Theme - People and Languages

This is the OOC forum for the Fallen Empires game in the Age of Ice realm.
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Vardaen
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Theme - People and Languages

Post by Vardaen » Wed Oct 21, 2009 10:31 pm

This thread will contain the various people and nations of the world. Including various politcal factions and power groups throughout the continent of Patria
Quick Summaries

Amurites (Human)
Located in the northwest corner of the world, on another continent, the Amurite people were once mighty and glorious folk. The war between Mulcarn and Secullus has defeated them, and the rising forces of the Frostlings takes their toll on them. Eventually Kylorin will come to these scattered folks who have founded themselves into small tribes. He will leave his seed and his wisdom with them, and through them the end of the Enternal Winter will be possible. Isolated from Patria the Amurites will not play any major role within this game, but are the main focus of the other Age of Ice game.

Braduk (Human)
The people known as the Braduk were originally one of a number of free cities in the Age of Magic. The city of Braduk was a thriving metropolis, until the good goddess Bhall fell from heaven, crashing literally through the earth and leaving a perpetually flaming pit where most of Braduk used to be. A few thousand human souls were brought along in her wake, trapped in Agares' Hell and surrounded by flames and servants of the King of Despair, Agares. An epic battle left many people as thralls of one of these lords of Hell, but some managed to escape. Constantly on the run, they nonetheless preserved a semblance of a human society. Existing among the shades, they had no need of food to survive, and soon found that the river through Agares' home cleansed the memories of mortals.
They faced a bleak existence but refused to give up, and caught the eye of Junil. These people have been formed into a mighty weapon in the very lair of evil, and Junil wished this not to be wasted. He sent Sabathiel the Archangel to guide them back out through the very portal they had entered.

Calabim (Human)
Ancient and powerful, the rulers of the Calabim posses a dark secret. Through fell ritual their lives can be prolonged at the expense of others, and by this act Alexis and Flauros have created a decadent vampiric aristocracy. Their battlefield success comes at a price they are only too happy to pay -- the blood of their human thralls, kept in miserable conditions to serve as little more than cattle. This secret would surely incense all honorable nations of Patria, but could even the strongest compare to the might of a vampire lord? 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.

Clan of Embers (Goblinoid/Orc)
Are the numberless orcs of Patria shunned because of their viciousness and cruelty, or are they cruel and vicious because they are so 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 the Age of Dragons. In the Age of Ice, however, they pose a more dire threat as uncontrolled hordes have been shaped into one mighty clan under Morcarag the War-Priest.

Doviello (Human)
In the Enternal Winter to come the Doviello will give in to their feral natures, and the rumors of them being beasts and monsters will persist. Yet it has not always been so. The Doviello of this age are located in the northwest corner of the world, even beyond that of the Amurites, and they will suffer greatly at the hands of the Frostlings and through this they will loose that which makes them human -- their compassion. They are mostly concerned with the other Age of Ice game, and will play no role in the Fallen Empires game.

Malakim (Human)
The people of the Malakim are descended from inhabitants of a border province in Patria, the large human kingdom in the age of Magic. The kingdom was ruled by the powerful Kylorin the Immortal Archmage, whose repentance sundered the empires such that it did not survive intact to face the destruction that heralded the end of the Age. The small states that survived this political change were led by men ill prepared to hold a people together though the rain of fire from The Burning. Malakim's people like many others, lost all sense of themselves as a unified nation. They now are a collection of loose desert nomadic tribes that wander the edges of civilization.

Elohim (Elven)
The Elohim Anhel 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 his followers be slaughtered like lambs as Winter arrives. 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.

Thelonites (Elven, Half Elven)
Centuries ago a young activist elf by the name of Thelon saw what the humans and other races were doing with their fledgling nations and he desired to do the same for the elves. It was not an easy sell for the secretive and hidden Elohim. Eventually after an internal conflict among the Eloh a new nation would be founded under Thelon's leadership. The Theonites are more of a traditional nation, founded by elves for elves (with the occasional half elf among them). In the dangerous coming age the Thelonites look for a way to survive the coming winter and dabble in secret magics and powers to create a new food source called thallids in hopes to defeat Mulcarn's Age of Ice.

Kilmor (Dwarven)
Sturdy dwarves, the Kilmor had finally stepped out to embrace their destiny as one of Patria's powers when calamity struck. Bhall's fall from the heavens has destroyed much of the dwarven progress, and released the Clan of Embers on them. Beset by raiding Orcs and demonic creatures rising up from the Pit the dwarves hold on tradition is a slipping grasp. Steadfast in battle, in faith, and in friendship, they built their empire slowly but loose more and more of it in warfare with the orcs. Muric Greyshield and Balwain Ashbeard bear each other an old grudge, but an older debt, and while neither would ask help from each other, each would gladly die for the other.

Lanun (Half Elves, Elves, Humans)
Exiled to the sea long ago, for crimes long forgotten, the Lanun were once human and elves and half elves, but generations of inter breeding have turned them into a near pure strain of half elves now (With a small elven or human population from new recruits). The oceans and seas of Patria are home to the Lanun, an untameable 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 the conflicts of Patria draws them in they will be forced to fight on battlegrounds of every type, and must stand firm or be buried in the snows of time.

Icatia (Human, Elves, Half Elves, Dwarves)
Icatia is populated mostly by humans, but unlike other nations does have a sizable non-human population and is the largest of the Patrian empires. It has an extensive mercantile system, elected officials, vast medical expertise, and a powerful army. Icatia is also the home the Order of Leitbur a sect of clerics and paladins founded by Bethan Leitbur to worship the Hand of Justice Junil. The Order of Leitbur directly opposes the Order of the Ebon Hand, a religous sect found in Calabim. Corruption runs rampant among Icatia's many officials, allowing a man Oliver Farrel to gain vast numbers of cult-like followers. On the surface, the Farrelites strive for political and social reform, and believe that the Order of Leitbur hasn't gone far enough in opposing the Ebon Hand.

Illians (Human, Frostlings, Giants, Dark Ice Fey)
These are the foul creatures that serve the despot god Mulcarn. The fearsome supernatural winter of the Age of Ice is to shape this society. They are missionaries come from over the sea who offer protection to the people of Patria for exchange in loyalty to Mulcarn. They are heralds of the God of Winter, and travel the country converting by any means necessary those that attempt to resist Mulcarn's influence.
Last edited by Vardaen on Sat Feb 09, 2013 1:41 am, edited 4 times in total.
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Re: Theme - People

Post by Vardaen » Wed Feb 10, 2010 12:51 am

Frostlings - The Frostlings are a collection of goblins, hobgoblins, bugbears, trolls and other monsterous humanoids who are servants of the God of Winter. They are not to be confused with the Orcs of the Ember Clans and their allies for the God of Winter has not yet convereted the Ember Clans to his cause. Frostlings are growing in numbers in the cold northern mountains and are seen more and more raiding southwards, often at the heels of the Illians against those that refuse to accept the Illian's offer of "protection".
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Re: Theme - People and Languages

Post by Vardaen » Fri Sep 24, 2010 10:20 pm

Languages
Across Patria there are a great many languages that are spoken, some common and come not so. This list is a collection of the most notworthy.

Icatian - Common, this is the common human langauge and can be considered "Common" spoken in all of the human nations to some degree espcially Icatia, Calabim and Braduk. (Including Falcon's Hollow)

Kilmoric - Dwarven, this is the native language of the dwarven peoples on Patria. All dwarfholds use the same base language, there may be found some dialect differences from hold to hold, but only dwarves and true linguists would likely notice these variations.

Elohim - Elven (both Elohim and Thelonites), this is the native language of all elves in Patria. The Elohim and the Thelonites have diverged in places, espcially regarding personal names, and place names to some degree. It is fairly common to hear differences between the two groups, and the Elohim consider their version the true and pure and rarely teach it to outsiders. The Thelonites share their version of the language more readily and as a result an nonelf speaking this uses Thelonite diction and dialect.

Orc - The Ember Clans of the Orc people speak this corse and gutteral language. Linguists will note that it seems to have a root in Kilmoric and there are often similar diction, rules, and other sounds in this language. Rare is the writen orc language, and when seen its generally using the dwarven alphabet as recorded by dwarven scholars.

Goblinoid - Goblins, Hobgoblins, Bugbears and other Frostlings. This language is that of the Frostlings of Mulcarn. It has no known writen format in this day and age, and is not to be confused with the Orcish langauge of the Ember Clans as its nothing like it and unrelated. Few folks know this langauge as its comparitively new to Patria as Mulcarn's influence is just starting to be truely felt.

Malakim - The langauge of the nomadic people of the desert that dominates the eastern portion of Patia. The language when writen may often times contain pictographs or short cuniform like lettering. The nomads of the desert however rarely write it down and its use beyond the trade routes of the dester's edges is rare.

Lanun - The language of the sea faring half elves. Generations away from human and elven influence has created its own salty dialect that is considered its own langage. It clearly is built on the Elohim language, and while many smiliarities exsist, one can not truely understand someone in the other language.

Ancient/Azlanti - The old human languge that was used in the great kingdom where the Malakim are now. This is the langauge of Kylorin and his people before he left Patria. The writings of this language are uber rare, and nearly impossible to find. No one has been alive to speak this language in centuries and is considered a dead language by scholars.

Illian - Frost Speach, this brand new langauge is used by certain intelligent agents of Mulcarn. It is spoken among the Illian people of the same name, but is isolated to the northern most corner of the world. This is perhaps the more rare of any language on the continent, and most have never even heard of this secret language of the agents of the God of Winter.

Draconic - Language of the mystical dragons.

KaNgrej - Language of the crab people moving in from colder waters.

Angelic - The language of the good gods and angles, spoken beyond the boarders of Creation. This language is not available to starting players.

Demonic - The language of the evil gods and daemons, spoken in the bowels of hell beyond Creation. This language is not available to starting players.

There may be other racial languages as well for small sects and tribes of various monsters, such as Lizardfolk or Kobold, etc.
Last edited by Vardaen on Tue Feb 14, 2012 11:45 pm, edited 3 times in total.
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Re: Theme - People and Languages

Post by Trogdor » Fri Sep 24, 2010 10:29 pm

The following langauges are used in the Children of Kylorin game, which is set some 400 years in the future from the current Fallen Empire's timeline, and is on the western continents far from Patria. They remain posted here for completeness, but are not available for PCs to take in this game.
Common - The language shared among the Amurite tribes and the tribes of the Doviello as well as the barbarian tribes of the northwest. This language has deep roots into the Age of Magic, but its written language has long since been lost to the men of the Age of Ice, it most resembles Lunan, which traveled off Patria to the west with the fleeing natuical people.

Anhel - The language of the snow elves of all three factions. There may be some slight difference among the three factions but nothing more than a slight accent or dialect. The elves retain their written language in flowing scripts. It has roots in Elohim from Patria.

Kilmoric - The language of the dwarves of the Age of Ice. It is a common language shared among all the dwarf homes. It is complete with a runic style alphabet used among the dwarves.

Ancient - This language is a collection of the various languages of the Age of Magic that remains only in its written form on the frozen ruins of ancient buildings. Kylorin however speaks this language as it is his native speech and he has taught some of his children it in hopes to introduce literacy to the Amurites he used this alphabet to put the common language on paper. Some Amurites of the higher castes (priest and oracles) may have learned some of this from him. This has its roots in Icitian, Malakim and Azlanti.

Frostling - The collection of monstrous humanoids speak a mutated version of common known collectively as Frostling. This language is spoken by the goblins, hobgoblins, bugbears and ogres of the Age of Ice and other such beasts of Mulcarn.

Illian - The God of Winter has taught his most trusted servants a language all their own. This language is a twisted version of the demonic language of the pits of hell. Those who serve Mulcarn speak this foul language including his human servants, but among the main speakers are the Frost Giants and Draconic servants as well. A written language is also part of this foulest of languages.

Angelic - The language of the good gods and angles, spoken beyond the boarders of Creation. This language is not available to starting players.

Demonic - The language of the evil gods and daemons, spoken in the bowels of hell beyond Creation. This language is not available to starting players.

[DM Edit] Vardaen Edited this post to update it so it is official.

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