Category Archives: Fieron’s Journal(Lore)

“Countries of Ryrin: Chapter 7” by Fieron

Chapter 6: Endless Lands of Tir

Capital: Tirhome
Population: 5 million (20% Halfling, 15% human, 10% drow, 55% wilde races)
Denonym: N/A
Government Type:Tribal
Other Cities of Note: Brass Citadel (fortress on border of Forsaken Lands)

Beautiful fields, rolling hills, and vast canyons fill this paradise-like land of earth tones. Tribes of wilde, halflings, and many other races wander the plains, never staying in one place for long. The ill defined lands stretch from the ruined city of Skrakad to the Brass Citadel, a massive structure and wall stretching across the border with the undead-ridden Forsaken Lands.

After the fall of the dragons, numerous tribes of various races moved out of the ruined city of Shrakaud and into the abundant plains to the east. Many dragon cities dotted these plains, emphasizing research into the connection between animals and nature. Many of the wilde races came from these experiments. Much like in Joren, when the containment vessels unleashed undead hordes, the various tribes had to fight for their lives. One man from a Halfling tribe realized that all the tribes would die if they can’t unite.

This hero was simply named Tir. He united the tribes together to push back the undead hordes. They established a wall of their own. However, the tribes were nomads. Restlessness set in. Tir established a schedule. Every tribe spends on year guarding the wall at the Brass Citadel, then twenty years wandering the massive plains. A central city called Tirhome sprung up as a trading post between the various tribes.

Because of this, the Forsaken Lands have never successfully invaded the plains. Well, except for one time late in Tir’s life. The cycle appeared to be working. And then it was a tribe of halflings called Tealeafs’ turn. They arrived late, and through complacent parting let a group of the undead through, which wreaked havoc on the land. Tirbanished the Tealeaf tribe. Those same Tealeafs that plague Deregal to this day.

Today, the rotation is only 19 years break, the system works. Each tribe has their own travel and ruling system, but the social contract keeps the hordes of the dead back.

“Countries of Ryrin: Chapter 5” by Fieron

Chapter 5: Deregal and Orkgar

Capital: Darat
Population: 13 million (30% human, 20% high elf, 13% half-elf, 10% tealeaf, 10% orc, 5% half orc, 5% gnome, 7% other.
Denonym: Dereges
Government Type: Magocracy, Noble Council
Other Cities of Note: Kerash(Port City near Sentia/Joren border)

Deregal was home pre-Dragon Wars to the second largest dragon city and was the center of magical research. After the war, this trend continued with Deregal quickly becoming the foremost leader in magical research and standardization. The second largest battle took place in Deregal, the death of so many dragons leading to chaotic magic, and more importantly, an abundance of mana crystals. These mana crystals are one of the Deregals major export and are used in everything from potions to the massive teleportation Gates.

Since its founding soon after the War, Deregal has been ruled by the most powerful mage. There is a Council of Nobles who can overrule this Magarch. The title of Magarch was a lifetime job, though most step down after finding a suitable replacement. The Magarch can declare a successor, but it has to be confirmed by the Council. In the place of no successor, the Council itself elects one.

In the year 2100, Deregal found itself under attack by the nearby ally of Joren. The current Magarch, MagarchOrthanir, was desperate to form a defensive army against Joren’s formidable Drak’ai, or War Mages. To attain this goal, he made an infamous deal with the orc and ogre tribes to give them their own land if they fight in his army. Unfortunately, Orthanir underestimated these races, and withdrew his offer after Emperor Ragath was defeated. This betrayal lead to much of the antagonism between humans and orcs in the following years, as well as to the eventual Orkgar Revolution in 2200, a date chosen for its symbolic hundred years after the betrayal.

The Orkgar Revolution was a nearly  bloodless revolution. The orc and ogre tribes rebelled against Deregal. The Magarch Hallyn immediately began talks with the orcish leaders. Talks went south when it was discovered that King Mareth of Joren was funding the rebels with war supplies. Many feared that the orc and ogre tribes would take their rebellion in a bloody direction. Skirmishes broke out along the borders, but Hallyn stood fast in her conviction to make peace and hear out these rebels. After months of discussion and concessions, Orkgar was formally acknowledged as a country. Deregal retained the rights to free travel through the country, as the major land route to Sentia and Joren passed through these lands.

Only being 35 years old, it is unknown what effect the country of Orkgar will have on the world at large. As such, it won’t be getting its own chapter. They established a capital city of Orgrin at an ancient meeting place where previously the Tribes gathered during the summer solstice. Now, representatives from all of the Tribes use this newly formed city as a formal capital and meeting place for foreign diplomats and traders.

Capital: Orgrin
Population: 4 million (50% orc, 15% ogre, 10% orc-blooded, 10% human, 5% Halfling, 5% goblin, 5% tealeaf, 5% other)
Denonym: Free <race>
Government Type:Tribal Leadership
Other Cities of Note:

“Countries of Ryrin: Chapter 4” by Fieron

Chapter 4: The Veil, or Manifesta

Capital: Manifesta
Population: 3 million (60% ghosts, 40% living)
Denonym: N/A
Government Type: Council of Elders
Other Cities of Note: Last Port

The large island off the southern coast of the continent is house to one of the most unique cities in the world. Manifesta is layered, with the city itself surrounded by a massive stone wall covered in intricately carved and glowing runes, which is surrounded by massive Spirit Trees with trunks as big around as large villages, which is in turn surrounded by miles and miles of desert.

Manifesta is often called the City of the Dead, because it is one of only two places where ghosts can manifest completely into the material realm. These are no wailing spirits twisted by regret either. These ghosts are in perfect control, and “live” fairly normal lives. It is unclear why some souls stay behind, while others pass on to the Veil. Most of the living within the city are family members who have sought out dead relatives.

One of the lesser known oddities of Manifesta is one that the living rarely even know exists. Below the city is a place called the Stalactite, where only ghosts are allowed. This is not a law, but a physical requirement in most cases. The walls of the city continue underground, creating a vast cave with walls barely visible in the gloom, and the bottom completely lost in the dark. Common thought is that this well is bottomless, since any attempts to discern an end have met with failure. Growing down from the ceiling of this bottomless well are huge stone structures that look like stalactites, hence the name. These stone cones have been hollowed out and exist as housing for the many ghosts existing there to avoid the living. There are no roads or paths between the cones, as all ghosts can easily fly. This, in fact, is the most difficult part for the living.

The tallest structure is known as the Downside Castle, and houses the government of Manifesta, a Council of Elders made up entirely of ghosts. The government overall is pretty laissez fair compared to most countries. The Elders don’t invoke many rules upon the city other than the minimum to keep order within the city like no murdering the living, no stealing, and the like. The Downside Castle is one of the only stalactite with pathways leading from within the city, since the living occasionally need to visit. Many of the guards and servants of the Downside Castle are graveborn or other corporeal undead who seek work away from the living.

“Countries of Ryrin, Chapter 3” by Fieron

Chapter 3: Gnoferis

Capital: Frankalashitaran (Frank)
Population: 13 million (50% Gnome, 10% Nousen, 10% Human, 8% Halfling, 7% dwarf, 5% Culus, 5% High Elf, 5% Other)
Denonym: Gnoferim, or Gnofers derogatorily.
Government Type: Council of 27
Other Cities of Note: Boberandalen (Bob)

Another country I am hesitant to write about, Gnoferis was one of the earliest modern countries to be formed, around the same time as Deregal. Their rivalry began then and has continued ever since. While Deregal emphasizes magic above all else, Gnoferis takes a technological approach. It is too early to tell if the newly founded Trinity University will manage to wrestle control of technological advancements from the state-controlled Inventors of Gnoferis. From common castor guns to advanced grenades, all modern technology comes from Gnoferis.

The government of Gnoferis is also an interesting one, since it is entirely made of gnomes. At least, outside of the military that is, where created Nousen and Culus serve. The ruling powers are the Council of 27, an enigmatic group of gnomes who come from lineage dating back to the founding of Gnoferis. The Council directly controls the State Inventors, who are used to stop uprisings and invasions.

 

Fieron’s Journal : The Five Gates

I have recently done more research into Western Magic. After talking with some spellcasters who call themselves “ninja” I discovered that the source of their magic is actually their personal soul filtered through a series of “Gates” in their body. (For the purposes of this journal, I shall refer to all of their abilities as spells and magic, since that is the closest analogy, despite literal translations being things like “Gifts” or “Awakenings.”)

The most important gate is also the last, the Fifth Gate. This is the gate that converts their soul energy into what they call Breath. This gate is usually autonomous and protects the user from draining too much of their life essence. From the Fifth Gate all the other gates gain their energy. There are three primary gates: Crown, Heart, and Base.

The Crown Gate is located on the user’s forehead and is often used in cerebral magic. In fact, self proclaimed “Psychics” use this gate exclusively.

The Heart Gate is located right above the heart and is the basis of health and life. “Soul Keepers” are a type of spellcaster who uses this exclusively, using breath from the heart to awaken the souls of dead beasts temporarily.

The Base Gate is located between the user’s legs and is the source of power and stability.

The fourth gate is typically unused by spellcasters, however. It is the Naval Gate located on the bellybutton where as a child you were granted Breath from your mother, or so it is believed.

Western magic definitely has it’s benefits over traditional magic. Their power source is self replenishing and safe from outside influences. I won’t be casting “ninjutsu” instead of my Fireball anytime soon, but it is interesting to look at other types of magic that don’t slowly drive you insane from use like arcane magic.

 

Fieron’s Journal : Time Keeping

Many wonder why records before the Dragon War are shotty at best. It isn’t just because of the massive war that wiped out most of civilization. Dragons, being truly arcane beasts, did not have a set year. Every written record used relation to major events as their place. I mean, sure we all use the final battle of Shrakaud as our 0 year, but different people and dragons used different frames of reference, often with us not knowing when that frame happened.

Much less difficult is to place the day. While we have 11 months, they only used the four seasons, then the day since the last equinox or solstice. There was no sense of day of the week to them. As odd as it would sound, the day before the fall equinox would would be written as Summer 77.

They also lacked Halis, our last month of the year, which is 10 days, or 11 every 4th year. Because of this, their seasons would have variable amounts of days, making placing dates in relation to each other even more complex.

Just in case this is read by someone using a different calendar system, here is ours simply: We have 10 months of 30 days plus an extra month that varies from 10 to 11 days. The months are as follows:

Aragen: Begins on the spring equinox. Associated with Araggar, the god of Nature. Major holiday is New Year, which is on the 1st.
Loquern: Associated with Loqua’laryn, the god of trickery. Major festival is the 15th, where people attempt to trick or prank each other.
Graton: Contains the Summer Solstice and associated with Grata, the god of fire and unity. Summer Solstice is celebrated by large community gatherings and feasts at sundown, accompanied by large bonfires.
Ashren: Associated with Ashe, the goddess of the Sun and Protection. In many areas, the 15th is celebrated as a worship of daylight, believing to ward off the spirits of the dead.
Flara: Associated with a minor goddess, this month doesn’t contain any major holidays.
Odana: Associated with the Odana, the goddess of earth and life. The Fall Equinox falls early in this month and is celebrated as a harvest festival.
Terrin: Associated with a minor god, this month doesn’t contain any major holidays.
Kestina: Associated with Kestenas, the god of night and secrets. The Winter Solstice, which falls in the middle of the month is celebrated by large social gatherings where masks are worn at all times.
Aero: Associated with a minor goddess, this month doesn’t contain any major holidays.
Halis : Associated with a minor god, this month doesn’t contain any major holidays.
Myrli: Varies from 10 to 11 days depending on the year.The entire month is considered a long holiday where one meditates on the previous year, while asking for good fortune in the coming one. Associated with Murali, the goddess of luck and chaos.

Fieron’s Journal : On Fae

I am not a shaman by any means, but recently I’ve been enjoying reading about the various types of fae found across Ryrin. Fae are nature spirits who take on a more personable appearance and personality to better deal with mortals. Most people have seen fae or are surrounded by them, but unless the person is very observant or knowledgeable about spirits, they are likely to be overlooked. Many have heard of Dryads and Nymphs, but I wanted to focus on a few of the more obscure fae I’ve researched.

Sandman
This curious fae can be found sneaking into rooms at night to put people to sleep. This tiny rotund man is sand-colored skinned and wears a sackcloth robe. Some people think that there is only one sandman, but multiple shaman have stated that there are a great many of the creatures. I personally have never seen one while I dozed off to sleep, but I suppose I was rather drowsy and inattentive at the time.

Bogun
Bogun are often seen as evil fae because they are associated with decay. They are not the keepers of death like a necromancer or the like, but instead help dead things decompose to feed the living things in the forest. They are halfling sized creatures who are hunched over with disgusting patches of moss along their back. They remain hidden primarily by turning their backs and remaining still, often being overlooked as a rotting log, or moss on a tree.

Pixie
Pixies are small sprite keepers of insects. While not a glamorous job, they keep the natural order of things in line as much as the rest. Luckily for them, insects do not require much oversight, so they often fill their boredom playing tricks on each other or mortals. These tiny creatures stand only a foot tall, with large butterfly wings. They can shrink themselves down to insect size, avoiding notice of clumsy mortals.

Didra
While a dyrad is a keeper of trees, a didra is the keeper of the grasses. Different didra manifest as different weeds or wild flowers, wandering the land spreading their preferred plant. Didra look like small, thin creatures with flowers or grass for hair. They are experts in hiding in the grasses and underbrush.

Redcap
Another type of fae that has a bad reputation, redcaps are said to have formed in places of great death and war. They are often seen on ancient battlefields, eating the negative emotions that linger behind. They are named recap because they appear much as a toadstool manifest, with a bright red and white speckled cap. It is said that the more tragic the battle, the brighter red the cap of the redcap.

Thinri
Thinri appear as small hunched figures with long metal spines coming out of their back.They are small unassuming creatures that can travel incredibly fast along the ground if need be. They are keeper of the weather. They are usually solitary creatures, though it is said that when they gather, a great storm brews. Larger thinri are called Thinrika and are mostly found in the Sea of Storms.

Raiju
There appears to be some scholarly debate if this creature counts as a fae or under the “magical creature” that phoenixes and the like are. Raiju are large tiger-like creatures who spark with lightning. They are able to move in huge bursts of speed that leaves a thunderclap in its wake.

Unicorn
While unicorn are commonly known, like the raiju there is debate on their classification. Unlike the raiju, they are known to watch over a specific grove much like a dryad would a single tree, but shaman scholars seem to disagree what their actual purpose is. Many believe the unicorn is a guardian, meant to keep intruders out, while others see the unicorn as a tender of the animals in the area. What is worth noting is that they are very few documented cases of unicorn sightings by mortals. Either they are very few in number, or far greater at hiding themselves than other fae.

Jack Frost
Jack Frost is not a single fae, but a great many. They are small sprites who enjoy playing and laughing. They are also what brings the first frost of the year. What they do the rest of the year is uncertain. There is a theory that they are related to the Spriggin, and go through metamorphosis during winter and summer, but this theory lacks any credible proof.

Spriggin
As I said, spriggin are the counterparts to Jack Frost for the springtime, bringing buds to plants.

Frelen
Ask any doctor and they can tell you they have seen the frelen many times. Frelen typically hang around hospitals and medic wards feeding off of illness in much the same way that bogun feed off of negative emotions. Frelen themselves are small humanoid creatures with long noses and large hands. They are slow to move, and can be seen sitting in windows of sick children relaxing in the sun. Like most fae, they can travel into the spirit realm and disappear if needed.

Buldhr
The buldhr are mountain spirits that are slow to anger and just about everything. They embody the mountain’s stoic resolution to continue being forever. Their appearance is almost as a hunched troll with a large mossy bolder for a back. Then buldhr stop moving, they become nearly impossible to pick out from the rest of the rocky mountain side.

Fieron’s Journal : The Forsaken Lands

Ryrin World Map

Entry Date: 2245. AD.

I have referenced the land south of Joren called “The Forsaken Lands”, “The Dead Lands,” or a many other names. To those like myself who grew up in Joren, they were a horrible land of death. It was almost 150 years ago that these horrible lands invaded Joren and Nenatai, who lost over 2 million souls to the Harvest.

Many theories swirled around these lands. Many believed that dragon experimentation of undeath was centered in this area due to extensive onyx mines that litter the landscape. Once the dragons fell, these experiments were let loose to ravage the countryside.

Only problem with this theory is simple. The Forsaken Lands have never really taken many lives in their attacks. Certainly never enough to provide corpses for the numbers of skeletons and zombies that attack every few months. Even during the Harvest, their most successful attack to date, many of the bodies were recovered and burned.

Recently, Trinity College sent out an expedition into the Forsaken Lands. I wish I had been there. They uncovered a vast series of underground machines that transmuted stone, earth, and moss into skeletons, zombies, and other creatures. From their information, it seems that the Forsaken Lands were not where the dragons were studying undeath, but life. What we call zombies and skeletons are imperfect machines that create rotting corpses rather than a complete person.

Accounts of the capital of Necrallow are where it becomes shaky. These researchers managed to do what no living creature had done for thousands of years and actually entered the city. Accounts say that the vampires, necromancers, liches, and even ghosts live there, being served by artificially created humans. The tale of ghosts is quite intriguing to me, since I did not think any ghosts were able to fully manifest outside of the Veil.

The reason the accounts of Necrallow are shaky from these seasoned researchers is because of what happened while they were in the city. Apparently a demon broke down the wards of the city, destroying all of the ghosts living inside and allowing inter-realm travel. Calling her army, she attempted to capture the forges that were creating the artificial humans.

Demons versus the most powerful undead in the world. I honestly don’t know which side I would have wanted to win. But the undead prevailed, but all but two of the researchers were killed in the attack.

Personally, be they animated corpses, or failed experiments at creating life, I will defend my homeland in the future the same way I have in the past. With judicious application of fireball.

 

Fieron’s Journal : Angels

So earlier I said that angels were air elementals created by the gods. Because they served the gods and appeared around the same time, most assume this connection. However, while I was looking up accounts of the Dragon Wars, I found a references to newly formed angelic beings dated BEFORE the gods were granted their godly powers.

I was curious, so I left the dusty tomes behind and sought out an orcish shaman I had just recently come into contact with. She told me that angels are indeed air elementals, but it was the mirror spirit Echo who created them.

Echo is said to be the leader of the Mirror Realm, the enigmatic realm that connects all times and all places. Echo was the spirit that lead Arragar and the other gods to find the godstone that granted them their power.

So it seems there is a connection between the gods and the angels, but perhaps it is more like siblings than servants?

DevLog #32

I have been busy getting Apprentice 0.7.1 PDF and the Quicksheets system ready for release.

In addition, I’ve began writing Fieron’s Journals  entries again. The first of the new set is about Teghar, and includes a map of Ryrin.

Ryrin World MapI will be writing more of these entries as writing exercises.

I’ve also been working on the layouts for Ryrin Tactics. Once we get some more of the art finished, we’ll be previewing the game on Tabletop Simulator, as well as building up towards a new Kickstarter.