SUMMA

De Malaanica

Almanac of the

World of Malaan

Eighth Edition

Circa EA 25

copyright Scholz ©2005


Introduction

Malaan was conceived of in 1985. I wanted to make a world that was truly fantastic and paid little attention to the conventions of 'real-world' physics, geography and ecology. This was intentional, I wanted visitors to Malaan to realize that they were somewhere strange and new. Originally it was intended for very experienced AD&D players, designed to thwart their conventions and knowledge that any player accumulates after years of play (regarding monsters, magic-items, spells, other characters, etc..). Unlike the published worlds of Greyhawk, Forgotten Realms or the others Malaan was entirely mine, many monsters. classes and items appear familiar but generally have been modified to fit into my own schemes. For beginners: Malaan is the world, a flat plane extending forever in all directions, on which there is no limit to how far the adventurers may travel. Gender, race and sexual orientation have little importance in the world. People are as used to seeing monsters in town as wizards, warriors or priests.

Rather than try to bend the rules of the gaming world to enhance realism, I've developed a world where the amazing abilities and quirks of the game are accepted as the normal laws of nature. In this strange world, there are people of exceptional talent and constituted of the stuff of heroes who can perform feats and endure hardship or physical damage well beyond the ability of the normal person. These heroes or adventurers must hone their abilities on the grinding stone of life. No amount of guard duty or practice around the keep can make one into an adventurer. It is only by pitting one's life and skill against the unknowns of the world that such abilities can be gained.

Some in society fear or hate these adventurers and rightly so. Their talents and actions undoubtedly bring danger to those around them but occasionally great reward. Others place the adventurer on the highest pedestal of honor. Often adventurers will be called on to perform tasks worthy of their great ambition and prowess.

The world has an existence beyond the scope of players. Few will believe themselves to be the center of attention for very long as wars or political intrigue abound. Still behind every assassin's dart lies an adventure, inside every siege awaits danger and glory.

The game time has extended roughly 400 years from my first adventures in Buckland to the present day. Since then the world has changed dramatically. Certain things have remained constant. It is not a world for the timid or the mean. Adventurers that shirk every chance for excitement or flee at the first sign of danger will find themselves mired in bureaucracy and with little success. Those who abuse the trust or honor of the locals will find the Malaanese to be a people with long memories of revenge.

 


OVERVIEW OF MALAAN

Malaan is a world in constant turmoil. The word 'Malaan' comes from the ancient language Tesouvi and means 'child of truth' or 'derived from the real'. This comes from the belief that Malaan is the creation of powerful forces that are more perfect and real than it. Although everyone from the lowly Kobold slaves to the powerful College Magisters is an individual and may have different experiences, beliefs and perceptions, there are certain general characteristics of this world which probably differ from the world from which you may hail.

Malaan is the term for the major continent, the world itself and the entire prime material plane. Malaan is the only known prime material world. Although sages and mages believe that others may exist. Generally speaking, people refer to the Prime Material plane itself as simple Malaan. Alternatively the world is sometimes referred to its technical name the Ruhr or Ban'Ruhr. The people known as the Malaanese are those from the south eastern part the continent, and generally the term applies only to humans. The language Malaanese is for most purposes the Common Tongue.

There are no outer planes as such, no heaven or hell, demons and angels, gods and tintins have home on the world, in deep cave, or inaccessible mountain peaks, or perpitetic cities roaming the savanna, or dark ancient woods. There are no elemental planes either. The elemental realms are planetoids of earth, fire, water or air.

Although the world is believed to be an infinite plane (extending from the axis of the world infinitely in all directions (something like a giant disk)) very little of it has been explored. In ancient times other continents were explored and settled, but since those days much has been forgotten. It is known that other sentient races as well as humans live on other continents but for the most part most commerce and political activity is limited to the continent and the neighboring continents of Sun Tsien and Wendera.

The world of Malaan suffers geological change much more rapidly than the Earth. Some of these changes are from the magical efforts of great wizards or powerful priests. Others are the result of pseudo-natural forces or divine intervention. Rivers have changed their courses, mountains have crumbled into broken hills, or risen out of no where. The geological changes on Malaan often reflect the political and social changes.

Malaan has been a place of much turmoil and yet in the course of 2000 years little has really changed. Technology has advanced very little in that time. The greatest minds of Malaan are attracted to the study of Magic, technology is considered more a craft than a science and has waxed and waned with the social value of magic. Malaan has rested between Earth's middle ages and early renaissance period for many years, and there is little sign that it will advance much beyond that level. On the other hand, politically, geologically and religiously Malaan has undergone serious change since the earliest recorded times. Major religions have risen and fell. Malaan has been ruled by several continent spanning empires and has endured and repelled numerous invasions.

The current period is one of cataclysm and chaos. Seventeen years ago the universe was shaken and wracked. The Blood Key was put into the Doom Lock of the Silver Gate, and the heavens and hells were let into the world. The Gods both old and new began to walk the earth as mortal beings, the dead were returned to the earth. Everything changed, and in this short time the people have not really recovered. There are no longer any stars in the sky, only the moons light the dark nights, and civilization as it was known changed forevery. The cosmological chaos was also coupled with political turmoil, the great kingdoms colapsed and new ones rose to take their place. The continent was invaded from the sea, and a hidden realm revealed itself after eight hundred year of isolation. But, in this realm of fear is also hope... for the dark days of the lost age are gone, and new empires have arisen. Where the major religions have fallen off, new ones have been born.

The majority of people in Malaan of all the various cultures live in accordance with old customs and laws dating back beyond the age of any existing kingdom. A few however have moved outside the path and follow a different calling. Called strangers, heroes, adventurers, chosen and pariahs, these individualists often run contrary to the natural order. This sort is treated with ambivalence. On one hand they are esteemed for their prowess, courage and the heroic deeds they oft perform. On the other they are feared and despised for their anti-social manners, the dangers they bring on to others and for their lack of concern for protocol and custom. Adventurers can uphold and promote the cultural values or be iconoclasts and act in disregard of society mores. What esteem they are granted depends on how the adventure tends to support or bring down the order of things. Regardless of the benefit or harm to the society such adventures bring, such men and women will always be somewhat outside and never truly part of any culture.

The people of Malaan vary as much as those in any society. And the degree to which they value their own culture or religion changes with each person and in each region. As a general rule most Malaanese are not materialists. This is not to say that they do not value their lives, gold or possessions. It means that they hold other things in greater value. Moral living or lives in accordance with religious canon are deemed more important, at least in theory, than individual freedom, prosperity or life. The typical person is resistant to social and political change. Most would agree that a legitimate tyrant is better (morally) than a benevolent populist. Democracy and freedom are foreign concepts associated more with pirates and barbarians than civilized societies.

The concepts of Alignment are also foreign to the people of Malaan, they are likely to refer to people or creatures as good or evil, but few feel that anyone is bound to behave a certain way. Fallen Outsiders, angels, devils, tieflings and assimar are perfect examples, with the fall of the heavens, not even they are bound by their alignment.

Given this lack of predictability, the Malaanese have taken the concept of Oaths to heart. To break an oath, is to abandon your ties to civilization. Some feel the Gods did that when they returned, others feel the opposite, that the Gods kept their oaths by returning. In any event only the most barbaric and treacherous would even consider going back on a promise.

By in large, the inhabitants of Malaan are a tolerant lot. Each culture has been widely exposed to the strange and unusual, and as a result there is little fear or hatred of the unknown. While strangers are not often welcomed into the homes of anyone, they are rarely run out of town simply on account of their strangeness. Strangers may be excluded from normal justice and treated with disdain or sought out for new answers and second opinions on moral and social issues. Displays of power or wealth do not impress the natives but may serve to inform them of the individuals' intents or abilities. Although few people may meet an ArchMage or Fighter Lord, most have heard the tales of great heroes or powerful wizards.

The people of Malaan are comprised of those old enough to remember the dying days of the Old Empire and those young enough to look to the future of a new world. Although the continent of Malaan sports a dozen or more distinct cultures certain commonalties run through the typical citizen.


 

A Brief Guide to Common Culture

The lands of Malaan have a common culture that stems from the days of the continent spanning empires. While many sub-cultures differ in their beliefs, languages and religions, most cultures have the following as a basis from which they diverge.

Property: Most civilized areas do not believe in individual rights of property. For the most part property is considered something that belongs to realms and kingdoms. Personal property is the license to use something and as such is valid only for so long as it can be held or at the whim of the lord who may at almost any time revoke such license. Hence one is more likely to say 'I have a horse' rather than 'I own one'. Land is considered the same. Just as countries might battle for land quite legitimately and businesses might compete for markets so property is considered an ephemeral and changing thing. One possesses something only so long as one can. As a result thieves and their ilk are not met with great disrespect. Although no one likes being stolen from, and many will seek revenge upon a thief, the profession is not considered particularly improper or dishonorable, certainly no more so than ambitious merchants or hired swords. In most lands where law rules there is a concept called the Lord's Measure. This term defines the concept of wealth. Local standards of wealth are determined by this concept. No one may possess more than his or her lord. Thus no amount of wealth can be had in excess of the wealth of the individual's immmediate liege. This influences the costs of items and what foreigners may spend. Although foreigners typically are not deprived of the their wealth, their ability to spend their fortunes is limited by the Lord's Measure. Often travelling nobles will bestow gifts upon the local lord in order to raise his wealth and then spend more freely. In the chaotic lands without law this measure is ignored although spending limits may be imposed by other elements.

Life: A similar state exists with respect to life as with property. No one has inherent rights to their own existence. Generally those rights are forfeited at birth to the feudal lord, church or parents. On occasion these rights may be bought back by paying the were-geld or blood-price of a person. Freemen are those who have paid off their debts to whomever had possession of them (usually their lord). It is always the option of the holder of another's were-geld to refuse to sell those rights at any price. Remember again, that this possession is only a temporary thing. As a result of this understanding of life, killing is not inherently evil. Assassins are not to be hated or considered dishonorable, rather they are highly skilled artisans who often kill with less pain and involve fewer bystanders than warriors or thugs.

Death: The Apotheosis changed forever the way the people of Malaan view death. Before most people believed either in reincarnation or in the transit of the soul from Malaan to the afterlife. But with the Apotheosis of Heaven and Earth, this has changed. Now at some point after the death of the person the spirit rises from the body and begins a long silent pilgrimage. Called the Grey Pilgrims they walk though the dark hours to various destinations. They are greeted with quiet awe and reverence, and to date they remain a mystery. The Pilgrims have never been successfully followed and the true destination of these beings or what becomes of them is subject to debate. Some believe that the pilgrims travel to the feet of their gods and find a union with them, increasing the Gods' power and being available to serve the gods as avatars. Others believe the Pilgrims journey to where they will be reborn and enter the bodies of pregnant women. Others believe these lost souls wander the earth until the last person dies, then they will repopulate the world from scratch.

Extra-planars / The Fallen: Years ago, shrouded in the darkest past, the world of Malaan was ruled by inhuman creatures, horrible monsters, and titanic gods. These were all banished to the outerplanes (Deh'thiss) by a group of gods known as the Dalas. Those beings could only return briefly and only through the wills of the summoners. They were typically summoned to perform terrible acts. For this reason and the deep racial memories of the ancient ages, most people feared and dreaded any extra-planar creatures. For centuries these creatures were bound behind the silver gates. This all changed after the Apotheosis. The Gods, the demons, devils, angels and the rest came down to Earth. These have been dubbed the Fallen Gods, or just the Fallen. They arrived not on chariots of light and fire, but by being born to mortal parents and raised often without knowledge of their true heritage. Many of these eventually found their true selves and transformed both mentally and physically to their original forms. Most of those Fallen, were cast out and found homes in climates and locales most similar to the realms on the other planes. Hellish beings found homes in volcanic caverns or icy plateaus. Others kept their identities hidden and were able to either pass for the normal races, or simple adapted to live in the mortal realms. In general the Fallen are treated with suspicion and fear. Such creatures still exist, but the Heavens and Hells now are real realms on this earth somewhere.

Racism/Sexism: A few cultures still practice either, but in general they are met with little understanding. They are considered by most to be trivial and archaic (that last large race war was thousands of year ago between humans and the demi-humans). Differences of hair-color, height, race, eye color, sex, nationality are deemed important by some unimportant by others. Women are as likely to be mages and warriors as men. In many societies races other than the local ones are met with suspicion, but no more or less than any strangers might be. This notion applies to sexuality as well. In most parts of Malaan sex for pleasure is considered quite separate from procreation. A noble or peasant may be required to marry and procreate by their culture, but who they love is a different matter. It is not uncommon for those who can afford them to have consorts, concubines and lovers. The one exception to this lack of sexism is Dwarvish society in which the sexes are kept strictly separate in general life, meeting only for special occasions and mating.

Moons/Stars: The night sky over Malaan is devoids of stars. The stars were lights from Deh'thiss and with the Apotheosis those lights were extinguished. On moonless nights the darkness is inky and impentrable to even magic lights. (See Malaan After Hours) The moons of Malaan are not generally regular. They are used in divinations and are associated with omens. Blue represents auspicious events or a time of great changes, Dun is generally an ill omen and Second Suns are generally considered blessed days of good fortune. Lunology is a complicated and difficult science to master. With it the skilled prognasticator can determine events from the grand to the mediocre.

Social Class: Almost all cultures recognize social-class. The feudal ties of serf to lord and vis-a-versa are strong. It is generally a crime for any person even freeman to fail to bow in the presence of a higher classed individual. In some societies the color of clothing is limited to certain classes; in others the right to wear arms or armor or study magic is controlled by certain classes; in others one's profession determines their social class. People who do not recognize class are liable to find themselves at odds with the powers of the realm. An important note should be made here in regards to the connection between moral worth and social status. Common belief is that the higher one's birth the more noble their character. Vices are forgiven, virtues are gilded in holy honor. Even those most philosophic scholars believe that, even if not inherently better than the common folk, nobles by virtue of education and ability certainly possess a greater breadth of moral possibility. A peasant can do little to alter the world. What little good they can do is mirrored by what little evil, whereas the most vicious tyrant can still do good far in excess (even while doing mostly evil) of the most virtuous peasant. (See appendix i. for a list of class titles and ranks). Although high class grants certain benefits it is also limiting. A noble, royal and even some gentry cannot abandon his or her lands and responsibilities doing so far worse than any peasant moving on to finer pastures.

Credit: During a chaotic period known as 'The Crazy Days' (NE 1-89) a series of bank closures and failures ruined the economy of most of Malaan. As a result throughout much of Malaan there is a large distrust and general disgust with anyone who makes their living lending money. Lending money to friends or family is not looked down upon but living off the practice is. 'Creditor' is something of a bad name.

Iru: This word refers to the essence of life. Iru represents ones living aura and varies by degrees to reflect level, strength, resilliance and personal power. While a great boar may possess a high degree Iru along one axis a feable but high-level wizard may possess greater Iru along another axis. Iru and the various ways of measuring it, distinguish levelled characters from common folk, great wills from weak ones and toughened warriors from blacksmiths and sailors. Iru is invisible except to special magics and while all beings may be equal on the surface, inside they may be quite unequal. Iru is the force that allows 10th level fighters to resist falls of a hundred feet or high priests to resist the domination of diabolic possession. Iru is divided into three sub-branches:

  • Iru-rod is the general hardiness of an indivudal (hit points in D&D terms);
  • Iru-dan is the degree of power the individual has attained (Level in D&D terms);
  • Iru-ali is magical resilience of the individual (this is represented by Saving Throws)
  • Religion: Religion on Malaan is regionalized although there are minor cults throughout the lands that enjoy some popularity. The Deh'wheri religion was once the religion of man and dominated both political and religious life of most humans. The Deh'wheri were able to guide the fallout of the Apotheosis and found their gods in their own homelands. The Faithful Realms or Western Theocracy as it is known to most is a powerful theocracy, where many of the. Almost all the inhabitants of that realm are Deh'wheri and many other faithful have travelled to the land (especially since their old temples were basically abandoned). In the East is the so-called Silver Theocracy, a group of monotheists who worship Enaach and reject the divine status of any other so-called God. The Fifth Empire was built on a foundation of the Cult of Heroes and it espouses no religion. Elsewhere in the world, the vacuum from the migration of Deh'wheri opened the world to smaller cults which were either already there in hiding during the reign of the Deh'wheri, or for certain Fallen Gods to find followers among the disenfranchised of the world.

    The non-humans of Malaan had long been practioners of the Selaye faith which espoused reincarnation and self perfection. Many people still practice the old ways, but some thought the Apotheosis changed all that. Dubbed the 'Awakening' by the Selayé the official line was that the Apotheosis was the false dreams of the Human religions becoming real. But many non-humans believed the Apotheosis proved the existence of the Gods and chose either to follow the them (and many did) or to retreat even deeper into solitude and isolation. Some still do practice the Selaye faith, but the question of reincarnation is now an open one.

    See information on particular religions

    Technology: The technological level of Malaan has been stagnant for the last two thousand years. Most of the intelligencia have focused their attention to the study of magic, religion or the arts and letters. Science as such is a relatively undeveloped area. By in large the level of technology is late middle-ages to early renaissance. The heights of technology include: water clocks, counter-balanced elevators, catapults, wind/water powered mills, and certain techniques for ore refinement. A fair amount of lore regarding the medicinal properties of plants and animals is known as well as fairly developed animal husbandry.


    Language and Cultural Roots

    Malaan has an abundance of languages due to the vast migrations that have occurred at various times in history. The current common tongue "Malaanese" is a union of bits and pieces from many languages but originates from Tesouvi of the Duirtaase line. Malaaneese has several dialects but is understandable to most inhabitants of Malaan as well. All humanoid languages on Malaan stem from the original languages of Duirtaase (human), Selderine (elvish), however Sunese immigrants have spread the languages of Sun Tsien to Malaan. In fact a new common tongue is growing a combination of Malaaneese, Suni and Quesâis called Rimward Trade Vernacular.

     

    The major Human line of language and cultural growth was the Duirtaase line. Duirtaase appears to be the origin of most human languages of the continent of Malaan. The Duirtans are hypothesized to be the original colonists of Malaan from areas coreward. Judging from the age of cities and ruins in the north of Malaan they appeared to move from the area beyond the Northern Mountains and into the Vashung Valley. At the time of their migrations they must have settled in what is now the Valan Parch and the Western Theocracy. Then they divided and moved apart. One group into the Moorlands, easterly and southward. This group fathered the Tesouvi language which for a time was the common tongue across all of Malaan. Tesouvi is still used in the religious documents of the Deh' wheri. Another into the Ashlands (Kaemin) and the third (Devin) into the western Great Wall Mountains. The first two groups still have living descendants and written word. What happened to the Devin is unknown. They have completely disappeared leaving only sparse ruins and rare scrolls. The humans spread across Malaan from shore to shore during three separate periods of mass migration. During the second and third, these migrations included assimilated non-human races as well. So there are few places on the continent untouched by human-kind. That said, the shifting geography of Malaan has erased the traces of villages, cities, even entire kingdoms, so there are many dark corners effectively unexplored.

    Before humans arrived on the shores of Malaan there were intelligent races of humanoids and demi-humans. The goblinoid races (orcs, goblins, hob-goblins) roamed the humid forests of present day Fey Por and the caves of the Great Wall Mountains. They appear to be variations of a single race, the original is unknown to modern scholars. The Elves, Dwarves, Gnomes and Halflings (the so called demi-humans) were also living in Malaan, mostly in the areas around the vast Everwood forest. The Dwarves and Gnome in the hills and peaks of the Eastern Great Wall Mountains. Some claim that these races are descended from a common ancestor, but each race seems convinced theirs is the true progenitor.

    Two other racial groups have made their appearance on Malaan in more recent times. The blood red-skinned races of humanoid from Wendera, the Lundri, the Sona, and the Verrik. These are the descendents of the three castes of Wenderan society. After Wendera was overrun by wilderness, the castes spread out separately. The Verrik landed on the isolated shores of Southeastern Malaan near Aelin. The Sone sail live nomadic lives in the Scattered Sea, the Lundri conquered the archipelego and the lands of Al'man. The Hu-Charad, the giant-sized 'cultivators' of Peron came to Aelin bringing with them the evolved races of feline Litorians, lupine Sibbecai, and gazellian Oryxa.


     

    Racial Characteristics

    Elves:(Selderine) The Elves are perhaps the oldest race on Malaan but due to their inaccurate oral histories it is unknown exactly how old they are. Elves being the longest lived humanoid race think and act in ways far different from other races particularly humans. Elves are often accused of being frivolous or apathetic to the world around them. In reality Elves are very much concerned with the world, the only difference is that elves think in centuries where humans think in years. Elves see themselves (perhaps rightly so) as the prototype of the races. They founded the Selaye and conform most accurately to the philosophy outlined above. Elves have a peculiar ability with respect to jobs or goals. They can be the most persistent of all creatures. Never faltering once from a course planned hundreds of years in the past. Another time they might abandon a simple or even extremely important task to follow a seemingly trivial whim. Some amount of their commitment has to do with the particular aspect they follow. Elves are easily prone to claustrophobia and to some degree technophobia. Elves see forges and engines as ugly perversions of nature, especially when they corrupt the sylvan environments they prefer. Elves typically use only oral history and leave little written word or books. Elves raised in the cities of man tend to mature quickly at age thirty or so, those raised in the Elvish realms spend several decades in Elvish Ilendiril a Shyen or kindergartens.

    At some time deep in the past of the Elves occured their darkest moment in history. Called by the Elves Baen Shorin Vas Kanollovarh di Vil or the Shrieve of Colors. Then the elves were all roughly the same in coloration and appearance. However as times were bad and the then Ultimate Kanollo di Vilt read an oracle that one of his children would kill him. Paranoid, he feared the potential murderer. Unsure of which child it was, as he had fathered many, Kanollo researched and cast a spell of tremendous effect. The spell was to determine which of his children he was to fear and punish. The spell was cast and the elves began to change color. Some stayed much the same, these the Ultimate spared other changed to deep red or pale white even dark brown or black. These the Ultimate either slew or banished. To this day the separation of the Elvish community exists. Many suspect that the spell did not choose those who were opposed to the Ultimate, rather it choose those the ultimate would punish and fear. In other words it did not show the present it predicted the future.

    After the Elf-Humans wars and the Apotheosis most elves retreated to the deep sylvan glades of their ancient woods and cut ties to the rest of the world. Even elves living in cities or countries far from the elvish woods began to travel to their old homes. But some, here and there with attachments to their communities and friends, have stayed in the lands of humankind. Some elves even found themselves welcome in the once exclusively human church of the Deh'wheri.

    Half-elves usually take after the culture that they are born into. There are a group of half-elves known as the Nefar. The Nefar are similar to Elves in most respects but differ in that they have a strict political and social system in which each person has responsibilities and duties. Honor and Duty are the food and drink to the Nefar.

    Alabast or White Elves are natives of the Verdun in the deep southeast. They are unlike normal elves in many respects. They shun light, prefering nocturnal actvities (though they are not subterranian like the Drow). They also shun magic.

    Dwarves:(Deurinfaulk) Dwarves like the Elves are long lived and hence hold a different view than humans. The Dwarves differ from the Elves in their ceremony and rituals. The Dwarves are firm believers in the bonds of family and title. The Dwarves maintain the recording of complicated lineages and their relations to the lines of the spirit lords. The Dwarves have a very human-like worship of Thau and Leynye, the two most prominent Deiçexeicaeri in the Dwarven kingdoms. The Dwarves believe these spirit lords to be extremely powerful and pay homage to them much like the humans do to their gods. Only a minority of Dwarves pay homage to the plenitude of common spirits recognized by the Elves. Many Dwarves recognize the existence of these spirits but do not revere them as they do Thau and Leynye. Dwarves as a rule are extremely jealous of their possessions, in particular gold and wrought goods. Dwarves are more easily agitated then Elves or humans and are often prone to rash decisions and actions. Dwarves are not impatient, however, when involved in any ceremony or tradition even if it is not their own. They are particularly fond of religious ceremonies and are quick to ask polite questions about any religious ceremonies. Due to their inherent anti-magical nature Dwarves cannot be wizards or specialist magic-users. However they can be clerics and have developed Rune magic which works along clerical principles and is hence available to them. Dwarves enjoy problem solving and if put to a problem, especially a mechanical one, they will toil ceaselessly to solve it.

    Halflings:(Yahmeri) Halflings are strange in that little is known of original halfling culture. Most halflings are known for their amazing adaptability which allows them to survive in any culture are setting. Halflings live equally at ease amongst humans, Dwarves, elves even in the more civilized goblin cities. Halflings are cunning and dedicated workers able to adapt to almost any environment. In a sense very few halfling tribes are alike. Halfling Tribes are known to exist in the mountains, in caves, on tropical islands even snowy wastes of the deep south. Halflings tend to be very concerned with the community they live in. Perhaps this is due to their size. Being small they depend on the strength of numbers. Halflings are abundant in all cities as they easily adjust to any laws or customs. Typically the Halflings will support the most community minded religion that they can. They are Selaye however, and will support whatever local spirits aid the community.

    Gnomes:(Snivleim) Gnomes are are rather peculiar race. They view the Deiçexeicaeri as skilled manipulators of the Astral forces. Gnomes are mystics who are very interested in the substance of the spirit. Gnomish priests are often skilled psychologists and believe that spiritual healing will undoubtedly accompany physical healing. The Gnomes believe that the true spirit lords do not exist in corporeal forms, but rather as pure spirits. These unseen forces are mechanized as semi-intelligent and manipulatable. They can be coaxed into answering the demands of the worshippers. The Different aspects are seen as sets of similar forces. The spirits can temporarily possess individuals and grant them powers of insight and foresight. Gnomes love intricate devices and jewels for they see them as similar to the spirit, complex and beautiful. In this respect Gnomes like complicated plans and schemes. To this end they make clever illusionists, practical jokers and thieves.

    Humans: Humans are all fundamentally the same in terms of abilities, but there are several ethnic groups they divide into.

    Orcs:(Ruric Hai) Orcs are a somewhat barbaric group of creatures. They recognize power, and power is what they worship. They revere and fear the Deiçexeicaeri, often they are more enslaved to them then cared for. Orcs are the least mystic of the non-humans and see life as merely an unending series of conflicts. The Strong always win and the winners are always the strong. Orcs are not simply warlike monsters. Orcs recognize power and are interested in attaining power of their own. To this end they are cunning and shrewd. Woe to many a human merchant who thought an Orc could not make an intelligent bargain. Orcs are forceful in whatever they do. They tend to try monopolizing trade (however possible), enslaving others and flooding economies with far too much gold or other supplies until only they can control the trade. Orcs enjoy rank and title and are often susceptible to flattery. For ages the Orcs have been supressed by the other races (humans mainly). It is only recently that orcs have been in positions of power relative to the other races. Orcs live with the suffering always heaped on them from the other races and hold no small antipathy toward them. Most Orcs will hold this in check if it will aid them. No hardship is considered to harsh for them. Often they will accept slavery if they believe they can profit from it. Orcs are stoic and willing to suffer through anything with little or no serious complaint. They are a bit hostile towards those who have gained power without toil but respect those who have earned their power or wealth.

    Half-orcs typically have characteristics similar to the people that they grow up with. Still half-orcs are often treated with less respect than members of either species. The Orcs still harbour resentment towards humans and see half-orcs as a reminder of human dominance. Humans who've lived in the areas where orcs have gained power and influence often see half-orcs of reminders of the future where humans will be the minority to orcs. These prejudices exist more in Fey Por and areas where humans and orcs have lived side-by-side than elsewhere

    Goblins:(Gaeblebarh) Goblins are a complex and complicated race. They are similar to the Orcs in their desire for power. Similar to the Gnomes for their love of intricate plans. Similar to Halflings for their adaptability. Goblins are best seen as true capitalists. They are not in the standard understanding of the word, "greedy". Rather they see money in a near mystical sense; as the one thing in the world that can instantly transform a king to a serf, or a serf to a king. Toward this end they have created a complicated series of charters and special commercial interests so that they can get their hands on as much money as they can. They recognize the natural distrust humans have for goblins and tend to work through human or demi-human agents. Often the works of many a human lord are orchestrated by a think-tank of goblins. They have established a number of guilds and own controlling interest in many more. Goblins feel they have only their intellect to use against the variety of dangerous life out there, to this end they are very industrious. Goblins have a predilection to possess very large pets. Elephants and even small dinosaurs are not uncommon as pets amongst the very rich Goblin folk. Goblins believe in a hierarchy of comfort. Thus they seek to favour those Spirits that can further their comfort, and hope to be reincarnated in a more comfortable position.

    Giants (Hu-Charad) Relative new comers to this realm, the Giants are somehow related to true giants (which they call Titans). They come from Peron, the icy continent to the southeast of Malaan. They arrived as conquerors and settled in the southeastern region known as Aelin. Elsewhere in Malaan, they blended into the population with relative ease. Giants consider themselves natural rulers, and above the frailties of personality and weaknesses of mere humans. They see themselves as builders, mediators, and bringers of culture. They are wise, warm, good natured administrators, caretakers and protectors of all their lands and the people who live there. They are slow to anger, but once incensed can become temporarily engulfed in Chi-Julud, the Wardance. in such a case, they attack without mercy and become difficult to calm. Giants do not like to be taken advantage of , nor do they take it lightly if someone physically threatens them or puts them in physical danger. This sentiment extends to those close to them as well: To wrong the friend of a giant, is to wrong the giant.Giants are long suffering and tolerant regarding insults and harsh words. They rarely use them themselves, however.

    Giants worship no gods. They do believe, however that the dead go to Houses of the Eternal and watch over the living, influencing actions. Those who were evil in life continue to work woe after death, and those who were noble and true attempt to aid and protect those still living.

    Sibeccai (Canini) These were once simple beasts native to the lands of the giants. The giants used magic to uplift these beasts given them intellect and a body shape to make and use tools. They eventually developed a society and culture all their own. Still, sibeccai feel indebted to their patrons and have served them as soldiers and helpers for centuries. Sibeccai can be haughty and arrogant at times, believing themselves a chosen race. They do not act superior to giants, however, and consider themselves naturally inferior to their patrons. They are relatively short-lives and mature quickly. They have little sense of fun and frivolity, nor do the value lore and knowledge much, unless it can directly benefit them at the time. Family relationships are weak among Sibeccai and it is not unusual for Sibeccai to not even remember who their parents were. By some standards Sibeccai are still new to the world, and thus look at their position with optimism. This fresh view of what one can accomplish in life, however, can skew more toward thoughts of what one can get for oneself in life. Thus sibeccai sometimes develop a selfish outlook on life. Sibeccai recognize the need for law and respect a strong leader.

    Sibeccai are extremely spriritual oftern falling into one or more religion (though there is none that is particularly Sibeccain). They love ritual and their rituals tend to be joyful, and loud.

    Litorians (Leonian) For years the feline Litorians lives simple lives in the Southern Steppes and the Jungles near there, these lion men were mere legends to the men who settled near there. When the Giants conquered the lands, liberating them from the Dramojh, the litorians joined with them against the tyrranical dragon scions. While many litorians prefer to live in relative isolation in the steppes, a few others have integrated nicely into Giant society. Litorians are thoughtful and quiet until provoked past their limit. Once angered, they become savage and brutal, almost incapable of showing mercy. Litorians love the outdoors, good food, and long, well considered stories. They have a deep sense of personal honor- personal in that it is not about 'saving face' but being true to oneself. A litorian will not compromise her morals for fear of losing her own self-value, even if theis makes her appear strange or follish to others, and even it is means making a choice others might not consider the best one. Litorians hold personal freedom quite dear. They beleive in only a loose organizational structure from their tribal upbringing. They find the concept of preconceived, delineated parameters of right and wrong difficult to understand; they are much more likely to judge situations on a case-by-case basis. They choices stem from their sense of honor and respect for others.

    Litorians have no concept of worship and little need for ritual.

    Faen (Selyefaen) The mortal offshoot of the immortal fairies, the Faen have become a humanoid race unto themselves. They are actually three distinct races, the Quicklings, Loresongs, and Sprytes. Sprytes are form either of the other two sub-races can metamorph into (becometrue Fey by doing so). Faen demonstrate a love ofr physical pleasure and frivolous fun. They love food, games, puzzles, song, dance, and drink. They don't pay a lot of attention to social standing or popularity, but they do enjoy praise. Security is of great concern to faen. They want to know that they have someplace to run to if endangered. Faen are not quick to judge a creature based on race, so it is safe to say that they get along with all races equally. Most faen remain fairly self-interested or focused solely on the well-being of a small chosen group of family members or friends. Faen believe that people should be able to do wht they want, as long as it doe not unduly harm or endanger other, or impinge on their desires.

    Faen worship all sorts of gods-hundred, if not thousands of them. In fact, other races accuse them of making up new gods whenever they feel like it. That's not entirely true, however - at least not from the perspective of the faen. What is true is that faen are continually becoming aware of the presence of new gods.

    Mojh (dramojh scion) This is not a race in itself at all but a result of voluntary magical mutation. They pattern themselves after the dramojh that held mastery over the southern realms long ago. All mojh were once humans transformed into the draconic, genderless beings. Mojh intentionally give up being human to transform themselves, physically and mentally, into all-new creatures. Clearly they are fanatic, driven individuals. However, they do not all wish to return to the ways of the evil dramojh and do not necessarily want to see the other races enslaved again. Mojh adore magic, craving and hoarding its power. in their view they have ascended to a new form and new level of being. Mojh frequently separate themselves from normal society and cluster in isolated groups.

    Mojh revere the dragons as sacred beings worthy of admiration and veneration, but only a few actually worship any gods.

    Dracha The dragon-like Dracha are roughly humanoid with wings, tails and long thin bodies, though they do stand on two feet and have arms with hands. The Dracha have recently shown up on Malaan after the Apotheosis. It is believed that they may be souls of ancient dragons who lived on another plane. The Dracha are fond of this account, and are inclined to view themselves as avatars or harbingers of these Dragons. Some say they represent a return of the Dragons, and that the Dragons are the true sovereigns of the earth. Their years of exile on other planes or in lost dungeons, are over, and they are returning to claim their thrones. Of course, Dragons are still very rare, so it is unclear, how exactly this could be true.

    Lundri: These tall, angular humanoids are nearly identical to humans, but consider themselves a different race. Their skin is blood red, and their hair is shock white. As a race they tend to be inquisitive and bargaining. They are masters of technology, developing black power weapons, bombs and other "high tech" devices. They are typically monotheists believing in a single god who still exists outside this world. The Lundri are unabashed and without a concept of shame. They have no taboos about nudity, sexuality, death or much of anything. As a result, their border cities often cater to the vices of the neighbors. The Lundri people themselves are not inclined to excesses, considering over attachment to such things to be childish. But they are fond of silver (being highly materialistic) and magic (lacking much in the way of magical training or lore). They are rough and physical with friends and enemies alike. The Lundri were the highest caste of Wenderan life, they were land owners, priests, merchants and tradesmen.

    The Lundri are usually monotheists worshipping Enaach, the Judge.

    Verrik. A hairless offshoot of the Lundri, the Verrik are in many ways their opposite. Keenly interested in magic and the mind, the Verrik have eschewed the simple life of sailing and fishing for the schools of magic and lore. Verrik pride themselves on contextual thinking. They believe they see the world from a large persepctive, which leads them to make decisions based on ramifications that others might not see. They value intelligence and wisdom and despise rash or impulsive actions. Verrik seem aloof to most people.In truth they are merely introspective and contemplative. They have little need for frivolous pusuits like music or humor, and partake in rituals and ceremonies only when it seems practical to do so. Pragmatic in their approach to the esoteric, verrik see themselves as sensible and practical, even when those of other races cannot truly understand theor motivations. They appreciate innovation and respect genius and talent. They have little patience for stupidity and foolishness. The Lundri were the middle-caste of Wenderan society. They were mystics, logicians, accountants and scientists

    Verrik worship no gods, they see them as merely powerful beings, competitors or obstacles

    Sona. These free spirited offshoots of the Wenderan people are also redskinned and angular with long limbs and jet black hair. They are happy go lucky simple folk with simple desires, and simple lives. They are considered weak minded and foolish by other Wenderans, but really they are more earthy and practical. They are often farmers, fisherman, and hunters. They are frequently conscripted into the militias and as laborers and they seem content to work a hard day, so long as they are well fed, and given time to sing dance and socialize. They are not particulary loyal or dedicated to anything, and seem carefree, either because they have few cares, or because they can't appreciate their own situations. The Sona hold the lowest caste in Wenderan society.

    Sona take part in the monotheism of Enaach, but their approach focuses less on Judgement as it does predestination. They do not beleive they have control over their future, so they work to accept their lives as they are.

    Planetouched. There are many planetouched, or fallen, creatures throughout Malaan. There are few consistent traits held by the planetouched, their appearances, their morality, religion and takes on life vary as much or more as any race. If there is something which connects them, it is a sense of feeling like Outsiders. They tend to be somewhat distrustful of 'natives' and relatively forgiving and tolerant of other Planetouched, even those who seem quite oppositely motivated or aligned than they.

    Planetouched vary in their religious pursuits, but are more likely to follow or lead the hidden cults, than others.


    A BRIEF History of Malaan

    The Ages of Malaan span 6225 years of recorded time. Most of these records from human scholars. Elvish recorded history is potentially older as this covers only six full lifespans of elves. However the chaotic and unreliable nature of Elven oral history makes it less then useful for pinpointing specific events in history. Dwarvish written lineages are often used as a means to date certain historical dates. Augaries and Extra-planar scrying are less than accurate and are rarely used to identify actual events. An actual date on the age of the world is unavailable, perhaps thousands even million of years have passed while the Elder Gods ruled and man was yet to be born.

    Dates are represented by two letters expressing the epoch, a whole number representing the linear date in Malaanese years and a decimal number representing the month, then when needed a slash followed by the day of the month.

    ex. EA:20.06/14 (Eonii Ex-Apotheoci, year 20, sixth month, 14th day.)

     

    The Epochs

    The Dark Ages;:(Eönii Huræ) (The Age of Shadows) These days are described as the time where the elder gods yet roamed Malaan and chaos ruled. Mankind was a speck in comparison and could only hope to achieve a state of slavedom to the powerful creatures. Small humanoid settlements grew from the mostly nomadic tribes. In this age there was little in the way of true human civilization. There were however creatures that established cities. It is believed that the remains of these cities may yet exist in far away lands or deep beneath the earth. There are scattered fragments of indecipherable texts and bizarre constructions which attest to non-human civilization. Little else is known of the general world in that time. It is believed that great wars between the powerful beings that existed at the time, destroyed whatever lived back then. It all came to a climax sometime about 4000 years ago. When a war of epic proportions ended the rule of these creatures, these gods, on Malaan. From then forward Man becomes the dominant race on the planet.

    The First Age:(Deh' Eönii)(The Timeless Age): With the world in their hands and the great beings gone, Mankind grew rapidly. The population of Malaan grew and spread out across the land. The people established cities and began to trade amongst themselves using a gold coin as a standard. Without their masters Humans had to establish their own culture and religion. The first religions were the worship of their old masters, the Elder Gods, the Old Ones who had left them. During this age Humans first met the other humanoid races and wars began between them. After a few hundred years the wars began to shift from racial wars to political and religious wars. By the end of the Age, Man had settled the great Vashung and Valan Valleys. Perhaps they had arrived there from the northern coast or some continent across the Boiling Sea. By 1000 DE a dominant polity had been established in Valadonia. The city attracted several thousands of people. Other City-States began to arise in certain areas near the mountains and across the continent. Large Tribes of people migrated across the land into the Coastal areas of what is now the Mare Porsche and the Inner Sea.

    The Second Age:(Eönii Sorcé) (Age of Magic): As Mankind began to spread out across the land, the peoples began to diverge and change. The Valadonians found it more difficult to retain a firm hold on their people. Some groups felt free to move about to greener pastures. Cultures and languages changed and split into the three major human cultures. One group (although this is disputable) began to study the planes and alchemy (perhaps studying ancient texts) they developed the schools of Magic. The eight schools were much the same as we have now. The Devin (traditionally attributed as the first users of magic) spread the knowledge of magic throughout the lands and with it began to increase their horizons. It is unknown exactly how they developed magic since so little of their history remains. Ancient Kaemen texts suggest however a disturbing possibility. Just as now Wizards are oft accused of consorting with Demons, the Devin might have, as it were, 'sold their souls' and the souls of their people to obtain the powers they sought. This suggest that another power perhaps an Elder God (or several) was around then to provide the knowledge of magic to them, perhaps it came from another race entirely (the Illithid for example). Meanwhile back in Valadonia the power of the City-State grew as its territories became numerous. A kingship was established in Valadon and various families fought for possession of the Crown. The wars end in 1526ES and King Kulitien took the throne. This succession war marked the first use of Magic in combat and its catastrophic power became poignantly apparent. It is unknown when during this age the Elves, working with the schools of Magic, found themselves able to create a single school that could use magics from all the different ones. Thaumaturgy, combined the schools in a less powerful but more generally useful sense. Now a single Magic-User could duplicate the effects of five or six Specialists although to a lesser degree in each. It also appeared that Thaumaturgy was more flexible and potentially more powerful in itself than Specialist magic. By the end of the Second Age however, Specialist Magic was still the rule, Thaumaturgy the exception.

    The Third Age:(Valaru Eönii) (The Great Age, The Age of Heroes) This is the period from which much of the ancient works of art and literature lasts. The Age of Heroes was one in which the Kingdoms of Valadonia expanded their control over the whole continent. After one hundred years of rule the Second Succession War led to the establishment of the Ruhrian Empire. This was a somewhat loose collection of city-states centering on Valadon, Donburg, Rassalin (Now Ghetti) and Chandra. The various rulers of these Cities waged war with the Barbarians that lived in the outskirts of their cities, as well as on each other, on occasion. Each fought for position amongst themselves to establish the strongest city. During the reigns of the stronger Emperors, the Ruhrian Empire expanded and consolidated its people, a common tongue was used (Tesouvi). During reigns of the weaker rulers it split and great wars took place. Quests of religious and political import took place and Thaumaturgic Magic grew in power and prominence. Sometime around the date 750VE the Devinkin people ceased their communication with the rest of the world. No one can do anything but speculate as to the reason for this. Speculation ranges from the possibility that the beings who taught the Devinkin magic collected their due, to an assault by Valadonian Forces or even a terrible plague. Traditionally it is believed that the Devinkin wrought their own death. By the End of the Third age the Empire came upon a period of weakness. The Third age ended with a great compromise. The Empire was organized into the ten realms(825VE) each was given to a Duke to control. This lasted for another three hundred years before this compromise caused more unrest than it saved. The Third Great War of Succession was an attempt by the Dukes of Valadonia and Fey Por to succeed to the throne. This war was also known as the Mage Wars for in it dozens of wizards plied their strength against each other. The Arch Mage El'hasea of Fey Por was considered preeminate up until then, he perished in the Battle of the Three Suns. It ended with the upstart city-state of Rassalin thereafter known as Capital winning the seat. From then on the Empire was in the hands of House Ghetti which clung to the throne for another two hundred years before the Empire collapsed. Also during this age first contact was made with the Suni people of Sun Tsien.

    The Fourth Age:(Brüuz Eönii) (The Lost Age, The False Age) During this age the there was much strife amongst the lords of the so called Ruhrian Empire. The Emperors turned their attention away from worldly events and pulled in slaves and vassals and innumerable amounts of peasants from around the neighboring countries to Capital. The hope was to create a City-State much like old Valadon, which had all but disappeared in the last four hundred years. This one however would be a hundred times its size and power. Ghetti II demanded that all trade pass through Capital and massed a huge navy to crush, capture or pirate any other trade going on. Capital became the center of all civilization and grew out of control. Soon the emperor had to spend more and more time controlling the very city in which he lived. At 185BE an attempt to put down the empire failed but did succeed in weakening the emperor's control over the rest of the world. By 240BE the other duchies had grown in strength enough to challenge the control of the empire yet again. This time the Duchies of Kuuzmac and Fey Por led the assault. The scale of the war was incredible and each side built huge armies and navies. To finance this war much money was borrowed from investors in the few realm spanning banks that grew in the age. Soon the banks had to borrow money to support this and the economy of all Malaan waited nervously for a winner. The Fifth Succession War did not end. There was no winner. Emperor Ghetti IV was dethroned and the realms were given control over their individual holdings. War had ruined most of the world's economy. There was no one able to pay back the huge debts that had festered in the war. As a result the banks failed. Most notably, the Bank of Vashung crashed leaving most of western Malaan penniless. The weakened world was in no shape with the horrors that occurred in the next age.

    The Fifth Age:(Neh' Eönii) (The New Age, The Crazy Days) For some unknown reason almost directly after the end of the Fifth Succession War strange things began to happen in the north-western world. The dead began to walk at an alarming rate. Nearly all of those who died rose up more powerful than before and made war on the populace. With the political systems in ruins and no economy to speak of, humankind was in no shape to fight back. In response to this event known as the Unleashing hordes of people fled and thousands of others banded together under the cause of Living to fight off the hordes of undead. Soon it was discovered that the River Vashung itself was responsible for the anagenesis and great Lake Khuras fell to the Nabon. Priests banded the population together under the worship of Auteil, the preserver of the dead, and the Nabon were forced back. Soon it was discovered that the Nabon were clever and as intelligent as normal living humans. The Nabon were very successful in their campaigns. They would conquer an area and convert the dead soldiers, slain in battle to Nabon such as themselves. After they took the large city of Khurahaen, it was decided by the High Priest to plea for divine intervention.

    The Rending: The God responded in 88NE by pulling up the land by its roots and flooding the Vashung Valley. This annihilated many of the Undead and evened up the war. In addition climactic changes already underway were sped up destroying the Valan Valley making it the desert it is now. The new geography made a natural barrier between the north and south. This wall extended from the Scattered Sea to the edge of the Great Wall Mountains. The only areas where large troop movements continued to take place is in the During Valley where a string of human castles protected the lands of the living from the undead. To this day skirmishes along that border continue. The New Age signaled a change in religious belief as Auteil and her kin became the most prominent of all gods worshipped and the economies of most cities have stabilized. The world has returned to a state where mostly individual cities rule over themselves. The only powerful unifying force is the Deh'wheri religion.

    For the next hundred years the worship of the Deh'wheri faith was to grow and dominate the world. In the year only NE94 the Uruhrian King Walnse II declared holy war on the pagan religions. In the next fifty years the Deh'wheri armies swept across Malaan and brutally but successfully converted thousands even millions to the faith. In the process they destroyed the Sand Kingdom of the Far East and the civilizations of the Kuuzmac. But because of the turmoil in Ghetti and elsewhere the Church was unable to do more than keep the religion in control . Political power still rested with secular sources. To this day political strife is primarily. Religious wars were fought only in the far northwest in the area of Enduir where Deh'wheri forces battled constantly against the Nabon forces of the Grey Wanderings in the so-called Mortality Wars. Recently, NE22, the forces of Life as they are known defeated the Nabon forces and conquered the area up to the city of Mudvi now renamed Irrefas. Almost immediately following the battle for Irrefas civil war between forces in Enduir and the armies of life broke out. NE:223 the Elvish Ultimate claimed the lands that were described of the declaration of Blackmoor before the Rending. These lands extended from the Evlish wood to Kuuz bay. The inhabitents of that land, the Capish barons, resisted and war broke out. Forces still skirmish on the shores of the Vashung river. NE:224 the disorganized and unruly forces of Fey Por without real leadership pushed the well trained and equiped Uruhrian forces to the Zuri River. An armistice was signed granting self-rule to the Fey Porians though it is unclear who will rule there. NE:225 the vast city of Ghetti after a year of plagues, harsh winters and now constant earth-quakes has seen a mass exodus. The diaspora of Ghetti have fled to the countryside of Uruhr and to other cities throughout Malaan. Even the King of Uruhr was rumored to live in his summer castle on the Vine River.

    In NE:238 everything changed in the Apotheosis. As prophesized, the Blood Key, and artifact of legend was used by Cantiarch Lombard of Velrey to summon the gods back to Malaan. They started arriving beforehand in fits and starts, but when she summoned her gods to her palace, Irrefas in Holy Lands, the world was turned upside down. The stars shown for the last time above the Malaanese skies. After that, the only light at night was from the ethereal moons who are now more visible in the dark night skies. No one really knew what to expect, and in truth for many their lives changed little. The gods, devils, angels, dead, and all other Outsiders came to be on Malaan. Most were reborn of mortal parents.Their animal or humanoid parents either raised them in ignorance, banished them as horrific mutations, or were devoured by their own hellish offspring. Most of these creatures instinctively sought the shelter of areas on Malaan that most resembled the realms from which they came. They hid in deep caves, atop high peaks, in the darkest forests, or the deepest seas. Some resembled their parents enough to live in the world and find their place in civilization. Some of the misfits sought the shelter of like beings, many made a pilgrimage to Ghetti, whose vast walls offered some degree of safety at least from the outside world.

    With the Apotheosis other changes arose. Divine magic was deeply affected limited to the area of worshippers or in the presence of their gods. Most clerics either abandoned their robes, or went into the holy lands themselves where they could serve their gods directly. In general most people lost faith in their gods, who for all intents and purposes abandoned them as well. The lands of Malaan found themselves visited by others from outside Malaan as well. Travelers from Wendera and the Scattered arrived, and the Giants of Aelin began to travel to the rest of the continent. The world is now poised on the edge of either calamity or greatness. In some realms the Gods guide their people to build a vast empire and rule with peace and prosperity. In others, the people abandoned and even captured or killed the fallen gods, and enslaved them. Thus harnessed their power was turned to build powerful cities, and another empire.

    The Apotheosis brought much change to the world . The talk of gods roaming the lands, the recall of the templars and priests, the fall of the house of Ghetti, the wilding of the countryside. The births of fallen children, misshapen, or possessing strange abilities was another change. Many were killed, others were orphaned to the Circus, still others managed to eke out a living among normal folk.

    The gods are now creatures of this world. These things vary in strengths and forms. They are typically either big monsters, or powerful humanoids, or secretive beings living outside the realms of man. There are some notable exceptions. Gerius, the dark beast master of the Heroic Cults rules the once populous city of Ghetti, now known as the Circus Menagerium (a zoo-like Mecca for the inhuman spawn or fallen astrals.) Also in the holy cities of the north are the Gods of the Deh-wheri faith led by Velrey from her citadel in Merasalaam built in the ruins near ancient Valadon. There are also rumored to be gods bound by the fell magics of the dreaded Witchqueen of the great Eastern Empire of Fey Por. More pressing is the furor of the dread master of the southern wind Ymir, god of the Giants whose wrath on the kingdoms of man have wrought much woe. On one hand, this change in the heavens has caused a great weakening of the temples of Malaan. Some temples were abandoned when their priests journeyed to the Faithful Realms to join their gods. Others became suspicious and angry at the religions that failed to protect them from the darkness. Temples were sacked and burned, and many turned from the traditional churched, either away entirely, or back further to the ancient beliefs still kindled somewhere in their family traditions. While this happened other priests and pilgrims appeared peddling their strange gods and beliefs, sometimes offering succor from the ills of this new ages, sometimes offering answers. A few of these new religions gained enough supporters to attract followers to make-shift temples, or even to occupy old Deh-wheri temples in the open. But most keep quiet and mysterious. A cleric in this world is a follower of some god or religion, but more likely a sort of mystic and prophet occasionally gaining insight from the strange power of the god.

    The Sixth Age: (Eonii Ex- Apotheoci) (After Apotheosis) In the year NE 238, the apotheosis called for the creation of a new age. Since then there have been many changes. Most people who live neither in the great Faithful Realms or in the blossoming Fifth Empire live in small counties and communities ruled directly by knights and lords with no superiors. This has led to many small conflicts, bordering on wars, but of too small consequence to mention here. Another factor of the change was the appearance of Planetouched people, beings reborn from the dead, and restored to life, sometimes unknowing of their past lives.

    There have been some major political upheavals. I will provide a new map but here are the new major powers and the fates of the old ones.

    The sixth age promises much, but there are great challenges. There are two growing and powerful empires of loyal and prosperous peoples: The Western Theocracy and the Fifth Empire. They are building anew, and developing new ideas and new thoughts for the first time since the fall of the third empire. On the other hand, this is the first time in thousands of years that humans have to compete with the inhuman races, and more frighteningly the dragons and gods.


    Geography

    There are three major continents which form trade and cultural connections as well as several island groups. These are Malaan, Wendera, and Sun Tsien as well as the Lundri Archipelgo and the Isles of Contest. The world is an infinite plane, and there are countless continents and lands. Life exists primarily in the bands of light and heat provided by the existence of suns in certain areas. The Malaanic band includes the three above continents, and several others mostly thousands of miles away.

    MALAAN: This continent is approximately 2200 miles across and 1600 from north to south. It is mostly temperate, but there are extremes in various locations. It boasts extremely high mountains, deep lakes, vast navigable rivers, sandy deserts and other varied climes.

    THE WESTERN THEOCRACY (Pays Sacres) - Also know in as the Faithful Realms. This is the largest country in Malaan both in terms of population and size. It is most notable for its single religion and zealous piety. This country arose from the old Enduirian Kingdom which was for many years engaged in a lengthy war against hordes of undead. For years, it was considered a hard, spartan place where only the battle hardened could survive. When the Apotheosis occured, it was under the direction and auspices of the priesthood from Enduir, and that gave them the power to summon their gods to them, and remake the world somewhat in their image. As a result, the Theocracy and its people are wealthy and powerful. The Autumnic Gods are officially the rulers of the Theocracy, but in reality, it is the priesthood who directs the daily running of the world. Robbed of their cleric magics by the Apotheosis, the priests have exchanged those powers for political and military might. The Theocracy maintains a large army and navy, they jealously guard their lands, and maintain a war readiness despite having few if any active enemies. The Theocracy is currently lead by Deh Malaan Huolon who is in his sixties but still youthful and vigorous. Ironically, in his youth, he lead the armies of the Undead, before joining forcses with the Deh'wheri and solving the riddle of the Blood Key. He is a ruthless, and birlliant leader. He is machiavellian to the extreme and uses diplomacy, intimidation, subterfuge, and leadership to maintain an iron grip on the reigns of the priesthood and control over the realm.

    The Theocracy spans most of the western continent and has a varied geography. The north east is characterized by harsh barren rocky desert lands. It borders the Sea of Swords and maintains a small navy of fast galley to patrol the region and prevent pirates, and other invaders from the Eastern Continent. In the southeast, there is a small mountain range, know as the East Wall. Some of these peaks are high enough to be perpetually snow bound and are steep and craggy. There are swift rivers running through this area and small settlements inside. This area is also fairly wild, the armies of the Theocracy being unable to adequately patrol and hunt down the Ogres, and other creatures who make it their home. The central south area is a occupied by grassy plains known in their ancient language as the Kanokta. These plains are home to many herd beasts, and the creatures that prey on those including large numbers of dinosaurs. The savanna is also home to semi-autonomous tribes of centaurs who war among themselves and sometimes upon the Theocracy. The southwest is occupied by volcanic mountains, and lava plains. There are some rich farmlands on the plateaus north of the Ash mountains, but in general the area is sparsely populated. The central part of the Theocracy is the most heavily populated. There, the fertile plains (steeped in the blood of ten generations they say) are the bread basket for the Theocracy. The During River winds through the plains, and splits one fork heading due west, the other south west. This river is the highway for most trade in the country. The west is fairly uninhabited save for a few comfortable chateaus that serve as vacation homes for the noble class and upper eschelon of the priesthood. The northern regions are hot and inhospitable, and sparsely inhabited. The New Wood is a water soaked swampy forest that coveres several hundred square miles.

    There are five Divine Palaces in the Theocracy. Tielkrassis is the beautiful white wood lodge deep in the center of the New Wood. It is home to the queen mother goddess Auteil who was once the sovereign of all the gods. Now she is tended to by her priests and acolytes as well her her many divine servants in both planertouched and spiritual nature. Naru Blyn is a normic palace of silken tents which moves around the country mostly in the southern plains. It is home to Remaht the hunter. From there he launches safaris into the savanna to hunt big game. He is served by animal-men which he has reanimated from the dead to serve him, and priests and rangers who help him dominate the wilds. Jureline is a moss covered tower on a coastal island inteh southern part of the Sea of Swords. It is home to Peruul, the god of the sea. He is served by mermen and other aquatic folk as well as sailors and the navies. His followers fight hard to maintain control over the seas and defend them from the occasional assaults stemming from the Lundri who see Peruul as a heretic pretender god (Peruul also goes by the name Enaach). Merusalaam, is actually found on the west coast of the eastern continent. The most fanatic of the worshippers of the Warrior Queen Velrey serve her there in the sands of the Valan Parch. Her coppershone city glints and shines in the desert sun. She is served by fire elementals and efreet as well as her human followers. From this citidal they launch attacks on Al-man and other Lundri holdings. So far, these have but skirmishes, but she is planning an assault of epic proportions. Kanboru, is laid out like a monastery, a vineyard, simple cells for the monks, and the God Norbin lives there among the monks as one of them. They possess a great library and prodce some of the lands best wines. The monks store knowledge and continue to study the world, though their initial task, to find the one true religion, has already been settled. Dol Amarok, is a bleak castle atop an island in the Sea of Swords, during the day it stands empty but for the chambers of the dark God Och. He sits alone in a barren throne room apparantly sleeping through the days. If awakened the vengeful god is merciless and punishing to whoever he sees. At night the castle it is said that the castle comes alive with sounds and sights of countless ghosts. But this is only rumor, as no one has everreturned from the island after spending the night.

    There are six major cities in the Western Theocracy:

    People: The Theocracy is made up of three distinct peoples. The Endurian natives who for generations faught to eke out a meager living in the shadow of constant war with the undead. They now control the vast majority of positions of power, own the land, and reign in various positions in the nobility military, and priesthood. The Naturalized citizens, are immigrants who have finished their service to the church when they immigrated to the land after the apotheosis. They can own land, hold positions in the military and priesthood and run businesses. They are often the most zealous defenders of the status quo. These are primarily Melkalundish and Uruhrian people from the southern parts of Malaan. Lastly there the Aspirants, these are newcomers to the Theocracy who seek asylum or service of the church. They live in new slavelike conditions for years at a time depending on the value they bring to the country. A skilled craftsman may serve only a year or two bound to service before being Naturalized. A common laborer or peasant may spend a decade or more in servitude. Former prisoners, converts from other religions, and non-human may need to serve their whole lives to prove themselves, but upon their deaths they are posthumously granted citizenship and their children are naturalized as well. There is also a large refugee and alien population in the Theocracy whichs lives here mostly at the mercy of the noble class. These are nobles from Uruhr, Talis or the Cape, who've lost their lands but either had friends and family here, or the largesse to make them.

    Class: The theocracy is built on the remains of a classical monarchy and that structure still exerts consible influence on the polity. There is a blooded noble class composed of various noble ranks from Monsieur to Roi. The king of Enduir has no official role in the governance of the Theocracy, but he is the lord of Bourge which is the most populace city. The nobles vie for power with the priesthood and there is an uneasy relation between them. In some places there are contests of construction where the castle and church compete in height and grandeur, in others the Lord and High Priest are one and the same. Below the Noble classes are gentlemen, and below them are peasants. There is no freeman class in the Theocracy, but the rank of gentleman is so common that simple Coopers and Cobblers, soldiers and priests might also be Gentlemen as well. Still, the vast majority of the population are serfs who have only the Aspirants to look down upon.

    THE FIFTH EMPIRE - Also known as Fey Por. This young country is much like its name. Optimistic, Arrogant, and Impudent. It started when a petty noble the so-called Fugitive Prince Al-etz, a Fer Porian with ties to the Pirate Nation, and the blood of emperors visited the Oracle at Illethia and discovered a prophecy that he could restore the great Ruhrian Empire. For years, his quest was single minded and he convince a legion of followers that he could do it. They eventually colonized the ruins of ancient Lenos and scrapped together a pitiful farming existence. He had some allies here and there, but was the butt of more jokes than anything else. Then, somehow the prophecies came to pass. The Orcs in Fey Por who were loosely allied fell upon each other and fell into chaos. There cities reclaimed by the Prince and his Allies. The Nobles under the thrall of the Trollking rose up, and with Al-Etz help overthrew their bonds. The great city Chandra sensing the change in the winds threw their lots in with the growing state. Then the king of a neighboring country died and several of his noblemen also swore allegiance to Al-Etz. When he married a young orphan and she turned out to be the direct descendant of another Emperor, the prophecies were fulfilled. The upstart nation secured a seven cities and all the lands within them. Riches from the war torn nations around it began to filter in, lost and exiled nobles living in distant lands returned to their ancestoral homes, and other factors led to its success.Although, it didn't have any control over the Apotheosis, it gained from it as much or more than the Theocracies. The new empress, still a girl, had mastered magics which led her to hunt, kill, bind and even enslave the Gods that came to earth in Fey Por. She employed their divine strength to rebuild the empire in her own image. The city of Lenos rose from the ruins and became a shining jewel of magical might. This lured wizards from across the world to join her, and with their might they built a mystic realm beyond the dreams of the most optimistic minds of a generation before. Emblematic of the Fifth Empire are widespread magic, large scale projects (such as vast highways connecting the cities), and fear. The WitchQueen Alys, wife to the aged Prince Al-Etz, and mother to the future Emperor Taepathos rules the Empire with suscipicion and jealousy. She maintains a core of secret police who track down anyone who might be insubordinate and strikes against insurgences with swift merciless death.For the moment her eyes are turned inward, ensuring that the fledging empire does not collapse from its rapid growth. But who know how long her attention will be kept from the rich lands of Uruhr, and elsewhere. It is well known she einvisaged another continent spanning Empire like the previous four.

    People: Fey Porians are an odd lot. They haven't been a unified nation for countless centuries, and then, they were part of a greater empire. But they do share many things. The first is a sense that the rest of Malaan owes them a great debt for all of the hardships they endured over the many years. This unites them as a people and motivates them to progress and advance, and defeat their enemies. Fey Porians are skeptical and suscipious lot. Even among their own leaders. The success of the Empire owes much to the ability of the Prince and Queen to back up their great claims with action. This skepticism has served the leaders of the Empire, because those that object to their actions have trouble gaining momentum, since they have little to back up their own promises to rule better.

    Class: The Empire is less class conscious than most other countries. The Empire is fueled by achievement. It is not exactly a meritocracy, as the powerful tend to give powers and honors to their children and relatives, but the honorific titles of nobility is somewhat less important there, then say relations with the Praetorian Guard, and the Speculatores (special agents). However, there is an almost sub-strate of nobility in Fey Por. Many of the leaders of the various cities and towns were exiled nobles, and have returned. They accept the rule of Empire, but still consider their blood to be a more natural source of rule than the steel and spell of empire. Strangers travelling through the lands of Empire are required to provide travel papers and explain their reason for travel. The port cities of Chandra, Accaulam and Kiruni are considerably more relaxed about foreign visitors than the interior.

    Religion: Apart from a small number of cultists the Empire is almost Areligious, anti-religious and profane. It is forbidden to worship any god, and the unwitting gods themselves that stray into the Empire are hunted and killed, or imprisioned and enslaved. This has had a lasting effect on the people of the Empire. They see the Gods as little more than game. When one is captured and put on display before execution or enslavement, a great crowd grows and watches with glee. The Fey Porians were never particularly religious, and since their ancient temples were destroyed by the Deh'wheri during the crusades, they have no love for them.

    AELIN - Also known as the Diamond Throne. Aelin is a small kingdom of three or four medium sized cities built along the Great Wash river which drains the Dane mountains to the Sea. Aelin was initially a colony of the old Ruhrian Empire in the fertile valleys of the river. They pressed on from the bay at Amna Vel upriver to the great woods of the Harrowdale. They pressed deep and uncovered the original inhabitants of this area the Dragon Scions, the Dramojh, giant-sized half dragons. Then tragedy struck and the colony was nearly annhilated by the magic wielding monsters. The humans that weren't killed in the slaughter were enslaved or held for food.
    The salvation of the colonists came from the sea, in the form of huge ships bearing the Giants from a distant continent (Peron). The Giants saw with horror the situation and entered the mode of Chi-Julud. They launched wae afte wave of invasion and pushed the Dramojh back into the mountains. The Giants and their allies continued to press them back until they slew every last one that they could find, any survivors hiding in the deepest ice caves under the tall Dane mountains. The giants then rebuilt the cities and became the benevolent rulers of the land. The humans have acquiesced to these new rulers. In recent years the Giants have begun to contact the Fifth Empire and other parts of Malaan. They are somewhat nervous about too much connection between the peoples as there is some fear about how the humans of the Diamond Throne might react to the news of a Human ruled nation so close to them.

    People : the folk of the Diamond Throne are reasonably strong and hardy folk. They are people of their word, and to them oaths of others are sacrosanct. They are also a people invested in ceremonies. They have complex rituals for almost every event and occasion. The people of the Diamond Throne in general have a strong trust and abiding respect for the Giants. And the Giants hae a strong paternal sentiment to their peoples.

    Religion : The giants have no gods, but their various rituals and ceremonies border on religious. There is no priest class and no temples in Aelin.

    THE FREE COAST - Populated by Verrick and humans, these small city-states cling to the cliff faces of their tiny realm. Their association is fairly loose and they sometimes compete for goods and services, but in general they stick together and deal with the outside world as mostly a unit (for example makign trade agreements as a group). There are several cities in the Free Coast, all of which are different, none of which is dominant.

    THE SILVER THEOCRACY - Also known as the Suzerainty of Wendera. The Lundri colonized the vast islands chains of the scattered seas hundreds of years ago. For the most part they had small settlements harvesting fish and pearls from the shallow waters. The Sona that they sent out to fish the waters often abandoned their jobs and lived freely in the simple islands. But, then after the Apotheosis, a cataclysm struck their homeland. The great and vast cities of Wendera was overrun by the wilderness. The jungles, and their inhabitants, covered the towers and choked their harbors. The majority of the people fled to the islands, and many of them moved to the Malaanese continent. The Lundri conquered Al-man and setteld some of the ancient Valdonian cities along the coast. The invasion was relatively peaceful. The Al-mani practiced the same religion, and feared assimilation from the West. When the deal was offered forthe Lundri to move in peacefully, they accepted with only minimal concerns.
    The Lundri are technologically advanced, and known for two major advancements: the airships, galley-sized vehicles that soar through the air and give them a huge advantage over sea and land locked forces; the lead-throwers, missile weapons powered by alchemical charges that force the bullets through long tubes. What the Lundri possess in technology, they lack magically. The are fascinated by magic, but not very interested in pursuing it. The only spellcasters in the Theocracy are the Al-mani viziers, and a few Lundri apprentices.

    People: The Lundri are exceeding high spirited and confident people. They are completely at ease with people of other races or origins and see no problem talking about the ongoing aggressions, assuming that they are not engaged in the aggressions at the time. They are sometimes deemed a naive or shameless race, but in fact there are things they have difficulty speaking of. The main thing is religion. They are monotheists who hold their religion close to their hearts. They will speak only obliquely of religious matters, even those of other religions, those they speak harshly of, but without specifics, the very thought of which they deem shameful.

    Religion: Although they are quiest about it, the Lundri are deeply religious. They follow the god Enaach, and rejecxt the idea that the gods fell to Malaan. They reject that such beings were gods at all. They deem such worship to be demonic and heretical. Enaach is a god of providence and judgment. Those he judges good, he grants success and wealth. Those he condemns, live in squaler and filth. The general zealousness of the Lundri increased after the Cataclysm which left so many impoverished. It also increased their covetousnesss.

    DEIÇAESELDÉ - Also known as Everwood. Deiçaeseldé is a huge forest of oak, birch and yew. The Trees thrive under the care of the Selaye Wood Witches and other caretakers and some reach sizes far in excess of normal. Oak trees hundreds of feet high are not uncommon. The is home to thousands of High and Wood Elves as well as a large number of sprites and other wood spirits. Deiçaeseldé is not organized as a state in the normal way. Rather a system of mutual cooperation and little or no coercion is used. The use a policy called n'aiva tasyakrten uin'arthé (amongst brothers (expect) civility, but not from others). Often this is shortened to n'aiva . To this end they are suspicious of non-elves and guard their borders fiercely. Within the forest itself there is little in the way of towns or cities. Most of elves congregate in small family groups and live outside or in natural tree houses. Adult elves often wander about meeting with others to hear stories or to tend the Selaye Shrines, it is not uncommon to find individual elves walking about deep in to the forest miles from any settlement. The elves consider it quite natural to ask a stranger to help with any project that is at hand even to the point of drafting them into military service if needed. Likewise elves do not consider it wrong for one to leave without reason at even the most inopportune moments.
    Since the Apotheosis the Everwood has become a different, darker place. Some believe its dark copses have become home to dark fallen gods. Others blame the change on the last years of conquest the Elves tried to force. Whatever the cause, the gaiety and song that used to fill the woods is gone, there is a quiest solemnity to the place. The Elves accept this as the passing of the seasons, in this winter of spirits, it is a time of quiet reflection, of mourning, and of death.

    THE LOW KINGDOMS - Also known as Uruhr. This colelction of castles and farms was once the last great kingdom on Malaan. It once sported the largest city that ever existed, Ghetti, and dominated its neighbors. It collapsed just before the Apotheosis and is now in turmoil. The fertile lands of the Low Kingdoms are tended to by mostly the same peasants that did so for hundreds of years. The knights who once protected them, still for the most part do. The barons and counts that ruled them, still for the most part do. Any yet the kingdom is vastly different from what it was. The once vibrant temples now lie empty and falling apart, or occupied under the cloak of darkness by secretive cults following mysterious fallen gods. There is still a sense of chivalry and nobility in the land, and the nobles make every effort to live on, as though they the world is the same.

    CAPE ISLAND - Also known as Lower Melkalund. This was once a great cape attached to both what is now the Eastern and Western continents. After the Apotheosis, the Sea of Swords was created which severed it from the mainland. The Capish people were not over upset about this. They were nearly conquered by the Elves before the Apotheosis and when this occured they were able to push the elves off the island, and they had few contacts with the Western realms. The Cape Island is home to several barons who compete with each other for land and prestige. They are master horseman, and raise the best steeds on Malaan. The Cape is mild and temperate in climate.

    People: The Capish are the direct descendents of the great Melkalundish Kingdom, once one of the great Kingdoms of the Empire. They are a proud people, and although by no means rich or powerful by Malaanese standards they like to think that they have survived culturally intact despite the years and hard times. They are very strict about class and social standing, as well as maintaining the Horse Law. Cavaliers, those who own horses are a special class. But to truly own a horse, you must have a special writ, these are rarely bequeathed on anyone other than the first child of a Horse Lord. But on occasionsuch a writ is passed on as a reward to some champion or hero. Other people may ride horses, but only at the mercy of their Horse Lord.

    Religion: The people of the Cape are, for the most part, Deh'wheri. When the call from pilgrims came from Irrefas asking for all the Deh'wheri to travel to the North West, they politely refused. They continue to tithe and send monies to the Hold Lands, and many individuals travel there, only to return later. They refuse to give up their culture, and so far the Theocracy has allowed them this. A symbiotic relationship exists between the two, with the Capish acting as a sort of go between for the Theocracy when it needs something done that it can't do itself (for political or religious reasons).

    Independent City-States

    Other Regions in Malaan

     

     


     

    Cosmology

    The world is a vast plane which spins around a central point some 4300 miles from Malaan. The world is primarily the prime material plane, but somehow parts of the world are geographically distinct, but different pocket planes. Where there are vastly different beings, or the infliuence of powerful creatures (fallen gods, mystic spririts, etc.) the world around them transforms and is different from the surrounding areas. One can get to these places simply by walking, so they are not so much distinct planes, but not the prime material plane. The laws of nature and magic can differ in these regions, and no one knows what to expect when one enters a new one. The astral plane, is simply another dimension of the prime material plane. It is coextensive, but different, so one's astral self, is a ghost-form on the Prime Material, but there is no where else to go.

    There are no outerplanes. The closest thing to those is the pocker planes surrounding the powerful Fallen Gods.

    The plane of Malaan spins through a fixed space called the Aether. It is inside the Aether that light, sound and all forms of matter or energy originate. There is assumed to be a great number of cracks and holes in the Aether from which our world was made. The earth, water and air has leaked through as it were. The Sun is an aperture to a section of the Aether where a great amount of fire exists. The Oceans where an aperture to a body of water exists.

    Due to the relative motion of the planes, the sun appears to rotate around the center of the plane. It bursts forth a continuous amount of heat and light in a cone shape. If one had amazing vision the sun would appear at dawn to be a cone looked at from the side illuminating an ellipse of area on the plane below. As it approached the continent it would appear to point directly at it. At night it appears as little more than an exceptionally bright star. In addition to their rotational movement the planes move vertically relative to the sun. Winter consists of long days with cold weather as the plane moves away from the sun. Summer consists of short days with a lot of heat due to the proximity of the Sun to the plane.

    Various other cosmic bodies pass close to the plane every so often. Huge Aetheral moons pass through the Aether close enough to this plane so that they are visible even though in another dimension. These move across the horizon or even sometimes they cross the land swallowed up by the oceans or continent. It is suspected that other bodies such as the sun or moons may exist far out of sight of the continent and allow for other areas to be illuminated like the area swept out by the sun. The appearance of moons around Malaan is almost always considered to be predictive of some portent. Only diviners and lunologists of considerable skill can predict the appearance of the moons.


    Religion

    The religions of Malaan are dominated by four major different groups. They are the Selayé, Deh'wheri, Cult of Enaach and the Cult of Heroes. In addition there are numerous cults dedicated to individual gods, however these cults do not have the wide reaching influence that the major four do. The Selayé religion is a predominantly non-human religion that is observed by nearly every demi-human and humanoid race, but whose influence varies from one race to another. The Deh'wheri religion is an amalgam of the midland religions of the fourth age (BE 75). The surviving pantheon revolves around the gods of death or those that could be considered reasonably related to Death. The Cult of Heroes