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Lore

The World
The World and Her Sky
A shared mythology has proliferated amongst the peoples of Eclisse throughout
the ages, rooted in the interactions of the heavenly bodies and stars that dot
their skies. Across the nations, the earthen continents of Eclisse are commonly
referred to as Matre Lissa, or the Mother.
Around her revolve the three moons, the three Sisters Prisma, Serci and Tersa,
collectively known as the Soresses. And above them all, in eternal pursuit of his
daughters, is Kayes, the Sun-Father. Whenever Kayes catches one of his
daughters, a solar eclipse occurs.
Certain other aberrations of the heavens can be seen on rare occasions. When
the sun is observed in a reflection, many people have noticed a distinct black
spot on the top right sector of the suns image. This is believed to be the sight of
Corvii, a prized pet raven that sits upon the shoulder of Kayes.
Additionally, a comet has been observed to pass over the skies of Eclisse every
few centuries, shining brighter than all the moons. Myth claims this comet as
Menasse, Kayes favoured child who spirits away on his own adventures only to
return every 360 years.

The Calendar of Eclisse


Owing to the influence of the triple moons on the lunar cycle and the four
seasons of Eclisse, the nine days of the week lead into a 351-day year. Three
weeks make up a month in the 13-month cycle of the year, with summers and
winters being the longest seasons. Months of the year are marked like so:
Kayesin, the first in Spring, named for the birth and cyclical return of the holy
Sun-Father Kayes

Matresin, the second in Spring, named for the awakening of Matre Lissa, the
Mother who blesses the land with life
Eosin, the third in Summer, named for the celebration of the dawn and of all life
which courses from the sun-drenched world
Amoresin, the fourth in Summer, named for the ignition of the fiery, passionate
celestial courtship between Kayes and Matre
Verrasin, the fifth in Summer, named for the midwife Deverra who journeyed
across great waters to serve the expecting Matre
Soressin, the sixth in Summer, named for Deverras heralding of the Soresses,
the Autumn Sisters sired by Kayes and Matre
Primasin, the seventh in Autumn, named for Prisma, the domineering and
stubborn first daughter among Kayes children
Secunsin, the eighth in Autumn, named for Serci, the calm, virginal second
daughter of the Sorresses
Tersin, the ninth in Autumn, named for Tersa, the coarse-mouthed and haughty
third triplet of the Autumn Sisters
Menassin, the tenth in Winter, named for Menasse, Kayes only wayward son who
tore off right after birth
Nox, the eleventh in Winter, named for the darkness that engulfed the world in
the wake of Kayes heartbreak from his sons departure
Warchesin, the twelfth in Winter, named for the great flood of Warches, vermin
who hunted in the darkness of Kayes absence
Coresin, the thirteenth in Winter, named for Corvii who heralds the rebirth of the
glorious life-giving sun

Estellion
The Empire of the Raven - a land of riches and plenty. Currently the strongest
power in Eclisse, the Empire of Estellion occupies the vast and fertile plateau
enclosed by the Canid Ranges and the Cardani Swamps. Today they have lost the
Twin Cities and all the territories south of the Twins.
The empire is a potpourri of peoples and races, the result of years of conquest by
the ruling House Corvius and its dedicated military. Of these, the Jackdaws, a race
of Halflings, form a significant part of the population and have come to occupy
important positions in Tellion government and society.
It was firmly believed that the Empire would not allow a millennium of military
victory and economic prosperity to lull them into complacency. Popular sentiment
had sided with the ruling House Corvius and the Ravenborne nobility who

controlled the upper crust of Tellion society. Of course, the Scourge of Estellion
proved otherwise, bringing the great nation to its knees and leaving its scars on
even Empress Livia Corvius.
Many Tellions still remain faithful to the ideals that drove them, as peasants, to
the revolution that gave rise to their nation the idea that how close one is to the
Father depends only on how high and far one flies, and nothing else. In other
words, that ones actions define ones worth. Measured by the recent deeds of
the Scarlet Empress, however, this once-great apple has fallen decidedly far, far
away from the tree of majesty.

Esotre
Ensconced in a valley at the southwest corner of the formidable Canid Ranges is
the magically advanced nation known as Esotre. Borne of a bitter ideological
dispute concerning the right paths of knowledge, it has become dependent upon
magic because of its small size and inhospitable geography.
It is no wonder that the 10,000 humans and dwarves who call Esotre home view
the furthering of knowledge as paramount to their prosperity, nay, survival.
Riding upon rapid developments in Sotran magic, known as alchemy, the hardy,
optimistic people of Esotre have come to carve out their own niche in the affairs
of the land, be it in trade, warfare or culture.
Varishah
The Varishah Federation is the youngest of the great nations with a hand in the
tripartite war. Formed in secret during the Quiet Year, Varishah enjoys a growing
military might that closely matches the armies of the Reconquista battled by
Estellion during the Scourge. They are an intensely religious nation, being largely
composed from the zealots and Cardani elves of the Kaysani In Exile, as well as
the Faithsmen who uphold the traditions of their pantheon of pagan gods.
These are a nation of hearfelt commoners, linked mainly by religion and the
simple interests of freedom and prosperity. There is generally little notion of
nobility or separation by castes, save for the Bashaws ho are appointed as
religious leaders to represent the followers of the different gods.
As with any fledgling ntaion, the Varish continue to experience turmoil at the
political and social level. At the municipal level, some selfish Bashaws have
attempted to inflame the Faithsworn armies for their own means. The more
influential Bashaws thus expend much effort to align the different municipialities
towards mutual goals to expand the Federation and defend its territories from the
other sovereign powers.

Lyri
The Lyri refer collectively to the group of tribes that roam the wastelands east of
the Fault. These tribes lead a relatively primitive and nomadic existence, settling

in an area only long enough for their livestock to graze, forage for food or carry
out their rituals, before moving on again.
The Lyri have a deep and intrinsic bond with the Deepwoods to the east of the
Barrens, drawing much of their limited resources and primal forest magic from
the rich ecosystems embedded within. Lyri warbands prowl the edges of the
woods, fiercely guarding it from foreign intruders.
Oddly, they have forbidden themselves from entering the inner sections of the
forest, but no living scholars have managed to extract any explanations from the
Lyri tribespeople as to the reason for this.

Ard-ru
Spread out across the Canid Ranges is the nation of Ard-ru. No other nation is
more inherently wrought by contradiction and opposites as the mountain
kingdom, with its population of humans and dwarves, its wondrous mountain-top
eyries and lowland farming villages, its lofty Sky Mages and humble peasants
ever locked in a conflict for power.
Their close relation to water has made them understand the impermanence of life
and power, and the importance of going with the flows of society and history
rather than resisting them. Yet this has bred in them a strong desire for some
form of immortality amidst the transience of life.
Driven by this desire to immortalise their legacies, the Ardites have found
innovative means to survive and prosper amidst the frigid climate of the
mountains.

Kaysan
Deep within the uncharted Cardani Swamps lies the exiled Priori of Kaysan. They
are fashioned of an alliance between humans and the all-consuming Cardani
elves. These humans are descendants of former nobles and priests from the
ancient kingdom of Carsis, who ruled Eclisse until the revolutionaries who would
found the Empire deposed them.
The bloodline of the Kaysani people grants them destructive flamesoul magic and
keen knowledge of celestial movements, amongst the other things that are a part
of the heritage they have proudly held to. For over a millennium, they feverently
anticipated fulfilment of the prophetic Reconquista that would unleash
destruction upon Estellion, and hoped their birthlands would be finally returned to
them after.
The defeat of their great leader Alejo de Porres crushed their dreams after the
Scourge, and since they have remained dormant, only occasionally sending
envoys across the Marshes to treat with Usun Motare, a former son of theirs who
has renounced his Kaysani heritage. It is their hope the Varishas Federation will
continue the work of the Reconquista.

Kritarchy of Brac
The Kritarchy of Brac are a small race of philosopher-warriors living to the
southwest of the Canid Ranges. Their focus lies not in worldly events but in the
sublime and abstract truths of the world. To that end, they prefer a policy of noninterference, steering clear of affairs occurring in the Eclisse heartland while
expecting the same, so that they can concentrate on their meditation and
research.
However, pragmatism has led them to form an alliance with the Scipians. Their
end of the military partnership is left to young Braccians to meet; meanwhile the
elders sit back, and observe, as the world passes them by.

Scipin
The Landgraviates of Scipin are a relatively young race, by the standards of
Eclisse. They claim the freezing and inhospitable land to the northwest of the
Canid Ranges as their own and are able to survive, even prosper, due to the
nature of their magic.
Scipin blessings derive their power from the honour of the user. Their history and
geography have led to the development of a strict code of conduct that
emphasises social values such as fair play, responsibility and service, as well
individual ideals like excellence and honesty.
Adherence to this code of conduct powers their chalices, bequeathing upon them
physical powers such as speed, strength and resistance to heat or cold, as well as
allowing them to build cities and grow crops in the barren land.
Over the centuries, they have come into contact with cities and nations to the
west of the Canid Ranges, forging alliances or depending on contracts to buffer
their military strength.

Maratelli
The Maratelli Free Cities are a league of seven cities and numerous towns and
villages to the west of the Canid Ranges. Each of these cities has their own
identities, but together, they share a culture and tradition that revolves around
the arts.
The Maratelli set their sights above the Eclisse heartlands, interacting with
peoples and creatures far and wide. But their geography has obliged them to
maintain a detached interest in the happenings of the Empire and other eastern
interests.

When they first met the Scipians, they were delighted by this young, if somewhat
stiff-necked people, and took to their fresh naivete quickly, hoping to teach them
on one hand the value of the arts and on the other, how to have a good time. So
far these efforts have failed, but the Maratelli are not fazed. Maratelli military
units are commonly found fighting (and carousing) alongside the Scipians.

Vren
To the south of the Scipin are the people known as the Vren. These clannish
people live in towns and villages around the Treble Woods where they can be
found in a constant state of alcoholic inebriation when they are not working (or
even when they are). Nevertheless, their fierce inter-clan rivalry has bred strong
passion and skill for fighting in these people.
In one of his more sober states of mind, a Vren leader made a deal with the
Scipians that involved Vren military services and bottles upon bottles of
Reinsbourg, a unique Scipian ice-brewed, root-fermented alcohol. Since then, the
Vren have proven themselves to be one of the more loyal and steadfast of Scipin
allies.

The Extinct Hasi


The Hasi are of a culture that ruled over Eclisse in ancient times with incredible
magic and blessings, but this culture is now essentially extinct. All that remains of
their once vast union are myriad ruins strewn across the lands of Eclisse, marked
with glyphs unreadable to all except those who have already forgotten the
ancient blood that runs in their veins.

Estellion

The Tellion People


The Empire of Estellion is not just one that melds multiple peoples and nations,
but it is also an empire of ideas, bringing various cultures and ways of thought
under the sable wings of Ravenhood.
Peoples across the Empire may not enjoy the political control of Atium - especially
those from fringe colonies such as East Isle - but they subscribe to the ideals of
equality and meritocracy preached by House Corvius. These ideals have imbued
in the Tellions a certain level of idealism and some sense of superiority over the
other more feudal nations.
Yet while idealism and hubris combined often sounds the death knell for any
civilisation, the Empire backs this in turn by a keen determination and sense of
industry. Tellions are well known for being serious and hardworking people, traits
that display themselves in all walks of life within the Empire.
Even then, many constituencies within the Empire have developed their own
particularly idiosyncratic traits, like the eagle-eyed Nosmen of the western
Legnos Plains, the ferocity of the Arnsmen of Arns Plains, or the foolhardy naivet
that wafts about the sheltered man-children of the Twin Cities.
The Court of Affinity a branch of government concerned with development of
community and welfare amongst the Empires peoples actively promotes
movement and resettlement across the Empire in an effort to homogenise the
population and prevent segmentation.
Successive administrations have seen fit to accord a degree of independence to
the governance of each district, with the governor usually a native of the district
(though he or she is always watched discreetly by an official from the capital of
Atium or the Twin Cities).

The Jackdaws
Jackdaws have been a part of Estellion ever since the times of the Carsis.
Previously, these Halflings were not fully integrated into the Empire, eking out an
existence as petty criminals or small-time merchants. Over time, thanks to the
efforts of the Court of Affinity, the Jackdaws have become accepted and even
respected in Tellion society.
Jackdaws are now regarded as legal, if not always social, equals, and are given
the same chance at Ravenhood as humans, perhaps the only privilege that really
matters in Estellion.

The Imperial Army

The backbone of the Imperial Army is formed by the massive ranks of the
Earthbound foot soldiers and their commanding Ravenborne officers.
The ideals of the Empire take concrete form in the Ravenhood system. Anyone in
the Empire has a chance of ennoblement by serving as an Earthbound for twentytwo years as a soldier, or thirty-six as an administrator. The bond of the
Earthbound may be shortened based on their accomplishments during their time
of service.
The breaking of a bond is heavily frowned upon. There is no actual punitive action
against the former Earthbound, so long as reasons are justified and prior notice is
served, but he or she is no longer allowed to try for Ravenhood again. At the end
of the bond, the Earthbound and his or her family are bestowed Ravenhood and
all the trappings and benefits of nobility.
This lasts for two generations, preventing grandchildren from living off the toils of
their grandsires. If a family sustains Ravenhood for ten generations, though, it
becomes a true noble House, allowing the eleventh generations firstborn the
chance to inherit the title and become a Rook, or lord. House Harper and House
Cato stand as some of the most renowned Houses today, though the former has
fallen into disrepute after Vidius Harpers desertion.

Urban Cohorts
Those who choose not to undertake the steep burdens of Ravenhood may instead
choose to serve the Empire under the Urban Cohorts, who essentially police the
towns and counties of Estellion and keep the peace.
Tellions who have entered service with the Cohorts find their experiences largely
menial and unexciting compared to the conquests of the Earthbound and
Ravenborne corps, whom are armoured just like the Cohorts.
However, the garb of the Urban Cohorts is coloured royal blue to signify the
constants of tranquillity and vigilance that they swore to uphold for the sake of
their peoples.
Many of the Urban Cohorts have been re-absorbed into the Earthbound ranks in
recent years to bolster the Empires southern efforts in the tripartite war.

House Corvius
Estellion is ruled by House Corvius, descendants of the eremite Phaestus who led
the revolution centuries ago. Its current head is the Empress, Livia Corvius, better
known outside the Empire as the Scarlet Empress, who took the Obsidian Perch
by virtue of ther blood relations to the late preceding Emperor Sergius.

Executive and legislative decisions are made are by the Courts of the Pales, led
by the Emperors four Queens, Jycquin, Adrise, Anifel and Phoebe. This harkens
back to the founding days of the Empire, when the former eremite turned
Emperor appointed his Queen, her sisters and cousins as his executives. The
custom of having the most competent ladies of House Corvius serve as Queens
has stuck since.
House Corvius trains its young carefully and diligently, keeping to the precepts of
their ancestor Phaestus. Senior members and tutors who are not necessarily
related to House Corvius by blood, such as Crumston Caldare take pains to
emphasise that the House holds power by consensus of the people, by recounting
the relative ease with which the first Emperor toppled the unpopular Carsis
aristocracy.

Courts of the Pales


The four separate Courts of Law, War, Affinity and Industry collectively known
as the Courts of the Pales oversee an efficient and well-trained bureaucracy,
composed of nobles and commoners alike; the former eager to preserve their
status as Rooks and the associated privileges; the latter determined to climb the
social ladder by outperforming their blue-blooded colleagues.
Of course, the top positions are given only to Rooks, whose families have
demonstrated their capabilities over generations, but this does not stop a
commoner from working towards his own ennoblement upon completion of his
thirty-six years of service.
The Empire is divided into various districts which track broadly the territories of
the races and peoples conquered. The capital of Atium sets policies concerning
the Empire as a whole. In the days before the Scourge, the Queens would rule
over the lesser jurisdictions from the Twin Cities, which functioned as the centre
of the Empire.
However, ever since Dame Galea seize control of the Twins, Queen Adrise, Anifel
and Jycquin maintain their governance from Atium instead. Unfortunately,
mediating between interests and lobbying for the support of the various
governors from afar has not turned out particularly well for Imperial sentiment in
recent years.

The Court of Shadows


Originally known as House Cordance in the times of Phaestus, the Court of
Shadows is a shadow organisation that houses the bastard offspring of the royal
House Corvius. Children of Cordance were taught that their place was in the
shadows, and their lives would never shine in the limelight like their legitimate
brethren.
Instead, they would serve from behind the scenes, empowered with forbidden
blood magic to carry out duties that the main lineage could never be caught

perpetrating. Through House Cordance, the Corvius family has maintained its
own faultlessly loyal cadre of faceless spies and assassins. Today, the House has
even shed the Cordance name and are only acknowledged by those in the know
as the Court of Shadows.
The covert operatives of the Court are known as Crowseers - the all-seeing eyes
of the Emperor. It was originally ruled that only the top brass of House Corvius
and the Reiht may liase with the Croseers, preventing any traitors from
threatening the royal birthright or the peace of the Empire. Of course, during the
Scourge of Estellion, the Imperial usurper Agrios Moneo quickly proved that the
Court of Shadows was not as incorruptible as House Corvius hoped it to be...

Imperial Ranks
Noble Officers of the Ravenhood
Altus Rook: Commander of all Bannermarks in the Empire, answerable only to the
Emperor.
Rook: The head of 5 Marks (collectively known as a Bannermark). Usually allotted
a signifier with totem.
Legate: Commands a single Mark.
Magister: Support rank given to caster-type officers. While equivalent to a
Centurion, the rank sits lower in hierarchy.
Centurion: Mid-level officer that commands an infantry Trine, or cavalry Deuce.
Decurion: Junior officer that is seconded to a Centurion, or given command of
detachments for Dagger-level operations such as scouting and raiding.
Essentially a holding rank for most Ravenborne graduates prior to a permanent
posting at one of the Halls.

The Earthbound Corps


Signum: Staff-level Earthbound. Equivalent to a Ravenborne Decurion. Has
authority to lead operations without Ravenborne supervision.
Militum: Commands a Dagger, but is typically overseen by Ravenborne officers or
a Signum.
Earthbound: Common soldier with no leadership responsibilities.

The Imperial Mark

One of the core values set down by Phaestus during the founding of the Phaeton
Military Academy was to attract, cultivate and earmark the brightest military
talents. They were meant to form the ultimate deterrent force to thwart all
threats posed by the neighbouring resource-hungry nations of Ard-ru and Lyri, as
ell as the eventual return of the nemeses, the Carsis nobles. The first set of
Phaeton graduates who excelled far beyond their fellow Ravenborne and did not
harbour the ambitions that would lure them into the trap of Rookguard training
were drafted into what is known today as the Imperial Mark.
The Imperial Mark is the collective name to describe a Bannermark (or five
standard Marks) of the Empires strongest soldiers pulled from both Earthbound
and Ravenborne corps. It is stationed in the heart of Atium, ready to march
through the four seasons of Matre Lissa on short notice to support any of the
Halls in their military endeavours.
Many commonfolk speculated the Imperial Marks proximity to Atium is rooted in
the fear of a coup detat against House Corvius. The events of the Scourge
proved that sentiment to be accurate, but the common people could not have
imagined how the Imperial usurper Agrios Moneo manipulated the Imperial Mark
from within to tear House Corvius apart.

The Roostwatch
In the city of Atium where the most formidable soldiers of the Imperial Mark are
quartered, the Roostwatch sserves as a specialised arm of the Earthbound,
tasked to police and protect the capital.
While their capacity as the capital guardsmen should be no less important or
valid than any other part of the Tellion military, members of the Roostwatch have
ofteen felt more like inferior sellswords tasked with childs play/ Their feelings are
particularly exacerbated each time they watch the Imperial Mark march from
Atium to lend their elite strength in more decisive conflicts.
Upon her crowning, Livia Corvius saw fit to have the men of the Roostwatch play
a stronger role in hunting for individuals who were of value to the Empire. The
Roostwatch began to bring in merchants, hardened criminals and mercenaries,
even troupes of fools and bards all in search of information that could advance
their interests. The Roostwatch have searched particularly hard for clues leading
to the whereabouts of Vidius Harper, but no clues have emerged to date.

The Carsis
Centuries ago, the kingdom of Carsis occupied the lands now belonging to
Estellion. Carsis was a strictly feudal society, ruled by nobility whose ideology
was in turn maintained by a religious order revolving around the Sun-Father,
Kayes.

In days of yore, the Priors who led the kingdom preached and ruled over Carsis
society. The nobles of Carsis were said to be descendants of Kayes himself, giving
them the birthright of political control by virtue of birthright. If the common
people had objections, the martial power of the Carsis was backed by fearsome
fire magic.
Yet, neither facet of the Carsis powers could resist the tides of change to come...

Revolutions Seed
The seeds of revolution were sown by an itinerant priest, the eremite of Kayes
known as Phaestus, and spread far and wide by the wings of a raven. Phaestus
was a charismatic preacher who began cultivating a following by virtue of his
passionate sermons and his ability to sense the flows of popular sentiment.
Phaestus found inspiration in the mythological raven Corvii an intelligent and
resourceful bird that always aspired to fly closer to the Father. The eremite began
explaining the idea of merit, of how each person deserved a place in society
based on his contributions through talent or toil. Unsure of Phaestus intentions,
the ruling Carsis nobles watched this undefined variable carefully, preparing to
cut him off at the first misstep. Inevitably, the moment came.
One of the thousands attracted to his teachings was a young peasant girl named
Feronia, beheld as one of the most powerful wind magicians of the day. In a
typical instance of the injustice prevalent in the regime, a nobleman raped and
murdered this girls sister. Taken by a berserk fury, Feronia unexpectedly slew the
lord and his cronies with wind magic, sparking off an incident that would have
ramifications for the rest of Carsis.

Judgement
Subsequently Feronia was arrested, interrogated and tortured in the prisons.
Within days, her family and friends were sentenced to death or driven to poverty
by the lords friends and relatives. The nobles began seeking out users of wind
magic commoners with access to magical power and therefore the ability to
threaten the nobles and exterminating them.
Most importantly, during investigations, a copy of Phaestus teachings,
painstakingly handwritten, was found in Feronias house. The rulers of Carsis
decided Phaestus had gone too far it was time to end the misadventures of
Corvii. Phaestus was hauled in for questioning and presented with the choice:
cease his preaching or be incarcerated for instigating the murder of multiple
great Carsis aristocrats.
Initially distraught by the destruction he had wrought, Phaestus agreed to testify
against Feronia. But things changed rapidly the moment he saw with his own
eyes the injustices the girl and her family had endured. Legend has it that when
Phaestus turn to testify came, a raven flew across the open courtroom, its
shadow engulfing the entire court in darkness.

When the shadow had passed, the eremites eyes blazed with a holy fire. As
Kayes is my light, this girl has done wrong in the murder of a fellow human, even
if in survival and vengeance. She must be punished. A great sigh followed, the
life taken out of all the disappointed peasants watching the trial.
But, Phaestus continued, raising his hand to point a finger at the panel of
nobles seated in the court, As Kayes is my light it is YOU LOT who are the true
murderers of justice. As she is punished, so shall you be!

Empire
Phaestus was prepared to die right there in that courtroom defending Feronias
honour, but events began to move blisteringly beyond his expectations. Desirous
for upheaval after Phaestus words, Feronias wind magic was triggered once
again, and the indignant peasants matched her rage.
With their combined efforts, the frightened nobles in the courtroom were taken
hostage, thus provoking the rest of the ruling aristocracy into waging civil war
against Phaestus and his allies, thinking they would easily smite the revolting
pests.
Unfortunately for them, Phaestus proved to have a knack for military tactics as
well. Gathering peasants, sympathetic Priors, and anyone who might identify with
a new order without the injustices of the old, Phaestus created an army that
swept its ill-disciplined and poorly trained foes before it.
As a counter to the flamesoul magic employed by the nobles, Phaestus tapped
upon the network of wind magicians arising from all across the land under
Feronias influence. Before long, the entire order of nobles and priests that made
the Carsis were driven out of the land and left for dead in the southern Cardani
Swamps.
As the natural leader of the new nation, Phaestus took the name of Corvius
much like the raven he had originally championed and Feronia, who began the
revolution with her wind magic, as his queen. Together, they set about rebuilding
an empire torn asunder
The new Empire of Estellion grew from strength to strength, going on to bring the
surrounding lands under its just but firm fold, till all peoples of the four plains had
pledged their loyalty, whether willingly or not, to the flag of the Raven and House
Corvius.

Atium
The capital of the Empire and Seat of the Emperor is built around the only
mountain in the wide plains of Estellion. The palace, known as the Emperors
Roost, overlooks most of the city from its perch on the mountain. The city itself is
webbed with aqueducts that supply most districts with water from the Tres Matre.
Effort has been made to ensure that all, regardless of race, can walk freely and

safely throughout the city. Still, enclaves for Sotrans, Jackdaws and other
segments of the population have sprung up across the city.
In sharp contrast to the lavish trappings of the inner city, beggar colonies have
always been present around the outskirts of Atium, and most especially near the
four Gates where children linger, hoping to be thrown the leavings of nobles and
merchants.
Recent years have seen the homeless and destitute of Atium grow exponentially
larger in number. Doubtlessy, this has everything to do with the Court of Affinitys
resources for civilian assistance having been reassigned to the Court of War, all
to serve the Scarlet Empress mad campaigns against the other powers of
Eclisse.

Halfing Quarter
Nestled between the two rivers that border the Arns Plains is the home of the
Jackdaws. The Jackdaw Underfather a halfling representative to the Emperor
controls this quirky city that is built into a huge crack in the ground.
Most of the city's houses are constructed in an erratic formation, with a scale
somewhat smaller than what is convenient for humans, but many still bear with
the cramped conditions to ply their trade. Nevertheless, the Halfling Quarter is
similar to other Tellion cities in the liveliness of its multiracial population and the
neatness of its municipal planning.
With the Scarlet Empress having declared against the Twin Cities, violence has
erupted on the borders between the Twins and the Halfling Quarter. Caught
between the Earthbound corps, and the mercenary forces of Dame Galea, many
Jackdaws have fled their Quarter instead, leaving the city a shell of its former
bustling self.

Carsis Triduum
The Carsis Triduum refers to a cluster of three towns situated in north Estellion,
so named in memory of the Empires malevolent former rulers.
Southernmost Orbus is dedicated to the children who perished during the
revolution. The Conservatoria Feronin, where Imperial Magisters are trained, is
located there.
The middle town Sanctus named for the promise made to never return to
barbaric feudalism contains a bardic college.
Of great importance is the northernmost town of Curitas, named to honour the
security of the new Empire; it is here that the Phaeton Military Academy trains its
Ravenborne cadets.

Tres Matre

The Tres Matre also known as the Three Mothers run from their source in the
highest peaks of the Canid Ranges north of Estellion, down past Atium and into
the rest of the Empire via the Deverra.
Apart from creating vast swathes of fertile agricultural land through the Tellion
heartlands, their presence as a lifeline has also facilitated communications and
transport across the Empire, contributing to its swift development and unification.
Any force wishing to control Estellion must be able to control the Three Mothers.

Legton Hall
The Hall was the first of all the military Halls, constructed in 346 A.E. as a direct
challenge to the frequent onslaught of Ardite attacks from un Eyrie in the
northeast.
For the better part of three centuries since the Empires founding, scores of Sky
Mages, Stormsingers and Bullgriffin detachments plagued their capital Atium. The
ambition of the Councillors knew no bounds, even if the Ardite raids were always
thwarted in the end. Only when Empress Lenneth Corvius came to power did she
decide that enough was enough.
Atium would pull together a cadre from their Earthbound ranks, and have them
specialse in countering aerial combat. The men of Legnos Plains who were
drafted into this Earthbound task force spent decades refining their archery
techniques, all while the Ardite raids continued to take Tellion lives. Eventually
the men became sharp enough to bring down the nimblest of the powerful Sky
Mages, giving the Councillors at Dun Eyrie pause.
The Empress saw an opportunity to drive home the message, and commissioned
the construction of the fortress that would become Legton Hall, where these
archery specialists would be housed. It was here that the core of the Earthbound
Bowmen and their training regimen was formed.
More recently, the aerial combat capabilities of Legton Hall were improved
greatly when Rook Tanin Magnus provided them with the plans for a Sotraninspired mobile artillery platform, built to launch projectiles of varying sizes wwith
the force of a hundred men. A cottage industry eventually arose for specialised
manufacture of these siege weapons the Tellions would name the trebuchets.

Reston Hall
Reston Hall overlooks the giant crevice known as the Fault. It guards Estellion's
eastern borders from any Lyri bands that may foolishly attempt to cross
westwards. It is typical of a Tellion Hall charged with Earthbound troops: in the
middle is a large, well-designed fortress, surrounded by a small town which
supports the soldiers, mages and administrators who run the Hall.
Its proximity to the Twin Cities gives it much strategic importance. As of late,the
Varish Federal Army have pushed their occupational foces through Ress Plains

and right up to the bridge leading to the Hall. Constant badgering from the Queen
of Quills to make inroads into the Twin Cities, combined with frequent attacks
from the Varish, have left Rook Vitani in quite a pickle.

Aarn Hall
Atton Hall
The Warchroots
To the northwest of the Twin Cities is the great forest known as the Warchroots,
once the central hive of pestilent rat-sized vermin known as the Warchs. In the
early days of the Empires founding, Tellions were terrified of the dark because
the Warchs would emerge at night to decimate their farmlands.
Persistent extermination efforts by the Court of Industry have, over centuries,
resulted in the complete riddance of the Warchs, but the fear of the dark
continues to resonate in Tellions even today. Presently, the Warchroots only serve
as habitation for Jackdaws uncomfortable with urban living.

The Wall
When the Empire reached its current size for the first time, the rulers of the day
decided that they would mark their territory with defensive walls on all sides
except the south. Forts were built at specific points along the walls to bolster
strategic locations. Till this day, the forts continue to be manned and the Wall is
kept in a state of good repair, an indicator of the emphasis Estellion continues to
place on the defense of its lands.

Varishah
The Varishah People
The Cardani Elves
The Pantheon

Gods of the Pantheon


The Triangle
Varish Youth
The Bashaws
East Isle
Ress Plains
The Ress Plains are dominated by the Fault. A person standing at the tip of Istoni,
for example, can just barely make out the jagged rift far to the east. The
Ressmen who live out here are therefore more conscious of the Lyri threat than
the rest of the Empire. They often battle ferociously with the barbarians, and thus
have gained a better understanding of their quarry, though this does not
translate into goodwill. Ressmen often memorise small routes and paths that can
allow one to traverse the Fault, albeit with difficulty.

Dorton Hall
Lastwall

Esotre

The Sotran People

The Sotrans are a confident bunch, well aware of their precarious geopolitical
situation and their small size, but this has not stopped them from employing a
certain optimistic rationalism in their day-to-day affairs. Their belief in the
capabilities of knowledge and magic have instilled in them the confidence that
nature can be known; it can be overcome, so long as they know how.
With their advances in gaining knowledge, they figured out at some point in
history that supernatural phenomena were merely instances of gaps in their
knowledge, which explains the atheism of the nation. This reasonableness and
progressiveness can be seen in their interpersonal relations and their everyday
activities as well.
Sotrans conduct themselves in a polite and rational manner, observing decorum
amongst strangers. They are open to establishing positive relations with
outsiders, so long as they have calculated it to be safe and beneficial. Deceit, the
obfuscation of truth, is heavily frowned upon and the surest way to anger any
member of the Commonwealth.
A healthy respect for one another is another trait shared by all Sotrans. This
applies even to the Voltigeurs of the Dropwoods in the eastern borders of Esotre,
a cabal of sharpshooters who are respected for their knowledge of botanicals and
their ranged prowess.

The King and His Hand


The Commonwealth of Esotre is ruled from its capital, Silvergate, by a human
King. The King is the nominal head of state and he serves as its leadership, but
the person responsible for the day-to-day running of the government is the Hand
usually a dwarf because of their knack for detail.
Essentially, the Sotran government is a technocracy. The best and the brightest
in all fields, be it industry, academia or the military, are often invited to take up
positions in government, where they are screened for potential. A semi-formal
collegiate consisting of the chief ministers of the nation forms to decide who will
be King every 5-6 years; a concurrent cycle runs every 3-4 years to choose the
Hand.
The Hand can be removed by the King if he performs poorly, though the King will
potentially face a severe political backlash if this is an unpopular decision. The
King, on the other hand, must be deposed by a super-majority of the Council, an
assembly consisting of the prominent members of society that convenes every 2
years.
As of 1281 A.E., King Reynard VUlpieux and Hand Emmett Worriworth serve the
Commonwealth.

Trade and Development

Despite being cloistered in the crater that contains the capital, or perhaps
because of it, the Sotrans are a savvy, cosmopolitan people who have travelled
much and are inclined towards political and economic leadership. This even
applies to traders who cross the borders with their cargo, and those who have
used phylacteries to teleport to more distant lands; all members of the
Commonwealth blend in comfortably with one another.
All Sotrans have advanced magic available to their crafts, and even those who
live in more rural areas, like the Greens, often visit Silvergate at some point in
their lives to improve their methods. They may seek to exchange knowledge with
fellow practitioners of their trade, or simply further their pursuit of knowledge
and wealth.
Farmers will discuss methods of irrigation and fertilisers; magicians talk about the
latest forms of alchemy and other types of magic from across the land; military
scholars and soldiers chat about latest happenings, strategies and so on.

The Bond of Ard-ru


Truthfully, it was Ard-ru who was responsible for the inception of Esotre and its
technological advent. When humans first came to the Canid Ranges centuries
ago, the dwarven natives of the mountains greeted them with suspicion and
wariness.
Over time though, dwarven industry and human ingenuity came together to form
a partnership that has remained as long as both races can remember. This
partnership came to be known as the original Ard-ru Dwarven speak for the
bond.
Geography prevented any one power within the Ard-ru from dominating all
others, resulting in a relatively dispersed network of villages and towns that were
at the same time safe from incursions from the plains to the southeast. Being rich
in minerals, the various mining communities scattered across the mountains
prospered.
Driven by the needs of the industry, the development of magic began to display
two broad paths earth magic, which allowed miners to dig deeper, safer and
more quickly, and water magic, which provided food and water for the
population.

Earth or Water?
There were constant debates in each of the villages of the Ard-ru concerning
which path to pursue, with the miners generally pushing for earth magic and the
rest of the population asking to develop water magic further, but most villages
arrived at stalemates because of the importance of both elements.

Things finally came to a head when their water magicians discovered how to
harness the ice-cold glaciers at the peaks of the Canid Ranges for agricultural
purposes. For many of the Ard-ru, it was a longstanding dream to live at the
pinnacle of the mountains
There were grumblings amongst the miners, especially because a motherlode of
rare minerals had just been discovered in a great crater southwest of the Canid
Ranges. Yet ultimately, the support to develop the first Skycity proved greater.
A compromise was struck while the Ard-ru would pour the bulk of their
resources into the development of the Skycities, another city with a magnificent
silver gate would be built over the new cache of minerals, allowing the miners
greater access to the riches to be found there.

The Hydroponic Disaster


Alas, the magicians of the day got ahead of themselves. As the massive
hydroponic spells were set in motion, the glaciers around the southwest crater
began to melt too rapidly. It is widely agreed by both Ardite and Sotran historians
today that this was purely a technical accident, and in no way premeditated, but
the effect was devastating nonetheless.
More than a thousand were killed in the greatest disaster of their history. Less
tragic, but equally important to the lifeblood of the economy: the mineral cache
had been buried and rendered inaccessible by the ruins of the fallen city. The
miners were having no more of it. There were calls to stop water and hydroponic
magic development and focus on earth magic instead.
Riots broke out as people attacked research facilities, burnt books and came into
conflict with one another. The miners, historically a united group, gathered to
make a last stand near the ruins of the fallen city, daring anyone to come recover
the magic that could still be gleaned from within.

Dawn of Silvergate
After months of siege within the Ard-ru, cooler heads finally prevailed. It was
decided that the miners and the water magicians should go their own ways.
Better to let history decide the winner of this contest than spill any more blood
over it.
And none too soon, for both sides had begun deploying destructive magic that
would certainly increase the death toll on the battlefield dramatically
gunpowder for the miners, and lightning spells for the Highweather water
magicians.
With the onset of a weary peace, the miners turned towards their evolving
alchemical magic to rebuild their city firmly from the ground, with metallic
pipelines and crystalline roots extending deep into the earth.

Being practical people, they called it what it was: Silvergate, as a reminder of the
dangers when hubris and ambition grew beyond human knowledge and
capability. And they would name their new nation Esotre after the esoteric
experiments they would undertake in pursuit of the knowledge they lacked

Deepwood Operations
Phylacteries
Silvergate
The Sotran capital of Silvergate lies in the middle of a crater; legend has it that a
fallen star gouged the ground and created this crater millennia ago. The crater is
filled with water that flows from the glaciers of the surrounding Canid Ranges a
mark of the disaster from the original Ard-ru alliance that gave rise to the nation
of Esotre. The city extends deep into the subterranean regions, allowing its
human and dwarf denizens to draw upon the rich repository of rare minerals
hidden within.

Phylactery Grounds
The Great Gate
The Academy
The Academy is where bright Sotrans from all walks of life are sent to undergo
rigorous training in magic, and pursue the furtherance of knowledge for the
betterment of man and in itself. Perhaps due to such a concentration of unbridled
talent, strange things do happen within the Academys halls Yet thanks to
innovations in alchemy-enhanced precision tools and the creation of crystal
lenses, the Academy is home to the only observatory in Eclisse. There, Sotrans
are able to observe and predict heavenly phenomenon including starfall, eclipses
and so on, which impact on their mining activities.

The Dropwoods
So called because of the sharp fall in the lands gradient as one travels
westwards, the Dropwoods are populated by Voltiguers, shy cousins to the
Sotrans who would rather spend time communicating with their semi-sentient
trees than outsiders.

The Greens
The Greens refer to a fertile valley that lies at Esotre's southern border. It alone
accounts for more than three-quarters of the Kingdom's cultivatable land, and
therefore the bulk of its local agriculture as well. It is dotted by small villages and

towns, which are linked by mountain roads to Silvergate and the rest of the
Kingdom. Some of the towns are capable of producing phylacteries as well.

Augin Dam
The Dam is a symbol of the cooperative relationship between Estellion and
Esotre. Built with Sotran craftsmanship and minerals and Tellion labour, the dam
resides on Tellion soil but is acknowledged as the sovereign property of Esotre. In
return, Esotre has agreed that the benefits of the Dam should be shared by both
nations. Sotran soldiers guard the engineers who man the Dam, and the
armaments are augmented with Earthbound troops.

Witts Plains

Lyri

The Lyri Tribesmen


The Tribes of Lyri are made of tough and hardy people. They roam the Lyri
Barrens, skirting the Lyri Deepwoods but never entering it. Despite their primitive
technology and society, the Lyri are a proud people, unfazed by the apparent
superiority of other civilisations over their own.
The environment in which they live have made them ruthless and extreme in the
name of survival and they do not take well to trespassers. An aura of mystery
and mysticism surrounds these people; their past is something not even they
understand very well themselves. Because of this, the Lyri are plagued by a slight
dementia that reacts strongly to the use of blood magic and blood rituals.
People of the Lyri will never enter the Deepwoods, nor do they permit any
intrusion. Foreigners would do well to tread carefully around a people that have
been driven to near-madness by the ageless commitment to ritual duties, rooted
within an ancient past they are unable to learn about or comprehend.

The Matriarchy

The people known as the Lyri belong not so much to a nation as they do to a
network of tribes that roam the outskirts of the Lyri Deepwoods. These nomads
live in a matriarchal society led by Denmothers.
A Denmother is usually assisted by a tribal Skald, the tribes loremaster. In a
tribe, the Denmother is the leadership and driving force, the elan vital of her
people; her Skald is usually the voice of reason and rationality, providing strategy
and tactics, diplomacy and courtesy, analysis and judgment as the situation calls
for it.

Tribal Differences
The Lyris closeness to nature and forest magic is all the more apparent in how
they base the culture of their respective tribes around the flowers that bloom
within the Deepwood. Each tribe has notable characteristics that aptly match the
nature of these flowers.
The feral tribe of Foxglove have a constant thirst for battle, and their hearts
dance to the echo of blade, the crunch of bone on bone. They are easily
distinguished by their purple warpaint.
The cunning tribe of Primrose are known all across Eclisse for their
sadomasochistic tendencies. They are perfectly willing to suspend all logic and
reason just to savour one extra ounce of agony, even if it hinders or kills them.
The tribe of Aster style themselves as true nobility amongst their kin, but that is
best taken at face value. Their lot is anchored by honour and a desire to help the
tribal collective, which the other tribes have twisted into effective servitude.
The selfish Solanum hardly bother with the defence of the Deepwoods, much less
the squabbling of the other tribes. They are only ever sighted foraging and
engaging in equestrian sport, disappearing at the first sight of other
troublemakers.
The hardy Aconite tribe are the true spirit kings amongst all the Lyri. They are
most attuned to the call of the forest, so much that even the flora and fauna will
risee in defense of the Aconites. Their Mauler bear cavalry are particularly feared
by Sotrans.
The free-spirited Verbana are not so much a tribe as a gaggle of individuals who
wander the Barrens. They live to indulge a life-long curiosity about the world they
live in, often venturing past Tellion borders, and are not known to gather for any
reason.

The Flowers Shroud


It is said that the Lyri were once a great civilisation, with an empire spanning
much of Eclisse. A terrible calamity befell them. Since then, the Lyri have broken
down into many tribes, united only by a shared name. The tribes roam the

barrens to the east of the Fault, leading a nomadic lifestyle of hunting and
occasional crop-gathering.
Beyond the claims of obscure tomes written by the ancient historians Hadrianus
(of Hadrians Dike) and Plynus, there are no signs that these tribesmen are
descended from a culture of great privilege. But one tradition appears to be
preserved the sanctity of the Deepwood. The tribes skirt the edges of the
Deepwood, never entering its depths even as they fiercely ward off all intruders
in the area.

The Fault
The Fault is a huge crevice in the earth running from the north of Eclisse, in the
Canid Ranges, to the south, where it spills into the Cardani Swamps. It divides the
unspoiled Lyri lands from the occupied territories where the tripartite war rages,
forming a scar across the land.
Carrub, which are ubiquitous sub-species of deer, roam great Barrens to the east
of the Fault. Many of the Lyri tribes follow the shrewd migratory patterns of the
carrub in order to have more bountiful foraging.
Myth has it that the Fault was created during a terrible war long before the
formation of the Empire, by powerful and ancient magic unknown to anyone
living today.

Ard-ru

The Ardite People


The Ardite language, with its runes and ideograms, lends itself to the easy
formation of new words. It is telling that the most popular pastime of Ardites is
the forming of new words.
Ardites are always attempting to contribute to the vocabulary of the language by
devising words that they hope will gain popularity and become an accepted term.

In so doing, they can claim credit for the innovation and gain conclusive fame for
it.

The Clans Mark


As a strange consequence of their natural relationship with pliant, formless water,
Ardites are obsessed with permanence. This is starkly exemplified in their
practice of ancestor worship ensuring the longevity of their clan name or even,
many hope, their own.
Ardites pray to their ancestors for fortune and guidance, and the greatest of them
become enshrined amongst the stars, forever lighting the night sky. Ardites are
thus obsessed with getting their clan names recognised in the annals of the
nations history. To that end of glory, entire clans will pour their effort into a single
child who, through carrying the potential to become a Sky Mage, will make the
clans mark on the Ardite military and political arenas.
Though many of these chosen children end up thoroughly spoilt and egocentric
individuals, those who succeed as Sky Mages and ascend to Councillors will
guarantee their clan fame and fortune. It is thus not wrong to describe Ardite
society as the arena for constant competition, both through legitimate and less
savoury means, amongst the highland clans.

The Skycities
Human habitation within Ard-ru is limited to the lowlands, dales and vales, and
the eyries. Dale and vales are pockets of vegetation deep within mountain valleys
and spurs, where limited types of crops can be grown. Cities have been founded
in these places to take advantage of the more hospitable climate.
Most glorious of all are the legendary eyries known as the Skycities, magnificent
cities carved from the peaks of specific mountains in the range. Highweather
magic plays an essential role in keeping the cities moving, keeping them warm
enough for their denizens and providing water for the fields of hydroponic
agriculture around the eyries.
Councillors rule each city and its lowland precincts, representing the city in
fighting and negotiating for its interests, which are more often than not, simply
assumed to be his or her own. Blatant abuse of power is rife, as the Councillors
with the backing of their clans exploit the fruits of their peoples labour for
prestigious projects such as military campaigns, white elephants and other
grandiose machinations that they think will secure the immortality of their
names.

A Battle of Castes
It is not much of an exaggeration to say that the ruling Councillors and the rest of
the highlander class of Ard-ru, in their capacity as Sky Mages or Stormsingers,
sustain life throughout the kingdom from their Skycities built atop the Canid

Ranges. Mage-controlled weather can either flatten a village with its powerful
lightning bolts, or ensure the healthy growth of crops.
The lowlanders, simpletons left uneducated to fulfil the role of providing food for
the highlands, are thus led to think that their livelihood stems from the whims of
the highlands, from which water flows. Lowlanders are even taught that sacrifice
will bring immortality to their names, too. Living as they do at the foot of the
Canid Ranges, they are a buffer against Tellion incursion.
Across the invisible borders of the two nations, Ardite peasants watch their Tellion
counterparts with some envy, but they justify their poorer lot by reasoning that
the Tellions live for the now like the wind, they will end up blowing into
nothingness. It is the Canid Ranges that will stay.
Then again, who knows what winds of change might sweep these flatlanders?

Minor Nations

Kaysan: The Fallen


Here stands a once proud and mighty nation. With their narrow defeat at the
hands of Livia Corvius empire, the Priori of Kaysan have once again become
reduced to a minor presence in the world of Eclisse, poised to be forgotten yet
again.
The remaining Kaysani reside in the deepest southern reaches of Eclisse,
obscured within the Cardani Marshes. Few have braved the perilous trek through
the Marshes to explore any relationships with the Kaysani, trade or otherwise.
The flamesoul-driven atrocities of the Reconquista are well known to all after the
Scourge, and no one wants to risk being haplessly immolated by these zealots.
With virtually all able-bodied man and elves having been rounded up to invade
Estellion during the Scourge, it is largely women and children who populate the
misty cities of Kaysan today. Most reside in the capital of New Carsis, where the
colossal temple Altus Solari is located. West of the capital lies the mystical

Sanguine Woods, fabled for its wellspring of lagrimas de sangre. This cursed
water is said to be the key to birthing Corpsejumpers, although tales of mental
collapse from drinking the water are just as prevalen.
An idiosyncratic dualism prevails amongst the remaining Kaysani. Nothing
illustrates the duality better than the religious divide between the Inquisitor and
Redeemer factions, who continue to squabble over whose fault it was that the
Reconquista failed. Although all are united by their hatred of the Tellion ravens
that deprived their forefathers of their birthright, the two factions differ on the
sanctity of life.
As the history goes, close to ten thousand nobles and priests retreated into the
Cardani Marshes after the Imperial revolution, swearing to return on day to
reclaim their homelands. Deep within the swamplands, their flamesoul magic
drew the attention of the Cardani elven tribes. The exiled humans proposed to
teach the elves the art of war, so as to expand and conquer all the swampland. In
turn, the elves served happily as subservient workers and warriors who
worshipped the flames of the Carsis. This was symbiosis at its finest, culminating
in the human-elf alliance that founded the Priori of Kaysan.

Scipin: The Honourable


The Landgraviates of Scipin are considered a young civilisation, relative to the
history of Eclisse. They claim the freezing and inhospitable land to the northwest
of the Canid Ranges as their own, and are able to survive even prosper due to
the nature of their magic.
Integral to Scipin society is the concept of Ehren, or honour: All Scipians strive to
act in a manner that is beneficial to society, while holding to their individual
prides as they speak and act truly. Scipians understand that all things should
have limits and not be carried to extremes. Moderation is thus an ideal amongst
Scipians. Excess in most forms is frowned upon, taken as a sign of personal
weakness and a lack of honour. As the power of Scipin magic derives from Ehren,
most Scipians adhere strictly to their code of ethics, even if there are slight
variations from individual to individual.
Scipian blessings derive their power from the honour of the user. Their history
and geography have led to the development of a strict code of conduct that
emphasises social values such as fair play, responsibility and service, as well
individual ideals like excellence and honesty. Adherence to this code of conduct
empowers their chalices, bequeathing upon them augmentations in speed,
strength and resistance to heat or cold, or allowing them grow crops in the barren
land and build cities.
Over the past centuries, they have forged alliances and contracts with various
cities and nations to the west of the Canid Ranges to buffer their military
strength. Their strongest allies lie with the Braccians, the Maratellins and to a
lesser, perhaps more hilarious extent, the drunkards of Vren.

Brac:

The Sages

Braccian society revolves around the pursuit of cosmic truths, attained through
introspection and meditation. But, the Braccians believe, this level of insight can
only come after a certain degree of worldly experience. As such, Braccian elders
have divided their society with a tradition known simply as the Test.
Once they have passed this test, they are admitted to the ranks of the Elders and
invited to join in the national enterprise of knowledge. The population of Elders
consists of no more than a fifth to a quarter of the entire population, and together
they vote in concert to choose the wisest of all as the Ephores, who govern the
Kritarchy at large.
A Braccian can request at any point of time to take this Test, administered by the
most senior of Braccian philosophers. It can consist of the most complex of
theoretical questions, an arduous quest that involves physical danger, or a simple
riddle.
In order to gain experience quickly enough to take the test, young Braccians
usually choose to join the military, allied with the forces of Scipin, so that they
can travel far and wide and undergo life-threatening trials that they believe will
improve their insight. The Ephores believe that this natural partnership between
Brac and Scipin will reap benefits for all involved.
The Scipians, for their part, interact regularly with Braccian young and Elders
alike, and have a sincere respect for the wisdom of the Kritarchy though they do
not take as kindly to the brasher attitudes of Braccian youth who cavort with
dishonourable criminals and bandits.

Vren:

The Drunkards

The Vren are perennially intoxicated by various quantities of alcohol. When not
drunk, they engage in as much industry as they possibly can before the onset of
their next pangs. This has naturally led to a rowdy society that is somehow still
kept together by the clannish tendencies of the people.
Once a month, heads of family force themselves to sit together for a day or so in
perfect sobriety, deciding on the rules and punishments that should govern their
small and motley nation, and passing judgment on various cases brought to
them.
Once of the more lasting agreements made has been the military partnership
drawn up with the Scipians. In exchange for constant shipments of the unique
Scipian beverage known as Reinsbourg, the Vren have readily agreed to commit
their formidable combat skills to the defense of the Scipin. This has been made
easier knowing that the Scipians are oriented towards pacifism and self-defense.

Maratelli
The Artistic Souls
Maratelli folk are a free-spirited people who indulge in the various forms of art
and pleasure. Each of the cities plays host to festivals and events all year round.
They compete to attract the best artists, musicians, chefs, dramatists, authors
and so on, hoping to outshine in splendour and glamour. Their connections with
peoples beyond the Eclisse heartlands have bestowed upon the seven cities an
exoticism that cannot be found elsewhere.
Since they first met the Scipin, the Maratelli have taken a liking to the young
nation despite the latters affixation with the boring trappings of upholding
honour. The Maratellins see it as their responsibility to show Scipians the brighter
side of life. To that extent, they readily entered partnership with the Scipians,
bringing their artistic flair to bear even in war with sharp eyes for archery and
scouting.

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