Universe of Taranth

Taranth is a planet similar in many aspects to earth. It is roughly the same size, position from the sun, and has similar geographic regions. The planet itself contains three huge landmasses, called worlds (we know them as continents), the largest of these being Vallinor. This is the area that is dealt with in this site.

A single year consists of 365 days of 23 hours each. Once every year, Taranth makes a complete orbit around its sun. Vallinor has four distinct seasons that vary in intensity depending on location. Coastal areas tend to be warmer, more humid. Southern areas lean toward warmer temperatures, often not receiving snow. The central interior part is nothing more than vast deserts, rarely receiving rain despite the severe temperature changes between day and night.

Structure of Creation
The world of Taranth is made up of three different, yet harmonious realms: elemental, spiritual, and personal. Each one of these perform very specific roles in the operation and control of Taranth. Although unique, they all work together and can be controlled by people who are knowledgeable in such areas. All magic in Taranth comes from the manipulation and control of these forces.

The Natural Realm
All aspects of the physical realm can be divided into three different categories bound by one energy source known as Elemental Power. This power is broken into four elements: earth, air, fire, and water. All nature is composed of one or more of these things and the manipulation of these elements define one as a member of the Marseal. Typically, women are more attuned to the ebb and flow of these energies than men.

Spiritual Realm
Consisting of all the unseen forces of creation, the spiritual realm is perhaps the largest aspect of creation. All immortals and celestial bodies are a part of this realm and united by cerin. This energy requires vast amounts of knowledge to use to it’s maximum potential. Men, naturally inquisitive, love to spend years of study on the spiritual realm granting them a wealth of knowledge in the manipulation of these energies. Since the Rage of Spirits, a structured organization led by men have existed dedicated to the continued search for knowledge and power known as the Cerite.

Mental Realm
The Mental Realm is the quality given to all living organisms, specifically sentient life. This is unarguably the most powerful realm in all Taranth. Bound with Psionic energy, and controlled by the powers of the mind, it requires a great deal of mental strength to manipulate effectively. Since the Age of War, the practice of psionic magic has been outlawed and greatly feared through the ages and different countries in Taranth. This is due to the widely held belief that the evil forces during the Rage of Spirits were all Guardians.

Aside from the spiritual realm, none of these other realms can be visited by anyone. They are aspects of creation and not places or "realms" in the proper sense. Even the spiritual realm is seldom visited by mortal men, though most of the spiritual realm can, and often do, take corporeal form.

Law of Reciprocity
Simply stated, this is the law of responsibility. For every action taken, it will have some sort of repercussion. Evil requires more and greater evil while good leads to more and better good. This is an element that GM’s should pay careful attention to in order to maintain consistency within the group. Not only does it keep good characters good and evil ones bad, it also makes for some interesting stories. The consequences of the actions of both the PC’s and the NPC’s should be played out accordingly.

Alignments all flow from how characters interpret and act on this law. Good alignments tend to believe that the way to achieve peace and happiness, one must be dedicated to serving and helping others. On the other hand, evil alignments tend to lean toward a more selfish understanding of this law believing that the individual is more important than anything else.

For more information on specific alignments, see the Players Guides for the system that applies to you and your gaming group.

Races in the Kingdoms
There are literally hundreds of races that make their homes in Taranth. The most dominant races, however, are the ones that players may take as characters. Among these dominant races, humans are by far the most common, making up about 70% of the total population. Following the humans in prominence are the elves, making up about 15% of the populace. Dwarves are next in line totaling around 10% of the intelligent population. Although there are many other races, these are the most prominent and dominant.

Dominant Races
Through the history of Taranth, three main races have been given more attention than any other has. These races are highly intelligent, numerous, and powerful often writing history as they go. These are called the dominant races.

Humans
Oldest of the dominant races, humans are still the most common race in the world today. They were originally created as a single race, dominant over all other animals and beasts (elves and dwarves had not been made yet). Dragons were created as servants to mankind and indeed served them well until the Rage of Spirits. When humanity failed Aer, they were distanced from him and corrupted, cursed to die. Most clerics as well as others have dedicated themselves to the spreading of the Light and desire mankind to return to the creator in order to return to the glorious state that Aer intended for creation.

Although they are the most common, their tendencies are as varied as the location they are found. While in the forests of Avendale they would be equivalent to medieval Europe (England, Scotland, etc), in the south they are as the vikings. Humans come in a variety of sizes, shapes and colors and there are no sub-races or derivative races.

Humans have created the strongest, most advanced civilizations in existence. They have amassed the strongest armies, best fleets, and have mastered magic. There is not a place in the world that you can go that does not have human influence. Even though humanity speaks a variety of languages, they are the originators of the common tongue, often called arien by other races. This is a crude and changing form of the sacred language believed to be spoken thousands of years ago.

One of the most aggressive races in Taranth, humans are often at war with someone or another. The establishment of Sae Darrin has seen an icon of honor and chivalry that has been unmatched in centuries. Often, Sae Darrin himself or his representatives will mediate disputes as a sort of world peace organization. Dwarves and elves are both frustrated and amazed with humanity and their refusal to live in peace with each other. In the beginning, all of humanity was united towards a common goal (that goal has been blurred over the years), but their self-determination has corrupted them over the years. Should they ever be united again, it is believed that there will not be a force in Taranth that could rival them.

Although they have short life spans compared to the other dominant races, they are the most versatile and adaptable. Their ability to learn quickly allows them to advance to levels only dreamed of by other races save dragons. No other race has as many options open to them as humans do.

Humans organize themselves in independent nations. Most of these nations are under the influence of the great nation of Sae Darrin. Often these nations are grouped according to geographical locations, ideological similarities, and personal preference. Details of these nations and how they are governed are included in the Kingdom Descriptions.

Dwarves
"’My power is with you and your kind. You have been chosen to fight in my Algerah, a selected race, endowed with honor and power. Go and fight in my name and seal them in the Abyss.’

"Lead by the High Lord Lyan, the dwarves fought with honor as though endowed with the might of the Creator himself. With unbridled power, the elements unleashed vengence on the Accuser and the Dark Ones, and the dwarves raged against the spirits and it came to pass the Dark Ones were sealed in the tomb of the Abyss. Such was the war brought to an end, and the magic unleashed by the dwarves was equaled only by the elves.

"Honor fell on them and they found pleasure in the eyes of the Creator." – The Annals of Light

During the Rage of Spirits, it became obvious that the raw physical strength and magic power of the humans and elves was no longer strong enough to defeat the Accuser and his Dark Ones. In order for the forces of good to prevail, it would take direct creative intervention by Aer. With a clear picture in his mind about what he needed in a defender, Aer struck an anvil and the sparks that flew from it landed on Taranth and became dwarves.

Endowed with incredible strength, terrific magic, and intense hatred of the forces of darkness, the dwarves fought with the humans and dwarves and won the long war. In the years that followed the Rage, humans began to war among themselves for control of the newly liberated lands. This skirmishing burdened the dwarves so badly that they interfered with humanity instead of protecting it and as a result, Aer removed all magic from them and led them into the mountains and hills of Vallinor where they live to this day. All dwarves love to collect and study magical items, but suffer the same penalties as described in the rule-books for the specific systems.

Youngest of the dominant races, they have the second longest life span with an average of 250 years. This is due mainly in part to the lack of magic and reduced amount of psionic energy within their bodies. Dwarves mature at a rate comparable to humans, but maintain their youth much longer. Once dwarves reach the age of 18, they are at their peak and age about one dwarf year to every two-and-a-half human years. Therefore a 250 year old dwarf would be equivalent similar in age to that of a 118 year old human.

There are three main types of dwarf: hill, mountain, and deep dwarf.

Hill Dwarves
These dwarves, like their name suggests, live mainly in areas of rolling hills and low mountains. Most live under ground but there are a number of them that live on the surface. This is neither promoted nor condoned, in fact many clans build strongholds on the surface in key locations. Of all the dwarves in Vallinor, these are the most common dwarves on the surface.

Hill dwarves are the most attractive of the dwarves as well as the most charismatic. They stand an average of 4 � - 5 feet tall and have copper colored skin and light colored eyes. Although they are not beautiful by human or elf standards, in the dwarvish community, they are incredibly beautiful. Often the Hill dwarves are criticized by other members of their race because of their refusal to live under ground. Weak by dwarvish standards, they are still incredibly strong and well muscled with little body-fat.

Mountain Dwarves
Unlike the hill dwarves, this type of dwarf rarely moves to the surface and prefers to live removed from other racial influences. Most can be found living in either the Asguard Mountains or the Great Shield where they build vast underground fortresses and cities, completely self-sufficient. They are a strangely religious race and tend to have a high number of clerical personages along with warriors and builders.

The average mountain dwarf stands 4 � feet tall and has a thicker build than hill dwarves. In addition to this, they have lighter hair, but darker eyes and a reddish tint to their skin. Mountain dwarves are suspicious of their cousins, the hill dwarves, because of their incessant communication and relations with surface dwellers.

Deep Dwarves
In the past, the deep dwarves moved deeper into the bowls of the earth because they felt such remorse for their interference with humanity. Now they stay deep in order to lord it over their cousins at how much closer to their gods they are. Deep dwarves are very exclusive and rarely entertain other races. They are almost never seen on the surface because of the pain that even moonlight causes their delicate eyes in addition to their contempt and exclusive attitudes.

Deep dwarves are the strongest of their race. Standing an average of 4-5 feet high and weighing in at 200-250lbs, they are easily the most intimidating of the dwarves. They have almost white hair and black eyes because of the centuries of life without light. There is a deep contention between the deep dwarves and the "feeble surface dwarves (hill dwarves)." It is widely believed that their hill cousins have long sold out to the Accuser and his minions.

Elves
Following shortly after the creation of humans, elves appeared as a result of a union between embodied spirits from the Halls of Eternity and human partners. Elves played a key role in the Rage of Spirits in both its beginning and it’s end. Many of the elves born during that time were swayed by the seductive power offered by the Accuser and his minions, they became so corrupt that their skin and eyes changed color and they fought against Aer and his army, they became known as Dark Ones.

Elves have since moved into the forests and woodlands to live life they way it was meant to be: in quiet enjoyment. Although they are no longer a result of the physical union between immortals and humans, they still retain many of the attributes of their forefathers. They are immortal and cannot die of natural causes. In addition to this they are incredibly beautiful and creative. Standing between 5 and 5 � feet tall, they are noted by their slender chiseled facial features, athletic bodies, and slightly pointed ears.

Elves have an insatiable curiosity, especially for magic and magical items. They are highly attuned to magical energies and spend lots of time studying and practicing magic. Their long life has made them rather aloof and carefree in their lifestyle, mixing with humans and dwarves as much as they can without disturbing their quiet life.

Almost all elves belong to a clan made up of their particular race. Four sub-races make up the elvish population: high, wood, dark, and half-elf. A high council located in Silverglade called the Kindred Throne governs both the High elves and the wood elves.

Elves, like dwarves, mature at a rate similar to that of humans, they just maintain their prime much longer. Most elves will reach a prime age of 25 in that many years, but will then age much slower, an average of 200 human years equals one elf-year. Once elves reach a human equivelant of 50, they no longer continue to age. Therefore it is possible, however unlikely to find a fully matured and dangerous elf who is a mere 18 years old, and another could be 2615 years old and still be lower level than an 18 year old.. Their relaxed lifestyle often means that they do not marry until well into there hundreds, even then, they often have small families consisting of no more than two children.

High Elves
These are the most common of the elves, and have come to represent the pinnacle of elvish culture. They are the second most beautiful of all the dominant races, standing at least 5 feet tall, they have either black or golden blonde hair and bright, clear eyes. This is a result of their origin, being born of a human mother or conceived by a human father to an immortal mate. In addition to the ascetic bonuses of their nature, their senses are also much more attuned than other races. The most popular of these is their excellent eye-sight, making them phenomenal archers.

Established over 10,000 years ago, the city of Silverglade has served as a racial capitol and mediatorial center for the entire elvish population. It is here where the Kindred Throne is located and where clan representatives can come and meet to discuss issues relevant to the entire race. Most of the time these meetings are more of a relaxed party than actual meetings, but when politics must be practiced, this is the body that does it.

The High Elves are the most respected of all the elves, often welcomed even into the deep underground strongholds of the deep dwarves. Although they tend to be reclusive and a little arrogant, they are normally quite easy to work with making powerful allies and unmatched friends.

Wood Elves
Wood elves are almost indistinguishable from their cousins. By all appearances, they are the same, perhaps a little shorter, and with more wild hairstyles. They are also often slightly darker skinned than high elves. They are distinguished in three ways: their hair is often of an extreme nature, they wear lots of jewelry, and they are infatuated with tattooing.

On a more characteristic level, they are more secluded and even more attracted to nature than the high elves, often leaning toward the druidic or ranger professions. They are often considered the rebels of the high elves, and are often treated with mock respect within the Kindred Throne and by the high elves. Nearly all wood elves tend toward a chaotic or anarchistic alignment, but any can be chosen. This is in contrast to their cousins who tend more toward the lawful or good alignments.

The other dominant races of Vallinor usually take a shocked approach to the wood elves, but consider them harmless. Very few people, however, will cross one of them for they are usually very well trained in the combat arts. In fact, they have only one real nemesis: the dark elves.

Half-Elf
As often occurs in Kingdoms End, humans and elves can and do mate. When they do, their offspring is neither fully human nor fully elf, but rather a hybrid of both races. Half elves often find themselves in lingo, not really knowing where they fit in. Although often accepted by either race, they are seldom openly welcomed either. More often than not, half-elves find the best comradely with the wood elves who often feel the same way.

On the whole half-elves are of human height, they are typically more beautiful than humans, but can grow facial hair. In addition to this, they have very long life spans, but are not immortal. A typical half-elf will live to be 500-600 years old. Half-elves can pass for either race with a little work, but they can be easily discovered.

If half-elves mate with each other, the child will either be fully human or fully elf. When half-elves mate with humans, the offspring is always human. Vice versa for mating with elves.

Dark Elves
Dark Elves are not designed to be used as Player Characters. Game masters should be very careful if they let a player use one for the reasons listed below. Dark Ones cannot be chosen as a player race, they are listed as monsters.

The Annals of Light read thus: "When the Accuser noticed that the Children of Aer had begat children with the immortals, he set out and deceived them with the promise of power. Those who came to his side forfeited their souls to him and their eyes became as lava. Once he had built his army, the Accuser attacked the Children and laid them to waste." Thus began the Rage of Spirits, led by the accuser who had deceived and trained up an entire army of elves who were singly devoted to him.

There are two classifications of dark elves: dark elves and Dark Ones. Both are elves, but only the Dark Ones fought against the Children during the Rage. Once they were defeated, the Dark Ones were locked into the Abyss. Dark elves are the children of those wicked beings. They are dedicated to releasing their ancestors and thus taking the world back for their master.

Dark elves are direct descendants of the high elves and have the same coloring only with paler skin, since they live under ground. They are more beautiful than any other race in all of Taranth, even more so than the nymphs of the forest. While dark elves stand around 5 feet high, and benefit from all racial advantages, they are also all attuned to the psionic energies they themselves emit. Very few dark elves are NOT psionic in some way.

Living beneath the ground, they have secluded themselves from all other races that they cannot control. Following a number of bizarre religions, they consider almost every other race an enemy and will not work with very many people other than their own kind.

A dark elf can live among elves and other races completely unknown. In all aspects, they look like high elves, the only problem with their disguise is their eyes, which turn fiery red when angered or antagonized. Most of the dark elf warriors wear black robes that distinguish them instantly as dark elves.

Monster Races (Beasts)
Apart from the dominant races, there are hundreds of others that populate the world of Taranth. The most powerful and feared of these are dragons. Although they have not been seen for thousands of years, warriors and adventuring parties often come home with heroic stories of how they have fought and killed a dragon or two, of course they have no proof of this at all. Also included in the monster races are orcs, goblins, and the such like.

Two races not classified as either dominant nor beasts exist that players can take. Halflings make up a very small portion of the total racial population, but are very intelligent. Fairies are another of the races that have been all but destroyed since the Rage of Spirits and make up an infinitesimal part of the populace. These two races went to neither extreme, instead choosing to remain as neutral as possible when it comes to the order of the universe.

Halflings
Aer created halflings and fairies as a sort of eccentric object lesson to other races: little people can do big things. During the Rage of Spirits, halflings played a vital role in the intelligence world, gathering information on the Accuser and his minions. Typically having a higher intelligence than any other race and being built for nature, they became invaluable often deciding a battle before it was even fought.

Once the Algerah ended, their place in life became one of easy control. All the other races thought they could control them because of their lack of physical stature, but they took to the forests and foothills before they could be found. Choosing to remain neutral, they are often looked at indifferently by other races today.

Halflings are a complacent version of their distant relatives, the dwarves. They stand about three feet high (thus the term halfling) and are quite round in the middle with curly hair and hairy feet. Averaging 150 years of age, they are one of the shortest-lived of all demi-humans. Peaceful and charming, these people rarely can be convinced to adventure, but prefer the quiet of their homes.

There is only one type of halfling in Taranth, but several different clans. Each "family" comprises it’s own clan and is completely self-sufficient. Contact with other races is rare, since most halflings are slightly intimidated by taller, stronger people. Each clan, however, often communicates with other clans in various manners much like human political establishments.

Fairies
It has been said that the most powerful magicians alive are Dark Ones and Fairies. Indeed these little, fearless, and mischievous winged beings have the ability to harness more magical energy than nearly all other races combined. They are one of the few races that effectively control all three areas of magic (spiritual, elemental, and mental) at the same time.

Even though humans had long since settled definite political boundaries, these little anarchists decided to move in. If there was land that a particular pride wanted, they would take it. This lead to a terrific racial war between the fairies and the humans, a page of human history that most would gladly erase from their history books because, although few people died, many were humiliated terribly. If it wasn’t for the lack of interest on the part of the fairies, they would most likely still be at war.

Fairies live in the forests and wooded areas of Vallinor. Although they are not immortal, they do have an incredibly long life span of around 5000 years. They stand about two inches high and look like beautiful humans with wings. They live in groups called prides and exist by eating grubs and amuse themselves by "haunting" various inhabitants of their area. There are two different types of fairies: pixies and brownies.

Neither race of fairie wears armor, although brownies often wear fur pelts that they have acquired from rats, mice and other rodents. On the whole, fairies wear nothing at all, preferring to bask in the natural state of creation. They find no shame in nakedness, but find the attitude that other races adopt when naked shameful. "Even when they think they are normal, they are just appalling. They just don’t get it. Should just stay covered anyway, those big awkward bodies are only good for a laugh anyway!"

The most notable feature of the fairies is their beauty. If they were human size, they would be the peak of physical perfection. The females have slender, yet full figures with smooth skin, thick head hair, and perfect faces. Males are powerfully built and hold little to no body fat, completely hairless apart from their beautiful head hair, they are more beautiful than handsome.

Pixies
These are the traditional fairies of any fantasy. They stand about two inches high and weigh no more than a couple of ounces. Created by the crossing of magical energies during the creation of man, all pixies have an incredible magical potential. In fact, there is no other class of pixy than magic user or priest.

Pixies are a rather chaotic race and enjoy life to the fullest. Even still, they hold to a very high moral standard that very few ever deviate from. This code has never been recorded, but has been accepted as the standard for millennia by pride governors, immortals from the Halls of Eternity that have been assigned to watch over the fairies.

Although they tolerate other races, it is with a very glib attitude. Because other races have had such a bad history, they are quick to point out to anyone who happens by, how superior they are. Often setting elaborate magical devices and harmless traps designed to humiliate rather than destroy.

Brownies
Brownies are though to be the cursed cousins of the pixies. They do not have wings or any natural magical affinity save that of the mentalist. Living together with the pixies, they are often more carefree and caviler than their pixy cousins. Often, brownies will go into the cities and explore the area around the pride, often taking off in groups of three or four and not returning for months. Often times accused of being gremlins, they are far from it. In fact, many spend their lives hunting them down, gremlins are one of the only enemies of the pixy race.

Although they prefer to walk around naked, brownies will wear animal skins from time to time. They are equally as beautiful as their racial cousins, but far more extreme. They paint their faces, and allow their hair to flow in chaotic patterns, an accurate portrayal of their personalities.