From the fall of Zeal to the appearance of its people in the lands of Leanantla, humanity has shown a versatility and creativity that cannot be compared to any other race. Yet for all their great knowledge or their cities that reach for the heavens above, Man has also shown itself through corruption and the pains of war. Through the ages Man has continued to dominate the world and hold its seat of power, once wielded through the Crown of the Kingdom.
This kingdom, however, fell into civil war when the last line of kings was assassinated, and now more than a dozen claimants have armed and tried to take the Kingdom of Mercia by force. The people of these lands are different in almost all aspects, but they are bound up in a common past and allegiance to the name of Mercia: no matter which man they believe its true king.
A few decades ago, the men and women of Mercia discovered the lands of Eridan, a massive continent to the far west of the Kingdom, separated by the great ocean. To many, Eridan stands as a place to start anew and escape the war of the fallen empire. Forty years after its initial discovery, Eridan has seen two colonies rise and fall and now a third, Denshy, has shown itself from a fledgling colony into a growing city. Pessimism and fear still linger as to the reasons for the demise of the earlier two colonies. Did the monsters of Eridan overrun them?
Many questions remain unanswered about the lands of Eridan, but the people of Denshy have managed to survive thus far in an openly hostile environment that challenges the city’s existence every day. As adventurers and hunters alike range out into the forests, marshes, and plains of Eridan they encounter massive ruins and strange cultures. What stories do they hold, what truths are hidden in their earthly graves?
For geographical reference to the city-states, look here.
It has been 12 years since the fall of the Merican Kingdom to the hands of the demonic creature known as Maguun. Since this time the lands of Leanantla have been shattered into a continuous war of nobility and laymen alike vying for power. No part of the world of man is peaceful as raiders cross borders to take away human lives along with precious objects. Starting in 542 MR The War of Merican Succession has continued this way with what has been accounted below from several sources.
The former seat of power for the royal family of the Kingdom of Mercia continues to be a no mans land. Although the battles between kingdoms to claim the former capital have dwindled overtime no populace still claim it as home. In the current era the rumors spread that the ruined city is a place where the vile of the society escape from prosecution for their crimes.
Medici has prospered based on the economic foundations of its elite and poverty alike. Unlike most kingdoms Medici has continued to focus on the economy of Leanantla than military expansion. From this attitude most kingdoms continue a neutral peace in order to continue to use its markets for trade. In this regard it has made Medici a conflicting piece of territory for any power to attempt to take over without the rest of Leanantla coming down upon the attacker.
Considered by some as the “Holy Kingdom of Leanantla” the Coventry has grown in leaps and bounds from its foundation. Originally founded as the sacred city of Valar, the Coventry over the years has developed a population of pious individuals of all Paths. This has resulted in political intrigue within the city where the three Paths along with their political views have swayed in power. Beyond it’s borders the kingdom is regarded by some as the religious center of doctrine that all are to follow. This view is not entirely accepted as the kingdom in 542 MR established a holy war against the kingdom of Graycastle that continues even now. This has led to the Noble Federation of The Rhine creating an alliance with Graycastle and Url Kelduld against the Coventry. In response the kingdom of Trandor has backed the Coventry in war along with the kingdom of Blackmount.
In the years since the Shattered Kingdoms had been established the Federation has been developing into a noble military regime. The population and the government are in agreement that expansion is the only way to end the wars in Leanantla. This initiative had begun with the Federation’s alliance with the kingdom of Graycastle against the Coventry. Although the aristocracy dislikes necromancy and the ideas that Graycastle harbors it was the best starting point in their conquering maneuvers. However not all has been successful going with the Federation as the Agyris Cavalry have been moving into Federation lands causing the expansionist plans to be slowed to a crawl.
The Kingdom of Blackmount has been a bustling territory where war between the sea and on land is never ending. This has had made the kingdom prosperous in the creation of war instruments on par with the economy of trade goods in Medici. Originally Blackmount had battled Trandor and Graycastle in pushing towards reclaiming Merica. However with the Coventry decree in 542 MR of war upon the kingdom of Graycastle and Trandor’s allegiance with the Coventry has changed political agenda. In being edged on by the Coventry for their war against Graycastle hostilities between Blackmount and Trandor have been halted for now. The following year Blackmount announced its alliance to Trandor and Coventry against the kingdom of Graycastle. Blackmount’s navy for the most part has been in a continuous state of war between Graycastle and the tyrannical reign of piracy from Northsale. While remaining neutral with the Republic of Grennin officially the guise of an alliance against Trandor and Northsale loom on the horizon.
Trandor’s existence has been one of harsh resentment from its neighbors by the fact this small kingdom still exists. In living in such a mild environment where agriculture is hard to keep intact the population has turned to faith and war. Most of the populace have looked specifically to Valar and Balaur for salvation in these troubling times. Northsale raiders continued to sack the landscape while Graycastle moved in from the north. The kingdom of Blackmount with a blockade of Trandor’s coast and troops moving in from the west seemed to be the demise of this short lived kingdom. However through leadership of Lord General Matthias Trant the people of Trandor have turned their future around in the past years. Northsale has been put on the defensive as Trandor pushes for the territory’s agricultural abundance. When in 542 MR the Coventry announced war upon Graycastle Lord General Matthias Trant took the political initiative. Trandor announced itself in allegiance with the Coventry and claimed to defend the Paths against any hostility acted against the pious of Leanantla. The kingdom as well sued for peace with Blackmount where the Coventry pushed the leadership to accept the terms. This peace agreement has allowed Trandor to focus on Graycastle and Northsale invasion. Though the border between Blackmount and Trandor continues to be guarded based on the past hostilities between the kingdoms.
Ever since the death of Baron Woodward in the battles over attempting to claim Mercia for his own Graycastle has not been the same. Queen Woodward since her husband’s death has been spiraling down a winding road of wicked power mongering. The Kingdom of Graycastle has been the center stage for the War of Mercian Succession since the Coventry announced aggression upon it in 542 MR. In being the only other place in Leanantla besides Url Kelduld that harbors and allows necromancers prosperity it has been detested by most kingdoms. The Noble Federation of The Rhine has come to the aid of Graycastle in the war in fear of the Coventry using its holy power to control the rest of Leanantla. When the kingdom of Blackmount announced its alliance in the war against Queen Woodward the Spire of Url Kelduld retaliated by jumping in to defend the kingdom against the opposition. Graycastle’s armies and necromancers have continued to keep the enemy at bay while riders cross the Mercia domain to pillage Bogenhafen for slaves and corpses to feed the war.
Northsale under the domain of Pirate King James Rui has been a formidable opponent much to the surprise of the other kingdoms of Leanantla. In an alliance with Bogenhafen Northsale has only Trandor to deal with in expanding the domain of the pirates control. When James Rui originally took claim of Northsale the pirates pushed into Trandor in lightning speeds. The goal of establishing the kingdom and taking out Blackmount in one fell swoop would have led to the crumbling of society in the south. But the populace of Trandor have been able to cripple the armies of Northsale and thanks to the ordinance of war by the Coventry in 542 MR have the tables turned against them. Northsale continues to be invaded by raids from the growing might of Tradnor without either side being able to hold onto any new territory for a length of time. When it comes to Northsale’s navy the might of King James Rui upon Leanantla’s seas is all but secure. The chaotic organization of the pirate armada and the continuous flock of outlaws to join its ranks has swelled the navy’s size. This has spurred the Northsale economy and kept it stable from the raiding of the coasts of Blackmount, Trandor, Grennin, and Jaladalk.
In the developing years after the fall of the Kingdom of Mercia it was apparent that Andal was surrounded by enemies. This has not changed the society in one bit as it has been use to war as a territory against the Garguns for centuries. Though luck still is fortunate for the Andalians as an alliance forged with the territory of Jaldalk has secured both regions for the future. In the meantime Andal has continued to keep the border of the Garguns secure while pushing forward into Warlord Domain. This is in response to being unable to secure the territory closest to Bogenhafen and Url Kelduld to keep raiders outside the cultured realm. Although Andal is hostile to Url Kelduld and at war with Bogenhafen it does not thrust itself into the mess that the other kingdoms are bickering about amongst themselves. Instead it has taken the route of claiming the Warlord Domain in order to broaden its power and stop supply of slaves and raiders to Bogenhafen. It hopes that down the road this may weaken the raider kingdom so as to make an allied conquest with Jaldalk for the territory.
The Council of Jaldalk has been the sole peaceful and prosperous kingdom out of all the Shattered Kingdoms. It has harbored all the innocent people who wish to run away from the burdens of war and cruelty in the rest of Leanantla. Many mages who do not find sanctuary in other kingdoms or cross the ocean for Eridan travel to Jaldalk. In fearing for their world crumbling around them the Council made an alliance with Andal in securing both entities economically as well as militarily. The fact these two groups have not become a single kingdom may come from the differences in culture as well as response to magi living in Jaldalk. Though not all in Jaldalk is peaceful as tales wish to claim as Jaldalk wages a stalemate war with Bogenhafen over the issue of slavery more than territory. Northsale has also been known to raid or blockade Jaldalk’s coast usually being repelled thanks to the services of the magi in exchange for the populace not prosecuting them unlike most of Leanantla. Although the Coventry is mainly sought out as the place where all the Paths are harbored together a minority of Jeidalians feel Jaldalk is the capital to the Path of Wisdom.
One of the only two kingdoms founded by the wild tribes of the Warlord Domain Bogenhafen is more a chaotic territory than a kingdom. Vaulde The Twisted has opened the doors of his kingdom to all vile outlaws who wish to slaughter or make money through the slave trade. In looking beyond the kingdom’s realm it has made an alliance with Northsale that has become profitable for both parties. The north of the kingdom has become a contested territory between Andal, Url Kelduld, and Bogenhafen. It is from this contested boundary that Vaulde sends raiders into Andal and Url Kelduld to keep the two kingdoms from preparing a conquest of his reign. Jaldalk has been a thorn in the kingdom’s side over the decade by raiding or subversively rescuing slaves and taking them across the border. This would have crippled the Bogenhafen economy if it was not for the fact many raiders flock to the Warlord Domain bringing numerous slaves back to the kingdom to sell. The chaotic kingdom itself is top heavy and once Vaulde The Twisted has died through battle, murder, or natural causes it is believed the neighboring kingdoms will swallow up Bogenhafen for themselves.
Ever since the destruction of the Priory of Leanantla’s headquarters in Mercia and the beginning of the prosecution of mages the Spire of Url Kelduld became a mage refuge. In it’s beginning the mage kingdom was a place of turmoil for any mundane as the murder of many innocent to install order took place. The recent years have developed the magick kingdom into a totalitarian regime between the witchblooded and the mundane. Originally being hostile to all of the Shattered Kingdoms Url Kelduld eventually changed its attitude in this regard. The most recent resulting in the announcement to join the War of Mercian Succession on the side of Graycastle. As the Spire supports the art of Necromancy it sees Graycastle as a close cousin of itself because of the many supporters living within the Spire. This has been replied by those kingdoms against magick to reconfirm their right to condemn mages as horrible entities. The add of Url Kelduld to the Rhine Federation and Graycastle alliance has caused the war to escalate into a blood thirsty event. The unleashing of the weave upon the battlefield has been a set back for the enemy however cause of the blockades the powers continue to be at a stalemate.
In the initial beginnings of the Shattered Kingdoms the kingdom of Blackmount sent out a privateer to wreck havoc upon Avary domain. When the privateers sacked the capital and pushed for the populace to overthrow their government the island changed. Now being a Republic for over a decade the island has become a copy of Medici without being put in the middle of the war conflict. When in 541 MR a Coventry ambassador approach the Republic about aiding it against Graycastle in war the Republic declined. This has resulted in a split of the economic power of Leanantla between Medici and Grennin over the years. Where the northern kingdoms have focused on Medici the southern domain has used Grennin. The fact that the Republic sits upon an island with a fresh water lake center has made it an autonomous state. Only Northsale has claimed war against the Republic and has been able to decimate its navy from protecting the shipping lanes. Though rumors spread that the Republic is in process of developing a navy being able to destroy Northsale’s.
As being the only other kingdom founded by tribes from the Warlord Domain the Agyris tribe is on the borders of society. When the Federation of the Rhine began to expand into the Agyris territory the tribes came together and formed a organized kingdom against their attacker. Though they have been accepting in recent years the culture of the Shattered Kingdom society they still keep strong their cultural roots. The Agyris Cavalry has no use in attempting to rule over the entire continent of Leanatla. However they will not simply allow their way of life to be flickered out by the enemies surrounding them. These prideful horsemen have been continuing a conquest of the northern portion of the Federation of the Rhine. Secretly being backed by the coffers of the Medici aristocracy in order to continue economic bliss it seems peace will not come to the Agyris anytime soon. The Warlord Domain is still a wide expanse of chaos that could easily be taken under control by the hoof. Currently there is a schism between the populace as to whether or not to expand into the Warlord Domain or secure the border where it lies.
The Agyris are originally one of the nomadic tribes from the northern valleys of the wide area loosely designated as Warlord Domain. To be sure, the first Agyrii captains to be mentioned in history were great Warlords of the North, known for having their entire armies on horseback, without spearmen or archers afoot.
After the Shadow War, when the Shattered Kingdoms began their political trifles and warfare against each other, the Warlord Domains were troubled by the Southron people, who brought with them heavy armor and magick. The fierce warriors of the southwestern mountain ranges of the Domain were overhelmed by the fire and brimstone of the combined forces of the Federation, Graycastle, and Url Kelduld, being forced to surrender the mountain ranges.
An unexpected encounter with Medician scouts in the mountain ranges brought new hope to the Horse Lords. The Medician Valarians brought with them the knowledge of the Shattered Kingdoms, teaching the nomadic warrior people their ways of working steel and their faith to combat the wretched witchcraft and greed of the Federation. Medician gold was also used to bring Valarian Knights from Coventry through the mountains towards the newly-built capital of the Agyris, in the valley of the Drakestone.
The combined might and discipline of the Agyris and their new arms, armor, and faith, began the war that would last for many years, still raging this very day. The Agyris, cornered in the mountain ranges and separated from their vast fields by the armies of the Federation, started fighting back. Every day their raids on the Federation’s encampments would cause casualties in the hundreds, as the horsemen fought for their lands. Within a few years, their lands had already expanded to the North and West for many leagues, while the sharp peaks and cruel cold of the southern mountains acted as an impenetrable wall.
To this day, the Agyris’ expansion continues. The Federation of the Rhine is no longer the invader, but the invaded. The Agyris’ might has claimed them, in the past two decades, many and more leagues than the ones they used to own, at the expense of the Federation. And the Agyris warlords have no intention of giving their sworn enemies even a day’s truce - it is in every leader’s mind to conquer the lands all the way to Coventry, thus sealing the pact with their valuable allies.
The Agyris’ territory is mostly composed of vast plains and hills. Despite there only being mountain ranges in the south of the territory, the center plains, which compose a large part of the nation, are atop high hills, and therefore are covered in snow most of the year.
Several rivers cross the Agyris territory, born in the southern mountains. The capital of the Kingdom is set upon the valley of the Drakestone, on the slopes of the southern mountain range. The low plains are fertile, and indeed where most people who live off the land settle.
Mostly due to the nomadic culture of the Agyris, one can go for leagues and leagues without any sign of humanity being seen or heard. The villages and holdfasts are few and far between, often atop hills or in the valleys of rivers.
It is custom for Agyris warriors to wear their hair long and weaved in a single thick braid, which they only cut when gravely defeated in battle. For every significant battle, an Agyris dons a small bell in their hair, a symbol of their victory. These bells are usually given to the triumphant Agyris by a close family member, brother in arms, or an enemy admitting defeat. A warrior whose bells’ chiming precedes him is often respected and feared - odds are, he’s a leader, and a powerful one.
The Agyris often dress in furs and leathers, as befits the climate of their lands. Fancy silks and velvets have never been adequate for riding a horse or fighting a war, and therefore the Agyris have never adopted such garments. The Agyris’ way of dressing is optimal for their climate, and their preferred style of armor is a combination of heavy, warm splintmail, and several layers of leather to soak in enemy arrows. Even with the coming of the Faith and Coventry’s Knights who instructed them in the techniques of steel armor, most prefer to fight in their people’s attires, if for no other reason then because cold steel can be most grievous to don in the cold winter.
When in warmer climates, they usually just cut down on the amount of furs, hardly ever bothering to try to adapt and blend in.
Where death is concerned, Agyris are fond of burning their dead in high pyres, along with the last steed they rode into battle. The Faithful believe that this ancient tradition is meant to ensure that the fallen warrior may ride proudly into Yashain. To an Agyris, walking is a poor means of getting somewhere - the man who can not ride is no man at all.
The warrior women of the Agyris are not common, but they are respected, and they, too, have their hair braided and don bells. These women are highly respected because, unlike men, they suffer the risk of being raped to death upon defeat, whereas men merely get their heads chopped off.
In the heat of battle, a man may claim any unclaimed woman for himself. This old, primal tradition, seen as barbaric in many Southron nations, is respected through and through by most of the Agyris people, even after the coming of the Faith. Similarly, if the woman being claimed fights back and wins, she might often castrate the man, and be heralded as mighty by the other warriors around her, and earns great respect.
The Agyris, as a whole, dislike travelling over water. Even crossing a river by boat is already a grievous situation. It is said that “Any water a horse will not drink, an Agyris should not step foot in”. Few fishermen inhabit the coasts of the Agyris lands, preferring to do their trade along the rivers where the waters are shallow and sweet.
Horses are a fundamental part of Agyris culture. Boys and girls alike are taught to ride geldings starting from the age of four, but even before that they are already used to being around horses big and small. All boys and many girls are trained in basic combat from the age of seven, and some even try their luck at riding stallions from that tender age.
All the Agyris warriors fight on horseback most of the time, unless they are merely holding their Keep. Men afoot slow down the horseback legions, and as such are left behind to defend the weak.
For all these reasons and more, the Agyris as a whole have a strong love for horses. It is their belief that no man owns a horse, but each horse decides if it will serve a man, and for how long. Should the man treat the horse wrongly, the horse will leave the man on its own accord and find another to serve.
When a steed dies, its last master, if still living, should be the one to set the carcass aflame. Otherwise, the master and the horse are burned together, so that the master might go riding into the afterlife, and not afoot.
As a general rule, the Agyris are extremely skeptical about magic. Their ancestors barely practiced it, and the witchblooded channeled their powers towards healing and no other purposes.
With the coming of the Federation and its warlocks and necromancers, a certain hatred for any type of magic without healing purposes has been growing in the hearts of the Agyris. Many have seen their brothers in arms felled by fireballs or their bodies decayed by spells of necromancy. Some Agyris might actually take their hatred one step further and make immediate enemies of mages they might encounter, although most would have a careful, wary attitude in the presence of magic.
Like in most other nations of the Warlord Domain, the Agyris are ruled first and foremost by those with prowess in warfare. Whilst they are not a violent people amongst themselves, with kinslaying being considered foul, the leaders naturally arise from the spoils of war on other nations.
The coming of the Faith from the Shattered Kingdoms has not changed this. Having had no standing nobility of its own, the Agyris began to consider their leaders as part of a more feudal hierarchy, befitting of their culture of military discipline.
The Agyris have a King, descended from one of the greatest Warlords that begun the counterattack against the Federation.
There is no aristocracy at all amongst the Agyris. Their Lords and Ladies inhabit holdfasts erected for war, as opposed to the Medician villas and manors.
Whilst a few Agyris live in villages or cities (such as the capital), most of the population are spread out throughout the lands, nomadic. The Agyris usually stick together in large groups, riding together under a leader, who answers as a bannerman to some higher Warlord. These groups are nomadic, and often cross the borders to the South or East for pillaging purposes. In the villages live the most “civilized” Agyris and those dedicated to trades other than warfare - blacksmiths, farmers. The holdfasts usually include a village and its Lord often has several bannermen spread throughout the lands to whom he may call in times of need.
Although many Agyris have given up the nomadic life to reside in the villages and holdfasts - especially the Faithful - they still keep their culture and their customs for the most part intact.
So it has been written here the results of war since the fall of the glorious Kingdom of Mercia. The War of Mercian Succession has been going on for seven years and it appears that it shall not even until one side wins against the other. But the fear that grows with many is even when there is a victor that the political alliances will only change. Praying to the Paths let us hope peace will come more swiftly than hope has been to our world.
–Historian Kelemos Chartal
The City of White, built by the Kingdom of Zeal when their Empire held strong, abandoned mysteriously some time after the Orkish threat in the Ancient Times. Left untouched for a long time, only the Gazers know how long as they found the place and upheld it for centuries until a group of humans would once again reclaim the city and houses would be inhabited once more. Welcome to Aurelia, City of White, one of the last remaining Zealan constructions left intact.
Gardens and water ways surrounded by buildings and streets made entirely of white marble. The city stands brilliantly like a stone worker’s dream. Aurelia was one of the smallest cities in the empire in terms of population; however, it was easily one of the wealthiest. Away from the front lines and the battles with the Orks, Aurelia was inhabited by merchants and nobles who had managed to acquire a great deal of wealth and took up residence within those walls. For reasons unknown to this day the inhabitants seem to have all abandoned the city. Fear of the Orks is not likely, nor is the city being taken in a siege as the city was found fully intact and not in ruins as to indicate a fight. None who still walk this planet Terra truly know what happened to the Zealans who lived in that City of White…
Discovered some time later by a race of creatures (seemingly only floating eyeballs) known as Gazers, it was once again inhabited and kept in top condition for centuries. Not much is truly known about these creatures as they are not able to communicate with humans and what connection or fascination they have with Zealan relics is anyone’s guess. These creatures lived and came to the abandoned city of Aurelia and also used to inhabit the area surrounding the old Zealan Academy today known as the Jaded Withdraw. Perhaps these areas were a suitable place similar to wherever the Gazers originally came from, perhaps these two locations were simply places to visit and vacation to as a family would. The only thing for certain about them is that they have all but disappeared in today’s world.
It would not be until 540 MR when humans would return to the city. In face of Lord Erik Van’Graden and Sage Na’krul attempting to take over Denshy and turn it over to Mala’tal, a force that was led by Cyrus Dorthorin and Sir Evans Reynard came to push the Gazers out of the city in hopes of claiming Aurelia for their own. Cyrus and Araina Dorthorin, Sir Evans Reynard, Sir Athos Dumas, Sir Alister Guinan, Sir Sol Rahl, Sir Zachary Summerset, Jadan Saati and the morverc’h Aduesti Ili Lleorithdil, would clear the Gazers out of the city for good. Cyrus Dorthorin would be the city’s first human ruler in hundreds of years, Aduesti appointed as Seneschal, and Jadan given command of the guard. In the coming months citizens of Denshy would begin moving from their homes in hopes of new opportunity that might arise. Soon after Van’Gradens lost their power in Denshy, Cyrus would step down from his position, leaving Aduesti Ili Lleorithdil as ruler of the town and Araina Dorthorin replacing him as Seneschal of Aurelia.
Tensions would grow between the cities of Denshy and Aurelia as many people that were considered criminals in the eyes of Denshy would depart to Aurelia seeking shelter, and most would be granted it. Disagreements would soon turn into actual as rumours of Aduesti hiring criminals and therians to attack Denshy arose. Full scale war would soon break out as a small force from Denshy comes within Aurelia’s gates demanding those known to be criminals in Denshy. Eventually, the force tried to capture Aduesti, unsuccessfully resulting in the deaths of several guards and the majority of the men that came from Denshy to collect the outlaws. As a result Cyrus Dorthorin, Athos Dumas, and Jadan Saati would leave the city and not return for several weeks.
With the war fully in motion, it would only take two months for the Denshian forces to be ready for a full scale siege on the City of White. After nearly an entire day of fighting, the forces of Denshy, allied by exiled Aurelians, were able to drive out the band of mercenaries, therians, thieves and rogue mages. Right after the battle Cyrus and Araina Dorthorin would swear oath to Duke Reinhart Tradnor and to Denshy and be recognized as the Count and Countess of Aurelia. Aurelia would no longer be independent, but rather a part of a unified Eridan under a single set of laws.
Currently Aurelia is still recovering, but by the combined efforts of the good people of Aurelia and the aid of Denshy, the city is getting back on its feet. Countless opportunities await crafters to help with the rebuilding of the city and getting the economy back to its norm. Warriors will find their talents needed to help defend the walls and city from remnants of fugitives, as well as the many other hazards of the continent.
Abidjan, City of The Wind
From the ashes of their kingdom the men and women of Zeal arrived to Leanantla heralding in a new age of Man. With them came principles that spread through the land carrying the ideals of Chivalry and Fealty. They became what was was once the Royal Crown of the Kingdom of Mercia. Nobles of the world of Man claim that the blood of Zeal runs through them; in the purest families, their Zealan bloodlines have lasted generations. Records show of Nobility living far longer than any man, many past 130 and many more past 180. The cause of this greater life span is unknown.
The blood of Zeal has become mixed with the blood of Leanantla over the course of five hundred years. Regardless, the Nobles of the world of Man continue to reign and still control the war in the lands of Leanantla as claimants to the fallen throne, while many Nobles of Lesser Houses have been leaving the battlefields of Leanantla to travel to Eridan where they can make a name for themselves.
The Story of Zeal
The following is the most famous tale in Mercian folklore, as told to childen of a noble family by a family chaplain. The tale is known by everyone, simple or gentle, rich or poor.
Gather ‘round children, gather ‘round. Be silent, young lords and ladies. As the Chaplain of your house, it is my most joyous duty to do my part in guiding all of you in becoming the pride of your esteemed house, worthy descendants of your fathers, the protectors and leaders of your people, and faithful servants of your liege lords.
Today I will start the lessons by telling you about the Zealans, our great ancestors. You will learn of their decline and downfall, how the best among them were lead to safety by the Prophet Mercianus, and how our glorious kingdom was founded in his name.
The ancient land of Zeal was home to a vast empire of man which, while glorious in the past, suffered from hundreds of years of decay by mismanagement, corruption, and moral decay of its people. The Imperial government was inefficient and unable to combat the rising turmoil in the empire’s many provinces, high level appointed officials were as corrupt as a rotten prison guard. Dark and hedonistic gods were openly worshipped, even by the aristocracy, whose moral decay was the worst of any citizens of the empire. The leaders were too conserned with throwish lavish feasts instead of fulfilling their sacred duties, and often left the matters of state in the hands of slaves.
Others were of different breed. Equally bad, but much more dangerous, as they plotted and schemed for more power. They used vile and dark magicks to further their goals. Some even embraced the state of undeath to lengthen their stay on this world, a dangerous and unholy practise that became commonplace before laws were written and enforced to prevent it. This is when a disastrous civil-war broke out.
Now children, I can see it in your eyes you are not proud of your ancestry right now. Fear not, for our forefathers were the good devotees of our principles of honor and fealty, not the people I have described. We had been the respected warriors and the ardent defenders of the Empire in the past, but had since fallen in disfavor of the Emperor and the ruling class. They had forseen the eventual decline and fall of the Empire, and had asked for radical changes in society, government and laws, but the subversive elements working inside the Emperor’s court had foiled their every attempt to bring back order. As the civil-war broke, the Emperor in his blindness blamed our forefathers, and accused them of treason and inciting rebellion.
Those who escaped the prosecution fled to the countryside. Their lives were affected the most by the wars, and as you well know, it is our duty – the duty of every noble, to protect the commons from harm. So the knights set to protect the otherwise defenseless villages from rape and pillage, and protect they did, saving countless of innocent lives from the turmoil of war that was raging around them. Against all odds, without any allies, our ancestors persisted.
As if things could not have been any worse, with the empire at its breaking point, the treacherous orks swarmed from their lands like locusts, killing, raping and eating everything in their path. Like an unstoppable wave they advanced, and men ran or fell before them. Our forefathers, however, stood and fought and sent thousands of greenskins to their dark, fiery god. Had it been a pure contest of bravery and skill of arms our ancestors would have prevailed, but the battle they fought was a losing one.
This is when their leader, Mercianus, was approached in a vision by God himself. He was to lead his people to safety, by following the Swords. As Mercianus gazed at the sky that night, he located the Angberelius constellation, also known as the Flaming Swords, and was certain of which way to go.
With a spectacularly daring charge, Mercianus, his Laranian knights and warriors, his men, women and children, sallied out of their fortress and broke through the ranks of the besieging orks. They made their march towards the sea, often having to fight for every league travelled. More people joined them as they crossed the war-torn lands.
In the mean time, the Imperial arch-mages and the undead warlocks all sought out desperate solutions to rid the lands of the green menace. Vile magicks was again used, and as skies opened and rained fire, earth shook and swallowed whole cities, and evil beings from beyond the sky were summoned, the land of Zeal itself was on the brink of destruction.
Mercianus and his Exiles reached the shore, boarded and took over what was left of the imperial navy. The fleet broke through the blockading orkish armada and made its way to the sea. For many months they sailed, fighting off the pursuing orks, weathering outlandish storms and monstrous creatures that plagued them on the way. Many ships were lost to these dangers, and hundreds of people perished, but Mercianus held the course.
Finally they saw land, and made their first landfall. The exiles met the natives of the land we now call Andal, which you know is part of our Kingdom. Some of the people who had lost their faith with Mercianus on the long journey decided to stay with the natives, but the rest of the Exiles cast off and sailed north-eastward, to finally leave the ships behind. They built a small fortress to where the city of Portcross was eventually built, and left a small contingent of knights and peasants there, to keep a lookout to the sea and watch for the ships. Mercianus and the rest of them travelled by river and land further to the north, until Mercianus stopped as they were marching, with a look of awe on his face as he gazed upon a valley before him. Yes children, the Valley of Mercia.
Mercianus made a solemn speech to the proud Zealans, telling them their odyssey is finally over. Each sentence roused a deafening cheer from the crowd.
“In this valley we will build a great temple for our blessed goddesses, who showed us the True way and guided and protected us on our journey! Around this temple, we will build a castle unlike anything seen before in this land! And like God himself reigns from his castle Dolithor over the Land of the Mighty, our new King shall reign in her name over this valley and beyond! In this fertile valley, shall our virtuous peasants work the land and serve the King! And just like God guards his domain from evil, so shall the King and his Knights guard the peasants from harm and evil! And from this valley we will spring forth into the new land, spreading the glory of our Kingdom in the name of our God, for we are the survivors of Zeal and our destiny is to rule this land from coast to coast! We are the nurturers and protectors of this land, and we will never EVER be driven off again! This we solemnly swear!”
And as people all around him repeated the promise, knights drew their swords to offer their praises and salutes to Larani and Mercianus, a knight called Balon, one of Mercianus’ most trusted lieutenents drove his blade through the back of the Prophet in an act of despicable treachery. The man was an agent of the dark gods, driven to madness beyond reason. Mercianus was mortally wounded, but was able to nominate Leonidas Connolaugh as the first King, before passing to Tirithor where he serves as a Knight of Tirith with the heroes who came before him. Leonidas I named his Castle and Kingdom after Mercianus, and thus my dear children, is how the Kingdom of Mercia was founded.
Always remember and be proud of your heritage, young lords and ladies, for we are all descendants of the heroes of the Zealan Odyssey.