccated figure wrapped in rags, concealing his true appearance. They serve as a guide to the afterlife, escorting souls to their final destination in Stygia. It is a custom to place a coin in the hands of the deceased as a symbolic offering of gratitude to Kharn for their services. They remain a mysterious and silent presence throughout the realm of the dead. Their symbol a coin with the image of a young man on one side and a skull on the opposite, representing the passage from life to death.
- #32
Keys: the Mad Dog, the Seer of Monsters, the Hungry for Blood, Maferath, the Killer of Men
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Maferath, also known as the Hungry for Blood, the Killer of Men, the Mad Dog, the Seer of Monsters, is the God of destruction, murder, bloodshed, and corruption. Maferath is a malevolent deity, credited with creating the superior vampires, known as the "primordial killers," and countless other monstrous beings. Maferath revels in chaos and mayhem, reveling in the dark side of humanity. It is associated with madness and corruption, drawing followers who embrace violence and cruelty. They hate life and living beings, and sees the meaning of it's existence only for the sake of eternal violence and bloody hunting. Their symbol is a clawed hand, symbolizing bloodshed, destruction, and the savage nature of the god.
- #33
Keys: Auros, the Rebel King, the Destroyer of Fetters, the Judge, the Unbroken, the Rebel, the Lion King
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Auros, aslo known as the Rebel, the Rebel King, the Judge, the Unbroken, the Lion King, the Destroyer of Fetters, is the God of justice and the fight against tyranny. Auros, once the ruler of the East, united all three cities under his just and righteous rule. After successfully overthrowing tyranny of Saulden and meeting his end under mysterious circumstances, the common people revered him as a saint and later elevated him to the status of a god for his noble deeds. In contrast to Enora, who adheres strictly to the letter of the law, Auros embodies its spirit, treating all individuals with impartiality, regardless of their origin, gender, or race. He is stern yet fair, honest, and compassionate. Auros is immensely popular among the common people and slaves, but he faces hatred and resistance from the upper echelons of society. His symbols are the shattered shackles, representing liberation from oppression, and the lion's head, symbolizing courage and strength. It is known from the chronicles that he had swarthy skin, chestnut-red hair and piercing amber eyes. Often depicted in golden armor with the symbolism of a lion and with a sword in his hands.
- #34
Keys: Agni, Igni, One Who Gives Warmth, the Fire-Haired
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Agni, or Igni, also known as the Fire-Haired, One Who Gives Warmth, is the God of fire, guardian of the hearth, and family. Agni's divine origins are traced back to a heroic mortal who sacrificed himself to save his clan from a devastating fire. In this act of selflessness, his soul merged with the fire, granting him divine powers and transforming him into the god of fire. As the protector of hearths and families, Agni brings warmth, comfort, and light to the lives of mortals. His symbols are represented by a curling red flame, symbolizing the essence of fire and its vital role in human existence.
- #35
Keys: Skein, the Enslaver, the Invader
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Skein, also known as the Invader, the Enslaver, is the God of sea navigation, war, conquest, and patron of slaveholding. Often portrayed as a powerful and fearsome deity, Skein commands both respect and fear among his followers. Revered by those who seek power and expansion, he is seen as the patron of naval exploration, war campaigns, and the practice of slaveholding. Skein's influence inspires ambition and the desire for dominion over others. While worshipped by those with imperialistic ambitions, he is reviled by those who suffer under oppression. His symbol is a ship's wheel, symbolizing his association with maritime endeavors and the control of destiny.
- #36
Keys: Mara
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Mara is the Goddess of winter, cold, and death. Mara personifies the chilling embrace of winter and the inevitability of death. She stands as a stark contrast to the other deities associated with life and vitality. As the embodiment of the cold season, she brings with her the harshness of winter and the cessation of life. She presides over the frigid depths of the season, reminding mortals of the cycle of life and death. Her presence is often associated with the fading of the world's warmth and the gradual descent into darkness and cold.
- #37
Keys: Citadel
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an Imperial tabletop game. Simulates battle between two armies defending their fortresses. To achieve victory, need to eat the enemy king, or reach the opposite side with your king, thereby "capturing the citadel". Pieces: pawn (militia, soldier); chariot (rook); knight (rider); bishop; general (queen); king.
- #38
Keys: Chronology of Cruel Ages
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Brief chronology of 2 Era, also known as Cruel Ages:
2E 0 year: After a long 7 war, Valerian Savastan united vast territories under his rule under the flag of the new Empire, which would later be called the Valerian Empire.
2E 1 year: Writing Imperial Law, the main body of laws of the Empire.
2E 14 year: Valerian's death from illness. The accession of his first son, David.
2E 15 year: The death of Valerian's second son, Stefan, during a jousting tournament.
2E 21 year: David's death from an accident during the restoration of their ancestral castle. The Accession of Petrus, the third son of Valerian.
2E 26 year: The divine revelation that came to Petrus during his studies. The creation of the Church of Petrus, aka the Light of Truth. Ban on other religions, including the Old Gods.
2E 43 year: The beginning of the war with the northern principalities to annex them to the territory of the Empire and the ban on the worship of the Old Gods there.
2E 47 year: Petrus' death from illness, due to his neglect of health for the sake of worship and prayers. The accession of his son, Valerian II.
2E 48 year: The End Of the Northern Five-Year War. As a result of the war, the Principality of Kheira was now the part of the Empire. The creation of Sargoth, the Unification of the Northern Lands and the beginning of their long rivalry with the Empire.
2E 87 year: The death of Valerian II, and the accession of Michele. In the same year, the Old Believers from Kheira and the Northern part of Midden declared an uprising in order to return the old faith. In the same year , the rebellion was brutally suppressed.
2E 99-103 year: Conflict with the East.
2E 110-113 year: The death of Michele, and the accession of Tommen. Changing the Imperial Rule in favor of the nobility. The discontent of the people is growing.
2E 129-132 year: Uprisings in connection with the discontent of the peasants. Tommen's abdication of the throne and the transfer of power to his brother, Valerian III. At 132 year the revolts of the discontented were finally suppressed. The creation of Sparrows.
2E 135-141 year: A full-scale invasion of the northern barbarian tribes on Sargoth, in order to take away part of the land.
2E 145-163 year: The death of Valerian III, and the accession of Marcoh. The beginning of a new large-scale war with Sargoth, which comes to the end only at 163 year with a white peace.
2E 164-165 year: An attempt to dethrone Marcoh from the throne. After the suppression of the rebellion, several noble families who organized the rebellion were cut down by the roots.
2E 203-207 year: The death of Marcoh and the accession of Petrus II. The Church is becoming a more influential instrument in the hands of the Imperial dynasty.
2E 259-266 year: The death of Petrus II and the accession of his grandson, Domenico. Civil War in the North for the redistribution of lands and power.
2E 304 year: The death of Domenico and the accession of Tommen II.
2E 309-314 year: Attempts to explore No Man's Lands by the Empire ends in failure. Out of almost fifty people, only five returned. Tommen II subsequently banned their research, considering the idea hopeless.
2E 325-326 year: An attempt to study No Man's Land by the inhabitants of Bezarm and Keffir. None of the 43 people returned. The death of Tommen II and the accession of Stefan II.
2E 366-378 year: The death of Stefan II and the accession of Angelo. Civil War between Angelo and his brother Edgar for the throne. Angelo emerged victorious, and Edgar was imprisoned in a dungeon where he died.
2E 396 year: The accession of Saulden and the unification of the East.
2E 402-404 year: A civil war and a rebellion in order to throw off the throne of the wayward Saulden. With the appearance of the Rebel, the rebellion is gaining strength by 406, Saulden was defeated. In view of the triumph and significance of the Rebel King figure, the noble houses were forced to put him on the throne as the second king of the United East. The second king took the name Auros.
2E 404-416 year: The reign of Auros turns out to be, without exaggeration, the golden era of the East. The economy was restored, and the new king's policy towards the common people and the abolition of slavery made him popular and beloved by the common people, but hated by the nobility. In 416, he died under mysterious circumstances. With his death , a new civil war soon began.
2E 417-423 year: Civil war in the East between noble houses for power. As a result, everything returned to normal, as it was before the reign of Saulden. Giuliano, Angelo's grandson, decided to take an advantage of what was happening at the East, but failed.
2E 450-489 year: The death of Giuliano and the accession of Angelo II. The third war with the North, and the longest. It ended with the total defeat of the Empire, and the conclusion of a shameful peace agreement. Angelo II was killed in the war, because the peace was signed by his brother and the new emperor, Andrea. The Strong-Wall clan came to power in the North, which especially proved themselves during the war. From the first to the third guardian of the North in the entire history of the clan , Bolund the Bull became.
2E 501 year: The death of Andrea the accession of Valerian IV. Lifting the ban by the new emperor on exploring the South.
2E 509 year: A new attempt by the Empire to explore the south. The first contact with the Kishak people was made. Out of 37, 21 people returned.
2E 516 year: Unrest in connection with the plague, which for a decade mowed down a lot of people. The impact was mainly on the lands of the Empire. The church called heretics magicians from the East the cause of the plague. A new war was declared, which was over in less than a year, with the signing of a peace treaty and monetary compensation from Bezarm. Many people saw this as a betrayal by the Emperor and the church. Over the next decades, the power of the Savastan dynasty began to fall inexorably.
2E 522-540 year: The death of Valerian IV and the accession of Rodrigo. Due to the elusive power of the imperial dynasty, the lands of the Empire are increasingly torn apart by internal conflicts. Rodrigo barely managed to keep power in his hands, through all sorts of concessions. The power of the church only began to grow.
2E 559-568 year: The death of Rodrigo and the accession of his grandson Tommen III. In the east of the Empire, bloody wars for the redistribution of lands between the Duchies of Midden and Kalishtan begin again. An important role in the wars of that period was played by mercenary units that literally flooded the eastern part of the Empire with blood. The authority of the imperial crown began to fall again in the eyes of the nobles. During the same period, books were published by Salzat Wargen, an eastern magician and researcher, describing the history of the Eastern City-States. He also published several treatises in which he described No Man's Lands, their peoples and the creatures that lived there.
2E 570 year: The mysterious death of Tommen III and his sons, as well as the disappearance of his brother, Lorenzo, put an end to the entire dynasty and their rule. The church, headed by Patriarch Raphael, assumed power. The tension between the church and the nobility began to reach a critical point.
- #39
Keys: Constellations, Birthsigns
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The brightest and largest of the stars, forming a certain symbol and having, according to some opinions, special properties. They were noted in ancient times, but the first to leave written works on them was the astronomer and theurgist Valendor, who compiled all the data about the constellations and compiled their characteristics. His works are used throughout the northern continent, let the constellations go by different names somewhere. There are 12 signs distributed over 12 months, depending on their strength of influence in each: Beacon, Lord, Shepherd, Lover, Sage, Eagle, Horse, Wanderer, Soldier, Gate, Libra, Snake.
- #40
Keys: Month of Darkness, Month of Frostfall, Month of Harvest, Month of Smokes, Month of Seed, Month of Light, Month of Storms, Calendar, Month of Sun, Month of Winds, Month of Blossom, Month of Moon, Month of Dusk
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A common calendar compiled in ancient times by the theurgist and astronomer Valendor that divided the year into 12 months, which in turn are divided into 28 days in each, except for the last month, which has 29 days. There are:
- Month of Light
- Month of Moon
- Month of Seed
- Month of Blossom
- Month of Storms
- Month of Sun
- Month of Harvest
- Month of Winds
- Month of Dusk
- Month of Smokes
- Month of Frostfall
- Month of Darkness
- #41
Keys: Valendor's Night
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The last calendar day of the year with the longest and darkest night and the shortest day, and the celebration of the old year and the beginning of a new one. With the onset of dusk, people gather together in warm houses or places of common leisure, entertaining themselves with songs, dances, stories, delicious food and drinks, while almost impenetrable darkness thickens outside the walls. It is believed that on the last day of the year, the veil between the material and spiritual world weakens, allowing different spirits to get inside. Named after the astronomer Valendor.
- #42
Keys: Candle, Beacon
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Dominates the sky in the Month of Light (First month). People born under this sign are characterized by their sincerity, generosity, and idealism. They possess great empathy and quickly forgive grievances, which can make them overly trusting and slow to adapt to new conditions. These individuals often see themselves as victims or martyrs and tend to escape from reality through dreams and daydreams.
- #43
Keys: Scepter, Lord
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Dominates the sky in the Month of Moon (Second month). Those born under the Lord constellation are determined and purposeful, often exhibiting outstanding leadership qualities. However, their strong sense of purpose may lead to arrogance, egocentrism, ambition, and indifference toward others. They are known for their ability to complete tasks and defend their viewpoints and interests. Their rational and sober outlook on the world helps them solve problems effectively. Overcoming weaknesses and vices can lead individuals with this sign to achieve great accomplishments.
- #44
Keys: Sickle, Shepherd
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Dominates the sky in the Month of Seeds (Third month). People born under the Shepherd constellation are reliable, hardworking, and practical. However, their calm nature can sometimes border on apathy and indifference. They might struggle to adapt to new situations and changes.
- #45
Keys: Lover, Rose
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Dominates the sky in the Month of Flowering (Fourth month). Those born under the Lover constellation are passionate, sensitive, and optimistic. They possess a magnetic charm that helps them win others over. However, they can be wayward and prone to intrigue. Fear of loneliness drives them to form close relationships, but their intense emotions can also create problems for themselves and others.
- #46
Keys: Sage, Book
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Dominates the sky in the Month of Storms (Fifth month). People born under the Sage constellation are highly intelligent, eccentric, and often successful. However, their brilliance may be accompanied by a tendency toward insanity or madness. Their unconventional thinking and ideas might lead them to be misunderstood by others.
- #47
Keys: Eagle, Altair, Falcon
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Dominates the sky in the Month of the Rising Sun (Sixth month). Individuals born under the Eagle constellation are astute, confident, and patient. They often possess unique talents and abilities. However, they tend to be secretive, apathetic, and inclined toward solitude. Personal freedom is highly valued by those with this sign. In their relationships with others, they can appear cold and distant, but for those who earn their favor, they remain loyal and devoted forever.
- #48
Keys: Steed, Horse
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Dominates the sky in the Month of Harvest (Seventh month). People born under the Horse constellation are persistent, passionate, energetic, and tireless. They possess a strong will but may also be impatient, stubborn, and have a short temper. Despite their determination, they can become ensnared by their own vices, making it challenging for them to break free.
- #49
Keys: Pilgrim, Wanderer, Ship
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Dominates the sky in the Month of Winds (Eighth month). Those born under the Wanderer constellation are inquisitive and open to new experiences, making them very adventurous. However, their frivolous and careless nature prevents them from staying committed to one thing or remaining in one place. Constantly seeking change, they frequently switch interests, achieving success in one pursuit and then shifting to another. Their lives are ruled by excitement, often leading them into ridiculous or dangerous situations. They lack a sense of danger and caution, always ready to embark on new sensations and adventures.
- #50
Keys: Soldier, Sword
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Dominates the sky in the Month of Sunset (Ninth month). People born under the Soldier constellation have a strong will, displaying bravery and loyalty, whether to a person or an idea. However, they can also be demanding, possess a hot temper, and may become overly ambitious. Indifferent to matters outside their sphere of interest, they prioritize what they value most.
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