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Fiction
 
Amalia & Tanistrae Setting
 
Overview
Ionia
Kalmara
The Plains
The Western Desert
Calender
Tanistrae
Amalia
 


Overview

Fantasy setting. Magical. Some metahuman races, but extremely rare. Same with magical beasties.

Magic
Magic is an inborn gift. However it is practiced in several different traditions. Some are religious based (as in Kalmara). Some have a more scientific/philosophic base (such as the magi of Ionia). Some from either of the two who may also make pacts with spirits to harness their powers and learn to use their gifts to effect spirits (nekromanters). Some whose use of their talent is specifically tied to nature and totem entities (shamans of the plains).

Magic is potent, but not flashy, no fireballs and lightning bolts. More subtle. Commonly magic can be used to do things like make a person stronger, or make a substance harder (such as making a silk shirt strong as steel). It may allow a person to walk on walls. Or see in the dark. Turn them invisible or appear to be someone else. It may allow a person to hypnotize or otherwise make mental suggestions to others. Even brainwash them. In Ionia it is commonly used to enchant items.

Magic works by raising energy (known as numen by the Ionians, and seid by the Kalmarans), which is then directed in a specific way for each spell, creating the desired effect. This energy is present within both the magician and within the natural world (the earth, the air, the sea, etc...). Individuals are born with differing amounts of energy within them. As a magician gains skill this reservoir increases. This is known as Personal Power.All magicians can use their own Personal Energy, but they cannot draw upon another's (not unless they have some very unique and powerful talents). With practice, a magician can tap their Personal Power very quickly and with what would appear to be relative ease.

As previously stated, magical energy is also present in the natural world. This is known as Earth Power, or Universal Power. This can be tapped by the magician for use as well. Typically magicians pull the energy from the earth or air itself. Any magician can draw upon Earth Power. This is a slower process however, and requires the magician to gradually pull the power into them and build it before it can be released. However, where a magician has only a finite amount of Personal Power to draw upon, there is a potentially limitless amount of Earth Power available for possible use. However, there is only so much Earth Power a person can call up and handle within themselves. Once they reach their limit, they cannot contain more. They must then release the energy into their spell. Still, this is a much greater amount of energy than that of an Individual's own Personal Power store. Think of a magician as a cup, and the energy as water. Their Personal Power may fill it a quarter. Earth Power is like a tap they can pour an endless amount of more water into. Yet once it is full, the excess just spills out and is wasted.

Certain objects sometimes possess unusual magical potency, greater than the background level of magic around them. Gemstones are often strong repositories of magical energy. These are often aspected to certain kinds of magic, making the energy more effective when used for those purposes, but less effective when used for any other kinds of magic. While technically this is Earth Power, a magican can draw from such an item that is attuned to them as if it were Personal Power. Attuning happens naturally from long-term contact with an item. Such as a necklace or ring that is always worn by the magician. Attuning cannot be artifically induced.

Magical energy gradually refeshes over time after it has been used. Channeling energy (whether Personal or Earth) also physically tires the caster. Minor spells are of no appreciable impact, but major ones will certainly have a wearing effect. Channeling too much power can actually cause physical harm or death to the caster, though it is rare that a magican has access to such high levels of energy. This draining effect cannot be negated by the use of healing magic, it must be recovered from naturally. Experienced magicians learn to use their magical energy more efficiently, thereby reducing both the amount of energy they require as well as the deletrious side-effects. 

Geography
The Western Desert is sparsely populated by scattered clans of nomads known as the Tauregs. No Ionian has ever crossed them, and it is thought to be an impassable wasteland. Though a regular trade does exist between the Ionians and the desert dwellers, whose horses are highly prized. Legends whisper that it came to be this way after a great war of the gods that obliterated the culture that once lived there, and the current Ionians are the refugees of that once mighty people.

The Great Plains stretch far to the east of Ionia. Populated by nomadic horse-tribes, the only travelers who pass through do so at their sufferance. Twenty years ago a daring merchant prince from the city of Ikaria named Mindarus Laskaris mounted a trading expedition that crossed the Plains, making alliances with the nomads as he passed through their territories. At the other end of the plains, he discovered the land of Altai, a much more advanced civilization than Ionia, rich in magical and technological lore (such as the stirrup, an invention that is now slowly filtering into eastern Ionia and Ikaria in particular) as well as strange goods such as silk and rare spices. This began regular caravan exchanges between Altai and Ionia, across the plains. A journey taking a year to make.

The Oprasino Forests are a impenetrable woodland. Few who enter get far, and it is said that mysterious elder beings from the earlier Ages still dwell there, such as Elves, and that they guard their privacy zealously.

The Southern Sea is dotted with islands near the Ionian coast, then stretches away to an empty expanse of water. However, daring Ionian seamen have crossed it, and found an ancient and decadent civilization they named Agaptus beyond. But little trade exists between the two lands, as the Ionian ships are mainly coast-hugging galleys, unsuited to the open ocean, making the voyage very dangerous.

To the north is the barbarian land of Kalmara, nestled in the Kalmar Mountains. The Kalmarans were basically ignored by the Ionian Empire, as there was nothing of value there, and the culture backwards and laughable by Imperial standards. However, long after the Empire fell, mines of gold and silver were discovered near the current capital of Ballerup, and a confederation of Ionian city-states invaded and occupied the land for two decades. Then one hundred years ago the Kalmarans gained their independence in a revolution. Afterwards their society took on many Ionian trappings, becoming more urban for one. Trade began between Ionia and Kalmara, and the barbarians began the practice of exporting the same pikemen who won their freedom to fight as state-led mercenaries in Ionia. These Kalmaran Landser (as they are known in their own tongue) are considered invincible.

Greater mountain ranges and an icy sea lie north of the Kalmar peaks. Not even the hardy Kalmarans venture there, as they are exceedingly bleak and dangerous. Some whisper that they are the home of Dwarves from the earlier Ages, while others hint that it is the home of terrible ice-giants called the Jotun, who eat human flesh.

The northern part of Ionia is of a temperate climate, while the southern area is of a distinctly hotter nature. Much like northern and southern Europe. Some things, such as olive oil and wine, can only be produced in the Southern areas. However, the northern areas are richer in metals and other natural resources, and the lands more suitable to agriculture than the often rockier soil in the south.

Most of Ionia is urban-based. Usually 60% of a city-state's total population lives in a major city, many of them farmers who work in nearby fields. The remaining folk live in a web of surrounding towns and smaller villages. None too far from the protection of the city's walls. Between these islands of civilization, much of Ionia has returned to wilderness, and is a home to both hardy pioneers and outlaws. In the Imperial Era that ended 500 years ago, settlements were smaller and spread further out, with little or no thought given to defense. But the civil wars that fractured the Empire and the following centuries of internecine warfare forced Ionians to abandon less defensible settlements, sometimes leaving entire cities in ruins, and adopt a more centralized infrastructure. This has left the landscape dotted with ancient ruins.

The old Imperial roads still exist. Specially enchanted, they never wear, become bogged down in mud, nor kick up clouds of dust. But most importantly, they make those who travel upon them move somewhat quicker than normal, and feel less fatigued than normal from their journey. Wells are regularly spaced along its length, along milestones bearing the distances to the nearest cities and to the capital.

The great achievement of the roads is demonstrative of the internally focused Ionian psyche. Rather than desiring to explore new frontiers, Ionians typically prefer to turn their thoughts and energies inward. To dwell upon themselves and their own matters, and give little concern to outsiders. Only when something from the outside forcefully intrudes upon them, such the nomadic invasions that preceded the Empire's collapse, do they typically rouse themselves to look beyond their borders. Or when a bright opportunity presents itself to industrious Ionians, such as in the conquest of Kalmara, or the forging of trade ties to Altai.

The former Imperial capital was Mycenae, on the shores of Lake Trikhonis. The city still exists, but has drastically shrunk in population and importance since the Empire dissolved. The city of Lakedaemon has been rising in importance of late, creating an alliance of nearby city-states, often by force. They are a distinctly militaristic society, and are the only Ionians who practice slavery, which had been previously outlawed during the Imperial Era. The slaves are put to work in the fields, freeing more of the Lakedaemons to serve in the military. The city of Ikaria has also risen in importance since the trade route to Altai was opened up, as nearly all of the Altain goods flow down the Marnos river to be sold throughout southern Ionia by Ikarian merchants.


Ionia

 
Technology is iron-age. Not much machinery. Biggest advancements are iron-sheathed plows, horses hitched to wagons, the saddle, and wind or water mills with grinding wheels.

A single language is spoken in Ionia, but now has many regional accents. I will use Greek for this.

The society is male-dominated. But not totally stifling of women. Still, women are clearly second-class citizens. Few women are capable of rising to similar positions as men.

The typical Ionian greeting is to extend their flattened hand, palm outward to the other person. They do the same, and they press their empty palms against one another.

There are 4 social classes, in descending order: The aristocrats, or Aristoi. Nobles who can trace their lineage to the time of Empire. The next 3 are together known as the Demes or commoners. The highest of them are the Pentaks who serve as cavalry in time of war. The Pentaks are often just as wealthy and influential as the Aristoi. They simply lack a pedigree. Next down is the Zengitai or middle class. These are small farm holders or shop keepers, who own their own armor and weapons, and serve as hoplites in times of war. Last are the Thetes, the poor. Share-croppers, labourers, beggars, and the like.

500 years ago the lowlands were once united under a single, great empire. This was during the bronze age of technology. The Empire was ruled by an aristocracy, that based its military power around bronze. Granting them power over the general populace.

Magic was much more highly advanced then and was employed to help construct great, towering buildings, bridges, fortifications, etc… Many magic items were created then as well. Weapons, charms, all manner of things. There were great colleges of magic, and magicians were much more common than now.

Legend even has it that the non-human races were less shy then, and had more dealings with humanity.

The Empire was known for its system of magical roads. Laid with huge flagstones, and flanked on either side by wide tracks of dirt. The stones never cracked or wore with age, and the dirt paths alongside never became muddy, nor so dry as to kick up clouds of dust. A cistern was placed every mile, and had a marker denoting how far it was from the capital. To this day, the Imperial roads remain in near-new condition.

The empire fell due to several reasons. Externally, the Empire faced several successive waves of nomadic invasions from off the plains, weakening its armies and draining its resources. Corruption became rampant in the beaucracy that surrounded the Emperor (Avtokrator), and inflation rose. Palace coups and rebellions by members of the royal family became more common as the Empire was strained, and only further served to weaken it. Then came the advent of iron. This changed society dramatically. With the plentiful metal, the common people now had access to cutting edge weapons and armor. Armies now became dramatically larger and much more powerful. The men in these armies, who typically provided their own gear, started demanding more and more rights from the aristocrats. Political upheavals and civil wars led by not the royals, but either provincial aristocrats and commoners followed. Internal communications and trade broke down, and the political-economic infrastructure of the Empire simply collapsed.

Taking its place were scattered city-states (poleis). Many of these were newly founded, as many old cities were abandoned after the economic infrastructure collapsed and new trade routes took shape. As well as new agricultural realities set in (which is to say, areas which could not grow their own food starved to death). The Poleis usually consists of one large fortified city, with several surrounding towns of reasonable size, and hundreds of even small villages fanning out around them. Rather like a spider web. Most of the population of Ionia became concentrated in the cities or their satellites. Large amounts of land returned to wilderness between the city state's claimed territories.

Ruins of the old Empire are common. Sometimes entire cities lie in crumbling ruins. Or often scattered buildings lie here and there across the landscape. Sometimes just statues. Likewise old Imperial magic items still can be found here and there, as well as old bronze artifacts in the form of family heirlooms.

There was once a Great Library in the capital city of Mycenae. It was a place of great learning, not only housing the most pre-eminent sorcerous collegium in the Iona, but perhaps more importantly it was a vast trove of knowledge. History, poetry, mathemetics, astronomy, geography, all manner of books and scrolls were stored, organized, and catalagoued here. It was the home of the greatest philosopher-scientists of the age, and the center of all learning in Ionia. However during the civil wars that rocked the fall of the Empire the Library was destroyed, and most of its irreplacable tomes were forever lost.

Politics
There are currently two main forms of government in Ionia. Oligarchies (Republics) and Democracies. The Oligarchies have a government ruled by a High Council (Oligoi) that is comprised of aristocrats, who elect all the major leaders of the state from their ranks. The highest among whom is the Archon, who leads the Oligoi. The demes (commoners) usually have a representation, sometimes in the form of Oikistes who can veto actions by the Oligoi, and nomarchs who hold minor civic offices.

The Democracies are of the indirect form. Only the male landowners (i.e. citizens) may vote. They vote in regular elections (often every one or two years) to appoint the members of a High Council called the Prytany, which consisted of 50 to 400 members (depending on the city) called Demarchs. Voting is done either by ancestral tribes, or sometimes geographical area depending on the city. In this way each segment of society has a voice in their elected Demarch. Typically the person with the most votes is also elected Archon, who leads the Prytany. In some cities the Prytany in turn selects from its members officials to run the govenment such as logothetes (treasurers) and nomarchs, as well as the Strategoi (generals) of the army. In other cities these postions are all voted for by the general assembly of citizens as well.

The aristocracy has survived the civil wars. Some of the old families remain. Many new noble houses have been founded since the end of empire. The aristrocrats remain the leaders of society, but they lack the autocratic power they once had in the Empire, and now often have to direct things from behind the scenes rather than openly, using pretexts before taking action.

The demes or commoners have wrested many rights from the aristocrats, especially in the form of legal and customary regards. For example, they can only be called up for a set period during wartime, are guaranteed trial by social equals, things like that.  The commoners simply have too much military and economic power to be taken for granted anymore. The class struggle still continues...

Horses
The stirrup has not come into general use in Ionia, only in a few places that have regular trade with the nomads and travelers to Altai beyond, where they were invented. Most notable of this is in the city of Ikaria, as well as others near the eastern border. Saddles are in regular use, having points rising from each corner to help stabilize the rider (the roman cavalry saddle). Military bits tend to be harsh, and while the plains nomads practice the art of horse gentling to train their mounts, most Ionians use the more brutal method of sacking out horses to break them. Hitching methods to use horses to pull carts and wagons have existed in Ionia since before the empire fell, so oxen are rarely used for this purpose. It is not uncommon for major cities to have horse taxi services. Horse shoes do exist as well. Many breeds of horses exist in Ionia. They are typically large, powerful, and somewhat ponderous, as well more docile, and more cold-blooded, but less hardy than their plains and desert counterparts, whose blood tends to run quite hot, especially the western Aravikos & Barb, and the Plains Akhal-Teke. Both of the two are often bred with Ionian cold-bloods to create new Ionian Warm-Blooded breeds, such as the Lakedaemon.

Some breeds of Ionian horses follow:
Andalusian - bred from Barbs from the Western Desert, found in western Ionia
Quarter Horse - Found all throughout Ionia as a cattle, war, and quarter mile racing horse. A cross of Aravikos and Ionian draft horses.
Peneia Pony - from the Parnon mountains
Pindos Pony - from the Pindus mountains
Thoroughbred - bred from Aravikos, Barbs, Akhal-Teke, and Ionian draft horses, originally from Mycenae, but now all over.
Lakedaemon Warmblood (Belgian Warmblood) - a cross of Thoroughbred and Ionian draft horses
Brabant - draft horse found across central and eastern Ionia
Lipizzaner - Bred from Aravikos, Barbs, and Andalusians, native to western Ionia, the only breed used by the famed Xenophus riding school in Koronea.
Ikarian Warmblood (Budyonny) - Cross of Thoroughbreds and Dons, found in Ikaria only.
Friesian - From northern Ionia, cross of Ionian draft and Barbs.
Komitea (Shire) - draft horse in western and central Ionia

Warfare
When Ionians go to war, it is often over trade routes, mines, or other natural resources. Or just plain revenge. Many city-states have old scores that go back to the end of the Empire, and to some it may seem that they fight one another for nothing more than bragging rights. Wars are usually simple affairs, with a quick decision being desired by both sides. Typically one army will enter the lands of the enemy and make a big fuss. Then the defending army will come out to meet them and they will fight a battle in a convenient location. Historically these have been simple direct slugging matches by opposing shield-walls of heavy infantrymen.

When one side is routed, the other typically does not pursue, as the heavy infantrymen tend to be too exhausted and bogged down in their gear to do so. Generally a truce is arranged later that day or the next, prisoners are exchanged, and some form of concessions are given up by the loser. Then the winning army constructs a trophy from the armor and weapons of the slain, with a brief placard describing the battle it commemorates. Then they simply go home. Often these affairs are over in just a few weeks or even days time. Allowing the Ionian soldiers to return to their farms in plenty of time for either planting or harvests.

Each city-state only maintains a small professional army, basically the ruler's household troops, plus young men who are performing mandatory military service. The bulk of the armies are made up of the upper and middle class citizens, who supply their own arms and armor. Often they spend a year or more in their late teens as professional soldiers, usually serving at the borders of their city-state. Afterwards they go on to thier careers, but are usually required to spend a certain amount of time every year at weapons practice.

The main weapon of the Ionian hoplite is the heavy spear. Seven feet long, but only an inch in diameter and made of ash or cornel wood. It has an iron or steel leaf-shaped head amd a smaller butt-spike at the opposite end. The secondary weapon is the short sword, double-edged. It is about 2 feet long and is slightly wider near the point, giving it more power when chopping. Bows are small and not very powerful (no comparison to the Welsh longbow, more like the classical greek bow). Javelins and slings are more popular ranged weapons. There are no crossbows or firearms. Lances are not used, but horsemen often carry several javelins or throwing darts. The cavalry of the Lakedaemon army has started to use long thrusting spears to complement their throwing darts. Giving them real value as shock troops.

Hoplite armor consists of 1st century BC mail shirt (weighing 12-15 kg or 26-33 lbs) that hangs to the upper or mid thigh and a helmet. A new form of armor gaining popularity for its cheapness and lightness is the linothorax, a hard tunic consisting of several layers of linen held together and stiffened by glue. Some wear one piece greaves that face front only, and similar vambraces on the forearms, but only rarely. The shield is the large, round hoplon. A heavy spear is their primary weapon and short sword their secondary weapon.

Aristos might wear the same, or a solid steel breastplate, usually sculpted to appear as muscles. Some have ancient bronze heirloom breastplates. They carry smaller, round shields. Their main weapon is a handful of javelins or throwing darts. For personal defense they have a long sword  known as a spatha.

Thetes in war might find themselves with a small round shield known as the pelta, and carry several javelins. A few might wear the new linothorax. Or they might carry a bow or sling, with no armor.

Battles are generally slugging matches, with both sides hoplite shield walls battering into one another until one side gives way. Cavalry generally acts as scouts and screening troops only, and might pursue a broken enemy. Light armed thetes also act as screens and scouts, and do not take part in the main fighting either.

A new wrinkle to this is the Kalmaran pikemen, who entered the scene during the last century. Hailing from the Northern Mountains of Kalmara, the pikemen operate in highly trained squares of densely packed men. The length of their pikes means they need to wear little armor, and they can move quicker than one might imagine and deliver a crushing charge. Nothing in Ionia can stand toe-to-toe with them. Typically archers and axemen will support the pikemen as well. They use pikes of about 12-16 feet long, and carry a special shield (aspis) made to help take the weight of the pike via a strap that hangs around the user's shoulder, and instead of a hand bar to hold it, simply has a loop that the person passes his wrist through, so that his shield hand can also hold the pike shaft. They usually wear the Ionian linothorax, though some also wear mail shirts. They wear simple pot helmets on their heads. A short sword is their secondary weapon. The Kalmaran axemen wear mail armor and steel helmets, and carry knives as their secondary weapons. Their main weapon is the great Kalmaran WarAaxe, which they use with both hands. With a long haft and a single blade that possesses a long, trailing, lower end, or "beard", there is no armor that can wistand the Kalmaran War Axe. It is said that in the hands of a powerful wielder, it can cut an armored man in two, or stop a charging horse in its tracks. The axemen typically support the pikemen, who comprise the majority of the Kalmaran ranks. But they will move to the fore in positions where the ground is unsuitable for pikes.

The Ionians are developing new ideas in response to this growing menace. Some Ionians have taken up the pike as well, and have come to emulate the mountaineers tactics. Others have further refined their tactics by making greater use of cavalry, and especially light-armed thetes who can pelt the pikemen with javelins, slings, or arrows, and safely retreat from their charges. True combined arms warfare is being developed. The Lakedaemons are on the cutting edge of this, having created their own force of pikemen, as well as a force of heavy cavalry mounted on warmblooded mounts, wearing mail armor, and using long, thrusting spears. Trained for shock combat, they are a fearsome threat.

Lakedaemon
The Lakedaemon Confederation consists of: Sicyon, Tanagara, Lemnos, and Tegea. These cities were conquered and forced into alliance after long wars with Lakedaemon. Internally they are autonomous, but must answer the Lakedaemon call to arms, cannot formulate their own foreign policies, and must abide by certain trade regulations and agreements of Lakedaemon. Long in the past Lakedaemon was bitter rivals with the neighboring city-state of Kastos. They eventually destroyed the city utterly, slaughtering many of it inhabitants, and selling the others into slavery. This began their institution of slavery in earnest. The slaves, called konipodes or "dusty feet", who are just below serfs, are owned by the State and farm the land for their Lakedaemon masters. Individuals are not allowed to own or take slaves.

Lakedaemon is ruled by a Basilos (king) who has a hereditary position. He leads the army, and holds a position in the Gerousia (high council). It has 29 members, the Basilos, and 28 men (who must be above the age of 60), who are elected for life by the Apella (low council of all male Lakedaemon citizens over 30).

The current Basilos is Agesilaus. He is a horseman who learned to ride at the Koronea high riding school. As did his father Archidamus. Archidamus began breeding the Lakedaemon Warmblood from thoroughbreds he crossed with local draft horses 30 years ago. Archidamus was killed 4 years ago, skirmishing with hill tribes north west of Geraneia.

After he became Basilos, Agesilaus reorganized the army, creating a new pike force along the Kalmaran line, and also expanding the cavalry, and retraining many to be shock troops. He mounted them on Lakedaemon Warmbloods, and equipped them with mail shirts, stabbing lances and longswords, as opposed to the javelins and darts previously used by the cavalry, who had been strictly a harrying, missile force.

Food
Ionian cuisine includes many chicken goat lamb dishes, and onions and flatbread are a staple. Gyros are common. As are Yemistes (tomatoes stuffed with rice and beef, covered in breadcrumbs). Beans and cabbage are also common. Olive oil is ever-present. Wine, ale, and milk are commonly drunk.

Religion
The Ionian Titans are mysterious beings said to have created the world in Ages past. Yet now they seem to have little use for it, and rarely, if ever, seem to intervene in human affairs. Some say that the Titans lived long ago, and left this world entirely. Others claim that there never were any gods at all.

Ionians are not deeply religious anymore. They were during the Empire, but have come rather jaded concerning the Titans, and often just give them lipservice these days. Some priests and priestesses can use magic. but the magic is not believed to come from the gods themselves. Rather they are simply magi.

The religion is only loosely organized, with city-state level being the highest level of integration. Every god or goddess is not equally represented in every city. Some have large followings, some are totally ignored. Many cities have a patron diety.

Temples often act as banks and moneylenders. They in turn use the money they keep to invest in things like real-estate.

Every 2 years the city of Elea holds a version of the Olympics known as the Elean Games. This is under the protection of the gods, and their protection extends to traveling contestants even during wartime.

The Elysium (Heaven) is ruled by the sky god Kronus. Erebus (Hell) is ruled by Hekate, the goddess of death and the underworld.

Atlas: The titan of strength. He holds the heavens up from the earth upon his mighty shoulders.

Kronus: The king of the Titans. He is a sky god, and is often portrayed riding in a chariot drawn by winged horses. He is ruler of the Elysian Fields (heaven).

Rhea: The wife of Kronus, she is the goddess of motherhood and fertility.

Hyperion: The titan of light. He is the father of Helios (the sun), Selene (the moon), and Eos (the dawn). Hyperion was conceived of as being of radiant and matchless beauty and splendor.

Helios: The titan of the Sun, son of the Titan Hyperion. He drives the chariot across the heavens every day and floated back in a golden cup on the ocean. He represents the physical manifestations of the Sun.

Eos: The titaness of the dawn. Daughter of Hyperion and Thea.

Selene: The titaness of the moon. Daughter of the Hyperion and Thea.

Prometheus: Prometheus, whose name means foresight, possesses powers of prophecy. Prometheus gave fire to man by taking it from the sparks of the sun. He is the defender of mankind, and the titan of wisdom and learning.

Mnemosyne: The titaness of memory, she is also the muse of artists, poets, and musicians.

Oceanus: He is the limitless stream that encircles the Earth. Every night the sun sets in his golden cup in the west, and then floats back to the east on this stream.

Themis: The titaness of justice and order. She gave birth to the Fates and to the seasons.

Metis: The titaness of wisdom and knowledge.

Pallas: The titan of war.

Hekate: Titaness of death and the underworld. She is the patron of nekromanters.

Asklepios: Titan of medicine and health.

Ionian Glossary
Ionia - The lowlands
Ionians - the people of Ionia
Basilikos - "royal"
Basilos - King
Avtokrator - Emperor
Avtokrateira - Empress
Sevastos - The Emperor's Chancellor or vizier, who runs the bureaucracy of government.
Sevastokrator - Vice Emperor, his successor.
Strategoi - General
Archon - The leader of a city state.
Oikistes - a commoner who represents the people in the senate (tribune).
Logothete - senior financial officer. An accountant
Prytany - A democratic high council (senate).
Demarch - member of a democratic council.
Ekklesia - town council
Hypasteos - mayor
nomarch - civic official
diakonos - minister
Oligarchs - Senators
Oligoi - Senate
Poleis - city
Aristos - Aristocrats
Demos - The people
Demes - Commoners
Pentaks - Wealthy Commoners
Zengitai - The middle class
Thetes - The lower class
demokratia - democracy
oligarkia - oligarchy (republic)
Hoplon - body shield
Hoplite - heavily armored warrior
Kopis - shortsword, slightly wider towards the end, then tapering to the point.
Amphorae - a pottery jug used for storage.
Kryptos - spy
Pentekostus - company. 100 men.
Pentekonter - leader of a company (captain)
Lochos - battalion 500-600 men
Lochogus - battalion leader (major)
Spatharios - "Sword bearer" a Lieutenant.
Agora - public marketplace
Vestarios - major-domo or head butler
Dhaskalus - a teacher
Epoptes - an inspector
Hetaira - a courtesan
Pharkus - a sea captain
Kratos - power
Soma - the body
Sithero - Iron
Thalassa - the sea
Atsali - steel
Akrite - someone living on a border (pl. Akritai)
Pelta - small round shield
Magus - a magician
Manteia - magic
Pneuma - spirit
Phasma - ghost or phantom.
Nekros - corpse
Nekromanteia - spirit magic
Nekromanter - spirit magician
Eidolon - Spirit that possesses a human body
Anthypatos - provincial governor
Somatophylakes - "bodyguard"
Philoi - "friends"
Lawn - "Living"
Lawntanos - "Animate"
Aspitha - "Shield"
Elysium - The Overworld, ruled over by Kronos..
Erebus - The Underworld, ruled by Hekate.
Daimon - a spirit, not necessarily malevolent.
Linothorax - a cuirass made of several layers of linen glued into a stiff tunic.
Oros - Short for Mountain, Mount. As in Oros Vitsi
drachma - the basic unit of currency, it also comes in double and quadruple denominations.
obol - a smaller unit of currency.

Ionian Names
Male 
Akacius 
Aknidyus 
Agapetus 
Agaptius 
Alvinos 
Alyattes 
Amirrutzes 
Ampelius 
Andronikos 
Anikius 
Anthimus 
Armatus 
Armenius 
Armentarius 
Arsaphius 
Avienus 
Avitus 
Avshar 
Chrysocheir 
Damianus 
Dekentius 
Dioskonis 
Domentziolus 
Droserius 
Elpidius 
Ennodius 
Eudaemon 
Eulalius 
Eulampius 
Galerius 
Gallienus 
Gennadius 
Glykerius 
Himerius 
Kalamos 
Kallinikus 
Kantakuzenes 
Karellus 
Kastinus 
Khios 
Komentas 
Komentiolus 
Kourikos 
Koutikios 
Lactanius 
Lazar 
Lekapenus 
Likinios 
Lykandos 
Magnentius 
Melias 
Mamiknean 
Marianos 
Archestratus 
Dercyllidas 
Archetimus 
Isarchus 
Eurytimus 
Isarchidas 
Meikiades 
Aisimides 
Inaros 
Anticles 
Eurymachus
Male (cont.) 
Marthane 
Maurikus 
Maurus 
Maxentius 
Megistus 
Meletius 
Menas 
Miletus 
Musonius 
Narses 
Nikephorus 
Niketos 
Olybrius 
Perigenes 
Philaretus 
Philoxenus 
Praesentinus 
Samos 
Satabus 
Senuthius 
Skiros 
Skombros 
Smaragdus 
Soterikus 
Staurakus 
Stilicho 
Syagrikus 
Symvatios 
TenVanalfaris 
Tilos 
Trasaric 
Tzimisas 
Tzimikus 
Tzittas 
Tzikas 
Varazes 
Vatatzes 
Venantius 
Venezilus 
Vitalianus 
Volusian 
Kolokotronis 
Botzaris 
Mavrokordatos 
Theramenes 
Mindarus 
Agesander 
Scellias 
Aspendus 
Astyochus 
Potamis 
Myscon 
Lycus 
Chaereas 
Pharnaces 
Hermocrates 
Pellichas 
Callicrates 
Callias 
Timanor 
Timanthes 
Leontiades 
Learchus 
Sitalces 
Female 
Adula 
Aella 
Aetheria 
Aetia 
Alkippe 
Anthusa 
Antipatra 
Anzoy 
Ariadne 
Armentaria 
Aureliana 
Danielus 
Damiane 
Destasia 
Didyma 
Domentzia 
Domnola 
Edirne 
Eudokia 
Eusebia 
Eutropia 
Evantia 
Kallistre 
Katernia 
Kayla 
Kervella 
Kesta 
Khania 
Kiseria 
Komitia 
Konstantia 
Leokadia 
Leontia 
Lysia 
Magnavra 
Marina 
Marozia 
Mastikana 
Megaris 
Melanippe 
Nereida 
Palatina 
Petronella 
Phyrrin 
Plakidia 
Praeiekta 
Proseria 
Sidonia 
Syagria 
Tethys 
Tetradia 
Thekla 
Verina 
Vitula 
Surnames 
Ameilianus 
Bryennius 
Kerularius 
Komnenus 
Dragases 
Dukas 
Gavras 
Laskaris 
Maniakies 
Murzuphlus 
Palaeologus 
Scutari 
Simokatta 
Sphrantzes 
Stypiotes 
Tarchaniotes 
Tzimiakes 
Vatatzis 
Continuatus 
Lekapenos 
Kourkuas 
Porphyrogenitos 
Maleinos 
Argyros 
Skleros 
Tephrikos 
Skylitzes 
Bourtzes 
Taronites 
 
 


Kalmara

The Kalmar mountains in the north were usually ignored by the Empire, and the folk living there considered backwards. They still retained a bronze age technology. There was nothing there considered to be of any value, and the region has no strategic significance.

A different society existed there. Egalitarian and democratic.

The Kalmaran greeting is to grasp one another's right forearms, near the elbow.

Horses were said to be woman's best friend. The breeds found in the mountains are:
Dole - draught and pack horse, as well as war horse
Haflingers - pack and light draught
Dulmen - riding pony
Frieberger - draft and war horse

Religion
They worship a pair of deities, one male and one female, known together as the Vala. The Kalmarans even practice Women's and Men's magic as separate disciplines, and only men may be priests of Vanalfar, and women priestesses of Vanadis. However, while there is this division between the sexes, it should be noted that the god and goddess are deeply intertwined. While sometimes one may be called upon for this, and the other for that, they remain essentially an inseperable pair. They are equal and opposite halves of a cosmic whole.

The female deity is the goddess Vanadis. Who is the mother, counselor, healer, and harvest/fertility deity. She represents possibility, creation, regeneration, and ultimately hope. As well as art, poetry, music, and oratory. She is the moon and the waters, both ever-changing yet eternal. She is also goddess of horses, which are rare in the mountains, and according to legend, were given to the Kalmarans by Vanadis. Her symbols are the Triple Moon, the spiral, and the butterfly. She is often portrayed in triple form, that of the maiden, mother, and crone. Her color is white.

There is a god called Vanalfar who is her counterpart. He is the god of light and the sun. Where Vanadis is the fertile earth, Vanalfar is the corn that grows from her moist soil, and the wild beasts that roam the wilds. He is the god of hunting, physical prowess, and courage. As well as leadership, enterprise, building and craftsmanship. Etc… His color is red, and ecause of this the army wears red cloaks and paint their shields red as well.  The wild boar is one of his sacred animals.

Their priests and priestesses wear robes of white and red, to show the union of the two.

The use of the Goddess' magic is often accompanied by white light. The use of the god's by red. The use of both combined (by the Tredje) is pink. This is usually only from spirit magic. 

The Vala are immanent, that is, they exist in everyone and everything in the world, rather than being seperate entities that live apart from humanity. Because of this the Kalmarans believe that all things have the Sacred within them. Thusly all things must be treated with respect. This does not mean that they are afraid of stepping on the grass for fear of crushing a blade of it. The Kalmarans understand that they must destroy things in nature in order to survive, be it cutting down trees to make homes and provide firewood, to hunting deer for food. The simply understand the sacrifice that was made for their benefit.

So people do not expect to be visited by the Vala in the flesh, nor to hear them physically speak to them. However, many, if not most, Kalmarans feel a strong feeling of connection to the Vala, and can swear that they feel their divine presence in their lives. When they pray to the Vala, they do not so much as ask for the dieties to do things on their behalf. Rather Kalmarans look for the Vala to give them the strength, or wisdom, etc... that they need to perform those things on their own. Kalmarans seek guidance and inspiration, not gifts. If the Vala are parents, then the Kalmarans are adults who expect to live their lives under their own auspices. While the use of magic and membership in the priesthood is divided by sex, men and women may call upon either of the Vala to inspire them in thier daily lives.

Since Vala are bound with the natural world, they also reflect the natural cycle of the world. Every year, the God is symbolically born (at Yule), grows to adulthood, marries the Goddess (beltane), she becomes pregnant, then later he dies (Samhain), to be later reborn again the next Yule. This pattern is repeated every year with the seasons.

The Kalmarans believe that when they die they are reincarnated. They do not believe they are instantly reincarnated however. Rather they spend an indeterminate amount of time within the Otherworld of the Vala, which is often depicted as being a land of eternal summer. They spend time there recovering from their lives, taking stock of what happened to them, being reunited with loved ones who have previously died, and waiting for others to pass in the future. When they are ready they return to Earth to live again, with no conscious knowledge of what transpired while in the Otherworld. Though many say that the soul always remembers.

Because of this, many uses of necromancy upon humans is taboo among Kalmarans, for it is depriving the soul of attaining the Otherworld, and continuing on their spiritual development. Only those magics that do not affect the human soul are allowed to be used. Such as those affecting only remains (simple zombies), banishing ghosts, communing with the dead, and those affecting nature spirits are allowed. Even then however, the use of necromancy is typically shunned by the Kalmarans, most of whom have a fear of it and shun it as unnatural.

Der Tredje
Among the followers of the Goddess was a sect of transsexuals known as Der Tredje (The Third). The male to females were known as the Gudindens Roser (Roses of the Goddess). These were people born men, who could not live as men. Instead they joined the followers of the Goddess and would become priestesses. Their initiation required them to castrate themselves, and then taking on the role of women. There were also female to male transsexuals known as Gudins Torn (The Thorns of the God), who likewise became priests of Vanalfar.

In days of old Der Tredje were highly regarded. They were said to walk between worlds. That of men and women, and of spirit and earth. They were believed to have magical prowess greater than that of regular magicians. Their blessings were said to have great power, especially concerning fertility, families, crops, and livestock. They were also highly valued as counselors and advisors. The Tredje were headquartered in their Monastery of Gundestrup (sometimes was called The Cauldron), in the valley and town of Grevensvaenge. In many ways Gundestrup was a school, and all new members were taught to read/write Kalmaran and often Ionian as well. They were also taught math, history, and their mythology. Those who showed aptitudes in certain trades were given advanced training in them. Be it scuplting, sewing, or healing. All were required to lean to the martial art of Tomnäve, and none were allowed to leave the monastery until they had gained proficiency in it. All new members were given an old member as a sort of "big sibling". Someone to show them around, help them settle in, and generally help them deal with their problems. They were also each assigned to one of the Masters or Mistresses, who acted as mentors.

Tomnäve
Der Tredje also know a martial art of their own, known as Tomnäve. A soft art, it is something like Tai-chi and Aikido. Mostly defensive, with a lot of throws, locks, blocks, and nerve strikes. Emphasis is placed on using the opponents force against them. Aside from the simple physical element, the use of male magic bolsters the martial art. It can make the hands, forearms, and body hard enough block steel. The fingers sharp enough to pierce steel. Etc… Most of the time this is done through the use of Personal Power, since typically a warrior will not have time to raise Earth Energy. However, if one does have the time and ability to concentrate, then a magican could fuel this with Earth Power.

Tomnäve was originally developed when the mountains were under the occupation by the lowlanders. They were denied weapons, so they developed an unarmed fighting style. After they had gained their freedom, the martial art fell by the wayside and was abandoned in favor of new fighting styles with sword and pike.

Only Der Tredje retained the knowledge of Tomnäve. As lowland society encroached upon the mountains, then scorn, and later violence came more and more common against them. So they not only reclaimed the art, but they honed it like never before. Integrating their knowledge of male magic into it as well, something unprecedented. A necessity for them to remain safe in a world becoming increasingly more dangerous for them to live in.

Politics
In days of old, the mountains were settled by scattered clan groups, held together by a loose confederation. A Council ruled the region in name, consisting of the leaders of each clan. But really, the clans did as they pleased. The yearly Council gatherings existed mainly as an excuse to hold a vast, country-wide fair in one of the larger valleys.

However, 140 years ago the mountains were found to contain gold and silver. Suddenly the lowlands took interest. After several abortive invasions by single city-states, an alliance of cities invaded and conquered the mountains.

After 20 years of occupation, the highlanders threw out the lowlanders in an uprising. However, they did it by adopting lowland military tactics and armor. They also had adopted many lowland customs and ideas during the occupation. These only became more ingrained as the decades went by. Partly because many believed the lowland ways to be superior, and that they could only retain their independence by adopting the lowland customs and society.

Also partly because after the uprising, trade began with the lowlands. This caused a continual cultural exchange between the lowlands and the mountains. The highlanders also refined and perfected lowland infantry techniques. Developing pike warfare to a high art. They became mercenaries in the lowlands, forming large state-sponsored mercenary companies who were hired out by the Council. These men would find money and wives in the lowlands, and bring them back home to the mountains to live. Along with them came more lowland customs and gods.

To make their mercenaries more palatable to the lowlanders, the Kalmarans soon came to deny women in their ranks. Over the following decades, the military heirarchy of the mountains became entirely dominated by former mercs, so that all leadership positions even in the home army were filled by males.

The army wears red cloaks, and paint their pike shields (aspis') red, resulting in the likening of the Kalmaran army being a crimson tide. Most are pikemen, using a 12 - 15 foot long pike. They wear steel helmets and a few wear mail shirts. However most wear the Ionian linothorax for body protection. Their secondary weapon is a short sword. Not quite as famous as the pikemen are the Kalmaran axemen, who are armed in the old fashion, with a huge, single-bladed battle axe (think Danish Broad Axe used by Harold's Huscarls) that they use with both hands. It is so powerful that it is said to able to split an armored man in two, or slay a charging horse in one blow. They wear mail armor and steel helmets, and carry knives as their secondary weapons.

The military also became very powerful within the Council. The position of Council leader (Konge) was created, and this could be solely filled by members of the new military.

The new, post-occupation government was made much stronger, with a great scope of power over the clans, who gave up much of their individual rights. This new Council stayed in permanent session, as it had much greater duties. So the Council members changed from being leaders of the various clans to representatives thereof.

The mountain government had become a Federation in form, and a kingdom (Kongeriget) in name. The capital and largest city is Ballerup, where once the country-wide fairs were held in mid-summer.

In time, many clans gathered together to form cities around the mines, abandoning their former homes. Society became more urban. To make up for the loss of hunters and farmers, grain was imported from the lowlands. The influx of wealth created a powerful aristocracy, who dominate all trade and politics.

So the old highland customs slowly eroded. The new gods either took precedence, or the Vala changed their faces to incorporate the new lowland ways. The Goddess Vanadis waned in importance, while the god Vanalfar gained great influence, and special emphasis was placed on his aspect as warrior. For the first time ever he began to be called "The War God".

The Der Tredje sect also waned in importance. Due to the loss of power of the Goddess worshippers, and because of male-dominated lowland culture's encroachment upon the highlands. In time, the new breed of highlanders came to scorn the trans-sect. Even the goddesses priestesses began turning them away from their temples, seeing them as an embarrassment and hindrance to their own position in society. Eventually they were almost entirely relegated to the single monastery that had always been their central base. The monastery was named Gundestrup and sometimes was called The Cauldron, in the valley and town of Grevensvaenge.

The Purging
One year before The Dolmen an embassy from Kallithena went to Ballerup to arrange the hiring of kalmaran mercenaries for use in war against Tegea. The ambassador Ennodius, a senator of Kallithena, brought his eldest son Avienus, whom he was grooming to replace him in the family business of politics.

However Avienus had a secret, and when he had the opportunity, he fled Ballerup and went to the Monestary of Gundestrap to join the Roses of the Goddess. With heavy heart the leaders of the Monastery accepted Avienus. They knew that it would create great problems for them. However, it was their duty to accept all who came to them, and that ideal they would not betray. So Avienus became Aviena, and began living as woman, and became as student.

Ennodius was enraged. Not only was this a personal insult to him, but the scandal threatened his family's political position in Kallithena. First he quietly demanded Aviena's return, going to the monastery directly. She did not wish to leave, so the leaders of the monastery refused to hand her over. So then Ennodius went to the King and Council of Kalmara, insisting that his son had been kidnapped by witches, and demanded that they rescue him from their fiendish tortures.

This was exactly the sort of pretext that the government had been looking for all along. First insuring the support of the priest and priestesshoods, they mobilized the soldiers they had in the country and marched on Gundestrup. They insisted that all within come with them to Ballerup to answer charges brought before them by the Council.

With great trepidation, the leaders of the monastery complied. They could not bring themselves to openly resist their own government, and to refuse meant battle. So they went along, hoping to find a way to peacefully settle the matter. They were clapped in irons and several of the Tredje disappeared during the march to Ballerup while their monastery was burned behind them. They had greatly miscalculated the mood of the capital, where they were thrown in the dungeons of the Kremlin. The leaders were taken one by one to be tortured into confessing treason. Finally, seeing that there was no other way, the remaining masters and mistresses took action, breaking out of the prison with the students during the night. One of them using spirts to call up a tremendous thunderstorm to help cover the noise of their fighting and their subsequent flight.

The soldiers holding them were veterans however, and had support from many priests of Vanalfar who magically enhanced them. The masters and mistresses were all killed in the fighting, which they bore the brunt of. However, their efforts allowed many of the students like Amalia to escape into the streets of Ballerup. A massive hunt began for them of course, and many were caught and executed. Their escape was proof enough of their guilt, and a sentence of death had been officially passed down upon them by the Council and King on charges of treason (kidnapping and attempting to brainwash an aristrocart of an allied city-state with the intent to start a war with them).

Amalia escaped by stealing a boat and taking it across Lake Vanern. Then hiding in the mountains by day, travelling by night until she finally reached Ionia beyond. She does not know how many, if any, of the others escaped. From the things she overheard people say, she suspects she is the only survivor. The stories she heard were that all the masters and mistresses had definitely been killed, and that Aviena had committed suicide after being turned over to her father.

Kalmara Glossary
Konge - King
Kongeriget - Kingdom
Kronur - basic unit of currency
Godar - priest
Gydja - priestess
Jotuns - ice demons, giants
Vala - gods
Asatru - religion
Seidhr - Magic
Seidhrim - magicians
Vanadis - The Goddess
Vanalfar - The God
Landser - pikeman
Rosen - "The Rose"
Rose - Rose (singular)
Roser - Roses (plural)
Tredje - Third
Der Tredje - The Third
näve - Fist
mellem - Between
Tomnäve - Kalmaran martial art
Vala - the gods
Asatrue - religion "the worship of the vala"
Ballerup - Kalmaran capital
Kalmar - The northern mountains
Kongeriget Kalmara - The Kingdom of Kalmara
Gudindens Roser - The Roses of the Goddess
Tomme - empty
Arbejder - hand

Kalmaran Names
Male
Ole
Joachim
Hasse
Vésteinn
Jens
Lars
Eskild
Hakon
Abi
   Female
Annemette
Pernille
Mette
Trine
Eline
Anja
Majbrit
Helle
Majken

 


The Plains
 
The plains are populated by nomadic horsemen. Physically they look like Native Americans, and use Native American names and language. Otherwise they are more or less organized and fight like asian nomads, using a powerful compound bow, wearing leather armor if any at all. They often wear sheep, buffalo, or buskins, and leather clothing.

They are unparalleled horsemen. they employ the technique of horse-talking. They trade horses to the Ionians, as well as leather goods. In turn they purchase metal worked items such as armor and swords. Likewise they trade with the Altai to the east, and control all trade between the east and west.

The plains-folk call themselves the Wamak, meaning "the people". Their tribal groups are named after animals. The Phahin (skunk), Shungmánitu - (coyote), etc…

Plains women ride their horses astride like the men. Some carried bows and arrows and were known to fight beside the men. Around their waists they would tie their cloaks with a piece of sky-blue silk, and with another piece of material they would bind their breasts. A piece of white material was stretched beneath their eyes and it hung down to their breasts.

Their tents are low, wide, woolen tent; using less wood in its construction which made it more suitable for nomads living in the nearly treeless steppe.

The most valued possessions of the nomads were their flocks and herds, without which they could not have survived. The flesh and milk were their chief foods. The hides were used for clothing, quivers for their arrows, tallow for water-proofing leather and felt, and for armor. Wool from the sheep and goats was used in clothing and to make felt. Horns and bones were used to make tools and weapons.

Without his horse and weapons a nomad could not survive. The steppe pony was just as strong and tough as its owner. It is short and stocky, with a dense coat which kept it warm in the winter. They are capable of traveling great distances without tiring. A nomad on a single pony has been known to travel six hundred miles in no more than nine days. Nomad horses graze as they travel, rooting beneath the snow for mosses, lichens and dried grass; even eating leaves from trees. Their obedience to their rider's commands is instantaneous. They have been trained to give the rider a steady platform from which he can shoot his arrows. As his horse races away, a nomad warrior can turn in his saddle and accurately shoot an arrow at his pursuer. A feat known as "A Wamak Shot.".

Plains horses include the following breeds:
Don - is a general, all-purpose horse, used for war, normal riding, and draft.
Akhal-Teke - is the elite riding and war horse
Viatka - is used as a draught horse
Kabardin - in the eastern plains and Altai, from the mountains near Altai

The men make their bows and arrows, saddles, bits and stirrups. They build their houses and the carts, look after the camels and horses, milk the mares, and make the skins in which their arrows were stored. Along with the women they loaded the pack horses. Both men and women look after the goats and sheep and take turns milking them. The men and women dressed the skins with sour ewe's milk which had been thickened and salted.

The women drive the carts on which they load the houses, and when they arrive at their destination they unload them. They milk the cows, make butter, and boil sour milk, which was dried and stored. When needed, hot water was poured over it and it was beaten until it dissolved in the water. In winter they drink horse blood when there was no fresh milk. They also use milk to dress the skins from which clothing was made. They even ferment milk into the alcoholic beverage known as koumiss. The women make thread from tendons that had been split into long, thin threads and then twisted into one long thread, which was used to sew socks, shoes and other clothing. They also make the felt used to cover the houses.

A woman's social position, in general, is good compared to Ionia. She could freely dispose of her property and take charge of her own affairs. She alone had the responsibility for bringing up the children.

The main diet of the nomads is milk, meat and millet. They eat the flesh of wild animals such as fox, wolf, gazelle, wild ass, mountain sheep, and domestic animals such as the ox, horse, dog, sheep, and goat. Nomads never waste food. If it cannot be eaten, it is put in a square bag (captargac) carried by all nomads. Later when there is time it would be taken out and eaten, or if it were a bone, the marrow would be sucked out and the bone gnawed on and only then would it be given to a dog. Sausage is made from intestines of horses and eaten fresh. Their meat is cooked in salted water and served in this broth only; they use no sauces or gravies.

Plains Glossary
Hoka Hay - "Today is a good day to die"
Sachen - Chief
éyapaha - herald, crier
Wakhán Thánka - The Great Spirit (or the Great Mystery)
wakhan - magic energy, power
thóka - enemy, stranger
ithanchan - chief
naghí - soul
akichita - soldier
wichasha - magician/shaman
shúnka- dog
igmú - cat
shúnkawakhan - horse
shungmánitu thánka - wolf
shungmánitu - coyote
mathó - bear
shunghila - fox
phahin - porcupine
hokala - badger
mashtíncala - rabbit
chápa - beaver
maká - skunk
thathánka - buffalo
hehaka - elk
tháhca - deer
thathokala - antelope, goat
igmú thánka - lion
hoghan - fish
zuzeca - snake
agléshka - lizard
pte - cow
khukhúshe - pig
cinshkáyapi - sheep
hithunkala - mouse
zintkala - bird
wanblí gleshka - spotted eagle
anunkhasan - bald eagle
huya - common eagle
hinhan - owl
chetán - hawk
khanghi - crow
magha - duck/goose
kimímila - butterfly
iktomi - spider
gnugnúshka - grasshopper
thehmungha - bee
sinté - tail
bloká - male
wínyela - female
wamakhashkan - living being of the earth
wamak - the nomads
koumiss - an alcoholic beverage made from fermented mare's milk.
 


The Western Desert
 
        The Western Desert is known as the Maghreb to the nomads who live there. The Ionians call them the Tauregs, meaning "Abandoned by the Gods". They call themselves the Imashaghen "noble and free". Their language is called Tamasheq. Sometimes they call themselves "Kel Taggelmoust" (wearers of the blue veil) and as the blue men of the Desert because the indigo used to dye the robes rubs off on their skin.
        Their traditional garb is black tunics over black or white baggy trousers, with a white cloth round their heads and and face. A blue hooded cloack serves also as blanket during the cool nights. All their clothes are woven from camel and goat hair. They are semi-nomadic, who make heavy use of camels as pack animals, and horses for warfare, racing, etc... They do have regular settlements, usually built into mountain sides or around oasis. Typically a tribe will cycle through several oasis that they control during the course of the year. These watering places are usually the objectives in warfare, and general raiding for horses, camels, and women is endemic between the tribes.

Horses
Aravikos (Arab)- Considered the noblest of all horses, extremely hot-blooded, loyal, brave, with amazing speed, agility, and legendary endurance. Highly sought after by Ionian horse-breeders, but rarely acquired.
Barb - A very hot-blooded mount, that is legendary for its endurance, speed, and agility. More often obtained by Ionian horse-breeders for interbreeding with native Ionian stock.

Desert Glossary
Kel is a prefix meaning "from"

    * agadir = granary.
    * aghbal = spring.
    * adrar = mountain.
    * âin pl. âyoune = spring.
    * aït or ath = sons of.
    * âzib = settlement
    * azrou = stone.
    * beni = sons of.
    * berkane = black.
    * bordj = fort.
    * bou = place of (literally "father of").
    * casbah = old quarter of a town.
    * chergui  pl. cheraga = eastern.
    * chott = a swampy salt lake.
    * dar  pl. diar = home.
    * djebel = mountain.
    * djemaa = mosque.
    * douar = (traditionally) region about the size of a county.
    * el = the.
    * erg = field of dunes
    * foggara = irrigation channel
    * gharbi = western.
    * hammada,= a barren rock plain
    * hamra f., hmar m. = red.
    * hassi = well
    * ifrane = caves.
    * ighil = hill.
    * kalaa = fortress.
    * kebir = big.
    * khemis = Thursday.
    * ksar =  fortified town, castle.
    * lalla = female saint.
    * larbâa = Wednesday.
    * melloul = white.
    * mersa = port.
    * n  of.
    * ouled = sons of. =
    * ras = cape, head.
    * sebkha = a salt pan
    * seghir = small.
    * souk = market.
    * si  or sidi = male saint.
    * tala = spring. =
    * taourirt = hill.
    * tedles = reeds.
    * tell = hill.
    * tizi = pass.
    * oued = Maghreb
    * wilaya = province.
    * zaouia  = a Quranic school.
    * zemmour  = "olive tree".
    * Zenati = from the medieval Berber tribe Zenata.
    * zeriba = stockade.
    * zmala  pl. zmoul = encampment
al-jazâ'ir = "the islands"
wa-iharan = "place of lions"
i gilgilt = "Island of the Skull"
reg = gravel plain
idehan = sand sea
guelta = permanent rock pool

Maghreb Names
Male 
Masinissa 
Juba 
Syphax 
Jugurtha 
Micipsa 
Gulussa 
Mastanabal 
Hiempsal 
Gauda 
Adherbal
Female 
Bocchus 
Sophonisba 
Salammbo 
Anno
Places 
Ruscida (port - Ionian name) 
Theveste (town - Ionian name) 
Lambessa (town) 
Taddamakat (spitirual capital) 
Tagedda (city) 
Mulucha (Moulouya) River 

Groups 
Massyli (tribe) 
Massaesyli (tribe)

 

Calender
(OE - Old Empire)
 
0 - Founding of the city of Mycenae
873 - Mycenae conquers the last Ionian city, all of Ionia now united under its Empire. Its ruler, Agis, declares himself the first Avtokrator (Emperor) of the Ionian Empire.
1498 - Coup by the Emperor Labotus' cousin Doryssus fails.
1512 - First invasion of plains nomads.
1525 - Nomads driven back from Ionia.
1531 - Revolt in southern Ionian islands.
1533 - Island revolt put down bloodily.
1536 - Drought brings famine throughout Ionia.
1539 - Raids by plains nomads begin in earnest.
1543 - Phokea sacked by nomads.
1544 - Emperor Eurycrates invades the plains. His army is destroyed and he is slain.
1545 - Raids by nomads intensify, until they are bribed off by Emperor Prytanis.
1548 - Prytanis is murdered by his younger brother Himerius who take the throne. Civil War erupts between him and his cousin Kleombrotus. Nomads begin raiding eastern Ionia again.
1551 - Himerius is defeated at battle of Kanaea, and is executed. Kleombrotus become unchallenged Emperor.
1553 - Kleombrotus defeats the nomads at the battle of Methone.
1560s - Kleombrotus is believed to go insane. He becomes increasingly violent, kicking his first wife to death, and later remarrying an 18 year old. He see rebellions everywhere, and has many nobles and peasants alike put to death, including most of his male family members. There are several attempted coups during this time, which he puts down bloodily.
1573 - Kleombrotus is murdered by his bodyguard. He has no heir, so they make his second cousin Anaxander Emperor. Anaxander is a well known cross-dresser/transsexual (often called Anaxandria, even by some historians!), and was considered by his cousin to be harmless. Anaxandria turns out to be an excellent administrator, and the empire enjoys its last period of peace under his/her rule.
1584 - Anaxandria creates the Thoroughbred breed, crossing Aravikos, Barbs, Akhal-Teke, and Ionian draft horses.
1590 (approx) - Knowledge of the forging of iron sweeps through Ionia.
1593 - Anaxandria commits suicide. Historians still debate the reason, and if it was indeed suicide and not murder.
1594 - Civil Wars grip Ionia as several pretenders attempt to take the throne.
1599 - Pleistonax, a distant relative of Anaxandria, defeats the last of his rivals and becomes Avtokrator.
1601 - Nomads invade Ionia in force. Eastern Ionia falls. Nomad raiders burn Lakedaemon.
1602 - Pleistonax reorganizes the army, using steel armor and weapons put in the hands of the proletariat to fill out the ranks. He assembles the greatest army ever in history, nearly 250,000 men, and attacks the nomads.
1612 - The nomads suffer a final, crushing defeat at Plataea. However, the treasury is bankrupt, the army cannot be paid, eastern Ionia has been laid waste, and hundreds of thousands of people displaced.
1613 - The army mutinies. Pleistonax excapes to Mycenae. Famine and disease wrack Ionia.
1614 - The southern islands seceed from the Empire. Pleistonax cannot stop them. Eastern Ionia is also outside of imperial control, though no one there has officially declared independance.
1615-1620s - With no real imperial presence, eastern Ionia is in chaos. Roving bands of former soldiers turn to outlawry. Others seize power in areas. Many nomads also settle in Ionia under their own rulers and/or Ionian ones, mixing with the Ionian population.
1621 - Pleistonax is murdered in his sleep by one of his concubines. Western and central Ionia fall into chaos as seven claimants to the imperial throne come forward. Civil War ensues. This is usually seen as the official end of the Empire.
1625 - Mycenae is sacked by one of the factions.
1600s - Chaos grips all of Ionia. Cities that cannot be defended are abandoned. Those unable to feed themselves shrink in size. Many new cities are founded on more defensible, agrarian sites, sometimes only a few miles from their Imperial Era sites, sometimes much further away. The City-State as a political unit is born.
1667 - Lykurgus of Lakedaemon refounds that city, bringing sweeping social changes, including a Constitution, a new army, new social classes, new laws, etc...
1709 - Lakedaemon conquers the neighboring city of Kastos, which had been their bitter enemy since the end of the Empire. They raze Kastos, salting the ground, poisoning the wells, and either slaughter or enslave the entire population.
1978 - Gold and silver discovered in Kalmara. In the next decade the northern Ionian cities attempt several abortive invasions.
1986 - A confederation of the Ionian cities of Kallithena, Ambrakia, Paralus, Sestos, Mantinea, and Ithome conquer Kalmara.
2004 - The Kalmarans achieve independance at the battle of Lake Vanern, where the newly created Kalmaran pikemen sweep the Ionians from the field and into the lake. Many still say it is haunted, and Ionians call it the Lake Of Blood.
2072 - Basilos (king) Archidamus of Lakedaemon begins breeding the Lakedaemon Warmblood horses.
2075 - Amalia born in Ionia.
2077 - Mindarus Laskaris of Ikaria opens the trade route across the plains to Altai. Ikaria dominates the trade, and becomes one of the richest, most powerful cities in Ionia.
2080 - Tanistrae born on the Great Plains.
2093 - Amalia enters Der Tredje monastery.
2096 - King Archidamus of Lakedaemon is slain in clash with hillmen north-west of Geraneia. His son Agesilaus become Basilos.
2100 (February) - Tanistrae becomes pregnant.
2100 (April) - Tanistrae is sent away to an island by her father.
2100 (October)- Der Tredje are purged in Kalmara.
2100 (November) - Tanistrae gives birth, her father is murdered, and she leaves Ikaria to find her daughter, cutting her ties with her family.
2101 (April) - The Dolmen takes place.
 


Characters


Tanistrae Laskaris

Tanistrae is a woman born of the Ionian aristocracy, of the Laskaris family. Her House is a wealthy one, in the wealthy trading city-state of Ikaria. They have extensive trade interests, and dominate the caravan routes to Altai, far across the eastern plains.

Tanistrae is physically strong, especially in the arms and shoulders. She has long black hair and brown eyes, and possesses very sharp hearing. She carries a nomad's compound bow (extremely rare in Ionia), and a long-straight double-edged sword that is the standard fare of Ionian cavalry. For battle, she winds up her hair around her head, using it as extra padding for her helmet, as is nomad custom. She also wears mail armor of Ionian manufacture when necessary.

After the events of The Dolmen she gains Telos, a magical compound bow enchanted by Ionian magicians. While it has a wooden core, it is faced with overlapping plates of bronze, so arranged that they look like large scales running down the length of the outer edge of both shafts to the handgrip in the center. The string is made from incredibly slender lengths of bronze wire that are twisted together to form a single, larger cord. The bow is constructed in such as way that it cannot be unstrung, and thanks to its magical properties, it does not weaken or lose it shape because of being constantly under tension. The bow's magic also gives it greater range and more power than an ordinary bow, and its bronze plating is strong enough to deflect a sword blow in melee combat. 

She is learning Tomnäve. A soft art, it is something like Tai-chi and Aikido. Mostly defensive, with a lot of throws, locks, blocks, and nerve strikes. Emphasis is placed on using the opponents force against them. The version she knows lacks the magical potency known to Amalia.

She is a tough, strong-willed woman. She spent a great deal of her life living on the plains, and traveling to and fro, and this has built her stamina, taught her trail-craft, and made her an independent, resilient woman. While she likes sex with men, she does not like male chauvanism, or being marginalized because she is a woman. She is not happy about women's lesser status in society, and refuses to be ruled by any man.

She also has a tender, soft side which she rarely allows to surface. Her compassion is mainly reserved for women, and children, whom she simply adores. It is very hard for her to trust or to love. As the betrayal of her family cut so deeply, destroying her life.

Her house was only a minor one until her father Mindarus took it over after her grandfather died from fever. His business acumen, and personal involvement, made the house wealthy. Personally leading trading expeditions to new lands, he established entirely new markets, and achieved a total monopoly on trade to the lands beyond the great plains. This was by personally befriending the plains clans, so that they give his caravans safe passage, and deny it to other Ionian merchants. In return for some of the goods of course. He often took his children on these expeditions. To teach them the family business first hand.

In the meantime, Mindarus left his wife at home for long stretches. She became an alcoholic and drug addict, began having affairs, and eventually committed suicide when Tanistrae was 9 years old. Tanistrae was never really close to her. She spent most of her time away from home, and her mother. When she did see her, her mom was a distant figure, more and more strange and inaccessible every year. She was aware that her mother was somehow very sad, but never understood why. When Tanistrae learned of her suicide, she felt betrayed by he mother. Abandoned. She scorns her memory to this day.

Tanistrae is the only daughter among half a dozen siblings. Her father is responsible for most of her upbringing, and she became quite a tomboy. A survival trait necessary for living with all boys. Always headstrong and willful, Tanistrae insisted on accompanying her father on his trading expeditions. She spent most of her time with him, and really, he is the one that raised her.

So she learned to ride, and use a sword. Most of all she learned to shoot a bow plain's-style, from horseback, becoming a prolific archer with the nomad's compound bow. She also learned to track, to live in the wild. She especially learned to love horses and riding. Often she feels that horses are the only ones she can really trust, or love.

Her first horse was an old steppe pony named Briar Patch. She was a gentle and patient old lady, who forgave all off Tanistrae's mistakes. She was named that for being all thorns and thistle, yet sweet and lovely nonetheless. When spring would come, and she would shed, be a fuzzy briar patch at that.

Briar died of natural causes when Tansitrae was in her early teens. Unlike her mother, Briar's death hit Tanistrae hard. It was the first living thing that she deeply and truly loved to die. That was when Tanistrae truly learned what it is to lose those she cares for.

However, when she was in her late teens, the time came for her inevitable marriage. As the only female of her house, she was an important resource to her father. One that he could not ignore. So he arranged for her to marry a noble of another house to solidify an alliance between the two.

Tanistrae would have no part of it, and had several impassioned arguments about it with her father. He refused to budge. It was how things were done, he said. It was necessary. Time he stopped coddling her, and she did her duty to her bloodline.

So Tanistrae rebelled. She took another lover, and though she did not want to, became pregnant. Her father was horrified and tried to cover it all up. He sent her away to have the baby. When her daughter was born, she was taken away to foster care somewhere far away. Where no one would ever know who her mother was, nor learn of the indiscretion. This was all pre-arranged by her father to protect his burgeoning alliance and Tanistrae's upcoming wedding. Tanistrae herself never knew this would happen, never even saw her child after giving birth to her.

In the meantime however, her suitor still learned of her illegitimate pregnancy and was insulted. The marriage was off. In a fit of rage, Tanistrae's father took his vengeance. He had her lover murdered. Or perhaps someone else did, and made it look like her father was responsible?

When she was able, Tanistrae returned home, to learn of her lover's murder. On the heels of having her baby taken from her, she went into a blind rage. She quarreled with her father like never before. When it was over, he was dead, and she was forced to flee the city-state.

However, she may not have killed her father. It is possible that another family member did it. The eldest son? Someone who wanted the take over the House for themselves. Or who thought their father was going to ruin them with his risk-taking?

Afterwards, she became a mercenary, adventurer, and small-time merchant (using the trading knowledge she had learned from her father). Always she searches for her lost daughter.
 
 


Amalia

Amalia appears to be a woman standing nearly six feet tall, with short, dark, red hair, and green eyes. She has a bit more muscle than most women, but that is not terribly noticeable. She wears no armor, and typically wears either short skirted female attire, or loose, long skirted ones with long slits to allow easy movement. She wears a triple-moon pin that denotes her being a priestess of Vanadis, as well as a rose-quartz pendant in the shape of a blooming rose, that symbolizes her being Gudindens Roser. Both are magical reservoirs attuned to her. The triple moon is aspected to women's magic, and the rose is not aspected to any magic in particular.

Amalia is a priestess (Gydja) and magician (Seidhrim) of the goddess Vanadis. She is also a transsexual (Tredje). Having castrated herself, and taken hormone treatments  (Kvinde Essens) that are partly magical, partly naturally derived (from pregnant horse urine). These have given her breasts and an hourglass figure. Her facial hair has been burned off permanently through magical means (very painful too).

As a Tredje sect (Gudindens Roser) member, she can wield the female and male magics (Seidhr) of the mountain folk. Something none of the regular mountain people can do. She also has a powerful magical talent, and a strong will and good training in using it. She is specialized in health magicks, and has a mundane physician's training to go with her healing magics. A necessity in order to be certain she is correctly using her healing magics. She can often tell if a person is injured simply by touching them. This requires almost no effort on her part at all, and has become something of an innate talent. This is not foolproof, and to be certain she always uses an actual spell designed to diagnose an indivudual, this requires touch as well. As do all her healing magics. Her healing can mend any broken bones or flesh, tie blood vessels back together, etc.. It cannot restore lost tissue, such as a severed limb. However, if she has the limb, she can successfully reattach it. She can also fashion artificial replacements for some things, such as teeth, and implant them in the body. An extensive knowledge of herbalism comes with this as well, as much of her work is facilitated by the use of drugs, or is meant to provide antidotes for poisons. Amalia is most proficient in women's health issues, such as as birth control, fertility, and hormone replacement. Also controlling heavy or irregular periods, breast and uterine cancers, etc… She also came to learn to care for horses, both to serve as a horse-leech if needed, and because the estrogen they use is a derivative of pregnant mare's urine.

She also knows some simple, miscellaneous spells for every day things. Such as a cleaning spell that does the eqiuvalent of bathing the person and washing their clothing. Another that styles hair. A spell to create a light that floats above her head or is fixed to a single point. One of her most potent 'minor' spells is one that regulates temerature within her immediate area, making it either warmer or cooler, as she desires. Something very important for travel during the mountain winters, that all Kalmaran magicians learn.

She is also a practitioner of the Tredje sect martial art, Tomnäve. A soft art, it is something like Tai-chi and Aikido. Mostly defensive, with a lot of throws, locks, blocks, and nerve strikes. Emphasis is placed on using the opponents force against them. Aside from the simple physical element, her use of male magic bolsters the martial art. It can make her hands, forearms, and body hard enough block steel. Her fingers sharp enough to pierce steel. Etc…

Her only real hobby is sewing. She is not so good at spinning whole cloth, but she can take bolts of pre-made cloth and tailor them quite well. Her best work is on fine needlepoint, making embellishments with lace, pearls, cloth of gold, etc…

Amalia was born in Ionia, to a Kalmaran pikeman mercenary named Einar ("one warrior"), and his Ionian wife. Her father named her Asgeir ("God Spear"), since he took her red hair to be a sign that she was blessed by Vanalfar (since red is his color). She is the only one in her family with red hair. Her siblings have either her mother's wavy black hair or her father's blond hair. Likewise, her siblings have either her mother's black eyes, or her father's blue ones. Unlike Amalia's own green eyes. 

They moved to her father's home in the Kalmaran town of Viborg when Amalia was just a  year old, so she has no memories of ever living in Ionia. Einar left again to serve in Ionia the next summer. He spent two more years in service, until finally retiring from regular duty after serving 15 years total (when Amalia was 3). He returned with a lot of money from his time in the service. So he became a sort of country gentry in his home town. Buying a large house and more land, and renting it out to tenant farmers. As well as still working his own land. Amalia has numerous siblings. One older sister, two younger brothers, and a younger sister as well.

Amalia showed signs of being trans from early childhood. Crying when put in male clothing, wanting to have a girl's name and girl's toys, etc… Her father was one of the new, modern, lowland-thinking Kalmarans and would have none of it. An important man in their town and member of the military, he would not be embarrassed by one of the Tredje sect coming from his loins.

So he beat her whenever she tried to act female. While her mother and siblings would likewise tease and humiliate her about it. Amalia learned to hide the girl in her. Learned to pretend to be a man. Hating it all along, and hating herself for going along with it. She tried to cure herself of it. But nothing worked.

Her father Einar wanted her to be not only a pikeman but an officer. Because he believed she had Vanalfar's blessing, he thought that she was meant to be a great Kalmaran captain. So he took it upon himself to train Amalia to be a soldier. She was taught reading and writing in both Kalmaran and Ionian. As well as math and map-reading and even logistics as well. Amalia actually enjoyed the schooling, although not the ultimate reason for it. When she was in her mid teens she began training as a pikeman and to use a sword. That she did not like, but had to learn regardless.

Her favorite hobby during this time was sewing. Her parents naturally discouraged her by berating her and refusing to allow her to do it. So she took to hiding her sewing kit, and would sneak off to do it. It helped her relax, and clear her mind. Later in life one of her siblings discovered her secret and exposed her to her parents. Who destroyed everything she had sewn, beat her, and humiliated her for months.

Finally, when she was 18 Amalia learned that her father had arranged for her to join a mercenary company, she could take it no more. A few nights before Mid-Winter she told her family that she was a woman, and would never live otherwise for another day. There was a huge argument that turned to violence. Her father beat her nearly senseless with a red-hot fireplace poker, breaking many of her ribs, nose, an arm, and knocking out several teeth, as well as burning her skin in several places. 

He formally disowned her, and cast her from the house that night into a howling snowstorm. Half blind from pain, she fled deeper into the mountains, with no idea of where she was going or what she was doing. She had a vision of the Goddess then. It was the first time her mind had ever been quiet enough for Amalia to hear the Goddess to speaking to her. The goddess told her that she was one of her special children. That there was a place for her. That she would not die lost and alone. That she loved Amalia.

She led Amalia to the Tredje Monastery of Gundestrup (sometimes was called The Cauldron), in the valley and town of Grevensvaenge. Amalia came to Gundestrup during the night of the winter solstice. The leader of the monastery, Signe, was known to sometimes have visions. That night when she led the solstice ritual she received one from the Goddess of Amalia coming to the monastery. So she had the usual watch doubled that night and told them to watch for travellers, even though there was a blizzard. She could not sleep that night, and went to walk the battlements. There she met Master Aegir, who had been her counterpart in leading the ritual and had also received the vision with her.

They saw amalia come staggering toward the monastery through the blizzard and collapse in the snow a quarter mile away. Aegir leapt directly from the wall (some 40 feet or so) and ran out to her to carried her back. In the meantime Signe opened the gate and met them there. She performed emergency healing to stabilize Amalia, who was nearly dead from exposure, and then the two of them took Amalia to the infirmiry.

The head physician was summoned (a MtF), along with her best healers (one is a FtM who spends a lot of time watching over Amalia as she recovers), and they spent the night working on Amalia, using both magic and mundane medicine to help Amalia. The next day the dentist came (FtM) to save what teeth of hers that he could. He also took casts of her mouth for replacement teeth.

Amalia slept though all of this and did not wake until later the next evening, nearly 24 hours since she was brought into the monastery. Signe came to speak with her, telling Amalia where she was, and that she could stay as long as she liked. Signe greeted her by the name Amalia before she could say it herself. It was something in the vision Signe had. Several of the other masters such as Aegir came to visit her as well, and some of the students also tried, but most were turned away so as not to disturb her. However, one, a mute (MtF) girl, came and brought her a flower in a pot while she slept.

Three days later the dentist and his assistant returned to implant her replacement teeth. This was a long process, in which the FtM healer assisted by providing anesthetic for Amalia, linking his own life-force with hers to steady her and numb the pain. This process took all day long, with several breaks in between. But when it was over, Amalia's teeth head either been healed, or replaced with ones that were permanent and not easily distinguished as false. Only a close inspection will reveal that they are not natural.

Amalia formally became a priestess of the Goddess a year later, ritually castrating and penoctoming herself and reshaping her body with the sect's magical drugs. She learned their arts, their ways, and most of all, learned to love her own womanhood and the Goddess that many of her folk were trying hard to forget.

Seven years later the end came for the monastery. The government sent the army to seize the monastery, and imprison the members. They surrendered peacefully, and were clapped in irons and dragged back to the capital city of Ballerup in disgrace, while their monastery was destroyed behind them. The Tredje were then put on trial under sham charges of treason and blasphemy. When it was clear that this was nothing but a show to justify their executions, the most powerful leaders of the Tredje used their abilities to escape and free the other Tredje. However, they all died holding back the soldiers so that the other, younger Tredje could escape. The survivors were scattered to the four winds.

The rest of the priestesshood did nothing. In fact, they had given their secret approval of the action, since they wanted to be rid of the Tredje as much as the government.

For the second time in her life Amalia became an outcast. Under a death sentence in her homeland, she journeyed to the lowlands of Ionia to make the best life she could there, always following her Goddess and helping women whenever they were in need.