by Uther the Pure
The Ancient Empire, known in its own time as the Great Empire, has been the subject of my own lifelong studies. It is known now to most only as the origin of our dating system, our years being measured from the starting point of the end of the empire (and thus it is 1443 A.E. or “After Empire” as I put these words to paper). I have read every musty tome that I could find either about it or written during its long reign. And now, after learning so much, and putting some of that knowledge to use, I feel it is time for me to begin to share this knowledge with the world.
Though the empire was vast and spanned over a good portion of our continent, it never covered it completely, notwithstanding many myths to the contrary. At its height, the Great Empire spanned no more than one third of the land area of our continent of M’Shara, perhaps less. There is some speculation whether this limitation was deliberate, was the product of other forces preventing the empire’s expansion, or if it was simply the case that the empire was as large as it needed to be so there were no economic forces pushing individuals to expand it. Or perhaps the empire fell before it could get there.
The empire’s population at its peak was close to ten million souls, with the vast majority of them residing within the greater metropolitan areas surrounding the thirteen great cities. The population was mostly human, as it is now, but there were plenty of dwarves, elves, halflings, and gnomes as well. It would be myth to say that the races got along in harmony, but there were no overt conflicts outside of the realm of the political.
The empire stood for just over fifteen hundred years before it was destroyed, seemingly overnight. The reasons for its destruction are still murky. It seems almost as if, as part of the destruction, there was a deliberate attempt to destroy the reasons for its destruction as much as the empire itself. As far as I have been able to determine, there was no force, on this plane or on others, that could rival the Great Empire in its power. Even an extraplanar threat, such as from the mysterious Ryla, ultimately proved unable to challenge its power, though their defeat came with a cost.
The backbone of the Great Empire’s power was its magic, as commanded by the great mages that built and helped protect its many great cities and monuments. The magic they wrought was of a scale unheard of today, culminating in the creation of the Thirteen Great Cities and their monuments of power. Central to each city is a huge Arches of Transport, which linked each city to all of the others. One need only spell out the name of the destination with their magical tiles and a portal was opened that could remain open indefinitely. One could at the same time receive from another portal, allowing two-way travel simultaneously. These portals quickly became the hubs for massive trade routes covering the entire face of the empire.
Today, the location, and in some cases, even the name, of many of those cities had been lost. But no more. I have, in my research at the preserved archives of Aelon, pieced together the names, approximate locations, and previous populations of the Thirteen Cities. I will now briefly address each one in turn.
The Thirteen Cities
Shara – Capitol
Somewhere in the mountain region of Jor – Original Population 1.5 Million
Little is known now about the Great Captiol of the Great Empire. Difficulties in traveling to Jor have prevented me from exploring this further at this time, but at some point I plan on sending an expedition there.
Aelon
Sands of Tranquility Desert – West of Sydney’s Bluff – Original Population 200,000
This city stood out deep in the dunes of the Sands of Tranquility Desert, covered in sand, for nearly fifteen hundred years. This city was to be destroyed and lost in the desert at the fall of the empire. And yet somehow, beneath the sand, underneath the protective dome of magic activated at the last second by some unnamed savior, lived a small band of people, direct descendants of the ancients. They knew nothing of the outside world, living off of fungal farms they could cultivate in the relative dim light of the dome. They lived in relative peace, only occasionally terrorized by foul creatures escaping from stasis that had been held since the days of the empire.
This all changed when the Party of the Pure, a small band of adventurers, ventured there, under my guidance, to locate the city and its treasures. I discovered that the dome holding back the crushing weight of the sand that had buried the city had been growing smaller and smaller over the eons, leaving less and less space for the people to live. They numbered barely over a thousand by the time we met them. And such a treasure they are! They still spoke ancient, and they preserved much of the artifacts of the center of the city, including the Grand History Museum. But before I could explore these treasures, I knew I had to clear the Travel Arch. And with the dome failing, there was no sufficient magical energy remaining to do so.
Thus, I sought out another ancient artifact, one that could power the city’s artifacts, and returned with it. Its former owner did not know its power, but I did. A large globe, as wide as a man is tall, can be found throughout the realm, mostly drained and lifeless, but some few of them still retain their power and glow with it.
Replacing one of the spent globes with the fresh ones, the city then instantly righted itself, clearing off all of the sand covering its entire area within minutes, and restoring the city to the landscape. This nearly drained it, but it still retains enough of its power to keep the sand at bay and, barring any further catacylismic events, it should do so for centuries.
The Arch of Travel thus revealed, transport between cities is now possible. Though we do not have all of the tiles we need at this time, we have many, and we have explored several of the other cities. Most importantly, we have established a trade route through to Bellai by transporting to the Arch of Travel in the Ancient City of Shen.
Aelon today is a small, but growing community. With the exception of the central city ruins, there is not much left of the ancient city. But there are plenty of new buildings going up every month. The new trade route to Bellai has drawn many caravans this way and the appropriate infrastructure, some of it created by myself, has grown to accommodate them.
The community of New Aelon now numbers nearly 3,000 and it is growing daily as caravans venture in and out. Crops are again cultivated, irrigated by the dozen or so fountains that still gurgle in the center of the ancient city. These fountains can never run dry as they are magically connected to the elemental plane of water. One wonders if some day soon we will reach the limits of their capacity for our population, but for now, our community thrives.
The descendants of the ancients live here still, learning common and about the outside world. I work with them often, as many still live within the walls of the Great History Museum. They are a wonderful source of knowledge and folklore.
Al Valen
Iron Guard Mountains – Eastern edge of Eastern Barbarian Lands – Original Population 100,000
Little is known about this city beyond its approximate location.
Arhangensk
Western Frontier – West of the Lands of Magius – Original Population 100,000
Little is known about this city beyond its approximate location.
Bologda
Riga – Malai Coast – Original Population 500,000
Little is known about this city beyond its approximate location.
Caluga
Warrior’s Marsh – West of Halflings – Original Population 500,000
Little is known about this city beyond its approximate location.
Fornai
Frugal Mountains – North of Eastern Barbarian Lands – Original Population 300,000
Little is known about this city beyond its approximate location.
Legin
Isle of Shadows – Sea of Dreams – Original Population 10,000
It took me some time to discern this city’s actual location. Far out in the Sea of Dreams, the Travel Arch is probably the only safe means of traveling to this island. The seas around it are dangerous, filled with horrible monstrosities and whirlpools of unsteady magic. I have been unable to determine if this was always so or only has been true since the collapse of the Great Empire.
The island itself is overrun with gargantuan beasts of great strength but little intelligence. It is clear these beasts have been there since before the city was built, given the huge walls that surround the relatively small city to protect it from these colossal jungle denizens.
Legin was clearly built on this island for one primary purpose – to mine the strange greenish metal known as A’Queda, that has strong properties for both weapons and armor and probably special magical properties as well (though these would best be researched by a practitioner of the arcane arts). The mines are still there, abandoned after the fall of the empire. It is unclear if this metal is to be found anywhere else. One mage I know has speculated that the metal itself is what has spawned the instability in magic surrounding the island. But that is, as noted, idle speculation.
Any who wish to travel to Legin to mine this wondrous metal should take heed. The island is under the control of a very powerful Aboleth, whose minions patrol the city and keep a watchful eye for intruders. At some point, it will be worth a return to this city.
Murmensk
Northeast – Preserved Lands east of Jor – Original Population 500,000
Little is known about this city beyond its approximate location.
Olmsk
Baruvia – South of Kingdom of Mordon – Original Population 300,000
Little is known about this city beyond its approximate location.
Shen
Bellai – In elbow of mountains above Jor – Original Population 500,000
What remains of this ancient city is covered by the squatters of the low district of the city of Allenon within Bellai. Nestled in the mountains, the city has been shielded from most of the Jorian raids that have plagued Bellai for centuries, but the city is still run like an armed camp, forever on military alert, and long strangled by the Jorian embargo.
My new trade route to this city has improved things greatly for the people of Bellai, but only in small pockets, as the goods from the outside slowly trickle in. Thus far, the authorities have no knowledge of the source of these goods, though that can’t remain so for long. My trading partner there has many contacts with the underbelly of the city, though, and he assures me he can keep our secret from the authorities indefinitely (or at least bribe those that know). It is somewhat sad to me to see that Bellai, once a great nation of artists and poets, has sunk so low into the cesspool of militarism and corruption. And yet still, compared to Jor, they are Solars.
Ulmar
Malai – Northwest of Hobart, North of Northam – Original Population 1 Million
Little is known about this city beyond its approximate location.
Vaeia
Jasper Glades – On the river east of Bunbury – Original Population 500,000
Little is known about this city beyond its approximate location.
Monday, September 17, 2007
Sunday, September 16, 2007
A Brief History of the Great Empire
by Graiaree Fignon
Introduction:
In this, our most glorious fifteen hundredth anniversary, there is much to celebrate as we Citizens look back upon our great accomplishments.
Built up from a loose collection of nations, just emerging from barbarism, we have forged an Empire. We have survived the magic riots of 486 G.E., we have survived the great famine of 1138 G.E., and most important of all, we thew back the Ryla, the alter-plane invaders ,in 1420 G.E. after a devastating decade-long war. In our victory, we not only defeated them, but did it so soundly that they'll not want to trifle with our great Empire ever again. To defeat such a powerful and ruthless foe has demonstrated the power, and the unity, of our great empire.
Finally, the construction of the thirteen great cities, and the archways between them, marked the dawning of a new age, one that will itself reach its five hundredth anniversary seven years hence.
Fellow Citizens! We should never forget, that no matter what great nations will rise and fall from now to the end of eternity, that we were the very First great Empire on the face of the world. From the wild woods did we build a civilization that has thus far stood the test of time.
Founding of an Empire
The Great Empire was founded in the year 0 G.E., by definition. On that historic date, the scattered kingdoms of humanity united with the nations of the elves, the dwarves, the halflings, and the nomadic gnomes into one great Empire that spanned the entirety of known civilization. This empire was formed not by conquest, but for mutual benefit, uniting all the good races of the world in our own common interest.
Another unique aspect of our great empire aside from its size and grandeur, is the fact that the subject nations are free nations, each retaining their unique culture, trading and exchanging ideas, as well as defense and common interests.
The elves lived within their magnificent natural groves, the dwarves still dwelled within their sacred mountains, and the halflings and gnomes retained their nomadic ways.
The vile humanoid tribes that have harassed the good races since the dawn of the world continued to plague the land, but now, with the Empire, the forces of good were united and began the campaign to finally tame these savage creatures. Through the valiant efforts of the good warriors, priests, and mages of the Empire, the humanoids were tamed and the entirety of the land was finally, for the first time in anyone's dimmest histories, were at total peace. The Year of Peace was 391 G.E..
Magic Riots
Though the great mages of the land were always great allies of the Empire, with many of them working hard as founders themselves, there was unrest within the ranks of the mages. Magical training was still, in many cases, haphazard. Local governments would ask, firmly or not, for their services. Mages were held both in awe and spat upon by some of the more frightened and ignorant members of the populace. With the Empire finally at peace with its surroundings, these latent ripples of discontent began to bubble to the surface in 473 G.E.. First there were localized mobs out to lynch those of an arcane bent. Then there were retaliations from some of the local mages, though this was quickly put to rest by their masters.
Things continued to simmer until the great Magic Riots of 486 G.E., where the long, slow simmer finally boiled over in the Great Port City of Vaeia. The protests began on the town square and quickly spilled out into the docks. Several mages were stoned to death, while one was torn limb from limb by the frenzied crowd. Just as another mage was about to be killed, a flight of over twenty mages came from across the wharf, flying fifty feet in the air, and let loose upon the crowd with firey vengence. In the end, over forty ships were seriously damaged, with fourteen being sunk, and a good portion of the docks were also sent into the sea. Thousands were seriously injured, many hundreds were killed, and it took the direct intervention of the Great Founders to stop the violence.
As is the hallmark of the Great Empire, again, reason and calm were the order of the day. Those involved in the riots who were still alive were healed and held. The leaders were brought forth to the Great Council and deliberations between them and the great mages went on for weeks. When they finally emerged, the Order of Mag was founded, plans for the Great Towers were drawn, and the whole system of Arcane magical training that we have today was founded.
At the same time, a great initiative was put forth for wizards to, as part of their apprenticeship, to serve in the public interest as a servant of the people for three one year terms over the course of their advancement as mages. Amongst the services done were public works, defense, and the education of even the poorest members of the populace, giving the Empire nearly total literacy. And as part of that education, the mystique of the wizard was forever dispelled, bringing understanding between the highest arch-mage and the most humble farmer.
The Great Cities
Within seven years of our one thousandth year, the thirteen great cities were begun, cities that now dwarf the exploits of all civilizations before or since. And seven years after the millenium celebrations, they were completed, standing as one of the crowning achievements of the greatest civilization in the history of the world.
Created as centers of trade and travel, they have blossomed into centers of art and culture. Each city is connected to all of the others by the great Travel Arches. The arches, which are yet another feat on the long list of feats of magic accomplished by the Order of Mag, second only to the creation of the ED Guild Halls of the Order itself. With their completion, travel from the even the most remote corner of the Empire to the other was made as easy and short as a walk to the town plaza. Trade, already growing, blossomed into unrivaled prosperity.
Great Famine
The year 1138 G.E. saw the only non-military and non-magic related crisis of the Empire. Again, the crisis served as more of a testament to the greatness of the Empire than it was a dark time in history. The rains were missing, the crops were failing, and many became concerned about the ever-dwindling supply of food.
While in ages past, any nation or Empire faced with such a situation would face riots and revolution, the Great Empire met this threat like it met all others, with logic, and calm, cool reason. The great druids of the land were summoned before the Empire for their counsel. As a result of this consultation, great, far-reaching steps were made to bring the Empire and its use of resources more closely in balance with the great cycles of nature. The rains were restored, the crops were once again bountiful, and the continuation of the Empire was yet again assured.
Ryla invasion
Few could have foreseen the horrors unleashed upon our world by the Ryla. Fortunately, never again will such a horror be unleashed.
It has recently been definitively determined the original cause for their interest in our world. In the creation of our cities, our towers of magic, and our great colleges, great concentrations of magical energies were brought forth. Through means known only to themselves, the Ryla seek out such concentrations as indicators of planes ripe for conquest.
In 1410 G.E. the first of their patrols was engaged in the great forests of Ulmar by the elves. Casualties were heavy, but the elves prevailed, and managed to bring back with them the first remains of the Ryla. Unfortunately, not all of the Ryla were defeated, and some of the patrol escaped deep into the forest, despite the best efforts of the elves to pursue them.
The 'Ryla Stones', as their remains came to be known, were taken back to the Order of Mag for analysis. Despite having three years to analyze them, not much was discovered, perhaps because they were more of a curiosity than a great priority for the Order. This would all change the next time the Ryla were encountered.
(Remainder of book is unreadable)
Introduction:
In this, our most glorious fifteen hundredth anniversary, there is much to celebrate as we Citizens look back upon our great accomplishments.
Built up from a loose collection of nations, just emerging from barbarism, we have forged an Empire. We have survived the magic riots of 486 G.E., we have survived the great famine of 1138 G.E., and most important of all, we thew back the Ryla, the alter-plane invaders ,in 1420 G.E. after a devastating decade-long war. In our victory, we not only defeated them, but did it so soundly that they'll not want to trifle with our great Empire ever again. To defeat such a powerful and ruthless foe has demonstrated the power, and the unity, of our great empire.
Finally, the construction of the thirteen great cities, and the archways between them, marked the dawning of a new age, one that will itself reach its five hundredth anniversary seven years hence.
Fellow Citizens! We should never forget, that no matter what great nations will rise and fall from now to the end of eternity, that we were the very First great Empire on the face of the world. From the wild woods did we build a civilization that has thus far stood the test of time.
Founding of an Empire
The Great Empire was founded in the year 0 G.E., by definition. On that historic date, the scattered kingdoms of humanity united with the nations of the elves, the dwarves, the halflings, and the nomadic gnomes into one great Empire that spanned the entirety of known civilization. This empire was formed not by conquest, but for mutual benefit, uniting all the good races of the world in our own common interest.
Another unique aspect of our great empire aside from its size and grandeur, is the fact that the subject nations are free nations, each retaining their unique culture, trading and exchanging ideas, as well as defense and common interests.
The elves lived within their magnificent natural groves, the dwarves still dwelled within their sacred mountains, and the halflings and gnomes retained their nomadic ways.
The vile humanoid tribes that have harassed the good races since the dawn of the world continued to plague the land, but now, with the Empire, the forces of good were united and began the campaign to finally tame these savage creatures. Through the valiant efforts of the good warriors, priests, and mages of the Empire, the humanoids were tamed and the entirety of the land was finally, for the first time in anyone's dimmest histories, were at total peace. The Year of Peace was 391 G.E..
Magic Riots
Though the great mages of the land were always great allies of the Empire, with many of them working hard as founders themselves, there was unrest within the ranks of the mages. Magical training was still, in many cases, haphazard. Local governments would ask, firmly or not, for their services. Mages were held both in awe and spat upon by some of the more frightened and ignorant members of the populace. With the Empire finally at peace with its surroundings, these latent ripples of discontent began to bubble to the surface in 473 G.E.. First there were localized mobs out to lynch those of an arcane bent. Then there were retaliations from some of the local mages, though this was quickly put to rest by their masters.
Things continued to simmer until the great Magic Riots of 486 G.E., where the long, slow simmer finally boiled over in the Great Port City of Vaeia. The protests began on the town square and quickly spilled out into the docks. Several mages were stoned to death, while one was torn limb from limb by the frenzied crowd. Just as another mage was about to be killed, a flight of over twenty mages came from across the wharf, flying fifty feet in the air, and let loose upon the crowd with firey vengence. In the end, over forty ships were seriously damaged, with fourteen being sunk, and a good portion of the docks were also sent into the sea. Thousands were seriously injured, many hundreds were killed, and it took the direct intervention of the Great Founders to stop the violence.
As is the hallmark of the Great Empire, again, reason and calm were the order of the day. Those involved in the riots who were still alive were healed and held. The leaders were brought forth to the Great Council and deliberations between them and the great mages went on for weeks. When they finally emerged, the Order of Mag was founded, plans for the Great Towers were drawn, and the whole system of Arcane magical training that we have today was founded.
At the same time, a great initiative was put forth for wizards to, as part of their apprenticeship, to serve in the public interest as a servant of the people for three one year terms over the course of their advancement as mages. Amongst the services done were public works, defense, and the education of even the poorest members of the populace, giving the Empire nearly total literacy. And as part of that education, the mystique of the wizard was forever dispelled, bringing understanding between the highest arch-mage and the most humble farmer.
The Great Cities
Within seven years of our one thousandth year, the thirteen great cities were begun, cities that now dwarf the exploits of all civilizations before or since. And seven years after the millenium celebrations, they were completed, standing as one of the crowning achievements of the greatest civilization in the history of the world.
Created as centers of trade and travel, they have blossomed into centers of art and culture. Each city is connected to all of the others by the great Travel Arches. The arches, which are yet another feat on the long list of feats of magic accomplished by the Order of Mag, second only to the creation of the ED Guild Halls of the Order itself. With their completion, travel from the even the most remote corner of the Empire to the other was made as easy and short as a walk to the town plaza. Trade, already growing, blossomed into unrivaled prosperity.
Great Famine
The year 1138 G.E. saw the only non-military and non-magic related crisis of the Empire. Again, the crisis served as more of a testament to the greatness of the Empire than it was a dark time in history. The rains were missing, the crops were failing, and many became concerned about the ever-dwindling supply of food.
While in ages past, any nation or Empire faced with such a situation would face riots and revolution, the Great Empire met this threat like it met all others, with logic, and calm, cool reason. The great druids of the land were summoned before the Empire for their counsel. As a result of this consultation, great, far-reaching steps were made to bring the Empire and its use of resources more closely in balance with the great cycles of nature. The rains were restored, the crops were once again bountiful, and the continuation of the Empire was yet again assured.
Ryla invasion
Few could have foreseen the horrors unleashed upon our world by the Ryla. Fortunately, never again will such a horror be unleashed.
It has recently been definitively determined the original cause for their interest in our world. In the creation of our cities, our towers of magic, and our great colleges, great concentrations of magical energies were brought forth. Through means known only to themselves, the Ryla seek out such concentrations as indicators of planes ripe for conquest.
In 1410 G.E. the first of their patrols was engaged in the great forests of Ulmar by the elves. Casualties were heavy, but the elves prevailed, and managed to bring back with them the first remains of the Ryla. Unfortunately, not all of the Ryla were defeated, and some of the patrol escaped deep into the forest, despite the best efforts of the elves to pursue them.
The 'Ryla Stones', as their remains came to be known, were taken back to the Order of Mag for analysis. Despite having three years to analyze them, not much was discovered, perhaps because they were more of a curiosity than a great priority for the Order. This would all change the next time the Ryla were encountered.
(Remainder of book is unreadable)
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Site Map
BIG UPDATE: I'm moving the game-world content all over to a custom wiki-page, http://altalazar.wikispaces.com
Welcome
Geography:
Map of Continent (Updated)
Nations:
Bellai (Includes Map)
Jor (Includes Map)
The Great Dwarven Kingdom
The Halfing Hordes
The Eastern Barbarian Lands (Includes Map)
Malai (Includes Map)
Kingdom of Mordon (Includes Map - including New Aelon)
History:
A Brief History of the Empire - A fragment of an ancient book on history.
The Ancient Empire - by Uther the Pure
A quick primer on the dieties.
PC Story Hours:
The New Campaign (Started 9/27/07)
The Tales of Eemish Maker - Human Artificer, Native of Aelon
Curious Dwarf - by Zolan Undbrukt, Dwarf Cleric of Palin
Kenmar's Journal - Human Warblade, formerly of Jor
Tamasil - Half-elf Wizard
Dominae - Aasimar Monk, Order of the Restoration, New Aelon
Miscellaneous:
My Story Hours (From actual games I've played (not that I've run, not from this world))
------------------------------------------------------------
Welcome
Geography:
Map of Continent (Updated)
Nations:
Bellai (Includes Map)
Jor (Includes Map)
The Great Dwarven Kingdom
The Halfing Hordes
The Eastern Barbarian Lands (Includes Map)
Malai (Includes Map)
Kingdom of Mordon (Includes Map - including New Aelon)
History:
A Brief History of the Empire - A fragment of an ancient book on history.
The Ancient Empire - by Uther the Pure
A quick primer on the dieties.
PC Story Hours:
The New Campaign (Started 9/27/07)
The Tales of Eemish Maker - Human Artificer, Native of Aelon
Curious Dwarf - by Zolan Undbrukt, Dwarf Cleric of Palin
Kenmar's Journal - Human Warblade, formerly of Jor
Tamasil - Half-elf Wizard
Dominae - Aasimar Monk, Order of the Restoration, New Aelon
Miscellaneous:
My Story Hours (From actual games I've played (not that I've run, not from this world))
------------------------------------------------------------