The Tribes of Sinya Palurin

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The Tribes of Sinya Palurin

Postby Ben » Wed Jun 03, 2009 9:23 pm

Humanity and Sinya Palurin

The world needed a race who would appreciate what they had, a race that would recognise the gods and strive to bring advancement to the world. Lenamo, God of Life, looked down upon Velmaneth and reached out his influence. He concentrated on the north of the great continent and brought forth the first sentient life, the humans, whose land stretched across the continent covering the lands of what would become known as Sinya Palurin and Gweria.

And on the day of Eremine’s Departure, members of all the races under the sun came together in the place that became known thereafter as the Heartlands and a great council they held. Together they took it upon themselves to build a mighty city dedicated to Eremine, their Goddess and creator and members of every race (save the Orcs and Goblins) remained to construct the city while the rest of their people spread across Pargon.

In the hundredth year, the Elves committed a great betrayal. The other races were deemed unworthy by Erathil and were driven from the city into the Heartlands. At the time, members of many tribes of humans resided in Dvarni but only three survived Erathil’s betrayal: the noble warriors of the Larkant, silent scouts of the Everni and the mages of the Telerfret. Of all the tribes of men, these were most prominent before the event that was thereafter known as “Erathil’s Ascension”, or to the refugees of that day, “Erathil’s Betrayal”.

The fourth great tribe, the holy men and women of the Jehovern, along with countless lesser tribes are said to have never made it out of Dvarni.

A Brave New World

Though only a handful of humans escaped the Heartlands following Erathil’s Betrayal, the fact remained that there were many thousands who never journeyed to Dvarni in the first place and many others who left in the hundred years it took to construct the great city. The majority of these people formed settlements in the north-west of Pargon which they named Sinya Palurin or ‘The New World’ however others travelled north-east to Gweria, east to Arnad Guarhoth and south-east to Dolen Taleth. In this way humanity spread across the continent, forming tribes, settlements and villages.

The Fall of Humanity

After his Ascension, Erathil’s troops travelled out of Pathway many times destroying hundreds of the settlements nearest to the Heartlands and culling many thousands of humans. However, despite his lust for power he was not foolish and so never spread his troops too thinly and thus leave himself exposed to attack. For this reason, the humans who had travelled furthest afield were untouched by, perhaps even unaware of, his betrayal.

Those tribes who had resided exclusively within Dvarni and the Heartlands were the first to fall. After this were the smaller tribes and those closest to the only entrance into the Heartlands, Pathway. In Sinya Palurin, only three tribes of note survived the great betrayal, those humans who had formed the strongest bonds of kinship escaped his wrath and three of their settlements would gradually grow into great cities in their own right: Nandine, Mahtar and Ingolé, the cities of the Everni, Larkant and Telerfret. Each of these tribes had departed Dvarni some years previous in order to form settlements of their own but had left significant numbers within the Heartlands and when the Betrayal occurred these tribes were able to use their skills to escape while others fell.

The Great Tribes

When Yashmanar granted knowledge to sentient beings, before the formation of the tribes, it is said that he gave some humans more potential to learn the martial skills of warfare, to others he granted an understanding of stealth and still others he filled with great academic knowledge and wisdom.

The great tribes were founded by individuals seeking others of a like-mind: many of those granted a desire to learn about warfare and tactics joined together and formed the Larkant, those with a predisposition towards skill and stealth founded the Everni, those with a lust for academic knowledge, particularly regarding magic and the jewel formed a brotherhood known as the Telerfret and those touched by the gods became the Jehovern.

Over the years, the predisposition for certain areas of skill inherent in the founding members of the tribes has been passed down to the current members. Perhaps this is genetic or simply represents skills being passed down from father to son but many believe this is the continued blessings of Yashmanar being passed down in the very blood.

The Everni

Amongst the humans who journeyed to the Heartlands after Eremine’s departure, there were some who did not agree with the council’s decision to create a single great city. They believed there were more productive ways to spend their time, better ways to worship Eremine and a whole new world of wonders to explore. These people could not understand why everyone should live together in one small area and began to spread out from Dvarni into the Heartlands and beyond.

One of these people was a woman by the name of Nandine. Nandine was born, or created, to the north of Pathway in the middle of the great forest in the shade of the Ondo mountains. When Eremine departed, she felt the call to the Heartlands and ventured south through the woods. Many other humans had awoken within the forest and Nandine met several of them as she made her way, banding together to make the journey through the valley of Pathway towards the future site of Dvarni.

Nandine had little interest in the councils being held, instead deciding to spend her time meeting others who had made the pilgrimage. She found she had most in common with those who were quick, skilful and shared her love for the flora and fauna of this new world. While the councils were discussing their plans for a great city, Nandine and her tribe explored the Heartlands and one day came to an Elven village deep in the forests of the Heartlands, a village called ‘Destiny’.

Nandine had met Elves of many types during her time in the Heartlands but these were different. They shared certain similarities with the High Elves, not being aligned with any particular element, but rather than being obsessed with the accumulation of material possessions or stamping their authority on the world these Elves were so connected with their surroundings that they seemed to have no need for either.

The Wood Elves were led by one Danahil Coshwood who Nandine learnt was the brother of Erathil, the leader of the High Elves). The elves welcomed Nandine and her companions into their settlement and elf and human lived together, sharing their knowledge and customs.

However, eventually the councils were over and messengers were sent out to every part of the Heartlands to announce what had been decreed. A decision had been made to build a great city in the centre of the Heartlands called Dvarni incorporating a great well, a well dug to the very centre of the world. The council ordered that everyone who wished to call the Heartlands home must return to the centre of the Heartlands where their role in the construction work would be assigned.

Though some remained within the village, many humans and elves of Destiny including Danahil and Nandine heeded the council’s call and travelled to Dvarni. Some were set to work mining marble for the great spires or as part of the excavation team digging the well, still others were put to work in the fields producing the tonnes of food required for the population of the Heartlands or felling trees for the building and mining work.

The work was long and arduous and conditions steadily grew worse and worse as the council applied pressure for the work to be completed. Over the next few decades the situation grew worse and worse and more and more people left the city and indeed the Heartlands to find a better life elsewhere. As workers left, those who remained were forced to work harder but progress on the city was slowing. Concerned that too many were leaving, the council introduced emergency measures restricting freedom of movement and stopping anyone from leaving the city without permission. A militia was formed in order to enforce the will of the council but although all the races of Dvarni had representatives on the council and were therefore allowed to join this militia, it was made up almost exclusively of elves. It was this militia which would later form the basis of Erathil’s army.

As representative of his people, Danahil was granted a seat on the council yet found himself unable to make any significant difference in the way policy was agreed and applied. Instead, he secretly founded an underground movement to ensure the welfare of the workers of Dvarni. He arranged passage out of the city for many hundreds of people over the years, the majority escorted to the village of Destiny, now renamed Clandestine to represent its new secret nature.

Nandine was one of the first people Danahil helped but rather than leave her people behind, she joined with Danahil’s group to help others. Until her death several years later at the hands of the militia, she guided those she could help to follow the river north-west to the forest outside the Heartlands where she had been born and there they founded a small settlement. This group called themselves the “Ever Free” and as the settlement grew, they named it Nandine after the woman who had helped them. Over time the name “Ever Free” evolved and became shortened to “Everni” and the settlement grew into the great city it is today.

Mahtar and the Larkant

Mahtar and his twin brother Harwood were two of the first humans, created at the beginning of the world, and when Yashmanar granted knowledge to mankind, they found their potential lay in steel. In these early days they found dozens of others who shared their skill and passion and formed a tribe known as the Larkant.

In the fifth year of the world, the well broke through into the jewel and that night Mahtar and Harwood were both visited by Yashmanar and granted visions of the future. Harwood saw that his future lay in finding the woman who had opened the well and helping her fulfil her destiny. The tales of his journeys with Leythanar Scaleteller have passed down into legend. Mahtar never shared the details of his vision with anyone, not even his brother, but some claim that he had seen the birth of the Goddess of War far away and knew that she would be coming for Sinya Palurin soon enough. That year he led the tribe northeast from Pathway and there he founded the first Larkant settlement, Fort Tira. Harwood remained in the Heartlands, promising his brother that he would return to the tribe once he had completed his task.

Over the next few months, Mahtar and the Larkant spent much of their time training for battle. Despite war being unheard of in Sinya Palurin, they followed the orders of their leader without question and though they enjoyed ten years of peace, a decade later their obedience was rewarded.

Unbeknownst to most of Sinya Palurin, after nearly a decade of fighting Larweyella the Goddess of War had been defeated by Lenamo in the skies over Serke Kemi. She had returned to the arms of her lover Velnashar and their union created a new god: born from War and Destruction, Quarin. Before the war, Lenamo had been the deity of both life and death, an unending circle with neither able to exist without the other but during the war, Velnashar had used the distraction to sow the seed of chaos in the church of Lenamo, fracturing into cults: some worshipping only life and others only death. Many of those who had turned away from the lighter side and now venerated death left Lenamo’s Sanctuary and travelled west into what would become Gweria, there passing on their beliefs to the Osgar and Gruithiel tribes who had ventured forth from the Heartlands some years previous.

Upon the birth of Quarin, he claimed those who had turned to the worship of death and ordered his priesthood (henceforth known as the Hopeslayers) to return to Sinya Palurin and destroy Lenamo’s Sanctuary. Unfortunately (or not, depending on your point of view) this took them very close to Tira where the Larkant had spent a decade preparing for war.

The Osgar were much like the Larkant, fierce and skilled warriors, whereas the Gruithiel were more like the Everni, quick and agile skirmishers. The intial conflict was brief and bloody and the Larkant won with only a small number of casualties. It is said that during that conflict, Mahtar’s wife gave birth to a son and he was hailed by the Larkant as a sign from the Gods for he had been born of battle and that Mahtar’s family was blessed by Lenamo for they were able to bring about new life amongst death.

In the next few months, Mahtar sent forth two of his most skilled warriors Broniant and Duliel to build bases to hold the line against future attacks and so were built the forts that still bear their names. Meanwhile he sent men back to Dvarni to recruit more warriors to bolster the front line. Many heeded the call, in some cases whole tribes joined under Mahtar’s banner and became Larkant. In this way the Larkant grew exponentially however many of the warrior types who might otherwise have been able to fight against Erathil years later had already departed The Heartlands.

The next time the forces of Gweria attacked, Larkant poured from the three forts to hold the line against them. However, this time Quarin’s Hopeslayers were leading the battle and each time a man fell, Larkant or Gwerian, the Hopeslayers brought them back. But they were not healed, not even alive, these were creatures of death: the undead had arrived on Velmaneth. Though the Larkant eventually won, this time the victory was not so one-sided and they were given little respite as over the coming years the Gwerians and the undead came again and again. Slowly the numbers of undead increased as the number of Gwerians and Larkant dwindled. As Fort Broniant fell, then Duliel, Mahtar ordered a few of the Larkant warriors to escort the women, children and elderly back into Sinya Palurin while the rest remained to defend Fort Tira with their lives. Tira, the first home of the Larkant, fell on the 31st day of Octaviat in the year 21, the majority of the remaining Larkant also fell that day.

Eventually the Larkant refugees reached Pathway. Some headed towards the construction site of Dvarni but others had no desire to return to the Heartlands and this is where the Larkant people split for the first time, settling all across Sinya Palurin, some founding new settlements and others joining existing villages. One of the larger groups, one that included Mahtar’s widow and young son settled far the northwest, founding a village called Lunte.

Nearly six years later a man arrived in Lunte, a man who looked exactly liked Mahtar. Initially the village assumed the worst: that this was Mahtar’s corpse brought back to life by the Hopeslayers and sent to destroy them but he was alive. He explained that his name was Harwood, Mahtar’s brother and that he had travelled the world and now he was fulfilling his promise by returning to his people. The Larkant told him of his brother’s death and introduced him to Mahtar’s son.

Over the next few years, Harwood turned the village into a fort and renamed it Mahtar in memory of his brother. It was built in an ideal position on the cliffs overlooking the Bay of Lunte, able to see for miles in any direction anyone approaching by land or sea. Harwood also helped his brother’s widow in the raising of his nephew, teaching him everything he had learned on his travels. The boy became a man and indeed a great warrior, one who would eventually travel east to retake the forts of the Larkant and drive back the forces of Gweria. The boy’s name was Mektar.

The Telerfret of Ingolé

Archmage Telerfret is a name not heard much in recent years. Telerfret was a notoriously private man who, it is claimed, was the first Sorcerer. Due to his private nature (and that of his successors) most information on him is unavailable. However, it is believed that without him, magic might still be locked away from mankind.

When Yashmanar gave knowledge to mankind, they gained language, the ability to speak a common language. He gave them a basic understanding of the world around them, what things were, how they worked and how to survive. He gave them the potential to learn new skills but did not simply make everyone an expert swordsman or an acrobat. In the same way, he did not grant anyone the ability to wield the power of the jewel, the world was too young for Eremine’s power to be in the hands of mortals.

However, from the moment of his creation Telerfret could feel the power of the jewel pulsing through him, flowing around the world through everyone person, tree and rock. The power of the elements, of the gods themselves, were there just out of his reach.

Telerfret would probably have been driven mad with frustration were it not for the Elves. Somehow, within them, they had the power he so sought and all he need do was watch them perform what came naturally to them and it all became clear. He could see the subtle manipulations of the jewel and could imitate them perfectly to reproduce their tricks and so humanity gained the power of magic.

However, Telerfret grew impatient and frustrated. He knew the jewel was so much more powerful that the simple tricks he had learned, he could see within it so much potential and yet he couldn’t unlock it. Such is the weakness of sorcerers, even today, they may have the ability to imitate the magic of others but cannot create new magic of their own.

Despite his desire for privacy, Telerfret had to see if anyone else had the power to manipulate the jewel and so began to show people within the Heartlands what he could do. He gained a following extremely quickly and from those he used his ability to sense power in order to chose the best and brightest, those who just might have the potential to further his own ambitions. Though no other existed with such natural talent, Telerfret taught them to feel the power of the jewel, to sense its presence and through perseverance eventually managed to teach one of the apprentices how to shatter something just by touching it, just how the Air Elves had. So was born the first mage. Between them, they managed to teach others and as Telerfret’s tribe of apprentices grew, it became obvious that the mages had something that the sorcerer did not: they had the ability to manipulate spells in order to create new ones. They combined the element used to create the Fire Elves ‘Fire Bolt’ with the power of the Air Elves ‘Lightning Strike’ to create a new spell, a ‘Fire Strike’. They took apart the Water Elves ‘Rust’ spell and put it back together in reverse to create ‘Repair’, magic as we know it today was created.

Telerfret had what he wanted but people were still fascinated by him and his people. They wanted them to perform tricks and use magic for mundane tasks like chopping wood, lighting fires and transporting stone to the building sites of Dvarni. Telerfret sent out scouts across the continent to seek a site for their own settlement, somewhere where the crust was thin and the jewel close, just like it was in the Heartlands. Eventually one came back and told his of a mountain, far to the west, Mount Ingolé which had caverns leading deep into the earth. Sensing this could be a sanctuary away from those who saw magic as a mere tool, he left the Heartlands forever and travelled west.

Over the next century the mountain was turned into the city it is today with a great tower above it and deep catacombs where a myriad secrets reside in darkness. Though much like Dvarni in architectural style, rather than gleaming spires, Ingolé is a dark and shadowy reflection. This is not for any nefarious reason, simply because the stone quarried locally to the city of the Telerfret has an abnormally high carbon content meaning that rather than white marble, it is constructed from black and red rock. More worrying for many than the colour is that rather than the fountains and open courtyards of Dvarni, Ingolé is a nigh impregnable stronghold which even with the power of the jewel and might of the combined Elven nations Erathil could never have hoped to conquer.
"And unconscious people always count as willing"

Tome of Magic 6.0

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