The Great Kingdoms of Epimia
The Dragonlands & The Dwarvern Kingdoms
A great kingdom built upon the bones of dragons. The ancient families of this place are named for the great heroes of their past and dragons slain by their founders.
A collection of cities and settlements each controlled by a different noble family. As humans of the Dragonlands coalesced under one ruler, many smaller dwarvern kingdoms found themselves surrounded by the law of the human kingdom. In 237, a council of Dwarvern lords formalised themselves under one elected ruler. Thardin, First King Elect, brought the two races together. The Common Law is unanimous across the Dragonlands, with Human or Dwarvern law only applying in special circumstances.
Kingdom of Falgarde
Falgarde sits along the coast, at the foothills of the Dragon Peaks, snugly between The Green Wall and The Dragonlands. The people of Falgarde are well known for their skills as carpenters and woodsmen. Both the coastal kingdoms and the dwarvern kingdoms pay well for Flagarde craftsmanship and shipbuilders, and are known to be the only providers of the rare silverwood in the world.
This magical lumber is abundant within The Green Wall, but rare in the Falgarde and nigh none-existent elsewhere. The high demand, but the elves unwillingness to harvest the wood often puts the two kingdoms at odds.
A kingdom best known for it’s hero-worship and as the resting place of many of the Old Heroes. This highly religious kingdom, as with others south of the Salt Flats, is beset by the undead. Their orders of paladins, clerics and mystics are vast – as much by necessity as by devotion.
While looked down upon by most of society for worshipping the heroes of old instead of only the gods, they are also treated with apprehension, as their holy magic is very much real. Some philosophers claim their power comes from Hielik, while others claim that their power comes by proxy. The Children of Nui (the mystics) are therein believed to get their power form Azel – The Goddess of the Arcane, as Nui was known to favour her.
The Great Plains
Under the control of many different kingdoms, the Great Plains manages to keep hold some of the world’s eldest relics and such an old incarnation of Epimian cultures that many whom have travelled there swear it to be the dullest and least interesting place in the world. The kingdoms here suffer from a distinct disconnected from the a continent reliant on oceanic and air travel. With most of it out of the reach of waterborne travel and the strong winds making for difficult air travel, there are all manner of problems.
As one great hero so wordily noted “The difficulty with which one might steal from a caravan is significantly lesser than the difficulty of stealing from a great wooden box floating in an ocean.”
The Green Wall
Even before the Great Exodus, the elves have kept to themselves. The Green Wall is their little corner of Epimia and very few people dare enter their wood; adventurers and diplomat’s alike. The Green Wall refers to both the name of the vast forest and country itself, and is known to be the single most abundant source of the magical silverwood on the continent.
In recent years the resident orc clans have become the bane of any traveller. Mockingly called the Wood Orcs by the citizens of Falgarde, these orcs prey on mercenaries and lumberjacks that enter the forest.
The Old World
Children grow up hearing fairy tales of the old world. Hidden far beyond the ice and snow, the vast kingdoms of men and elves thrived. Rolling hills, green fields, dense jungles, the old world had it all. But that was before the monsters came. Vicious creatures, acolytes of long forgotten gods and darkness itself rising from the ground are but a few of the nightmares still told to children.
What truth remains in such stories remains unclear, none who venture north ever return.
The gods are all that remains of the old world, besides ancient tales of heroes.
- Malyr – God of the Earth (LG)
- Suriel – Goddess of Air (LG)
- Zabir – God of Fire (CG)
- Maronel – God of Water (NG)
- Azel – Goddess of the Arcane (CN)
- Hielik – God of Blood (NE)
- Kedona – Goddess of Judgement (LG)
The Heroes of Old
Fairy-tales of the ancient heroes are known far and wide. While the accomplishments of the past are never forgotten, the trials that these heroes faced have been relegated to little more than myth.
High Sorceress Nui
The High Sorceress Nui is well known for opening the portal of the exodus. Great works depicting Nui are by far the most abundant of all the ancient heroes. The sorceress herself never got to witness the new world unfold, but there were many, many more who did not make it through to safety.
“If there are none here to share the burden
then I shall bear it myself.”
Crofton the Vengeful
A renowned demon hunter. It’s said that every time a demon claimed the life of one of his Brothers or Sisters he would hunt it down and eat it’s heart. He was just as well known for taking care of his students, and their students, as he was for his hatred of the monsters.
He remained in the old world during the exodus, choosing to protect Nui – with whom he held a bond – during her channelling of the portal. Many of his Brothers and Sisters stayed to help and many others made their way to the new world. While no true order or society existed for demon hunters, the community existed and thrived with Crofton at it’s centre. Without their hated enemy to fight, or revered teacher to follow, the way of the demon hunter died in all but a few places.
RE: The Coming Evil
Adalmus of the Order
The first of the paladins, the first to depart in the Great Exodus and the last of the ancient heroes to die. Adalmus was founder, teacher and propagator to the The Order of Paladins. Heralded as the man who made peace with the elves and brought men and women of the world under a single banner of good and justice. The Teachings of Adalmus are studied and obeyed by paladins to this very day.
Great philosophers say that paladins have become lesser than they once were, and that in their dedication to protecting others in this new land something of them was lost. They are but a shadow of what they once were, serving orders of kingdoms before mankind.
“It is only in our darkest hour that we are truly born.
What we, as people, do then defines us all.”
First Teaching of Adalmus
Lady Saphira was cleric of the old world, although nobody is certain anymore which god she was a cleric of. An ancient letter saved by one of her descendants tells of how one evening, during her wanderings, her meditation was interrupted by a compulsion. Obeying, she was led to the scene of a battle where a mortally wounded Corran lay.
It’s unknown how or when she died, but it is well known that she did not make it to the new world.
“The gods speak to us in strange ways. If not for them,
I would not know Corran – and the darkness
would have found us all long ago.”
A Letter to Mother
Sir Corran the Undying
Sir Corran was a fighter of the old world, best known for The Tragedy of Corran the Undying. In his early years Corran is credited with slaying an evil creature on it’s pursuit of becoming divine. The old fairy-tales tell of 17 deaths and resurrections, each more brutal than the last.
Corran was the last person through the portal of exodus before it fell. Historical records describe the experience as breaking him, speculating that a combination of heartbreak, witnessing High Sorceress Nui’s final moments, and removing himself from the fight damaged the very essence of who he was.
In his final years he secluded himself far from the rest of civilisation. In this time he perused a pilgrimage of forgiveness, before building the first monastery of the new world: Altus Saphira. One evening, nearing the monastery’s completion, a band of orcs attempted to raid the site. In this battle he fell and was never resurrected.
“I have looked upon you in millions of ways
and I have loved you in each.”
A carving upon the Temple of Saphira