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I. Introduction
II. World History
III. The Gods
IV. Nations
V. Races
VI. Geography
VII. Game System Changes
I. Introduction
Welcome to the Erebus Players Guide for the world of Fall from Heaven II! This
guide is intended to be a comprehensive, and canonically correct introduction for players
new to the world or well versed in the setting of the popular Civilization 4 mod who wish
to adapt it for an RPG campaign, though it is not necessarily official, and it certainly isnt
binding if a particular group wished to embellish, change, or remove aspects. Emphasis is
placed on descriptions of the people and places that make up the world, rather than
mechanical gameplay adaptations, for ease of use with other settings, but converting
elements of D&D 5thedition specifically will be discussed.
Some major secrets of particular characters or places have been omitted,
howeverDMs who have players new to the world may wish to excise portions or alter it for their
groups use. Perhaps a nations section is only given after that nation is visited, for
example, or players are completely in the dark about the identities, personalities, and
agendas of the gods. Additionally, groups may decide to alter the world, for instance to
add races or classes not mentioned to the setting should they desire those options
perhaps there is a race of little people with a small nation or communities inside many
nations, descended from the chosen of Tali, or experiments of mages, a powerful warlord
warped by evil deeds. In this version, anything in italics aside from the nation intros is
secret information not included in the regular players guide.
Finally, credit for the ideas herein belongs largely to Derek Kael Paxton, theoriginal creator, and then to the other writers as well as myself who helped craft his old
stories into a coherent world, and also to the many posters at Civfanatics who loved
exploring it with us.
--Original by Nikis Knight
--Edited by B. Chaos
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II. World History
There was a time when the cosmos was at peace when cooperation reigned and
hope had a champion. These were the days when man was created upon Erebus. Each of
the twenty-one gods contributed their wisdom, imbuing man with an element of their
precept. For a brief time, as man multiplied on Erebus, all was good in the world. Then thedays of peace ended for reasons unknown, seven of the gods turned on the others, seeking
their own aggrandizement over the good of the world that they had shared. Not only did
this break the peace of the realms mortal and cosmic, the domain of each of these fallen
gods was warped to reflect their new nature. Hope became despair and winter oppressive.
The grand potential of Erebus was lost.
The gods clashed across the face of the young world, bringing human civilization
to its knees with cataclysms and great beasts brought forth to claim dominion for their
gods. This time became known as the Age of Dragons. Mankind struggled for survival and
the world was rent asunder. The gods each created their own armies, from mighty
Archangels and dragons to lesser demons and giants. While these armies clashed, some
gods retired from direct warfare some tried to remain neutral, tending to the natural world
closely, few succeeded.
Finally it became clear to even the most zealous of the twenty-one that the
Gods'war had to end. All of the gods met and a Compact was made, an agreement that the
gods would withdraw and only interfere with the world through limited means, lest they
destroy it. The Godslayer was formed as a physical manifestation of that agreement,
capable of killing any god who enters creation. There would never be peace on Erebus, but
there was now enough stability that civilization could arise.
The scattered and primitive tribes of the world could live without fear of the
Godswar. Kingdoms grew and empires formed. The strongest of these was an empire of
men called Patria, and it made contact with the nations of other races, the Aifons, Elves,
and Dwarves. Patria grew in power, eventually becoming unrivaled in scope and authority
with influence wherever men dwelt. Kylorin was a wise ruler of this nation, but he was
betrayed. He considered killing himself, settling instead for a bargain with the mysterious
fallen goddess Ceridwen. He gains eternal youth and a measure of the power that the
creator gods themselves have, called magic. As the generations pass, his power grows
while the worship of Ceridwen corrupts the nation. This time becomes known as the Age
of Magic. Wizards and Sorcerers practice bizarre experiments, creating creatures like
manticores, chimera, and trolls. They rule their fiefdoms as gods, and Kylorin eventuallybecomes regretful of what he has done to the empire of men. He prays for help.
Nantosuelta answers those prayers and teaches him how to be an even more
powerful mage. Kylorin uses that power to lead a rebellion in his own empire. He sets
about subduing or killing those sorcerers who refuse to repent, though some escape his
purge. The war splinters the empire with Kylorin leading a rebellion, with good religious
forces against the creations and unholy magic of the sorcerers. By the end many human
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nations have been formed. Fire, gifted by the good goddess Bhall, became the greatest
weapon against sorcerers the pride this brought to her may have made her susceptible to
the temptations of Agares, god of despair, for she fell, raining fire on the new kingdoms of
men and twisting her followers.
The god of Winter exploited this opening, and entered creation. Unwilling to restartthe Godswar, the others chose Sucellus, god of nature, to fight Mulcarn, and he was slain
in the attempt. A permanent winter set in across the world, crushing civilization for
centuries, until a remnant tribe , gathered by Kylorin, was able to find the Godslayer and
kill Mulcarn. The immortal sorcerer has not been seen since that day.
Winter ended and time passed. Since that day men, elves, and dwarves have
emerged from their hovels and caves that sheltered them to once again raise empires, and
once again empires are beginning to collide. Further, the warming climate allows ancient
beasts and new tribes such as the Orcs and Lizardmen to thrive, competing with fractured
humanity. The greatest secrets of Patria are lost, but magic is still a potent force, more
widely available than when Kylorin and his pupils held sway over the great wizard courts.Armies of every nation are being raised, and war bands that owe allegiance to none are
flexing their own martial power. The Godswar is a grim memory in each gods heaven,
but their myriad agendas remain, and so mortals are empowered with divine blessings to
advance those many causes. The world of Erebus is once again caught between these
forces, and not even the gods know what will come in this Age of Rebirth.
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III. The Gods
There are 21 gods who influence Erebus, each of whom governs a particularprecept or domain. The gods personality is reflected in the precept he or she governs, and
vice versa. While they do have free will and are not simply manifestations of what they
wield, they are influenced and in return influence the sphere that they command. There is
much more worshiped beyond these gods, and most mortals do not have detailed
information on the goals and actions of the gods. Each god and their domain are briefly
described below.
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The Good Gods:
Amatheon: God of Creation. His domain is that of novel concepts and ideas, and
his Archangel is Maponos the Young. Amatheon doesnt have a priesthood, but is revered
by artists, architects, inventors, and others who seek his inspiration.Followers of Amatheon celebrate new life, but less so for its own sake as for the
creation of a new personality capable of novel thoughts and ideas. While sages will tend to
follow Oghma, teachers will revere Amatheon. Unlike Nantosuelta, Amatheon isnt
concerned with perfect things, but with novel things that fill in a distinct niche in the
world. Those who revere him are expected to be pushing themselves in new ways. They
prize free exchange of ideas and being open and honest, especially with themselves. There
is sometimes tension between Amatheons followers and that of Kilmorph, who teaches
holding fast to what has proven to work over the generations.
Junil: God of Law. Junils domain is that of loyalty, obedience, and justice. His
Archangel is Sabathiel who is said to lead the Bannor Empire from a sealed vault betweenJunils heaven and Erebus.
The church of Junil is widespread in the Bannor Empire, and has branches in many
nations. It is known as The Order, and emphasizes justice and discipline. Junil is the most
rigid in his interpretation of the Compact.In fact, he has never set foot upon or spoken to a
mortal in Erebus since the end of the godswar, and it was only once the Bannor people had
become trapped in Agares Hell that he sent his Archangel Sabathiel to intervene on their
behalf. When Sabathiel followed them back through the portal to Erebus, Junil intervened
and created a vault just adjacent to Erebus for his servant to advise his people from,
keeping their voices from impacting creation directly. If not for the devotion of their
priesthood, who meet with Sabathiel in this vault, the commands of Junil would have no
way to spread into the world.
Junil and his followers are relentless in preaching justicea proper consequence
for every action, be it reward or punishmentnot because they lack compassion, but
because they see law as the glue that allows a society of any size to function, and any
special dispensation abrogating that law as a step towards entropy and chaos, in which man
perpetually must be on guard. In this way the order sees itself as allowing civilization to
stand in a world where trust, hope, and foresight are broken beyond repair.
Lugus: God of the Sun. Lugus Archangel is Baelious, or Fortune. His domain is
light, revelation, and redemption.
Lugus is worshiped widely, especially among the Malakim. His followers areknown as the Empyrean. They emphasize mercy and consensus. Lugus followers
sometimes have trouble discerning the details of his revelations he communicates more in
overwhelming insights, rather than carefully spelled out instructions as Sabathiel gives in
Junils name, and the Empyrean prophets are usually more mystical in outlook than those
of the other good gods. This influences their councils, as one vision may be given to all the
temple priests, but they must discuss and contemplate it to understand beyond the
immediate implications.
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Lugus despises vampires, as the first vampires slew an early prophet of his to gain
their powers. He is the enemy of deceptions and lies, and Esus followers must sue every
trick they have to avoid being found and revealed by Empyrean priests. But few enemies of
truth and light will not be given a second chance by the Empyrean. Redemption isnt an
easy path to walk, and full trust is not given easily, but some of the most ardent supporters
of Lugus come from those once enthralled by his adversaries.
Nantosuelta: Goddess of Enchantment. Her domain is that of bringing out the
truest essence of things and people. Her archangel is Splendor and is always clad in blue
and yellow, typically carrying a golden lantern.He pursues his own agenda and is rarely
on missions for Nantosuelta. Unlike the other Angels who have split from their lords
Nantosuelta has no problem with his independence. Nantosuelta was the good goddess
Kylorin betrayed Ceridwen to follow.Nantosuelta is said to be the lover of Sucellus and
she was the one who helped make sure all the pieces were gathered in place so that the
Godslayer could be reforged, as well as gathering his body so he could be reborn after
being slain by Mulcarn.
Nantosuelta is worshipped in many lands, often alongside Kilmorph amongcraftsmen and alongside Oghma among wizards and alongside Lugus among the
Empyrean, due to her focus on perfection.
Sirona : Goddess of spirit and wisdom. Her Archangel is Pelian the Suffering.
Where Oghmas followers seek information for its own sake and Lugus followers
eliminate secrets which cause discord in communities, Sironas preserve ancient
knowledge to bring to those who would need it most. Sirona has many different orders that
cooperate to ease the suffering of broken people and spread wisdom. There are the Sisters
of Sirona, priestesses who tend to widows and orphans and the Order of the Elohim, a
monastic order that guards sacred sites and provides healing, among others.
Sirona is a gentle and empathetic goddess, and even among her own followers she
tries to convince rather than command. Her priests are dedicated to leading by example,
and even cities or provinces run by despots have let in organizations of her followers to
minister to their people, only to later have their army converted and desert rather than
conquered.
Sucellus: God of Life. Sucellus was formerly the god of nature. He was chosen to
battle Mulcarn single handedly when Mulcarn broke the compact, in order to prevent a full
scale renewal of the Godswar. When Sucellus was dead he traveled the underworld with
Arawn and convinced him to allow him to return to creation with the power of Life. This
allowed him to be resurrected and to revitalize the world. In the process, he changed froma neutral god to a good god.
Basium was the Archangel of Life under Arawn, but he rebelled with the signing of
the compact to continue waging war against the demons of the evil gods wherever they
would go.
Sucellus church is known as the Unblemished. Among them are the most powerful
healers and scholars of medicine. They teach a reverence for all life, especially young, but
are not strictly pacifists.
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The Neutral Gods:
Arawn: God of Death. Until the Age of Rebirth he presided over the Life and
Death spheres and was uncontested in his realms. Even now he ignores creation and
consumes himself only with tending souls of those who have died or who have not yetbeen born. Gyra is his Archangel, the twin of Basium who was another of Arawns
Archangels when he had both spheres. Both were created in the same instant by Arawn to
guard over his two dominions at the time. Basium was directed to guard the gateway
through which all life comes into creation, and Gyra the gateway that souls take passing
between creation and the netherworld. The twins were given different gifts and it is said
that Arawn removed all compassion from Basium, as he never wanted any soul to return to
the source of life no matter the cause. That compassion was instead gifted to Gyra and
stories abound of the living entering the netherworld or souls returning for poetic causes.
There are many who worship Arawn, but since he pays them no heed until they die,
and grants no special favors then, an organized priesthood has never developed.
Cernunnos: God of nature. He was formerly the Archangel of this sphere, but was
promoted after Sucellus was killed by Mulcarn. He is known as the Great Horned One, and
is revered by elves and satyrs especially.
His religion, the Fellowship of Leaves, is widespread in human lands as well,
though very diverse, with no unified creed save reverence and study of the natural world.
Some sects are tender and caring, some devious and vicious. For example, the Fellowship
in Elohim lands works to guide and protect alongside the monks who tend to the sacred
sites in the world, while the Fellowship among the Calabim is a group of savage hunters
who run down their own people in the dense tangle of woods around their cities. Neither
group would care much for the other, but both would recognize the aspect of nature the
other was emulating and would accept them as fellow priests.
Dagda: God of Balance. His Archangel was Cassiel, who grew disillusioned with
the level of manipulation that the Compact allowed. He abandoned Dagda and travels
creation trying to protect humanity from the wars of the gods.
It was Dagda who convinced the gods to cooperate on the creation of Erebus,
rather filling the cosmos with worlds designed and created independently, and Dagda who
brought them to the table to discuss a cease-fire. He is the most trusted among the gods,
seemingly without an agenda of his own. He regrets Cassiels desertion, but did not
disagree on principle. The compact didnt go as far as he wished, but he knows that it is
the strongest code that would be likely to be followed, Mulcarns breaking of it notwithstanding.
Good gods, wishing to see evils influence minimized, often resent Dagdas support
of evil underdogs, of keeping balance in the affairs of men as well as the universe. Dagda
realizes that evil gods have influence beyond their conscious actions and the work of their
followers they have twisted their domains, corrupting the divine spark inside man himself
slightly. Evil nations and religions are required as an example for good ones to recoil
away from, lest they in their power slide into the same position.
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Danalin: God of Water. Archangel is Condatis. Danalin was formerly a peaceful
patron of sailors and farmers, but recently, since late in the Age of Magic, the seas have
been largely unresponsive to the cries of his priests, and have brought forth great beasts.
Danalin is worshipped by two groups the Undertow, who worship Danalins newmore violent side through the intermediaries of the great undersea kraken. They have
strange dreams in their sea-water filled temples, and search these prophecies for hidden
meanings. Many of the Undertow deny Danalins existence at all, proclaiming the myriad
Lords of the Deep as the true gods of water. Another group is called the Children of
Condatis, who petition his archangel and seek the tranquility Danalin is alleged to have
provided in ancient times. These groups are very much in conflict, with the Undertow in
ascendancy since early in the Age of Rebirth. They are able to draw more power, and some
suspect that Danalin has followed Bhall and fallen into Agares cohort, leaving the seas to
be forever in the grip of the tempest.
Kilmorph: Goddess of Earth. Her Archangel is Goibniu. Her domain is stability,though not the stasis of Mulcarn, but a nurturing stability found in soil or a healthy
tradition passed on generation to generation. It is said Kilmorph created the Dwarves,
when she gave life to the creations of an unjustly imprisoned sculptor. They revere her the
most, but many human lands follow the teachings of her priests, scriptures known as the
Runes of Kilmorph. It stresses fidelity to tradition, hard work and excellence in craft, and
steadfast honesty, but is usually unconcerned with those outside the particular community
or nation.
Oghma: God of metamagic and knowledge. His Archangel is Embarr, imagination.
His domain emphasizes esoteric knowledge and study. His church focuses little on
behavioral codes and more on research methodology and assistance, but they stress
honesty, though not complete openness.
Oghma doesnt grant inspiration the way that Amatheon does, new concepts or
approaches to problems. He rewards careful research and synthesis, collaboration, and
dedication with insightful connections that advance a field of knowledge further as a
whole, rather than showing off the work of a particular genius.
Tali: Goddess of Air. His Archangel is Leucetious (Bringer of Storms). Tali is
impulsive and often wild.
His church is the Foxmen. They favor self-sufficiency, though not to the extent of
the agnostic Grigori. They seek to push the bounds of human experience not in search ofphilosophical enrichment, but out of an impulsive joy of life.
The Evil Gods:
Aeron: God of Rage. Aerons domain is strength, rage, and desires of the flesh.
His Archangel was Odio, who refused the truce of the Compact, and so was trapped in the
earth by Kilmorph.
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Aeron is worshipped widely in highly sexualized cults, and whispers say in a much
more secretive guild of assassins known as Aerons Bounty.
Agares : God of Despair. The former god of hope is now the lord of entropy and
despair. His Archangel is Hyborem, a dark copy of Cernunnos from a time when he
attacked Agares directly as an Archangel.Agares is worshipped by the Ashen Veil, a secretive and somewhat rare cult. The
initiate seeks power, more quickly than through the council, and of course with fewer
restrictions than any good religion. Later, they have gotten their power, taken their
revenge, but it is quickly coming time to pay the piper, and lest they be taken by the
demons they bargained with, they need to find others to fill the ranks. Finally, the very
upper echelon serve the same cause as their godcorrupting the world. So they seek to
justify themselves by damning the rest of creation.
Needless to say, they arent very nice to be around,feeling no remorse for any sort of
cruelty or coercion but this isnt to say that they cant work together towards their goals,
even civilly. Most do not pursue cruelty for its own sake, though it would certainly not
offend them if their peers were.
Bhall: Goddess of Fire. Bhall was the most recent god to fall to evil at the end of
the Age of Magic. Her domain is that of rapid change and passionate emotions, epitomized
by fire. Her fall twisted her closest followers, of which there were many throughout Patria
battling wicked mages, into orcs and goblins. Her Archangel, Brigit the Shining, remained
holy and lead a small group against Bhall when she fell. Bhall couldn't bring herself to kill
her most beautiful creation. Instead she trapped Brigit within the northern wastes, far from
where any creature of fire could reach her. The strange colors in the northern sky are said
to be the reflection of Brigit's light.
Bhall is little worshipped outside the orc lands. Her worshipers are known as the
Ember Legion, and have been known to sacrifice people by burning them alive.
Camulos: God of Chaos. Archangel is Wrath. His domain is war and discord,
formerly peace.
His church is the Harbingers, which only promote from battle hardened warriors
who have lost body parts in battle. His worshippers are scarce in peacetime, but most
armies will have soldiers muttering prayers to him before battles. Camulos is seemingly a
simple god with simple goals, similar to a those of a small childbuild things up just to
watch them collapse spectacularly.
Ceridwen
: Goddess of Magic, dimensions and connections between people. Thegods had agreed not to teach man how to use magic. That was to be the province of the
gods alone. And through all of the Age of Dragons this was true. But the defining moment
of the Age of Magic was when she broke that agreement and taught Kylorin how to use
magic. Ceridwen alone has no heaven or vault, but exists in the spaces between worlds
with her angels. Her Archangel is Kanna, Mistress of Pain.
Her worshippers are known as the Emyrs, who focus on manipulating others and
fomenting petty misery.
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Esus: God of Shadow and deception, formerly of trust. Archangel is Iaegus. Esus
vault is a shadowy copy of Erebus. Those trying to escape the lower hells often get trapped
here, and broken down by its cruel lies.
Esus has no temples and no known priests. It is unknown if he has spoken or acted
on Erebus since the Compact whatsoever, but the Council of Esus acts in his name it is ashadowy organization of the ambitious and the shameful who seek a cover of darkness to
their actions. They employ assassins and often work with Aerons bounty.
Mammon: God of mind. Mammons domain is foresight and greed. His Archangel
is Hastur, lord of nightmares.
Mammon is worshiped by merchants and corrupt rulers, but has few priests or
church. He wishes to encourage selfishness, not community. Still, a few gather in his name
to plot and scheme under the name Stewards of Inequity. Many commercial guilds are
infiltrated by these merchant priests, who use underhanded tactics to drive away
competition, often employing thugs and assassins. After a few years, the cartels tend to
turn on themselves in bloody feuds, with survivors fleeing to start the destructive processelsewhere.
There is no formal ordination for priests of Mammon after a particularly selfish
and short-sighted act, he may bestow his blessing upon a chosen instrument of avarice,
usually via material gains that come at great cost to close friends or family, such as an
opportunity to sell a son or daughter into slavery. Once the man or woman has started
down this path they find it very hard to turn away, and the blessing Mammon sends their
way ensure that. Followers of Mammon will often donate to other evil gods temples for
protection after being hunted for cheating or swindling.
Mulcarn: God of Winter. His domain was stasis and cold. He was slain at the close
of the Age of Ice by the Godslayer. His Archangel is Taranis the Unchanging, who was
also slain in the Age of Ice by one of Kylorins children .
Mulcarns worshipers were known as the White Hand. They emphasized stasis,
abhorring change and new technology. There are a few such priests still around the lands
of the old Illian empire, but they are reputed to have no divine powers.
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IV. The Nations
AmuritesMany peoples claim the blood of heroes or even gods amongst their ancestors
the Amurites are alone in believing themselves children of the one hero to have slain a
god. Kylorin, the ageless sorcerer, adopted this people during the harsh Age of Ice,and with their help overthrew the dread god-king Mulcarn. He left behind the gift of
unparalleled magical talents as well an insatiable curiosity for all things mystical.
Their powers earn suspicion form the upright and envy from the fallen, and so that
Valledia the Even and Dain the Caswallan must walk a careful path in this new age.
Their skills and their secrets make them a dangerous target, but an inviting one
nonetheless.
Ancient History
The Amurites are the people that Kylorin gathered from the scattered remnants of
his fallen empire in the Age of Ice to stand against Mulcarn. Over the years of his
leadership he left them two giftshis legacy, which inspires them even after these years
later but more importantly his children. Kylorins descendants are among the greatest
masters of arcane magic on Erebus.
Recent History
Valledia the Even has been elected as Minister of the Amurites by the High Wizard
council. It is a position traditionally given to a non-mage, to have oversight over the wizard
guilds, and also a position typically without much authority, though Valledia brings an
unprecedented cunning and charisma to the position.
Culture
Even non-arcanists typically know some minor charm or cantrip. The Amurites area proud people, generally content to turn inward, believing that their greatest achievements
are contribution to the world is behind them and they should be free to pursue knowledge
unhindered. Their cities, especially the capital of Cevedes, are marvels to behold, with
climbing spires and towers that blaze with energy in the night.
Language
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Old Patrian is used, not just by scholars and arcanists, but in everyday
conversation. Amurite diplomats often make a show of condescending to speak the modern
version among other nations. Elven and High Elven are also used in some rituals, and their
scholars have access to tomes in Angelic and Runic Dwarven.
ReligionReligion isnt a focus of the Amurites, but they do have a fair share of priests and
the Seekers, Oghmas followers, have their headquarters in the Amurite capital. Both the
Empyrean and the Fellowship of Leaves has some influence as well, some say because of
its lax strictures. A few worship Ceridwen, the goddess who first gifted man with magic,
though more pray to Nantosuelta, who helped him perfect it, or Dagda.
Classes
All arcane classes. Non-arcane classes will tend to dabble in them for support.
Region
The Amurites settled after the Age of Ice not far from where they lived as Kylorinled them, alongside the Sea of Stars, on the western shore. The Doviello are to their north,
the Bannor across the sea, and the Lanun to the south. Not far across the Great Ocean to
the west lie the Calabim and the Svartalfar. The remnants of the Illian stir far to the north.
Player Characters:
Amurite society tends to be isolationist, but their people are inquisitive, and will
seek secrets across the globe. Most are human, but there has been some mixing of elven
blood, and some renegade Doviello wildmen, seeking a more civilized life, have settled in
the outskirts of Amurite lands, and live as farmers and laborers.
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BalseraphsIts a nation of lies and illusions led by a madman and his daughter. All those
still clinging to sanity fled long ago, and now the Balseraphs share Perpentachs
madness, living to amuse him. He goes to war on a whim and fights unpredictably,
but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph
cities are marvels to behold, dizzying carnivals filled with endless amusement andcaptivating horrors. Should the Fool King step out for a bit, his young daughter
Keelyn will emerge from the shadows to hold an elaborate court filled entirely with
otherworldly creatures bound to her will.
Ancient History
Kylorin was the greatest mage who ever lived, unrivaled in versatility or insight.
There were some individuals, though, who surpassed him in raw talent. Jealousy was never
a fault of Kylorin, even at his most depraved, and he sought out those with particular
aptitude to take as his personal pupils. Perpentach was one of his students, a master of
mind magic before he even knew it. He could control minds without even trying. Doing so
frequently at a young age took a toll on his sanity. Kylorin healed his mind when he found
him, and with Perpentach's unrivaled powers at his disposal, his increasingly dark empirenever once faced the threat of revolt. Until Kylorin himself saw what he, and by his hand
most of mankind, had sunk to. Kylorin tried to reform Patria, but doing so brought its ruin,
for the most powerful people on the planet, his pupils, had been molded by him into
cold-hearted instruments of control and oppression, and few of them wanted to take the
limits their master then tried to impose. When Kylorin went to stop Perpentach, he almost
lost his life for it. He did the only thing he could do to survive, stunning Perpentach by
undoing his previous aid to the young mans psyche, and Perpentach's mind was flooded
with all the thoughts and personalities he had acquired with his magic.
Unwilling to kill the man he had corrupted as a boy, Kylorin locked Perpentach in
the Tower of Eyes, a dungeon deep in the wastelands guarded by mindless golems. There
he would have spent the rest of his mad days had it not been had for a circus caravan thatwandered close enough for Perpentach to gain control. This was the start of the Balseraph
nation, as Perpentach used the circus people to carry his mind to a nearby village and
brought them under his control to free him from his prison. This would surely have led to
another confrontation with his master, had not the Age of Ice intervened. Perpentach
lasted the age by taking over the body of a young man when he aged, and he and the circus
people and their descendants, either controlled by his magic or subdued by it, survived
that dire time by hiding from the Illian White Hand. When his old master freed the world
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from Mulcarn's grasp and warmth and prosperity returned to Erebus, Perpentach emerged
from hiding. His madness does not cripple him, but his realm is like no other, whimsy and
deadly at once.
Recent History
It is not easy to fool the master of mind magic, but the Sheaim are not strangers tothe arcane, and a spy from their realm was able to pose as a courtesan in Perpentach's
mad court. She was found, though not before conceiving a child with Perpentach, a girl
which was kept and raised by puppets, imps, djinn and other summoned creatures. Keelyn
has little concept of mortality or morality, but she does have powerful summoning at her
disposal, making her a dangerous wildcard in the politics of Erebus. Perpentach has never
publicly acknowledged her, due to madness or perhaps some scheme, but she has the run
of the realm and powerful magic at her disposal.
Culture
The Balseraph society is centered in one city, Jubilee, and as much of surrounding
fields and villages as are affected by Perpentachs mind. He doesnt need to exert directcontrol often, and travel to and from it is frequent, but rebellions are absent and most
people are strangely loyal despite the utter unpredictability of the land. Many people are
kept as slaves on display for Perpentachs pleasure, freaks or foreigners of all sorts. But the
city is a wonder of revelry even strangers have a hard time not being captivated by, until
they see the dark joke underneath, usually at their expense.
People have a fatalistic attitude and generally a sadistic sense of humor. The
Balseraph exist in a strange society that upholds pleasure as the highest goal to strive for.
For example, few have surnames, as proving who your father is would take an act of the
Gods.
Language
Old Patrian, with a bit everything else due to the many travelers. The Balseraph
tongue is derived from Patrian, but has over time taken on a sing-song lilt to it. The
Balseraph dialect is reminiscent of Cockney rhyming slang - it is musical and
quick-flowing, playful, inventive, constantly evolving, and purposely obscure to outsiders,
even though the words used appear to be the same on the surface. In an effort to emulate
their leader, many of the rich and powerful always speak in rhyme when giving a pubic
speech. A Bannor traveling through Jubilee would understand what was being said, but
would have trouble responding with the unique inflections used. And would be mocked
mercilessly for trying.
Religion
The Balseraphs worship Mammon openly, but also the Undertow they think the
mad dreams the cultists have is a bit of a lark, rather than ominous and commanding as the
cultists tend to see them in other lands. Esus is worshipped more as a trickster aspect than
anything sinister as he is seen in other lands, but then again Balseraph tricks can be deadly
amusing. Camulos is worshipped, especially by those fighting in arenas, and the Balseraph
brothels may ask Aeron to bring them their share of rich hedonists. Amatheon is glorified
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by some, as the Balseraphs adore a well written performance or musical score. Overall they
petition many gods but are rarely devoted to any.
Classes
Bards are common, as expected, but so are wizards yet more so sorcerers for theirmagical displays and freeform magic. Fighters and rogues come from the arena pits, and
the occasional primal class. Paladins are nonexistent, unless insane and on a quixotic quest
of some sort. Charismatic Balseraph performers could transition to inspiring classes on
occasion. Acrobatic Rogues are prized Harlequin performers and find their skills work well
in skirmishes.
Region
On the west coast of the Great Ocean, between the two Dwarven nations and near
the Hippus. Jubilee is across the Aegean sea from Innsmouth and sits near the Hippus
lands and Luchiurp territory.
Player Characters:
Plenty flee the Balseraphs, seeking an end to the madness plenty more are
enthralled by it but travel to see more or the world or on some arbitrary quest given by
Perpentach.
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BannorThe Bannor Empire is a people forged by unbelievable hardship into a weapon
of unrelenting justice. They are led by Sabathiel, an angel held to the strictest
interpretation of the Compact, and Capria, a woman of boundless courage. With a
sprawling but well ordered empire, the Bannor people take great pride in how much
they have accomplished. They have the will to take the fight to the enemy no matterthe price the only question is if they will take it too far, but they did not fight their
way through fire and ice only to let the world fall to darkness.
Ancient History
Late into the Age of Magic, the Bannor were the wielders of the sacred flames of
Bhall as they hunted down wicked renegade sorcerers. When the goddess Bhall fell, she
brought a portion of these people into the deepest hell with her. They faced a constant
struggle to survive the minions of Agares and Bhall, and were saved by the Archangel
Sabathiel. They eventually emerged, during the Age of Ice, into what were now orc
controlled lands, and have been continuing their daily struggle for survival ever since.
Recent HistoryThe Bannor Empire is one of the largest and most powerful, due to their discipline
and loyalty. They are steadfast followers of the priesthood of Junil, which are gaining in
authority over the Empire, and are now the only ones who speak to Sabathiel in his vault in
a dimension adjacent to the palace in Torrolerial.
Culture
Bannor men never give up. They are loyal and dedicated allies, but getting on to
change their mind is not ever easy. Despite their loyalty as a nation, they are not always of
the same mind, and decisions at the highest level could be quite fractious, if not for Capria,
now an old woman, but honored by all as the bravest warrior of the orc campaign.
The Bannor have the usual array of farmers, crafters, huntsmen, merchants, clerks,etc. the distinguishing feature of their society is that everyone is trained in combat in some
capacity. There is some grumbling about this from the younger generation, but the oldest
ones, those who know someone who went through the great trials of the last Age, will not
let them go soft.
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Language
The Bannor speak a version of Common Patrian and use Old Patrian in their
religious rites. Elven is also well known, as is Orcish, a language similar to Common
Patrian, but generally louder.
ReligionWhile other good priests are allowed in the empire, Junil is almost exclusively
worshiped.
Classes
Among heroes of the Bannor, divine and martial classes dominant, and even
peasants usually have some rudimentary military training. Paladins are the most respected
in the society save the Clerics who serve in Sabathiels palace. Arcane classes, though few,
tend towards Wizards, as those of magical talents are identified early and conscripted into
Academies for training.
RegionThe Bannor settled along a sea to the east of their ancient homeland of Braduk,
now held by the Clan of Embers Orc empire. The current Bannor capital is Torrolerial. The
Amurites and Lanun lie across this Sea of Stars to the west and southwest, the Kuriotates
to the south and the Doviello to the Northwest.
Player Characters:
Bannor are exclusively human. Other races are not harassed if they serve a good
god, but not entirely trusted, either. Bannor often travel as scouts, diplomats, and
sometimes even as missionaries.
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CalabimIsolated and oppressed, the peasants of the Calabim are ruled by a decadent
but aristocracy. Some dark power grants them their rule, some ritual that would
surely offend the moral sense of ostensibly good nations. Perhaps their enemies are
willing to dismiss the ugly rumors as just that, to avoid the danger of sharing the fate
of the sad Calabim humans.
Ancient History
Alexis and her brother Flauros are supposedly immortal, and judging by their assets
and arcane power that isnt hard to believe. In the Age of Ice they and their kin offered to
help a group of people, in return for shelter and obedience.
When the humans finally realized what was happening, it was too late. They were
trapped in a hellish situation, little more than cattle for a growing class of parasitic nobility,
and they had been trapped there of their own free will.
Recent History
Now, Flauros and Alexis are the Grand Prince and Princess of a depraved and
hopeless society of sycophants and slaves. They have shown little inclination to goconquering other nations, however.
Culture
Most people trapped under Alexis and Flauros rule are powerless, and toil for their
masters pleasure. Occasionally some will go missing in the night, for what dark horrors
their families can only guess. The ambitious, though, can demonstrate their worth on the
battlefield, and many have risen through the ranks to become depraved rulers themselves.
Language
The Calabim speak two different languages. The aristocracy speak Old Patrian, a
far more elaborate and elegant dialect, with a strong influence from the original language.The people speak a weak and simple dialect, so atrophied by lack of education that it is
hardly understandable to outsiders. Scholars call it Fallen Patrian. Elohim is spoken by
some of the nobility, and some Dwarven is commonly known by the merchant class.
Religion
Aeron is venerated among the rulers, as is Ceridwen. Cernnunos and the
Fellowship of the Leaves religion is not uncommon, but the Calabim rulers have a darker
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take, embracing the hunters role. The underclass call upon Sucellus, or Lugus, or Sirona,
and stories circulate of the pious being taken unseen by gentle angels to safer lands. Priests
of these gods with actual divine power are hunted, though preachers are tolerated, as the
Calabim leave their chattel to pray to whomever they wish.
ClassesMartial and arcane especially, though the aristocrats are free to dabble in whatever
they please.
Region
They live in temperate forests on hills on the coast of the Great Ocean, across from
the Lanun, and overlooking the desert of Myrh where the Malakim are scattered.
Player Characters:
Most player characters from here represent refugees strong enough to escape and
eager to see their people freed. These would tend to be human but could plausibly be from
several other races.
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Clan of EmbersAre the numberless orcs of Erebus shunned because of their viciousness and
cruelty, or are they cruel and vicious because they are shunned? A riddle which
troubles sages and priests, perhaps, but battlefield commanders have little time for
such thoughts when the Clan of Embers is upon them. Quick and harsh like the fallen
goddess they serve, orcs and goblins have menaced civilizations since the end of theAge of Magic. In the Age of Rebirth, however, they pose a more dire threat as
uncontrolled hordes have been shaped into one mighty clan under Jonas the
War-Priest. Sheelba, their queen, brings the advances of civilization but none of its
civility.
Ancient History
Fire was the tool Kylorin used to cleanse the rot from Patria, for Bhall had given
her righteous followers gifts to rival those sorcerous powers gained first from Ceridwen.
The passionate fire goddess was a force for good. Those who loved justice and mercy
could use her power to counter the wicked mages Kylorin had trained. But she fell to the
wily whispers of Agares, god of despair, raining fire on the just and unjust alike in a
terrible day heralding the end of the Age of Magic. Once devout men of many nations, theorcs were transformed, cursed and enraged when Bhall fell. The holy city of Braduk had
the goddess pass through as she fell from the Heavens, taking many of those who loved
goodness and trapping them in Hell. Half the city was rendered a flaming pit, but those
people who remained, in touch with the fiery spirit of Bhall, were twisted into the Orcs.
Mulcarn, Bhall's former nemesis, took this chance to claim dominion over Erebus, and the
orcs, along with the rest of the world, were ushered into the Age of Ice.
They survived, huddled around the fires of Braduk the Burning, and developed
barbarous rituals and a savage warrior culture, raiding struggling human settlements. The
holy scepter of the High Priest of Bhall was affixed with a brutal axe head by the Orc
warlord Orthus, and many nascent tribes fell to its power. One people stood up to the Orcs,
though. Those who had been taken to Hell with Bhall were freed by Sabathiel, theArchangel of Junil late in the Age of Ice, as Mulcarn's contest with Kylorin drew near.
These battle-hardened warriors were a true test for the savage orcs, but the orcs were too
numerous for the Bannor to defeat, living in the relative luxury admidst the fires of
Braduk. Jonas was a fierce warlord of great renown among the orcs, who resented being
subordinate to the matriarchal priesthood of Bhall. He staged a coup against the high
priestess, but Bhall took notice of her people again, and humbled Jonas, making him her
priest. Captured as a babe, the Orc Sheelba was raised among the Bannor as a human girl
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but was spurned and taken in by the Orc Clans, united under Jonas' Ember Banner. Her
insights into civilization have the potential to allow these clans to rise above the petty
barbarous orc tribes led by the likes of Orthus, even as their sheer strength and Jonas
cunning allows them to tear down the human civilizations.
Recent HistoryThe Clan has clashed with the Bannor as well as the other nearby tribes.
Culture
The Clan revere Bhall, and her priests such as Jonas hold great sway. They are
shorter lived than men, due to their passions, and because of their creation at the dawn of
the Age of Ice have no records of their origins other than oral tales. Most orcs are
uneducated and believe the world was formed just a few lifetimes ago, and they were
placed there to rule it for their goddess. The more sophisticated realize that the technology
level of their neighbors surely puts a lie to this. The most important city is Braduk the
burning, which holds an eternal flame into which the Clan will often ritually sacrifice
captives, although this practice waxes and wanes.
Language
The Orcish language is a common derivative of Old Patrian with shorter words and
more guttural inflection, plus some draconic influence from their Lizardman alliance. It is
spoken by the orcs and goblins of the Clan, although their spies, scholars, and merchants,
what very few there are, will speak common Patrian well. Draconic is hard for
non-lizardmen to speak, but it is widely understood in the Ember lands.
Orcs have no illusions about the perfection of their language, stealing like crows,
and breaking the stolen words, cadences and other traits of those they encounter and battle
into a verbal shape that they are capable of pronouncing, rendering most of it practically
unrecognisable.
Religion
The Clan focuses on the worship of Bhall. Her influence is also felt in the Ashen
Veil, and lately its influence has grown in their lands, something not all of them are proud
of. As with the Doviello, there are numerous spirits that they worship as well in some
cases a sorcerer might be a religious leader in the name of some imaginary god.
Classes
Primal and martial classes are common, with divine leaders.
Region
East of the Bannor, north east of the Grigori, and south west of the Ljosalfar, north
of the Sea of Sorrows is the Labsrcum, and tropical region where the Clan live.
Player Characters:
Reformed half orcs or Dragonborn who wish to test civilization would be plausible
travelers, though they would be untrusted in most nations.
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DovielloThe greatest shock to those who study the Doviello is thisthat they are
indeed human. This is a tribe so savage and feral that most sane people assume them
to be monsters alas such barbarism is indeed rooted in the deepest reaches of the
human soul. The unending winter of the Age of Ice winnowed away compassion and
trust from the Doviello, stripped them bare of everything but will and strength.Charadon leads them like a wolf pack, constantly in search of the easiest and weakest
prey. Even orcs and beasts fear the alpha wolf of the Doviello. Mahala is subtler, but
no less dangerous for her tendency to strike quick and vanish back into the snowy
night.
Ancient History
Charadon was a young boy raised in the harsh Age of Ice. Whether this accounts
for his savagery or some other worldly taint does is a question for the ages, but it did allow
him and his tribe to survive. He copied the tactics of the wolf packs preying on his people,
taking the strongest under his wing, sharing with those who helped his tribe survive but
abandoning those that slowed it down. Other men and women joined this tribe, their
alternatives being submission to Mulcarn's White Hand priesthood or a cold lonely death.Only the Doviello were free and thriving in the heart of the winter, but the cost of this was
any noble aspects of their humanity. The ruling Illians left the Doviello alone to prey on
those tribes that gained Mulcarn's enmity. Eventually the Doviello clashed with Kylorin's
Amurites, and the savage wolf was forced to heel. Kylorin bested them, turning them
against their former master. As the Age of Rebirth dawns, the Doviello wonder if they
made a mistake. They did what they felt they had to do to survive, but by allowing the Age
of Ice to end they have endangered their way of life. The wolf is adaptable, but also
cunning, and should they sniff out Auric Ulvin's plans, a path to their old dominance may
arise.
Recent HistoryMahala seeks to reawaken the spirit of their founder, Charadon, whose leadership
would renew the Doviello's savage ties, though a path of strength through civilization is
also open to the Doviello's current pack leader. The Doviello seem to be leaning towards
siding with the Illians, and tribes of the Doviello wildmen have been seen protecting Illian
prophets.
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Culture
The Doviello brutality and barbarism is well a match for even the Clan of Embers,
and at least the Orcs have an excuse. The Doviello adopted this way of life as a coping
mechanism to survive and thrive in the Age of Ice, and retain it into the Age or Rebirth for
they know no other way to live. They have some small cities of a sort, ruled by the
strongest man there at the time, that are usually able to direct the labor of the tribe, but anyadvancement is slow.
Language
Most just speak the Winter tongue that they share with the Illians. They are capable
of learning more, and some speak common, but it is uncommon for them to have much
interaction with foreigners.
Religion
They worship Camulos and Aeron as their war gods, and a variety of spirits and
ancestors are also revered by their tribal shamans.
Classes
Classes tend towards Primal and Martial, with nearly everyone being a competent
fighter by normal standards. Arcane are rare, except for some sorcerers.
Region
In the south of the Aquill Tundra, near the Amurites and the Illians.
Player Characters:
The bestial Doviello wildmen are human, though can be represented by half-orcs
through breeding, close attunement with Camulos, and constant infighting they have
become bigger, stronger, and heartier than normal humans. Their savagery makes them
poor choices for PCs, although a reformed or repentant Doviello searching for a new way
for himself or his tribe beyond Charadons savagery would make a good hook.
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ElohimThe Elohim are the heirs to an honored and selfless legacy. Throughout the
ages they have guarded sacred shrines, given comfort to the broken, and brokered
peace among between deadly rivals. The role the Elohim have chosen earns them the
adoration of the humble man, but rulers often resent their meddling and seek the
mysteries they guard. Though he prizes peace above all, Einion Logos will not let hisfollowers be slaughtered like lambs. And though she is willing to sacrifice all, Ethne
the White will not stand by as their good works are undone by the growing evil that
sees kindness as vulnerability.
Ancient History
The Elohim are one of the oldest civilizations, being descended from an ancient
order founded by one of Sironas first prophets, Immanuel Logos. They have served as
mediators, guarded sacred sites, and provided healing and lore throughout the ages.
Recent History
Ethne the White is the monarch of the nation, while Einon Logos is the head of the
order that the nation shelters. They have recently been trying to quietly aid the Ljosalfar inthe Elven civil war and have been investigating the Sheaim, who apparently attacked the
small Elohim garrison at the Well of Souls.
Culture
The Elohim are pacifists by nature, but not universally so. They would rather aid
the injured than pick up a sword to defend them, but are not strangers to either role. Most
Elohim are altruistic, and value a close friend all the most because they need someone to
rely on. Their knowledge of healing and medicine are unmatched, and they have diplomats
around the globe.
The Elohim have fertile fields, forests, and seas in their nation, and hauntingly
beautiful poets and artists. Much of their income is donated to the holy orders, and used to
support missions in far off lands, preserving a sacred site or ministering to a community.
Language
The Elohim language is Common Patrian, the Rebirth tongue that is closest to the
universal tongue spoken in the Age of Magic. This is closely connected to the way the
Elohim survived the Age of Ice, as both an organisation with a constant influx of new
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people, allowing the oddity of dialects to be balanced out, but also their role as the
tradition bearers and protectors of the old knowledge. Their scholars and nobles also speak
Old Patrian, Elven, and Dwarven.
Religion
The orders of Sirona all have the origins and greatest support in Elohim lands.Nantosuelta, Dagda, and Sucellus are also widely revered here.
Classes
Divine classes, such as Clerics and Paladins, predominate, with Wizards
uncommon but not rare due to their scholarly orientation with ancient history and magic.
Among martial archetypes Monks are most common, and other aggressive classes can be
found among the nation, but are not held in the same esteem as Monks.
Region
The Elohim occupy a temperate coastal region east of the Sheaim, south of the
great Tempus Mor mountain range between the Elven forest. Somewhere to the southeastlie the hidden valleys of the Sidar.
Player Characters:
The Elohim healers and teachers are often found travelling foreign lands, as part of
the Order or independently. They tend to be human but occasionally of other races,
typically converts to their ways.
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GrigoriAgares, the god of hope, fell from heaven for lust of power. Cassiel, leader of
the Grigori, fell from contempt of it. The races of Erebus are divine enough to choose
their own fate, and any intervention in it by the so-called gods is too much for him. In
his lands he shelters refugees from the ideological wars that mark the Age of Rebirth,
as well the Luonnotar, a reclusive sect strangely immune to the divine power ofpriests. Cassiel has wagered more than mortals could dream of on his stand for
human determinism, and so neither force nor persuasion will bring him to side fully
with the agenda of any god or religion. Will his followers have the courage to defend
this bold vision for Erebus?
Ancient History
Cassiel was an angel in the service of Dagda. He spent the Age of Dragons
protecting the men who hid from the might of the warring gods around them. It was his
counsel that led Dagda to create and sign the Compact, but Cassiel felt the Compact did
not go far enough. He wanted the gods to retreat entirely, to let the men form their own
world. When the Compact allowed the gods to battle through men, Cassiel abandoned
Dagda's service and began his own crusade to lead men away from a war that has little to
do with them. This action gained him few allies among the gods or the humans who serve
them. A few brave souls were attracted to Cassiel's creed, though he refused to offer anydivine boons or even direct leadership to them. His followers must adhere to his ideas and
lead themselves. Throughout the ages the cities of the Grigori offered safe haven for those
who wanted to lead their own lives. The wars of the Age of Magic and the scarcity of the
Age of Ice took its toll on them like every other land, but the sought help not from the
heavens but from themselves.
Recent History
In the Age of Rebirth Cassiel still stands, offering others ideas and guidance but
little more, and some brave few are still drawn to his ideas. Among those who seek asylum
in his lands are the Luonnotar, who teach that none of the gods acting on Erebus is worthy
of worship, but only one greater god who made them. Cassiel certainly agrees with the firstpart of this, though he isn't forthcoming on the second.
Culture
The Grigori culture varies the most from city to city. Most cities are entirely
indifferent to the machinations of the gods, while some are devoted to obscure cults
persecuted elsewhere. Cities and towns are largely self-governed, and there is very little
national army. Cassiel expects his people to be wise enough to be able to organize their
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own affairs, defense included, and actively works only to stymie the authority of his own
government. This has worked so far, but should a major war arise, it is quite uncertain how
they will fare. For now, adventuring guilds have stepped into the gap that other nations fill
with armies part fraternal order, part militia, and part merchant guild, these groups are
formed with the backing of communities or wealthy individuals, and are expected to band
together to defend the nation should the need arise.
Language
Common Patrian is the primary language. The Grigori, more than any other, are
strongly affected by the many newcomers, who flee the oppressive reign of the priests,
gods and religions. Grigori dialect is constantly undergoing change through the adoption of
new words, altering them to make a seamless, flowing and evolving language. The Grigori
are particularly noteworthy for their very interesting swearing, which is devoid of religious
connotations.
Religion
Religion plays little role in the lives of most Grigori.
Classes
Martial & Arcane classes, with some Primal, with equal likelihood of any therein.
Region
The Grigori are on the west coast of the sea of sorrows, east of the Bannor and
Kuriotates, South of the Clan of Embers, and North of the Sheaim.
Player Characters:
Mainly human, but others races could be tolerated in some villages and cities.
Adventuring is a Grigori occupation, but adventurers are expected to defend their cities and
nation in case of trouble due to the small national army.
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HippusHow do you survive when all you have is tradition? How do you feed your
tribe if honor is all you possess? The enterprising Rhoanna found a solution. Rather
than spend their martial prowess in fruitless raids against each other, their vigor is
sold to the highest bidder. The Hippus have become the most famous mercenaries.
Led by Tasunke in the field and Rhoanna at the bargaining table, these horse-boundwarriors will turn on old friends as soon as their contract is finished if their new allies
demand it. Other leaders wonder if the Hippus truly have no agenda beyond wealth,
the clank of coins paid for a battle waged. The Hippus clans know their survival is
assured so long as every rival sees them as a potential asset.
Ancient History
The Hippus were always justly proud of their animal husbandry. Their lands, even
in the Age of Magic, had fertile hills that teemed with sheep and wide plains with vast
herds of horses that they tamed very shortly after the Compact, passing this trade down in
their tribes since time immemorial. However in Patria magic surpassed the use of horses
for most purposes. Great creatures were conjured for war, portals allowed rapid travel, and
golems toiled endlessly in the fields. Then came the great Upheaval of Patria, when
magicians turned against each other, battling for the soul of the empire of man. Kylorin
called upon the Hippus people to help him hunt down his wayward servants as the portals
across Erebus were closed, and when Demons and Elementals were banished the wild
Hippus raiders were still there to charge down enemy warrior mages. These exploits
brought great renown to a people formerly ignored in the great empire, even as the empire
crumbled. This new-found pride crippled the Hippus, breeding a fierce martial
competitiveness. Their clans, even while nominally aligned, would refuse each other's help
and even raid each other. They were able to hold back the advances of the frostling hordes
of the Age of Ice, though many Hippus communities were wiped out by a frost golem
assault rather than seek the aid of their cohorts.
Recent History
As the other great nations emerged into the Age of Rebirth, the Hippus turned to
raid them, as well as each other, until this proud people looked to be eclipsed by peoples
more united and disciplined. Rhoanna, who inherited leadership of a small Hippus tribe,
made it her mission to unite her people without losing their culture. She formed the Hippus
mercenary companies, and made their martial prowess and competitiveness serve them
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rather then consume them. Tasunke was the most famous raider amongst the Hippus it
was expected that he would challenge her for leadership, but he embraced her idea, seeing
foreign gold a better measure of a tribe's prowess than slain kinsmen.
Culture
Hippus tend to be very competitive and more focused on clan than nation. Me andmy brother against my cousin, me and my cousin against the stranger is a saying that
might describe much of their outlook, though they cling to honor fiercely and wont back
down once theyve given their word or, more often, boasted of an accomplishment. Their
cities, even the important ones, tend to have much open pasture for grazing and riding.
Language
Hippus speak Common Patrian almost exclusively. Their dialect is heavily
influenced by the preferred geographical environment and the cultural peculiarities, and
there is an enormous variety of sub-dialects, understandable to each other, but often quite
remarkably different.
Religion
Hippus often revere Tali, occasionally Aeron, and though they are distrusted by
Dwarves, respect the Runes of Kilmorph emphasis on tradition.
Classes
There are many rangers and druids, with other martial and primal classes being
common. Clerics of Tali are in no way part of any organized religion, as the freedom and
whimsy of Talis ways do not encourage this.
Region
The Hippus ride the plains between the Great Ocean and the Bay of Dreams. To the
South live the Luchuirp, north east live the Balseraph and to the north are the Khazad.
West are the Elohim lands.
Player Characters:
Hippus mercenaries can be found throughout Erebus, almost always human. Those
that take worship of Tali to heart are truly free spirits, and always wander from home.
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IlliansThese are the remnants of those served the despot god Mulcarn in the previous
Age. The fearsome supernatural winter of the Age of Ice shaped this society, but the
void left when Mulcarn was slain left them broken and disparaged. The wandering
Auric Ulvin heard their whispers, and now leads the Illians in search of their lost
glory. Will the Age of Rebirth be proven an aberration as history repeats itself?
Ancient History
The Age of Magic was a tumultuous time, and as Patria disintegrated, many people
were left understandably disillusioned by the rapid changes which often put their lives and
property at risk. These people were drawn to the priests of Mulcarn, the god of winter and
stasis, and their isolated temples in the tundra and ice. Somehow the Illian prophets
acquired a means of opening a way for Mulcarn to enter creation, some ritual that bypassed
the laws that enforced the compact. When sages across the fractured world realized what
they were doing, it was too late. The day of fire, when Bhall fell, had left too many lands
starving, and only the Luchuirp and their golem armies could sustain a march on the Illian
capital. In the end, the followers of Mulcarn held out and saw the day of their god, as he
ushered in the Age of Ice. They were protected from the worst depravations of the Age ofIce, living in cities blessed by Mulcarns priests the White Hand, but it was not an easy
existence. They did have stability, however, and fought Kylorins armies until he slew their
patron, stripping them of their power.
Recent History
The remnants of the Illians are hated by almost all the creatures of Erebus, and they
dwell in their caverns and hovels in the frozen lands left to them, crying out to their
departed god. Except, lately they have begun emerging, led by a man named Auric Ulvin.
Culture
The Illians deplore innovation, and the few of them left live in small settlements atthe edges of survivable lands. They are usually quiet and taciturn, but will lament what
they have lost.
Language
They speak Old Patrian, largely in the original, and the winter tongue they share
with the Doviello.
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Religion
They are devoted to the White Hand and will not turn back even in defeat. All
Illians who regret their dedication to Mulcarn have long since fled.
ClassesThere are many priests among the Illians, but their prayers have been unheeded,
and so divine classes are powerless, except for the few who worship Esus and Aeron.
There are many martial classes, and some arcane who access the powers of winter that
remain via arcane methods. There are no druids, as their primal nature is the enemy of the
frozen winter they would champion, though there are some barbarians who utilize these
nature spirits by force of will.
Region
The Aquillo Tundra is northeast, via a tortuous icy isthmus of the Umbrawood
where the Svartalfar dwell, and north west of the lands the Amurites settled in after their
victory.
Player Characters:
Characters devoted to the principals of the Illians would have a hard time traveling
with those from other nations, and arent recommended. Though, Illians who have
committed crimes not warranting death may be exiled, and possible reason to be
wandering Erebus.
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KhazadSturdy dwarves, the Khazad have finally stepped out to embrace their destiny
as one of Erebus powers. Tradition holds them in a firm grip, but ambition draws
them away from their underground homes. Steadfast in battle, in faith, and in
friendship, they build their empire slowly but give not an inch in trade nor warfare.
Arturus Throne and Kandros Fir bear each other an old grudge, but an older debt,and while neither would ask help, each would gladly die for the other.
Ancient History
During the Age of Magic the dwarves were not the united nation that they would
become in the Age of Winter. Scattered tribes of mountain peoples, they were skilled
craftsmen and engineers but had little interest in the areas beyond their lands. Amiable and
welcoming, they made perfect targets for the con-men and tricksters of other kingdoms.
The greatest works of their smiths and their shapers were traded for trinkets and baubles, or
worse, mere illusions that vanished when their creators were gone. The dwarves couldn't
win redress from the local lords through strength of arms or force of argument. They had
no great armies, and the neighboring rulers pointed out that the dwarves had, after all,
agreed to the bargains.
This abuse bred distrust of both foreigners and all forms of illusion and magic. It
also pushed them underground. Their formerly welcoming cities built along mountain
passes were slowly abandoned for safer under-hill communities. The tribes grew closer,
and gradually out of many a single unified civilization was formed, the Khazad. The
Dwarves began to ask themselves why they ever even bothered with outsiders.
Towards the end of the Age of Magic, few Dwarves were seen by other races, and
it was later said that deep in their under-hill holds, they didn't notice the Age of Winter for
three generations. Though this is almost certainly an exaggeration, while the kingdoms of
men and elves withered under Mulcarn's onslaught the dwarves grew slowly but steadily.
Then one day their gatherers returned from the surface with reports of lush vegetation
returning, and snow melting.
Recent History
Kandros Fir led one group of Khazad out of their cavernous homes, to form cities
and trade with the new kingdoms of men and of elves. He does not revere tradition as most
Dwarves do rather, he pioneered arts new to his people: negotiation, appraisal, marketing.
He pursues trading partners with zeal, by force if necessary, always determined to advance
the Khazad's fortunes. Remembering the insults they were subjected to in generations past
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the Khazad are determined that they be secure as they venture out into the world. Not just
the security of high walls and stout hammers, but of brimming coffers and judicious
merchants.
While his goals draw him outward, what is unknown outside of a few Dwarven
circles is that internecine conflict helped push him and his followers to the surface. Both he
and Arturus Thorne want the best for their people, but they are committed to differentvisions of achieving it. The limits of underground expansion were reached in ages past,
and so both leaders must use the wider world to prove their vision for the Khazad in the
age of rebirth.
Culture
The Khazad are devout in their worship of their patron Kilmorph and the Runes of
Kilmorph have shaped their society. They value tradition, hard work, and honestyand
they love accumulating the rewards of hard work and honesty. Khazad may tend towards
greed, but they despise ill-gotten gains, and angry mobs chasing away swindlers or lazy
craftsmen is the closest to a riot one might find in an ordinarily well mannered Khazad
city. Every Khazad city other than trading posts has a connection to the Underhome, thetraditional home of the Dwarven people for generationshowever, the leaders of the
Khazad nations are rumored to have never set foot underground.
Language
The Dwarven tongue of the Age of Magic remains rather well preserved among the
Khazad. It has undergone some of the changes one might normally expect from a language
in continual use for centuries, but due to both relative isolation and the rather conservative
nature of Khazad culture, it has been changed far less than one might expect. A Khazad of
the Age of Magic and a Khazad of the Age of Rebirth would be perfectly capable of
conducting a simple conversation. They have also learned enough Common Patrian since
the Age of Ice ended to be successful merchants.
Religion
The Runes of Kilmorph are the heart and soul of the Khazad, but Nanotsuelta,
Dagda, Aeron, and Mammon also count worshipers among the Khazad, albeit in small
numbers.
Classes
Khazad specialize in divine and martial classes arcane and primal are almost
unheard of.
Region
The Khazad have two nations that are closely aligned, situated on the isthmus
between the desert of Myrh where the Malakim and Calabim dwell and the peninsula
where the Hippus, Balseraph, and Luchuirp live to their southeast.
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Player Characters:
The Khazad are tradition minded, but they have left their Underhome to make a
place for the Dwarves in the wider world, determined not to let themselves be marginalized
in this Age. As such Dwarven adventurers of all types are not uncommon in any civilized
land.
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KuriotatesCardith Lorda is a mysterious young boy with a supernatural wisdom and
unmatched charisma. His dreams of building a peace and prosperity that can stand
the assault of time and calamities draw men and women of all races to his teeming
cities, marvels which put even the halls of the Bannor to shame. Will their unity be
enough of a shield as the Kuriotates create a lasting haven, or will the savagery oftheir foes require ferocity in return?
Ancient History
Before the Age of Ice, the area where the Kuriotates now live was inhabited by a
few towns of Patrians and several tribes of more savage species, such as Centaurs and
Lamias. During the Age of Ice, these people were harried by orcs, wildmen, and the
frostlings of Mulcarn like all others. They had no time to squabble amongst themselves,
and developed a sense of unity for a brief time. This would likely have fallen apart, if not
for a young man, Cardith Lorda, who united these people as the Ice thawed, bringing them
together into a new nation centered on the great city of Kwythellar.
Recent History
Cardith Lorda, the ageless boy, has gathered a great number of tribes into hisempire, creating a center of fabulous culture and wonder. There is enmity between the
disparate groups at times, but Cardiths wisdom and ingenuity have held this unlikely
confederation together so far, and it is whispered that he is an avatar of Amatheon himself.
The Kuriotates favor peace, but despise needless cruelty and oppression. There is a
state of undeclared war between them and the Sheaim, Calabim, Svartalfar, and Balseraph
civilizations, for they make it known that they will take in any refugee from these lands.
Culture
The Kuriotates tend to be easy people to get along with, although they are very
proud of their young civilization. They tend to be great bards and artisans, although there
are many skilled engineers in their great city, the largest in the world, with a sea of farmsaround it tended to by farmers of many races.
Language
The Kuriotates are a very large and sprawling nation, but with centralised rule.
Their language, Kurios, is one of the main things that bind the nation together. Thus, there
is a very strong adherence to it, and a firm, but kind, drive to keep it as pure and uniform as
possible. The language is unique in that it has strong effects from Centaur, a language
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dissimilar to the other languages of Erebus, and in an inexplicable hissing intonation on the
S sounds. Elven is also common, with Draconic spoken by those of reptilian descent.
Religion
Kuriotates tend to revere Amatheon, Sirona, and Dagda, with some worshipers of
Junil and Ceridwen holding large minorities. Most faiths can be found in the great city,coexisting at least on the surface, occasionally to the dismay of visiting priests who find
their co-religionists sharing neighborhoods with sworn enemies of their faith.
Classes
Bards are common among traveling Kuriotates, as well as martial classes, though
any class could reasonably be found in their lands.
Region
Kwythellar is on the coast, with the Lanun lands to the west, the Bannor northwest,
and the Sheaim across the Pristinus Pass to the east. The Grigori are their closest neighbor
to the north east.
Player Characters:
PCs of any Kuriotate origin could reasonably be of any race, setting out from their
famous cities to see what lies in other lands, likely nave of the danger they face in doing
so.
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LanunThe oceans and seas of Erebus are home to the Lanun, an untamable people as
comfortable on deck as on land. Every captain is a nation unto himself, and the two
most powerful are Falamar and Hannah the Irin. Falamar is as dauntless as the
waves, with an allure that draws in women from any port, while Hannah is as fickle
as the wind, and a tempest when crossed. They are unrivaled on the waves, but as theconflicts of Erebus draws them in they will be forced to fight on battlegrounds of
every type, and must stand firm or be buried in the sands of time.
Ancient History
As the ferocious monsters were removed from the seas with the signing of the
Compact, man expanded into them, and these first explorers were the ancestors of the
Lanun. There were still beasts such as Leviathans and giant turtles to contend with, but
these were not insurmountable obstacles to the brave men on those early, leaky galleys and
later triremes. Danalin offered these men his guidance, and they formed friendships with
the otherwise elusive Aifons, those men most close to the sea god who lived in underwater
cities. Island communities of Lanun developed, each with their own customs, but sharing
most of the values of the mainland coastal Lanun cities, a love of freedom and adventure,guile, and a flexible sense of honor. When Kylorin solidified his rule of Patria and began to
incorporate neighboring kingdoms into his empire, by force if needed, the distant Lanun
freely pledged. They only bothered to enforce those laws they agreed with, however, and
allowed fugitives to flee aboard ship and seek their fortunes on the waves. Occasionally a
Lanun city would be punished for this, though their trade routes made them too valuable to
make an example of.
Patria soon collapsed, as wars broke out between the wicked mages and those
seeking redemption for the world of men. The Lanun happily aided both sides, taking
fleeing mages across the waves and then selling ships to the Patrian fire priests seeking
them down. Then their world was shaken by the gods, as Bhall's rain of fire and Mulcarn's
conquest brought civilizations crashing down. The seas were made more hazardous by
huge icebergs that could tear a ship to pieces before being seen, and some Lanun
communities were in fact completely isolated by encroaching ice. Further imperiling
Lanun seafarers during this time, their priests lost all contact with Danalin, and their rituals
began to behave in unexpected ways. Those Lanun crews who were still willing to brave
the seas found great fame and wealth trading between distant tribes, though this often made
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them a target of the blizzards and many crews were never heard from again, including the
ship captained by Malus which carried an artifact from Cassiel into Amurite lands.
Recent History
Eventually the ice receded, and the Lanun were reunited. They found they barely
knew their kin, as crew in different locations had evolved quite different outlooks andvalues. This wasn't a problem for the Lanun, though, for each captain rules his own ship in
the manor he sees fit. Their biggest problem now is that the ocean is no longer quite as
welcoming as it once was, and whereas they could before seek the aid the god of water,
those petitions are unheeded now, or worse, answered by strange creatures which emerge
from the depths.
Some Lanun captains retain the carefree spirit of their people despite this new
challenge, while others, like Hannah the Irin, emprace the darker nature the seas have
taken. Falamar sees himself as a dashing rogue. He tends not to kill the victims of his raids
(claiming that would keep them from bringing him more loot), and he is an excellent
swordsman and charming leader. Hanna is everything he isn't. She is the storm personified,
temperamental and powerful. She has had entire cities razed for a perceived insult, andrules not by charm, but by fear. Which view will prove more effective in the new Age is
yet to be seen, but as always there is room in the Lanun for each Captain to choose his or
her own path.
Culture
The Lanun tend to be carefree, although as a people they vary as much from crew
to crew as the Grigori do from town to town. The sea captains are where the real power in
Lanun territory lies, for Captain's out rank provincial governors and can conscript any
person for any reason. The only authority a Lanun Captain acknowledges over him is
another captain to whom he has given his word, though as always the word of a Lanun is
somewhat fleeting.
Language
The Lanun speak a version of Common Patrian, in fact their sailors are one of the
forces keeping this dialect unified linguistically across the Patrian born nations. Their
dialect is heavily influenced by the preferred geographical environment and the cultural
peculiarities, and there is an enormous variety of sub-dialects, understandable to each
other, but often quite remarkably different.
Religion
Both sects of the religion of Danalin, the Undertow and the Children of Condatisare heavily influential amongst the Lanun. Tali and Arawn receive prayers during a storm
at sea, or to head one off, and their pirates often invoke Esus secrecy.
Classes
Rogues are common among the swashbuckling pirates, and bards, as they see more
of the world than most. Hearty fighters are always welcome at sea, provided they can lend
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a hand at sails or oars, and priests or wizards are highly prized, though require more focus
than the typical carefree Lanun brings to bear if he can help it.
Region
The Lanun home in the Age of Rebirth is around the large bay known as the
Aegean Sea, which adjoins the Great Ocean and is near the sea of sorrows. Innsmouth isthe capital, and here are both the great temple of Danalin and the famous Lanun shipyards.
To their north are the Amurites and the Doviello, to their east are the Bannor, and south are
the Hippus and Balseraph. West lies everyone else, via the waves that the Lanun
unquestioningly rule.
Player Characters:
Lanun are likely to be found in any port, living off the wages of one voyage while
waiting for the next. More ambitious Lanun often disembark in foreign ports and set off to
make their fortune. The majority are human, although other races have been taken in as
sailors, sometimes willingly, sometimes not.
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LjosalfarOnce the summer court spent its days in song and harmony with nature, but
those days are long past. The death of their god set off a bloody civil war which was
only stopped because the frozen world made travel impossible. Now that the Age of
Ice is ended the surviving Ljosalfar are banding back together and the civil war will
begin anew.
Ancient History
The Elves are descended from the favored people of Sucellus, who grew more in
tune with the natural world. They are long lived and lithe, whimsical in nature. They were
ruled by two immortal queens, Faeryl Viconia, who ruled in the winter, and Arendal
Phaedra who ruled in the summer. When Mulca