Elantion. Valentina Massano
second-born, and Commander of the Violet Archers.
Ziglan Khelun: third-born, and Commander of the Ragers.
Auril Khelun: fourth-born, and priestess of the goddess Th’ta.
Ramil Khelun: fifth and last of the royal progeny, and Commander of the Heavy Cavalry.
The House of Urgal-Khun
Yvalee Urgal-Khun: High Priestess, the King’s wife, and mother of the royal progeny, as well as an outstanding representative of House Urgal-Khun, the perpetual right hand of the Khelun.
Kyon Urgal-Khun: head of the House, and Yvalee’s cousin. Commander of the infantry legions.
Enetor Urgal-Khun: Kyon’s brother and Yvalee’s cousin; on the surface, he deals with the thorniest issues in support of the King, but he is capitalizing on his vast spy network.
The House of Irbhun
Lokle Irbhun: head of the House, Commander of the army’s heavy forces, and loyal follower of Zund.
Rerik Irbhun: Lokle’s brother, and an excellent trader.
Deelnat Irbhun: Lokle’s daughter and Rerik’s niece.
Belal Irbhun: King of the Tulvars who led the army tulvaren during the Second Tulvaren Invasion of Elantion.
The House of Naled
Darno Naled: head of the House, and Zler’s father.
Zler Naled: Darno’s son, and Commander of the army’s archer regiment.
The House of Turag-Khalin
Terke Turag-Khalin: head of the House, and Commander of the cavalry regiments.
Datnu Turag-Khalin: Terke’s niece, killed by Enetor to safeguard the rise of the rebellion.
Others
Lyrus: Supreme Necromancer, and the oldest of all.
Snort: an uggar working for Lyrus.
Radash: a resva that has climbed up the ranks, becoming Captain of a group of soldiers loyal to Enetor.
Rodvar: a resva chosen by Zund to captain the Black Guard.
“…The Battle of the Brushwood Plains signaled the end of the Invasion, but all the Monarchs witnessed, upon returning to their realms, were death and ruin. The Great Reconciliation marked a crucial moment in history—most especially the tragic point in time during which it was signed. The document was prepared with expertise, and endorsed by all of the Monarchs of Elantion. That happening, so pivotal and without precedent across the millennia, was to be the turning point, and so the beginning of a new calendar was declared. The following year would not be called 1062, but rather Year Zero ‘F.R.’ (“Following the Reconciliation”). All of the prior years were now labeled ‘B.R.’ (“Before the Reconciliation”).”
Excerpted from the tuecan manuscript, “Chronicles of an Invasion,” written by Master Xuapan.
611 B.R.: the First Tulvaren Invasion.
1056 B.R.: Aidan III’s coronation as King of Draelia.
1059 B.R: the Second Tulvaren Invasion.
1061 B.R.: the Great Reconciliation between humans, elves, and dwarves.
Anno 1 F.R.: the Order of Masters splits into the High Order of Magic and Alchemy, and the Symeris Order of Arcane Scholars.
51 F.R.: Aidan III’s death.
126 F.R.: Gwen I the Wise’s ascension to the throne.
304 F.R.: the Year of Penance against the mages of Olennon, courtesy of King Corald II of Draelia.
The summer of 324 F.R.: the Third Tulvaren Invasion.
PROLOGUE
As the Peoples believed, Nemnairil was the abyss in which the worlds of Elantion, Tesgaran, Lysirdor and Alceas floated. It was a dark dimension, stretching infinitely in all directions, and was shaped by the First Goddess, Tak’Rah, at the genesis of time.
These worlds had been shaped over many eras by the Six Titans, spawn of the First Goddess—Isevir, Nobar, Selfe, Kedal, Elatenn, and Odnir, each dominated by primordial forces. Upon them, the pantheon and their offspring gave shape to the progenitors of each of the Peoples. The dwarves derived from Tesgaran, the elves from Elantion, and the humans from Lysirdor.
And above it all, hidden from view by the Plane of Judgment where the souls of the dead were appraised, Oldenheim was given shape. This was where the pantheon settled after leaving the Peoples to their own devices. In Oldenheim, the passage of time lost all meaning, and it was to Oldenheim that the souls of the meritorious earned access. Below it all, the Great Void was formed, where those damned and excluded by the Realm of the Gods were cast for eternity.
Tesgaran, (which meant “Realm of Rock” in Old Dwarvish), was the home of the dwarves and the trolls. It was a cold and rocky world, constantly covered by clouds and swept by blizzards. Its mountains towered high into the skies, interspersed by deep canyons.
The dwarves, stocky and muscular from the outset, were skilled miners, and unmatched when it came to identifying precious metals and gems. They dug tunnels, cities, and mines in the depths of Tesgaran. The fires of the grand forges allowed them to craft any weapon or object.
The trolls, who were much taller than the dwarves, sported long arms, huge hands, and grey stone-hue skin. They dwelt upon the surface of Tesgaran, and they discovered that in some areas, the heat generated by the dwarves’ underground forges had melted the perennial ice, enabling flora and fauna to proliferate. So they decided to found their villages there, giving rise to a tribal civilization.
The two Peoples soon realized they needed each other’s skills to survive. While the trolls ensured the dwarves access to food, skins, fabrics, furnishings, and medicinal herbs, the dwarves could offer them weapons, armor, work tools, gold and silver artifacts, and jewels and gems of any shape and shade.
Lysirdor simply meant “Lands of the Humans.” A world with a mild, sunny climate, covered with vegetation and populated by animals of all shapes and sizes, humans thrived by building cities everywhere, dividing into disparate cultures. The Seafarer Humans inhabited the islands and coasts, their skin turning darker and their stature shorter with the passing of generations. They were traders of pottery, as well as fish and other fruits of the seas. Near their cities bordering the plains, weavers prospered. They were excellent shipwrights, and expert navigators.
The Plainswalker Humans settled in the large and vast grasslands of Lysirdor. Their temperate climate allowed the Plainswalkers to be skilled farmers, and breeders of some renown. They made a living selling the yields of the land, and soon garnered fame for their high-quality milk- and meat-derived products, such as cheeses and hams.
The Humans of the North settled in the frigid climate amidst mountains, fjords, and forests. They were hunters and shepherds. (They were also growers, albeit with little to show for their efforts.) Their main wares were leather, objects fashioned from bones and horns, and gold and silver artifacts of exquisite make. They became experts in the forging of weapons and in the production of woolen fabrics.
These diverse cultures did not always live in complete harmony, and many a battle was sparked over the years. Their gods took a liking to their desire to assert themselves and fight, so they decided to ascend, and let them live by their own power. However, the gods also loved all manner of vice, and before long they took to lying with men