Sunday, July 7, 2013

The Macinar Isles

During the great Council Of Thunder, when the ancient gods cut the land, sky and sea from the very cosmos, one piece was selected to be inhabited by men worthy of the knowledge- that the gods exist. Giving these beings the land and sea for themselves, to control and manipulate, the gods finally rested. This planet, 9000 years old, is known as "Xarna". One such area in this vast world is called the "Macinar Isles". A world controlled by Men, Elves, Dwarfs, and many other savage and mystic races.

The oldest records of Macinar start during the days of King Sigmas, who ruled all the central lands of the Isles. His rule made Mankind the most dominant and powerful race in the Isles, and his deeds were said to be so great that even the Gods respected him. When he died in battle, it is said that he refused to leave his war. He fought death himself and won, and returned to rule the Isles for another century. That was over 2000 years ago, if the records are true. Now Sigmas himself is a god, with followers spread through the 5 central kingdoms. The elves and the dwarfs have their own records of history, but those remain a mystery to most human men.

The five central kingdoms are Lionne, Alk'Hara, Chimarus, Danmier, and Dornheim. West of Macinar is Remitex, the stone island of the Dwarves. To the far south is Illusar, the mysterious island of the elven races. To the west lie a chain of free lands. Islands with no kings or laws. San'Balieres the northermost of the Free Lands, and Gengetsu to the south, along with many small tropic islands. Far to the north is the red and desolate island with no name. Some call it The Ghostlands, but none have survived an attempt at cartography.

Lionne is the Eastern Kingdome. Rolling hills, vast fields, tall mountains and coastline that seems to go on forever. Lionne is ruled by King Almsor of the Ivory Crown. In its center lies the capitol- Inlakes, considered one of the greatest of the human cities. It is surrounded by 9 long lakes, with lush forests and stone walls between them. It remains well defended, yet always open to trade. Its location allows for great agriculture and the lakes provide much needed water and fishing. The largest Portown in Lionne is Luccinilli. A city powered by its ships. Its powerful navy makes it one of the strongest cities in Lionne. Half the city fell to poverty long ago during an ancient war, and never really recovered. Many call Luccinilli the two faced city, for the rich and powerful live above the poor and dark hearted. A city of brigands, and many brave men indeed. Another of Lionne's finest cities is Rogamia, amidst the sacred Rose Hills. A city of white stone buildings that war never reaches. It is home to many brilliant minds, artists, and priests. It is well known for its wines, olives and arts (including songs, theater and gemcrafting)

Danmier is the North Eastern continent. Its southern regions are riddled with raging rivers and vast swamps. The northern points are shaded by huge impassible coastal mountains. Between is vast wetlands with some areas of higher elevation where communities of men have made home. The greatest city of Danmier is Andisine, the standing city. A stone wall surrounds Andisine, and beyond lies more series of walls, each taller than the last, and each supported on higher stones. The further towards the center you get, the more wealthy the inhabitants. In the center are the three great mage towers. The red, white and black towers of the gods of magic. Each tower houses one of the Hands of Magic that rule over Danmier. This council of three represents the balance of white, black and red magic. It is said that Andisine is a failing city whose only remaining defense and law lies with its all powerful mage leaders. Many religions are considered illegal here. To the east lies Cestermain. Not as large as Inlakes, or even Luccinilli, but a well founded human city nonetheless. It thrives with traders and merchants always coming and going. All form of races, magics, and goods can be found here. To the north are many smaller mining communities, and a few towns build around temples to old gods.
Chimarus is the middle kingdom. This land is harsh and heavily populated with savage races, fierce beasts and dark magics. There is however one stronghold that has remained under the control of men in the heart of Chimarus, since the oldest records of Macinar. Dragonflame Keep houses the strongest warriors in all of Macinar, or so it Is believed. Their strength has defeated any foe that has ever dared to try to breach its walls. It is an isolated place with little trade and little communication to the outside world. It is believed the keep is inhabited with nothing but knights, who serve the Dragonflame. Their rituals and beliefs make them a rarely dealt with power in Macinar. They remain Neutral to the wars of the outer kingdoms. The men of Dragonflame rule over the entire central kingdom, and their leader is Lord Theos Helvar, also famed to be one of the last remaining Swordmasters of Macanar.
Alk’Hara is the northernmost kingdom of the mainland. It is almost completely made up of vast white deserts. This land is ruled by the Desert Queen Mio’Nalla. A land where slaves are taken as payment for goods, and limbs are taken as payment for crimes. The huge city of DenMezzier, or “The Gem of the Dunes” stretches from the coast and fans out over the northern regions of the land. Many smaller trade towns cling to it like flies feeding off a camel. To the east in this realm lies The Broken Land, where boiling water shoots from the earth, and many strange creatures make home. To the west is the Rotunda. Huge White Mountains surrounding a valley of sand, blocked off to the rest of the world. This is considered a holy land to many religions.
The Southernmost kingdom of Macinar is Dornheim. Its north is made of long stretching tundra, with patches of forests and mountains, where small towns and villages harvest wood, mine for ore, and trade with the northern world. Farther to the south where the colder winds blow, the land is ruled by the tribes of the Barbaric Men. The city of Whitefall, said to be the only stone city in all of Dornheim, houses King Vhalkar and his host of Dornish Warriors. They rule over the tribes of barbarians, and lay claim to the ice fields that make the southern most points near uninhabitable. The Wester forests of Dornheim are called the NarFlinn. Its is written that this is the resting place of some of the ancient gods, and many claim the sacred forests have powers. Nestled nearby is the huge community of Tomodain. Craftsmen and Warriors work side by side to keep their city strong and pay homage to king Vhalkar to keep the barbarians at bay. They do (most of the time).

Map of Macinar Isles

Lionne


LIONNE




Name: Lionne (Lee-Oh-Nay)
It's People- Ivors
Ruler: King Almsor (Al-m-sore)
Capitol- Inlakes
Major Cities: Inlakes, Luccinilli, Rogamia
Climate: Warm Summer, Cold Winters
Terrain: Mountians, Hills, Valleys, Rolling Plains, Grassland, Lakes, Forests
Currency: Silver Crowns. (100 copper Pips in a crown, 200 crowns in a gold Drac)
Other Towns: Denain, Kelder, Thanden, Camdella, Teywell
Agriculture:****
Fishing:****
Horses:****
Military:****
Navy:****
Mining:**
Wood:***
Leadership/Law:****
Magic:***
Major Resources: Farming, Crafting, Horses, Trade, Fishing, The Arts

The Symbol: The White Blade of Sigmas and the Hammer of Master Barthus (First priest of Sigmas). The shield of Haladen The Horsebringer. The Ivory Crown with the ancient script written in the old tongue "Blessed by the Gods, for we are they".

Danmier



DANMIER





Name: Danmier (Dh-Ann-Mh-Ear)
It's People- Dansmans
Ruler: Three Hands of Magic (Archmage Nicolas the White, Archmage Carolinus the Red, Archmage Devinar the Black)
Capitol- Andisine (Ann-De-Zine)
Major Cities: Andisine, Cestermain, Belchester
Climate: Hot Summers, Mild Winters
Terrain: Mountians, Swamps, Valleys, Wetlands, Grassland, Rivers, Marshy Forests
Currency: Silver Crowns. (100 copper Pips in a crown, 200 crowns in a gold Drac)
Other Towns: Damara, Almar, Fort Hayden, Shanderberry
Agriculture:**
Fishing:***
Horses:**
Military:*
Navy:**
Mining:***
Wood:**
Leadership/Law:****
Magic:*****
Major Resources: Mining, Fishing, Magic, Temples, Hunting

The Symbol: The three hands of the Red, White, and Black tower who keep the Arcane Balance.

Alk'Hara



ALK'HARA




Name: Alk'Hara (Ah-el-Kar-ah)
It's People- Alkharians
Ruler: Queen Mio'Nalla (Me-Oh-Naal-ah)
Capitol- DenMezzier
Major Cities: DenMezzier, Dab'Kassai, Preidan
Climate: Burning Hot Summers, Hot Winters
Terrain: Desert, Tropics, Mountains, Rivers
Currency: T'Ruma- (Tiny Blue Gem worth APRX 5 copper pips) M'Ruma- (Larger red gem worth APRX 2 Silver Crowns)- H'RumaDan- (Large clear gem worth APRX 3 Dracs)
Some merchants accept Dracs. Few accept Crowns. Trade is also very common.
Other Towns: Zanden, Del'Menra, HavNall
Agriculture:**
Fishing:**
Horses:***
Military:***
Navy:***
Mining:**
Wood:*
Leadership/Law:**
Magic:****
Major Resources: Slavery, Artwork, Mercenaries, Rare Agriculture, Gems, Exotic Pets, Some fishing and farming.


The Symbol- The Golden Sphinx of the Sand Queen and the Red Manticore of the Sacred Temple of Blades

DornHeim




DORNHEIM




Name: DornHeim (Duh-Or-Na-Hy-Muh)
It's People- Dornish
Ruler: King Vhalkar
Capitol- Whitefall
Major Cities: Whitefall, Tomodain, Cardermell
Climate: Cold Summers, Freezing Winters
Terrain: Tundra, Forests, Mountians, Ice Fields, Glaciers, Plains, Flatland
Currency: Silver Crowns. (100 copper Pips in a crown, 200 crowns in a gold Drac)
Other Towns: Hellderanz, Rut'Triba
Agriculture:**
Fishing:***
Horses:****
Military:*****
Navy:***
Mining:**
Wood:****
Leadership/Law:***
Magic:**
Major Resources: Hunting, Wood, Mining, Crafting

The Symbol: The Godswall Mountians, The great maternal Tree of Life, and the twin axes of Whitefall

Chimarus



CHIMARUS




Name: Chimarus (K-Eye-Mhar-us)
It's People- Chimarians
Ruler: Lord Theos Helvar
Capitol- Dragonflame Keep
Major Cities: None
Climate: Chaotic
Terrain: Mountians, Hills, Valleys, Rolling Plains, Lakes, Forests, Wasteland, Volcanoes, Glaciers, Ash fields.
Currency: Silver Crowns. (100 copper Pips in a crown, 200 crowns in a gold Drac)
Other Towns: None
Agriculture:**
Fishing:*
Horses:*****
Military:*****
Navy:
Mining:*
Wood:**
Leadership/Law:**
Magic:*
Major Resources: Their near bottomless treasury buys them agriculture and steel. They do not trade any goods.

The Symbol: The Sacred Dragon Flame of Dragonflame keep. Two lances (Chimarians are unrivaled lancers) A Scroll of Tongues, and great winglike leafs

Major Macinar Deities

Sigmas: God of Human Power
( Sigmas the Ascended )



Description- (LG) Sigmas was once a great king of men. His leadership brought the humans into control of the five kingdoms. His divinity was shown in his long life. It is said that he ruled for 200 years, then when he died in battle he defeated the minions of death to come back to life and rule another century. Now he is looked upon as a God, as it is told that he ascended to godhood when he was finally willing to leave his kingdom.

Weapon- Longsword

Symbol- The white blade of Sigmas and the five suns, that represent the five kingdoms. It is said that he had four sons and one daughter that he left control of the land too.


O'saria: Goddess of Knowledge and Wisdom


Description- (NG) O'saria is the Goddess of Knowledge and Understanding. Her teachings say that in order for one to be complete they must travel the land, study history, and gain as much knowledge as possible. Books and scrolls are sacred tools to the priests of O'saria, and her children are regarded as some of the finest scholars, scribes, and historians.

Weapon- Crossbow

Symbol-
The Tome of O'saria, the complete record of all that isand will be. The light of O'saria and the Crossbow of Judgment.

Karaza-Karak: The Spirit of Nature
(The Tree of Life)


Description- (NG) When Xarna was barren and the sea and sky had yet to be born, it is said that the great tree of life, Karaza-Karak manifested and shed her seeds onto the lands and into the oceans. These gave birth to the trees, animals, birds, fish and even Humans, Elves and Dwarves. All life stems from the great tree that symbolizes the spirit of nature.

Weapon- Staff

Symbol- The great tree shedding its seeds onto the new Xarna

Gharlamaal: The God of Life and Death
(Gharlamaal the Guardian)
Description- (N) When the living die, their soul is taken on a great journey to the realm of their Gods. whether evil, good, or neutral, all souls must take the hand of Gharlamaal the Guardian and follow his path to their resting place. The followers of Gharlamaal hold death to be a very sacred event, and they believe that if they serve their lives true they can join Gharlamaal on his great journey through the afterlives, showing new souls to their future homes.

Weapon- Kriss

Symbol- The black/white mask of the great spirit Gharlamaal the Guardian
Lieet: God of White Magic

Description- (LG) The first of the Three Brothers of magic is Lieet the White. He stands for upholding the laws of White Magic that keep balance between the good and evil of the world. In order to control the power that would harm the world once must attain power to battle it. These are the teachings of Lieet.

Weapon- Staff

Symbol- The Arcane Symbol of White Magic

Gamasen: God of Red Magic

Description- (N) The second brother of the trinity of magic is Gamasen the Red. Gamasen stands for self empowerment. His teachings are to obtain all the skill that one can, for the world is just a lesson to be learned. You must walk away from life with all the power that you have gathered during mortality. His followers remain utterly neutral to the ways of good or evil, but they still respect and heed the laws of white magic.

Weapon- Staff

Symbol- The Arcane Symbol of Red Magic

Nrogoth: God of Black Magic

Description- (NE) The last of the three brothers is Nrogoth the Black. For every light of good that is cast, there is a shadow. Black magic is the counterweight to white, and the followers of Nrogoth are greedy with this gift. Magic used to summon demons, torture innocents, and destroy all that was once created. If Lieet were not there to balance Nrogoth, he would surely destroy us all.

Weapon- Staff

Symbol- The Arcane Symbol of Black Magic

Nemoku: Goddess of the Hunt
(The Cat Eyed Goddess)

Description- (LN) Nemoku is the Goddess of the Hunt. Her human eye sees the beauty of life, and the mortality of mankind. Her Cat eye sees the need to kill that which is weaker to survive. Her followers are master hunters, who only hunt during the daytime. The creatures of the night are considered sacred, and all creatures of the day deserve to rest.

Weapon- Spear

Symbol- The human eye of Nemoku, The cat eye of Nemoku, Her sacred winged spear, and the sunset.

Baltor: God of Honorable Combat
Description- (NG) Baltor is the God of Honorable Combat. War is an art form to his priests, and a duel is the most honest form of prayer. To fight fair, and win. These are the lessons of Baltor. His followers train in hand to hand fighting even more than the reading of his word. They say that to praise Baltor in battle is to hear his song of war, and to fight for him is to dance to this tune.

Weapon- All

Symbol- The three shields of Baltor. The tower shield of duty, the kite shield of discipline, and the buckler of honor. The scroll reads "There are no friends or enemies in battle, only challenges"

Emherod: God of Lore and Music

Description- (CG) Emherod is the God of Music and Lore. The gift of such art forms is the blessing of Emherod. Those who are skilled with an instrument, or blessed with a lovely voice are said to be his chosen ones. There are no books or bibles of Emherod, just collections of fables, songs, plays, and dances, for those are his teachings.

Weapon- Rapier

Symbol- a instrument that looks like a harp, flute, mandolin, and music note. As well as the mystical black moon of Emherod.
Preseka: Goddess of Time and Fate
(The Lady of All)


Description- (N) Preseka is the Goddess of Time and Fate. The truest of her followers believe that everything happens for a reason, and that trying to change fate is like trying to drink the ocean. One must not question what is, but accept it and use it to become stronger. Preseka knows all that is, was, and will be. Her priests are rare, but many religions respect their dogma.

Weapon- Mace

Symbol- An hourglass wrapped in black ribbon. The top holds the sun in the night sky, and the bottom the Moon in a light blue sky.

Temiton: God of Physical Power
(The Thread Holder)

Description- (LN) It is said that the strands of fate that hold the very universe together are bound and coiled around the mighty arms of the God Temiton. With great strength one can do anything. Physical power is sacred, and can be used to achieve greatness. His followers believe that by showing strength, they lend their power to Temiton in his constant ordeal to wold all that is together, and for this they are favored.

Weapon- Warhammer

Symbol- The mighty arm of Temiton, holding the threads of fate in place.

Geldenier: Goddess of Healing
(The Bleeding Goddess)

Description- (LG) Geldenier is the Bleeding Goddess of Healing. Life is a gift she shares with all the living, through the rivers of her own lifeblood. Her followers are sworn to heal anyone who is hurt. If a priest knows a being is evil, it is their duty to shed its blood and return it to the lifestream of Geldenier to use for more good. To attack a Geldenierian priest is taboo to almost all religions. Those who harm these priests are believed to be cursed forever.

Weapon- Scimitar

Symbol- A robed figure covered in gems, depicting the Bleeding Goddess

Quainess: Goddess of the Sea
(Swordmaiden of the Sea)


Description- (CN) The all mighty sea, giver and taker of life. Pure and clean, but deadly as any enemy. Sailors who set out to sea say their prayers to the great goddess Quainess, for right of passage on her sacred waters. It is said that she stands far out beyond the reach of any ship, dancing and spinning her mighty blade. The very waves are the cuts and slashes her sword makes as she moves. She is a fickle God, and to utter her name in vein is sure death on the open water. Some believe her related to Gharlamaal the Guardian.
Weapon- Cutless

Symbol- The Great Swordmaiden dancing with her giant blade in the ocean.


Brenn: God of Strength and Fire
(The Burning Lord)


Description- (CN) Brenn is the essence of controlled destruction, Brother to the Goddess of the Sea. His great arms wreathed in flame, push the sun across the sky each and every day. His might keeps the earth warm, lets the plants grow, and if he so wishes, takes all away. Fire is sacred to his followers, and they use it both in learning and in battling his enemies. Few are brave enough to follow Brenn the Burning Lord, but those that do are feared.

Weapon- War Axe

Symbol- The Arm of Brenn holding the Black Sun in the sky

Shalukarth: Goddess of Shadow
(The Black Queen)

Description- (NE) All that lies underground is the domain of the Black Queen. Creatures of darkness fill the night with songs of her beauty and power. One day it is said she will rise above ground, devour the very sun and flood the land with endless darkness. This great prophecy is known as "The Last Eclipse". Some believe it is a story used to scare children. Others think twice before blowing out their candles.

Weapon- Whip

Symbol- The Great Winged Spider of Shadow


Kraulus: Reptilian God of Slaughter

Description- (CE) The teachings of Kraulus are few and simple. His children are the savage races of Xarna that live only to destroy and feed. Blood spilled is blood for Kraulus. Bones broken are bones for Kraulus. All hail and all fear Kraulus. Those who hear his children's battle cry know of the death they await.

Weapon- Great Axe

Symbol- The hand, eye, and tail of Kraulus, the Doom Claw.

Dezieth: God of Posion
(The Smiling Snake)


Description- (LE) It is said that the pain and suffering one goes through when poisoned is simply the lifeforce being drained from their bodies, and sacrificed to Dezieth. His followers study the ways of torture, poisoncraft, and interrogation. Many priest poison themselves ritualisticaly. Those who survive build a resistance and those who fail are gifts to Dezieth. Some of the oldest and most powerful priests of Dezieth are said to have no blood at all, just deadly black posion flowing through their veins. Priests of Dezieth are also known to practice both the Arcane and Divine schools of magic, and combine their powers in a most terrifyling way.

Weapon: Dagger

Symbol: The ever smiling mouth of Dezieth drawing strength from a two headed snake

Seasons of the Macinar Year


The four seasons that make up one years time in Macinar are dictated by the phases of the moon. Each season has its own moon, and as long as that moon still shines in the sky the season continues. Between each season, when the moon is unlit, or "dead", a second larger moon appears in the night sky and remains until the new moon is lit again, or reborn. This second larger moon never shifts faces, and is always fully lit for the short time is passes in the sky. It is a pale an unlucky moon known as "The Grey Moon".

The first season begins when the fourth Grey Moon passes. This season is called "The Season of the Spirit Moon". Cold winds, snow, and low temperatures follow the Spirit Moon and put the land to sleep under its blanket of ivory. On the 12th day of The Spirit Moon, The Spirits Passing begins. For three days it is believed that souls lost between worlds may finally find their resting place during these sacred days. During this season the Moon is medium sized and shines a ghostly blue.

The second season (after the 1st Grey Moon of the New Year) is "The Season of the Mother Moon" when the moon is larger, and glows a warm green. This is the season associated with Re-birth, and the sewing of seeds. Many "Spring" festivals are held and people celebrate as the snow melts and the land becomes alive and warm again.

The third season is known as "The Season of The Golden Moon", and this tends to be the longest season, but no two years are alike. During this cycle the moon is at its largest. The yellow light it emits keeps the nigh time almost as warm as it's hot and sunny days. This is a sacred time in Alk'hara, "The Golden Kingdom", when markets are bursting, and generous masters have been known to free slaves. During one day in the middle of The Season of the Golden Moon, the Sun stays along the horizon from morning to night, rolling slowly across the sea. This is believed to be a day of love and romance, as the God Brenn is allowed to release his burden of the burning sun, and once again embrace his sister Quainess, the Sea Maiden.

The last and smallest of the four seasonal moons is "The Season of the Blood Moon". Many religious groups believe this to be the season when devils and monsters gain power, and wander in the realms of men. This is illustrated through nature by the dying of the leaves on most trees, and the dwindling of crops. This season tends to be shortest, which many view as a gift from the gods.

Some believe there are 5 separate moons that cycle in the skies of Macinar, but after centuries of study it has been proven that there are only 2. The grey moon, and the four faces of the "Akasha" moon, or the seasonal moon.
Many associate the presence of the Grey Moon with the god of death, Garlamal. They believe this Grey Moon is the Guardian himself leading the new moon to its place in the sky, and taking the dead moon by the hand and leading it below the horizon.



-A documenting of the Lunar Phases of Macinar by Master Gideon Thimus III of the Hand of the White Magic- Recorded in the Temple Of Liett in the center of Andisine, the Standing City

"The Azure Princess, Cloaked in white
Stands vigil over kingdom night
Her frozen tears take wind and wing
And guide the dawning of the spring

The Green Eyes Goddess slowly paws
Into the darkness sinks her claws
In prowl she seeks the hidden light
While cutting pinholes in the night

The Warrior with his golden shield
Rides brave across the midnights field
With lance of dawn held tight in fist
He races down the mornings list

A sanguine scar is carved on high
And bleeds across the broken sky
Like ripples in a crimson lake
It guides lost spirits in its wake

And after each the ivory woe
A ghost with gloom and death in toe
And while his eyes are last to show
He sees what others fear to know."

The Faces of the Moon A classic poem from the writings of Alma the Godsinger.

Understanding the Currency of Macinar







Other items used as highly valued trade or currency are as follows:
Books (They are very difficult to make and sustain, and old ones can be worth fortunes)
Maps (Only Guild Certified Cartographers are allowed to make maps. Other maps are outlawed)
Spell Books (The spells inside can fetch a high price)
Exotic Foods and Animals (Collectors pride themselves on such raritys)
Enchanted Items (Many from ages long ago still exist in the Kingdoms)

The Sword Masters of Macinar

In all of Macinar there are 14 individuals still living who have reached the rank of Swordmaster. The order of the Swordmasters is as old as written history itself. No one is sure who started the order, or when it began, but it seems they have always been a part of our world.
To be a Swordmaster one must do more than simply perfect ones skill with a sword. It is a sacred oath one must take, to pledge brotherhood to your fellow swordmaster, to always follow the code of the sacred blade (Fight with Honor. Fight With Pride. Stand your Ground. Never Hide. I will live and breath through my swords edge, To the order of the sacred blade I pledge), and the Swordmasters are forbidden to use their power to effect wars involving the five Kingdoms. During times of War, the Swordmasters remain in peace.
When one becomes a child of the Sacred Blade they forsake any Surname they once held, and no longer represent any family. A new title is given to them. One example is the leader of the royal guard of Inlakes. At the age of 32 he was inducted into the order of the Swordmasters. Back then his name was Sir Helvis Namien, now he is Sir Helvis the White Blade. Other titles include The Sand Blade, the Salt Blade, the Wind Blade, ect.
There is no way to know how many innocent lives have been protected by this sacred order, or how many invading forces from far off lands have been turned to death by the skill of its members, but they are in all regards look on as saviors in our world.
Ages ago, when many believe no less than 100 Swordmasters lived in Macinar, there was one who stood out above them all. Algor the Mind Blade. A brilliant tactician and master historian. When a high lord of Alk'Hara kidnapped his wife for ransom, and killed her when none was met, it is said he lost his mind. Many say he made a deal with a demon and sacrificed all his intelligence and wisdom for pure rage. He called on his brothers for aid, to bring an end to the evil Lord that had plagued the northern lands for so long. So "The March of the Swordmasters" began. Staring in Southern Dornheim, a path was cut to the far Northeast. Any foe that stood in the way of the marching Swordmasters was slaughtered relentlessly. Even through the dark land of Chimarus the march continued. To this day the path is still used to travel, as no evil goes near it in fear of the power that created it. When they arrived at their destination, over 60 of the Swordmasters attacked the desert fortress where the dark lord made his home. A legion of hellspawn and beasts of the sands met the Swordmasters head-on and "The Battle of the Norther Blades" was waged. Many died, but in the end Algor killed the tyrant and saved Alk'Hara from its struggle, ridding the world of a great evil presence.
Today the induction of a new swordmaster is a rare and sacred event. Only three sacred blades can elect a new member, and after all three participate in the ritual and oathtaking a new Swordmaster is born. This has not been seen in decades, since the inclusion of Sir Helvis the White Blade. Many ask how a brother sworn not to take part in any wars between the five kingdoms could be captain of the royal guard and high general of the Ivory Army, but his oath has been kept. He has trained the troops, kept the city safe, but has taken part in no battle that involved a neighboring kingdom. The same can be said for Queen Mio'Nalla's "Pet" Sandelf. The Sand Blade. He is her personal bodyguard, but is never seen on the battlefield.

A Chronical History of Macinar

PSR: Prior Sigmas' Rise (The Old World)
ASD: After Sigmas Death (The New World)



735 PSR: Documents show signs of dominant Elven civilization in Southern Macinar, and human colonies struggling in Western Macinar. This time indicates the oldest found written texts that survived the centuries. Readings reveal thousands of years of History prior to even this time.

900 PSR: Humans and Elves join forces on the borderlands of their realms in a war against an uprising army of Trolls moving its way North from the icy fields of South Western Macinar. This Battle was later called on as "The War of Six Fires". This name stems from the method of warfare used by the Humans and Elves, that involved flanking smaller units of Trolls with Archers firing flaming arrows.

1011 PSR: Believed to be the birth of Sigmas and the dawn of Mankind's ascension to power.

1029 PSR: Sigmas is chosen as a leader of Mankind, and alliances with the Elves are formed. Those who oppose the rule of Sigmas move north to explore the untamed deserts.

1060 PSR: The murder of the Elven King causes turmoil within the Elven civilization. Civil Wars and battles of power cause irreversible damages to their race. Many who seek a rebirth of their former society take ships south to claim the wild island now called Illusar. Others move north, far from the Elven Cities to find new stations of refuge. Some believe a number of the lost wanderers were taken under the wing of the shadow goddess Shalukarth and lead into the bowels of the underworld to form a new race. Others say those who moved north found home in the Dessert, and now are represented by the races of Sand Elves.

1080 PSR: Sigmas leads mankind to claim all of Southern, Eastern and Western Macinar. Those in the North still refuse to follow his leadership, though most are races of Men. The rebuilding of the Elven Cities gives those who now dwell in the land called Lionne an advantage of new forms of architecture and recovered documents used to learn many ancient and protected trades of the Elves.

2010-2026 PSR: The largest collective of savage races fighting as one army rises from central Macinar to take rule of the land controlled by men. Under the leadership of Sigmas, The colonies of Mankind joined forces and fought back the huge armies for years, yet never gaining any advantage. It is believed the Norther Men formed alliances with these evil armies in exchange for sections of land, once the battle was over. In the greatest of these battles Sigmas was killed by an Orc Warlord. The followers of Sigmas state that when death's minions came to claim his fallen soul and take him to the afterlife, Sigmas refused to leave his people. He battled the servants of the underworld and returned to life to lead mankind to its victory against the black armies. This age is referred to as "The Days of New Men"

2040 PSR: Mankind has taken the whole of Macinar, and populate all regions. The death of the Northern Prince Beldenar "The Bride Snake" leads to a revolution in the Desert Cities. A Queen is elected, and becomes the first female to be chosen as leader of a community in the History of Macinar. Queen Delmar'kia forms a trade alliance with King Sigmas, and the Northern and Southern worlds begin to unite.

2100 PSR: King Sigmas the Undying is chosen to lead the land as a whole. All of the Mainland is under his leadership, and mankind thrives and grows powerful. This age is believed to be when Mankind first embraces the use of Arcane Magic, and the rise of powerful spellcasters helps shape the world of men.

2140 PSR: The Death of King Sigmas gives lead to a five year period where no wars took hold of Macinar. Five years of peace by Mankind to honor the life of the Great Sigmas. In his final days he mapped out the mainland and divided Macinar into five kingdoms. He sent his four sons (Leon, Danmas, Dorhen, and Chimaus) to rule in the South, West, East and the Midlands, and his Daughter (Alkiera) to rule in the North. It is said that Sigmas was chosen by the gods to be the new patron deity of Mankind for his great deeds and pure heart, and he was given the blood of the gods. Sigmas "The Father of the Five" is still considered the most practiced diety in all of Macinar to this day. The influences of Father Barthus, First Priest of Sigmas, lead to a rebirth of the common language in the years to follow. The language spoken before this point is now known as the Old Tongue.

100 AS: Mankind sets out from Macinar to claim many bordering islands and begins trade with the Northern Dwarves and the Southern Elves. Settlers from Alk'Hara take hold of a chain of Islands to the East, and the "Free Islands" are born. A land ruled without Kings or any Government. In years to follow many historical events take place recorded in well known stories. "The Reign of the Troll Slayer", "The Keep of the Dragon's Flame", "The Race of the Sea Maiden's Chosen", "The Legend of Alma The Godsinger", " King Haladen The Horsebringer", "Drakus o' Draknier the Wyrmsbane". This time was known as "The Age of Legends"

250 AS: Unknown Forces from the North of Macinar (many believe from the Red Island) lay waste to many Human Coastal Cities. It is said that armies of 20-50 men overpowered armies of thousands of Macinar soldiers. A group of warriors emerged from many corners of Macinar who called themselves "The Sword Masters". Their aid in the wars pushed back the invading forces, but great damage was still done. Records show the "Sword Masters" had in fact been in Macinar unknown for centuries prior to the "War of Ghosts" ( A term used to define the bizarre soldiers from the Red Island to the North).

300 AS: The outer Kingdoms of Macinar struggle to rebuild after the devastation of "The War of Ghosts". Chimarus remains untouched, and gains a strong influence as one of the mightiest of the Five Kingdoms.

320-350 AS: Forces from Alk'Hara attempt to claim leadership of Chimarus, to help rebuild their Kingdom. Many battles take place, and the Alk'Harans are pushed back to the Desert. The forces of Danmier attempt to take advantage of the weakened Chimarus and attack with full force to claim the middle Kingdom. In efforts to expand and gain stronger alliances, DornHeim lends their aid to Chimarus to push back the forces of Danmier. Hunger for Power leads the Dornish men to turn on the Chimarans from behind their lines. Much land is claimed for the Dornish. Wars escolade and in a struggle to keep their people alive the forces of Lionne move north into Chimarus and are met by war. Within five years Chimarus becomes a constant battlefield where all five armies fight independently and without mercy. The War of the Five Kingdoms becomes the bloodies battle seen in the history of Macinar.

351 AS: The divine and catastrophic phenomenon known as "The Rain of White Flames" washes out the wars of Chimarus and turns the kingdom into a smoldering wasteland. Many believe the God Sigmas punished his children for fighting over the land he gave them to rule in peace. To this day the black clouds still hang over Chimarus, and fire still rains from the sky at times. The land is broken and unmaintainable.

540 AS: Peace amongst the Five Kingdoms leads to the rebuilding and improvement of the coastal kingdoms. Exiles from the broken Kingdom move outward and populate many new regions along the borders of the four outer Kingdoms. During this time the rise of a new King in the North leads the people of Alk'Hara to again rebel against their monarchy. King Dravanis remains in power and begins a market of slavery, still present today. In efforts to gain power amongst the other Kingdoms he forms an elite group of assasins called "The Brothers Of Shadow". It is said they infiltrated the three other bordering kingdoms and killed many high lords and influential leaders. They also kidnapped many women and children of noble birth, and randsomed them for great amounts of wealth. One kidnapped was the bride of Algor Fhedred, a Southern Lord. Little did King Dravanis know, Algor was among the greatest of the Sword Masters. Calling upon his brothers, a group of no less than fifty Sword Masters marched North to Alk'Hara to end this Kinds rule. (This was known as the March of the Sword Masters, and the path traveled is still used as a highly protected trade route to this day.) They overthrew his castle in "The Battle of the Norther Blades". It is said that only a Queen may rule in Alk'Hara, for every King is destined to fall. The Leadership of Alk'Hara is rebuilt and the House of the Manticore is born as the new royal guard for their elected Queens.

800 AS: The Forces from the Red Island return in a surprise attack against Danmier. Their forces flood the Eastern Shore and lay waste to dozens of cities. A group of powerful Wizards that had practiced in secrecy for centuries surfaced and turned back the forces with an overwhelming display of power. "The War of The Silver Kingdom" is said to be one of the swiftest and most destructive wars ever witnessed. This led to Danmier being taken under the control of the Wizards, and to this day remains a feared Mageocracy.

1030 AS: The Forces of Dorn'Heim form alliances with the Giants of the Himlhorn Mountians. The NarFlinn is siezed by the Southern King and many small battles between the Dornish and the races of the NarFlinn take place. Many are pushed out into the Mountians and Sea, and the Human lands again expand.

1200 AS: Trade wars between Alk'Hara and Lionne cause the borderlands between the two Kingdoms to be brought into dispute. Many wars lead to the Ivors taking hold of everything below "The Maidens Heart". Naval Wars begin to weaken trade between the Elves and the Humans. Pirate Ships from the Free Islands grow bold and claim a stretch of the Eastern Maiden known as "The Sea of Torn Sails". New Ships were designed and the Maidens Sea was the new fronteer.

1300 AS: During this period the Monarchy of the southern kingdoms was revisited, and annual meetings of bordering Kingdoms began to increase communication and trade with the human lands. Systems of Lordships were used as a division of the Monarchs power, increasing taxes in the south, but improving the conditions of all trade routes and military presence.

1500 AS: The Age of Chronicles begins, and a push to document the histories of Macinar and Mankind is set in motion. The known land is mapped in great detail, and all new regions and landmarks are brought into view to society. The world is looked at in an all new way, and Knowledge becomes the measure of power. Many Guilds and Brotherhoods are born in the pursuit of dictating past events and future events. Near the end of this age the allegiances between the kingdom of men are strengthened by new understandings, and in joining against a dark threat of creatures that begin to surface form below the earth.

1900 AS: The forces of the outer kingdoms must move for a time into Chimarus to snuff the threat of a dark army that began to form under the dark clouds of the middle kingdom. The land since has been taken as a refuge for the races of evil, and the creatures of darkness. Only Dragon Flame keep remains untainted and empowered. None dare threaten their precious stronghold, for none are strong enough to take it. Guard posts are formed along the borders of Chimarus to keep the threat of invasion to the strongest kingdoms at bay. An order known as the Knights of the Middle Circle become the guardians on this border.

2200AS: The reing of King Almsore the First begins, and the Tri-Race alliance (Between Men, Elves and Dwarves) is formed. The cultures begin to trade and share in a way only dreamed of in the past. The influences of the three worlds create great cultural diversity among the largest cities of Macinar, and many disputes of race from the past are cast aside. New forms of magic from the Elves and Weapons and Armor from the Dwarves give Mankind a whole new kind of power and influence. This is known as the Age of the Triad.

2400AS: Current Day Macinar.


The Ages of Macinar

The Old Time

700-900 PSR: The Untold Age

900-1000 PSR: The Time Of Trials

1010-2000 PSR: The 1st Age of Sigmas

2000- 2150 PSR: The Days of New Men

The New World

001-200 AS: The Age of Legends

200-320 AS: The Age of Shadows

320-350 AS: The War of the Five Kingdoms

350-540 AS: The Age of Division

550-900 AS: The Arcane Era

900-1030 AS: The Age of Iron

1050-1300 AS: The Maiden's Age

1300-1500 AS: The Chosen Time

1500-1900 AS: The Age of Chronicles

1900-2200 AS: The Age of Power

2200-2400: The Age of the Triad

The Laws of White Magic

The Laws of White Magic- As dictated by The Three Hands, Day 34 of the Spirit Moon, 677 AS, during the Arcane Era

Law the First: Arcane Magic, in it's entirety, is to be documented and kept as text in the forms of books and scrolls as granted by the Three Towers.

Law the Second: The Aforementioned text is to be read by eyes and minds of those who are brothers and sisters of the Arcane Order, and no others.

Law the Third: Aforementioned texts are in no way shape or form to be used as a system of bartering or trade. Only members of the Arcane Order can exchange magical writings, and in the pursuit of sharing knowledge. Never for reasons of greed or monetary gain.

Law the Fourth: Cirkals of Magic are not to be cast outside of those granted by high officials of the Arcane Order. The act of casting out of your Cirkal is forbidden, and punishment for doing so will be decided by high officials of the Arcane Order.

Law the Fifth: All Spells and Cirkals there-of are to be documented in each members tome and to be recorded and noted by a ranking official of the high order. There are no exceptions to this law.

Law the Sixth: Any Member of the Arcane Order who is found guilty of breaking any of the white laws, or aiding another in doing so is subject to immediate punishment by the High Officials of the Three Towers. The loss of life or damaging of properties in regards to upholding these laws is of no concern.

The Perils of Chimarus

In the heart of Macinar, rests the cursed Kingdom of Chimarus. Ages ago it was a thriving beautiful country with brimming cities, plentiful resources, and the finest horses in the Five Kingdoms. This in particular is why the war of the five kingdoms took place. While the other four Kingdoms struggled through poor trade, poor weather, and constant war, Chimarus thrived in peace. Jealousy and panic made the leaders of the four bordering lands act out in an effort to save their people. The war for Chimarus began. Since the beginning of Macinar, this has been the first and last recorded civil war in which all five Kingdoms battled each other.

No one to this day can fully explain what forces were involved in the end of the War of the Five Kingdom's, but all agree that it was a power that forever changed Macinar. Many believe Sigmas himself was furious at the selfish actions of his children, as they turned on their brother and sister in war.

On the eve of the second Grey Moon the storm began. For ten days the skies poured down boiling hot rain, huge jagged shards of ice, and of course pillars of burning white flame. The "Rain of White Flames" tore the land of Chimarus appart, and ended the war that seized Macinar. To this day the dark clouds still hang over Chimarus, and still pour out flame and ice and chaos, from time to time. There is but one bastion left where men strive in all of Chimarus. The ancient structure known as Dragon Flame Keep. The lord of this Keep is by law deemed the King of all Chimarus, even if not in their own system of government. To them he is a Lord, but in other lands he is held to the rank of King.

The History of Dragon Flame Keep- Decades before the Rain of White Flame, a group of traveling Paladins of Sigmas came across the structure. It's fortifications and location made for a perfect military stronghold. Chanting praise to Sigmas, the knights ventured in to claim the abandoned fortress in the name of Chimarus and the Father of the Five. When they reached the depths of its halls they found that it had in fact not been abandoned. They found an army of ogres, gnolls, and orcs that outnumbered them 100 to 1. In efforts to flee before their entire holy order was fodder to the dark forces, a divine force saved them. Out from the sacred mountain that overlooks the keep, came one of the old ones. A gleaming gold dragon, whose wings blocked out the sun, and whose flames burned down the dark army. The fortress was filled with the dragons fire breath, utterly destroying all inside, save for the servants of Sigmas. The flames did not burn their skin, nor harm their belongings. It was believed that the last of the Dragons had died centuries ago, but the records show that all the knights beheld it and survived it. When the evil army had fallen, the knights looked up to shout thanks to the golden savior, but it was not their. All that remained was a burning flame on the keeps highest tower. The last remnant of the Dragons Fire. To this day the fire still burns in a sacred brazier atop the Keeps tower, shedding a warm light that keeps the structure safe from the chaotic weather of the endless Chimarian storm. When the knights went back into the depths of the Keep, they found what the Evil beasts had been protecting. A Dragons Horde, stacked high to the ceiling in the bowels of the great keep. This endless supply of coin has kept the Keep going since these events centuries ago, and the Men who live their believe it to be a final gift from the golden one who saved them and granted them the keep as their home. Generations have passed, and once Chimarus fell the soldiers stationed at the Keep were forced to turn their stronghold into a civilization, with women, children, smiths, cooks, and families the soldiers protect from the madness that rules the land. Living in such conditions has hardened the soldiers and made them the strongest in all of Macinar. The knights do nothing but fight the endless enemies who seek to take their home, and protect the sacred fire that holds their history. When a new leader is elected to rule Dragon Flame Keep, it is also the fire that chooses. He who is not burned by the Dragons Flame is believed to be the Dragon's Chosen, and direct decedent from the original men who found it. The highest ranking Knights plunge their blades into the fire before battle, and use the flame to smite their enemies. At least one must return to re-light the flame or the magic will be gone forever. This has yet to be the case.
All of this is simply stories and the writings of men from ages ago. There are few left who would even begin to believe the existance of "Dragons" at any point in Macinar's History.

There is one other city that survived the Rain of White Flames, and still has standing structures. This is the huge city of Aurhiel. While the city survived, the citizens perished. Under the darkest cloud of the Chaos Storm, the city decayed and grew dark. Such a great evil washed over this once beautiful town, that the souls who rested their grew twisted. Now it stands as home to the walking dead. A Necropolis of dead signians, beings of pure shadow, skeletons, and who or whatever leads and controls them.

The rest of Chimarus is filled with the ruins of old human cities. Great cracks divide the land in some places, while freezing cold snow and mighty glaciers cut the earth in others. One of the most dangerous and unpredictable regions in Chimarus is the norther volcanic fields. The great mountains here belch out smoke and magma night and day, and have melted the land away to nothing more than burning stone and pillars of ash. This region is known as the Deldendra'Kratuul. It is now home to Salamanders, Fire Giants, and other twisted minions of fire.

Since the war of the Five Kingdoms, no attempt at map making has taken place in all of Chimarus. Any attempts have no doubt ended in death, and those strong enough to walk the land usually care not for such tasks as Cartography. The Chaos and Fire that rains down on this land has no doubt altered the landscape in such a way that any past maps made are now useless. It is a wonder how the people of Macinar sleep so well at night, and thrive so passionately, when this burning dark cancer of a land rests at the heart of their world.

An Breif Recording of the "Rain of White Flames" as dated just after "The War of the Five Kingdoms"
Writen in 1733A.S in the season of the Red Moon- By Master Historian Lady Mendra Al'Mera