The Azken and The Powers
All myths speak of a great being who sat at
the center of a sea made from formless dreams and unspoken prophecies.
This being is known as The Azken by those who can give it a
name, for he appears in the myths as several things, sometimes a great
World Tree growing in the center of the universe, others as a sentient
void.
The Azken danced, and upon his steps
in the Four Directions where born his children, the Powers.
Born when The Azken danced upon
the East, Larriune is the force of Life and Creation.
Her voice filled Nahast with her element, water, and Nahast was a great
ocean from which all forms of life sprang.
His direction is the North, his element earth.
Azkenik is the force of Death and Endings as they become
necessary for new things to begin, and thus his song brought land that
put an end to the vastness of Larriune’s sea, and made distances
finite.
The third to be born was Xarmagar,
the force of Magic and Chance, her song breathing wind upon the finite
land to grant it endless possibilities by carrying the seeds of life
from the sea. She also brought with her the primary force of change
and is rumored to have been favored amongst The Powers in the dance
of The Azken.
The last direction The Azken touched was
the South and from there Dengaraia sang the song of
Time and Fate through pipes made of wood, the element that grows. It
put much-needed limits to the power of Xarmagar and brought reason and
purpose into all things.
The Turning of the Ages
The Powers
noticed that The Azken had filled the world with beings when he left.
These were the spirits, who were the mountains and the trees, the stars
and the winds. The Powers were content on watching the spirits be, and
let them enjoy Nahast to their leisure. But eons passed and the spirits
were in the same place were they had been, and The Powers were concerned
and decided to put the spirits to the test. Dengaraia gave them the
Test of Purpose that would make the spirits work towards a goal
or lose their right to rule Nahast.
They failed, and thus the First Age
ended. The world was split asunder in realms of dreams and nightmares,
with Nahast as the axis.
At the dawn of the Second Age, The Powers
created a great creature. Out of the raw elements and the subtle essence
of Dream, The Powers created dragons. Dragons became the guardians of
the world and began organizing the spirits, setting rules and assigning
tasks, and Nahast began to move. This was the Age that would mark Nahast's
fate as the Lands of Strife, for the Celestial Bureaucracy that the
dragons created made spirits aware of their station and their power,
and the tug of war began as spirits bested one another, absorbing the
defeated's power and slowly becoming gods. Larriune gave the dragons
the Test of Restraint, which would have them give up portions
of their power to create new and better things, or abandon their place
as rulers or Nahast.
They failed, and thus the Second Age
ended. Dragons faded from the world and gods took their place.
When the Wheel marked the beginning of the
Third Age, the first gods had sprung from the conflicts between spirits.
. These gods knew only the might of dragons as living things, and modeled
the rulers of Nahast from them, birthing the reptilian people that still
roam the face of the world. To echo the Celestial Hierarchy, the gods
made the reptilians into castes. The reptilians made great advancements
and created the first true civilization. They built kingdoms and worshipped
the gods and, at their behest, made war with each other. The Powers
did not tell the gods that their creations would also be put to the
test. Xarmagar gave the reptilians the Test of Questioning, which
would have them consider changing their societies to make them better,
or lose their place as rulers or Nahast.
They failed, and thus the Third Age
ended. The dreams of mortals flooded the spirit worlds and forged the
abodes of the gods.
Watching from the shadows, the humble spirits
of nature rose from the ruins the major gods had created and exalted
the animals in their care, teaching them the secret of skinwalking,
creating the beastfolk, who still wander Nahast in the present.The beastfolk
made tribes and clans, and some of their numbers rose in power and rank,
ascending to the state of spirits themselves. This thirst for power
led some shamans to discover the dark arts of necromancy and demon worship.
Azkenik gave them the Test of Temperance, which would have the
beastfolk curb their own ambition and intolerance.
They failed, and thus the Fourth Age
ended. Beast Lords roam the land, demons returned to the world after
ages of exile.
The Powers stepped forth and pointed to their
directions of the world, and from the elemental essence emerged the
new rulers of Nahast: the mortal elemental races. The Fifth Age
is the age of humans, elves, dwarves, halflings and the rest of the
humanoids. It is an age of promise, and an age where the gods fight
harder to attain followers, destroy their enemies' and carve their place
in the Celestial Hierarchy. It is an age when The Powers opened the
gates of the Dreamlands and unleashed the power of Magic so that the
mortals could wield it to challenge the gods and their spirits.
Not even the remaining reptilians and the
beastfolk know for sure how much time has passed, but dragons feel that
the Time of Testing approaches, and they believe they know what the
Test will be, as mere decades ago the half-bloods began to appear, children
of two races but part of none. But what the dragons know, they will
not tell, and it falls on the mortals to face the Time of Testing alone
or cede their place as the kings and queens of Nahast to the race that
will come after them.
The Demon War
There was a disruption in the flow of the
Wheel during the first turns of the Fifth Age: the Demon War. Some spirits
tell it was a vanquished god driven mad by the loss of his worshippers
who teared open the fabric of the world and invited Those Beyond to
devour all. Others whisper of a mortal drunk on newly-acquired magical
power who opened the door. The fact is that a horde of demons and other
foul fends invaded the world. Foremost in the fight were the deities
who would become the pantheon of Solerne: Zuze'en and her followers.
Empowered by the rallied force of deities
and mortal worshippers, Zuze'en struck first and struck fast, securing
the gates to the Demon Realms while the mortal armies drove the demons
back, then sealing it shut.
For all its simplicity and shortness, the
Demon War had a profound effect on the land: it pushed the gods to group
together in pantheons and planted the seeds for the mortal kingdoms
but, most worryingly, it littered the landscape with demonspawn, the
descendants of poor creatures who became inhabited by demons escaping
the wrath of Nahast's gods.
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The Powers created Nahast as a single
world, but the endless turning of the Wheels of Ages brought change
and movement, and the world has split.
Surrounding the world of mortals are the Dreamlands,
often called the Spirit World. The dreams of men, beasts, mountains
and elements come alive in this world, but sometimes it is the dreams
beget their physical expression. The relationship between the physical
world and the Dreamlands goes both ways, one feeding the other. The
Dreamlands are the place where magic comes from, whether its origin
is the spirits, the gods, knowledge or sheer resonance.
The Dreamlands are many things to many people,
but they are a layer of reality that shelters Nahast from the war that
never ceases in the heavens. The gods build their mansions from the
matter of Dream, and set them far from the reach of mortal matters.
Their realms are like branches in an eternal tree, and mortals who dream
themselves into a journey can sometimes visit them. Each of these branches
is a world upon itself, tailored by the resident deity to suit his or
her divine needs.
But as balance is one of the driving principles
of Nahast, the Dreamlands have a mirror beneath the world of mortals.
Where the Dreamlands buzz alive with energy and host the living dreams
of Nahast's peoples, the Region of the Dead are the
barren wasteland where dreams, as well as everything else, die. But
death is a necessary thing, the opposite force that keeps the Wheel
of Ages turning, and the Region of the Dead is not a place of evil,
but of rest and judgement, sometimes even punishment.
While living spirits inhabit the Dreamlands,
ghosts are the exclusive denizen of the Region of the Dead. Most of
the ghosts are enduring purification, cleansing their souls before they
can rejoin the Wheel; others are trapped, unable to find their way and
become insane. Powerful souls leave echoes behind, shades of their being
that haunt the Region of the Dead, and magic can sometimes bring them
back. These shades are not the true souls of their previous owners,
but can become powerful beings on their own.
Demons and the Nine Hells
Life and death are part of the eternal cycle
of being, and the Dreamlands and the Region of the Dead drive the Wheel
of Ages with equal impulse. However, when the world was rent and split
by the end of the First Age, one more force was born that would threaten
Nahast forever: demons.
Demons used to be spirits, dreams of the world
that turned into nightmares when the end of an Age cut off their ties
to the world. The wound healed quickly by the very nature of the world,
but it trapped the hapless exiles in a world that did not move, where
nothing died, but nothing was born. The spirits were utterly corrupted,
driven insane and twisted beyond recognition.
They built the Nine Hells in a mad attempt
to give their new home anything resembling uniqueness, but their imagination
was broken and they could never build more than nine.
They still remember the world that cast them
out, and they hate it more than anything. Their only ambition after
eons of exile is to return and halt the Wheel of Ages forever, granting
it the dubious gift of their immortal and ageless immutability.
Eternal Strife
The war in the heavens has been waged since
the spirits realized they could devour each other's power to increase
their own. With the coming of true gods, this sate of warfare intensified.
Being a god in Nahast means being always on the lookout for the next
challenger to one's power. Through the turning of the Wheel of Ages,
many deities have come and gone. They enjoyed a peak during the Third
Age, but minor spirits took their place in the worship of mortals during
the Fourth, an Age the gods spent nursing the wounds the end of reptilian
civilization and their mutual attacks dealt to them.
In the Fifth Age, the gods came up with a
series of rules of conduct to avoid destroying each other, as their
eternal fighting caused demons to slip through the walls of their prison,
once when the spirits almost kill the dragons who guarded the world's
integrity, bringing an end to the Second Age; the other was when they
channeled too much power into the reptilian priests that waged proxy
wars in their name, and almost shatter the world before the Third Age's
end saved it, and lastly when they broke the land in a mad attempt to
stop the demon worshippers of the Fourth Age.
But despite the trappings of civility, the
war between the gods is as vicious as ever, and a god's worshippers
are all that stands between their divinity and their enemies.
The first pantheon was formed by the end of
the Demon War, when the gods of the future empires of Solerne and Zergune
basked in their victory against the demons and realized this victory
came only because they fought together. By different means they chose
a leader, and bound their power to each other's and pledged it to the
pantheon as a whole. With this they protected themselves from their
immediate neighbors, and presented an unassailable front against others.
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Nahast has been the home of many different
peoples throughout the ages. While the First Age belonged to the spirits
and the Second to the dragons, from the Third Age forward, mortal and
sentient races made Nahast their home, risen from humble beginnings
by the gods, by the learning on the spirits and finally, in the Fifth
Age, by The Powers themselves.
Humans: The Jandeki, Children
of Wind and Magic, are scattered and chaotic as their patron is, with
little to bind them together as a race. They raise the strongest magicians
in the land and their technology and sciences advances in leaps and
bounds ahead of the other races.
Elves: The Prahja, Children
of Water and Life, divided in two early in their history: the forest-striding
Maehvindra and the seafaring Viryuni. While both have diametrically
opposed attitudes towards others, they are together in their worship
of the force of Life itself, and so the strongest witches and rangers
are usually elves.
Dwarves: The Zhong, Children
of Earth and Death, live strict disciplined lives in the bossom of their
patron element. Great craftsmen and alchemists, their clans have been
at war for centuries without anyone else even noticing.
Halflings: The Whanau, Children
of Wood and Fate, are insular and seldom seen outside their tribal lands
deep in the southern seas. While they can be as savage as the Maehvindran
elves, they are also deeply spiritual and are actually the only race
that understands the passage of the Five Ages, and the only ones aware
of the coming Time of Testing.
The Beastfolk: These half-animals
were once the ruling race of the world during the Fourth Age, but their
dominance shattered along with their southern lands when the gods took
a star and hurtled it upon the land to stop the beastfolk from making
a mistake that would destroy the world. Having forgotten their former
civilization, the beastfolk tribes have learned to coexist with the
people of the Fifth Age.
The Reptilians: Once the
rulers of the Third Age, the reptilian castes created the first true
civilization of Nahast, but devolved into barbaric brutes when they
failed their Time of Testing. Still, thanks to the secret awakening
of a few Celestial Dragons, the reptilians are seeing a rebirth of their
nations, slowly recovering the ancestral memories of their magic, martial
arts and technology.
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The Empire of Solerne is
one of the largest human kingdoms in the continent. Solerne was born
after several smaller villages and nations joined forces during the
Demon Wars, a time where the armies of the Demon Princes breached the
walls of the world, and it took the joined efforts of gods, spirits
and mortals to drive them back.
Solerne is a nominally egalitarian society,
where Emperor and Empress hold equal authority over different aspects
of government, although local customs will change the general dictates
of Imperial Law. The lands are ruled by Noble Houses that swear fealty
to the Imperial throne but are more or less autonomous, and often conflict
with each other.
The City of Beldatz: Beldatz is
actually the place where the Empire was born, as its patron goddess
Suze'en accepted leadership of the Solernian pantheon against the Demon
Princes in this place. However, Beldatz has not been the capital for
a couple of centuries, and is reduced to one of the most important trade
ports in the northern reaches of the Empire.
Built on the shores of the Bay of Dawn, Beldatz
is a focal point of the Empire's supernatural balance, and so, several
dark forces have converged to take advantage of the powerful energies
within and around its lands.
The Empire of Zergune: A
nation that also suffered the ravages of the Demon Wars but emerged
victorious through slightly different means. A militaristic nation whose
gods demand constant sacrifice to empower them, for the ravages of the
Demon War has made sufival difficult, and both people and gods need
all the energy they can get to make the land alive again.
Atemac Valley: A small nation
of rugged survivalists, etching out a life squeezed between the empire
of Solerne and the Maehvindra woodlands. Strongly spiritual, they are
loyal allies and bitter enemies.
The Iron Baronies: Across
a demon-tainted blight from Solerne, the Iron Baronies are a confederation
of feudal holdings of various sizes. Forsaking the aid of gods and their
wars, the Ironites turned to sorcery and science, and view all their
neightbors as potential threats.
The Amiyalli Nation: An ethnic
group that once was the dominant force in the land, but slowly dwindled
until the Demon Wars reduced it to a sad shadow of their former glory.
The Amiyalli people survive as a Noble House in Solerne, with their
own territory and customs different from the rest of the Empire, and
as a subjugated group in Zergune.
Maehvindra: The woodlands
of the savage and xenophobic wood elves, who live in a complex clan
structure and trade with their neighbors only grudgingly.
Kang Lo: The most accessible
of the dwarven underground kingdoms, they trade copiously with human
lands and have their own districts in many human cities.
Tesirea: A small nation that
lost most of its arable lands, along with its former goddess of fertility,
to the flight of the Demon armies; now they export their first and foremost
resource: people. Under their remaining god of war, Tesirea became a
nation of mercenaries and, for some reason, the tlacorax reptilian warrior
caste now calls it home, living with their human neighbours in warm
camaraderie.
The Shattered Islands: The
former capital of the beastfolk nations before the end of the Fourth
Age broke it. It still has the largest population of beastfolk, but
they have no political unity.
Rapawani Islands: Home of
the Whanau halflings, it rests by several marine currents so, even if
they are far in the Southern seas, the halflings have a ready access
to the rest of the world, for they are master navigators, even if not
as good as the Viryuni elves.
Viryaprati Archipelago: The
ancestral home of the Viryuni elves is a collection of small islands
far to the East, joined together by bridges of living trees and sargasso
beds.
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