• Mitheirn
  • Character Creation
  • Races
  • Skills and Feats
  • Magic
  • Equipment
  • Rules
  • Introduction
  • History
  • World and Realms
  • Sikarra
  • Gods
  • Adventurer Creation Summary
  • Language and Names
  • Choosing a Racial Template
  • Dverekh
  • Eulae
  • Humans
  • Kaarsh
  • Mythic Creatures
  • The Chosen
  • The Cursed
  • Skills
  • Feats
  • Martial Arts Styles
  • The Rules of Magic
  • Inherent Powers
  • Magic Spells
  • Backlash
  • Money and Wealth
  • General Equipment
  • Weapons
  • Armor
  • Magic Items
  • Criticals
  • Extra Effort
  • Drawbacks
  • Combat

Sikarra

Sikarra is the First Land. Though the godlings and immortals sprang up all across the world, the mortals first came into existence here. Only the Elder Gods know why Sikarra was chosen for this honor, although the existence of the Tower of Souls near the center of the continent may have been the deciding factor.

Considered one of the mystical poles of the world, where magic energies take root to maintain Mitheirn's existence, the Tower of Souls has no known analogue on any other continent. Scholars of magic believe that the Tower may have an opposite pole on the other side of the world, but this would place it in the vast wilderness of Praemos, where none have traveled.

The mortal history of Mitheirn began in Sikarra. Great events shake this land, and the fate of the entire world has rested on its inhabitants in the past and even now.

The History of Sikarra

The history of the continent was the history of the entire world, from the First War to the explorations of the mortal races in the Time After.

Centuries passed as the first countries rose in Sikarra. Myfar solidified its rule in the north while Tiemdiandwyr formed in the middle of the continent, where also lay the Tower of Souls. Grenolva and Southolm kept to themselves in the southeast. Zartla, a loose collection of city-states, appeared in the west. Where these lands did not hold sway, mortals organized themselves into tribes, clans, or small townships.

At first, the countries were too small and scattered to have many dealings with each other. The occasional explorer or merchant would carry news of the lands. Tiemdiandwyr lay between the two larger countries, and it was there that the peoples of Sikarra mingled with each other. Knowledge passed freely in this country, and students from afar came to learn the secrets of magic from the Arcanum.

The Cataclysm

Five centuries after the mortal kingdoms formed, Myfar and Zartla had expanded their reach enough to dispute borders. Tiemdiandwyr was in the midst of a crisis; some in the ruling Arcanum had discovered that there were magic-users studying the arts of death and unlife. These dark mages were driven away to the south, where they founded the kingdom of Xytalchita. The death mages and the Arcanum fought several mystic battles over the next two centuries.

In Tiemdiandwyr, the sorcerer Yarrath came into prominence. He was a veteran of several clashes with Xytalchita, and a teacher who had codified the foundations of the four forms of magic. Yarrath's skill was so highly valued that he was asked to journey to the corners of Sikarra to teach his knowledge. When an armed dispute between Myfar and Zartla spilled over the border with Tiemdiandwyr, Yarrath personally drove out both armies and rebuked the leaders of the larger countries.

Xytalchita's rulers countered Yarrath by bargaining with demonic powers. Emboldened, the dark mages struck at both Myfar and Zartla. Every soldier slain by Xytalchita's forces rose to join them in undeath. Their army grew with every battle. Xytalchita surrounded their enemy's borders. Soon they would simply march in and overwhelm Tiemdiandwyr.

In response, Yarrath and the Arcanists sought the Tower of Souls. By channeling the Tower's might, Yarrath believed he could sweep away the undead army and Xytalchita from the face of Mitheirn.

The legends say that Yarrath reached the Tower the same day that Xytalchita began its assault. What happened next is a matter of speculation, but it is thought Yarrath succeeded in tapping the wellspring of all raw magic in the world.

A wave of magical devastation swept across Sikarra. It wiped out Tiemdiandwyr and the armies of Xytalchita in moments. By the time the untamed magic reached neighboring countries, fading but still accompanied by firestorms, floods, and plagues. Animals and mortals were remade into terrible monsters by the chaotic magic.

The Cataclysm created the Waste, the blasted desert where Tiemdiandwyr once stood. The other countries spent centuries rebuilding from the destruction. The few survivors of Tiemdiandwyr traveled into the newly-formed badlands that had once been the border between Myfar and Zartla. Many refugees were driven from Sikarra.

Yarrath's name was cursed by all who lived through the Cataclysm. It is said that the gods made magic even more difficult ot master to remind all who shaped power of the price that others might pay.

The Rise and Fall of Myfar

The first land to recover was Myfar. Centuries after the Cataclysm, the people of Myfar had learned to survive and even thrive. They expanded to their original borders and beyond, sweeping around the Waste to spread their influence south and east. Within five decades, Myfar ruled half of Sikarra.

The city-states of Zartla reacted to the rise of their former rival by putting their internal squabbles behind them. They agreed to a unified government and alliances with Grenolva and Southolm. All three nations promised mutual protection if Myfar tried to claim their lands.

Despite this treaty, the only real threat to Myfar was Xytalchita. Although the Cataclysm had wiped out Xytalchita's army, their forces had been composed of reanimated dead and a few powerful mages. The remaining sorcerers bided their time, slowly building a living army that was enhanced by magic. Myfar's growing influence was halted when it reached the edges of Xytalchita.

The next century saw a slow escalation of violence. Xytalchita had at first merely kept invaders out of their lands, but then began to push back. One enchanted soldier was the equal of any ten or twenty normal warriors. They sent small strike forces against their neighbors, wreaking severe damage before retreating again.

Zartla, Grenolva and Southolm bore the initial brunt of these attacks. After particularly vicious losses, they agreed to approach Myfar for assistance. But even the army of the greatest kingdom in the world offered little resistance to Xytalchita's magical warriors.

Flush with successes, Xytalchita made war in earnest. Once more they built an army of the animated dead led by platoons of spell-bolstered living commandos. Despite the bravery of Southolm's defenders, they had to retreat to their mountain keeps and block passes to survive. Despite the clever tactics of Grenolva, they had to learn to strike quickly and run to have a chance of survival. Despite the excellent armor and weapons of Zartla, they could barely deflect the tide of Xytalchita's forces.

Only through spending their warriors' lives freely could Myfar's generals defeat Xytalchita's troops. Even this costly tactic was not enough; even when they burned the bodies of the fallen, Xytalchita's necromancers could create skeletal troops as easily as walking corpses.

But then Myfar made an ally who changed everything. The dragon Vrae L'tor announced that he was the patron of Myfar, and gave a single warning to Xytalchita: Be content with what they had, or be driven from its shores.

Xytalchita's sorcerous leaders refused and sent their forces north. Myfar's soldiers, reinforced by the few troops that could be spared from the smaller kingdoms, stood ready. As battle was joined, the great red dragon swept through the sky, fire in his wake. The magic behind Xytalchita's army grew weak and in many cases failed entirely. Myfar's army swept through their attackers.

The counterattack lasted for a year, retaking every inch of land that had been claimed by Xytalchita. Vrae L'tor only appeared at the largest battles, but every time the dragon was there, his enemy's losses were total. Before Myfar entered Xytalchita's capital, the dark mages and their few remaining followers left Sikarra in ten ships that sailed with unnatural speed.

The other kingdoms acknowledged Myfar's supremacy, and were allowed to survive as vassal states. Under the guidance of the Land of the Dragon, new kingdoms were founded in the south of Sikarra; Carraes, a land of peace, the Paslien Protectorate, and Varounal, led by egalitarian councils.

Myfar ruled Sikarra for the next several centuries. Zartla continued to grow, presenting the only threat to the kingdom's rule. Yet before Zartla was ever able to challenge the Land of the Dragon, its city-states started their ancient feuds again. To add to Zartla's troubles, refugees from Haomei Tral flooded the kingdom. In midst of chaos, the last king of Zartla handed his throne to Myfar, asking only that the great land would bring peace and order back to his people.

Myfar became decadent in its unchallenged mastery. Nobles exploited their people, and Myfar's king was unable to maintain control over so many competing aristocrats. As the excesses grew more pronounced, Vrae L'tor sent an emissary to the high court and demanded an explanation for the current state of affairs. The emissary was executed for questioning the judgment of the king of Myfar, and a large treasure was sent to the dragon along with a message. The kingdom of Myfar thanked Vrae L'tor for the dragon's wisdom and aid, but neither were needed any longer.

There was no response for a year and a day. After the anniversary of the execution of the dragon's first emissary, a second appeared in a burst of flame before the king's throne during high court. He asked if the king had rethought his decision, or if the previous message was truly to be the epitaph of Myfar. The king laughed at the emissary and demanded his sword, so that he could kill the interloper himself.

The capital of Myfar was burned to the ground that day. Over the next several months, the nobles' castles suffered similar fates. When soldiers tried to intervene, they either found no one to attack or vanished without a trace.

As Myfar reeled from this assault, its vassal states rose up. Grenolva and Southolm gave their viceroys time to leave, although both were killed by mobs before they made it out of the kingdoms. Akar-alat, the most powerful city-state in what was once Zartla, brought its neighbors together to free themselves from Myfar. Everywhere, the kingdom's frail threads of influence snapped. And all this time its greatest cities burned.

A few months after the second emissary had come to Myfar, the greatest kingdom in Mitheirn had been reduced to ashes.

Kingdom of Tarmath

The loss of Myfar was not a victory for the other lands of Sikarra. The stabilizing presence of the kingdom was removed and confusion reigned. Conflicts sprang up across the continent. Grenolva was embroiled in a civil war. Three minor kingdoms of Amon, Rul and Feshon appeared and immediately began squabbling with each other and their neighbors. Southolm turned its attention to Carraes and destroyed it. The Paslien Protectorate faded into obscurity. Varounal became increasingly insular.

In what had been the heart of Myfar, the only survivors were the clans of the forests and hills. Barbarian groups of the northern reaches raided to the south. After a century of struggle, a hero rose from the clans. Collan of the Coulan was an orphan raised by the temple of Ashayli. The sheltering goddess sent him to find the Protector of Paslien's magical armor.

With the help of his enchanted protection, Collan settled the quarrels between clans. Whether leading a clan to victory and then demanding the chieftain's loyalty or resolving disputes through clever diplomacy, Collan spent more than a decade bringing together his people. Eventually he gathered thousands of followers who called themselves the Tarmath, the holy warriors of passionate Ashayli.

Even as he built his following, he earned enemies among the leaders of several clans and barbarian tribes of Northreach. The clans met in council and declared Collan a would-be tyrant who wished to bring Myfar back from the ashes. They sent an army to the camps of the Tarmath to demand Collan's head. Battle lines were drawn, and ultimatums issued.

One morning, Collan rose, clad only in a simple tunic and breeches, picked up his sword, and walked unarmored to the center of the great field between the armies. There he declared that anyone who believed Ashayli's will would bring harm to her people should strike him down.

A few bold warriors met his challenge. Even without the magic armor, Collan bested them all. A dozen men, then twenty, then fifty, then a hundred. Still he defeated them, though scarcely an inch of his flesh was free of injury by the end. Finally, the clans ordered a full charge against the lone Collan.

He fought bravely but was overwhelmed. The Tarmath soldiers lowered their heads in prayer as the body of their leader was hoisted aloft. Then gentle hands removed Collan from his killers. Stern Ashayli stood before the clansmen, cradling her dead champion. She looked on them with pained love. In ringing words, she declared the clans' blood price paid in full. Her feet stained crimson, she demanded the loyalty of all present, or they would reject her love forever. All bowed their heads and took the oaths of the Tarmath.

The kingdom of Tarmath was born that day. Collan's cousin Cordral was given the mystic armor and named king. He built the land according to Ashayli's laws.

The First Akarian Empire

As Tarmath was founded, the city-states that had been Zartla were dealing with intrigue and small wars. There were three great cities vying for prominence: Akar-alat with its mages, Kaaskhad with its wealth, and Zartii with its warriors.

Even when Myfar controlled the region, the refugees from Haomei Tral increased tensions between the city-states. Kaaskhad refused aid to the Tralans, while Zartii would take in those who could fight. Akar-alat, however, agreed to house the Tralans in exchange for aid in bringing down Myfar's viceroy.

As time passed, Akar-alat gained more from the refugees than the other cities. Akar-alat established a reputation for even-handed justice and wise decisions. Nearby city-states and villages asked to work under the same rules. As towns came under the city's influence, they prospered. This did more to spread the city's rule than any force of arms. After almost two centuries of resistance, Kaaskhad and Zartii finally acknowledged that everything around them belonged to Akar-alat.

The ruler of Akar-alat, Threman Davrati, never claimed the rival cities as his. He signed complex treaties of total allegiance but sovereign rule. The newly-born Empire of Akar would not interfere with the internal policies of the regions owned by either city. In all dealings with other lands and between the cities, Akar's laws would hold sway. Believing this better than fruitless conflict, the city-states agreed.

Davrati spread the Empire west until it reached the Waste, and south to the unclaimed lands that once belonged to Carraes. His son followed his father's example, only sending troops to defend those areas that had joined Akar freely. Grenolva was invited to join, and their polite refusal did not lead to a war of conquest. Southolm agreed to a trade agreement but not Akarian rule, and again not a single soldier crossed the border.

Akar halted its growth by the middle of Davrati II's life. The emperor focused his resources toward building infrastructure and organizing the hierarchy of his government. When Tarmath's ambassadors entered the area, he greeted them politely, neither offering them threats nor encouraging them to look at his empire as an easy target. Soon the Akarian Empire was hailed as the shining example of greatness achieved through wisdom rather than war.

Davrati II's reign ended when unknown forces opened a portal to Xeolvan'taer in the heart of the Empire. His son led Akar's forces in the first war of Akar's history. To their horror, several mortals threw their lot in with the demons.

Despite his inexperience, Davrati III finally defeated the demons and their allies. He increased the armies of Akar, to patrol the Empire for signs of another incursion. He set watchers over the Empire's mages. Finally, he demanded that Kaaskhad and Zartii allow the empire's troops admittance to make certain another demon threat would not appear in their cities.

At the same time, Tarmath had expanded. It absorbed the country of Amon, leading both Rul and Feshon to seek the aid of Akar. Davrati III would only agree to help if the two kingdoms joined the Empire, then sent troops to secure his new border. Tarmath did the same, and suddenly the two largest countries of Sikarra again had armed borders.

Not long after this, Vrae L'tor, now calling himself Vraltor, sent a message to both the king of Tarmath and the emperor of Akar, congratulating them and offering his aid if they ever needed it. Soon other dragons were spotted across Sikarra, claiming isolated areas for their own.

War of Centuries

No historian can agree just when the stand-off became a war. Tarmath and Akar regularly tested each other's defenses in the borderlands. Every unaffiliated kingdom had to choose great country to ally with. Troops often moved through the smaller lands, and occasionally clashed although neither side sent large armies into battle.

Sikarra entered a period of dangerous stability — even though the great nations were always on the verge of all-out war, the smaller nations prospered. Grenolva settled its civil war and filled the area not claimed by Southolm or Akar. Southolm ended its policy of isolation and developed stronger ties with the other lands. The hundred small kingdoms in the area between Varounal and Southolm stopped fighting each other constantly and developed a web of alliances and enmities which afforded them a precarious balance. Only on rare occasions trouble would flare up, such as when the dragon Luniracys declared herself the ruler of the mountain valleys to the west of Grenolva, or when giants besieged Varounal.

Protected by its natural boundaries, Grenolva was able to develop rapidly and with little fear of outside influence. At the same time, it faced several threats from kaarsh tribes to minor demonic assaults, which kept its armies well-trained and experienced. Over time, Grenolva became a notable power. Several smaller countries turned to this kingdom for help in dealing with either Tarmath and Akar.

The majority of Grenolva's population are eulae. Akar's human-dominated empire nursed a strong prejudice against the eulae, and were becoming more intolerant of magic in general. Tarmath was testing the borders of Akar more often, and rumor said the kingdom was quietly supporting uprisings and a growing rebellion in Kaaskhad and other parts of the empire.

Akar sent ambassadors to Grenolva, insisting that the kingdom proclaim a formal allegiance with either Tarmath or the empire. They were turned away, but Grenolva's king Saletao Wymroa knew what would come next. He reinforced his troops along the border to Akar.

Mark of the Rose

Just as tensions rose between Grenolva and Akar, word spread quickly among sages and prophets. Another godseed had entered the world. Everyone wanted a chance at the power of the immortals. Heroes and less-honorable adventurers searched for the seed, vying against agents sent by the rulers of Tarmath and Akar.

Grenolva's Crown Princess, Tuelfwa, was struck down by a demon's curse. Her younger brother Suelein Saleario gathered adventurers to find a way to save her. Amid this chaos, Saletao's resolve to fight Akar wavered. The Akarians offered alliance again, which the nobles of Grenolva carefully considered while the king was distracted.

Tarmath made its own offers to the kingdoms of Rul and Feshon, as well as making overtures to the small kingdoms of the south. Akar found proof of this interference and mobilized its troops in force. The two kingdoms postured against each other, but Akar's build-up wa a feint. While Tarmath focused on its own territory, the Empire diverted its might to Grenolva's borders.

Saleario's quest led him into Xeolvan'taer, where he faced Cracyxkdvidl. Even as the prince entered the realm of demons, the Akarian army began its march. During the early battles, Suelein Saleario was tortured with the pain of every Grenolvan soldier's death. The fighting grew more fierce, and it was clear that Grenolva would fall in a matter of weeks. Soon enough, the Akarian army massed on the plain just north of the capital city of Grealthin.

Dawn broke the next morning, and just as the battles began, every Grenolvan soldier felt a mark appear on his left breast, over his heart — the symbol of a rose, eight emerald thorns visible behind a ruby flower. This Mark of the Rose carried the strength and resolve of the entire country, sustaining Grenolva's defenders. As the battle was joined, Suelein Saleario reappeared at one an Akarian portals to Xeolvan'taer and made his way home, shining with the power of the godseed.

The Akarian army broke and retreated across the border even as the godling Saleario cut through them. He reached his sister and cured her. After these deeds, he gathered his newfound power and hid it away. The godling chose to live out a mortal span before taking his place on Ana'vael.

The Dark Era

Grenolva thrived under the rule of Tuelfwa and, a century later, Suelein Saleario. But the rest of Sikarra faced a darker fate.

Akar's failure to take the southern lands only forced them to turn their efforts north, against Tarmath. Under the leadership of the Undying Emperor, Davrati IV, Akar quashed the rebellions Tarmath had instigated. Davrati decided to bide his time until Grenolva's semi-divine patron was no longer a factor. In the interim, Akar engaged Tarmath in a war of attrition, which favored Akar's greater resources and population. Even as Tarmath's lines retreated, the empire stretched slowly around Grenolva, taking the smaller kingdoms to the south and west.

More than two centuries after Suelein Saleario took the throne of Grenolva, Cracyxkdvidl found another means to spread his influence in Mitheirn. His followers managed to open one of the ancient portals, through which poured an army of demons. Suelein Saleario had to reassume his godly powers to give his people a chance of survival. After a protracted struggle, the godling and demon lord clashed face-to-face again. Saleario drove his enemy back into Xeolvan'taer.

Davrati IV was patient just a while longer. Grenolva's army was too exhausted from the battle with the demon lord to present an immediate threat. Akar pulled its forces to the north. After such a long, constant testing of Tarmath's border, the war of conquest lasted just a few years. It ended when Tarmath's king was executed in his own court by Davrati IV.

The Undying Emperor then turned back to Grenolva. Over the next several years, the empire broke down the kingdom's defenses. Finally, Suelein Boirath, son of Saleario and king of Grenolva, was brought before the emperor. Rather than being given the respect due a worthy foe, Boirath was ordered to submit or to rot in jail.

Boirath did not submit. After locating his son and loyal retainers, he called on his father's power long enough to break open the dungeons and battled the troops loyal to Akar's viceroy. Boirath sent away his son, Savrai Nomas, and then tried to assassinate the emperor. The attempt was failed, but it bought time for the others to escape.

Savrai Nomas devoted his life to seeking vengeance. After a century of searching, he discovered the means to destroy the Undying Emperor. Savrai gathered an alliance of the empire's defeated enemies. Together, they reached the heart of Akar-alat. Threman Davrati IV and Savrai Nomas met in an epic magical battle. The backlash from their spells shattered the royal palace. Finally, as Davrati's defenses were broken, Savrai unleashed his killing spell. The Undying Emperor was destroyed.

False Dawn

Wilhem of the Kanth claimed the throne of Tarmath over the protests of Ashayli's temple. The other lands formed much as they are now. Amon-Rul-Feshon rose in the center of Sikarra. Kaaskhad and the remains of the independent city-states became the Freemarch. The lands of the south unified into Ahl'Sholu, the Kingdoms of the Sun. Even Akar remained, a small kingdom with its great armies shattered, its resources gone.

Savrai Nomas ruled Grenolva well at first, but there were rumors of strange mood swings. In a fit of rage, he exiled his own son, Suelein Taraqual. He dissolved the Council of Nobles and then invited them to an extravagant banquet, claiming it had all been a joke.

Davrati's revenge was becoming evident. The king of Grenolva had gone mad. The king's last rational act was to set up a Regent until Taraqual was ready to return, and then to vanish. Not even his greatest mages could discover where he had gone.

Finally, after many adventures, Suelein Taraqual helped his friend Connell of Coulan claim the throne of Tarmath. In time, he returned home and wrested his own throne from Grenolva's Regent. These struggles appeared to be the end of the troubled era. Peace descended on Sikarra.

The Second Akarian Empire

Two decades after Taraqual took the throne of Grenolva, portents spoke of coming darkness. This darkness seemed to be centered around the coming of Daer. A legend using an ancient word for death as his name, Daer suddenly appeared to be active in several places at once. Although Daer had worked in such secrecy that no one even knew of his existence, without warning his agents could be seen starting riots in Kaaskhad, rousing barbarian tribes in the Northreach, or sending assassins against the rulers of Sikarra's nations. No one could determine just what Daer's goals were, although his maneuvers were successfully destabilizing the continent's equanimity in a very short time.

Akar's feeble leadership was replaced by Empress Oneirol. In an incredibly short period of time, Akar's army was reformed, its ranks supplemented by troops from distant lands.

Just as the nations learned the extent of Daer's plans, the magic-workers of Sikarra were brought low by Magefall, an event which killed or crippled four out of every five who shaped power. While the shockwaves from the event were still spreading, an army of massive proportions marched out of long-silent Varounal, the Northreach, and from Akar. Daer's chief general, Dav, marched at the forefront of the Silent Guard, undead troops more frightening than anything ever fielded by Xytalchita. Dav fought like a son of deadly Kaa'shan, slaughtering hundreds in battle.

In a land where wars of conquest had taken decades of effort, Daer's armies brought countries under their heels in weeks. Every weak point was found, every advantage exploited. The rulers of the lands were captured or killed. Suelein Taraqual's death was the last. The king of Grenolva was challenged to single combat by Dav, who revealed himself as Threman Davrati V. Despite Taraqual's bravery and skill, he was no match for Davrati V, and soon he lay dead in the fields outside Grealthin.

Daer proclaimed the formation of the Second Akarian Empire. He then stepped behind the scenes once more, leaving Sikarra under the rule of Empress Oneirol.

After rising with breathtaking speed, the empire faltered almost as quickly. Resistance groups started harassing Akar's troops within weeks. Taraqual was resurrected by the Silver One. The once-dead king gathered together the foes of Akar. The nations threw their support behind Taraqual, as did the Underland. The king led the resistance to victory after victory.

During the fighting, the question of Daer loomed large. The mastermind who had engineered the conquest of Sikarra, who had found the means to destroy thousands of spellcrafters at once, who had commanded the mightiest army to ever walk Mitheirn, was simply nowhere to be found.

A group of heroes was hunting Daer, and learned of his true plans. Daer was going to follow in the path of Yarrath in a bid to control the Tower of Souls. Whether he could command it or not, but the adventurers knew that he might release another Cataclysm or something far worse.

The heroes reached the Tower at the same time as Daer. Meanwhile, Taraqual's alliance was joined by dragons in the command of Vraltor. As the heroes faced Daer in the center of the Waste, the erstwhile king of Grenolva rode into Akar-alat to confront the Empress and Davrati.

There was no second Cataclysm. Those who survived the battle at the Tower of Souls do not speak of what happened there. They only say that Daer failed and was killed in the effort. Taraqual had discovered the secret to Davrati's power and defeated him in single combat. The empress was captured soon after, and the Second Akarian Empire was ended.

The Sikarra League

Years have passed. In the wake of the recent war, and at the urging of Tarmath and Grenolva, the other nations agreed that there was a need for Sikarra as a whole to defend itself. The nations agreed to send ambassadors to a council in Kaaskhad, which is charged with facing threats on the same scale as Daer and dealing with other issues which may affect all of Sikarra.

Trade is increasing between all the countries, which is leading to a greater desire for stability. Sikarra is hardly at peace; in the past several years, there has been an effort by the undead knight Kalas to ring the Doomsday Bell and summon bloody-handed Kaa'shan to destroy the world, a foiled demon invasion, and increasing signs of a potential war between dragons.

New lands such as Imbagdna, Haomei Tral, Nol Torma, and An-Vre have been opened to exploration. The Swordclan have established operations in Freemarch, and are slowly starting to become favored agents of the Sikarra League. It is this time, this era, when the future of Mitheirn is at stake.

Realms of Sikarra

Sikarra is bounded to the north by the Arctic ice cap, to the west by the Abroi Ocean, to the south by the Gravis Channel, and to the east by the Tefnam Ocean. It is connected by landbridge to Haomei Tral in the east, and is in close proximity to Imbagdna in the south. The southern edge of the continent has tropical climate, deserts through the south and west, mountainous forests in the southeast, and glaciers and mountains in the north. Most of the continent is temperate, although the terrain may vary from badlands to plains to highlands.

Ahl'Sholu

A land of deserts, arid farmlands, and a tropical coast, located due south of the Waste. The area was famous for its "thousand kingdoms" founded by semi-nomadic tribes, although in fact there never were more than two hundred and three tribal kingdoms. The tribes had a complex society based on current treaties, current feuds, and above all, trading rights.

After the fall of the First Akarian Empire, the tribes realized that they had to present some form of united front to the rest of the world. Under the guidance of Akhed al-Damil, the kingdoms became Ahl'Sholu, the Land of the Sun. In truth, little changed other than the fact that Akhed and his successors would be able to act as the final arbiter in tribal disputes, if his judgment was requested. Still, Ahl'Sholu was able to present a unified face to the other nations and thus was taken more seriously in negotiations.

During the Second Akarian Empire, the twins Emel and Khamir Akhed al-Damil led Ahl'Sholu's warriors to harry the Akarian forces and later, to aid Suelein Taraqual's march into Akar. The twins are now recognized as the joint rulers of the Land of the Sun. It is said that they're a good example to the tribes; Emel and Khamir are famous for their private squabbles, yet in public they support each other completely.

Akar

Akar's history has helped shape Sikarra. The Davrati family, known for both its mages and warlords, was thought ended when Suelein Taraqual killed Threman Davrati V. In the years since the fall of the Second Akarian Empire, Davrati's son came out of hiding. Threman Davrati VI has shown no interest in conquest, and instead appears focused on building a new country that is free of the history of blood and darkness brought by his forebears.

Akar is officially a conquered territory of Grenolva, and thus is governed by Duke Dün Lornai aya Ailaya. The Regent has made it clear that he hopes Akar build a government of its own. He watches the efforts of Davrati VI and others, but is careful not to interfere too much.

The people of Akar do not quite share the optimism and drive of their would-be leaders. They appear exhausted after the Second Akarian Empire, and pay attention to matters beyond their own villages only when pressed. Perhaps only the city-state of Zartii still has any fire left.

Amon-Rul-Feshon

It is sometimes surprising to people that the kingdoms of Amon, Rul and Feshon had once been such bitter rivals. Their peoples shared great faith in the gods and a desire to live according the precepts of the temples. The kingdoms were named for the powerful priest-kings who led their followers into the center of the continent. Amon wanted to study the mysteries of life and death, hoping to find the best way to send souls to their just rewards. Rul focused on bringing faith to the masses, training faithworkers as well as helping support the temples in their efforts to help people. Feshon dealt with more practical matters, such as improving knowledge of the healing arts and spreading wisdom about day-to-day concerns as varied as agriculture or the proper ways to preserve meat.

For most of the kingdoms' existence, they were at odds with one another. Only the trials brought by the War of Centuries and the end of the First Akarian Empire showed the kingdoms how much more they were alike than different. They appointed Empress Raneth I to oversee secular matters while the priests formed a council to deal with their concerns.

During the Second Akarian Empire, the Empress Raneth III directed her people not to openly resist. Instead, she commanded her soldiers to hide and fight a guerilla war. Sabotage and precision strikes against Akarian supply lines kept the empire from settling comfortably in Amon-Rul-Feshon. Raneth III herself was at Suelein Taraqual's side when he rode into the capital of Akar-alat.

Amon-Rul-Feshon has many badlands, some deserts, and arid rolling hills. It is difficult to cross, and the presence of the main temples of so many religions allows the nation to hold itself neutral in many disputes. In the Sikarra League, Amon-Rul-Feshon is starting to be known as the swing vote.

Freemarch

Based around the former Akarian city-state of Kaaskhad, the Freemarch is ruled by artisans and merchants. The richest farmlands of Sikarra combine with productive mines to give this nation impressive natural resources. More importantly, some of the best trade routes from north to south pass through the Freemarch.

Freemarch is controlled by the Guilds, under the aegis of the Guild of Oversight. Every district is treated as its own merchant firm that owns shares in Freemarch Company. Together, the country focuses on making money and providing valuable services. This can make the nation appear short-sighted but also provides an attractive freedom to people who want to get things done without a lot of hassles from the law.

Kaaskhad is the largest city in Sikarra, and may be one of the largest in Mitheirn. The allure of the city is unmistakable, and important organizations from the Sikarra League to the Swordclan are based here.

Grenolva

The oldest kingdom of Mitheirn, although for most of its existence its influence was minor compared to lands such as Myfar or Akar.

Nearly seventy-five percent of Grenolva's population are eulae, although there are thriving communities of dverekh and humans. Kaarsh have long lived among the mountains or marshland borders of the country. Recently some kaarsh have been been willing to come to the cities.

The demonic portals and many wells of magic in the countryside have guaranteed no shortage of magical beasts and other threats in the wilds of the land. These constant threats meant that the army of Grenolva was small but very tough. Over the years, magical experts have found ways to dampen or control some of the wild magic.

The First Akarian Empire ironically helped Grenolva grow beyond its ancient and stagnant beginnings. The Akarians built up the country's infrastructure as well as wiping out several area where mystic beasts spawned. When the country was taken back by Savrai Nomas, he continued Akar's most effective policies. Savrai and his son Suelein Taraqual also ordered the continuation of work expanding passes into the country, making trade much easier.

Due to the heroic actions of Grenolva's current monarch Suelein Taraqual, and the personal and political alliances he has made, the country is one of the most influential in Sikarra. It is known that Taraqual has earned the patronage of the dragon Vraltor, an advantage which every other nation in the League is concerned about.

The Silver One, the patron deity of Grenolva, is seen as one of the most active gods today, although he has been known to let the kingdom experience disasters if its citizens do not fight hard to deal with matters themselves.

Northreach

Harsh, dangerous mountain ranges and shimmering glaciers, icy rivers and a spring and summer which lasts only a few months combine to make the Northreach a region not much valued by the other nations. Officially, the area is ruled by Tarmath, but the kingdom does not try to enforce its claim. The only beings who live here are dragons, kaarsh, and smaller tribes of the other races who care little for the rest of the world.

Some of Daer's forces were recruited in the Northreach, which is a source of concern to the Sikarra League. After the fall of the Second Akarian Empire, a warlord known as Vantra has begun dominate several tribes, although he has been careful to avoid encroaching on territories claimed by dragons.

Southolm

It's been said Southolm is nothing more than a massive mountain range. This is an exaggeration, but only just. There are fertile valleys nestled between forest-covered mountains, and hardly any ground that is level for more than a mile. Southolm is filled with natural resources, from minerals and metals in the hills to a variety of valuable woods.

The population of Southolm is predominantly dverekh, although there are many kaarsh tribes as well. There are smaller numbers of and eulae, with more of the former than the latter.

Every populated area in Southolm has a hierarchy based on expertise in relevant matters. The individuals with the most skill in organizing others naturally end up on top of the hierarchy. These leaders then travel to regular meetings of their Executive Board, where the Master Executive chosen for that meeting will pass judgment on various matters. Then the organizers return home to implement policies.

This governmental structure is quite frustrating to people who are used to monarchs or at least aristocrats trying to maneuver for position. Southolm's system may be slow when it comes to adapting to large-scale problems, but once a decision is made, the entire country responds quickly and efficiently.

Southolm is somewhat isolationist, although this has less to do with distrust for other countries than the single-minded focus of the dverekh. The Executive Board has long valued its relationship with Grenolva, and now appears to close allies with Vayl and Freemarch.

Tarmath

Along with Akar, Tarmath is the one of the great nations in Sikarra's history. The clans have become an aristocracy of lords, but they still recognize ancient kinships. Only the lords and ladies worry about their former clan titles; many of the lower classes have long since stopped caring.

Tarmath was the favored land of Ashayli, although this bond was broken by Wilhem of the Kanth. King Wilhem was not evil or a follower of another god. He simply was not devout and did not see why devotion was required of the king. Wilhem's views were actually rather common among the aristocracy, and he enjoyed their full support during his rule.

Connell of Coulan was, like his famous ancestor Collan, a holy knight of Ashayli. When circumstances required him to take the throne, he surprised many of the lords by not requiring attendance at the temple of Ashayli or even that of any god. He only wished that if ever a lord was not an active worshipper, he would not hinder those of faith.

King Connell's skill at compromise, as well as his ability to separate good advice from the bad, made him popular both in court and among the commoners. During the Second Akarian Empire's rule, Connell was able to rally his people with ease, providing the most active and ongoing resistance to Daer's army in all of Sikarra.

Connell was believed killed during the war, although in truth he had suffered injuries that even miracles did not seem able to heal. He continued to give orders to his army while sending his nephew Lyran of the Kain out as king in his place. The secret that Connell still lives is considered one of the worst-kept secrets in all of Sikarra, although the other nations pretend to believe it. Connell advises Lyran from behind the scenes, and so long as this advice helps the young king lead his country well, everyone is happy to play along.

The Second Akarian Empire severely damaged Tarmath's industry and resources. The country has a large and skilled army, which is being hired to groups such as the Sikarra League to provide Tarmath with a source of income.

Varounal

The entire western edge of Sikarra lays beyond the Carruth ridge, a low mountain range that runs from the Gulf of Kammar in the north to the Disham Gulf in the south. Nestled in the southwest behind this ridge, Varounal was a peaceful country of little note. After the fall of the First Akarian Empire, when even Tarmath no longer tried to claim the region, the Carruth range began to slowly rise. No one was truly aware of this event until explorers reported that the old passes were no longer accessible.

During the days leading to the Second Akarian Empire, several mages unraveled the mystery behind the Carruth range and how it had been changed through the combined efforts of mighty elementals and aid from demon lords. Before this information could be spread, passes appeared again beside Tarmath and Ahl'Sholu.

From the west marched a third of Daer's army. The few heroes who had managed to enter Varounal before the passes opened discovered that the country had spread to fill the western lands. Varounal was openly ruled by Daer, who had conquered the area nearly a century before, and now most of its population had been forced to join the army or converted to the Silent Guard.

Once the soldiers had marched out of Varounal, partisan groups who had escaped Daer's grasp worked together to cut off his supply lines. They helped adventurers destroy the source of the Silent Guard and later aided their escape from Varounal.

While the Second Akarian Empire occupied the attention of the rest of Sikarra, Varounal freed itself from domination. By the time the armies of Sikarra had come to the west, the hard work had already been done.

Varounal today is confusing to the other nations. It has a vast amount of territory and yet seems content to have almost no army. This may be due to the fact that every adult over the age of twenty-five either had been part of Daer's army or had been fighting the same army — an experience which appears to have given Varounal's citizens a distaste for any conflict. When they require military force, they hire mercenary groups to deal with the situation. They have retained Daer's institution of a Senate chosen from sages and respected elders.

Some fear that the commanders of Daer's forces are still hiding somewhere in the vast territory of Varounal, but the nation shows no interest in hunting them down. They merely allow the Sikarra League to send groups into the countryside searching for hidden enemies.

Vayl

Founded after the fall of the First Akarian Empire, the Vayl was a loose collection of traders and artisans who sat on the major pipeline of goods between the east and west of southern Sikarra. At first the country was organized into several guilds, much like Freemarch. By the time of the Second Akarian Empire, the Vayl had started polling its small population in referendums for every major policy decision.

Now the Vayl has a parliament and single executive known as a prime minister. It is financially well-off, but otherwise weak, relying only on mercenaries and the good will of its neighbors. The Vayl only seems to have real importance to Freemarch, where its unique position in Sikarra's trade network is understood and respected.

The Waste

After the Cataclysm which created the Waste, the gods ringed the land that had been Tiemdiandwyr with mighty rivers. While determined explorers could cross the rivers, it was a difficult proposition at best.

There are a few hardy groups that live in the Waste, although they are so changed by wild magics that their original races can hardly be identified. Despite the stories that say the Waste is completely blasted and unable to support life, there are a few oases and spots of greenery. The Waste is home to fearsome monsters and storms of chaotic magic.

Buried somewhere deep in the heart of the Waste is the Tower of Souls. Only a handful of living beings have ever seen the Tower, and they do not choose to describe it. All they will say is that in the shadow of the Tower, even a mortal can feel like a god.

Chained Sea

A massive inland sea in the northeast of Sikarra, bounded on all sides by land. The Chained Sea is saltwater and home to several ocean species. The Chained Sea is one of the major thoroughfares of goods from Tarmath and the north of Amon-Rul-Feshon down to Freemarch and points south. The shores of the sea has many fishing villages and trading posts along its length.

It is rumored that the Chained Sea is actually connected to the Tefnam Ocean, because to the east is the Mount, home of the gods, and that it and its surrounding mountains only float on top of the water.

Thaurkol

The largest island in the Chained Sea, home to the thaurev kaarsh tribe. This is the only place in Sikarra that the thaurev are naturally found. Despite appearances, the thaurev are the finest sailors known, and are highly-sought after by ships plying other water routes.

Thaurkol is a volcanic island ringed with mountains, but has large fields that grow some of the richest grains in the continent.

Legends and Notable Groups

Anelystra, Archmage of the Four Guilds: An imposing human woman, 6' tall, with iron-gray hair and an intimidating personality. She is in early middle-age. Anelystra originally came to Sikarra as an ambassador from the Isles of Nol Torma. She arrived soon after Magefall, and was horrified by the deaths of so many mages.

Driven by anger, Anelystra battled the Akarian Empire. She commanded the remaining Sikarran mages as well her own delegation. Once the war ended, Anelystra sought out new prospective magic-workers. With the blessing of the Sikarra League, she established the Guilds of Elementalism, Faithwork, Mindcraft, and Sorcery in Kaaskhad to teach the next generation. The Four Guilds are unified under her leadership, and some have taken to collectively referring to them as the Mage's Guild. It is thought that Anelystra is the most powerful sorcerer in Sikarra.

Avengers of the Blood: An order of holy warriors devoted to the church of Desaris of the Bloody Hand. Avengers who are engaged in official duties wear a black cloth marked with a blood-red handprint. There is a small group of Avengers of the Blood attached to every one of Desaris' temples across the continent. To many, the concept of law is best symbolized by an Avenger of the Blood riding into town to dispense justice.

Avengers generally leave crimes such as petty theft or brawling to the local laws. Their primary interest is in cases of murder, grand theft, desecration of temples or other high crimes. While they serve Desaris, they will respond to requests from the priests of Velis Lawgiver or any recognized legal authority in the area. An Avenger's usual duties are superseded by a Bloodcry, a prayer for vengeance that is sanctified by Desaris. The Bloodcry always results in death; either that of the Avenger or his target.

Cracyxkdvidl of the Shining Blood: The name of the most dread demon lord is enough to cause nightmares. Even those who have never heard the stories instinctively recoil, for the blood of their ancestors will never forget the Prince of Demons. The Tormenter came close to wiping out all mortals in the First War, and has had several occasions to torment Mitheirn since. Even after he was killed by Suelein Saleario, Cracyxkdvidl remained in nightmares and stories.

Recently, it was discovered that the Prince of Demons had escaped death on the day the Silver One ascended. The fates would not permit beings of such power to kill each other without lasting consequences. The Silver One scattered the demon's essence into the realm of dreams, believing that this the enemy of all mortals could not escape this prison.

Daer proved the Silver One wrong. His sorcerers drew together the nightmare essence, binding it to the body of an innocent child. Cracyxkdvidl marched into Grealthin, seeking the portal to Xeolvan'taer hidden below the palace. The Silver One finally refused to allow the Lord of Screams to threaten Mitheirn any longer. The Demonsbane manifested through his follower Ragossos and slew his ancient enemy. It is said the Silver One still pays the price for this act. However, there are whispers that Daer had left some of the demon's essence in nightmares.

Daer: The eulae have many words for death. The worst of them is daer, which signifies "death with no meaning." In recent years, Daer has been the name of Sikarra's greatest threat. In an impossibly short time, he engineered the rise of the Second Akarian Empire, the Magefall, and possibly even Kalas' attempt destroy the world.

Daer's allies include followers of Corimnos Everdark, Essayl Teardrinker, and Narrik Fleshwarper. He has called on the powers of demons and commanded dragons. It is known that Daer has traveled to many other continents, and returned with strange magics and creatures to do his bidding.

Daer's motives were clouded for quite some time, although several groups have slowly pulled back the veil. At first, he appeared to only seek power. Now it seems that Daer feels he is playing a grand game with nations and continents as his pieces. He sought to command the Tower of Souls and later draw on the energies in the portals to Ana'vael and Xeolvan'taer. He has developed several hidden organizations that have served both good and ill purposes over history.

Less is known of Daer's true identity. He appears to have been alive before the Cataclysm, and may have been a revenant. Despite his apparent death, Daer's organizations still remain to threaten Sikarra and the world.

Duke Dün Lornai aya Ailaya, Saleat, Regent of Akar: A handsome eulae from a dishonored family. The Ailaya family supported the former Regent of Grenolva when Suelein Taraqual attempted to regain his throne. For their opposition, the king stripped the family of their lands and titles.

Unlike the rest of his family, and perhaps to spite them, Dün did not blame the king for this judgment. Ignoring the whispers about his family, he become an ordinary soldier and served with honor. His bravery earned him the title of Saleat. He earned the respect of Suelein Taraqual by finding the king's kidnapped daughter. After the lost Battle of Grealthin, when Taraqual was killed by Threman Davrati V and buried by Empress Oneirol, Dün recovered the king's body from the battlefield. Dün was instrumental in organizing Grenolvan resistance during Second Akarian Empire. Eventually, he was imbued as an Aspect of the Silver One during one of the final battles of the war, slaying demons who threatened to kill innocents in Akar-alat.

In honor of these deeds, Taraqual restored the Ailaya to their former rank. The new Duke had hardly enough time to grow used to his title before he was chosen to be Akar's Regent. Now he looks for the means to revive the country without allowing it to become a threat in the future.

The Edge: At the height of Myfar's power, one assassin became so accomplished that the name he used grew from mere whispers in shadowy rooms to a legend featured as a villain in plays and songs. At first the title "the Edge" was claimed by anyone who dared try to live up to its reputation. When Vamin Shadowlord ascended, his church bestowed the title on those who proved worthy of it. The Edge would keep the name and several tricks and tools that had been accumulated by his predecessors until he was killed.

The most recent Edge broke from tradition. He chose to retire and live out the rest of his natural days. Those who wished to be the next Edge would have to prove themselves in a contest to kill the most powerful person in Sikarra: the Archmage Anelystra. After many attempts, one seemed to succeed in his task. In truth, tired of being the target of assassination, Anelystra had created a simulacrum to be killed in her place. She took advantage of the opportunity to observe the methods of Sikarra's greatest assassins. Once she revealed that she still lived, she paid a personal visit to the Edge, and it is said the two now have an understanding.

Emel Akhed al-Damil, King of Ahl'Sholu: One of the few magic-workers to have survived Magefall, although he appears to have been permanently touched by Backlash. Emel is handsome and clever, known for cunning plans and nearly-perfect memory.Emel is mercurial, and his moods affect the environment around him; hot when his temper grows short, windy when he is distracted, and so on. He's loyal and well-liked, but is known to be dangerous when crossed.

Garza Silverblood, Saleat: A knight of the church of the Silver One, a noted warrior who also is one of the few individuals to successfully study in all four magic Guilds. Garza is a native of Floatytown, Kaaskhad's refugee area.

Athletic and attractive, Garza was often pressed into service by various criminal organizations in Floatytown and the Shades. He escaped a future in the Shades by joining the temple of the Silver One. Soon he was a member of the same adventuring group that included Swordmaster Razsh, Ty'ara Suelorath and Master Vincent. This group's feats include stopping Kalas' efforts to destroy Mitheirn and journeying to other lands to discover the extent of Daer's plans.

During a trip to Nol Torma, Garza claimed a silver dragon's mystic blood, which he used to create powerful armor and weapons. He also discovered a talent for various magics, but could not devote his interest to just one form. Garza is one of the official liaisons between the temple of the Silver One and the Sikarra League, as well as a founding member of the Swordclan in Sikarra.

Jaesin Traveler: There are so many stories about the Traveler's adventures that many believe him to be little more than a mythical figure based on a now-dead individual. Others say that he is actually an avatar of, variously, the Silver One, Nynek Victorious, Vamin Shadowlord, or even the reincarnation of Demeos Avenger.

In the stories, Jaesin is able to handle any situation regardless of the circumstances. His breadth of skills is amazing, although he is never better in any one given area than his opponents or allies. He has supposedly found Kaa'shan's palace on Mitheirn, robbed the temple of Vamin Shadowlord to prove a point, outwitted the dragon Vraltor, and journeyed across Mitheirn and to other worlds. Many adventurers have been known to attribute some of their more controversial feats to Jaesin, and a few have claimed to be Jaesin themselves.

In the most well-known tales, Jaesin has two companions, Shaya Peacemaker and Sir Leonious, individuals whose real existence is certain, although their reported exploits with Jaesin are so incredible as to defy belief.

Kalas the Doombearer, the Champion of the Everdark: Where the tales of Cracyxkdvidl or Daer are told far and wide, Kalas's legend is whispered among those who would bravely face any other terror. Once he was the equal of any of the world's great heroes, yet he turned away from protecting the weak and gave himself to darkness.

It is believed that Kalas was one of Ashayli's devoted knights, trusted and favored above all others. In the early days of Tarmath, Corimnos manifested in mortal form to destroy the new kingdom. Kalas was sent to confront the Master of the Dark. At first, it was believed that Kalas succeeded again at the cost of his own life.

After the destruction of several newly-built temples in the border of Tarmath, Ashayli sent her greatest champions to investigate. Each one's head was sent back, along with those of his allies, retainers, and horses. If another champion was sent, the nearest village would be slaughtered. Only when the construction of new temples ended did the killings stop. The legend of Kalas had begun.

Whenever a hero would successfully overcome a scheme of Corimnos' followers, that hero would be targeted. First to die would be the hero's family, then close friends, allies, even his animals and enemies would perish. The hero's tools would be destroyed, then his armor. Finally, Kalas would take the hero's weapons and watch coldly as, naked and alone, the brave soul would either break and beg for his life or he'd be driven to attack with his bare hands. Even then, Kalas would not kill his prey outright. He would inflict a mortal wound, and stake the hero out to die slowly. Kalas would only be active for short periods, never more than a year, before disappearing for decades at a time.

Recently, Kalas no longer seems to serve Corimnos. He undertook the forging of the Doomsday Bell which would bring Kaa'shan to the Mount to end the story of Mitheirn. Kalas has been confronted twice since the failure of his plan, first in search of the dragon's blood which was then claimed by Garza, then again on the trail of a godseed. On both occasions his efforts plans failed, but he escaped each time. He still haunts the night, preparing his next maneuver in a campaign that now seems to even target his former patron.

Khamir Akhed al-Damil, King of Ahl'Sholu: Twin brother of Emel. Where Emel is handsome and graceful, Khamir is grizzled and scarred from many battles. He is a relentless warrior, who specializes in ambush tactics and psychological warfare. Called Rogor Dailron greatest student, Khamir may be the Master of Arms' equal in tactical planning and nearly so with a sword.

Khamir scowls constantly, and even his brief smiles seem more like a grimaces. Despite his fearsome reputation, he is believed to be more reliable and honest than his brother, and is popular among the common people.

King Lyran of the Kain: Despite the disapproval of the royal Coulan clan, the king sanctioned his only sister's marriage to Thom of Kain, a minor noble with hardly more money than the farmers in his county. Their only son Lyran was thoughtful and quiet. When he was of age, Lyran joined the army, where none of his commanders might know his clan or that he was the nephew of the king. He distinguished himself as stalwart and honest to a fault. He was chosen by Ashayli to be one of her holy knights. King Connell assigned his nephew to his personal guard. He also took special interest in educating Lyran in the intricacies of court and being king.

Connell barely escaped assassination at the hands of the Second Akarian Empire, and chose to keep his survival a secret. He ordered Lyran to reveal his blood kinship and claim the throne. Overcoming his reluctance, Lyran obeyed his uncle. Soon Lyran was commanded Tarmath's efforts against the Empire. Despite his youth, Lyran proved a good strategist and was adept at knowing the difference between good and bad advice.

After the empire fell, Lyran was confirmed as king by the nobles and the temple of Ashayli. He is notably short on etiquette and his only courtly grace is the ability to keep his mouth shut until he knows what he is talking about. Despite the court's opinion of him as a rashly-promoted country bumpkin, Lyran has so far been immune to the intrigues of court. He is popular with the common people, although most of them consider him slow on the uptake.

The Mayor of the Shades: A charming, attractive, polite middle-aged man who is always seen in tasteful well-tailored clothing. At first glance, the Mayor appears to be a merchant or perhaps some minor bureaucrat in one of the many guilds of Kaaskhad. In fact, he is the most feared and powerful man in Mitheirn's largest city, and his reach extends across Sikarra and perhaps even farther.

The Shades is the rambling old town of Kaaskhad which occupies almost a full third of the city. It is home to the poor and working classes, but also many desperate scoundrels who will make a profit regardless of the cost to others. Criminals of all stripes do business here, or treat the Shades as their home base as they prey on the richer districts of Kaaskhad or beyond. The legendary Shadow Guild, part criminal organization, part temple to Vamin, is housed somewhere in the Shades. The head of the guild is the Mayor.

The Mayor of the Shades is not an elected position. It is held by the individual who can best lie, cheat, or steal his way into the job and doesn't lose it to his rivals. The current Mayor has kept his job for nine years, a term of sufficient length to make any would-be competitor think twice.

Oneirol Layelan aya Salé, Empress of Akar: When Suelein Saleario was still mortal, Grenolva's master of arms Rogor Saleat fell in love with the queen, Tuelfwa Oaylea. Eventually, Tuelfwa stepped down to give the crown to her brother and marry Rogor. When Cracyxkdvidl threatened the kingdom by opening a portal to Xeolvan'taer, Rogor rode out to defend the kingdom while Saleario confronted the Prince of Demons. At the end of the year-long siege, Tuelfwa and Rogor had one last night in each other's arms. Rogor was killed in battle, but Tuelfwa later gave birth to Oneirol.

Oneirol was born after Saleario became the Silver One, and his son Suelein Boirath was king with Tuelfwa as his chief advisor. An unusual child, Oneirol was highly intelligent but plain, sharing little of her mother or father's looks. She had an oddly cruel sense of humor, although she could turn her words to honey when she wished, charming others at will. Oneirol had told everyone that one day she should be queen, but her cousin's rule was prosperous enough that the Council of Nobles never called for a royal challenge. Oneirol left for several decades to study magic, and on her return was named Grenolva's High Sorceress. She remained in this position until she advised her cousin to willingly join the Akarian Empire. Boirath exiled her from the kingdom.

Oneirol was not seen again until the rise of the Second Akarian Empire. She directed the forces of Akar at the behest of Daer's general, Threman Davrati V. She planned the assassinations of all Sikarra's rulers, and personally led the fighting against Suelein Taraqual. She used magic to bury Taraqual unceremoniously after Threman Davrati V killed him during the sacking of Grealthin, although Sir Dün Lornai recovered the body later.

Daer named Oneirol Empress of Akar, stating that she would be his voice in all matters. She was a ruthless ruler, whose great failure was being unable to control so many underlings over such a large area.

When the empire fell, she barely escaped, trying to locate the plans for the Doomsday Bell to destroy the world. She located the plans, but Kalas came on the scene, taking over the hunt and promising to destroy her if she interfered. Shaken, Oneirol attempted to find another means of revenge when she was captured by Saleario Damindaer. After a long trial, she was executed by King Taraqual.

Empress Raneth III of Amon-Rul-Feshon: A relatively young woman who has spent most of her time as Empress faced with desperate circumstances. When she first took the throne of Amon-Rul-Feshon, she was beset by courtly intrigues and several assassination attempts. Just as she resolved these problems, Daer's forces invaded her lands. She ordered her people to hide their anger and to fight a long guerilla war. The Second Akarian Empire imprisoned and tortured Raneth for most of the war.

Even though Raneth is known for her fragile appearance, her quiet strength was evident when she escaped from the Akarians with no help. Raneth found her partisans, led several missions to harass the Akarian troops, and entered Akar-alat at the side of Suelein Taraqual. In that final battle, she summoned the avatar of Kesalos Lightbringer to battle the priests of Corimnos Everdark. In that battle she personally destroyed a dozen powerful priests of the Fleshwarper.

After the war, she has focused on rebuilding her lands. The rulers of the other nations who saw Raneth during the war have boundless respect for her. Her wisdom is highly valued by the other rulers of Sikarra.

Ragossos, Saleat: The thaurev known as Ragossos was large even for his tribe, with a heart twice as big. A young mercenary who stumbled into the schemes of Threman Davrati right after completing his first job, Ragossos battled his way into the center of the story of the Second Akarian Empire and Daer's plan to reach the Tower of Souls. Along the way, his bravery and honor earned the respect of his fellow adventurers. Eventually his stout heart was recognized by the gods, and he was chosen as an Aspect of the Silver One in order to destroy demonic agents holding members of King Taraqual's family as hostages. Later, Ragossos was at the forefront of the battle against Daer at the Tower of Souls.

Less than a year later, Ragossos faced Kalas at the foot of the Mount in order to stop the Doombearer from destroying the world. Ragossos was killed by the Doombearer, but not before he saved his companions. Before he fell, he became one of the only warriors in history to cause serious injury to the Everdark's champion. His holy greataxe, blessed by the Silver One, is now a treasure of the Saleat, given only to the bravest knights.

Swordmaster Razsh: Considered by many to be one of the greatest warriors in Sikarra. Razsh was born and raised in An-vre, where he was taken into the Swordclan as a youth. He was sent to the First Land by his god, the Swordsman. Razsh quickly discovered why when he joined a group of adventurers who opposed Kalas' efforts to destroy the world. Razsh led the band of heroes as they uncovered plots by dragons, traveled to distant lands to find the traces of Daer's presence, and stopped Kalas from claiming the Silverblood.

Razsh eventually returned to his home to learn that the Swordmakers had a new mission for him. They sent him back to Sikarra with several young members of the Swordclan. He was to help the Sikarra League and to spearhead efforts to uncover and undo Daer's plans. These days Razsh rarely enters battle himself, but when he does he is considered the greatest threat in the conflict.

Rogor Dailron aya Salé, Master of Arms and High General of Grenolva: There have been hundreds of eulae named to honor Rogor Saleat, who according to legend was the greatest warrior Sikarra has ever known. Only his great-grandson Rogor Dailron has reached the same degree of legendary skill. Rogor was born in the borderlands between Akar and Grenolva while the First Akarian Empire controlled the kingdom.

Rogor's father and uncle trained rebels against Akar, and the young boy soaked up the lessons. While he was a good if not spectacular combatant, he had a particular flair for tactics. When Savrai Nomas returned to regain his throne, Rogor was one of the youngest captains in the rebellion. By the time of the final battle, Rogor was one of the commanders of the resistance forces.

In the waning days of the rebellion, Rogor's father presented him with Rogor Saleat's sword. Rogor Dailron's fighting skills were considered good but not exceptional, but with the ancestral blade Rogor was unstoppable. Akar's mages believed the blade carried the prowess of Saleat, and in the final battle they separated Rogor from the sword. Disarmed and injured as he was, Rogor brought down the mages bare-handed and found new weapons. He left a trail of broken enemies on his way to reach Savrai's side. He kept the Undying Emperor's troops at bay while the young king destroyed Threman Davrati IV.

Rogor was the king's bodyguard during his convalescence, and was named Master of Arms when Savrai recovered. He used this position to blunt some of the king's less-rational orders. It was Rogor who suggested exile rather than execution for the young prince Suelein Taraqual. When the Regent was appointed, Rogor left to help train Taraqual. Rogor knew the Regent would not give up power willingly, and planned for another campaign to put the rightful king on the throne.

Rogor's carefully-laid plans led to a quick uprising, and he was at the prince's side yet again as the throne was retaken. To this day, he defends the kingdom of Grenolva and royal family with all his considerable might.

Saleat: The knights of Grenolva and the church of the Silver One. While one does not have to be part of the church to be made a Saleat, only a Saleat can be given the role as the church's holy warriors.

The Saleat are named for the legendary Rogor Saleat, who was the Master of Arms during the era of Suelein Saleario. For centuries, they were a small hand-picked group that only reported to the Master of Arms or the king. When Akar has ruled Grenolva, the Saleat have been the commanders of resistance forces. During the reign of Savrai Nomas and now Suelein Taraqual, the numbers of Saleat have grown to the size of a full company.

Since Taraqual took the throne, the Saleat have recruited new members from beyond the borders of Grenolva. Recently, their services have been offered to the Sikarra League for the common good of the continent. Some believe the Saleat may one day form the core of an army loyal to no one nation.

Shadow: While many believe Shadow is the greatest thief alive, the man himself would point out that if his deeds are so well-known. he must not be as good as the stories say.

Most believe the stories of Shadow are merely fantastic claims made by others, just like the tales of Jaesin Traveler. It is said that Shadow is either the child of a dragon or Vamin Shadowlord, and that his true name is a word that can drive all who hear it to madness or death. It can be verified that Shadow joined a small group of adventurers who were instrumental in stopping Daer's attempt to claim the Tower of Souls and later opposed Kalas at the base of the Mount.

Other legends say that Shadow has slipped through the defenses of all the great palaces of Sikarra, took coins from Vraltor right under the dragon's nose, won a game of chance against the Traveler, stole the heart of the most dangerous woman in the world, tied Daer's bootlaces together while fighting him, introduced the church of Vamin to Imbagdna, and entered Xeolvan'taer to take the last remnants of the Silver One's blood from the midst of demons. It is believed that Shadow has made so many enemies from these and other deeds that he is in hiding from everyone, including his own god.

Shaya Peacemaker: Usually linked in stories to Jaesin Traveler, Shaya is considered by some to be the most accomplished faithworker in Sikarra. Shaya is often used in minstrel tales as the archetypal priestess, selflessly protecting her allies or saving the day through the strength of her faith.

Unlike her storied companion, there is no doubt that Shaya is a real person. Her actual feats don't reach the heights talked about by bards, but she has been known to save entire villages from disease, halting the advance of an army simply by standing and waiting for the first soldier to dare strike her down, and besting a demon lord by letting him try to take her soul, which proved too pure and burned him to ash.

Sir Leonious: As with Shaya, Sir Leonious is linked to Jaesin Traveler in many legends. The real Sir Leonious had been knighted in both Tarmath and Amon-Rul-Feshon, and was a holy warrior of the church of Nynek Victorious. Decades ago, Leonious hunted down a rampaging monster on AraiKy'inCorimnos and killed it, although he was reported dead in the battle. Those who served with Leonious resent the stories told of his adventures after this heroic end, although there are some who believe that if anyone could have defeated certain death, it would be Leonious.

Sir Leonious was short but extremely muscular, scarred but still handsome. He sacrificed his voice to Nynek, but learned to communicate with his hands. Sir Leonious was famed for killing a wyvern single-handedly, defeating three giants with only improvised weapons, briefly getting the better of Rogor Dailron during a battle and injuring an Avatar of Sumnor. In the tales, Leonious is almost invincible, although he is reluctant to raise his weapons after falling in love with Shaya Peacemaker. He is said to have gone to Ana'vael to pluck a flower from the Field of Joy to save Jaesin's life, turned back the demons pouring through open portal to Xeolvan'taer until his friends closed it, and convinced Caermuc of the Scales to change his judgment of a soul for the first and last time in history.

Where Jaesin is the center of their stories, and Shaya is a close second, Sir Leonious has the distinction of never having his name or deeds mocked in taverns or around campfires. Jaesin Traveler has been many things, including a trickster figure whose folly causes his own troubles, and Shaya Peacemaker has been satirized as an example of impossible morals, but no one believes Sir Leonious is anything but noble and honorable.

Suelein Taraqual aya Salé, King of Grenolva: The name Suelein has been given to four eulae of the Salé family: Suelein Ailroa, the first king of Grenolva; Suelein Saleario, the future god of heroes known as the Silver One; Suelein Boirath, the king who defied the Akarian Empire and died while freeing his family from prison; and Suelein Taraqual, the halfbreed son of a mad king.

Taraqual was born in a rebel camp. He was taught the sword as soon as he could walk, and magic as soon as he could speak. From birth he was told stories of his forebears' selfless heroism. While being taught the proper prayers to his own great-grandfather, he learned that his father, Savrai Nomas, did not think he would survive long after facing Emperor Threman Davrati V.

Despite his training, Taraqual was not allowed to fight for his kingdom in those last days. When he was brought to the palace, his father was distant, strained. Taraqual was treated as if he were made of fragile glass. Every time he spoke out of turn or showed frustration, Savrai would accuse him of trying to drive his father to an early grave and take the throne. After a fight in which Taraqual drew his knife in anger, Savrai ordered his son imprisoned for treason. Rogor Dailron convinced the king to exile Taraqual rather than having him executed. The prince was sent into the world with nothing except the names of a few of Rogor's old friends.

Taraqual spent the next decade as a mercenary and adventurer, hiding his eulae heritage and directing his considerable temper against monsters and other foes. When he learned of his father's disappearance and the creation of the Regency, he merely sought out more dangerous challenges. Decades passed before Rogor Dailron tracked down the prince and forced him to deal with his destiny. The Regent, under the influence of Akar, refused to acknowledge the prince's claim. As his father did before him, Taraqual had to lead a rebellion in order to reclaim his throne.

During the rise of the Second Akarian Empire, Taraqual's death at the hands of Threman Davrati V was held up as an example of the Empire's strength. The Silver One did not allow Taraqual's destiny to end, and returned the king to life. Filled with renewed purpose and driven by rage, Taraqual formed an alliance of deposed rulers from across Sikarra. After successfully bringing down Empress Oneirol, dragons circling above Akar-alat awaiting his order, Taraqual demanded that those who were there take the lessons of that day home. That very day, the other rulers agreed to the formation of the Sikarra League.

Thel'Sholu: The man who would become Thel'Sholu, the Fallen Sun, was once the strongest faithworker in service to Kesalos Lightbringer. He was the bane of those who served the Fleshwarper and the Everdark, as well as those who had been corrupted by demons. Thel'Sholu's faith was too strong to be diverted, his magical prowess too great to be overcome easily.

After ever-greater attempts to defeat him, Corimnos Everdark finally agreed to send in the dread Kalas. In their first encounter, Kalas did not even lift his weapon against his foe. He simply spoke calmly, even politely, as the priests magics tore at his armor and flesh. He barely escaped with his life, promising more conversations. For the next few years, Kalas sent messages to Thel'Sholu. Kalas would argue that morality was nothing more than a momentary decision. To illustrate his point, the Doombearer would save the weak and innocent while slaughtering the wicked. Kalas helped the faithworker find his foes and then guarded him from their retribution. The priest confessed to his friends that Kalas said he had been inspired by Thel'Sholu's devotion, and that he wished to leave the darkness and return to the light. Despite the warnings of the church, Thel'Sholu tried to understand the man's tormented soul, so that he could save it.

Some believe that Kalas corrupted Sholu's highest priest, others say that Essayl herself came to seduce him, and a few wonder if Thel'Sholu simply saw whatever it was that caused Kalas himself to fall so long ago. Whatever the reason, Thel'Sholu returned to the high temple of Kesalos horribly scarred. Once he was healed in the inner sanctums, he slew the other priests. Thel'Sholu knew exactly how to unravel the temple's protections and did so, allowing an undead army to sweep through. At Kalas' side, Thel'Sholu killed the priests and holy warriors of the Lightbringer.

Afterward, the two competed to see who could create the worst horrors and become the most feared in Sikarra. Kalas won most of these competitions, but Thel'Sholu's creativity and cruelty became legend. Finally, Kesalos sent his own Avatar after his former priest. The battle was brief but devastating, turning five square miles of desert into glass. Despite this fate, Thel'Sholu was saved by grey-skinned Narrik, and was given the curse of undeath. He has since been sent to manipulate the leaders of Akar, weaken rival temples, and may even now be engaged in a hidden war against Kalas.

Ty'ara Suelorath aya Sale, Princess of Grenolva: The eldest child of Suelein Taraqual, Ty'ara is a beautiful woman who shares her father's restless spirit and desire for adventure. Her mother's identity is the subject of some speculation, although neither the king nor the princess will confirm any guesses.

Ty'ara is known to have been an ally of Garza, Razsh, and Vincent, and was one of those responsible for stopping Kalas' plan to destroy Mitheirn. Some rumors have said that she was an apprentice of Shadow, and that she counts among her suitors the Mayor of the Shades and King Lyran of the Kain. She helped bring the Swordclan to Sikarra and often takes missions at the behest of the Sikarra League.

Despite her evident charm and skills, and the fact that she's the most likely candidate for the throne, Ty'ara has shown little interest in ruling Grenolva.

Master Vincent: A noted mage, one of the few to successfully achieve notable proficiency with all four forms of magic. He is the Master of the Guild of Sorcery, and his skill in this area is considered second only to Anelystra.

A physically fit if not imposing human, Vincent is a mystery to all but his closest allies. He will not discuss his parentage or his homeland. Vincent originally joined the same mercenary group as Razsh, Garza, Ty'ara, and others. Vincent is said to have survived Magefall despite his active studies of sorcery at the time. He claimed that he was sent to help find the causes of the event and how to stop it from occurring ever again. During his quest, he matched wits with the deadliest foes of Sikarra, including Empress Oneirol, Kalas, and demon lords.

Vincent has traveled to many continents, including Anelystra's home of Nol Torma, learning how magics are practiced in these places. Inspired by the example of Nol Torman mages who conduct their master studies under the tutelage of dragons, Vincent sought out Vraltor for similar teaching.

The Master of Sorcery is considered unique among all who regularly use magic in that he rarely experiences visible Backlash effects.

Vraltor: The names of most dragons are never known by mortals. The last Great Race rarely interacts with mortals except to give orders, make threats, or to join a battle. Those dragons who deign to reveal their names and involve themselves mortal concerns always inspire awe and fear.

Vraltor is the most famous dragon in Sikarra. His name has been known for millennia. He appeared after the Cataclysm, protecting and ruling portions of the Northreach. His involvement with Myfar originally involved minor favors, then his aid against Xytalchita, and later a position as the chief advisor to Myfar's king. After centuries, the king believed he did not need Vraltor's patronage. The dragon expressed his displeasure in a way that still frightens children.

Since Myfar's fall, Vraltor has been a featured enemy, or sometimes source of wisdom, in stories about many great heroes. Over a hundred tales feature the artifacts gathered to bring him down, or how a lone adventurer uncovered the secret of Vraltor's weakness and managed to kill him with stealth and luck. In a similar vein, there as just as many stories about Vraltor giving Collan of the Coulan his magical armor or showing Suelein Saleario how to find and command the godseed.

Vraltor is massive, with a wingspan measured in hundreds of hards and scales that range in color from blood-red to fire-bright. He is known for his interest in mortal magics. It is believed that he takes on a human shape so that he can more easily deal with and manipulate mortals.

Among Vraltor's many legendary feats is the most recent and disturbing. Where once it was said that the word for a group of dragons was "war," Vraltor has on two occasions brought as many as seven dragons together to achieve a common goal. At the time being, Vraltor has been offered an "advisory" seat in the Sikarra League, although many of the nations are debating whether it is possible to kill the dragon — and if it is, how long should they wait before trying to do so?

Time

Mitheirn's year is three hundred and twenty days long, with four distinct seasons. The moon, Tala, cycles once every twenty days. The months are determined by Tala's cycle, and there are sixteen months in a year. A week is five days long, and there are four weeks in a month. The common practice in Sikarra is to refer to days as numbers, since every country has its own names for the weekdays. While there was some regional variation in the names of the months, the great nations have standardized the names for their own reckoning, and the smaller nations have followed suit.

The years are usually numbered according to the dominant nation in the area. Tarmath years (t.y.) are counted from the day Ashayli appeared before the clans. Akarian years (a.y.) were established at some point after Threman Davrati gathered the oaths of allegiance from neighboring city-states. The precise reason for the declaration of 1 a.y. is lost to history.

Grenolva counts Eras and years within these Eras. There is always a time of chaos between the Eras, which can sometimes last for decades. The dverekh keep their own calendar, counting the years since they began a record of historical events. This is perhaps the most accurate calendar, and many nations often check their own records against that of the dverekh.

The current year is: 960 t.y., 812 a.y., 8th Era, 6th year, 5609 Awake.

Calendar

Spring

  • 1 Mithin: First day of the year. The entire week, called Mitharet, is a holiday celebrated with games and feasts.
  • 3 Mithin: The first new moon of the year, and the Eve of Magic. Sacred to Lyssal the Spellcrafter, all mages are forbidden to fight one another on this day. They must use their skills to celebrate the wonders of magic.
    In 953 t.y., this was Magefall, the day when four out of every five workers of magic suffered crippling or deadly Backlash.
  • 10 Mithin: The Day of Invasion. Akar conquered Grenolva on this day, three hundred and forty years ago. This is a solemn day in Grenolva, devoted to mourning. In many lands, this is also recognized as the day when the First Akarian Empire truly solidified its hold on Sikarra.
    In the 7th Era, 374th year, King Suelein Taraqual of Grenolva was slain by Threman Davrati V, marking the beginning of the Second Akarian Empire. The king's body was taken from the battlefield by Sir Dün Lornai, despite the concerted efforts by Akar's army to stop him from doing so.
  • 20 Mithin: 7th Era, 374th year, Suelein Taraqual was restored to life by the Silver One.
  • 5 Sarem: In 954 t.y., the signing of the Kaaskhad Accord, the treaty which marked the official end of the Second Akarian Empire, and defined the borders of Sikarra's nations. This treaty is the first official mention of a Sikarra League.
  • 18 Sarem: The birth of Suelein Saleario aya Salé, who became the Silver One. Tournaments and celebrations are held by all of the Silver One's worshippers.
    805 a.y., Daer officially announces the existence of the Second Akarian Empire, with Empress Oneirol Layelan as his proxy in ruling the empire.
  • 1 Hewl: The Day of Awakening marked by the dverekh. This is the only day of the year when no dverekh will work. Many temples also celebrate this day with feasts and a day of relaxation.
  • 8 Hewl: 953 t.y., King Connell of Tarmath is supposedly killed. The siege of Kaaskhad begins on the same day.
  • 12 Hewl: According to the temple of Nynek Victorious, on this day the Victor began his long climb of the Mount to avenge his fallen friend Demeos Avenger.
  • 20 Hewl: In 672 t.y., T'gerhes Damindaer declared the Attow Range in Tarmath as an independent homeland for kaarsh tribes. Grenolva has recently started recognizing this holiday as well.
  • 1 Merria: Nynek Victorious confronts Desaris of the Bloody Hand on the peak of the Mount, before staying his hand at the behest of Shasan. The day Nynek became a god, celebrated by both the temples of the Victor and the Bloody Hand.
  • 4 Merria: In Tarmath, the Reaffirmation. On this day, Tarmath's ruler walks unarmored among his people, to learn their opinion of his leadership.
  • 13 Merria: Ever since the Cataclysm, this day has been spent in silence by the lands bordering the Waste. Other lands also observed this day until the middle of the War of Centuries.
  • 16 Merria: 953 t.y., the Second Akarian Empire's armies march into the capitals of Southolm, Tarmath, Freemarch, and Amon-Rul-Feshon.

Summer

  • 1 Rana: The holiest day for those worshipping Ashayli, Kesalos Lightbringer, Sholu, and Vamin. Amon-Rul-Feshon permits no business to be conducted in its border on this day.
  • 3 Rana: 953 t.y., the Silent Guard's source was destroyed, causing the undead warriors to cry out in pain for the first and last time. After this, the Silent Guard's warriors fell more easily in battle.
  • 14 Rana: The Long Day of the Northreach begins. Every decade, the dragon mating flights can be seen in the skies above Sikarra.
  • 16 Rana: 954 t.y., Anelystra arrives with her delegation from Nol Torma to begin rebuilding the mage guilds of Sikarra.
  • 3 Lare: According to legend, on this day Laementhys sacrificed himself to create the Barrier. Most temples will hold a day of thanksgiving.
  • 15 Lare: 7th Era, 374th year, King Suelein Taraqual's army of liberation fights its first battle against the armies of the Akarian Empire. This is the beginning of a campaign which ends in Akar-alat.
  • 20 Lare: 6th Era, 197th year, Suelein Saleario's year-long battle with the demon lord Cracyxkdvidl ended. Saleario ascended to become the Silver One. The holiest day for the Silver One's temples, and the day when new priests are inducted into the church. Every true follower of the Silver One is capable of casting miracles this day, even if he has not studied faithwork.
    7th Era, 373rd year, Grenolva's king Suelein Taraqual married Elowyn Fwamei.
    8th Era, 1st year, by the order of the Sikarra League, Oneirol Layelan was executed by Suelein Taraqual.
    8th Era, 2nd year, Princess Eloyn aya Salé, daughter of Suelein Taraqual and Elowyn Fwamei, is presented to the kingdom of Grenolva.
  • 1 Unis: Traditional celebration of the founding of Freemarch. Most businesses in Kaaskhad have big sales on this day.
  • 2 Unis: 7th Era, 374th year, 805 a.y., Suelein Taraqual arrives at the walls of Akar-alat. His army has suffered several losses, but the arrival of seven dragons led by Vraltor allows them to overwhelm all magical and physical defenses in the city.
  • 4 Unis: 953 t.y., 805 a.y., no one died and no one was born on this day.
  • 7 Unis: 7th Era, 374th year, Oneirol Layelan, having spent a week trying to escape the army of Suelein Taraqual is captured by the king's brother Saleario Damindaer.
  • 15 Unis: The dervishes come out of the dunes in Ahl'Sholu and dance in the markets from sunrise to sunset.
  • 8 Soperi: 955 t.y., a group of heroes battles Kalas, the Doombearer, on the lower slopes of the Mount.
  • 16 Soperi: 952 t.y., a band of young adventurers gathered by the Silver One's temple had some trouble in Kaaskhad. Legend states that this is when the crafty Shadow and mighty Ragossos first joined forces to eventually oppose Daer.

Fall

  • 1 Dern: Holy day for Ky'in, who captures the last breaths of the living. The Ky'inamé festival in the Underland lasts for the next month, and is a legend even in the Sunlit Realms.
  • 7 Dern: 952 t.y., Ky'inamé is disrupted for the first time in history in the Underland city of Audromae.
  • 16 Dern: The first rumors of Daer appear after an armed force attacks the kaarsh lands in the Attow Ridge and escape with something of value.
  • 19 Dern: Every year on this day, the Mount glows as brightly as the full moon for an entire day.
  • 2 Ama: 956 t.y., the new Mage's Guild founded by Anelystra opens its doors in Kaaskhad. For the first time since Magefall, the ranks of those who study magic grow.
  • 18 Ama: 956 t.y., the storms surrounding Imbagdna fade, allowing explorers to travel to the southern continent for the first time in millennia.
  • 1 Valt: Over one hundred and twenty years ago, a Tarmathian merchant tried to enter Varounal and discovered that the Carruth range had become impassable.
  • 7 Valt: On this day every five years, the Guild of Oversight chooses its new board of directors.
  • 13 Valt: 953 t.y., Empress Raneth III reclaims the throne of Amon-Rul-Feshon.
  • 6 Gerra: The beginning of the Long Twilight in Northreach. According to legend, this is the day that the dragon eggs hatch.
  • 12 Gerra: Voting day, when the year's referendums are voted on by the citizens of Vayl.
  • 20 Gerra: The beginning of the judgment of Caermuc of the Scales. This is a week-long religious event in which people offer prayers and gifts to help their loved ones attain a place in Ana'vael.

Winter

  • 1 Prax: The followers of Avarel, Theal Heartseeker, and Lolnack Greenheart spend the day praying for a gentle winter and a quick return to spring. The Northreach enters the Long Night.
  • 9 Prax: The day Threman Davrati IV was slain by King Savrai Nomas aya Salé of Grenolva. This marked the end of the 6th Era and beginning of the 7th.
  • 4 Bora: The Anniversary of the Crossing of the Landbridge. In Akar and some parts of Freemarch, this is considered the day when, almost 1,000 years ago, refugees fled some terrible disaster in Haomei Tral and settled in Sikarra. Some of Tralan descent still believe this to be the beginning of the new year.
  • 16 Bora: 952 t.y., The Silent Guard was first spotted in Ahl'Sholu, raiding the treasure house of a minor king.
  • 1 Cryt: Midwinter's Eve. In most settlements, people will gather around bonfires or in houses and hold a feast celebrating their continued survival.
  • 8 Cryt: 952 t.y., one of Daer's armies assaulted a fort in Southolm, destroying it and stealing what it guarded.
  • 10 Cryt: 952 t.y., in Amon-Rul-Feshon, the main temple to Kesalos Lightbringer is destroyed by its own priests during an assault by Daer's forces. The destruction wiped out the attacking force and damaged the primary temple of Corimnos Everdark.
  • 11 Cryt: AraiKy'inCorimnos — Death Walks with Darkness. According to legend, Ky'in and Corimnos spend the day consummating their desire for each other. Anyone who can will stay inside with lights burning throughout the night. Many of the foolhardy and brave will look for trouble this night, and they will find it.
    In 952 t.y., 804 a.y., the armies of Daer appeared in force on all sides of Sikarra and began their inexorable march.
  • 13 Faras: Sholu's Shroud. Every other year, the sun is hidden behind total cloud cover on this day.
  • 16 Faras: 958 t.y., the Swordclan signs contracts with the Sikarra League to take the lead in protecting the League's interests.
  • 20 Faras: The end of winter and the year.

Contents

  • Sikarra
    • The History of Sikarra
      • The Cataclysm
      • The Rise and Fall of Myfar
      • Kingdom of Tarmath
      • The First Akarian Empire
      • War of Centuries
      • Mark of the Rose
      • The Dark Era
      • False Dawn
      • The Second Akarian Empire
      • The Sikarra League
    • Realms of Sikarra
      • Ahl'Sholu
      • Akar
      • Amon-Rul-Feshon
      • Freemarch
      • Grenolva
      • Northreach
      • Southolm
      • Tarmath
      • Varounal
      • Vayl
      • The Waste
      • Chained Sea
    • Legends and Notable Groups
    • Time
      • Calendar

Large-scale map of Sikarra

It is said that some of who helped Yarrath in his quest survived, as did the land of their home. According to legend, the Cursed people known as Spell Eaters are all that remains of the greatest mages of the ancient world.

"Vrae L'tor" is an archaic eulae word which means "searing knowledge." The dragon has long been known for both the scope of his knowledge as well as the fire he commands.

The dragon's current name, Vraltor, has a slightly different meaning: "burned by understanding."

The Protector's armor was passed down to every successive king of Tarmath, although the armor was only worn twice since Collan. King Rordan donned the armor to fight the First Akarian Empire's advance. He hid the magical armor away when it became clear he could not win. The second time was when King Connell wore the armor to take back his throne.

The armor was thought hidden in Tarmath's treasure vaults. Yet when the Second Akarian Empire's troops searched for it, they could not find any trace of the armor. No one in Tarmath's court currently knows the location of the Protector's armor.

The secret of Threman Davrati IV's long life was unknown. He did not appear to Cursed as an undead, yet he never aged and recovered from all wounds quickly. It is possible that he was Deathless, although some sages wonder if he had been possessed by a demon or other dark force. A few have even speculated that he was chosen by Corimnos Everdark as one of the night-god's mortal vessels.

Other than Davrati IV himself, the only person who appeared to understand the Undying Emperor's immortality was Savrai Nomas.

Later investigations into Daer have shown that he, or someone using the same name, had been building his base of power within a century after the Cataclysm. While he took care to hide his traces, evidence of Daer's presence has been found on every one of the continents surrounding Sikarra, and he has presumably traveled much farther than this.

All signs point to Daer playing a very long game, marshalling resources far in excess of what was demonstrated even during the Second Akarian Empire. For this reason, Daer is still considered the greatest threat to Sikarra, even if he is truly dead.

Ahl'Sholu's ethnic mix is dark-haired and dark-eyed, with skin tones from lightly tanned in the west to coffee-colored on the southern coast. Most people have dusky skin. The humans are generally about 5'7" and have slender builds. There are more humans than the other races, with kaarsh (kaarev or h'kaarsh tribes) as the second-largest population, followed by eulae and dverekh.

The culture of Ahl'Sholu is based around family and tribe affiliations, with little over-arching unity. There are always low-level conflicts going on between the tribes. Even those which are allied on certain matters are deeply divided over other issues.

Until very recently, slavery was legal in Ahl'Sholu. However, many tribal leaders and merchants have a great many "indentured servants" who may not ever be able to earn the price of their freedom.

Sholu is the predominant god in the region, although Kesalos Lightbringer and Fallon of the Golden Hand are popular. There are also many shrines to elementals and genies.

Akar's ethnic mix tends to fair skin and light brown or dark blonde hair and hazel eyes, with sharp features, averaging 5'10" and stocky builds. The Tralans have slightly golden skin tones, black or auburn hair and light eyes, and rounded features and almond-shaped eyes. While Akarian and Tralan groups did not intermarry at first, there are many children of both heritages. Human far outnumber any other race, with small communities of eulae, dverekh and kaarsh along the borders.

Akar's culture is based around communities, be they formed from cities, religions or races. For a long time, Akar's people were known for their prejudices. A stereotype held over from the First Empire is that Akarians are suspicious of both magic and eulae.

Akar's economy was shattered by the wars of the First and Second Empires, and the country is now very poor. Akar is seen as a desperate land. In truth, the efforts of Duke Lornai and Akarian leaders are improving matters, but this can be a frustratingly slow process.

Amon-Rul-Feshon's ethnic mix is truly a mix of its neighboring countries. The stereotypical Feshonian is deeply tanned and with sun-lightened hair, with some visible symbol of their patron gods. Otherwise, they could pass as citizens of any other country. Amon-Rul-Feshon has nearly as many eulae as humans, with a large number of kaarsh in the north and west, and several dverekh communities in the south.

The country's culture is based around faith, with little regard for secular matters. While they are often referred to Feshonian, among themselves they still remember if their ancestors were Amonite, Rulan, or Feshonian. There are some ancient disputes that have not passed, and to outside observers the country seems to be composed of people who like to argue for the sake of argument. Philosophy and religious ideals are part of an average Feshonian's education.

Amon-Rul-Feshon's economy is based primarily on the trade routes passing through the country and pilgrims coming here to visit the main temples of their primary gods. For this reason, Feshonians cultivate an air of tolerance, diplomacy, and spirituality.

Freemarch is a long-time center of trade and agriculture, where many people would settle in order to make their fortunes. For this reason, there is a wide ethnic mix, with coloration ranging from very pale to chocolate brown, and the most equal mix between the mortal races known. Humans may slightly outnumber the eulae and dverekh, and kaarsh are probably the smallest population, but in many places it can be hard to tell.

Culture here is all about seeking a better life. Freemarch's citizens are known to work and play harder than their neighbors. Almost everyone in Freemarch came from somewhere, or had family that did, and remembers exactly how hard life can be in less rich areas.

Go here for more on the city of Kaaskhad, including a map of the city.

Grenolva's ethnic mix is generally light-skinned, with blonde, red, or auburn hair and blue or green eyes. Average height is about 5'11", with willowy body types. The vast majority of the population is eulae, most from the grealao branch, although the huerao are also well represented here. Dverekh and humans have about equal numbers, and are mostly found in the borderlands or the urban centers, especially Grealthin. There are many kaarsh from almost every tribe in the mountains and forests, although their exact numbers are unknown. There are also a few settlements entirely composed of damuerao branch eulae, which is a rarity outside this country.

The culture of Grenolva is urbane and thoughtful. The eulae rarely have to rush into decisions, and so life takes place at a sedate pace. Anyone who seeks excitement only has to venture outside the settled areas to find dangers aplenty. Most citizens are well educated and are taught to savor arts, magic and social intricacies. About the only thing that can disturb the general air or calm in the country is the threat of demonic influences.

Ashayli and the Silver One have the largest churches in the country, although Velis Lawgiver and Caermuc of the Scales are given a great deal of respect.

Northreach's ethnic mix is generally pale with dark hair and eyes. Average height is about 5'9" and the 'Reachers are stocky. Humans and kaarsh of all tribes are equally common, with dverekh the next-largest group and eulae are only found in a few regions.

The people of Northreach are seen as being stiff-necked and arrogant. They give respect to the dragons, and the gods who are most often invoked are Avarel, Minegeil Stonefist and Sumnor of the Ashes.

Southolm's ethnic mix is swarthy and stout, with an average height of 5'7" but solidly built. Dverekh are the largest group by far, with kaarsh tribes as the second-largest population, some groupings of eulae, and a few small settlements of humans.

The culture of Southolm emphasizes personal achievement and self-improvement. This focus is seen even in the non-dverekh citizens. Internal disputes are generally low-key and do not often result in large-scale violence.

Dvai Worldsmith and Delor of the Hungry Mind are seen as the patrons of Southolm, although Velis Lawgiver's followers have a large presence as well.

Tarmath's ethnic mix tends to pale coloration in skin, hair and eyes. Red and blonde hair is common, as are blue or green eyes. The average height in Tarmath is 5'8", and the country is famous for its well-built citizenry. Humans are the most common race, with dverekh in second place and eulae and kaarsh in equal numbers.

The culture of Tarmath is in transition. Where it was once oriented around clan alliances, religious affiliations and rigid customs, the country is now taking on a more pragmatic viewpoint. Clan politics are falling by the wayside for most common people, who would rather worry about how they are going to survive after years of war and struggle. In a single generation Tarmath has gone from one of the most richest and most influential nations to being only slightly better off than Akar.

Ashayli is worshipped throughout the country, although Nynek Victorious and Ahurana have strong followings. The only thing that rouses a Tarmathian's ire faster talk of Akar is the possibility that someone is a worshipper of Corimnos Everdark.

Varounal's ethnic mix is almost as varied as Freemarch's. There is a tendency to dusky skin and dark hair and eyes among the oldest families of Varounal. Numbers are fairly even between humans, dverekh and kaarsh, and eulae are rare.

Culture in Varounal is simple on the surface. Each settlement is separated by distance, although there are excellent roads, canal for trade, and systems of magical communication which helps Varounal keep a national identity. The average citizenry places high value on education and skills, and in this they resemble Southolm's ideals. The populace is tired of conflict, even among each other, and would rather not get involved in large-scale affairs.

There are no open centers of worship, although there are shrines to most of the major gods hidden away from the cities.

Vayl's ethnic mix is a combination of Ahl'Sholu, Southolm, and Akar. There are more dverekh and kaarsh than other races, although the humans and eulae are well-represented.

Vayl has little real influence on the world around it, which is why it's surprising that so many innovative artists and craftmen come from this country. There is a freedom in this nation, where people will often ask "Why not try it this way?" just to see what would happen. Vayl has more wealth than its neighbors understand, which means the average citizen lives more comfortable lives than average.

No gods are given more respect than Dvai Worldsmith and Fallon of the Golden Hand