Contents
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History
Weapons
Religion
Language
Groups and Individuals
Miscellaneous
Miscellaneous Continued
Magic
Structures
Terelain Law
Succession
Low Terelain
Map
Dating System
Monarchs
Political System
Terel'Liren
A small Kingdom nestled in a fertile land encircled by mountains, Terel'Liren is ancient and its traditions and customs have been upheld by thirty-four kings and queens. The only four routes into or out of the kingdom are located in passes at the cardinal points of the compass, each guarded by a fortress. Safe and secure behind their walls, the people of Terel'Liren gave themselves over to culture, the arts and the study of magic.
Many and famed are its mages and throughout the known world their pre-emminence in the mystic arts is unquestioned. The Kingdom itself relies heavily upon its mountainous borders for protection, for the Royal Army, though well-trained and equipped, is by far the smallest of the neighbouring Kingdoms and they can ill-afford to take heavy losses in prolonged warfare. Thus Terel'Liren relies on diplomacy, treaties and mutually beneficial trade to ensure its survival as much as it does on its mountain strongholds.
The inhabitants are unusual in that they are humanoid felines, gifted with inhuman agility and grace and long lives. Given to haughty superiority and aloofness, the people of Terel'Liren are seen by some as arrogant and pompous and the surrounding nations often cast covetous looks upon the territories of Terel'Liren, it would take but a push for some of these kingdoms to risk assailing the grim Citadels that guard Terel'Liren itself from invasion.
Kingdom Name: Terel'Liren; Kingdom of Magic
Ruler: King Erisad the Wise
Alignment: Lawful Neutral
Inhabitants: Terelains; long-lived humanoid felines
Locations
Oberoth
Oberoth is the capital, it is known as the City and Seat of Kings and the First City. Oberoth was originally built atop the Linaei Hill upon which the Royal Palace presently rests. The ancient city expanded to cover the entire hill and then expanded outwards, until it eventually grew to both sides of the Imerria River. Oberoth sits near the centre of Terel’Liren, at a bend in the Imerria as it runs south to north towards the Great Lake.
Oberoth possesses three walls; the outer wall, the inner wall and the palace wall, each separates the city into its Outer, Inner and Palace districts. The Outer District is the largest and is where the majority of the citizenry live. It is a place of markets, temples, homes and businesses. The Inner District is home to the wealthy, the larger and more extravagant temples and many of the libraries and places of learning in the city, including the Royal Arcanum school of magic and the Royal Archives. The Palace District is home to the Royal Palace itself as well as many government offices, buildings and embassies, it is the political heart of the entire Kingdom.
In terms of parallels to real world cities it has the religious importance of Jerusalem, Varanasi and Mecca, the cultural and political importance of Rome and Constantinople during the Roman and Byzantine Empires and the economic power of London and Venice during the British Empire and Middle Ages/Renaissance respectively. Much of Terelain culture is taken from Ancient Egypt and the Eastern Roman Empire.
For Terelains she is the centre of the world, the birthplace of culture and civilisation, the oldest and greatest of all the cities of the world. She is the heart and soul of the nation and such is her importance that if she were to ever fall into the hands of a foreign power then the Second Kingdom would surely be destroyed, for without Oberoth there can be no nation of the Terelain people.
Amra
The city of Amra in the west is sometimes called the City of Spires and it is here that most Terelain mages come to learn their arts. Amra is, like most modern Terelain cities, built upon the ruins of the original Ancient city. Amra is dominated by many towers hence the name ‘The City of Spires’. These towers house many different schools of magic and magical research centres. Near the middle of the city is the Ducal Palace, ancestral home of the Dukes and Duchesses Amaar the rulers of the city. In front of this residence is the Celestial Plaza, a large square, the floor of which is covered by mosaics and murals dating back to the First Kingdom that depict celestial bodies and mythological scenes. The Celestial Plaza is the favoured gathering place for many Terelain academics and philosophers, and it is said that there have been more discoveries and breakthrough made here than in all the schools and mage towers of the rest of the Kingdom combined.
The Four Fortresses
Der'Morlain, Guardian of the West, Pelenor, Guardian of the North, Rimni, Guardian of the South, Adriand, Guardian of the East.
For uncounted aeons these four citadels have stood, unassailable, unconquerable. Constructed during the First Era when the Terelains and the other Elder Races fought a great war against the gods and won, they are masterworks of engineering, construction and magic. Though the Great Spells that were infused into the very stones of these fortresses have faded over the millennia, their power still holds firm and the great walls have never been breached by stone, flame or magic. Built to defend against demons, dragons and Gods, very few Terelains have even the slightest glimpse into the inner workings of these great fortifications, for the magic that sustains them is of the oldest and most powerful kind, secrets that have been lost for almost fourteen thousand years.
The layout of each of the Citadels is the same; five walls high and thick, stretch from one side of the pass to the other blocking the pass on each side of the central keep, the spaces between the first two walls on the outward-facing side are killing fields void of any building or form of cover. If somehow an enemy force manages to scale the first two walls and breach the third, the buildings of the cities are built to add to the fortifications; narrow streets and flat roofs aid the defenders in street-to-street fighting and as the buildings get closer to the Keep they get progressively taller, allowing archers to fire from the heights as they retreat.
The area around the Central Keep is protected by the final wall and a final killing ground. The Citadels are the final bastion of defence of the city with thick sloping walls to hinder those tying to scale the walls, high towers and numerous deadly traps hidden within. The Great Hall where the Lords hold court is itself the most secure defensive position in the entire keep, a place that a small number of defenders could hold for many days before they could succumb to lack of provisions or overwhelming numbers.
Surmounting the citadel of each fortress is an incredibly high tower in which is held a massive magic crystal which can be used like a signal fire to quickly send messages across the Kingdom for aid. Each tower, the Tower of the Dying Sun in Der'Morlain, the Tower of the Rising Moons in Pelenor, the Tower of the Radiant Sun in Adriand and the Tower of the Gathering Night in Rimni, can be sealed to prevent anyone from ascending it to reach the crystal chamber. The power of these large crystals is such that the Terelains fear that if an enemy were to gain his hands on them they could be used to devastate the Kingdom. Thus, if the seal is broken by an unauthorised person the seal is designed to cause a magical surge within the crystal, detonating it. This could quite possibly annihilate the entire city.
The Ruins of Nias Thineral; The City of the Sorrow-Song
Most Terelain cities were re-inhabited after the end of The Scattering period when the Terelains returned to their ancestral homeland from their long wanderings after the Fall of the First Kingdom. Not so Nias Thineral.
Nias Thineral was, at one time, the second largest and most beautiful of all of the cities of the First Kingdom, so great was it that it eclipsed even ancient Oberoth and the capital was moved from Oberoth to Nias Thineral. In the days of its glory Nias Thineral became known as The City of A Thousand Temples, for it was the heart of the new-born religion of the Younger Gods, and first amongst these temples was The Crown of Heaven at the centre of the city, an immense building dominated by a central dome and on the western and eastern ends were twin towers, the Tower of the Sun and the Tower of the Moons. It is said that housed upon the great central altar of The Crown of Heaven was kept the Stone of Ancestors, the orb which the Terelain Patriarch Terel shaped with his own hands and his own magic to aid the Old Ones in their labours as they completed their creation of the world. It is said to be an artefact of unsurpassed magical power, able to channel the will of Terel himself and that it can also be used to consult with the spirits of the Revered Ancestors themselves.
But the days of glory are long past. Nias Thineral lies abandoned now; a desiccated ruin, a mere shadow of past glory and yet preserved there are the Ancients' most beautiful arts; friezes and mosaics, statues and elegant buildings, an ancient beauty that even time and the shattered stones cannot dull.
But all that remains of this city now are rumours and myths and legends, for none dare enter its bounds. It is said that the shadows whisper there, that cold winds blow and dead eyes watch. Entombed within it are the souls of countess thousands forever denied the peace of the afterlife by some unknown terror that struck the city during the height of the Cataclysm, a burst of Wild Magic, perhaps, so powerful that all who dwelt there were destroyed and twisted into the terrors that now haunt its broken streets.
It is said that the spirits that haunt this place sing upon the winds; ancient songs of pain and mourning, a dirge of insanity and agony. All who listen to it die, or are driven mad or else simply vanish into the ruins never to return. This is why Nias Thineral is forbidden and why it has entered legend as the City of the Sorrow-Song.
Because of the dangers, Nias Thineral was long ago struck from the maps of the Third Kingdom, and yet it has not been lost, for its legend has grown ever stronger in these days when so much else has been forgotten. The city lies southeast of Olindel and directly south of Oberoth, halfway between the capital and Rimni.
According to the Book of Prophecies the Exalted One Who Shall Come, a prophesied Monarch of Terelian who is 'Born of the Union of the Six Bloodlines' shall reveal their nature by going alone into Nias Thineral and subduing the spirits there, travelling to The Crown of Heaven and retrieving the Stone of Ancestors from the altar. After the Purification of Nias Thineral the Exalted One will use the Stone of the Ancestors to unseal the Sanctuary of Silisim. It is said that all the secrets of the Ancients were sealed away within the Sanctuary so that they would never be truly lost to the people of Terelian. Wielding the Stone of Ancestors and the Secrets of the Ancients, the Exalted One shall restore the glory and majesty of the Children of Terel and name the beginning of the Third Kingdom and so shall begin the Fourth Era of the world and all of the damages done by the Cataclysm will be healed and all the world shall bow before Terel's Children, for the might of the Magitechnology of the Ancient Terelains will be theirs and they shall retake their birthright as Lords of the World.
Silisim
The city of Silisim is forbidden to all but The Oracle and her Acolytes and it is here, legends tells, that the Ancients sealed away the secrets of magic and technology so that one day their descendants could restore themselves to glory. The Oracle guards the Sanctuary well; none who have dared to attempt to steal the secrets of the Ancients have ever returned. It is said that The Oracle of Silisim is the Last Ancient, for she has resided in Silisim since before Telar the Unifier founded the Second Kingdom and there are old tales from the days of The Scattering, from those first returning to Terel'Liren of Silisim's mysterious Oracle awaiting their homecoming.
The Young Cities
Mytheia
Mytheia is located in the north-west of Terel'Liren, between Amra in the centre-west and Nuendiel in the north it also lies directly west of the sacred city of Silisim. Mytheia is a small but proud city and the first of the new cities the Terelain people established, one of the few that was not preceded by an Ancient site. Because of this Mytheia is home to one of the four 'New Beacons', the only Beacon Towers construct in Terel'Liren since the collapse of the First Kingdom. Because the magi-technology and knowledge of how to properly construct a Beacon Tower was lost, these towers are meticulous copies of towers in their vicinity. In Mytheia's case the tower is a replica of the one situated in Nuendiel. Mytheia is suspected to be home to the headquarters of the Shadow-walkers, the Terelain black-ops and espionage organisation. This is because their leaders, the twin assassins Bastet and Sekhmet, are known to be the daughters of the current ruler of the city; Count Aeilein and Countess Sari of the House Masrita of the Aunidiel Bloodline.
Telem-Isar
Telem-Isar is located north and slightly west of Rimni and is the closest Terelain city to the Southern Fortress. Telem-Isar was founded in 2869 of the Second Age during the latter half of the reign of Queen Aesha II the Blessed. The city was founded by a cadet branch of the House Risha, the Rihlel. They ruled the city for some six hundred years before the family died out in the male line, being succeeded by several Lesser Noble Houses since. The city is named for its founders, Telem Rihlel and Isara Denar.
Caair Demen
Caair Demen was established by Count Caros Demen in 422 Third Age after the death of Queen Iraesha the Mad. During the uncertainty of the early years of the reign of Prince Regent Caer Silver-Tongue, who would refuse to take his rightful title as king following his mother's death, Count Caros took many of his people from the nearby city of Arinor and founded the settlement that would grow into Caair Demen. Caros declared his independence from Terel'Liren, beginning the short-lived "Fool's Rebellion" which would see the egotistical count executed for High Treason against the crown following a four year siege of the new town, which at the time was simply known as Demen. Rather than disperse the young settlement after the execution of its founder, the Prince-Regent instead commanded it to be developed and turned into a true city of Terel'Liren, constructing the Beacon Tower here by copying the one located at Arinor. This massive civil works project would be the largest and most impressive of the Third Age, causing a new city the equal of any of the ancient seats of Terel'Liren to be established in only a few decades. In recognition of this, the city was renamed Caer Demen to honour both the Prince-Regent and to serve as a reminder of the fates of those foolish enough to rebel against the Lion Throne. The spelling of Caer Demen would eventually be corrupted to its present form.
Osria
Terel'Liren's youngest city and one of only four not restored from the ruins of the First Kingdom, it is also the site of the last and fourth Beacon Tower constructed in the past 13,000 years. The Osrian Beacon Tower is an exact replica of the Beacon Tower of Vaerin, the city directly to the west of it across the Great Lake. The Beacon Tower has every glyph, every room, even the stones are laid in the exact same manner. However the Osrian Beacon Tower is inferior to the older Towers for several reasons, primarily due to the fact that the crystal at the Tower's apex is of significantly inferior quality and of smaller size than the other Towers and is also imbued with weaker, less complex spells. The magic infused in the aetheric circuits of the Tower is also less complex and far weaker than the Old Magic of the Ancients. For this reason, Osria relies upon the Towers of the nearby cities of Vaerin and Salisia to link it into the network, unlike the other Towers which each link to every other Tower independently. The various unknown, hidden higher functions of the other Towers are also entirely missing from the Osrian Tower and so it would likely need to be rebuilt if those functions were ever to be rediscovered.
Osria's population is primarily of the Aedrimar Bloodline and it is a highly industrious city established to quarry stone and mine metals from the mountains. It has since become famous, or infamous, for its many breweries and distilleries, producing some 60% of Terel'Liren's total supply of alcohol. The most potent of these brews is a unique spirit called Osrian Shadowwater, due to the fact that it is distilled from rare plants that only grow in the shadow of the Renala Mountains on the shore of the Great Lake near Osria and also for its dark blue to purple-black colouration. The recipes for the various types of Shadowwater are the most closely guarded secrets in Osria and perhaps in all of Terel'Liren but for the Great Repository of Silisim itself.
Osrian Shadowwater is served in thimble sized glasses and is one of the most potent alcoholic drinks known to the Terelains. In a pinch it can be used as a general disinfectant or poison and according to rumour, can be mixed into either a highly corrosive or highly explosive form if the correct additives are applied. Urban legend suggest it was first brewed by the semi-mythical Terelain black ops group 'The Shadow-walkers' as a poison and emergency flammable weapon.
The History of Terel'Liren
The name Terel'Liren translates as Terel Land or Terel's Land in reference to the First Terelain and First King, Terel the Eternal, who in ancient times founded the First Kingdom and led his Children into a golden age of might and magi-technology not seen since. The First Kingdom lasted for uncounted ages in peace and prosperity until an unknown disaster, since called The Great Cataclysm, destroyed it and the survivors abandoned their cities and homes and fled into the wilds in an event known as The Scattering.
Centuries or millennia later the Children of Terel returned to their ancestral lands and began rebuilding. Eventually a Scion of the Taemiri Lineage, Telar the Unifier, gained control over the city-state of Oberoth, the former capital of the First Kingdom, and engaged in a campaign of unification against the other Terelain city-states. Over his thousand-year reign Telar reunited the Terelain people under One King and One Land, and thus he founded The Second Kingdom of Terel, that which outsiders named Terel'Liren after the region which they inhabit, the name which they most often mispronounce as Terelian.
For the rest of their history, over the reigns of the thirty-four Kings and Queens of Tere'Liren, they have been rebuilding and restoring their lost legacy, but even now much of the knowledge of the First Kingdom remains lost and a great deal of their magi-technology is too damaged to use, or else impervious to most efforts at reactivating it. It is theorised by the mages of Terel'Liren that the Cataclysm somehow fundamentally altered the magic of the world so that it changed into the form used in the current times, but a form which is mostly incompatible with the old magi-tech of their ancestors.
Terel'Liren is but a shadow of what it once was but its people remain proud and they believe that one day they will be able to restore themselves to their former glory, regain what was lost to them and bring about the Second Golden Age of Magic.
The Weapons of Terel'Liren
Apart from the standard swords, spears, crossbows, longbows and axes and similar weaponry, the military forces of Terel'Liren have several unique weapons.
The Amran Bladestaff
A weapon most often wielded by Aunidiel Terelains, this variant of the bladestaff is produced solely in the Aunidiel city of Amra. A long lacquered staff the same size as the average Terelain with gently curving, graceful fat crescent-shaped blades on both ends, the blades flowing out of the wood without a seam or join. The Amran Bladestaff is a slashing and cutting weapon most often used by Aunidiel Battlemages. Since Battlemage training incorporates the Terelain martial art 'Tae Kil Raan' to harden the mind and body in preparation for the strenuous spell-casting a Battlemage undergoes on the battlefield, the Amran Bladestaff is often used in graceful, dance-like motions that are intended to bring both blades to bear upon an opponent, or multiple opponents, at once.
'Ssahat' Claw Gauntlet
Often used by Terelain warriors that prefer to meet their foes up close and personal, the Ssahat is a metal gauntlet with extendible metal claws and is used in conjunction with the fluid motions of the unarmed variant of the 'Tae Kil Raan' martial art to turn what would otherwise be an impractical short-range weapon into something truly deadly. A master of the Ssahat can often be seen flowing across the field of battle, tearing apart his foes with these claws in a brutal but eerily beautiful display of raw feral power. For the less honourable, these claws can be dipped in a variety of poisons to cause paralysis, tiredness, painful spasms or simple death. It is known that these weapons are favoured by the Terelain covert-operations group known as the Shadow-Walkers, especially by one of their twin leaders the assassin Sekhmet.
Terel'Liren Religion
The Terelains worship the Younger Gods of Terel'Liren, this pantheon contains numerous deities of varying attributes, domains and powers and is split into two subsets - the Greater and Lesser Younger Gods. The deities presently worshipped are;
Greater Younger Gods
Tia'Ren, Queen of the Stars and Heavens
She is patron and protector of the Taemiri Lineage and most especially the Royal House. Tia'Ren is a very benevolent deity and under her dominion is lightning, fire and all things that come from the sky. Tia'Ren is the third and final judge of the dead. After Ilaris chooses the difficulty and length of a soul's passage into the afterlife and the Revered Ancestors place upon a dead soul tasks of penance for sins, Tia'Ren decides the ultimate fate of a soul. If a soul has been purged of its misdeeds and sins after the previous trials, then she will allow them to live in the City of the Gods, Aeh Renmaia, in happiness and peace for eternity. If, however, they are unrepentant or their sins simply to numerous and too great, she will send them to Tlar Hashkari, a place of pain, suffering and purification. After a soul has spent time there and it is purified by its suffering it can then be brought before her again for a new judgement, after which they may be allowed into Aeh Renmaia, or be sentenced to further trials.
For the rare, truly damned and irredeemable, there is also the terrible punishment of being thrown into The Void Beyond All where the former deities of the Terelains, the mad and cruel Old Ones, are imprisoned. It is a place of unending horror and a fate which terrifies even the ageless Terelains.
Terenen, King of the Aether and Magic
He is patron and protector of all Terel'Liren, though he is especially watchful of the Aunidiel. Under his domain are spirits, magic and all the things not bound to the physical plane.
Ilaris, Queen of the Night
Ruler over the largest moon that also bears her name, Ilaris is amongst the most mysterious and most powerful deities known to the Terelains. She is ancient, and some believe that she is born of an even older pantheon, the Old Ones who preceded the Younger Gods, or perhaps is even a Primordial, the First Gods. Whatever the truth, Ilaris is the patron of assassins, thieves, hunters and all whose domain lies in the darkness of night for it is by her grace that these men and women are protected by the shadows and that sanctuary can easily be revoked. Ilaris is also the first of the three Judges of the Dead and it is she who decides which one of the Twilit Paths a soul may take to the afterlife, and therefore how long and difficult the journey is and how much protection they have from her sisters.
Senura, The Guide
Ruler over the middle moon, Senura is younger than Ilaris but of the same order of deity, whatever that may be. Senura's job is to act as guide to the dead, showing them the way through the twists, turns and dangers of the Twilit Paths. Her lantern provides the light of the Three Moons and it has the power to reveal all things hidden. Because of this Senura is most often prayed to by those whose duty it is to reveal truth; judges, magistrates, guards and Elders, and also by those who wish truth to be concealed, such as assassins, thieves and spies.
Tara-Menil, The Little Sister
Ruler over the smallest moon, Tara-Menil is also the youngest of the Three Sisters and it is her duty to protect the souls of the dead as they travel the Twilit Paths. Tara-Menil is often depicted as the most innocent and most kind-hearted of the Three Sisters and many popular Terelains myths show her falling in love with poets, musicians, shepherds and dead souls. It is to Tara-Menil that many creative men pray for inspiration and to her that lovers give their devotions for blessings on their relationships. Some also pray to her to protect the souls of the recently deceased or to intervene on the behalf of a dead relative or friend during their judgement by Ilaris.
Irihsta, Goddess of Wise Counsel
Patron of the Aunidiel Bloodline, Irihsta is said to have drank from the Wellspring of Fate which granted her wisdom and foresight. Goddess of advisers, seers and other such individuals, Irihsta is also popular with judges and magistrates and those who require clarity of mind in their dealings.
Undhar, Lord of the Blade and Forge
Patron of the Moralinri Bloodline but also beloved by the Aedrimar, Undhar is a god of both war and metalwork. Smiths pray to him for guidance and for skill in their work, whilst soldiers pray to him for victory in battle and strength for their weapons. Undhar is a stubborn but dependable deity who takes great pride in his work and is always diligent about his tasks.
Dranda, God of Art and Music
Dranda is especially beloved by the Aedrimar Bloodline, though he is also well-loved by the Pelenim and all artists and musicians. Under his dominion are all things relating to creativity and inspiration, and so he is loved by any who seek such things in their endeavours. Both artists and scientists and magi call Dranda their patron. He is sometimes considered to be the brother or mate to Eunae, Goddess of Hearth and Flame.
Maerai, Goddess of the Dead
Though she is not one of the Three Judges, all those who die fall under Maerai's domain. Once a Judgement is carried out it is Maerai's duty to escort the soul to their assigned place. She watches over and protects all of the dead, she provides comfort and succour and sometimes assists the Three Sisters in their duties. A gentle and quite deity, Maerai is often prayed to by those who are bereaved to help or protect loved ones as well as to comfort those left behind.
Unur, Younger God of War
Brother to Undhar of the Blade and Forge, Unur is the god of battle, tactics, strategy and warfare. As can be imagined he is held in particular reverence by the Moralinri and he is considered to be their patron alongside his brother in some circles. Temples to Unur and Undhar tend to be combined or build side by side or at least very close to one another.
Kahiya, Younger Goddess of Dusk and Dawn, Lady of Change
(WIP)
Evral, Younger God of Perception, Lord of Thieves, Merchants and Hunters
Patron of the Rishael Bloodline (WIP)
Saryan, Younger God of Craftsmanship
Patron of the Pelenim Bloodline (WIP)
Eunae, Younger Goddess of the Hearth and Flame
Patron of the Aedrimar Bloodline (WIP)
Lesser Younger Gods
Yrael, Younger God of Lakes and Rivers
By extension of his domain he is also god of seas, ponds and any other body of water. (WIP)
Vyanaei Younger Goddess of Hope and Healing
(WIP)
Mythressa the Queen of the Vengeful Heart, Goddess of Vengeance
Associated with the wolf, uniquely so amongst Terelain deities. Myth states her to be youngest amongst the gods and wiht the fiercest temper. (WIP)
Oriendar, the Younger God of Travellers
(WIP)
The Terelain Language
The modern Terelain language comes in two forms; High Terelain and Low Terelain. There is also the Ancient Terelain language from which modern Terelain is descendant and the First Tongue from which Ancient Terelain springs.
High Terelain
The language of poets, artists, philosophers, priests and kings, High Terelain is a deep language full of nuance and subtlety that is best used to describe terms that are very difficult to use in other languages or other variants of the Terelain language. It is the language with which complex concepts can be best articulated, such as technical magical theory, metaphysics and theology and the most complex inner workings of state. High Terelain is also a beautiful language when spoken and written and its aesthetic appeal is therefore very attractive to those of a creative persuasion. Its ability to more easily describe esoteric or metaphysical terms and realities also makes it popular with poets and priests, when it comes to describing the works of nature or the gods.
To give an example, there are four different words in High Terelain for describing the sun alone.
Low Terelain
A much more down-to-earth language, and the one most used in Terelian, it is therefore often called Common Terelain. Whilst Low Terelain cannot so easily describe terms dealing with the incredibly complex or esoteric it is much better at describing the concrete world around us than High Terelain and it is much quicker and easier to use in day-to-day dealings. Whilst much simpler and 'user-friendly' than High Terelain, the Low variant is a similarly beautiful language when spoken, and the Terelain accent when speaking other language is often likened to singing.
Basic Terelain
The youngest variant of the Terelain language, Basic Terelain is an artificial language based primarily upon Low Terelain. Sometimes called Trade Terelain or the Terelain Trading Language, it was designed by Terelain scholars to act as a simplified form of Low Terelain that does not rely upon intonation, body language or context as much as natural Terelain laguage. This also includes a much simplified alphabet and word structure without the context markings. This variant of Terelain is most often used in communicating with other races because it is much easier for them to understand and is generally used by merchants and diplomats.
It is, effectively, the Terelain equivalent of talking loud and slow in very simplistic language to a foreigner.
Linguistic Encryption
All of the Terelain languages are highly context sensitive and dependent upon body language, context and emotional states for its meaning to be understood. Because of this all written variants of Terelain include small marking beneath words describing in detail minute changes in body language that a person speaking a word would require to understand it. For instance, the Terelain word "Aekhat" would roughly translate as "Water" on its own, however when spoken or written other factors would alter its meaning. A particular combination of posture and intonation, as well as tail and ear movements and hand gestures, would alter the word to mean "warm water" or "cold water", and in other contexts this might mean, "frozen water" or "boiling water", "Ayli aekhat' would mean "Clear water" but change the context or intonation and other factors again and this might change to "Pure water" or "Mirror"
Because of these properties of Terelain language, not only is it very difficult for other species to learn and speak with any degree of mutually intelligibility, but Terelains long ago developed systems to 'encrypt' their language in situations in which they would not want their true meaning to be understood. A subtle shift in gestures that wouldn't ordinarily change the meaning of words but which between two or more individuals do actually alter meaning might turn a common phrase such as "The sheep graze across the river" into "The enemy are encamped a mile downstream".
This is often used by spies, assassins, thieves and the military. Because of this, linguists can also make some of the best spies in Terel'Liren and those that excel in unravelling the hidden meanings within words are highly prized by the Terelain armed forces and the intelligence networks.
Groups and Individuals of Note
The Shadow-Walkers
They don't exist, they're little more than rumour, nightmare and the whispers that cow disobedient children.
They are all too real.
This group is dedicated to shadow-work; assassination, infiltration, espionage. They never miss, never fail and they are never seen. The only thing known about this group is that they supposedly answer only to the King himself and that even then he doesn't know who they are, only that they take care of problems no one else can. Supposedly they are led by the mysterious twins Bastet and Sekhmet, the much-feared assassins that have entered myth as the Hand and Claw of The King. Their exploits are as shadowy as they are legendary. It is said that they annihilated the entire noble House of Laerien when they orchestrated the War of Blades between the Great Houses of Pelenim and Risha in an attempt to seize power in order to perform a coup against the king himself. The pair are said to have somehow entered their mountain stronghold, an impenetrable fortress now abandoned deep in the mountains and slaughtered the entire family without anyone realizing until dawn, leaving only their calling card - a dagger and clawed hand painted in blood on the wall of the private chambers of the Lord Laerien.
The mere whisper that the Hand and Claw may be unleashed upon a rebellious House is enough to still entire armies and to bring even the most power-hungry baron or disenchanted earl into line.
The Oracle of Silisim
Appearing as a little girl barely out of her infancy and dressed in white, at first one might overlook The Oracle as little more than a child. You would be terribly wrong. Ancient eyes peer out from that child's face, for she is The Last Ancient, the oldest Terelain still living. No one knows when she was born or how she came to be trapped within the form of a child, but it is known that The Oracle is a mage of terrible power, and even the combined might of the Council of Archmagi could not match her will. The Oracle, it is said, sees every possible future and that she quietly manipulates the fate of the entire world for her own mysterious goals.
"Before thee stands a child, but appearances deceive. I am older than the Younger Gods and more powerful than all the Magi of the Aunidiel Line combined. Upon my left hand stands Fate and upon my right stands Prophecy. I have orchestrated the rise of empires and the fall of kings, I have seen illiterate farmers become heroes of legend and legends become little more than myth. thou think thyself above my influence? Heed my words, child; all things belong to Fate, who doth thou think tugs upon its strings? Verily, even thy arrival here was foreseen and accounted for, as is the rise and fall of thy House."
- The Oracle of Silisim, when speaking to Telar the Unifier shortly before his ascension to the Lion Throne.
Miscellaneous
The Six Bloodlines
The Terelain race is divided into six different lineages descending from the original Twelve Children of Terel and his wife Tara. Each bloodline is said to have been granted a different 'gift' by Terel and because of this you are more likely to find individuals of a certain Bloodline in one profession than another. Bloodlines are also important because each of the Six Great Houses claims leadership of one of the Bloodlines and traditionally has the power to call upon their entire Bloodline in times of war or other hardships. The following is a list of each Bloodline in descending order of seniority as well as which pair of the Twelve Children (also known as the Progenitors of each Bloodline) they claim descent from, which Gift they possess, the cities they are most numerous in and which Great House is their sovereign.
The Taemiri Bloodline
The Taemiri are descended from Terel's eldest son and eldest daughter, Tamar and Talaya. As the oldest bloodline and direct heirs to Terel and Tara, the Great House of Tynian lays claim to the throne laid vacant by Terel and are therefore acclaimed as the Royal House of Terelian. The traditional home of the Taemiri bloodline is the city of Oberoth, though many also reside in the cities of Aldareth and Olindel.
To the Taemiri, Terel imparted the "Gift of Just Rule", accordingly most Taemiri take roles of leadership in the Terelain community, many became nobles or judges and magistrates. Through the 'Gift of Just Rule' the Taemiri are given insight into how to properly lead their fellows and they are renowned for their firm but fair rulings in matters of law and in their styles of leadership.
The Aunidiel Bloodline
The Aundiel are descended from Terel's second son and second daughter, Aren and Auna. The Aunidiel are an oddity in the Terelain political system in that their status as the second oldest bloodline gives them the right to the highest honours and powers after the Taemiri, however the Aundiel often forsake these honours and they are often viewed as an example to others in the virtues of honour and humility. The Great House that leads the Aunidiel is the House of Amaar, in keeping with the spirit of their lineage the Amaar refused to take up the higher title of Archdukes and Archduchesses that were theirs by right and instead took up the lesser titles of Dukes and Duchesses.
The traditional home of the Aundiel is the city of Amra, which is home to the greatest seats of learning in the entire kingdom outside of Oberoth itself. There are also many Aunidiel residing in the cities of Mytheia and Olindel.
To the Aunidiel was given the "Gift of Wisdom" it is fitting, then, that the Aunidiel bloodline is far richer in magic than any other bloodline and descendants of the Aunidiel often become mages and students of magic and other forms of knowledge. the House of Amaar itself is also famed for its magical prowess and their children are consistently ranked amongst the most powerful magic-users in the entire Kingdom.
The Moralinri Bloodline
Descended from Terel's third son and third daughter, Morhal and Mira, the Moralinri are one of the most forthright and respected Terelains. Often given to blunt speech and a firm resolve, it is unsurprising that most Moralinri Terelains find that they are more at home in the more martial walks of life than most Terelains, indeed the Moralinri make up the mainstay of the Terelain infantry and many prominent officers can claim to be of this line. The ancestral home of the Moralinri is the great western citadel of Der'Morlain that guards the Western Pass into Terelian, to them has fallen the responsibility to forever guard the pass from the enemies of the Kingdom and it is Der'Morlain, more than any other of Terelian's four great citadels, that has seen the most war and bloodshed. Because of this, the Great House of Morlan has more than any other noble house a long history of warfare and most children of this house are accomplished warriors and generals.
To the Moralinri, Terel gave the "Gift of Strength" and from it they draw the strength of arm and resolve to face down any foe and defeat any enemy. Outside of war, the Moralinri's 'Gift' is shown by their strength of character and firm belief in the Terelain Way. The Moralinri are seen to rival even the Aundiel in their dedication to honour and the throne.
The Pelenim Bloodline
Born of Terel's fourth son and fourth daughter, Paerin and Peleia, the Pelenim are one of the most prolific of the bloodlines, and next to the Rishael and the Aedrimar, they are one of the most numerous bloodlines. The Pelenim are characterised by their skill as craftsmen and artisans. They are ruled by House Pelen of the fortress-city of Pelenor in the north, the Pelen are known for their love of art and their residences in Pelenor and Oberoth are amonst the most opulent in the entire Kingdom, though the Pelen have taken care not to compromise the defences of the Citadel of Pelenor with their improvements and modifications.
The ancestral home of the Pelenim is Pelenor, but many also reside in the cities of Osria, Nuiendiel and Belendor
To the Pelenim, Terel gave the "Gift of Crafts" it is therefore appropriate that the majority of Terelian's artists, sculptors, engineers and other skilled workers come from this lineage. It is a point of pride for every descendent of the Pelenim that every great structure of the First Kingdom, fom the Fortress-Cities to the Royal Palace to the Beacon Towers, bears the craft-marks of Pelenim craftsmen, masons and architects.
The Rishael Bloodline
Descendants of the fifth son and fifth daughter of Terel, Ristan and Risha, the Rishael inhabit the southernmost regions of Terelian, though you will no doubt find many of them scattered throughout the Kingdom and beyond. Characterised by their keen sense of profit and their eye for details and deals, the Rishael are most naturally drawn towards merchanting and trading. The Great House of Risha lead the Rishael and rule over the city of Rimni.
Their ancestral home is the fortress-city of the south, Rimni, though many also call the cities of Telem-Isar, Caair Demen and Arinor home.
To the Rishael Terel gave the "Gift of Insight" and most often use this gift to seek out better deals and to haggle for better prices, it also gives them the edge in foreign trading by allowing them to more easily adapt to foreign lands and cultures. Thus the Rishael are often ambassadors, emissaries, merchants and spies.
The Aedrimar Bloodline
The Aedrimar claim descent from Terel's youngest children, his son Aeran and his daughter Ara. The Aedrimar are one of the most numerous of all the bloodlines and are rough and ready folk, broad in shoulder and strong of arm, many turn to the lives of farmers, labourers or other such folk, though some also show an aptitude for distilling and brewing alcohol. The Aedrimar are ruled over by the Great House of Adhar of the eastern Fortress-City of Adriand.
Whilst numerous throughout the Kingdom, the Aedrimar are especially prevalent in their ancestral home of Adriand, the eastern cities of Salisia, Vaerin and the north-eastern city of Osria, famed as it is for the most potent alcohol known to mortal ken, Osrian Shadowater.
To the Aedrimar, Terel gave the "Gift of Heart" and from this gift the Aedrimar draw their love of growing things, a hard day's toil in the fields and in the great cities of the Kingdom. Though often portrayed as little more than simple peasants, in truth the Aedrimar possess a thriving and complex culture, kept alive through tale and song. It is for this reason that many of Terelian's greatest songwriters, bards and Loremasters claim descent from the Aedrimar Lineage.
The Grey Order of Silis
The city of Silisim is home to The Oracle, the most ancient of all Terelains still living and one of the most powerful magical beings in the world. However, Oracle is trapped in the body of a child - never to grow into her full measure. Because of this The Oracle's vast magical might is held constrained by the limitations of her body, she is too young in body and too frail to wield the full measure of her power lest it consume her utterly and destroyed her mortal form. The use of her magic can be very tiring for her and the most powerful of her Prescient abilities can be taxing upon her and very dangerous.
Because of this inherent frailty, she has long gathered about her followers and disciples to act as her Hand and Voice in the world, to go about in observance of events and to enact her will to ensure that her prophecies and incomprehensible plans are carried out. These servants are The Grey Order and they are devoted utterly to their Mistress. Each one is in possession of some form of the Oracular Sight and the Order itself is organised around how powerful each individuals' power is. The Order is separated into seven Circles, with the seventh being the lowest and least amongst the Order and the First Circle being the most powerful of all.
Operating somewhat outside the normal organisation of the Order is Oracle's own personal retinue, her Handmaidens. Though she has occasionally taken males into her confidence as well to serve her direct, for the most part the most powerful Seers are women and are gathered into her direct service as Handmaidens. These act as her carers, her bodyguards and her confidants. To them alone does Oracle reveal some of her inner plots and to them is entrusted the safeguarding of the Black Archive of forbidden lore housed in the Dawn Spire, Oracle's own residence.
Closest to Oracle is the First Handmaiden, who also holds the title of High Seer of the Grey Order. It is she who is in charge of the day-to-day affairs of the Order and the little details of keeping both the Order and their various missions and plots running smoothly. The First Handmaiden tends to be the most powerful Seer in the Order and is often mentored by her predecessor or even occasionally hand-picked by Oracle herself.
Most members of the Order do not leave Silisim, too busy with caring for the legendary Great Sanctuary of Silis within which is held the fabled Repository which houses Ancient Terelain artefacts and knowledge as well as the equally-famed Archives of Silis that house much forgotten lore, it in the Archives and the Sanctum Scriptorium that much of the knowledge of the Ancient Terelains and the First Kingdom is preserved. It falls also to these Seers to defend this knowledge and to guard the way to the Inner Sanctum, a hidden chamber somewhere within the Sanctuary in which all of the magic, knowledge and wisdom of the Ancients was hidden and protected, sealed away during the Great Cataclysm that destroyed the First Kingdom and has since defeated all attempts at unlocking it.
Not all Grey Seers are confined in Silisim however, some are sent out into the world to guide Fate as Oracle decrees. Some come to the courts of the nobility to become Court Seers who advise the Terelain Lords, others still become wandering ascetics, going from place to place guided by their Sight and Oracle's will to influence events however they may.
The Seventh Bloodline
Though there are only six 'true' Bloodlines of the Terelain Race, each one descended from the Twelve Progenitors born of Father Terel and Mother Tara, there also exists the Lost Bloodline. The Seventh. The truth of Oracle's origins is lost to the mists of time, and to this day it is still debated as to whether she was born in the Second Era, and so should be counted amongst the number of the Ancients, or if she was born in the First Era and so would be of the Firstborn. Of the latter school of thought the most extreme position is that Oracle is not just of the Firstborn, but of The Firstborn, the Progenitors, the actual, direct Children of Terel.
For these people, Oracle would have been the Mother of the Seventh Bloodline, to be granted the Gift of Faith that would have created a line of priests, seers and healers. However this destiny was altered by whatever event caused her to become The Oracle and so the Seventh Bloodline never came to be, existing only in Oracle herself. Critics point out that nowhere in the known historical record has there ever been mentioned a Seventh Bloodline nor any reference to a seventh male child of Terel that would have been its Father. Proponents point out that the Pre-Cataclysm historical record is fragmentary at best and is known only through oral tradition and what few Ancient Archive Crystals and texts that have been deciphered.
Despite the uncertainty over the issue, the Grey Order itself ascribes to the second view and claims itself to be of the Seventh Bloodline. Those who join the Grey Order renounce their Bloodline as part of the initiation and undergo some form of blood rite that they believe replaces the initiate's original Bloodline with Oracle's own. Thereby making them spiritually descendant of The Oracle and thus part of the Seventh Bloodline.
As can be imagined this claim is controversial in the extreme and until evidence is provided that proves beyond doubt that Oracle is the last surviving Progenitor then the so-called 'Seventh Bloodline' will never be officially recognised as a true bloodline of the Terelain people.
Terelian Mercenary Bands
The history and tradition of Terelain mercenary operations is long and illustrious. In the age of feudalism where many nations and lords raise their armies from levies of untrained and poorly-armed peasants the well-equipped mercenary armies were some of the most professional and battle-hardened military forces of the era. Whilst much smaller than most 'armies' raised by feudal lord they were of far greater quality and so long as they were paid well they could tip the balance of most minor wars in the favour of their employer.
The Terelain mercenaries were amongst the first of their kind, and at any one time you might find thousands of Terelain warriors gathered beneath the banner of the mercenary captains. At first it might seem strange that so ancient and proud a people as the Terelains, who keep themselves aloof from the petty squabbles of the 'younger races' would also be so eager to take up arms for mere coin.
It has been suggested that mercenary work is a way for their Moralinri warrior Bloodline to sate their martial urges and traditions during the centuries-long peaceful intervals between the infrequent internal armed conflicts amongst the Terelain lords and indeed this is the explanation the Terelain Monarchy ascribes to - "Boys will be boys, these young Moralinri feel an urge to win glory for their names, so why not let them get it out of their systems in your petty little wars instead of causing trouble back home?"
But there is another much more worrying explanation for the trend. Rather than being simple independent men out for coin and glory it has been suggested that most, if not all, Terelain mercenary groups are in fact fronts for the Terelain Royal Army. A method of giving their troops combat experience without resorting to open warfare with other races and kingdoms as well as a way to gather intelligence on the latest tactics, strategies and weapon developments beyond Terel'Liren's border. They could also be used to further the Kingdom's political goals, tipping the balance in certain conflicts towards a result more amenable to the mysterious plans of the Terelain people; the plots and machinations that stretch over dozens, hundreds of generations of Flicker-Lives.
Naturally Terel'Liren condemns this theory and disavows any knowledge of such underhanded tactics, such things are more for Nah Ekhrel traitors than honourable Terelains after all. However, many 'retired' mercenaries can be found amongst the ranks of the Royal Army and many mercenaries seem to have received at least some training by the Royal Army. Concrete proof of the link between the war bands and the Terelain Army is scarce, however, since individual Terelains may take decades or even centuries of service in mercenary bands before returning home and there are not many Flicker-Lives with the patience to play such a long game.
Whether or not these mercenaries are a shadowy arm of the Terelain Monarchy or final phase of training for their troops is irrelevant for many, however. Terelain mercenaries are expensive but well worth the cost. They are amongst the most well-outfitted and well-trained military forces money can buy and their loyalty and honour is unquestionable so long as the terms of their contracts are maintained. The advantage of having a loyalty, deadly fighting force at their disposal is generally enough to allay any doubts or suspicions of most foreign lords...
Magic
Terelains distinguish between three forms of magic:
Old Magic
The form of magical energy upon which the First Kingdom was based and upon which most of its technology relied, the 'Old Magic' is the original and most potent form of magical energy in the world, ordered, vast and intricate, the Old Magic is more powerful than other forms and it is easier to shape to a person's will. However, ever since the destruction of the First Kingdom millennia ago the Old Magic has been all but lost; the knowledge of how to wield it has been all but forgotten and very few sources of it remain intact. Elder Races, such as the Terelains, Dragons and Elves can most easily use this type of magic where it remains.
Wild Magic
The magical energy formed by an event the Terelains call the Cataclysm that destroyed the First Kingdom and the Elder Races of the world. The Wild Magic is vicious and difficult to use or control. It is prone to mutating, twisting and changing creatures it comes in contact with and will often twist the intentions of its users. The Wild Magic unleashed by the Cataclysm tainted and twisted the Old Magic, transmuting it into what the Terelains call 'New Magic'. Most Terelain scholars believe that the Younger Races, such as the monstrous races of Vos Valkear who have only recently, by Terelain reckoning at least, arisen to permanent or semi-permanent civilisation are products of Wild Magic changing creatures into new, sentient species. Wild Magic is normally found in the wildernesses, or in places of chaos and uncertainty.
New Magic
The most prevalent and most used form of magic, weaker than the Old Magic and less easy to control, but found in great abundance, it is the magic of Humans, monsters and most beings. It is also used by Terelains and other creatures where there is no Old Magic. New Magic isn't very well understood by most beings and its practitioners are many and varied, from sorcerers to necromancers, blood mages to elementalists and clerics. Almost every race has some form of the New Magic, but how it is used and the ceremonies and traditions surrounding it vary in the extreme.
Structures and Institutions
The Beacon Towers
The Beacon Towers of Terel'Liren are one of the most enduring remnants of the First Kingdom, save for the so-called 'New Beacon Towers' of Osria, Mytheia, Caiir Demen and Telem-Isar as these are the only Terelain cities that were not built upon the ruins of a former First Kingdom city. The New Beacon Tower is an exact replica of the other Beacon Towers, to the last stone and glyph. Each Terelain city is home to a tower, generally in the city's centre, which contains an immense magical crystal in a chamber at or near the summit. These chambers are carved with glyphs, runes and symbols from the First Kingdom and not all of them are understood, although Terelain scholars have pieced together that the carvings are part of an intricate web of spells and enchantments designed to amplify or weaken he magical emanations of the crystals and change their magical 'resonance'. Theoretically this would allow the crystals to be manipulated in a vast variety of ways, allowing mages to perform feats of magic otherwise impossible. Unfortunately, or fortunately as the case may be, the knowledge to actually use the more advanced spells inherent to such fine control has long since been lost.
Presently the only function of the Towers still remaining is as a form of kingdom-wide communication, allowing Terelain mages to send messages via magic instantly from any one tower to any, or all, of the others. This means that messages can be sent near-instantaneously from one end of the Kingdom to another.
The Beacon Towers of Terel'Liren are a small remnant of what was once a vast interconnected system of such towers built in every city of the First Kingdom, a territory that spanned a vast swathe of the Known World including many lands that have since been lost, forgotten or destroyed. Indeed, the Beacon Towers of Terel'Liren are located in the heartlands of the First Kingdom and are assumed to be amongst the oldest of these arcane devices.
Though the ruins of Beacon Towers can be found in the remnants of any Ancient Terelain city beyond Terel'Liren's present borders it should be noted that the vast majority of these cities have been almost entirely destroyed; many sank into the ocean, several were consumed by a desert and buried beneath its sands, others had mountains rise beneath them, obliterating them.
The Royal Arcanum
The newest centre of magical learning in Terel'Liren the Royal Arcanum is a school of magic dedicated entirely to the study and refinement of the Old Magic, and ways for adapting Old Magic-based technologies and rituals to work with the New Magic. The Royal Arcanum, as its name suggests, was founded by King Erisad the Wise himself. The King saw how little progress his people were making in deciphering the legacy of their ancestors and so he resolved to bring the greatest minds of Terel'Liren together to work on the issue. Though it is a very young institution by Terelain standards, at barely two centuries of age, the Royal Arcanum quickly became seen as King Erisad's greatest contribution to the Terelain people. Whilst no practical technologies have yet to result from the Arcanum's research, great leaps and bounds have been made into the study of the magical theory behind some Ancient magitech and there is a growing feeling amongst the Arcanum's researchers that they are on the brink of a breakthrough.
The most difficult problem in re-discovering the principles of higher magic is that of translating ancient Archive Crystals and tomes; what little Ancient Terelain can be deciphered often refers to phenomena without referring to their actual meanings. For instance an Ancient text might reference the Fourth Law of Magic or Tlia'aeih's Second Principle of Aetheric Resonance but such terms mean nothing if you don't know what the Fourth Law actually refers to, or indeed who the great scholar Tlia'aeih was and what he discovered.
Thus whilst the scholars of the Arcanum now know the existence of certain underlying laws and can now focus their efforts on uncovering them, progress into actual working prototypes of Magitech is slow in virtually every field. Who knows what dangers await the unwary scholar who decides to test his theory? There have been cases in Terelain history where the Mage Towers dotted in the hinterlands of the Kingdom have gone missing, exploded, been turned into cheese or, in one memorable case, get transported ten leagues eastwards and halfway up a mountain. It is, perhaps, just as well that the Mage Towers were set-up as a form of isolation lab for magical research.
For the Magi of Amra and the Royal Arcanum there are a great many rules placed upon their experimentation. Indeed Magi are forbidden to practically test any form of new or re-discovered magic within ten leagues of any settlement just in case something explodes, implodes or does something equally unpleasant.
Terelain Law
The Terelain law system is unusual amongst the legal systems of the world in that there are no prison sentences. Due to their longevity, a sentence of several months, or even several decades, is more of an inconvenience than a punishment, and locking up a person for a few centuries gets pretty expensive. Therefore, the Terelains have three forms of punishment:
For lesser crimes like theft, fraud or assault, the usual punishment for lesser offences is a fine and compensation to the injured party, for more serious instances a Terelain can have their magic sealed and be forced into a work-gang for a period determined by the severity of their offence.
For serious crimes like arson, manslaughter or attempted murder the penalty is normally exile, though this sentence can be reduced to a heavy fine and multiple years forced labour in the right circumstances.
Those who live in exile, or have managed to escape execution and flee, are named 'Nah Ehkrel' or 'The Fallen'. These hated individuals are a shame unto the Terelain people, they are outcast and reviled, cut away from the Line of Terel and no longer considered one of His Children. No Terelain may render them aid, succor or service, on pain of death or exile themselves and these exiles are treated like animals; constantly hunted, never given pause or rest.
However, if a Nah Ekhrel were to in some way redeem his honour, by rendering some immense service to the crown or in some other way show themselves to have repented fully for their crimes and be shown to be trying to make amends, then it is possible for them to be allowed back into the fold, at first being called 'Nah Enel' or 'The Sorrowful' and eventually being allowed to return home.
Children born of a Nah Ehkrel, however, are not considered to be Nah Ehkrel themselves, but Nah Enel, free of their parent's guilt, but still bearing the consequences of their punishment. These individuals are freely allowed to return to the Terelain people and become part of the Kingdom, so long as they show themselves to be against the crimes of their ancestor and shamed by it. Because the children of exiles can still become part of the Kingdom, exile is often considered to be a better alternative than execution.
For the most serious crimes, convicted by the King's Court, such as actual murder, especially of a nobleman, practicing Forbidden Magic without royal dispensation and oversight by an Archmage of the Mage's Order, and Treason of the highest order, the penalty is death. Executions vary by crime and severity, from simply beheading to hanging to burning at the stake.
In some exceptional circumstances, Terelains sentenced to exile or death can be given a third option; service in the royal army. If they serve a fixed term in the army then they can be let free, alternatively grievous injury or death in service to the Crown absolves them of their crime and restores their honour
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Terel'Liren
A small Kingdom nestled in a fertile land encircled by mountains, Terel'Liren is ancient and its traditions and customs have been upheld by thirty-four kings and queens. The only four routes into or out of the kingdom are located in passes at the cardinal points of the compass, each guarded by a fortress. Safe and secure behind their walls, the people of Terel'Liren gave themselves over to culture, the arts and the study of magic.
Many and famed are its mages and throughout the known world their pre-emminence in the mystic arts is unquestioned. The Kingdom itself relies heavily upon its mountainous borders for protection, for the Royal Army, though well-trained and equipped, is by far the smallest of the neighbouring Kingdoms and they can ill-afford to take heavy losses in prolonged warfare. Thus Terel'Liren relies on diplomacy, treaties and mutually beneficial trade to ensure its survival as much as it does on its mountain strongholds.
The inhabitants are unusual in that they are humanoid felines, gifted with inhuman agility and grace and long lives. Given to haughty superiority and aloofness, the people of Terel'Liren are seen by some as arrogant and pompous and the surrounding nations often cast covetous looks upon the territories of Terel'Liren, it would take but a push for some of these kingdoms to risk assailing the grim Citadels that guard Terel'Liren itself from invasion.
Kingdom Name: Terel'Liren; Kingdom of Magic
Ruler: King Erisad the Wise
Alignment: Lawful Neutral
Inhabitants: Terelains; long-lived humanoid felines
Locations
Oberoth
Oberoth is the capital, it is known as the City and Seat of Kings and the First City. Oberoth was originally built atop the Linaei Hill upon which the Royal Palace presently rests. The ancient city expanded to cover the entire hill and then expanded outwards, until it eventually grew to both sides of the Imerria River. Oberoth sits near the centre of Terel’Liren, at a bend in the Imerria as it runs south to north towards the Great Lake.
Oberoth possesses three walls; the outer wall, the inner wall and the palace wall, each separates the city into its Outer, Inner and Palace districts. The Outer District is the largest and is where the majority of the citizenry live. It is a place of markets, temples, homes and businesses. The Inner District is home to the wealthy, the larger and more extravagant temples and many of the libraries and places of learning in the city, including the Royal Arcanum school of magic and the Royal Archives. The Palace District is home to the Royal Palace itself as well as many government offices, buildings and embassies, it is the political heart of the entire Kingdom.
In terms of parallels to real world cities it has the religious importance of Jerusalem, Varanasi and Mecca, the cultural and political importance of Rome and Constantinople during the Roman and Byzantine Empires and the economic power of London and Venice during the British Empire and Middle Ages/Renaissance respectively. Much of Terelain culture is taken from Ancient Egypt and the Eastern Roman Empire.
For Terelains she is the centre of the world, the birthplace of culture and civilisation, the oldest and greatest of all the cities of the world. She is the heart and soul of the nation and such is her importance that if she were to ever fall into the hands of a foreign power then the Second Kingdom would surely be destroyed, for without Oberoth there can be no nation of the Terelain people.
Amra
The city of Amra in the west is sometimes called the City of Spires and it is here that most Terelain mages come to learn their arts. Amra is, like most modern Terelain cities, built upon the ruins of the original Ancient city. Amra is dominated by many towers hence the name ‘The City of Spires’. These towers house many different schools of magic and magical research centres. Near the middle of the city is the Ducal Palace, ancestral home of the Dukes and Duchesses Amaar the rulers of the city. In front of this residence is the Celestial Plaza, a large square, the floor of which is covered by mosaics and murals dating back to the First Kingdom that depict celestial bodies and mythological scenes. The Celestial Plaza is the favoured gathering place for many Terelain academics and philosophers, and it is said that there have been more discoveries and breakthrough made here than in all the schools and mage towers of the rest of the Kingdom combined.
The Four Fortresses
Der'Morlain, Guardian of the West, Pelenor, Guardian of the North, Rimni, Guardian of the South, Adriand, Guardian of the East.
For uncounted aeons these four citadels have stood, unassailable, unconquerable. Constructed during the First Era when the Terelains and the other Elder Races fought a great war against the gods and won, they are masterworks of engineering, construction and magic. Though the Great Spells that were infused into the very stones of these fortresses have faded over the millennia, their power still holds firm and the great walls have never been breached by stone, flame or magic. Built to defend against demons, dragons and Gods, very few Terelains have even the slightest glimpse into the inner workings of these great fortifications, for the magic that sustains them is of the oldest and most powerful kind, secrets that have been lost for almost fourteen thousand years.
The layout of each of the Citadels is the same; five walls high and thick, stretch from one side of the pass to the other blocking the pass on each side of the central keep, the spaces between the first two walls on the outward-facing side are killing fields void of any building or form of cover. If somehow an enemy force manages to scale the first two walls and breach the third, the buildings of the cities are built to add to the fortifications; narrow streets and flat roofs aid the defenders in street-to-street fighting and as the buildings get closer to the Keep they get progressively taller, allowing archers to fire from the heights as they retreat.
The area around the Central Keep is protected by the final wall and a final killing ground. The Citadels are the final bastion of defence of the city with thick sloping walls to hinder those tying to scale the walls, high towers and numerous deadly traps hidden within. The Great Hall where the Lords hold court is itself the most secure defensive position in the entire keep, a place that a small number of defenders could hold for many days before they could succumb to lack of provisions or overwhelming numbers.
Surmounting the citadel of each fortress is an incredibly high tower in which is held a massive magic crystal which can be used like a signal fire to quickly send messages across the Kingdom for aid. Each tower, the Tower of the Dying Sun in Der'Morlain, the Tower of the Rising Moons in Pelenor, the Tower of the Radiant Sun in Adriand and the Tower of the Gathering Night in Rimni, can be sealed to prevent anyone from ascending it to reach the crystal chamber. The power of these large crystals is such that the Terelains fear that if an enemy were to gain his hands on them they could be used to devastate the Kingdom. Thus, if the seal is broken by an unauthorised person the seal is designed to cause a magical surge within the crystal, detonating it. This could quite possibly annihilate the entire city.
The Ruins of Nias Thineral; The City of the Sorrow-Song
Most Terelain cities were re-inhabited after the end of The Scattering period when the Terelains returned to their ancestral homeland from their long wanderings after the Fall of the First Kingdom. Not so Nias Thineral.
Nias Thineral was, at one time, the second largest and most beautiful of all of the cities of the First Kingdom, so great was it that it eclipsed even ancient Oberoth and the capital was moved from Oberoth to Nias Thineral. In the days of its glory Nias Thineral became known as The City of A Thousand Temples, for it was the heart of the new-born religion of the Younger Gods, and first amongst these temples was The Crown of Heaven at the centre of the city, an immense building dominated by a central dome and on the western and eastern ends were twin towers, the Tower of the Sun and the Tower of the Moons. It is said that housed upon the great central altar of The Crown of Heaven was kept the Stone of Ancestors, the orb which the Terelain Patriarch Terel shaped with his own hands and his own magic to aid the Old Ones in their labours as they completed their creation of the world. It is said to be an artefact of unsurpassed magical power, able to channel the will of Terel himself and that it can also be used to consult with the spirits of the Revered Ancestors themselves.
But the days of glory are long past. Nias Thineral lies abandoned now; a desiccated ruin, a mere shadow of past glory and yet preserved there are the Ancients' most beautiful arts; friezes and mosaics, statues and elegant buildings, an ancient beauty that even time and the shattered stones cannot dull.
But all that remains of this city now are rumours and myths and legends, for none dare enter its bounds. It is said that the shadows whisper there, that cold winds blow and dead eyes watch. Entombed within it are the souls of countess thousands forever denied the peace of the afterlife by some unknown terror that struck the city during the height of the Cataclysm, a burst of Wild Magic, perhaps, so powerful that all who dwelt there were destroyed and twisted into the terrors that now haunt its broken streets.
It is said that the spirits that haunt this place sing upon the winds; ancient songs of pain and mourning, a dirge of insanity and agony. All who listen to it die, or are driven mad or else simply vanish into the ruins never to return. This is why Nias Thineral is forbidden and why it has entered legend as the City of the Sorrow-Song.
Because of the dangers, Nias Thineral was long ago struck from the maps of the Third Kingdom, and yet it has not been lost, for its legend has grown ever stronger in these days when so much else has been forgotten. The city lies southeast of Olindel and directly south of Oberoth, halfway between the capital and Rimni.
According to the Book of Prophecies the Exalted One Who Shall Come, a prophesied Monarch of Terelian who is 'Born of the Union of the Six Bloodlines' shall reveal their nature by going alone into Nias Thineral and subduing the spirits there, travelling to The Crown of Heaven and retrieving the Stone of Ancestors from the altar. After the Purification of Nias Thineral the Exalted One will use the Stone of the Ancestors to unseal the Sanctuary of Silisim. It is said that all the secrets of the Ancients were sealed away within the Sanctuary so that they would never be truly lost to the people of Terelian. Wielding the Stone of Ancestors and the Secrets of the Ancients, the Exalted One shall restore the glory and majesty of the Children of Terel and name the beginning of the Third Kingdom and so shall begin the Fourth Era of the world and all of the damages done by the Cataclysm will be healed and all the world shall bow before Terel's Children, for the might of the Magitechnology of the Ancient Terelains will be theirs and they shall retake their birthright as Lords of the World.
Silisim
The city of Silisim is forbidden to all but The Oracle and her Acolytes and it is here, legends tells, that the Ancients sealed away the secrets of magic and technology so that one day their descendants could restore themselves to glory. The Oracle guards the Sanctuary well; none who have dared to attempt to steal the secrets of the Ancients have ever returned. It is said that The Oracle of Silisim is the Last Ancient, for she has resided in Silisim since before Telar the Unifier founded the Second Kingdom and there are old tales from the days of The Scattering, from those first returning to Terel'Liren of Silisim's mysterious Oracle awaiting their homecoming.
The Young Cities
Mytheia
Mytheia is located in the north-west of Terel'Liren, between Amra in the centre-west and Nuendiel in the north it also lies directly west of the sacred city of Silisim. Mytheia is a small but proud city and the first of the new cities the Terelain people established, one of the few that was not preceded by an Ancient site. Because of this Mytheia is home to one of the four 'New Beacons', the only Beacon Towers construct in Terel'Liren since the collapse of the First Kingdom. Because the magi-technology and knowledge of how to properly construct a Beacon Tower was lost, these towers are meticulous copies of towers in their vicinity. In Mytheia's case the tower is a replica of the one situated in Nuendiel. Mytheia is suspected to be home to the headquarters of the Shadow-walkers, the Terelain black-ops and espionage organisation. This is because their leaders, the twin assassins Bastet and Sekhmet, are known to be the daughters of the current ruler of the city; Count Aeilein and Countess Sari of the House Masrita of the Aunidiel Bloodline.
Telem-Isar
Telem-Isar is located north and slightly west of Rimni and is the closest Terelain city to the Southern Fortress. Telem-Isar was founded in 2869 of the Second Age during the latter half of the reign of Queen Aesha II the Blessed. The city was founded by a cadet branch of the House Risha, the Rihlel. They ruled the city for some six hundred years before the family died out in the male line, being succeeded by several Lesser Noble Houses since. The city is named for its founders, Telem Rihlel and Isara Denar.
Caair Demen
Caair Demen was established by Count Caros Demen in 422 Third Age after the death of Queen Iraesha the Mad. During the uncertainty of the early years of the reign of Prince Regent Caer Silver-Tongue, who would refuse to take his rightful title as king following his mother's death, Count Caros took many of his people from the nearby city of Arinor and founded the settlement that would grow into Caair Demen. Caros declared his independence from Terel'Liren, beginning the short-lived "Fool's Rebellion" which would see the egotistical count executed for High Treason against the crown following a four year siege of the new town, which at the time was simply known as Demen. Rather than disperse the young settlement after the execution of its founder, the Prince-Regent instead commanded it to be developed and turned into a true city of Terel'Liren, constructing the Beacon Tower here by copying the one located at Arinor. This massive civil works project would be the largest and most impressive of the Third Age, causing a new city the equal of any of the ancient seats of Terel'Liren to be established in only a few decades. In recognition of this, the city was renamed Caer Demen to honour both the Prince-Regent and to serve as a reminder of the fates of those foolish enough to rebel against the Lion Throne. The spelling of Caer Demen would eventually be corrupted to its present form.
Osria
Terel'Liren's youngest city and one of only four not restored from the ruins of the First Kingdom, it is also the site of the last and fourth Beacon Tower constructed in the past 13,000 years. The Osrian Beacon Tower is an exact replica of the Beacon Tower of Vaerin, the city directly to the west of it across the Great Lake. The Beacon Tower has every glyph, every room, even the stones are laid in the exact same manner. However the Osrian Beacon Tower is inferior to the older Towers for several reasons, primarily due to the fact that the crystal at the Tower's apex is of significantly inferior quality and of smaller size than the other Towers and is also imbued with weaker, less complex spells. The magic infused in the aetheric circuits of the Tower is also less complex and far weaker than the Old Magic of the Ancients. For this reason, Osria relies upon the Towers of the nearby cities of Vaerin and Salisia to link it into the network, unlike the other Towers which each link to every other Tower independently. The various unknown, hidden higher functions of the other Towers are also entirely missing from the Osrian Tower and so it would likely need to be rebuilt if those functions were ever to be rediscovered.
Osria's population is primarily of the Aedrimar Bloodline and it is a highly industrious city established to quarry stone and mine metals from the mountains. It has since become famous, or infamous, for its many breweries and distilleries, producing some 60% of Terel'Liren's total supply of alcohol. The most potent of these brews is a unique spirit called Osrian Shadowwater, due to the fact that it is distilled from rare plants that only grow in the shadow of the Renala Mountains on the shore of the Great Lake near Osria and also for its dark blue to purple-black colouration. The recipes for the various types of Shadowwater are the most closely guarded secrets in Osria and perhaps in all of Terel'Liren but for the Great Repository of Silisim itself.
Osrian Shadowwater is served in thimble sized glasses and is one of the most potent alcoholic drinks known to the Terelains. In a pinch it can be used as a general disinfectant or poison and according to rumour, can be mixed into either a highly corrosive or highly explosive form if the correct additives are applied. Urban legend suggest it was first brewed by the semi-mythical Terelain black ops group 'The Shadow-walkers' as a poison and emergency flammable weapon.
The History of Terel'Liren
The name Terel'Liren translates as Terel Land or Terel's Land in reference to the First Terelain and First King, Terel the Eternal, who in ancient times founded the First Kingdom and led his Children into a golden age of might and magi-technology not seen since. The First Kingdom lasted for uncounted ages in peace and prosperity until an unknown disaster, since called The Great Cataclysm, destroyed it and the survivors abandoned their cities and homes and fled into the wilds in an event known as The Scattering.
Centuries or millennia later the Children of Terel returned to their ancestral lands and began rebuilding. Eventually a Scion of the Taemiri Lineage, Telar the Unifier, gained control over the city-state of Oberoth, the former capital of the First Kingdom, and engaged in a campaign of unification against the other Terelain city-states. Over his thousand-year reign Telar reunited the Terelain people under One King and One Land, and thus he founded The Second Kingdom of Terel, that which outsiders named Terel'Liren after the region which they inhabit, the name which they most often mispronounce as Terelian.
For the rest of their history, over the reigns of the thirty-four Kings and Queens of Tere'Liren, they have been rebuilding and restoring their lost legacy, but even now much of the knowledge of the First Kingdom remains lost and a great deal of their magi-technology is too damaged to use, or else impervious to most efforts at reactivating it. It is theorised by the mages of Terel'Liren that the Cataclysm somehow fundamentally altered the magic of the world so that it changed into the form used in the current times, but a form which is mostly incompatible with the old magi-tech of their ancestors.
Terel'Liren is but a shadow of what it once was but its people remain proud and they believe that one day they will be able to restore themselves to their former glory, regain what was lost to them and bring about the Second Golden Age of Magic.
The Weapons of Terel'Liren
Apart from the standard swords, spears, crossbows, longbows and axes and similar weaponry, the military forces of Terel'Liren have several unique weapons.
The Amran Bladestaff
A weapon most often wielded by Aunidiel Terelains, this variant of the bladestaff is produced solely in the Aunidiel city of Amra. A long lacquered staff the same size as the average Terelain with gently curving, graceful fat crescent-shaped blades on both ends, the blades flowing out of the wood without a seam or join. The Amran Bladestaff is a slashing and cutting weapon most often used by Aunidiel Battlemages. Since Battlemage training incorporates the Terelain martial art 'Tae Kil Raan' to harden the mind and body in preparation for the strenuous spell-casting a Battlemage undergoes on the battlefield, the Amran Bladestaff is often used in graceful, dance-like motions that are intended to bring both blades to bear upon an opponent, or multiple opponents, at once.
'Ssahat' Claw Gauntlet
Often used by Terelain warriors that prefer to meet their foes up close and personal, the Ssahat is a metal gauntlet with extendible metal claws and is used in conjunction with the fluid motions of the unarmed variant of the 'Tae Kil Raan' martial art to turn what would otherwise be an impractical short-range weapon into something truly deadly. A master of the Ssahat can often be seen flowing across the field of battle, tearing apart his foes with these claws in a brutal but eerily beautiful display of raw feral power. For the less honourable, these claws can be dipped in a variety of poisons to cause paralysis, tiredness, painful spasms or simple death. It is known that these weapons are favoured by the Terelain covert-operations group known as the Shadow-Walkers, especially by one of their twin leaders the assassin Sekhmet.
Terel'Liren Religion
The Terelains worship the Younger Gods of Terel'Liren, this pantheon contains numerous deities of varying attributes, domains and powers and is split into two subsets - the Greater and Lesser Younger Gods. The deities presently worshipped are;
Greater Younger Gods
Tia'Ren, Queen of the Stars and Heavens
She is patron and protector of the Taemiri Lineage and most especially the Royal House. Tia'Ren is a very benevolent deity and under her dominion is lightning, fire and all things that come from the sky. Tia'Ren is the third and final judge of the dead. After Ilaris chooses the difficulty and length of a soul's passage into the afterlife and the Revered Ancestors place upon a dead soul tasks of penance for sins, Tia'Ren decides the ultimate fate of a soul. If a soul has been purged of its misdeeds and sins after the previous trials, then she will allow them to live in the City of the Gods, Aeh Renmaia, in happiness and peace for eternity. If, however, they are unrepentant or their sins simply to numerous and too great, she will send them to Tlar Hashkari, a place of pain, suffering and purification. After a soul has spent time there and it is purified by its suffering it can then be brought before her again for a new judgement, after which they may be allowed into Aeh Renmaia, or be sentenced to further trials.
For the rare, truly damned and irredeemable, there is also the terrible punishment of being thrown into The Void Beyond All where the former deities of the Terelains, the mad and cruel Old Ones, are imprisoned. It is a place of unending horror and a fate which terrifies even the ageless Terelains.
Terenen, King of the Aether and Magic
He is patron and protector of all Terel'Liren, though he is especially watchful of the Aunidiel. Under his domain are spirits, magic and all the things not bound to the physical plane.
Ilaris, Queen of the Night
Ruler over the largest moon that also bears her name, Ilaris is amongst the most mysterious and most powerful deities known to the Terelains. She is ancient, and some believe that she is born of an even older pantheon, the Old Ones who preceded the Younger Gods, or perhaps is even a Primordial, the First Gods. Whatever the truth, Ilaris is the patron of assassins, thieves, hunters and all whose domain lies in the darkness of night for it is by her grace that these men and women are protected by the shadows and that sanctuary can easily be revoked. Ilaris is also the first of the three Judges of the Dead and it is she who decides which one of the Twilit Paths a soul may take to the afterlife, and therefore how long and difficult the journey is and how much protection they have from her sisters.
Senura, The Guide
Ruler over the middle moon, Senura is younger than Ilaris but of the same order of deity, whatever that may be. Senura's job is to act as guide to the dead, showing them the way through the twists, turns and dangers of the Twilit Paths. Her lantern provides the light of the Three Moons and it has the power to reveal all things hidden. Because of this Senura is most often prayed to by those whose duty it is to reveal truth; judges, magistrates, guards and Elders, and also by those who wish truth to be concealed, such as assassins, thieves and spies.
Tara-Menil, The Little Sister
Ruler over the smallest moon, Tara-Menil is also the youngest of the Three Sisters and it is her duty to protect the souls of the dead as they travel the Twilit Paths. Tara-Menil is often depicted as the most innocent and most kind-hearted of the Three Sisters and many popular Terelains myths show her falling in love with poets, musicians, shepherds and dead souls. It is to Tara-Menil that many creative men pray for inspiration and to her that lovers give their devotions for blessings on their relationships. Some also pray to her to protect the souls of the recently deceased or to intervene on the behalf of a dead relative or friend during their judgement by Ilaris.
Irihsta, Goddess of Wise Counsel
Patron of the Aunidiel Bloodline, Irihsta is said to have drank from the Wellspring of Fate which granted her wisdom and foresight. Goddess of advisers, seers and other such individuals, Irihsta is also popular with judges and magistrates and those who require clarity of mind in their dealings.
Undhar, Lord of the Blade and Forge
Patron of the Moralinri Bloodline but also beloved by the Aedrimar, Undhar is a god of both war and metalwork. Smiths pray to him for guidance and for skill in their work, whilst soldiers pray to him for victory in battle and strength for their weapons. Undhar is a stubborn but dependable deity who takes great pride in his work and is always diligent about his tasks.
Dranda, God of Art and Music
Dranda is especially beloved by the Aedrimar Bloodline, though he is also well-loved by the Pelenim and all artists and musicians. Under his dominion are all things relating to creativity and inspiration, and so he is loved by any who seek such things in their endeavours. Both artists and scientists and magi call Dranda their patron. He is sometimes considered to be the brother or mate to Eunae, Goddess of Hearth and Flame.
Maerai, Goddess of the Dead
Though she is not one of the Three Judges, all those who die fall under Maerai's domain. Once a Judgement is carried out it is Maerai's duty to escort the soul to their assigned place. She watches over and protects all of the dead, she provides comfort and succour and sometimes assists the Three Sisters in their duties. A gentle and quite deity, Maerai is often prayed to by those who are bereaved to help or protect loved ones as well as to comfort those left behind.
Unur, Younger God of War
Brother to Undhar of the Blade and Forge, Unur is the god of battle, tactics, strategy and warfare. As can be imagined he is held in particular reverence by the Moralinri and he is considered to be their patron alongside his brother in some circles. Temples to Unur and Undhar tend to be combined or build side by side or at least very close to one another.
Kahiya, Younger Goddess of Dusk and Dawn, Lady of Change
(WIP)
Evral, Younger God of Perception, Lord of Thieves, Merchants and Hunters
Patron of the Rishael Bloodline (WIP)
Saryan, Younger God of Craftsmanship
Patron of the Pelenim Bloodline (WIP)
Eunae, Younger Goddess of the Hearth and Flame
Patron of the Aedrimar Bloodline (WIP)
Lesser Younger Gods
Yrael, Younger God of Lakes and Rivers
By extension of his domain he is also god of seas, ponds and any other body of water. (WIP)
Vyanaei Younger Goddess of Hope and Healing
(WIP)
Mythressa the Queen of the Vengeful Heart, Goddess of Vengeance
Associated with the wolf, uniquely so amongst Terelain deities. Myth states her to be youngest amongst the gods and wiht the fiercest temper. (WIP)
Oriendar, the Younger God of Travellers
(WIP)
The Terelain Language
The modern Terelain language comes in two forms; High Terelain and Low Terelain. There is also the Ancient Terelain language from which modern Terelain is descendant and the First Tongue from which Ancient Terelain springs.
High Terelain
The language of poets, artists, philosophers, priests and kings, High Terelain is a deep language full of nuance and subtlety that is best used to describe terms that are very difficult to use in other languages or other variants of the Terelain language. It is the language with which complex concepts can be best articulated, such as technical magical theory, metaphysics and theology and the most complex inner workings of state. High Terelain is also a beautiful language when spoken and written and its aesthetic appeal is therefore very attractive to those of a creative persuasion. Its ability to more easily describe esoteric or metaphysical terms and realities also makes it popular with poets and priests, when it comes to describing the works of nature or the gods.
To give an example, there are four different words in High Terelain for describing the sun alone.
Low Terelain
A much more down-to-earth language, and the one most used in Terelian, it is therefore often called Common Terelain. Whilst Low Terelain cannot so easily describe terms dealing with the incredibly complex or esoteric it is much better at describing the concrete world around us than High Terelain and it is much quicker and easier to use in day-to-day dealings. Whilst much simpler and 'user-friendly' than High Terelain, the Low variant is a similarly beautiful language when spoken, and the Terelain accent when speaking other language is often likened to singing.
Basic Terelain
The youngest variant of the Terelain language, Basic Terelain is an artificial language based primarily upon Low Terelain. Sometimes called Trade Terelain or the Terelain Trading Language, it was designed by Terelain scholars to act as a simplified form of Low Terelain that does not rely upon intonation, body language or context as much as natural Terelain laguage. This also includes a much simplified alphabet and word structure without the context markings. This variant of Terelain is most often used in communicating with other races because it is much easier for them to understand and is generally used by merchants and diplomats.
It is, effectively, the Terelain equivalent of talking loud and slow in very simplistic language to a foreigner.
Linguistic Encryption
All of the Terelain languages are highly context sensitive and dependent upon body language, context and emotional states for its meaning to be understood. Because of this all written variants of Terelain include small marking beneath words describing in detail minute changes in body language that a person speaking a word would require to understand it. For instance, the Terelain word "Aekhat" would roughly translate as "Water" on its own, however when spoken or written other factors would alter its meaning. A particular combination of posture and intonation, as well as tail and ear movements and hand gestures, would alter the word to mean "warm water" or "cold water", and in other contexts this might mean, "frozen water" or "boiling water", "Ayli aekhat' would mean "Clear water" but change the context or intonation and other factors again and this might change to "Pure water" or "Mirror"
Because of these properties of Terelain language, not only is it very difficult for other species to learn and speak with any degree of mutually intelligibility, but Terelains long ago developed systems to 'encrypt' their language in situations in which they would not want their true meaning to be understood. A subtle shift in gestures that wouldn't ordinarily change the meaning of words but which between two or more individuals do actually alter meaning might turn a common phrase such as "The sheep graze across the river" into "The enemy are encamped a mile downstream".
This is often used by spies, assassins, thieves and the military. Because of this, linguists can also make some of the best spies in Terel'Liren and those that excel in unravelling the hidden meanings within words are highly prized by the Terelain armed forces and the intelligence networks.
Groups and Individuals of Note
The Shadow-Walkers
They don't exist, they're little more than rumour, nightmare and the whispers that cow disobedient children.
They are all too real.
This group is dedicated to shadow-work; assassination, infiltration, espionage. They never miss, never fail and they are never seen. The only thing known about this group is that they supposedly answer only to the King himself and that even then he doesn't know who they are, only that they take care of problems no one else can. Supposedly they are led by the mysterious twins Bastet and Sekhmet, the much-feared assassins that have entered myth as the Hand and Claw of The King. Their exploits are as shadowy as they are legendary. It is said that they annihilated the entire noble House of Laerien when they orchestrated the War of Blades between the Great Houses of Pelenim and Risha in an attempt to seize power in order to perform a coup against the king himself. The pair are said to have somehow entered their mountain stronghold, an impenetrable fortress now abandoned deep in the mountains and slaughtered the entire family without anyone realizing until dawn, leaving only their calling card - a dagger and clawed hand painted in blood on the wall of the private chambers of the Lord Laerien.
The mere whisper that the Hand and Claw may be unleashed upon a rebellious House is enough to still entire armies and to bring even the most power-hungry baron or disenchanted earl into line.
The Oracle of Silisim
Appearing as a little girl barely out of her infancy and dressed in white, at first one might overlook The Oracle as little more than a child. You would be terribly wrong. Ancient eyes peer out from that child's face, for she is The Last Ancient, the oldest Terelain still living. No one knows when she was born or how she came to be trapped within the form of a child, but it is known that The Oracle is a mage of terrible power, and even the combined might of the Council of Archmagi could not match her will. The Oracle, it is said, sees every possible future and that she quietly manipulates the fate of the entire world for her own mysterious goals.
"Before thee stands a child, but appearances deceive. I am older than the Younger Gods and more powerful than all the Magi of the Aunidiel Line combined. Upon my left hand stands Fate and upon my right stands Prophecy. I have orchestrated the rise of empires and the fall of kings, I have seen illiterate farmers become heroes of legend and legends become little more than myth. thou think thyself above my influence? Heed my words, child; all things belong to Fate, who doth thou think tugs upon its strings? Verily, even thy arrival here was foreseen and accounted for, as is the rise and fall of thy House."
- The Oracle of Silisim, when speaking to Telar the Unifier shortly before his ascension to the Lion Throne.
Miscellaneous
The Six Bloodlines
The Terelain race is divided into six different lineages descending from the original Twelve Children of Terel and his wife Tara. Each bloodline is said to have been granted a different 'gift' by Terel and because of this you are more likely to find individuals of a certain Bloodline in one profession than another. Bloodlines are also important because each of the Six Great Houses claims leadership of one of the Bloodlines and traditionally has the power to call upon their entire Bloodline in times of war or other hardships. The following is a list of each Bloodline in descending order of seniority as well as which pair of the Twelve Children (also known as the Progenitors of each Bloodline) they claim descent from, which Gift they possess, the cities they are most numerous in and which Great House is their sovereign.
The Taemiri Bloodline
The Taemiri are descended from Terel's eldest son and eldest daughter, Tamar and Talaya. As the oldest bloodline and direct heirs to Terel and Tara, the Great House of Tynian lays claim to the throne laid vacant by Terel and are therefore acclaimed as the Royal House of Terelian. The traditional home of the Taemiri bloodline is the city of Oberoth, though many also reside in the cities of Aldareth and Olindel.
To the Taemiri, Terel imparted the "Gift of Just Rule", accordingly most Taemiri take roles of leadership in the Terelain community, many became nobles or judges and magistrates. Through the 'Gift of Just Rule' the Taemiri are given insight into how to properly lead their fellows and they are renowned for their firm but fair rulings in matters of law and in their styles of leadership.
The Aunidiel Bloodline
The Aundiel are descended from Terel's second son and second daughter, Aren and Auna. The Aunidiel are an oddity in the Terelain political system in that their status as the second oldest bloodline gives them the right to the highest honours and powers after the Taemiri, however the Aundiel often forsake these honours and they are often viewed as an example to others in the virtues of honour and humility. The Great House that leads the Aunidiel is the House of Amaar, in keeping with the spirit of their lineage the Amaar refused to take up the higher title of Archdukes and Archduchesses that were theirs by right and instead took up the lesser titles of Dukes and Duchesses.
The traditional home of the Aundiel is the city of Amra, which is home to the greatest seats of learning in the entire kingdom outside of Oberoth itself. There are also many Aunidiel residing in the cities of Mytheia and Olindel.
To the Aunidiel was given the "Gift of Wisdom" it is fitting, then, that the Aunidiel bloodline is far richer in magic than any other bloodline and descendants of the Aunidiel often become mages and students of magic and other forms of knowledge. the House of Amaar itself is also famed for its magical prowess and their children are consistently ranked amongst the most powerful magic-users in the entire Kingdom.
The Moralinri Bloodline
Descended from Terel's third son and third daughter, Morhal and Mira, the Moralinri are one of the most forthright and respected Terelains. Often given to blunt speech and a firm resolve, it is unsurprising that most Moralinri Terelains find that they are more at home in the more martial walks of life than most Terelains, indeed the Moralinri make up the mainstay of the Terelain infantry and many prominent officers can claim to be of this line. The ancestral home of the Moralinri is the great western citadel of Der'Morlain that guards the Western Pass into Terelian, to them has fallen the responsibility to forever guard the pass from the enemies of the Kingdom and it is Der'Morlain, more than any other of Terelian's four great citadels, that has seen the most war and bloodshed. Because of this, the Great House of Morlan has more than any other noble house a long history of warfare and most children of this house are accomplished warriors and generals.
To the Moralinri, Terel gave the "Gift of Strength" and from it they draw the strength of arm and resolve to face down any foe and defeat any enemy. Outside of war, the Moralinri's 'Gift' is shown by their strength of character and firm belief in the Terelain Way. The Moralinri are seen to rival even the Aundiel in their dedication to honour and the throne.
The Pelenim Bloodline
Born of Terel's fourth son and fourth daughter, Paerin and Peleia, the Pelenim are one of the most prolific of the bloodlines, and next to the Rishael and the Aedrimar, they are one of the most numerous bloodlines. The Pelenim are characterised by their skill as craftsmen and artisans. They are ruled by House Pelen of the fortress-city of Pelenor in the north, the Pelen are known for their love of art and their residences in Pelenor and Oberoth are amonst the most opulent in the entire Kingdom, though the Pelen have taken care not to compromise the defences of the Citadel of Pelenor with their improvements and modifications.
The ancestral home of the Pelenim is Pelenor, but many also reside in the cities of Osria, Nuiendiel and Belendor
To the Pelenim, Terel gave the "Gift of Crafts" it is therefore appropriate that the majority of Terelian's artists, sculptors, engineers and other skilled workers come from this lineage. It is a point of pride for every descendent of the Pelenim that every great structure of the First Kingdom, fom the Fortress-Cities to the Royal Palace to the Beacon Towers, bears the craft-marks of Pelenim craftsmen, masons and architects.
The Rishael Bloodline
Descendants of the fifth son and fifth daughter of Terel, Ristan and Risha, the Rishael inhabit the southernmost regions of Terelian, though you will no doubt find many of them scattered throughout the Kingdom and beyond. Characterised by their keen sense of profit and their eye for details and deals, the Rishael are most naturally drawn towards merchanting and trading. The Great House of Risha lead the Rishael and rule over the city of Rimni.
Their ancestral home is the fortress-city of the south, Rimni, though many also call the cities of Telem-Isar, Caair Demen and Arinor home.
To the Rishael Terel gave the "Gift of Insight" and most often use this gift to seek out better deals and to haggle for better prices, it also gives them the edge in foreign trading by allowing them to more easily adapt to foreign lands and cultures. Thus the Rishael are often ambassadors, emissaries, merchants and spies.
The Aedrimar Bloodline
The Aedrimar claim descent from Terel's youngest children, his son Aeran and his daughter Ara. The Aedrimar are one of the most numerous of all the bloodlines and are rough and ready folk, broad in shoulder and strong of arm, many turn to the lives of farmers, labourers or other such folk, though some also show an aptitude for distilling and brewing alcohol. The Aedrimar are ruled over by the Great House of Adhar of the eastern Fortress-City of Adriand.
Whilst numerous throughout the Kingdom, the Aedrimar are especially prevalent in their ancestral home of Adriand, the eastern cities of Salisia, Vaerin and the north-eastern city of Osria, famed as it is for the most potent alcohol known to mortal ken, Osrian Shadowater.
To the Aedrimar, Terel gave the "Gift of Heart" and from this gift the Aedrimar draw their love of growing things, a hard day's toil in the fields and in the great cities of the Kingdom. Though often portrayed as little more than simple peasants, in truth the Aedrimar possess a thriving and complex culture, kept alive through tale and song. It is for this reason that many of Terelian's greatest songwriters, bards and Loremasters claim descent from the Aedrimar Lineage.
The Grey Order of Silis
The city of Silisim is home to The Oracle, the most ancient of all Terelains still living and one of the most powerful magical beings in the world. However, Oracle is trapped in the body of a child - never to grow into her full measure. Because of this The Oracle's vast magical might is held constrained by the limitations of her body, she is too young in body and too frail to wield the full measure of her power lest it consume her utterly and destroyed her mortal form. The use of her magic can be very tiring for her and the most powerful of her Prescient abilities can be taxing upon her and very dangerous.
Because of this inherent frailty, she has long gathered about her followers and disciples to act as her Hand and Voice in the world, to go about in observance of events and to enact her will to ensure that her prophecies and incomprehensible plans are carried out. These servants are The Grey Order and they are devoted utterly to their Mistress. Each one is in possession of some form of the Oracular Sight and the Order itself is organised around how powerful each individuals' power is. The Order is separated into seven Circles, with the seventh being the lowest and least amongst the Order and the First Circle being the most powerful of all.
Operating somewhat outside the normal organisation of the Order is Oracle's own personal retinue, her Handmaidens. Though she has occasionally taken males into her confidence as well to serve her direct, for the most part the most powerful Seers are women and are gathered into her direct service as Handmaidens. These act as her carers, her bodyguards and her confidants. To them alone does Oracle reveal some of her inner plots and to them is entrusted the safeguarding of the Black Archive of forbidden lore housed in the Dawn Spire, Oracle's own residence.
Closest to Oracle is the First Handmaiden, who also holds the title of High Seer of the Grey Order. It is she who is in charge of the day-to-day affairs of the Order and the little details of keeping both the Order and their various missions and plots running smoothly. The First Handmaiden tends to be the most powerful Seer in the Order and is often mentored by her predecessor or even occasionally hand-picked by Oracle herself.
Most members of the Order do not leave Silisim, too busy with caring for the legendary Great Sanctuary of Silis within which is held the fabled Repository which houses Ancient Terelain artefacts and knowledge as well as the equally-famed Archives of Silis that house much forgotten lore, it in the Archives and the Sanctum Scriptorium that much of the knowledge of the Ancient Terelains and the First Kingdom is preserved. It falls also to these Seers to defend this knowledge and to guard the way to the Inner Sanctum, a hidden chamber somewhere within the Sanctuary in which all of the magic, knowledge and wisdom of the Ancients was hidden and protected, sealed away during the Great Cataclysm that destroyed the First Kingdom and has since defeated all attempts at unlocking it.
Not all Grey Seers are confined in Silisim however, some are sent out into the world to guide Fate as Oracle decrees. Some come to the courts of the nobility to become Court Seers who advise the Terelain Lords, others still become wandering ascetics, going from place to place guided by their Sight and Oracle's will to influence events however they may.
The Seventh Bloodline
Though there are only six 'true' Bloodlines of the Terelain Race, each one descended from the Twelve Progenitors born of Father Terel and Mother Tara, there also exists the Lost Bloodline. The Seventh. The truth of Oracle's origins is lost to the mists of time, and to this day it is still debated as to whether she was born in the Second Era, and so should be counted amongst the number of the Ancients, or if she was born in the First Era and so would be of the Firstborn. Of the latter school of thought the most extreme position is that Oracle is not just of the Firstborn, but of The Firstborn, the Progenitors, the actual, direct Children of Terel.
For these people, Oracle would have been the Mother of the Seventh Bloodline, to be granted the Gift of Faith that would have created a line of priests, seers and healers. However this destiny was altered by whatever event caused her to become The Oracle and so the Seventh Bloodline never came to be, existing only in Oracle herself. Critics point out that nowhere in the known historical record has there ever been mentioned a Seventh Bloodline nor any reference to a seventh male child of Terel that would have been its Father. Proponents point out that the Pre-Cataclysm historical record is fragmentary at best and is known only through oral tradition and what few Ancient Archive Crystals and texts that have been deciphered.
Despite the uncertainty over the issue, the Grey Order itself ascribes to the second view and claims itself to be of the Seventh Bloodline. Those who join the Grey Order renounce their Bloodline as part of the initiation and undergo some form of blood rite that they believe replaces the initiate's original Bloodline with Oracle's own. Thereby making them spiritually descendant of The Oracle and thus part of the Seventh Bloodline.
As can be imagined this claim is controversial in the extreme and until evidence is provided that proves beyond doubt that Oracle is the last surviving Progenitor then the so-called 'Seventh Bloodline' will never be officially recognised as a true bloodline of the Terelain people.
Terelian Mercenary Bands
The history and tradition of Terelain mercenary operations is long and illustrious. In the age of feudalism where many nations and lords raise their armies from levies of untrained and poorly-armed peasants the well-equipped mercenary armies were some of the most professional and battle-hardened military forces of the era. Whilst much smaller than most 'armies' raised by feudal lord they were of far greater quality and so long as they were paid well they could tip the balance of most minor wars in the favour of their employer.
The Terelain mercenaries were amongst the first of their kind, and at any one time you might find thousands of Terelain warriors gathered beneath the banner of the mercenary captains. At first it might seem strange that so ancient and proud a people as the Terelains, who keep themselves aloof from the petty squabbles of the 'younger races' would also be so eager to take up arms for mere coin.
It has been suggested that mercenary work is a way for their Moralinri warrior Bloodline to sate their martial urges and traditions during the centuries-long peaceful intervals between the infrequent internal armed conflicts amongst the Terelain lords and indeed this is the explanation the Terelain Monarchy ascribes to - "Boys will be boys, these young Moralinri feel an urge to win glory for their names, so why not let them get it out of their systems in your petty little wars instead of causing trouble back home?"
But there is another much more worrying explanation for the trend. Rather than being simple independent men out for coin and glory it has been suggested that most, if not all, Terelain mercenary groups are in fact fronts for the Terelain Royal Army. A method of giving their troops combat experience without resorting to open warfare with other races and kingdoms as well as a way to gather intelligence on the latest tactics, strategies and weapon developments beyond Terel'Liren's border. They could also be used to further the Kingdom's political goals, tipping the balance in certain conflicts towards a result more amenable to the mysterious plans of the Terelain people; the plots and machinations that stretch over dozens, hundreds of generations of Flicker-Lives.
Naturally Terel'Liren condemns this theory and disavows any knowledge of such underhanded tactics, such things are more for Nah Ekhrel traitors than honourable Terelains after all. However, many 'retired' mercenaries can be found amongst the ranks of the Royal Army and many mercenaries seem to have received at least some training by the Royal Army. Concrete proof of the link between the war bands and the Terelain Army is scarce, however, since individual Terelains may take decades or even centuries of service in mercenary bands before returning home and there are not many Flicker-Lives with the patience to play such a long game.
Whether or not these mercenaries are a shadowy arm of the Terelain Monarchy or final phase of training for their troops is irrelevant for many, however. Terelain mercenaries are expensive but well worth the cost. They are amongst the most well-outfitted and well-trained military forces money can buy and their loyalty and honour is unquestionable so long as the terms of their contracts are maintained. The advantage of having a loyalty, deadly fighting force at their disposal is generally enough to allay any doubts or suspicions of most foreign lords...
Magic
Terelains distinguish between three forms of magic:
Old Magic
The form of magical energy upon which the First Kingdom was based and upon which most of its technology relied, the 'Old Magic' is the original and most potent form of magical energy in the world, ordered, vast and intricate, the Old Magic is more powerful than other forms and it is easier to shape to a person's will. However, ever since the destruction of the First Kingdom millennia ago the Old Magic has been all but lost; the knowledge of how to wield it has been all but forgotten and very few sources of it remain intact. Elder Races, such as the Terelains, Dragons and Elves can most easily use this type of magic where it remains.
Wild Magic
The magical energy formed by an event the Terelains call the Cataclysm that destroyed the First Kingdom and the Elder Races of the world. The Wild Magic is vicious and difficult to use or control. It is prone to mutating, twisting and changing creatures it comes in contact with and will often twist the intentions of its users. The Wild Magic unleashed by the Cataclysm tainted and twisted the Old Magic, transmuting it into what the Terelains call 'New Magic'. Most Terelain scholars believe that the Younger Races, such as the monstrous races of Vos Valkear who have only recently, by Terelain reckoning at least, arisen to permanent or semi-permanent civilisation are products of Wild Magic changing creatures into new, sentient species. Wild Magic is normally found in the wildernesses, or in places of chaos and uncertainty.
New Magic
The most prevalent and most used form of magic, weaker than the Old Magic and less easy to control, but found in great abundance, it is the magic of Humans, monsters and most beings. It is also used by Terelains and other creatures where there is no Old Magic. New Magic isn't very well understood by most beings and its practitioners are many and varied, from sorcerers to necromancers, blood mages to elementalists and clerics. Almost every race has some form of the New Magic, but how it is used and the ceremonies and traditions surrounding it vary in the extreme.
Structures and Institutions
The Beacon Towers
The Beacon Towers of Terel'Liren are one of the most enduring remnants of the First Kingdom, save for the so-called 'New Beacon Towers' of Osria, Mytheia, Caiir Demen and Telem-Isar as these are the only Terelain cities that were not built upon the ruins of a former First Kingdom city. The New Beacon Tower is an exact replica of the other Beacon Towers, to the last stone and glyph. Each Terelain city is home to a tower, generally in the city's centre, which contains an immense magical crystal in a chamber at or near the summit. These chambers are carved with glyphs, runes and symbols from the First Kingdom and not all of them are understood, although Terelain scholars have pieced together that the carvings are part of an intricate web of spells and enchantments designed to amplify or weaken he magical emanations of the crystals and change their magical 'resonance'. Theoretically this would allow the crystals to be manipulated in a vast variety of ways, allowing mages to perform feats of magic otherwise impossible. Unfortunately, or fortunately as the case may be, the knowledge to actually use the more advanced spells inherent to such fine control has long since been lost.
Presently the only function of the Towers still remaining is as a form of kingdom-wide communication, allowing Terelain mages to send messages via magic instantly from any one tower to any, or all, of the others. This means that messages can be sent near-instantaneously from one end of the Kingdom to another.
The Beacon Towers of Terel'Liren are a small remnant of what was once a vast interconnected system of such towers built in every city of the First Kingdom, a territory that spanned a vast swathe of the Known World including many lands that have since been lost, forgotten or destroyed. Indeed, the Beacon Towers of Terel'Liren are located in the heartlands of the First Kingdom and are assumed to be amongst the oldest of these arcane devices.
Though the ruins of Beacon Towers can be found in the remnants of any Ancient Terelain city beyond Terel'Liren's present borders it should be noted that the vast majority of these cities have been almost entirely destroyed; many sank into the ocean, several were consumed by a desert and buried beneath its sands, others had mountains rise beneath them, obliterating them.
The Royal Arcanum
The newest centre of magical learning in Terel'Liren the Royal Arcanum is a school of magic dedicated entirely to the study and refinement of the Old Magic, and ways for adapting Old Magic-based technologies and rituals to work with the New Magic. The Royal Arcanum, as its name suggests, was founded by King Erisad the Wise himself. The King saw how little progress his people were making in deciphering the legacy of their ancestors and so he resolved to bring the greatest minds of Terel'Liren together to work on the issue. Though it is a very young institution by Terelain standards, at barely two centuries of age, the Royal Arcanum quickly became seen as King Erisad's greatest contribution to the Terelain people. Whilst no practical technologies have yet to result from the Arcanum's research, great leaps and bounds have been made into the study of the magical theory behind some Ancient magitech and there is a growing feeling amongst the Arcanum's researchers that they are on the brink of a breakthrough.
The most difficult problem in re-discovering the principles of higher magic is that of translating ancient Archive Crystals and tomes; what little Ancient Terelain can be deciphered often refers to phenomena without referring to their actual meanings. For instance an Ancient text might reference the Fourth Law of Magic or Tlia'aeih's Second Principle of Aetheric Resonance but such terms mean nothing if you don't know what the Fourth Law actually refers to, or indeed who the great scholar Tlia'aeih was and what he discovered.
Thus whilst the scholars of the Arcanum now know the existence of certain underlying laws and can now focus their efforts on uncovering them, progress into actual working prototypes of Magitech is slow in virtually every field. Who knows what dangers await the unwary scholar who decides to test his theory? There have been cases in Terelain history where the Mage Towers dotted in the hinterlands of the Kingdom have gone missing, exploded, been turned into cheese or, in one memorable case, get transported ten leagues eastwards and halfway up a mountain. It is, perhaps, just as well that the Mage Towers were set-up as a form of isolation lab for magical research.
For the Magi of Amra and the Royal Arcanum there are a great many rules placed upon their experimentation. Indeed Magi are forbidden to practically test any form of new or re-discovered magic within ten leagues of any settlement just in case something explodes, implodes or does something equally unpleasant.
Terelain Law
The Terelain law system is unusual amongst the legal systems of the world in that there are no prison sentences. Due to their longevity, a sentence of several months, or even several decades, is more of an inconvenience than a punishment, and locking up a person for a few centuries gets pretty expensive. Therefore, the Terelains have three forms of punishment:
For lesser crimes like theft, fraud or assault, the usual punishment for lesser offences is a fine and compensation to the injured party, for more serious instances a Terelain can have their magic sealed and be forced into a work-gang for a period determined by the severity of their offence.
For serious crimes like arson, manslaughter or attempted murder the penalty is normally exile, though this sentence can be reduced to a heavy fine and multiple years forced labour in the right circumstances.
Those who live in exile, or have managed to escape execution and flee, are named 'Nah Ehkrel' or 'The Fallen'. These hated individuals are a shame unto the Terelain people, they are outcast and reviled, cut away from the Line of Terel and no longer considered one of His Children. No Terelain may render them aid, succor or service, on pain of death or exile themselves and these exiles are treated like animals; constantly hunted, never given pause or rest.
However, if a Nah Ekhrel were to in some way redeem his honour, by rendering some immense service to the crown or in some other way show themselves to have repented fully for their crimes and be shown to be trying to make amends, then it is possible for them to be allowed back into the fold, at first being called 'Nah Enel' or 'The Sorrowful' and eventually being allowed to return home.
Children born of a Nah Ehkrel, however, are not considered to be Nah Ehkrel themselves, but Nah Enel, free of their parent's guilt, but still bearing the consequences of their punishment. These individuals are freely allowed to return to the Terelain people and become part of the Kingdom, so long as they show themselves to be against the crimes of their ancestor and shamed by it. Because the children of exiles can still become part of the Kingdom, exile is often considered to be a better alternative than execution.
For the most serious crimes, convicted by the King's Court, such as actual murder, especially of a nobleman, practicing Forbidden Magic without royal dispensation and oversight by an Archmage of the Mage's Order, and Treason of the highest order, the penalty is death. Executions vary by crime and severity, from simply beheading to hanging to burning at the stake.
In some exceptional circumstances, Terelains sentenced to exile or death can be given a third option; service in the royal army. If they serve a fixed term in the army then they can be let free, alternatively grievous injury or death in service to the Crown absolves them of their crime and restores their honour
Some examples of the most common Terelain language, Low Terelain, to give people an idea of what it might look like, though the written form of the language itself would look more like Arabic.
Excerpts of Low Terelain
The Moralinri Creed
Os ilir, falyara
Os utul, lirua
Os morendun, ilir
In peace, vigiliance.
In darkness, hope
In war, serenity
The Terelain Prayer of the Dying
Ir Ilaris, Esirr nihr nah Obrethutul, reyaa eia yeni kri tul haka enriyu
Ir Senura, Gaela kri Viya, siilea eia tul vasin renyl siila kri akrutul sayn eis gae
Ir Tara-Menil, N'eiala Unayn, unan eia tunu utul kri asha, ilam eia as nah kelav gae
Ir Abara Eserenien, syun oslu eis vuun kri syun nah haka nihr eis iuna, reyaa sayn elyan nihr eis anhar
Ir Tia'Ren, Aeh Esirr, Il un enelnih'tae nihr taer kri yahl aekatae, reyaa eiyal kri evril vasin drayma kri elu eia luo pelna os nah Aeh Ereth
Il vetat eis aelyth luo vas kri sena hur ilir
O Ilaris, Queen of the Night, judge me well and with true justice
O Senura, Guide and Watcher, illuminate me with your blessed light and obscure not my path
O Tara-Menil, Beloved Protector, shield me from darkness and evil, comfort me on the hard path
O Revered Ancestors, look into my heart and see the truth of my deeds, judge not harshly of my words
O Tia'Ren, Celestial Queen, I am penitent of sins and stand purified, judge fair and wisely your servant and allow me to remain in the Celestial City
I release my soul to you and ask for peace
(Traditionally recited by a dying Terelain as they fade away, or by a close individual as the Terelain lies dying if they cannot.)
Invocation Against Evil Spirits
Os nah ulr nihr nah yeshun, os nah ulr nihr nah Eserenien, os nah ulr nihr nah Essa kri nah Sirr, Il keshra vaasna! Eshuna luo nah utul!
In the name of the gods, in the name of the Ancestors, in the name of the Mother and the Father, I abjure thee! Go back (return) to the darkness!
Prayer to Tia'Ren
Nila Okra, Essir nihr Suundi, bal eia ilir kri siilea eis gae.
Beloved One, Queen of Years, grant me serenity and illuminate my path.
(Note: sometimes this prayer utilises the High Terelain word N'eiala instead of Nila, both meaning 'Beloved'. Normally used as a term of endearment between spouses, it is a term of great affection)
The King's Epithets
Esurr Erisad nah Evruun
King Erisad the Wise
Esurr Erisad Siimyera'ina
King Erisad Silverbrow
(Siimyera, Low Terelain for 'Silver' literally means 'Shining Metal' combining the words Siima 'Shining' and Yeru 'Metal'. Ina means 'brow' or 'forehead')
Nathaniel nah Vuketha Eshuna
Nathaniel the Exile Returned
(Vuketha literally means 'Without Home', combining Vuk 'Without' and Etha 'Home' which is in turn related to the word Ereth 'City'. It is likely related to an Ancient Terelain word meaning One Without City, or One Without Tribe, or as they were called, Kindred. Terelains of the Early Scattering Period, directly after the collapse of the First Kingdom, referred to themselves by this root word which is why some Terelain scholars refer to it as the Exilic Period.)
Excerpts of Low Terelain
The Moralinri Creed
Os ilir, falyara
Os utul, lirua
Os morendun, ilir
In peace, vigiliance.
In darkness, hope
In war, serenity
The Terelain Prayer of the Dying
Ir Ilaris, Esirr nihr nah Obrethutul, reyaa eia yeni kri tul haka enriyu
Ir Senura, Gaela kri Viya, siilea eia tul vasin renyl siila kri akrutul sayn eis gae
Ir Tara-Menil, N'eiala Unayn, unan eia tunu utul kri asha, ilam eia as nah kelav gae
Ir Abara Eserenien, syun oslu eis vuun kri syun nah haka nihr eis iuna, reyaa sayn elyan nihr eis anhar
Ir Tia'Ren, Aeh Esirr, Il un enelnih'tae nihr taer kri yahl aekatae, reyaa eiyal kri evril vasin drayma kri elu eia luo pelna os nah Aeh Ereth
Il vetat eis aelyth luo vas kri sena hur ilir
O Ilaris, Queen of the Night, judge me well and with true justice
O Senura, Guide and Watcher, illuminate me with your blessed light and obscure not my path
O Tara-Menil, Beloved Protector, shield me from darkness and evil, comfort me on the hard path
O Revered Ancestors, look into my heart and see the truth of my deeds, judge not harshly of my words
O Tia'Ren, Celestial Queen, I am penitent of sins and stand purified, judge fair and wisely your servant and allow me to remain in the Celestial City
I release my soul to you and ask for peace
(Traditionally recited by a dying Terelain as they fade away, or by a close individual as the Terelain lies dying if they cannot.)
Invocation Against Evil Spirits
Os nah ulr nihr nah yeshun, os nah ulr nihr nah Eserenien, os nah ulr nihr nah Essa kri nah Sirr, Il keshra vaasna! Eshuna luo nah utul!
In the name of the gods, in the name of the Ancestors, in the name of the Mother and the Father, I abjure thee! Go back (return) to the darkness!
Prayer to Tia'Ren
Nila Okra, Essir nihr Suundi, bal eia ilir kri siilea eis gae.
Beloved One, Queen of Years, grant me serenity and illuminate my path.
(Note: sometimes this prayer utilises the High Terelain word N'eiala instead of Nila, both meaning 'Beloved'. Normally used as a term of endearment between spouses, it is a term of great affection)
The King's Epithets
Esurr Erisad nah Evruun
King Erisad the Wise
Esurr Erisad Siimyera'ina
King Erisad Silverbrow
(Siimyera, Low Terelain for 'Silver' literally means 'Shining Metal' combining the words Siima 'Shining' and Yeru 'Metal'. Ina means 'brow' or 'forehead')
Nathaniel nah Vuketha Eshuna
Nathaniel the Exile Returned
(Vuketha literally means 'Without Home', combining Vuk 'Without' and Etha 'Home' which is in turn related to the word Ereth 'City'. It is likely related to an Ancient Terelain word meaning One Without City, or One Without Tribe, or as they were called, Kindred. Terelains of the Early Scattering Period, directly after the collapse of the First Kingdom, referred to themselves by this root word which is why some Terelain scholars refer to it as the Exilic Period.)
Map of Terel'Liren
A map of Terel'Liren with the Forbidden Ruins of Nias Thineral marked. Not marked are the Boundary Stones, menhirs built in a ring one mile distant from the cursed city each within sight of each other raised by King Telar the Unifier more than thirteen thousand years before the present day after he left the throne to his son, Ithri I and marched with his Royal Guard to the city to attempt to purify it. These Boundary Stones are inscribed with a warning in Old High Terelain forbidding all access to the city due to the evil and madness that resides there. Impregnated in the stones are ancient enchantments and wards that are intended to contain the Corruption of the city which are regularly inspected and maintained by the Conclave of Archmagi of Amra, furthers layers of defensive magic are added whenever new techniques are uncovered.
Also upon the stones are the last known words of King Telar, which are projected in what is presumably his voice and translated by a now-lost Ancient magic reiterating the warnings inscribed upon the menhirs. It is assumed that these stones would have been removed if Telar had succeeded in purging the city.
The penalty for entering Nias Thineral or removing artefacts from the city is summary incineration and exorcism as well as the execution and/or incineration of anyone who might have accompanied you or associated with you as well as the destruction of any artefacts taken from the city. This is regardless of whether or not you're a citizen of Terel'Liren or even a Terelain.
They take the blight of this place very, very seriously.
A map of Terel'Liren with the Forbidden Ruins of Nias Thineral marked. Not marked are the Boundary Stones, menhirs built in a ring one mile distant from the cursed city each within sight of each other raised by King Telar the Unifier more than thirteen thousand years before the present day after he left the throne to his son, Ithri I and marched with his Royal Guard to the city to attempt to purify it. These Boundary Stones are inscribed with a warning in Old High Terelain forbidding all access to the city due to the evil and madness that resides there. Impregnated in the stones are ancient enchantments and wards that are intended to contain the Corruption of the city which are regularly inspected and maintained by the Conclave of Archmagi of Amra, furthers layers of defensive magic are added whenever new techniques are uncovered.
Also upon the stones are the last known words of King Telar, which are projected in what is presumably his voice and translated by a now-lost Ancient magic reiterating the warnings inscribed upon the menhirs. It is assumed that these stones would have been removed if Telar had succeeded in purging the city.
The penalty for entering Nias Thineral or removing artefacts from the city is summary incineration and exorcism as well as the execution and/or incineration of anyone who might have accompanied you or associated with you as well as the destruction of any artefacts taken from the city. This is regardless of whether or not you're a citizen of Terel'Liren or even a Terelain.
They take the blight of this place very, very seriously.
Terelain Dating System
Disclaimer: the events detailed in the Overview section come from the original histories and myths of the Terelains before I imported them to the Expanse. As such none of the events, persons or deities are confirmed to canonically have existed or occurred in the Expanse. It's no more accurate than any other mythical history.
The Terelain people have a very, very long and complex history and this is reflected in the manner in which they number years. Unlike the AD/CE dating scheme the Terelain system contains what they call a 'Liminal Year', effectively a Year 0. This means that, unlike in the AD/CE scheme the 21st century of a Terelain calendar would be the 2100s, not the 2000s, since they're not hopping from 1 BCE to 1 CE, instead in their calendar there would be 1 BCE 0 LY 1CE.
Another complexity of the Terelain calendar is the fact that it is not simply a linear, unbroken string of years relating to a critical event in order to number years. Instead the Terelain calendar features Era and Ages, though a secondary less-commonly used numbering system follows a more familiar scheme.
The rationale behind liminal years is quite simple. The year itself is nominally part of both the preceding and succeeding Ages, so that the Third Age ends and the Fourth Age begins in the same Year 0 hence the term 'liminal' to describe it since the year exists in an in-between state. So, the murder of Mother Tara, the First Death that was the sign of the passing of the First Age of the First Era occurred in Year 0 2A3E, since the same event also began the Second Age.
To clarify, in the Terelain dating system the current year is 2269 of the Fourth Age of the Third Era which can also be expressed as 2269.4/3, 2269 4A3E or as 2269 4(3) with the Fourth Age beginning in Year 0 4A3E. However in the secondary dating system the year is approximately 13470 AC (After Cataclysm). This is dated from the beginning of the reign of Telar the Unifier at the start of the Third Era since giving an accurate year for the beginning of the Cataclysm is impossible. It is likely that the real number of years since the Cataclysm is several centuries larger.
Overview of Ages and Eras
What follows is a summary of the Ages and Eras as reckoned by the Terelains to give an idea of how their calendar works.
First Era
First Age - The Age begins when Terel the Eternal, Father of the Terelains, is created by the Elder Gods shortly after the creation of the world. Animals, plants and the other Elder Races are created. The Elder Gods slide into cruelty and madness due to The Corruption instilled within them by Chaos, one of the oldest of the Primordials - the Gods that created the Elder Gods. Tara the Beloved, Mother of the Terelains, is struck down by the Worldshaper, King of the Old Gods. Death enters the world. Terel the Eternal defies his creators and openly rebels alongside the other Progenitors of the Elder Races, they create the Ancient Pact that binds the Elder races together in blood and magic in what would be known as the Grand Alliance of Elder Races. The Exodus of the Elder Races from the Halls of the Old Gods occurs, they settle and found what would one day be Oberoth, the First City and present Capital of Terel'Liren. The Great Rebellion begins, the First Age ends.
Second Age - The Elder Races wage a long and terrible war against the Elder Gods. The Gods create plagues, diseases, races of monsters and demons to destroy their errant creations. The Elder Races continue to resist and even begin to win the war. The Elder Gods created Faraclaw the Terrible and Sylahee the Dread Eclipse, Progenitors of Dragonkind, the youngest and final Elder Race. The Second Age ends.
Third Age - The Dragons tip the balance back in the favour of the Gods, the perfect soldiers and killing machines and backed by armies of monsters, demons and eldritch horrors the rebelling Elder Races are driven to the brink of extinction. In desperation Terel went unarmed and alone to Faraclaw and spoke with him. Faraclaw defects and brings many of the Dragons with him, he binds his race to the other Elder Races. Third age ends.
Fourth Age - Backed by the Dragons, the tide of the war turns again in the favour of the Elder Races. Faraclaw the Terrible strikes down his mate Sylahee the Dread Eclipse in the skies above the Dragonholme, supposedly the tallest mountain in the world, located in a huge mountain range in the farthest north of the world (possibly even beyond the Expanse itself). The fell armies of the Old Gods are finally defeated at the Third Battle of the Endless Plain and the Old Gods are cast out from the world and imprisoned. Thus ends the Fourth Age, as well as the First Era.
Second Era
First Age - The world recovers from thousands upon thousands of years of war. Finally at peace, the Elder Races go their separate ways and scatter to the four corners of the earth and found their own nations and cultures apart from their brethren. Some time later, the leaders of the Elder Races are drawn back to Oberoth and there they found the Second Grand Alliance under the nominal leadership of the Sovereign-Elect of the Alliance, Overlord of the Elder Races. A new Sovereign-Elect would be voted on every hundred years. The re-affirmation of the Pact ends the First Age.
Second Age - Magic and technology advances relatively swiftly, the Elder Races unlock many secrets and mysteries of the universe and forge wonders and beautiful cities. Wars are infrequent and small-scale. A cultural renaissance occurs late in the period as a longing for spiritual fulfilment leads many Elder Races back towards religion and gods, concepts long forbidden and derided since the reign of the Old Gods. The Younger Gods emerge at the end of the Age to replace their Fallen elders, ending the Second Age.
Third Age - The religion of the Younger Gods spreads and finds various levels of hostility and acceptance amongst the different races. During this period the civilisation and magi-technological ability of the Elder Races is considered to reach its peak. At the end of the Age the War of Twelve Kings erupts, a war that engulfs the entire world and devastates the kingdoms, the first such war since the First Era. The ending of peace is also the end of the Third age.
Fourth Age - Civilisation stagnates and wars, though less devastating than the War of Twelve Kings, become much more frequent. Later sources suggest that The Corruption returned during this period, causing a slow decline in civilisation but one which might have been reversible had the Great Cataclysm not occurred. An unknown magical disaster reshaped the world, forming the modern continents and lands, altering the very fundamental nature of magic (hence the Terelain distinction between Old, New and Wild Magic) and causing many natural disasters. The mythical Floating Cities of Irien fall from the sky, the Weeping Plague sweep through the east like wildfire. Drought, famine and war become common across the world, as well as earthquakes, volcanoes and floods. The Withering of the Forests devastates the more arboreal Elder Races. Sedentary, urban civilisation collapses.
The Scattering
Due to the near-total destruction and chaos caused by the Catalysm accurate dating is nigh impossible. There is still much debate amongst Terelain scholars to to whether the Fourth Age of the Second Era ended with the fall of civilisation, and the period of nomadic clans of wandering survivors should constitute its own Fifth Age or whether The Scattering is simply the latter days of the Fourth Age.
Either way, scholars separate this period into the Early, Middle and Late Scattering. The Early Scattering is characterised by a shift to nomadic living but with some few hold-outs of semi-urban remnants of the old kingdoms. The Middle Scattering is the period after those hold outs are destroyed or take up nomad-ism themselves. The Late Scattering Period is characterised by the slow re-establishment of sedentary civilisation and the re-inhabiting of old urban centres. In Terel'Liren squabbling city-states emerge amongst the ruins, bolstered by waves of returning Terelains over several centuries with their own customs and laws.
Third Era
First Age - Begins with the crowning of Telar the Unifier, King of Oberoth and founder of the First Dynasty of the House of Tynian, as High King of Terel'Liren. Thus was founded the Second Kingdom of the Children of Terel. Telar and his direct descendants codify the laws, customs and religion of the Kingdom, establishing the basis for Terelain culture, law and tradition for the next thirteen thousand years. The First Age ends with the crowning of Queen Aesha I the Ascendant to the Lion Throne, founder of the Second Dynasty of the House of Tynian as she was descendant of a secondary line, from the second son of King Ithri I, the king directly after Telar. She ascended to the throne because the main line was rendered extinct when Queen Ahlara the Seer died without issue.
Second Age - The Second Age was a period of relative peace. The Terelain kingdom was stable and prosperous and they began looking beyond their borders for the first time to open diplomatic relations with other nations and peoples. The Second Age ended with the emergency of Bahra the Dark Apostle, a former Seer of the Grey Order and servant of The Oracle who had been twisted by The Corruption. She claimed herself as a Prophet of the Old Gods and formed around herself the Cult of Shadow Awakened. She would initiate one of the worst civil wars in Terelain history, one which stretched on for decades and had lingering influences even today. The First Black Crusade. Bahra was struck down in the Second Battle of Nias Thineral by King Tlarik I Lightningspear and her cult broken, however Bahra had undergone a terrible apotheosis in her service to the dark powers and even the destruction of her physical body would not rid Terel'Liren of that evil. It is said that she lives on, a disembodied wraith that can sometimes retake physical form when her strength grows great enough.
Third Age - The Kingdom recovered slowly after the First Black Crusade and would suffer a resurgence of the Cult of Shadow Awakened and a Second Black Crusade during the reign of King Sthari II the Great. Despite these trials, however, Terel'Liren continued to prosper though it in this period that the infamous Terelain policy isolationism and neutrality began, leading to them cutting off most contact with the outside world for centuries at a time. The Third Age ended with the extinction of the Second Dynasty after the childless death of Vronar II the Scholar, beginning the second ever regency in the Kingdom's history and the first regent not of the House Tynian - the ninety-seven year reign of Lord-Regent Iraen Amaar.
Fourth Age - The Fourth Age is the present period of time and began with the ascension of Queen Ahna of the Riven Oak, beginning the Third Dynasty of the House of Tynian. Most of this period saw the longest continual period of isolation for Terel'Liren. This was due to events in the reigns of the three monarchs directly before the present king, Erisad. Their epithets speak for themselves - Shaelin the Mourning King, Queen Amlia the Black and King Maelin the Veiled.
Judging from the pattern of age established so far in Terelain myth and history, a significant event should be due relatively soon on the same order as the sealing away of mad gods and the utter annihilation of global civilisation, since both the First and Second Eras lasted for four Ages each. This is... slightly worrying.
Disclaimer: the events detailed in the Overview section come from the original histories and myths of the Terelains before I imported them to the Expanse. As such none of the events, persons or deities are confirmed to canonically have existed or occurred in the Expanse. It's no more accurate than any other mythical history.
The Terelain people have a very, very long and complex history and this is reflected in the manner in which they number years. Unlike the AD/CE dating scheme the Terelain system contains what they call a 'Liminal Year', effectively a Year 0. This means that, unlike in the AD/CE scheme the 21st century of a Terelain calendar would be the 2100s, not the 2000s, since they're not hopping from 1 BCE to 1 CE, instead in their calendar there would be 1 BCE 0 LY 1CE.
Another complexity of the Terelain calendar is the fact that it is not simply a linear, unbroken string of years relating to a critical event in order to number years. Instead the Terelain calendar features Era and Ages, though a secondary less-commonly used numbering system follows a more familiar scheme.
The rationale behind liminal years is quite simple. The year itself is nominally part of both the preceding and succeeding Ages, so that the Third Age ends and the Fourth Age begins in the same Year 0 hence the term 'liminal' to describe it since the year exists in an in-between state. So, the murder of Mother Tara, the First Death that was the sign of the passing of the First Age of the First Era occurred in Year 0 2A3E, since the same event also began the Second Age.
To clarify, in the Terelain dating system the current year is 2269 of the Fourth Age of the Third Era which can also be expressed as 2269.4/3, 2269 4A3E or as 2269 4(3) with the Fourth Age beginning in Year 0 4A3E. However in the secondary dating system the year is approximately 13470 AC (After Cataclysm). This is dated from the beginning of the reign of Telar the Unifier at the start of the Third Era since giving an accurate year for the beginning of the Cataclysm is impossible. It is likely that the real number of years since the Cataclysm is several centuries larger.
Overview of Ages and Eras
What follows is a summary of the Ages and Eras as reckoned by the Terelains to give an idea of how their calendar works.
First Era
First Age - The Age begins when Terel the Eternal, Father of the Terelains, is created by the Elder Gods shortly after the creation of the world. Animals, plants and the other Elder Races are created. The Elder Gods slide into cruelty and madness due to The Corruption instilled within them by Chaos, one of the oldest of the Primordials - the Gods that created the Elder Gods. Tara the Beloved, Mother of the Terelains, is struck down by the Worldshaper, King of the Old Gods. Death enters the world. Terel the Eternal defies his creators and openly rebels alongside the other Progenitors of the Elder Races, they create the Ancient Pact that binds the Elder races together in blood and magic in what would be known as the Grand Alliance of Elder Races. The Exodus of the Elder Races from the Halls of the Old Gods occurs, they settle and found what would one day be Oberoth, the First City and present Capital of Terel'Liren. The Great Rebellion begins, the First Age ends.
Second Age - The Elder Races wage a long and terrible war against the Elder Gods. The Gods create plagues, diseases, races of monsters and demons to destroy their errant creations. The Elder Races continue to resist and even begin to win the war. The Elder Gods created Faraclaw the Terrible and Sylahee the Dread Eclipse, Progenitors of Dragonkind, the youngest and final Elder Race. The Second Age ends.
Third Age - The Dragons tip the balance back in the favour of the Gods, the perfect soldiers and killing machines and backed by armies of monsters, demons and eldritch horrors the rebelling Elder Races are driven to the brink of extinction. In desperation Terel went unarmed and alone to Faraclaw and spoke with him. Faraclaw defects and brings many of the Dragons with him, he binds his race to the other Elder Races. Third age ends.
Fourth Age - Backed by the Dragons, the tide of the war turns again in the favour of the Elder Races. Faraclaw the Terrible strikes down his mate Sylahee the Dread Eclipse in the skies above the Dragonholme, supposedly the tallest mountain in the world, located in a huge mountain range in the farthest north of the world (possibly even beyond the Expanse itself). The fell armies of the Old Gods are finally defeated at the Third Battle of the Endless Plain and the Old Gods are cast out from the world and imprisoned. Thus ends the Fourth Age, as well as the First Era.
Second Era
First Age - The world recovers from thousands upon thousands of years of war. Finally at peace, the Elder Races go their separate ways and scatter to the four corners of the earth and found their own nations and cultures apart from their brethren. Some time later, the leaders of the Elder Races are drawn back to Oberoth and there they found the Second Grand Alliance under the nominal leadership of the Sovereign-Elect of the Alliance, Overlord of the Elder Races. A new Sovereign-Elect would be voted on every hundred years. The re-affirmation of the Pact ends the First Age.
Second Age - Magic and technology advances relatively swiftly, the Elder Races unlock many secrets and mysteries of the universe and forge wonders and beautiful cities. Wars are infrequent and small-scale. A cultural renaissance occurs late in the period as a longing for spiritual fulfilment leads many Elder Races back towards religion and gods, concepts long forbidden and derided since the reign of the Old Gods. The Younger Gods emerge at the end of the Age to replace their Fallen elders, ending the Second Age.
Third Age - The religion of the Younger Gods spreads and finds various levels of hostility and acceptance amongst the different races. During this period the civilisation and magi-technological ability of the Elder Races is considered to reach its peak. At the end of the Age the War of Twelve Kings erupts, a war that engulfs the entire world and devastates the kingdoms, the first such war since the First Era. The ending of peace is also the end of the Third age.
Fourth Age - Civilisation stagnates and wars, though less devastating than the War of Twelve Kings, become much more frequent. Later sources suggest that The Corruption returned during this period, causing a slow decline in civilisation but one which might have been reversible had the Great Cataclysm not occurred. An unknown magical disaster reshaped the world, forming the modern continents and lands, altering the very fundamental nature of magic (hence the Terelain distinction between Old, New and Wild Magic) and causing many natural disasters. The mythical Floating Cities of Irien fall from the sky, the Weeping Plague sweep through the east like wildfire. Drought, famine and war become common across the world, as well as earthquakes, volcanoes and floods. The Withering of the Forests devastates the more arboreal Elder Races. Sedentary, urban civilisation collapses.
The Scattering
Due to the near-total destruction and chaos caused by the Catalysm accurate dating is nigh impossible. There is still much debate amongst Terelain scholars to to whether the Fourth Age of the Second Era ended with the fall of civilisation, and the period of nomadic clans of wandering survivors should constitute its own Fifth Age or whether The Scattering is simply the latter days of the Fourth Age.
Either way, scholars separate this period into the Early, Middle and Late Scattering. The Early Scattering is characterised by a shift to nomadic living but with some few hold-outs of semi-urban remnants of the old kingdoms. The Middle Scattering is the period after those hold outs are destroyed or take up nomad-ism themselves. The Late Scattering Period is characterised by the slow re-establishment of sedentary civilisation and the re-inhabiting of old urban centres. In Terel'Liren squabbling city-states emerge amongst the ruins, bolstered by waves of returning Terelains over several centuries with their own customs and laws.
Third Era
First Age - Begins with the crowning of Telar the Unifier, King of Oberoth and founder of the First Dynasty of the House of Tynian, as High King of Terel'Liren. Thus was founded the Second Kingdom of the Children of Terel. Telar and his direct descendants codify the laws, customs and religion of the Kingdom, establishing the basis for Terelain culture, law and tradition for the next thirteen thousand years. The First Age ends with the crowning of Queen Aesha I the Ascendant to the Lion Throne, founder of the Second Dynasty of the House of Tynian as she was descendant of a secondary line, from the second son of King Ithri I, the king directly after Telar. She ascended to the throne because the main line was rendered extinct when Queen Ahlara the Seer died without issue.
Second Age - The Second Age was a period of relative peace. The Terelain kingdom was stable and prosperous and they began looking beyond their borders for the first time to open diplomatic relations with other nations and peoples. The Second Age ended with the emergency of Bahra the Dark Apostle, a former Seer of the Grey Order and servant of The Oracle who had been twisted by The Corruption. She claimed herself as a Prophet of the Old Gods and formed around herself the Cult of Shadow Awakened. She would initiate one of the worst civil wars in Terelain history, one which stretched on for decades and had lingering influences even today. The First Black Crusade. Bahra was struck down in the Second Battle of Nias Thineral by King Tlarik I Lightningspear and her cult broken, however Bahra had undergone a terrible apotheosis in her service to the dark powers and even the destruction of her physical body would not rid Terel'Liren of that evil. It is said that she lives on, a disembodied wraith that can sometimes retake physical form when her strength grows great enough.
Third Age - The Kingdom recovered slowly after the First Black Crusade and would suffer a resurgence of the Cult of Shadow Awakened and a Second Black Crusade during the reign of King Sthari II the Great. Despite these trials, however, Terel'Liren continued to prosper though it in this period that the infamous Terelain policy isolationism and neutrality began, leading to them cutting off most contact with the outside world for centuries at a time. The Third Age ended with the extinction of the Second Dynasty after the childless death of Vronar II the Scholar, beginning the second ever regency in the Kingdom's history and the first regent not of the House Tynian - the ninety-seven year reign of Lord-Regent Iraen Amaar.
Fourth Age - The Fourth Age is the present period of time and began with the ascension of Queen Ahna of the Riven Oak, beginning the Third Dynasty of the House of Tynian. Most of this period saw the longest continual period of isolation for Terel'Liren. This was due to events in the reigns of the three monarchs directly before the present king, Erisad. Their epithets speak for themselves - Shaelin the Mourning King, Queen Amlia the Black and King Maelin the Veiled.
Judging from the pattern of age established so far in Terelain myth and history, a significant event should be due relatively soon on the same order as the sealing away of mad gods and the utter annihilation of global civilisation, since both the First and Second Eras lasted for four Ages each. This is... slightly worrying.
Miscellaneous Continued
Terelain Fertility
The Terelains are an ancient and ageless race, though they can be killed by grave injury or sickness they do not suffer age or infirmity of boy or mind that goes along with it. Physically speaking Terelain ageing will halt around the equivalent of 25-30 and remain at that physical age for the rest of their long, long lives.
Terelain pregnancies are very long indeed, lasting a full year from conception to birth, they also mature at near half the rate of a human, so that they will reach full physical maturity at around the age of 50, at which point they are of marriageable age and are able to drink and take on other such rights and responsibilities. However they are not allowed to take up active service in the army or take up teaching positions or any kind of high office until they are at least a full century old.
Terelains have children but rarely, a Terelain couple can go for centuries without conceiving a child and most families will only have one or two children and these are likely to be many decades or centuries apart in age. Part of the reason for this low birth rate is the plentiful supply of contraceptive herbs and the like which can be brewed into a tea that prevents pregnancies, however even removing this factor the Terelain birthrate is very, very low.
There is evidence to suggest that the more Terelains there are in a single area the less fertile females become, possibly due to pheromones. The more Terelain females there are in an area the stronger these pheromones become which reduces the fertility of all of them, this is somewhat borne out by Terelain history - in periods when the population has been very low and spread thin the birthrates have sky-rocketed, at least in comparison, whilst birthrates have fallen consistently across Terelain history as populations grow more and more dense in the predominantly-urban Kingdom until they have reached a plateau which seems to ensure either a stable population or a very slow net increase.
This relative infertility has caused two significant peculiarities in Terelain culture. Firstly motherhood is revered quite heavily and mothers are granted higher social status and respect than females who have not yet had children, indeed the more children a female has the higher her social status is amongst her peers though of course other achievements and factors come into play when ultimately deciding the pecking order. This also results in mothers having a significant sway over the rest of their families and it is not uncommon for some women to become powerful matriarchs amongst their extended family with a similar authority and reverence afforded to them as any royally-appointed magistrate or official.
The second effect of the low birthrate is the trade-mark Terelain attitude to children, who are often spoiled heavily by those around them. Additionally harming a child in any matter is considered to be the ultimate crime in Terelain culture and is actually weighed the same as or greater than ordinary murder, rape and even High Treason. Harming a child, even if it isn't a Terelain one, is is the surest way to gain you the scorn and hatred of any Terelain and if you actually harm one of their own then woe betide you, for the wrath you would incur will be boundless and it is not a thing a Terelain can forgive.
The Elder Races
The mythic histories of the Terelain race repeatedly refers to the concept of 'Elder' and 'Younger' races which is an integral part of the self-identity of most Terelains and heavily colours their diplomatic and cultural interactions with other races. Because the true historical record of the original Terelain kingdom and its contemporaries is heavily fragmented and has mostly been lost over the nearly fourteen thousand year period since the First Kingdom's collapse the actual categories of races which the Terelains ascribe to is somewhat arbitrary and based a great deal on oral tradition and mythology.
The Terelains tend to give preferential treatment to the peoples they deem to be an 'Elder Race' or cultures that can somehow be linked back to the Elder Races of old which have sometimes been termed the 'Successor Races' to differentiate them from the more generic 'Younger Race' appellation.
Elder Races According To Terel'Liren
The exact number of Elder Races is unknown due to the loss of most historical records dating from the pre-Cataclysm period however the Terelains do know of a handful of races they believe to have been contemporaries of their original civilisation:
The Elves - Terelains afford Elves and Elvish civilisations the highest respect and honours and consider them to be amongst the oldest and most highly-regarded of the extant Elder Races. The exception to this are offshoots of the Elven race they deem to be fallen to the 'Corruption', some form of malignant magic or cosmic force. The most notable instance of this, according to Terelains, is the Drow with whom the Terelains have historically had very cool if not outright hostile relations. Some Terelain sources proclaim the Elves as the Secondborn, second-oldest of the Elder Races.
The Fae - fairies, fae, fey, Sidhe, whatever you wish to name them, Terelains consider these to also be an Elder Race and as such hold them in high regard though as with the Elves they view any Fae they believe to be fallen with great suspicion and hostility, especially the Unseelie Fae.
The Dragons - the Terelains hold the Dragons in particular esteem, primarily what they call Elder Dragons - powerful and intelligent dragons capable of their own brand of magic, thought and speech, unlike more feral offshoots of the species. Terelain myth states that the dragons were the youngest and last of the Elder Races created in the youth of the world.
The Dwarves - Their placement in this list is actually quite controversial amongst Terelain scholars, some believe the Dwarves to be a race attested to in the ancient records as the mountain-dwelling folk that were sired by the mythical figure Hroethren the Hammer who was an ally and close friend of the Terelain patriarch Terel. Others however believe the Dwarves to be a Younger Race, possibly some offshoot of Men.
Lost Elder Races
There are many references in the fragments of First Kingdom lore that remain to civilisations and races that no longer exist in the Expanse. These lost races are considered to be extinct by the Terelains unless they endure in the unknown lands beyond the great sea.
Ikari - some form of humanoid avian, the Ikari are attested to have possessed at least two major branches - Unbound Ikari were primarily nomadic, the majority of their civilisation being based in the legendary 'Floating Cities of Irien' that legend says fell from the sky millennia ago in a terrible holocaust that ruined Ubound Ikari civilisation. The second branch were the Bound Ikari who resided in great city-aeries carved into the peaks of mountains many of which were inaccessible except by flight and were largely sedentary. Information on these beings beyond this is practically non-existent except for the fact that, in the Unbound cities at least, they were separated into autonomous city-states ruled over by an individual called a 'Stormlord' with collective decisions decided by 'The Council of Storms' headed by the Stormlord Primus/ First Stormlord.
Cerendiel - Apparent from being described as 'tall and 'luminous' almost nothing of this race survives, it is known that they were humanoid but beyond this and vague descriptions no one knows what they looked like. It is known that their lands were somewhere east of the original Terelain kingdom and that they were referred to as the 'Cerendiel Republics'. Their land was apparently dominated by a region called the Endless Plains or the Plains of Ceren which were prominent in ancient Terelain myths as the site of the final battle between the forces of the fallen Old Gods and the Elder Races.
Successor Races
At present there are no true successor races known to the Terelain people, the term coming from several references to apparently subsentient or primitive creatures being turned into servants for the Elder Races in ages past.
Terelain scholars have often debated the merits of this category, with some labelling various races to be successors to the Elder Races, particularly they label the races of Men as successors of Elves or Dwarves or perhaps both and the Osians to be successors of Dragons. As you can imagine these are highly controversial statements which are hotly debated within the scholarly community in Terel'Liren. At present the only race which Terelain scholars feel might have a solid link to an Elder Race is the Osians.
The Younger Races
Called Flicker-Lives, Mayflies, Cataclysm-born, Younger Races or the Children of the Wilds by Terelains with varying levels of condescension, derision or outright hostility it is in this category that most races fall - Osians, humans, Pale People, harpies, lizardmen and other such beings. Generally speaking, Younger Races tend to breed faster, have larger populations, more diverse and fractious nations and cultures and shorter lives than those deemed to be their elders by Terelains.
Individual attitudes towards members of these races varies from Terelain to Terelain and wildly so - from Terelain supremacists who regard them as lesser races barely above barbarism to Terelains who believe the Younger races to be the future of the world, those destined to dominate and ultimately supplant the Elder Races and to grow even beyond them. The vast majority of Terelains however are somewhere in the middle - a little haughtiness, a dash of pity or condescension but overall ambivalent one way or the other about the affairs of those who wither and die in the time it takes for one Terelain to grow from a kitten to a full-fledged and educated member of Terelain society.
In the end the only real distinction between the Elder and Younger Races is that the Elder Races were supposedly around long before the Younger ones and tend to be Ageless or at least very long-lived in comparison to a human, for example. For the most part the actual distinction is heavily tied up in legend and myth, especially since Elder Days are long since past and no one can really say whether there is any truth to the ancient Terelain myths or not.
The only real ramification of this for Terel'Liren is that it will treat Elves, dwarves and the like more favourably than humans or Pale People, with nations like Osia potentially existing in a middle ground between the two. It is very unlikely, for example, for the Terelains of the present age to attempt to invoke the ancient alliances of myth - who in this age would honour treaties and oaths that have lain dead and forgotten for fourteen thousand years or more?
Betrothal and Marriage in Terel'Liren
Under the laws of Terel'Liren a single male is allowed to have up to four wives at any one time, one of whom will hold the position as First Wife who holds authority over any lesser wives her husband may have as well as traditionally managing the household. As one can imagine being able to support so many wives and any children that result from these unions is a significant investment of resources and for the most part monogamy prevails amongst the common folk and some of the less powerful or wealthy Lesser Houses. Being able to support many wives is often seen as a symbol of the wealth and influence of the family in question and as such there is a slightly higher than average incidence of polygamy amongst powerful merchant families and the Lesser Noble Houses.
Due to the extensive genealogical records kept by the Great Houses and the care that is taken in ensuring the legitimacy and integrity of these ancient bloodlines monogamy tends to be the overwhelming norm for the Great Houses of Terel'Liren with most exceptions to this being made on the grounds of either a potential succession crisis due to a lack of heirs or in gaining advantageous blood ties for the House in question.
Courtship and Betrothals
Betrothals in the Second Kingdom vary quite heavily between social classes, regions and even cities in Terel'Liren due to the lingering cultural quirks of the old Scattering Period clans and city-states. Generally speaking however, the male must ask the permission of both their own parents and the parents of their prospective spouse for permission to court their paramour and again some time later to officially begin the period of engagement. Often a dowry is paid by the bride's family to that of the groom as a symbol of this commitment and to provide for the daughter during the earlier years of the marriage. In some regions of Terel'Liren, however, the tradition is that the groom's family should pay a bride-price to the bride's family as a symbol of the groom's commitment and to compensate them for the loss of their daughter.
The exact nature and value of these gifts varies wildly from family to family depending on wealth and social standing, from a few bushels of wheat and a cow perhaps all the way to transferring lands, caskets of gold and silver and even Ancient Terelain artefacts. The most recent and most legendary example of this was the dowry of Queen Emerielle the Fair formerly of the House Risha and presently the Regnant Queen of Terel'Liren alongside her husband King Erisad with whom she shares the authority and burden of the Lion Throne equally. For her dowry, Emerielle presented three caskets of gold, two caskets of silver and the legendary necklace Siimirahen an ancient heirloom of her family forged by a Dwarven master Smith during the First Age . The necklace was said to have been forged from the light of the moons and stars and the purest silver from deep beneath the Renala Mountains. Set into the necklace was the most priceless gem in the treasure vaults of the House Risha; Caelendril Nythirion the Great Archive Crystal of Rimni. The gem itself is said to be worth the entire fortress of Rimni itself and all the lands around it from the Immerria River in the north to the Ellamaran border in the south.
Terelain engagements tend to be very lengthy affairs, since entering into a marriage that could very well last centuries if not millennia is not a commitment one enters lightly. An engagement of ten or twenty years is often considered to be 'scandalously rushed' amongst the higher nobility, with a length nearer to forty or fifty years more acceptable. Engagements lasting centuries are not unheard of. It is also not unusual for the children of the high nobility to be matched with desirable partners from birth, which coincidentally enough is often the source for a surprisingly large percentage of the grudges and feuds amongst the Noble Houses usually due to the children involved marrying people other than their intended.
Courtship in Terel'Liren is a long and subtle affair, particularly amongst the upper classes. Young people tend to be chaperoned and watched carefully during the rather troublesome years of their adolescence and most courtships begin during the frequent balls, dances or festivals the Terelains celebrate. Gifts and flowers are often exchanged, alongside secret moonlight rendezvouses against the wishes of the family and slipping away from overbearing chaperones. Much to the chagrin of many a lord and lady of the Court. Festivals and dances seem to happen at least once a month in Terel'Liren for all sorts of reasons and it is at events such as these that the youth from several villages, towns or even cities can gather and mingle together - the low Terelain birthrates means that it is not uncommon for there to be a very small pool of potential romantic partners for the Terelain youth in many settlements and so these festivities give them a chance to broaden their horizons to some extent.
Marriage
Marriage is a deeply respected and valued cornerstone of Terelain culture. Whilst divorce and annulment of marriages are available for any number of reasons the Priesthoods of most Temples will be rather reluctant to abolish a marriage once it is firmly established - it is a mirror of the sacred union between the Mother and the Father in the first days and ideally it should be as eternal as that first marriage was - enduring through hardship and bounty, through peace and war and broken only by death. That said, the Terelains long ago realised the problems inherent in trapping people in marriages that are unhealthy, unhappy or downright abusive for centuries on end. Thus every fifty years or so Terelain couples are obliged to make a pilgrimage to the nearest Temple of Tara-Menil who is patron of love, art and is famed for her kind and gentle heart. During their brief time at the temple they are to renew their commitments and the priests there are to ensure the marriage is still a healthy one. Marriages that do not meet the standards of the Priesthood are given counsel and advice from the Temple acolytes or, if the situation is unsalvageable, the marriage is dissolved.
Like most things, the specifics of Terelain wedding ceremonies vary from city to city, Bloodline to Bloodline and class to class. However, in broad strokes, it will consist of three ceremonies that occur at sunset, midnight and sunrise of the chosen date. This symbolises the ending of one life with the setting of the sun, the invocation of the blessings of the gods at midnight and the embarking of the couple on a new shared life at sunrise. These three interlinked but distinct ceremonies are inter-spaced with periods of reflection and celebration and it is not uncommon for there to be music, dancing, storytelling, singing and feasts during the night. In villages or during the weddings of nobility or royalty these can extend either side of the night of the marriage itself with anything from a day of festivities before and after the marriage night to weeks of revelry in the case of the highest of the nobility. At nigh such festivities are often lit by great bonfires and many torches surrounding tables groaning beneath the weight of food whilst song and laughter ring clear throughout the dark hours.
Before the marriage ceremonies the bride and groom are led away by their respective friends and confidantes to be groomed and ritually cleansed, often with a great deal of gossip, lewd commentary and revelry amongst both parties. Everyone will wear their finest clothing and jewellery, all of bright colours. The ceremonies themselves will occur within the local temple or in sacred groves or pools or similar sites in more rural settings. Often the bride's hair and tail will be garlanded with flowers and it is not unheard of for both bride and groom to bear dye markings applied to their fur during the cleansing that date from the ancient tribes and clans of the Scattering. During the ceremonies the hands and tails of the couple will be tied together with three ribbons - one red to symbolise the joining of blood, one gold to represent the joining of souls and one white to symbolise the joining of hearts and minds as one. At the cumulation of the ceremony at sunrise the local priests or priestess presiding over the ceremony, usually dedicated to Tara-Menil, Tia'Ren and other such deities of love, marriage, duty and fertility, will attempt to cut the ribbons with a sword or knife or other ceremonial instrument. This represents the hardships of the world that can strain and even destroy the bonds of love and companionship represented by the ribbons. If the ribbons remain intact then it is taken as a sign that the marriage is divinely endorsed and will be a long and happy one and the ceremony is thus concluded. If the ribbons are cut however it is seen as a sign of divine disfavour in the match and the sign that the bonds between the couple might fail during future trials. Couples can choose to ignore this inauspicious portent or abandon the wedding.
In the case of polygamy, if the male already has a wife - the first one he married is by default the First Wife and head of his household and placed above the other wives - then the First Wife has the final say in whether a female is allowed to enter into the marriage to become a sister-wife alongside the First Wife or any other lesser wives already present. The male could override his First Wife and marry the woman anyway without her permission and name the new wife as his First but such a thing is frowned upon and many priests and priestesses will refuse to conduct a marriage of that nature without the explicit consent of the First Wife. Even in cases where this goes ahead it is not exactly a recipe for domestic bliss and it can be assured that the deposed former First Wife will not take such an insult to her honour lying down.
The First Wife of a king is officially entitled the 'Great Royal Wife' which is a title she holds alongside that of queen, one which can be even more powerful and prestigious than the actual queen-ship itself. Especially if the Great Royal Wife and the Queen sitting beside the King upon the Lion Thrones just so happen to be different women. There have been a number of cases in Terelain history where the Great Royal Wife was regarded with greater respect, deference and power than the Queen herself. Usually this was because the Great Royal Wife was the power behind the throne, possessed of great intelligence and political savvy - one does not become Great Royal Wife with an already-incumbent Queen upon the Lion Throne by being a push-over or one not skilled in court intrigue and politics.
Terelain Fertility
The Terelains are an ancient and ageless race, though they can be killed by grave injury or sickness they do not suffer age or infirmity of boy or mind that goes along with it. Physically speaking Terelain ageing will halt around the equivalent of 25-30 and remain at that physical age for the rest of their long, long lives.
Terelain pregnancies are very long indeed, lasting a full year from conception to birth, they also mature at near half the rate of a human, so that they will reach full physical maturity at around the age of 50, at which point they are of marriageable age and are able to drink and take on other such rights and responsibilities. However they are not allowed to take up active service in the army or take up teaching positions or any kind of high office until they are at least a full century old.
Terelains have children but rarely, a Terelain couple can go for centuries without conceiving a child and most families will only have one or two children and these are likely to be many decades or centuries apart in age. Part of the reason for this low birth rate is the plentiful supply of contraceptive herbs and the like which can be brewed into a tea that prevents pregnancies, however even removing this factor the Terelain birthrate is very, very low.
There is evidence to suggest that the more Terelains there are in a single area the less fertile females become, possibly due to pheromones. The more Terelain females there are in an area the stronger these pheromones become which reduces the fertility of all of them, this is somewhat borne out by Terelain history - in periods when the population has been very low and spread thin the birthrates have sky-rocketed, at least in comparison, whilst birthrates have fallen consistently across Terelain history as populations grow more and more dense in the predominantly-urban Kingdom until they have reached a plateau which seems to ensure either a stable population or a very slow net increase.
This relative infertility has caused two significant peculiarities in Terelain culture. Firstly motherhood is revered quite heavily and mothers are granted higher social status and respect than females who have not yet had children, indeed the more children a female has the higher her social status is amongst her peers though of course other achievements and factors come into play when ultimately deciding the pecking order. This also results in mothers having a significant sway over the rest of their families and it is not uncommon for some women to become powerful matriarchs amongst their extended family with a similar authority and reverence afforded to them as any royally-appointed magistrate or official.
The second effect of the low birthrate is the trade-mark Terelain attitude to children, who are often spoiled heavily by those around them. Additionally harming a child in any matter is considered to be the ultimate crime in Terelain culture and is actually weighed the same as or greater than ordinary murder, rape and even High Treason. Harming a child, even if it isn't a Terelain one, is is the surest way to gain you the scorn and hatred of any Terelain and if you actually harm one of their own then woe betide you, for the wrath you would incur will be boundless and it is not a thing a Terelain can forgive.
The Elder Races
The mythic histories of the Terelain race repeatedly refers to the concept of 'Elder' and 'Younger' races which is an integral part of the self-identity of most Terelains and heavily colours their diplomatic and cultural interactions with other races. Because the true historical record of the original Terelain kingdom and its contemporaries is heavily fragmented and has mostly been lost over the nearly fourteen thousand year period since the First Kingdom's collapse the actual categories of races which the Terelains ascribe to is somewhat arbitrary and based a great deal on oral tradition and mythology.
The Terelains tend to give preferential treatment to the peoples they deem to be an 'Elder Race' or cultures that can somehow be linked back to the Elder Races of old which have sometimes been termed the 'Successor Races' to differentiate them from the more generic 'Younger Race' appellation.
Elder Races According To Terel'Liren
The exact number of Elder Races is unknown due to the loss of most historical records dating from the pre-Cataclysm period however the Terelains do know of a handful of races they believe to have been contemporaries of their original civilisation:
The Elves - Terelains afford Elves and Elvish civilisations the highest respect and honours and consider them to be amongst the oldest and most highly-regarded of the extant Elder Races. The exception to this are offshoots of the Elven race they deem to be fallen to the 'Corruption', some form of malignant magic or cosmic force. The most notable instance of this, according to Terelains, is the Drow with whom the Terelains have historically had very cool if not outright hostile relations. Some Terelain sources proclaim the Elves as the Secondborn, second-oldest of the Elder Races.
The Fae - fairies, fae, fey, Sidhe, whatever you wish to name them, Terelains consider these to also be an Elder Race and as such hold them in high regard though as with the Elves they view any Fae they believe to be fallen with great suspicion and hostility, especially the Unseelie Fae.
The Dragons - the Terelains hold the Dragons in particular esteem, primarily what they call Elder Dragons - powerful and intelligent dragons capable of their own brand of magic, thought and speech, unlike more feral offshoots of the species. Terelain myth states that the dragons were the youngest and last of the Elder Races created in the youth of the world.
The Dwarves - Their placement in this list is actually quite controversial amongst Terelain scholars, some believe the Dwarves to be a race attested to in the ancient records as the mountain-dwelling folk that were sired by the mythical figure Hroethren the Hammer who was an ally and close friend of the Terelain patriarch Terel. Others however believe the Dwarves to be a Younger Race, possibly some offshoot of Men.
Lost Elder Races
There are many references in the fragments of First Kingdom lore that remain to civilisations and races that no longer exist in the Expanse. These lost races are considered to be extinct by the Terelains unless they endure in the unknown lands beyond the great sea.
Ikari - some form of humanoid avian, the Ikari are attested to have possessed at least two major branches - Unbound Ikari were primarily nomadic, the majority of their civilisation being based in the legendary 'Floating Cities of Irien' that legend says fell from the sky millennia ago in a terrible holocaust that ruined Ubound Ikari civilisation. The second branch were the Bound Ikari who resided in great city-aeries carved into the peaks of mountains many of which were inaccessible except by flight and were largely sedentary. Information on these beings beyond this is practically non-existent except for the fact that, in the Unbound cities at least, they were separated into autonomous city-states ruled over by an individual called a 'Stormlord' with collective decisions decided by 'The Council of Storms' headed by the Stormlord Primus/ First Stormlord.
Cerendiel - Apparent from being described as 'tall and 'luminous' almost nothing of this race survives, it is known that they were humanoid but beyond this and vague descriptions no one knows what they looked like. It is known that their lands were somewhere east of the original Terelain kingdom and that they were referred to as the 'Cerendiel Republics'. Their land was apparently dominated by a region called the Endless Plains or the Plains of Ceren which were prominent in ancient Terelain myths as the site of the final battle between the forces of the fallen Old Gods and the Elder Races.
Successor Races
At present there are no true successor races known to the Terelain people, the term coming from several references to apparently subsentient or primitive creatures being turned into servants for the Elder Races in ages past.
Terelain scholars have often debated the merits of this category, with some labelling various races to be successors to the Elder Races, particularly they label the races of Men as successors of Elves or Dwarves or perhaps both and the Osians to be successors of Dragons. As you can imagine these are highly controversial statements which are hotly debated within the scholarly community in Terel'Liren. At present the only race which Terelain scholars feel might have a solid link to an Elder Race is the Osians.
The Younger Races
Called Flicker-Lives, Mayflies, Cataclysm-born, Younger Races or the Children of the Wilds by Terelains with varying levels of condescension, derision or outright hostility it is in this category that most races fall - Osians, humans, Pale People, harpies, lizardmen and other such beings. Generally speaking, Younger Races tend to breed faster, have larger populations, more diverse and fractious nations and cultures and shorter lives than those deemed to be their elders by Terelains.
Individual attitudes towards members of these races varies from Terelain to Terelain and wildly so - from Terelain supremacists who regard them as lesser races barely above barbarism to Terelains who believe the Younger races to be the future of the world, those destined to dominate and ultimately supplant the Elder Races and to grow even beyond them. The vast majority of Terelains however are somewhere in the middle - a little haughtiness, a dash of pity or condescension but overall ambivalent one way or the other about the affairs of those who wither and die in the time it takes for one Terelain to grow from a kitten to a full-fledged and educated member of Terelain society.
In the end the only real distinction between the Elder and Younger Races is that the Elder Races were supposedly around long before the Younger ones and tend to be Ageless or at least very long-lived in comparison to a human, for example. For the most part the actual distinction is heavily tied up in legend and myth, especially since Elder Days are long since past and no one can really say whether there is any truth to the ancient Terelain myths or not.
The only real ramification of this for Terel'Liren is that it will treat Elves, dwarves and the like more favourably than humans or Pale People, with nations like Osia potentially existing in a middle ground between the two. It is very unlikely, for example, for the Terelains of the present age to attempt to invoke the ancient alliances of myth - who in this age would honour treaties and oaths that have lain dead and forgotten for fourteen thousand years or more?
Betrothal and Marriage in Terel'Liren
Under the laws of Terel'Liren a single male is allowed to have up to four wives at any one time, one of whom will hold the position as First Wife who holds authority over any lesser wives her husband may have as well as traditionally managing the household. As one can imagine being able to support so many wives and any children that result from these unions is a significant investment of resources and for the most part monogamy prevails amongst the common folk and some of the less powerful or wealthy Lesser Houses. Being able to support many wives is often seen as a symbol of the wealth and influence of the family in question and as such there is a slightly higher than average incidence of polygamy amongst powerful merchant families and the Lesser Noble Houses.
Due to the extensive genealogical records kept by the Great Houses and the care that is taken in ensuring the legitimacy and integrity of these ancient bloodlines monogamy tends to be the overwhelming norm for the Great Houses of Terel'Liren with most exceptions to this being made on the grounds of either a potential succession crisis due to a lack of heirs or in gaining advantageous blood ties for the House in question.
Courtship and Betrothals
Betrothals in the Second Kingdom vary quite heavily between social classes, regions and even cities in Terel'Liren due to the lingering cultural quirks of the old Scattering Period clans and city-states. Generally speaking however, the male must ask the permission of both their own parents and the parents of their prospective spouse for permission to court their paramour and again some time later to officially begin the period of engagement. Often a dowry is paid by the bride's family to that of the groom as a symbol of this commitment and to provide for the daughter during the earlier years of the marriage. In some regions of Terel'Liren, however, the tradition is that the groom's family should pay a bride-price to the bride's family as a symbol of the groom's commitment and to compensate them for the loss of their daughter.
The exact nature and value of these gifts varies wildly from family to family depending on wealth and social standing, from a few bushels of wheat and a cow perhaps all the way to transferring lands, caskets of gold and silver and even Ancient Terelain artefacts. The most recent and most legendary example of this was the dowry of Queen Emerielle the Fair formerly of the House Risha and presently the Regnant Queen of Terel'Liren alongside her husband King Erisad with whom she shares the authority and burden of the Lion Throne equally. For her dowry, Emerielle presented three caskets of gold, two caskets of silver and the legendary necklace Siimirahen an ancient heirloom of her family forged by a Dwarven master Smith during the First Age . The necklace was said to have been forged from the light of the moons and stars and the purest silver from deep beneath the Renala Mountains. Set into the necklace was the most priceless gem in the treasure vaults of the House Risha; Caelendril Nythirion the Great Archive Crystal of Rimni. The gem itself is said to be worth the entire fortress of Rimni itself and all the lands around it from the Immerria River in the north to the Ellamaran border in the south.
Terelain engagements tend to be very lengthy affairs, since entering into a marriage that could very well last centuries if not millennia is not a commitment one enters lightly. An engagement of ten or twenty years is often considered to be 'scandalously rushed' amongst the higher nobility, with a length nearer to forty or fifty years more acceptable. Engagements lasting centuries are not unheard of. It is also not unusual for the children of the high nobility to be matched with desirable partners from birth, which coincidentally enough is often the source for a surprisingly large percentage of the grudges and feuds amongst the Noble Houses usually due to the children involved marrying people other than their intended.
Courtship in Terel'Liren is a long and subtle affair, particularly amongst the upper classes. Young people tend to be chaperoned and watched carefully during the rather troublesome years of their adolescence and most courtships begin during the frequent balls, dances or festivals the Terelains celebrate. Gifts and flowers are often exchanged, alongside secret moonlight rendezvouses against the wishes of the family and slipping away from overbearing chaperones. Much to the chagrin of many a lord and lady of the Court. Festivals and dances seem to happen at least once a month in Terel'Liren for all sorts of reasons and it is at events such as these that the youth from several villages, towns or even cities can gather and mingle together - the low Terelain birthrates means that it is not uncommon for there to be a very small pool of potential romantic partners for the Terelain youth in many settlements and so these festivities give them a chance to broaden their horizons to some extent.
Marriage
Marriage is a deeply respected and valued cornerstone of Terelain culture. Whilst divorce and annulment of marriages are available for any number of reasons the Priesthoods of most Temples will be rather reluctant to abolish a marriage once it is firmly established - it is a mirror of the sacred union between the Mother and the Father in the first days and ideally it should be as eternal as that first marriage was - enduring through hardship and bounty, through peace and war and broken only by death. That said, the Terelains long ago realised the problems inherent in trapping people in marriages that are unhealthy, unhappy or downright abusive for centuries on end. Thus every fifty years or so Terelain couples are obliged to make a pilgrimage to the nearest Temple of Tara-Menil who is patron of love, art and is famed for her kind and gentle heart. During their brief time at the temple they are to renew their commitments and the priests there are to ensure the marriage is still a healthy one. Marriages that do not meet the standards of the Priesthood are given counsel and advice from the Temple acolytes or, if the situation is unsalvageable, the marriage is dissolved.
Like most things, the specifics of Terelain wedding ceremonies vary from city to city, Bloodline to Bloodline and class to class. However, in broad strokes, it will consist of three ceremonies that occur at sunset, midnight and sunrise of the chosen date. This symbolises the ending of one life with the setting of the sun, the invocation of the blessings of the gods at midnight and the embarking of the couple on a new shared life at sunrise. These three interlinked but distinct ceremonies are inter-spaced with periods of reflection and celebration and it is not uncommon for there to be music, dancing, storytelling, singing and feasts during the night. In villages or during the weddings of nobility or royalty these can extend either side of the night of the marriage itself with anything from a day of festivities before and after the marriage night to weeks of revelry in the case of the highest of the nobility. At nigh such festivities are often lit by great bonfires and many torches surrounding tables groaning beneath the weight of food whilst song and laughter ring clear throughout the dark hours.
Before the marriage ceremonies the bride and groom are led away by their respective friends and confidantes to be groomed and ritually cleansed, often with a great deal of gossip, lewd commentary and revelry amongst both parties. Everyone will wear their finest clothing and jewellery, all of bright colours. The ceremonies themselves will occur within the local temple or in sacred groves or pools or similar sites in more rural settings. Often the bride's hair and tail will be garlanded with flowers and it is not unheard of for both bride and groom to bear dye markings applied to their fur during the cleansing that date from the ancient tribes and clans of the Scattering. During the ceremonies the hands and tails of the couple will be tied together with three ribbons - one red to symbolise the joining of blood, one gold to represent the joining of souls and one white to symbolise the joining of hearts and minds as one. At the cumulation of the ceremony at sunrise the local priests or priestess presiding over the ceremony, usually dedicated to Tara-Menil, Tia'Ren and other such deities of love, marriage, duty and fertility, will attempt to cut the ribbons with a sword or knife or other ceremonial instrument. This represents the hardships of the world that can strain and even destroy the bonds of love and companionship represented by the ribbons. If the ribbons remain intact then it is taken as a sign that the marriage is divinely endorsed and will be a long and happy one and the ceremony is thus concluded. If the ribbons are cut however it is seen as a sign of divine disfavour in the match and the sign that the bonds between the couple might fail during future trials. Couples can choose to ignore this inauspicious portent or abandon the wedding.
In the case of polygamy, if the male already has a wife - the first one he married is by default the First Wife and head of his household and placed above the other wives - then the First Wife has the final say in whether a female is allowed to enter into the marriage to become a sister-wife alongside the First Wife or any other lesser wives already present. The male could override his First Wife and marry the woman anyway without her permission and name the new wife as his First but such a thing is frowned upon and many priests and priestesses will refuse to conduct a marriage of that nature without the explicit consent of the First Wife. Even in cases where this goes ahead it is not exactly a recipe for domestic bliss and it can be assured that the deposed former First Wife will not take such an insult to her honour lying down.
The First Wife of a king is officially entitled the 'Great Royal Wife' which is a title she holds alongside that of queen, one which can be even more powerful and prestigious than the actual queen-ship itself. Especially if the Great Royal Wife and the Queen sitting beside the King upon the Lion Thrones just so happen to be different women. There have been a number of cases in Terelain history where the Great Royal Wife was regarded with greater respect, deference and power than the Queen herself. Usually this was because the Great Royal Wife was the power behind the throne, possessed of great intelligence and political savvy - one does not become Great Royal Wife with an already-incumbent Queen upon the Lion Throne by being a push-over or one not skilled in court intrigue and politics.
Terelain Succession Laws
As one of the oldest monarchies in the Expanse, the continuity and stability of the Lion Throne of Terel'Liren is of paramount importance. To that end, the Terelains have instigated a slightly unusual method of choosing their next monarch and ensuring that there are no succession crises that could weaken the Kingdom.
By law, tradition and ancient right the House Tynian and its descendants are the only legitimate claimants to the Lion Throne due to their pure, direct descent to Terel's Eldest Son and the Father-Progenitor of the Taemiri, Tynar. Only with the utter and complete extinction of the House Tynian and all of its descendant lines can another family legitimately claim the Lion Throne, and even then this is restricted to the second-oldest of the Terelain Ancient Houses, the Amaar, and so on and so forth down each of the other Ancient Houses until the Adhar. Assuming, somehow, that all six of the Ancient Houses are destroyed then it is assumed that either the Terelain Race will be on the brink of extinction, and therefore succession being a moot point, or that the Terelain people will just have to form some sort of republic to replace the monarchy.
This does prevent the majority of intrigue an infighting associated with multiple noble families vying for the Throne, however the laws go a step beyond this.
Terel'Liren operates an Absolute Cognatic Restricted-Elective Succession system. That is, that males and females inherit land and title on a completely equal basis whilst the heir is elected by a majority vote of the higher nobility in the realm. Unlike a full Elective Monarchy, the Terelain elections are limited entirely to individuals within two degrees of relation to the incumbent monarch, usually their children, rather than being open to various dukes or archdukes or princes from other noble houses.
The system works as follows:
As one of the oldest monarchies in the Expanse, the continuity and stability of the Lion Throne of Terel'Liren is of paramount importance. To that end, the Terelains have instigated a slightly unusual method of choosing their next monarch and ensuring that there are no succession crises that could weaken the Kingdom.
By law, tradition and ancient right the House Tynian and its descendants are the only legitimate claimants to the Lion Throne due to their pure, direct descent to Terel's Eldest Son and the Father-Progenitor of the Taemiri, Tynar. Only with the utter and complete extinction of the House Tynian and all of its descendant lines can another family legitimately claim the Lion Throne, and even then this is restricted to the second-oldest of the Terelain Ancient Houses, the Amaar, and so on and so forth down each of the other Ancient Houses until the Adhar. Assuming, somehow, that all six of the Ancient Houses are destroyed then it is assumed that either the Terelain Race will be on the brink of extinction, and therefore succession being a moot point, or that the Terelain people will just have to form some sort of republic to replace the monarchy.
This does prevent the majority of intrigue an infighting associated with multiple noble families vying for the Throne, however the laws go a step beyond this.
Terel'Liren operates an Absolute Cognatic Restricted-Elective Succession system. That is, that males and females inherit land and title on a completely equal basis whilst the heir is elected by a majority vote of the higher nobility in the realm. Unlike a full Elective Monarchy, the Terelain elections are limited entirely to individuals within two degrees of relation to the incumbent monarch, usually their children, rather than being open to various dukes or archdukes or princes from other noble houses.
The system works as follows:
-
The incumbent monarch puts forward their choice of heir for the throne. This choice must be ratified by a majority vote of the Great Houses before the heir can be granted the Twin Swords of the Terelain Kings to mark their status as Heir Designate.
If there is no designated heir or at least one who has not been approved by majority vote then succession defaults to primogeniture, that is that the eldest child inherits the throne as the Heir Apparent.
The Lords of the Great Houses are forbidden from putting forward their own choice of heir unless the incumbent monarch dies without a chosen heir and even then only if the Heir Apparent's ascension to the Throne is disputed. If this occurs then the Lords may put forward their own candidates for the Throne. This alternate candidate must be approved by a unanimous vote by the Great Houses. If the vote is not unanimous then succession defaults to primogeniture.
In the event that the primary line of the House Tynian is rendered extinct then an ancillary line may take power. The secondary line of descent chosen must be of the purest and most direct line of descent from Telar the Unifier. Succession for this ancillary line is handled via Primogeniture so that the oldest living individual of the Line takes the throne, so long as they are descended of Telar. The Heir who succeeds when no clear heir of the primary line is evident, or when the status of an older or preferred heir is unknown, is termed the 'Heir Presumptive'.
During the brief interregnum during disputed elections or the ascension of a secondary line to the Throne the incumbent head of House Amaar is granted the title of Lord or Lady Regent and handles the stewardship of the Realm until an heir is found. These regencies rarely last more than a few months. The longest of these was the 97-year reign of Lord-Regent Iraen Amaar between the reigns of King Vronar II the Scholar, last king of the Second Dynasty, and Queen Ahna of the Riven Oak of the Third Dynasty, the present royal line (from 2997 3A/3E - 0 4A/3E)
(I have a list of the thirty four Terelain monarchs on my phone, I've decided to stick them in here too just so I don't lose them. I'll be using my currently preferred short hand for the Terelain dating system - 1A/3E for 1st Age, Third Era, 2A/3E for 2nd Age, Third Era, etc. I will also denote the end of each Age and its duration.)
Monarchs of the Second Kingdom of Terel
King Telar 'the Unifier' - 1,000 year reign (0 1A/3E - 999 1A/3E) Reigned as King of Oberoth for two centuries prior, united Terel'Liren. Founded the First Dynasty.
King Ithri I 'the King of Two Lands' - 511 year reign (999 1A/3E - 1510 1A/3E) Telar's Eldest Son, ruled over the Terel'Liren and the 'Lands Beyond the Mountains', a small region directly beyond the Renala Mountains that was lost near the end of his reign.
King Eshel 'the Alchemist' - 382 year reign (1510 1A/3E - 1892 1A/3E)
King Taelin 'the Fierce' - 315 year reign (1892 1A/3E - 2207 1A/3E)
King Raevir 'the Renowned' - 273 year reign (2207 1A/3E - 2480 1A/3E)
Queen Ahlara the Seer - 724 year reign (2480 1A/3E - 0 2A/3E) Gifted with limited prescient Sight, died without issue and ending the First Dynasty and thus the First Age
(First Age lasted 3205 years)
Queen Aesha I 'the Ascendant' - 131 year reign (0 2A/3E - 130 2A/3E) Descended from Raevir's second son, founder of Second Dynasty
Queen Mrir I 'the Regal' - 597 year reign (130 2A/3E - 727 2A/3E)
King Voldrun 'the Chronicler' - 491 year reign (727 2A/3E - 1218 2A/3E) Compiled several histories of the Elder Races as well as gathering and codifying the Book of Terel
King Vronar 'the Illuminator' - 374 year reign (1218 2A/3E - 1592 2A/3E)
King Sthari I 'the Sage' - 587 year reign (1592 2A/3E - 2179 2A/3E)
King Hrakin 'the Magnificent' - 472 year reign (2179 2A/3E - 2651 2A/3E)
King Varis 'Iron-Crown' - 211 year reign (2651 2A/3E - 2862 2A/3E)
Queen Aesha II 'the Blessed' - 694 year reign (2862 2A/3E - 3556 2A/3E)
Queen Saria 'the Pious' - 352 year reign (3556 2A/3E - 3908 2A/3E)
King Varsh 'Sunderedcrown' - 514 year reign (3908 2A/3E - 4422 2A/3E)
King Tlarik I 'Lightningspear' - 278 year reign (4422 2A/3E - 4 3A/3E) Fought against the First Black Crusade of the Cult of Shadow Awakened led by the Great Fallen One Niya Talkir of Silisim, since named 'Bahra the Dark Apostle'. Died of a wasting sickness nearly five years after defeating the Cult, possibly caused by old injuries by cursed weapons.
(Second Age lasted 4697 years)
Queen Iraesha 'the Mad' - 423 year reign (4 3A/3E - 427 3A/3E) Became ill and eventually went insane during the last fifty years of her rule
Prince-Regent Caer 'Silver-Tongue' - 121 year reign (427 3A/3E - 548 3A/3E) Acted as regent during his mother's madness and succeed her to the throne uncontested, defeated several minor rebellions during his rule though he never took up the title of King as was his right.
King Vahs the Devout - 495 year reign (548 3A/3E - 1043 3A/3E)
Queen Mrir II 'the Huntress' - 271 year reign (1048 3A/3E - 1314 3A/3E)
King Ithri II 'the Steadfast' - 163 year reign (1314 3A/3E - 1477 3A/3E)
King Sthari II 'the Great' - 284 year reign (1477 3A/3E - 1761 3A/3E)Put down a brief resurgence of the Cult of Shadow Awakened, defeating the Second Black Crusade.
Queen Liaera the Starsinger - 472 year reign (1761 3A/3E - 2233 3A/3E)
King Tlarik II 'Golden-Eyes' - 97 year reign (2233 3A/3E - 2330 3A/3E)
King Ithri III 'the Magnificent' - 231 year reign (2330 3A/3E - 2561 3A/3E)
King Ulthian 'the Beloved' - 193 year reign (2561 3A/3E - 2754 3A/3E)
King Vronar II 'the Scholar' - 247 year reign (2754 3A/3E - 3001 3A/3E) Died without issue, ending the Second Dynasty
Lord-Regent Iraen Amaar - 97 year reign (3001 3A/3E - 0 4A/3E) Regent of Terel'Liren during the Long Interregnum
(Third Age lasted 3099 years)
Queen Ahna 'of the Riven Oak' - 432 year reign (0 4A/3E - 431 4A/3E) Descendent of King Ulthian's third son, Founder of the Third Dynasty
King Tamaer 'Farseer' - 192 year reign (431 4A/3E - 623 4A/3E) Rumoured to have possessed the rare Farsight ability, allowing very long range and clear scrying.
King Shaelin 'the Mourning King' - 345 year reign (623 4A/3E - 968 4A/3E) His wife died early in his reign, his grief was all-consuming. He never again wore royal regalia, only mourning clothing and Terel'Liren entered into a long period of isolation.
Queen Amlia 'the Black' - 400 year reign (968 4A/3E - 1368 4A/3E) Unusually dark-furred for a Terelain, Amlia was notoriously xenophobic and dismissive of the Younger Races, seeing them as beneath her notice. Completely cut off all ties and communications outside Terel'Liren's borders.
King Maelin 'the Veiled' - 600 year reign (1368 4A/3E - 1968 4A/3E) Opened very limited trade and communication with the outside, but still enforced a severe level of isolation and neutrality for Terel'Liren.
King Erisad 'the Wise'/'Silverbrow' - 300 year reign (1968 4A/3E - Present) Current monarch, Nathaniel's father. Normalised trade and diplomatic relations with other nations.
(Fourth Age lasted - ??? - current year is 2269 4A/3E - 13,270 since the ascension of Telar the Unifier to the Lion Throne as High King of the Terelains and King of Terel'Liren.)
Monarchs of the Second Kingdom of Terel
King Telar 'the Unifier' - 1,000 year reign (0 1A/3E - 999 1A/3E) Reigned as King of Oberoth for two centuries prior, united Terel'Liren. Founded the First Dynasty.
King Ithri I 'the King of Two Lands' - 511 year reign (999 1A/3E - 1510 1A/3E) Telar's Eldest Son, ruled over the Terel'Liren and the 'Lands Beyond the Mountains', a small region directly beyond the Renala Mountains that was lost near the end of his reign.
King Eshel 'the Alchemist' - 382 year reign (1510 1A/3E - 1892 1A/3E)
King Taelin 'the Fierce' - 315 year reign (1892 1A/3E - 2207 1A/3E)
King Raevir 'the Renowned' - 273 year reign (2207 1A/3E - 2480 1A/3E)
Queen Ahlara the Seer - 724 year reign (2480 1A/3E - 0 2A/3E) Gifted with limited prescient Sight, died without issue and ending the First Dynasty and thus the First Age
(First Age lasted 3205 years)
Queen Aesha I 'the Ascendant' - 131 year reign (0 2A/3E - 130 2A/3E) Descended from Raevir's second son, founder of Second Dynasty
Queen Mrir I 'the Regal' - 597 year reign (130 2A/3E - 727 2A/3E)
King Voldrun 'the Chronicler' - 491 year reign (727 2A/3E - 1218 2A/3E) Compiled several histories of the Elder Races as well as gathering and codifying the Book of Terel
King Vronar 'the Illuminator' - 374 year reign (1218 2A/3E - 1592 2A/3E)
King Sthari I 'the Sage' - 587 year reign (1592 2A/3E - 2179 2A/3E)
King Hrakin 'the Magnificent' - 472 year reign (2179 2A/3E - 2651 2A/3E)
King Varis 'Iron-Crown' - 211 year reign (2651 2A/3E - 2862 2A/3E)
Queen Aesha II 'the Blessed' - 694 year reign (2862 2A/3E - 3556 2A/3E)
Queen Saria 'the Pious' - 352 year reign (3556 2A/3E - 3908 2A/3E)
King Varsh 'Sunderedcrown' - 514 year reign (3908 2A/3E - 4422 2A/3E)
King Tlarik I 'Lightningspear' - 278 year reign (4422 2A/3E - 4 3A/3E) Fought against the First Black Crusade of the Cult of Shadow Awakened led by the Great Fallen One Niya Talkir of Silisim, since named 'Bahra the Dark Apostle'. Died of a wasting sickness nearly five years after defeating the Cult, possibly caused by old injuries by cursed weapons.
(Second Age lasted 4697 years)
Queen Iraesha 'the Mad' - 423 year reign (4 3A/3E - 427 3A/3E) Became ill and eventually went insane during the last fifty years of her rule
Prince-Regent Caer 'Silver-Tongue' - 121 year reign (427 3A/3E - 548 3A/3E) Acted as regent during his mother's madness and succeed her to the throne uncontested, defeated several minor rebellions during his rule though he never took up the title of King as was his right.
King Vahs the Devout - 495 year reign (548 3A/3E - 1043 3A/3E)
Queen Mrir II 'the Huntress' - 271 year reign (1048 3A/3E - 1314 3A/3E)
King Ithri II 'the Steadfast' - 163 year reign (1314 3A/3E - 1477 3A/3E)
King Sthari II 'the Great' - 284 year reign (1477 3A/3E - 1761 3A/3E)Put down a brief resurgence of the Cult of Shadow Awakened, defeating the Second Black Crusade.
Queen Liaera the Starsinger - 472 year reign (1761 3A/3E - 2233 3A/3E)
King Tlarik II 'Golden-Eyes' - 97 year reign (2233 3A/3E - 2330 3A/3E)
King Ithri III 'the Magnificent' - 231 year reign (2330 3A/3E - 2561 3A/3E)
King Ulthian 'the Beloved' - 193 year reign (2561 3A/3E - 2754 3A/3E)
King Vronar II 'the Scholar' - 247 year reign (2754 3A/3E - 3001 3A/3E) Died without issue, ending the Second Dynasty
Lord-Regent Iraen Amaar - 97 year reign (3001 3A/3E - 0 4A/3E) Regent of Terel'Liren during the Long Interregnum
(Third Age lasted 3099 years)
Queen Ahna 'of the Riven Oak' - 432 year reign (0 4A/3E - 431 4A/3E) Descendent of King Ulthian's third son, Founder of the Third Dynasty
King Tamaer 'Farseer' - 192 year reign (431 4A/3E - 623 4A/3E) Rumoured to have possessed the rare Farsight ability, allowing very long range and clear scrying.
King Shaelin 'the Mourning King' - 345 year reign (623 4A/3E - 968 4A/3E) His wife died early in his reign, his grief was all-consuming. He never again wore royal regalia, only mourning clothing and Terel'Liren entered into a long period of isolation.
Queen Amlia 'the Black' - 400 year reign (968 4A/3E - 1368 4A/3E) Unusually dark-furred for a Terelain, Amlia was notoriously xenophobic and dismissive of the Younger Races, seeing them as beneath her notice. Completely cut off all ties and communications outside Terel'Liren's borders.
King Maelin 'the Veiled' - 600 year reign (1368 4A/3E - 1968 4A/3E) Opened very limited trade and communication with the outside, but still enforced a severe level of isolation and neutrality for Terel'Liren.
King Erisad 'the Wise'/'Silverbrow' - 300 year reign (1968 4A/3E - Present) Current monarch, Nathaniel's father. Normalised trade and diplomatic relations with other nations.
(Fourth Age lasted - ??? - current year is 2269 4A/3E - 13,270 since the ascension of Telar the Unifier to the Lion Throne as High King of the Terelains and King of Terel'Liren.)
Terelain Political System
The Second Kingdom of Terel has a long and complex history and an equally deep and complex culture. This naturally leads to a complex political system which can seem labyrinthine to the uninitiated. Terel'Liren operates a semi-feudal system, however unlike most feudal nations political power lies firmly in the hands of the Crown and not the landed nobility. Terel'Liren is divided into five regions, four of which are presided over by the Archdukes or Archduchesses of the Great Nobles Houses of Pelen, Risha, Morlan and Adhar who rule from their ancestral seats in the Four Fortresses. The fifth region is the demesne of the Royal House itself, though the day-to-day aspects of the rule of these holdings are generally given to minor lords under the stewardship of the Lord Chamberlain.
There are two cities which do not fall under the five regional divisions and so owe no alliegance to any of the other Great Houses. These are Amra, home of the Great House Amaar, and the Shrine-City of Silisim, the City of Light and home of the Grey Order, city of The Oracle and under her direct rule.
The Great Houses
The Ancient Houses, the Great Houses, the Lords and Ladies Eminent, all these are titles and names granted to the oldest and most powerful families in all Terel'Liren. Each claims to be the purest direct line of descent to the Twelve Children of Father Terel and Mother Tara and thus the overlords of each of the Six Bloodlines of Terel'Liren. In ancient times the great lords of the youngest four Bloodlines ruled over the four quarters of the First Kingdom whilst the Land Within The Mountains, Terel'Liren itself, was administered by the lords of the Aunidiel. Over all of them were the High Kings of the Terelain people. In those days the lesser Great Houses were each assigned as Kings over their domains answerable only to the High King at Oberoth.
However in these days, when Terel'Liren is but a shadow of its influence and power of old, no throne nor crown is left for the lesser Great Houses but merely the lesser titles and lands of Archdukes. Yet still they hold lordship and dominion over all those of their Bloodline and they are the only permanent landed nobility of Terel'Liren.
The Lesser Houses
The Lesser Noble Houses of Terel'Liren are by and large not landed nobility, at least not of the same kind as found in other nations. Most of these families hold no claim to villages or cities or castles and usually only possess townhouses and estates in the countryside, though some of the most powerful might have villages and hamlets on their lands paying tax to them.
All lands and titles granted to a Lesser Noble House are held purely upon the sufferance of the Crown and the Lion Throne reserves the right to strip any Lesser Noble House of its holdings and title at any time. Most of these families are quite young by Terelain standards, it is very unusual indeed for one of these Houses to retain its noble status for more than four or five centuries and even rarer for these families to hold onto specific lands or holdings for any significant length of time... by Terelain standards at least.
The Lesser Noble Houses are essentially a class of people raised to this status due to services to the Throne and good conduct - for example a soldier who performs with great valour and bravery on the field of battle and is known for sound tactical judgement and the good treatment of his men and fellow-soldiers might find himself granted nobility and placed in a position of influence or command in Terel'Liren's military. His family will likewise be raised to this status and, so long as he and his descendants continue to show the exemplary behaviour that raised the soldier to this place of honour in the first place then they will retain the title and privileges he earned. However if he or his descendants are found lacking in the skills and attributes which elevated them without proving themselves useful to the Crown in another capacity then they will forfeit their title and any holdings or duties granted them by the Crown.
Thus the ranks of the Lesser Nobility are in a constant state of flux as families rise from obscurity or fail in their duties and lose their noble status. Similarly, any lands they are granted to govern by the Crown are held in trust by these families and by law they can not be passed down as inheritance - they are administrators, nothing more. As such upon the death of the individual granted the governorship of, for example, the city of Aldareth and its environs or the ending of his assigned term then the lands will automatically revert back to the crown to be distributed to a new ruler.
This system is somewhat similar to the themata system of the Eastern Roman Empire - the Lesser Noble Houses rule over and own the land in so far as they are administrators and representatives of the Lion Throne and are ultimately answerable to it, misuse or misrule of lands held in trust by the Lesser Noble Houses is grounds for the complete divestiture of the House and the seizure of even its hereditary estates. As such there is a very real pressure amongst the Lesser Nobility to ensure that their heirs are capable and able administrators, commanders and the like.
For the most part it is unusual for a single Lesser House to be granted the governorship of the same holdings continuously, though it has happened before. Historically a number of these cases have resulted in the Lesser House in question attempting to retain control of their 'hereditary rights' to the lands the Crown has them govern when another House is inevitable chosen to succeed them to the governorship. Unlike the change from imperially-appointed governors to feudal landholders that occurs during the fall of the Western Roman Empire in Europe, however, in this case errant Lesser Houses are often quickly disabused of this notion and are destroyed by the Crown. Those times when the family has not been literally destroyed during their revolt the surviving scions are stripped of all lands and titles they held. As can be imagined it is not something the Lesser Houses are willing to risk when the Lion Throne is strong.
The present divisions of Terel'Liren's administration are as follows:
The North is ruled by House Pelen in Pelenor, beneath them is the Lesser House Irisar who presently rule Belendor and surroundings villages and towns and the Lesser House Timehn who rule in Vaerin and her surroundings.
The West is ruled by House Morlan in Der'Morlain, beneath them is the Lesser House Masrita of Mytheia and Lesser House Osir of Nuendiel.
The South is ruled by House Risha in Rimni, beneath them is Lesser House Mihren of Telem-Isar, Lesser House Kiyel of Caair Dren and Lesser House Hotep of Arinor.
The East is ruled by House Adhar of Adriand, beneath them is Lesser House Imhel of Osria and Lesser House Dirhan of Salisia.
The Crownlands are presently administered under the auspices of Lord-Chamberlain Alerios Banton III, Seneschal of the Royal Household. Under his supervision are the Lesser House of Ilamdris of Olindel and the Lesser House of Telerion of Aldareth.
The Second Kingdom of Terel has a long and complex history and an equally deep and complex culture. This naturally leads to a complex political system which can seem labyrinthine to the uninitiated. Terel'Liren operates a semi-feudal system, however unlike most feudal nations political power lies firmly in the hands of the Crown and not the landed nobility. Terel'Liren is divided into five regions, four of which are presided over by the Archdukes or Archduchesses of the Great Nobles Houses of Pelen, Risha, Morlan and Adhar who rule from their ancestral seats in the Four Fortresses. The fifth region is the demesne of the Royal House itself, though the day-to-day aspects of the rule of these holdings are generally given to minor lords under the stewardship of the Lord Chamberlain.
There are two cities which do not fall under the five regional divisions and so owe no alliegance to any of the other Great Houses. These are Amra, home of the Great House Amaar, and the Shrine-City of Silisim, the City of Light and home of the Grey Order, city of The Oracle and under her direct rule.
The Great Houses
The Ancient Houses, the Great Houses, the Lords and Ladies Eminent, all these are titles and names granted to the oldest and most powerful families in all Terel'Liren. Each claims to be the purest direct line of descent to the Twelve Children of Father Terel and Mother Tara and thus the overlords of each of the Six Bloodlines of Terel'Liren. In ancient times the great lords of the youngest four Bloodlines ruled over the four quarters of the First Kingdom whilst the Land Within The Mountains, Terel'Liren itself, was administered by the lords of the Aunidiel. Over all of them were the High Kings of the Terelain people. In those days the lesser Great Houses were each assigned as Kings over their domains answerable only to the High King at Oberoth.
However in these days, when Terel'Liren is but a shadow of its influence and power of old, no throne nor crown is left for the lesser Great Houses but merely the lesser titles and lands of Archdukes. Yet still they hold lordship and dominion over all those of their Bloodline and they are the only permanent landed nobility of Terel'Liren.
The Lesser Houses
The Lesser Noble Houses of Terel'Liren are by and large not landed nobility, at least not of the same kind as found in other nations. Most of these families hold no claim to villages or cities or castles and usually only possess townhouses and estates in the countryside, though some of the most powerful might have villages and hamlets on their lands paying tax to them.
All lands and titles granted to a Lesser Noble House are held purely upon the sufferance of the Crown and the Lion Throne reserves the right to strip any Lesser Noble House of its holdings and title at any time. Most of these families are quite young by Terelain standards, it is very unusual indeed for one of these Houses to retain its noble status for more than four or five centuries and even rarer for these families to hold onto specific lands or holdings for any significant length of time... by Terelain standards at least.
The Lesser Noble Houses are essentially a class of people raised to this status due to services to the Throne and good conduct - for example a soldier who performs with great valour and bravery on the field of battle and is known for sound tactical judgement and the good treatment of his men and fellow-soldiers might find himself granted nobility and placed in a position of influence or command in Terel'Liren's military. His family will likewise be raised to this status and, so long as he and his descendants continue to show the exemplary behaviour that raised the soldier to this place of honour in the first place then they will retain the title and privileges he earned. However if he or his descendants are found lacking in the skills and attributes which elevated them without proving themselves useful to the Crown in another capacity then they will forfeit their title and any holdings or duties granted them by the Crown.
Thus the ranks of the Lesser Nobility are in a constant state of flux as families rise from obscurity or fail in their duties and lose their noble status. Similarly, any lands they are granted to govern by the Crown are held in trust by these families and by law they can not be passed down as inheritance - they are administrators, nothing more. As such upon the death of the individual granted the governorship of, for example, the city of Aldareth and its environs or the ending of his assigned term then the lands will automatically revert back to the crown to be distributed to a new ruler.
This system is somewhat similar to the themata system of the Eastern Roman Empire - the Lesser Noble Houses rule over and own the land in so far as they are administrators and representatives of the Lion Throne and are ultimately answerable to it, misuse or misrule of lands held in trust by the Lesser Noble Houses is grounds for the complete divestiture of the House and the seizure of even its hereditary estates. As such there is a very real pressure amongst the Lesser Nobility to ensure that their heirs are capable and able administrators, commanders and the like.
For the most part it is unusual for a single Lesser House to be granted the governorship of the same holdings continuously, though it has happened before. Historically a number of these cases have resulted in the Lesser House in question attempting to retain control of their 'hereditary rights' to the lands the Crown has them govern when another House is inevitable chosen to succeed them to the governorship. Unlike the change from imperially-appointed governors to feudal landholders that occurs during the fall of the Western Roman Empire in Europe, however, in this case errant Lesser Houses are often quickly disabused of this notion and are destroyed by the Crown. Those times when the family has not been literally destroyed during their revolt the surviving scions are stripped of all lands and titles they held. As can be imagined it is not something the Lesser Houses are willing to risk when the Lion Throne is strong.
The present divisions of Terel'Liren's administration are as follows:
The North is ruled by House Pelen in Pelenor, beneath them is the Lesser House Irisar who presently rule Belendor and surroundings villages and towns and the Lesser House Timehn who rule in Vaerin and her surroundings.
The West is ruled by House Morlan in Der'Morlain, beneath them is the Lesser House Masrita of Mytheia and Lesser House Osir of Nuendiel.
The South is ruled by House Risha in Rimni, beneath them is Lesser House Mihren of Telem-Isar, Lesser House Kiyel of Caair Dren and Lesser House Hotep of Arinor.
The East is ruled by House Adhar of Adriand, beneath them is Lesser House Imhel of Osria and Lesser House Dirhan of Salisia.
The Crownlands are presently administered under the auspices of Lord-Chamberlain Alerios Banton III, Seneschal of the Royal Household. Under his supervision are the Lesser House of Ilamdris of Olindel and the Lesser House of Telerion of Aldareth.
Technology
The Children of Terel claim to be the oldest culture and civilisation in the Expanse, and though the days of their height are past they nevertheless possess a rich and complex culture passed down for more than thirteen thousand years. Much like the Ancients of the real world - Greeks, Romans, Egyptians, Harrapan and so many other civilisations - the Terelains possess some advanced technologies in certain areas, some of which in the real world would not be re-invented until the modern age.
For example, much like Ancient Rome, Terel'Liren possesses indoor plumbing, a complex system of sewers and roads, urban planning, concrete and even underfloor heating. Unlike Rome, however, where such advances required the use of labouring slaves to maintain the fires for the hypocaust to heat the bathhouses and the floors of the great villas, Terel'Liren is in possession of certain advantages that negate this requirement - magic.
Smokeless, fuel-less flames burn in the furnaces beneath the bathhouses and great palace of Terel'Liren to provide heating and hot water, the flames fed only by daily contributions of magic by the household servants at dawn and dusk to keep the fires burning.
Concrete is another piece of technology the Terelains possess, the mixture a closely-guarded secret because of just how useful it is as a building material. No need to give competing nations an easier way of constructing buildings and laying roads, after all. In many respects it is just as effective or even more-so than modern cements, capable of enduring with little maintenance for centuries, even millennia at a time. As can be imagined, it is this property which Terelains have spent much of their time refining and perfecting; having their buildings last as long as they do is quite high on the priority list of Terelain engineers. Unlikke modern concrete, the Terelains do not use steel beams as reinforcements - it would simply be too expensive to produce that much steel merely for construction and, though this limits them to using arches, domes and the like in their engineering this also prevents the steel reinforcements from decaying the concrete. Further, Terelain concrete, like Roman, takes much, much longer to cool down than the modern equivalent - taking two or three years in comparison to the handful of months or even hours of the modern variety which actually increases its durability again.
This makes Terelain construction a slow and rather expensive process, but since the economy of a near-medieval society is simpler than a modern economy and the Ageless Terelains are naturally more patient than the comparatively short-lived humans, this does somewhat remove the drawbacks of using such techniques in the modern world - namely time and expense.
The technology level of Terel'Liren then, is somewhat similar to that of Ancient Rome with a sophisticated bureaucracy and engineering techniques to match. It does possess some medieval advances, primarily in siege-engine, armour and weapons, but primarily most of its technology is Roman/Byzantine in scope, made somewhat more efficient and effective by liberal use of magic. Thankfully some of the more esoteric inventions of the Ancient World, like the primitive steam engine, have not been discovered or re-discovered as yet by the Terelain Magi.
Essentially they have a similar political system as the later Eastern Roman Empire, the technology of Ancient Rome and a culture that is a mix of Rome, Ancient Egypt and smidge of Elvish.
The Children of Terel claim to be the oldest culture and civilisation in the Expanse, and though the days of their height are past they nevertheless possess a rich and complex culture passed down for more than thirteen thousand years. Much like the Ancients of the real world - Greeks, Romans, Egyptians, Harrapan and so many other civilisations - the Terelains possess some advanced technologies in certain areas, some of which in the real world would not be re-invented until the modern age.
For example, much like Ancient Rome, Terel'Liren possesses indoor plumbing, a complex system of sewers and roads, urban planning, concrete and even underfloor heating. Unlike Rome, however, where such advances required the use of labouring slaves to maintain the fires for the hypocaust to heat the bathhouses and the floors of the great villas, Terel'Liren is in possession of certain advantages that negate this requirement - magic.
Smokeless, fuel-less flames burn in the furnaces beneath the bathhouses and great palace of Terel'Liren to provide heating and hot water, the flames fed only by daily contributions of magic by the household servants at dawn and dusk to keep the fires burning.
Concrete is another piece of technology the Terelains possess, the mixture a closely-guarded secret because of just how useful it is as a building material. No need to give competing nations an easier way of constructing buildings and laying roads, after all. In many respects it is just as effective or even more-so than modern cements, capable of enduring with little maintenance for centuries, even millennia at a time. As can be imagined, it is this property which Terelains have spent much of their time refining and perfecting; having their buildings last as long as they do is quite high on the priority list of Terelain engineers. Unlikke modern concrete, the Terelains do not use steel beams as reinforcements - it would simply be too expensive to produce that much steel merely for construction and, though this limits them to using arches, domes and the like in their engineering this also prevents the steel reinforcements from decaying the concrete. Further, Terelain concrete, like Roman, takes much, much longer to cool down than the modern equivalent - taking two or three years in comparison to the handful of months or even hours of the modern variety which actually increases its durability again.
This makes Terelain construction a slow and rather expensive process, but since the economy of a near-medieval society is simpler than a modern economy and the Ageless Terelains are naturally more patient than the comparatively short-lived humans, this does somewhat remove the drawbacks of using such techniques in the modern world - namely time and expense.
The technology level of Terel'Liren then, is somewhat similar to that of Ancient Rome with a sophisticated bureaucracy and engineering techniques to match. It does possess some medieval advances, primarily in siege-engine, armour and weapons, but primarily most of its technology is Roman/Byzantine in scope, made somewhat more efficient and effective by liberal use of magic. Thankfully some of the more esoteric inventions of the Ancient World, like the primitive steam engine, have not been discovered or re-discovered as yet by the Terelain Magi.
Essentially they have a similar political system as the later Eastern Roman Empire, the technology of Ancient Rome and a culture that is a mix of Rome, Ancient Egypt and smidge of Elvish.
The Monarch of the Kingdom
The King and Queen of the Second Kingdom are somewhat unusual in their regalia and the traditions surrounding them. They fully expect and receive, at least from their subjects, all of the rights and honours usually reserved for Imperial rulers. The reason for this is actually quite simple. In the ancient First Kingdom the King in Oberoth, or later Nias Thineral, was more of a High King or Emperor than a mere Royal Monarch. The Four Archdukes were kings unto themselves, each given reign over a quarter of the First Kingdom's holdings, ruling there with the full powers of a monarch whilst still under the sovereignty of the King in Oberoth. The Dukes of House Amaar were granted stewardship over the Crown Lands - what is today the Second Kingdom. Theoretically speaking the Second Kingdom is the direct successor state of the First and therefore claims de jure the territory of its predecessor with the King or Queen as an Imperial Power and the Archdukes as their provincial governors.
Obviously, however, the second Kingdom does not have the political or military power to control such a vast territory and in any case many kingdoms have arisen in these ancient territories and have existed there for centuries or even millennia. Though the Monarchs of Terel's Kingdom claim Imperial station they are more akin to the fallen Emperors of Byzantium's latter days who ruled not much more than Constantinople itself even though they still claimed to be the Roman Empire and therefore had de jure claim to most of Europe, North Africa and the Middle East.
The King and Queen of the Second Kingdom are somewhat unusual in their regalia and the traditions surrounding them. They fully expect and receive, at least from their subjects, all of the rights and honours usually reserved for Imperial rulers. The reason for this is actually quite simple. In the ancient First Kingdom the King in Oberoth, or later Nias Thineral, was more of a High King or Emperor than a mere Royal Monarch. The Four Archdukes were kings unto themselves, each given reign over a quarter of the First Kingdom's holdings, ruling there with the full powers of a monarch whilst still under the sovereignty of the King in Oberoth. The Dukes of House Amaar were granted stewardship over the Crown Lands - what is today the Second Kingdom. Theoretically speaking the Second Kingdom is the direct successor state of the First and therefore claims de jure the territory of its predecessor with the King or Queen as an Imperial Power and the Archdukes as their provincial governors.
Obviously, however, the second Kingdom does not have the political or military power to control such a vast territory and in any case many kingdoms have arisen in these ancient territories and have existed there for centuries or even millennia. Though the Monarchs of Terel's Kingdom claim Imperial station they are more akin to the fallen Emperors of Byzantium's latter days who ruled not much more than Constantinople itself even though they still claimed to be the Roman Empire and therefore had de jure claim to most of Europe, North Africa and the Middle East.
Important Nobles
The Archdukes
The current incumbent Archdukes of the Four Quarters, the Patriarchs of the Moralinri, Pelenim, Rishael and Aedrimar Bloodlines and the Lords Eminent of the Second Kingdom are:
His Grace, Talian Risha, Third of His Name, Archduke of Rimni and all of the South-Lands, Overlord of the Rishael Bloodline, Lord-Protector of the South, Guardian of the Gathering Night and Lord Eminent of the Great House of Risha
His Grace, Nivren Adhar, First of His Name, Archduke of Rimni and all of the East-Lands. Overlord of the Aedrimar Bloodline, Lord-Protector of the East, Guardian of the Dawn and Lord Eminent of the Great House of Adhar
His Grace Vykar Morlan, Fourth of His Name, Archduke of Der'Morlain and all of the West-Lands, Overlord of the Moralinri Bloodline, Lord-Protector of the West, Guardian of the Dusk and Lord-Eminent of the Great House of Morlan
Her Grace Kailina Pelen, First of Her Name, Archduchess of Pelenor and all of the North-lands, Lady of the Pelenim Bloodline, Lady-Protector of the North, Guardian of the Rising Moons and Lady-Eminent of the Great House of Pelen
Heirs to the Archduchies
His Grace Kylas Risha, Second of His Name, Archduke-in-Waiting of Rimni and the South-Lands, Lord-Commander of the Citadel of the Gathering Night
His Grace Tolen Adhar, First of His Name, Archduke-in-Waiting of Adriand and the East-Lands
Her Grace Isani Morlan, First of Her Name, Archduchess-in-Waiting of Der'Morlain and the West-Lands, Lady-Commander of the Citadel of the Dying Sun
His Grace Jerand Pelen, Second of His Name, Archduke-in-Waiting of Pelenor and the North-Lands, Master of Horses at Pelenor, Lord-Commander of the Citadel of the Rising Moons
Others
High Commander Orion Iyelos of the Lesser Noble House Iyelos, Master of Eagles (Commander of the Jeria Eagles)
Lord-Chamberlain Alerios Banton, Third of His Name, Lord Paramount of the Royal Demesne, Duke of Oberoth and Steward of the Royal Household.
The Archdukes
The current incumbent Archdukes of the Four Quarters, the Patriarchs of the Moralinri, Pelenim, Rishael and Aedrimar Bloodlines and the Lords Eminent of the Second Kingdom are:
His Grace, Talian Risha, Third of His Name, Archduke of Rimni and all of the South-Lands, Overlord of the Rishael Bloodline, Lord-Protector of the South, Guardian of the Gathering Night and Lord Eminent of the Great House of Risha
His Grace, Nivren Adhar, First of His Name, Archduke of Rimni and all of the East-Lands. Overlord of the Aedrimar Bloodline, Lord-Protector of the East, Guardian of the Dawn and Lord Eminent of the Great House of Adhar
His Grace Vykar Morlan, Fourth of His Name, Archduke of Der'Morlain and all of the West-Lands, Overlord of the Moralinri Bloodline, Lord-Protector of the West, Guardian of the Dusk and Lord-Eminent of the Great House of Morlan
Her Grace Kailina Pelen, First of Her Name, Archduchess of Pelenor and all of the North-lands, Lady of the Pelenim Bloodline, Lady-Protector of the North, Guardian of the Rising Moons and Lady-Eminent of the Great House of Pelen
Heirs to the Archduchies
His Grace Kylas Risha, Second of His Name, Archduke-in-Waiting of Rimni and the South-Lands, Lord-Commander of the Citadel of the Gathering Night
His Grace Tolen Adhar, First of His Name, Archduke-in-Waiting of Adriand and the East-Lands
Her Grace Isani Morlan, First of Her Name, Archduchess-in-Waiting of Der'Morlain and the West-Lands, Lady-Commander of the Citadel of the Dying Sun
His Grace Jerand Pelen, Second of His Name, Archduke-in-Waiting of Pelenor and the North-Lands, Master of Horses at Pelenor, Lord-Commander of the Citadel of the Rising Moons
Others
High Commander Orion Iyelos of the Lesser Noble House Iyelos, Master of Eagles (Commander of the Jeria Eagles)
Lord-Chamberlain Alerios Banton, Third of His Name, Lord Paramount of the Royal Demesne, Duke of Oberoth and Steward of the Royal Household.