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[Lore Construction] Sons of Argror: Darkness Stirring

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This thread is for Lore Construction
When the Lore, including gameplay system, is completed
It will then be released for Role Playing

Lands, Places and Areas

Daarmar, Sands of the South
Daarmar, during the First Age, the Age of Thunder, was Aramas', the Goddess of Compassion, favorite place, her secret place of solace where she would wander about and fashion it to her own likeness. However, Daarmar was also the stage for the Great Corruption, where Irunis, the God of Deceit, had hidden away the stolen Stones of Taer among the lush green hills and forest glades. It is there, the elf Tharamerylphys, the seventh of the nine first Elven Lords, and the Leader to the Norric Branch, took the greatdragon Larionis, who was mortally wounded, to heal him using the accidentally found Stones of Taer. Larionis was healed but at the price of his morality. Larionis, instead of being grateful was enraged at his near-death at the hands of petty mortals and in his anger, ravaged much of he land of Daarmar. As a result, Daarmar was reduced to an inhospitable wasteland of sand and heat, feeling the full force of the Sun's cruel light. Only small hidden places of it's former lush greenland still exist, but Aramas had hidden away these places, granting them to only those who were noble at heart and needed it.

Today, Daarmar still exists as it is, a desert wasteland. But, several human nomadic tribes had managed to set up settlements within the desert, sustaining one another. These people, the Tel'kis people, hated the outside world and did not meddle in the affairs of others. Fiercely protective of both land and people, the Tel'kis were men and women of brave and noble heart, but with a deed grudge against the rest of the worlds. The Tel'kis worship Aramas, and shared in her mourning of the great loss. Only a select elite of the Tel'kis known the whereabouts of the Stones of Taer, as they have promised their goddess to protect it from doing further harm.

The Tel'kis people are, as mentioned before, a nomadic people, constantly on the move. They constant move in sizable numbers, some even reaching up to thousands, always lead by a tathrias, the leader of a nomadic group. Generally, these on-the-move groups are of different clans, especially the larger ones, but smaller groups of the same clan may choose to have broken away from the larger group. Relationships between clans vary from friendly to brotherly and from neutral to hostile. The Tel'kis survive by always moving about looking for the elusive small patches of lush greenland where they can take refuge from the heat of the sun. Their methods of finding these oasis have been kept secret from outsiders for as long as anyone can remember. Some Tel'kis have, as mentioned previously, set up small settlements based around underground sources of water, however, only a handful of these exist, and are populated by very little of the Tel'kis. The Tel'kis speak Desert Speak, Lower Common and Telllic


Turien, Greatoaks of Gaear
Turien, during the First Age, the Age of Thunder, was the meeting place of the gods and deities, where the greatest of all their creations were brought to reality. It was also here that the first lords of the Seven Elven Branches awoke from their slumber after being made, and where the first of the Elves made their home. Turien is also home to the fabled Greatoaks of Gaear, massive ancient oaks which were thought to hold a hidden magic, yet to be discovered. The Greakoaks were large in numbers during the early years of the Age of Thunder, but when the mortal races of Andor rose in power and took charge over the dealings of the world, the people, in their greed, sought out the pwoer of the Greatoaks, each for his own selfish ambitions. Many of the Greatoaks were cut down, but by that time, many more of them were hidden away from the world by the First Elves, in order to prevent a misuse in such an ancient power. The Greatoaks that did manage to be cut down were proven to act just as ordinary wood, but some people still say that there is still a magic in the remaining Greatoaks.

Today, Turien is still a lush woodland, with flourishing flora and fauna, and life clearly evident in the land itself, with rushing streams and deep green leaves. A sight which can take most breaths away. The land itself, a sacred place to the elves, is rich in nutrients and minerals. Turien is bordered by the Mountains of Tarlloc, a massive mountain range which served as a barrier for Turien form the rest of the world. The range was brought up when Tarahellaras, the first and greatest of the elven sages, shook the earth and brought it up from the ground to prevent mortal races from entering the sacred homeland of the elves once more, during the Second Age, the Age of Fire. Turien is also one of the last, and the last known place, where a pure portion of Saramar's Sea still exists, made clean by the purity of the soil of Turien itself. It is because of that does it make Turien a challenge for adventurers and bandits alike.

Turien is inhabited by mostly woodland creatures. Some say a small number of the First Elves still live there protecting their homeland from outsiders. An ancient bear-like race, the Garamogs, serves as ancient guardians of the land itself, from both mortal and immortal foes. In the same way, the creatures native to the land also protect it from foreigners. Little information had been gathered about the inhabitants of Turien itself, due to the seclusion from the outside world.


Algrost, Lands of Thunder
In the Days of the Ancients, when the building of Andor was almost complete, Taragon, the Lord of the Titans, had wanted to make his mark upon his greatest of creations. It was thus, in secret, had he made the dwarves, without the knowledge of his kin or the Gods. Taragon had made the twelve dwarves of old, each to be the father of a dwarven branch. However, the presence of the dwarves was quickly discovered, and the Gods waged a war upon the Titans claiming they had blemished Andor with a mark upon the perfect face of the world. The Titans were defeated, but before the Gods could destroy the first of the dwarves, eradicating them from the face of Andor, Arasir, the God of Balance, had proclaimed that the dwarves the remain on Andor, to keep the balance in check. It was then did Taegen, the God of Craft and Workmanship, took the dwarves as his own and changed his image into theirs. The Dwarves were then born into Andor, just after the Elves themselves.

Algrost is comprised of rocky mountains and harsh winds. Much of the land of Algrost is covered in rock, with a bare face dotted only by a small number of stray bushes and stunted trees. However, within the mountains of Algrost, a whole new world awaits. The dwarves, overtime, had carved their home out of the mountain, turning cliffs into works of unmatched masonry and hollowing mountains to transform them into grand halls. Underneath the ground, incredibly long tunnels serve as a method of transport and communication among the dwarves and as such, dwarves are rarely seen above ground. Only a handful of dwarves remain above ground.

Deep beneath Algrost surface, the mighty dwarven kingdoms lay untouched by the sun and hidden away from prying eyes of man and elf called Therranas. The dwarven kingdom is a complex subterranean underground home which the dwarves of old and new have and are expanding. Each dwarf is designated their own clansgrounds, where there are four clans in total. While each of the clansgrounds are separate areas of their own, built each with it's won unique architecture, much of the kingdom comprises of mostly common grounds, where all dwarves mingle freely. Even deeper beneath the underground kingdom lays an ancient, possibly destructive, unknown force that has yet to be awoken. Many archaeologists have tried to explain the mysterious power emitted from the ground beneath their feet, but to avail. The mystery still remains at large and expeditions to venture into the Old Kingdom are held back by fear of a calamity. On the peaks of the mountains of Algrost live the hill dwarves, cousins to the dwarves themselves. Living high above the ground, where they are out of sight by others, the hill dwarves used to be exiles from Therranas. But over decades of both war and fights, the hill dwarves are now finally accepted as cousins to the dwarves themselves. The dwarves of Algrost speak Commonspeech and Dwarven.


Yerrel, the Shattered Strands
During the days of old, Yerrel was once an entire landmass on it's own. But the war between the Seelie and Unseelie Courts of Elves had shattered the once lush green plainhills and peaceful communities were driven to destruction. The shattering of Yerrel is still widely known as one of, if not the most, cataclysmic event in the past Mortal Ages. Yerrel was reduced to hundreds of tiny islands, each with a fragment of it's past wholeness. It was when Yerrel was still a whole did the Gods craft their greatest objects of power, such as the Stones of Taer and Irruzeil, the living manifestation of each of a portion of the gods own power. It was also here did the first of the humans were formed and given thoughts of both evil and goodness. During the ancient days, the elves used Yerrel to teach the humans of craft and speech.

Despite Yerrel being divided into literally hundreds of tiny isles and stretches, much of Yerrel had retained the old pastures and greenhills. Yerrel however, is shrouded by a huge dense mist, which makes it nearly impossible for sailors to venture into the waters of Yerrel. Only the locals, many of which are barbarians, understand the water well enough to sail the sea that flows through it, the Bal'dic Ocean. There have been many explanations and guesses concerning the heavy mist that cloaks Yerrel, but most if not all have come to a dead end.

Yerrel is mostly inhabited by humans, divided between barbarians and local men. The barbarian tribes of Yerrel have been entrenched in the history and culture of Yerrel deep enough that it is even speculated that the first barbarians were formed on the shores of Yerrel. The local men of Yerrel serve no king or lord, each a man for his own. In Yerrel, it is dangerous to not know the seas and as such, majority of the people who live on the isles understand the waters. The barbarians of Yerrel speaks Lowertongue while the local men speak Elvish, Commonspeech and Dwarvish. A small number of dwarves live on the shores, but these were mostly outcast dwarves who have lost all love for the earth and it's craft and have learnt to sail upon perilous waters. These strange dwarves, small in number, call themselves Sea Dwarves. In Yerrel, minotaurs can still be found in more abundant numbers, some even accumalating to form marauder or pirate groups and some turning rogue and offering their strength in return for money as mercenaries. Not all minotaurs are of evil intention though, some minotaurs aid the Sea Dwarves and humans alike as hardy sailors and versatile rowmen. One thing is for sure however, Elves are despised in Yerrel to the point of bloodthirstiness where are foolish elf to be found on the islands would be lynched by great angry mobs. The reason for this hatred towards the elves is because they were the very people who destroyed Yerrel. The presence of the gods in the ancient days are evident. Many ancient runestones can be found scattered across the shores while in the sea, large unknown stone structures of ancient craft could be found preserved by the cold waters.


Lathir, the Plainlands
During the ages of old, Lathir was the battlefield of much of the war between the Dark Alras and the Alras themselves. A cataclysmic battle had left the once prestigious hilltops reduced to flatland, where the land lay uneven and scarred. The greatest mark the battle had made upon the land was the Scars, three separate canyons of different shape and size scattered around the land of Lathir itself like deep wounds of agony. These gorges span hundreds of meters deep, where long sprawling tunnels which interconnect with one another lay like an undiscovered labyrinth beneath Lathir. On the surface, Lathir is made up of small patches of forest and low hills, all blanketed by a green sea of grass and wildflowers.

Lathir is the home to mostly humans and hill dwarves. The occasional elf could be found wandering the plains of Lathir, in search of something. But the majority of the inhabitants are humans. Among these other races, small tribes of goblins and orcs lay scattered about the plains. THe humans of Lathir are one of the most prominent and skilled cavaliers of the land. While this is true, many of them sell their skill in exchange for gold, making Lathir a land of mercenaries. While some order has been restored among the humans, many of Lathirs native fighters have turned to the way of being a sellsword. Only a handful of humans out of the rest have chosen to defend their own land. The dwarves and humans of Lathir hold a good relationship, each selling different goods to one another in exchange for a different good. But the elves of the land are, like many other places, despised, although not as severe as other places. The tension is evident and growing, but nobody is doing anything about it.


Darish, the Solace
Darish used to be a part of Turien, but with the summoning of the Mountains of Tarlloc, Darish geography and fauna and flora have changed entirely. Cut off from the pure magic of the elves homeland, Darish quickly began to degrade in life after being dependent on the elvish magic that kept the land alive for so long. Had it not been for the intervention of humans, Darish would surely have been Evil's greatest staging point. When Darish was a part of Turien, it served as an entrance to the lands of Turien, where all sorts of beings have tread upon it's ground, only to be turned around. Darish was also the place where the elves first and greatest sage had summoned the mountains, in the process making him lost forever. Some say that he still resides in Darish, looking for a way to restore it to it's old beauty instead of abandoning it like the rest of his people.

Darish is now inhabited by all sorts of creatures, from dwarves to humans and goblins to fauns. However, no elf has been ever seen in the lands of Darish because of the blood spilled upon the land. Even now, mortal races vy for supremacy. Darish is so wanted because of the large range of biomes that inhabit the land, from hills to rivers to forests to caverns. Darish, despite it being the smallest of lands, has one of, if not the, most diverse of both biomes and peoples inhabiting it.


This it only the West side of Andor. The East is still being formed



Kingdoms
*To be added*
 
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Chronological Information
The Chronology of Andor is currently divided into four sections; The First Age, the Age of Birth; The Second Age, the Age of Thunder; The Third Age, the Age of Divintiy; and the Fourth Age, the Age of Silence. Each of these four main ages are divided based on globally important or noteworthy events, sometimes even affecting more than just Andor itself.

All of the events recorded is after the creation of Andor, not during or including.




Storyline & Plot
*To be edited*
 
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Deities and Divine Hierarchies
In the World of Andor, there are two types of "divine" beings, Deities and Alras. At the same time, there is another group of wholly "divine" or "cosmic" entities, the Manifests which are divided into two subdivisions, the Moralities and the Fates. And again, at the same time, there is the cosmic beings called Titans, divided again into two subdivisions, Planesbreakers and Titanar. Right bellow all these are the other demi-beings and ancients.

First, I'll explain the concept of the Relationship between all of these, three in total: the Divine, the Manifests and the Titans, bellow.

Further on, I will explain the confines of the term "mortal" and "immortal".

Also, I've managed to come up with something very akin to the Old Gods of the universe of Warcraft and something just as explosive as Chaos in the Dragonlance chronicles.

Before I start explaining, you need to understand the world outside of Andor, meaning the cosmic ways and happenings. In the universe of Andor, three types of supreme powers decide the fates of both the immortal and the mortal. These three beings are Light, Time and Shadow. Light represents the polar opposite of Shadown, essentially all things good, or wanting the opposite of Shadow. Light is the true benevolent creator of the Universe Andor is in. Shadow on the other hand seeks to undo the things of Light, making, just as Light is, the polar opposite in terms of wants, needs, beings, etc. Time is the judge, the referee in this boxing match, the one thing that prevents the two from being increasingly overpowered than the other.

Understand, Light does not equal to Good/Peace/Prosperity. It is merely a term to define and encompass a cosmic entity that of the opposite of Shadow. The same goes of Shadow. Shadow does not mean Evil/Destruction/Terror. Good and Evil are totally separate beings of their own.

From the beginning of the creation of the universe, there were these three, Time, Light and Shadow. It has been already known that these three cosmic entities be of separate harmony, with Light and Shadow waging and eternal war over the fates o the universe. However, it has been settled between all three of these they can in no possible way have any direct interference or meddle with lesser beings, mortal or immortal. Their war is a war of pawns and manipulation, a game of chess.

Now that you've gotten that cleared up, let me begin explaining the Relationship between the Divine, the Manifests and the Titans.

The Divine are a group of beings that dictate over the course of Andor, divided between the higher "gods or deities" and the lesser "Alras". I'm sure you've already said this in your mind ages ago, What are Alras?

Because of the sheer size of the explanation of Alras, I've added a fourth hidden tag among another. I will be doing so for the rest of the explanations for the sake of navigational purposes.

The concept of Alras which I come to agreement that I did not come up with fully, if not at all, can be very much related to J.R.R. Tolkien's Ainur, Valar and Maiar.

IF YOU UNDERSTAND THE CONCEPT OF AINUR, VALAR AND MAIA, FEEL FREE TO SKIP THROUGH THIS SECTION UNTIL YOU ARRIVE UPON THE NEXT RED BANNER.

Basically, Ainur are the offspring of the thoughts of Eru, who created and formed the world, each with his or her own music which contributed to the formation of Arda. Valar were the fourteen Ainur who descended into Arda to combat the fifteenth Ainur, Melkor. The Maia were the Ainur or Valar's "helpers", or the lesser beings to help the Valar combat the evils of Melkor, who was the most powerful off all the Valar, or Ainur. The prime example of a Maia is Gandalf and Sauron. They were never human, but Gandalf took the guise of a mrotal and aided the mortals of Arda to fight and defeat Melkor's protege, Sauron, who was a Maia corrupted. Some other examples of Maia include Saruman and Balrogs. Just to clarify further, Ainur is the Valar. Valar is just a name for the fifteen mightiest of the Ainur who formed and created the world and descended into it.

The Story behind LotR? The fourteen mightiest Ainur, who descended into the World came to prepare the way for the Children of Il�vatar, Elves and Men, later to include Dwarves as well. The fifteenth Ainur, who was the most powerful of them all, came in his pride to claim the World for his own. Eventually with the help of Maia, and after a gruesome war, Melkor and his servants were cast into the Void, a plane where there is no return from, with it's only entrance the Door of the Night. At the Fourth Age, or sometimes after it, even after the War of the Rings, Melkor would return a final time, finding a way to destroy the Door of the Night, with all of his servants, including Sauron who was cast away, in a final epic battle in a last ditch effort to claim the World. Present would be the slain heroes of old, both mortal and immortal, and the Valar and all the Maia to combat Melkor and his servants.

To sum it up, Valar and Ainur are the same, Maia are the lesser beings of Valar/Ainur. Now that you've got that, it would be pretty much a breeze to explain my concept of Alras.

HERE ENDS TOLKIEN'S EXPLANATION OF VALAR, AINUR AND MAIA. IF YOU WANT TO CHECK IF YOUR UNDERSTANDING MATCHES TOLKIEN'S, READ THE LAST PARAGRAPH, THE PARAGRAPH ABOVE THIS ONE. IF YOUR UNDERSTAND IS VERY DIFFERENT FROM TOLKIEN/MINE'S I SUGGEST YOU READ THE WHOLE THING.

First off, I do not have a Il�vatar, the guy who made the Ainur and the Music which he gave to the Ainur ot use to make the World. Instead, I have the Deities. Before I write another wall'o'text explaining what Deities are, I'll just skip straight to Alras.

Alras, are essentially, the supreme beings who carry out the purposes of their respective Deities. Now, there are plenty of Deities, as you can imagine, but the Deities are divided into three subdivisions, Good, Evil and Neutral. The Alras are sort of the Maia, possibly of slightly higher power than them. Still catching up?

Now, instead of making the Maia, or Alras, exclusive to only fourteen, I've established an entire divine hierarchy specially made for the Alras, and the Alras alone. This special hierarchy does not apply to any other divine being(s) or denomination. The Alras are governed by a King, very much like medieval day hierarchy. But, the normal Alras of this kingdom is almost equal to the king's power. Note the almost. What separates the King Alras from the others is that he is specially selected by the Deities to carry out their mission, which only knows, and no other. So basically, it's not democratic nor fascist or communist. It's divinists. And another thing, Alras kingdoms are small in number, we're thinking tens here. So to sum it up, think of the Olympian Gods, how Zeus did not control anything but was still greater that the rest of the Gods.

In the world of Alras, there were (again) two subdivisions. Origianlly there was one, but, like Melkor, one Alras, the greatest of them all, greater than even the King, wanted Andor for his own and sided with the Gods of Evil, their sworn enemy and sole purpose of the existence of evil things left of Andor. These "Melkor"s are called Dark Alras. (duh)

Just to clarify, Alras are not of godly powers. Their power is great, but limited. Generally, the Alras come in the form of mortals to intervene with happenings of man. The reason why we have heroes. Although sometimes, heroes may not know that their an Alras with a mission, merely manifested as a human unknowingly in order to carry out a greater plan. The previous sentence is a prime example of the direct influence and intervention of Alras with Andor. Another rule of thumb, Alras can be slain by mortals, deities cannot.

So, now you've understood Alras. (You gain 300 experience points)


So, now that you've understood a single bee out of an entire hive, let's proceed with the next question: What are Deities?

Like any fantasy world or universe, you've got higher powers, meddling and controlling mortals to do things. In the world of Andor however, Deities cannot directly meddle around the affairs of lesser beings. However, the presence of the Deities are known to all, including the Deities full extent of power. How the Deities affect the wills of Andorians is through allegiance and followers. Many wars are centered around religious beliefs. Deities can, as well, gain the allegiance of Alras as well, hence the schism between Alras, Alras and Dark Alras. Essentially, everything underneath Deities, including mortals, are pawns and bishops, rooks and knights in a chess game for higher powers to accomplish what they desire.

The Deities are divided into three subdivisions are stated earlier, Deities of Good, Evil and Neutrality. Each Deity is of either three of these subdivisions, none are rogue or renegade.

Just like how Alras are bound to carry out the Deities belief and cause, so are Deities themselves. Deities, or Gods, are servants of the the Light, Shadow or Time. They are bound to ensure that his/her respective causes are carried out, but how it is up to them. So from a bigger view, Deities are pawns of an even greater chess game.

Generally, Deities or Gods typically mean a manifestation of great power. But it is not uncommon to see a Deity linked to a worldly figure or symbolic thing, like Thunder or War or Wealth. However, Deities are not in any way connected to any moral figures, such Greed or Guilt. So there can be a God of Nature and Beauty, but there cannot be a God of Pride or Justice. These things are left to the Manifests.

But just because they aren't Manifests doesn't mean they aren't directly linked to Manifests. Now, just so as to not screw you over, I will leave out the bit about the Manifests and they will be explained later. The God of Wealth and Money is most probably linked to Greed or Kindness, depending on the follower's personal moral stature.


Inhabitants of Andor
The surface of Andor is populated by a plethora of different speaking races from crafty humans to sly elves and hardy dwarves to gruesome mountain trolls. This very section is dedicated to none other than record and archive any of the various races that have and possibly still exist today as of this writing. Understand that the only living creates that are recorded in this section will be creatures that can speak and organize adequately, meaning any living beings that do not fulfill these two criterias are placed under the beasts section.

The origins of humans are of disputable roots. Several scholars conclude that humans were an offshoot of a distant relative of ogres, whilst others speak that humans have been on Andor since the beginning, as one of the Four Folk of Far. And yet others speak that humans originate from a distant land of uncharted waters, the history lost over the countless centuries of the Old Age. But one thing is not disputed concerning humans among all scholars, humans rose to prominence just 150 years ago. While records date to nearly three centuries before their rise of power, the pinnacle of human civilization had already begun a century and a half ago, and it's development is not seen to be waning.

The First Age*
*It should be noted that the First Age is in accordance to the chronology of humanities and their reign. Hence, the First Age refers to the First Age of Humans, the earliest of recorded human activity.

Y1. Human civilization is merely a child. While relatively large in number, many were nomads and wanderers, traversing the lands on their own. However, only a small number were skilled in any of the Early Crafts and no human possessed access to the Ley Liens. Several large groups of travelers, called swaihes at the time, were to be noticed. The Dal'gunn swaihe, the largest of the traveling caravans, numbering nearly three hundred humans, were the first to settle and begin the first human settlement, Darradun. Many humans were confined to the Ajariv Desert due to the Ajariv River surrounding the dunes.

Y7. Several smaller settlements have already been built, mainly scattered across the land as being self-sufficient. One area, the Tiorus Ridge, was densely populated area where many tiny settlements, some as little as only fifty humans, were settled. Overtime, the settlements formed at the Tiorus Ridge became the Ring of Apalyse, a name given the the various cities and towns as a whole. The Ring of Apalyse were the first group of settlements to communicate actively with one another, which allowed it to develop further than any other individual settlement.

Y9. Two large cities are finally regarded as the major settlements, Darradun and Yemmelgow. The two are both two thousand in population, but Yemmelgow is situated within the Ring of Apalyse whereas Darradun is located on the Red Plain over Astar. Yemmelgow becomes the hub of culture, refining and teaching the various Crafts to others while at the same time developing it. It is where the Host of Conjurers are, the leading council of mystics. Darradun on the other hand has become famous for it's high walls and massive army, every civilian there above the age of 16 familiar with the spear and shield. Their actual army stands at seven hundred strong, but nearby four fifths of the city are capable of defending it. Yemmelgow is headed by Aryss the Acolyte while Darradun is lead by Galgus the Guard.

Y13. The first Alliance of Men. The Alliance of Men was a pact between Darradun, the Ring of Apalyse and Olkermoad, which at that time were the dominating city-states of the humans. The Alliance of Men was enacted due to the rising threat o the dhorkyll, a race of arachnid desert roamers. The dhorkyll have begun to become increasingly hostile against humans, targeting the surrounding outlands, mostly tribeland and precious few farmland. In return to the situation, the Dune Wardens were formed, a group of skilled warrior devoted to protecting and guarding the various merchant highways and lands connecting the three areas. Head of the Dune Wardens was Margus Tharshail.

Y19. It is discovered that other humans also inhabit the distant island of Raegor Reefbay. These inhabitants are much more primitive, very akin to the First Humans and extremely hostile. Further research finds that these primitive men have been on Raegor for thousands of years, present well into the Old Years. These other men are dubbed the Oldermen. A sudden rise on population also occurs.

Y22. Human civilization is still young. Only five city-states stand tall. Many swaihes are still present. The dhorkyll is growing increasingly alarming, and the Dune Wardens are short of men, their forces too thinly spread out. The pleas of the Dune Warden fall on deaf ears, the leaders of the Alliance of Men disbelieving of the dhorkyll growing stronger. Margus Tharshail goes out to the Dire Dunes, the inner desert where the heat is much more intense, to look for any swaihes which may join him in his cause to combat the dhorkyll threat.

Y23. It is discovered that the dhorkyll are stronger within the Dire Dunes which force many of the swaihes to flee to the Outer Circle, attributing to the sudden spike in population. Margus discovers this and reports this to the leaders of the city, and as a result, men who enter these cities are to become slaves. Margus, appalled, gathers his Dune Wardens and tries to rally as many of the free nomads to combat the dhorkyll and leaves, beginning his own city-state, Rhai.

Y25. The dhorkyll threat is even greater than before. Margus, in a desperate attempt enters the Dire Dunes once more to find more allies. At the Alliance of Men, Darradun is marching an army to Rhai, headed by Galgus the Guard himself. Halfway through their track, they are attacked by dhorkyll and many men are slain or scattered into the desert. Galgus himself is killed. Margus manages to find that the nomads who live within the Dire Dunes have been combating the dhorkyll are faltering and the only resolution to the dhorkyll threat is to flee beyond the Ajariv River, to newer lands.


*To be added


*To be added


*To be added
 
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The Roleplay System
*Currently being constructed*


Forms of Magic
In the World of Andor, the term "magic" is one that varies. Some may call magic as taboos or mystic charms, while others may refer to the divine power of the gods as magic. In this part, every form of magic is explained thoroughly.
 
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