Post by Admin on Jun 23, 2021 7:47:16 GMT
In the many old tales and stories of the different peoples of Ferran, there is one constant. In the beginning, life was plentiful and easy, safe and beautiful. Food was plentiful, all the races were in harmony, and they lived along with their God, Irian. When Irian left, the lands changed, extreme droughts and heat turned the elven lands into deserts, and extreme cold turned the north where the giants resided into a frigid wasteland. Blaming one another, a war broke out and has lasted for millennia, swapping between open conflict and shaky ceasefires. While these races naturally adapted to their environments over time, they still struggled for resources.
When the Fomorians eventually invaded, it was thankfully in a time of peace – where the races were at the point of building up their armies for the next eventual conflict. This gave them a fighting chance, when they found the enemy they faced to be the dragons of Calida. The dragons razed the continent, bringing the Draken into the world. Their eventual defeat came at the hands of their own Draken, who staged a revolt against their masters and fought on the behalf of Ferran’s people. On the other end of the world, Aliud defeated the Fomorians, and the world was brought into a new era.
Ranging from frozen tundras to dry deserts, the Continent of Ferran is too vast and varied to describe accurately - it contains nearly every major biome in its massive expanse, and due to the nature of its variation, there a tremendous number of animals and resources that come from this land that each type of animal individually could out number the species on the continents of Aliud and Tao together. Vast, dry deserts, rocky mountains, deep caverns, rolling plains and hills, nearly endless forests of massive trees, dense jungles, frigid tundras and ashen volcanic lands, all forms of life are spread across these different areas, of which each has their own challenges for those travelling through them. Even underneath the lands are sprawling caverns that stretch almost endlessly.
The continent of Ferran is the origin of many different races, and is largely known for its variation in races and inhabitants. Elves, who both live amongst the trees in the Luta Forests and within their cities amongst the desert sands. Their closest allies, the Beastkin who live within the steppes closeby. Dwarves and Giants, who live in the frigid tundras and icy mountains of the north, lizardmen of the swamps and the fishlike Gar who live on the coast.
Some notable locations are:
Irinid - the home of the desert Elves. Irinid is a massive city and the capitol of the Elven Kingdom that houses hundreds of thousands upon thousands of elves, and is protected by massive magic towers.
The great city of the elves rests in the Valley of Solas at the northernmost part of the Hajar Desert and serves as the seat of one of the great powers of Roan. There in the heart of the opulent solarium of Irian’s Rest rules the Sehkran, the Sun-King and ruler of elvenkind. From his sun bleached bastion king Imran Irokan wages war with the far away giant-kin, defends his kingdom from Fomorians and sees that trade with the southern realms remains steady.
Irinid and the elven kingdom is ruled by Sun-King Irokan, twelfth Sun-King and heir to Irian’s holdings. Below him is his war council of twelve representatives, six from the Solarium Guard and the other six from Silver Covenant. The Solarium Guard are worshippers of Solas, Irian’s new form on the plane of Roan proceeding his departure and subsequent natural changes to Ferran. The Silver Covenant are a convent of elvish maiden-warriors and mages
Having been at war with the giants for centuries the elves have been long inured to the tides of war and despite its burdensome nature have been able to carry on a tradition of the arts. Their architecture and artworks are the jealously guarded secrets of ages of mastery. Elven masters forge grand pyramids and towers from sand-stone and carve statuettes and gilting out of sand-wyrm bone; their warriors practice the dual bladed fighting style alongside archery. The elvish spirit is constantly tested against the northern enemy and the throngs of creatures living near the Calida Volcano making the elves a formidable foe on the field of battle and in the perfection of the arts.
Humans especially, are often welcomed in Irinid, as they have had no long history with the Elves as most other races do.
Lutra Forests - these giant sprawling forests are covered in gargantuan trees that are presumed to have lived well over an thousand years. Amidst the trees however, is the forest-type of elves on the continent of Ferran. The forest elves that protect the forests are a curious group and largely are the reason the forests have remained the way they are for so long. Despite there being unexplored ruins and, is also the location of Lutra Forest City - the home of the forest elves. This is the only location the occasional outsiders are even allowed to visit within the forests without express permission, though the forest elves are very protective of their city as well.
Vales - Once known as the largest mountain in the world, Mount Valewatch now stands as the largest city now bearing the name of Vales; The City of Giants. The great mountain was over the centuries carved and smoothed into this at once both enormous and beautiful citadel of rock, stone and ice. To this day the remains of the mountain below are quarried and used to expand the home of its Giant citizens and bolster its prodigious walls.
The city of Vales and the kingdom of the giants at large is ruled by a monarchy and as such the king of Vales delegates his wishes to a throng of advisors and their staff below them so they may be fulfilled. The king of the giants is determined through a ceremony called The Proving and it is held either when the current king dies or is challenged by another warrior who believes that they are better fit to rule giant-kind. If The Proving comes about due to the death of the current king then his advisors will hold a council to choose his successor to be represented in the contest. The current king of the giants is Taunes Basor and due to his widely respected status as a warrior and his deft handling of the endless war with the elves no one has sought to challenge him for the Frigid Crown over his hundred year rule.
Giants are a martial people and thus their cultural heritage reflects this. In their constant state of war with the elves and the creatures residing in the Deterra Highlands they have focused on the art of weapon making and defense building. Their schools and training halls are dedicated to various weapon mastery--the exception being ranged weapons as most tools of this type were not introduced until long after tradition had set in. Despite this martial bent giants are not all warriors and they hold some of the best traders in the world, for they have dealt long with the dwarves who it is said hoard both their knowledge and their gold in equal measure. They also allow human and sometimes beast-kin in to trade though they do not venture out to trade with these peoples themselves. The gods of the giants are often named in their own tongue however it is generally accepted that they share in the human’s worship of the goddess of war, Morgain as well as their lost creator god Irian. Their kingdom being made up almost entirely of giants, with few humans allowed inside, the language of Vales is the tongue of the giants.
When the Fomorians eventually invaded, it was thankfully in a time of peace – where the races were at the point of building up their armies for the next eventual conflict. This gave them a fighting chance, when they found the enemy they faced to be the dragons of Calida. The dragons razed the continent, bringing the Draken into the world. Their eventual defeat came at the hands of their own Draken, who staged a revolt against their masters and fought on the behalf of Ferran’s people. On the other end of the world, Aliud defeated the Fomorians, and the world was brought into a new era.
Ranging from frozen tundras to dry deserts, the Continent of Ferran is too vast and varied to describe accurately - it contains nearly every major biome in its massive expanse, and due to the nature of its variation, there a tremendous number of animals and resources that come from this land that each type of animal individually could out number the species on the continents of Aliud and Tao together. Vast, dry deserts, rocky mountains, deep caverns, rolling plains and hills, nearly endless forests of massive trees, dense jungles, frigid tundras and ashen volcanic lands, all forms of life are spread across these different areas, of which each has their own challenges for those travelling through them. Even underneath the lands are sprawling caverns that stretch almost endlessly.
The continent of Ferran is the origin of many different races, and is largely known for its variation in races and inhabitants. Elves, who both live amongst the trees in the Luta Forests and within their cities amongst the desert sands. Their closest allies, the Beastkin who live within the steppes closeby. Dwarves and Giants, who live in the frigid tundras and icy mountains of the north, lizardmen of the swamps and the fishlike Gar who live on the coast.
Some notable locations are:
Irinid - the home of the desert Elves. Irinid is a massive city and the capitol of the Elven Kingdom that houses hundreds of thousands upon thousands of elves, and is protected by massive magic towers.
The great city of the elves rests in the Valley of Solas at the northernmost part of the Hajar Desert and serves as the seat of one of the great powers of Roan. There in the heart of the opulent solarium of Irian’s Rest rules the Sehkran, the Sun-King and ruler of elvenkind. From his sun bleached bastion king Imran Irokan wages war with the far away giant-kin, defends his kingdom from Fomorians and sees that trade with the southern realms remains steady.
Irinid and the elven kingdom is ruled by Sun-King Irokan, twelfth Sun-King and heir to Irian’s holdings. Below him is his war council of twelve representatives, six from the Solarium Guard and the other six from Silver Covenant. The Solarium Guard are worshippers of Solas, Irian’s new form on the plane of Roan proceeding his departure and subsequent natural changes to Ferran. The Silver Covenant are a convent of elvish maiden-warriors and mages
Having been at war with the giants for centuries the elves have been long inured to the tides of war and despite its burdensome nature have been able to carry on a tradition of the arts. Their architecture and artworks are the jealously guarded secrets of ages of mastery. Elven masters forge grand pyramids and towers from sand-stone and carve statuettes and gilting out of sand-wyrm bone; their warriors practice the dual bladed fighting style alongside archery. The elvish spirit is constantly tested against the northern enemy and the throngs of creatures living near the Calida Volcano making the elves a formidable foe on the field of battle and in the perfection of the arts.
Humans especially, are often welcomed in Irinid, as they have had no long history with the Elves as most other races do.
Lutra Forests - these giant sprawling forests are covered in gargantuan trees that are presumed to have lived well over an thousand years. Amidst the trees however, is the forest-type of elves on the continent of Ferran. The forest elves that protect the forests are a curious group and largely are the reason the forests have remained the way they are for so long. Despite there being unexplored ruins and, is also the location of Lutra Forest City - the home of the forest elves. This is the only location the occasional outsiders are even allowed to visit within the forests without express permission, though the forest elves are very protective of their city as well.
Vales - Once known as the largest mountain in the world, Mount Valewatch now stands as the largest city now bearing the name of Vales; The City of Giants. The great mountain was over the centuries carved and smoothed into this at once both enormous and beautiful citadel of rock, stone and ice. To this day the remains of the mountain below are quarried and used to expand the home of its Giant citizens and bolster its prodigious walls.
The city of Vales and the kingdom of the giants at large is ruled by a monarchy and as such the king of Vales delegates his wishes to a throng of advisors and their staff below them so they may be fulfilled. The king of the giants is determined through a ceremony called The Proving and it is held either when the current king dies or is challenged by another warrior who believes that they are better fit to rule giant-kind. If The Proving comes about due to the death of the current king then his advisors will hold a council to choose his successor to be represented in the contest. The current king of the giants is Taunes Basor and due to his widely respected status as a warrior and his deft handling of the endless war with the elves no one has sought to challenge him for the Frigid Crown over his hundred year rule.
Giants are a martial people and thus their cultural heritage reflects this. In their constant state of war with the elves and the creatures residing in the Deterra Highlands they have focused on the art of weapon making and defense building. Their schools and training halls are dedicated to various weapon mastery--the exception being ranged weapons as most tools of this type were not introduced until long after tradition had set in. Despite this martial bent giants are not all warriors and they hold some of the best traders in the world, for they have dealt long with the dwarves who it is said hoard both their knowledge and their gold in equal measure. They also allow human and sometimes beast-kin in to trade though they do not venture out to trade with these peoples themselves. The gods of the giants are often named in their own tongue however it is generally accepted that they share in the human’s worship of the goddess of war, Morgain as well as their lost creator god Irian. Their kingdom being made up almost entirely of giants, with few humans allowed inside, the language of Vales is the tongue of the giants.
Daghorm Keep - The keep has been closed off to outsiders for decades, if not centuries. The dwarves, who maintain the keep as much as possible, keep their home closed off to outsiders to protect their home, and the secrets the Dwarves have in their kingdom. Very prideful of their home, and moreso of their culture, Daghorm Keep is the largest home to the dwarves and is the place in which many of the world's technologies were first created.
Calida Volcano - this is the birthplace of the first dragons and even today is the home of not only dragons, but some of the fiercest creatures such as wyverns, golems, and gargoyles. It is believed that dragons still reside in Calida, and because of this, few ever dare venture too close, and often times those who try are killed in the process.