King Erestar Lurin
King Erestar Lurin is a Monarch unique on Soterion, and beloved by the people of Philos. It has been said that King Erestar has made it so that those who wish to become an Aristocrat in Philos must first learn have a servants heart before he will give them a title. Only the former King of Drakonge is said to know the truth of King Erestar Lurin’s origins. King Erestar married Queen Hope early in his reign. Later he found a Kalat toddler, abandoned by her parents, and adopted her, so that she is now known as Princess Alice. The Bards of all the Kingdoms sing of him as Erestar the Golden Hearted.
Characters of Philos
Queen Hope Lurin Queen Hope is the daughter of King Migdal. Though she has been known to exercise her authority swiftly when necessary, the Queen never really had a heart for politics. Queen Hope is content to stay in castle Lurin continuously learning the Magi secrets of science.
Princess Alice
King Erestar found Princess Alice as a toddler wandering a treacherous maze with a crazed Adam named Nekar. Nekar gave Alice over to Erestar, explaining that Alice’s parents were dead and the taint of the Kalat culture had not yet corrupted her soul. Erestar brought Alice back to Philos and proclaimed to the Kingdom that she would be his daughter from that day forth. To this day Alice dreads going in public because she carries the curse of the Kalat. Children gasp and run away at the sight of her. Alice has always been a rebellious child and is always seeking to push the boundaries that her father has set for her.
Sabriel
Sabriel is a five-foot tall talking golden praying mantis, the only one of her kind. First seen at Erestar Lurin’s appearance before King Migdal, she has been Erestar’s constant companion. Before Erestar was King, she served him by running errands and sending messages; now she is Captain of the Giant Guard. When Erestar commented that he considered Sabriel smarter than himself, three of the wisest Akana in Philos decided to engage Sabriel in a contest of wit, challenging her to a game of Milchamah (an Adam board game similar to chess).
Sabriel played ten games with them, winning every time. Since then, other challengers have come from around Soterion to Philos to try their own skill against her, but Omar, leader of the Magi, is the only one even to force her to a draw..
Sabriel also excels in physical combat.. Drakoni flee when they see her coming because they know that death follows close behind her.
The Sheriff
The Sheriff is the eldest of the Showrad , leader of Showradam and vassal of Erestar, with the rank of Baron in the court of Philos. He is known to be a quiet but gentle person without a tolerance for evil, having himself killed many Drakoni in combat.
The Kingdom Of Marasimlah
The Kingdom of Marasimlah is composed of Mt. Marasimlah, the smaller mountains surrounding it, and the small villages near the base of the mountains. The only real city is within Mt. Marasimlah itself.
There are two months out of the year that the mountains are not snow capped. Trees and shrubbery manage to grow along the rock and one may even find refuge in the vast caves of Marasimlah. The Daqad live in a system of tunnels beneath the mountain. There are so many tunnels in the mountain that the Daqad have forgotten where some of them lead. But for all its perils, the mountain is a beauty to behold. In the center of the mountain is the Dethemi falls (a seven-hundred-foot waterfall that cascades down the jagged rocks of the mountain). It is said that King Alagaar has a secret chamber that opens up behind this great waterfall.
Daqad Rangers walk the mountain, making sure that the surface is safe. The Rangers keep watch for invaders or anyone who does not “belong” (usually anyone who is not Daqad). Daqad use this river to support their trade in the precious stone, gold, silver, and gems found inside the mountain.
King Alagaar rules Marasimlah with an iron grip. His word is law and he is quick to be judge, jury, and executioner. There is no hierarchy, only the King and his family (of which none have any power in the kingdom). King Alagaar once was known to be a jolly man, but ever since five years after the great battle he has been different. Some say that it was the loss of his entire army that has changed him, while others have accused him of turning to dark ways. Those speaking ill of the king were publicly executed as an example. The order still stands that any who speak unapprovingly of the King are guilty of sedition, punishable by beheading.
All Daqad live in the same sized “homes”: holes that have been dug in the sides of tunnels. Each hole is eighteen by twenty-two feet with twenty-foot tall ceilings. Large families will often add a second story. Because of the lack of diversity in the look of their homes, Daqad women tend to decorate their homes flamboyantlyhomes flamboyantly. In the lower level of Marasimlah, there is a lava pit that keeps the homes of the Daqad warm.
All Daqad men are either miners or active members of the military. All Daqad serve three years in the military and are held in reserve afterwardsreserve afterwards in case the need arises. Military training starts at the age of ten and continues throughout life. At the age of eighteen, each Daqad must choose a guild.
Daqad guilds are limited to Warrior, Ranger, and Bard. There are no Aristocrats in Marasimlah; the King calls it a guild of folly. The Rogues Guild was dispersed, The King saying that “rogue” is just a fancy word for “thief.” He has banished any Magi from ever entering Marasimlah and the same applies for those Daqad who become Magi. The King says that “Magi are lazy and have never known a day of work in their entire lives,” and the King’s word is law.
Anyone who still wishes to be a Rogue, a Magi, or an Aristocrat may leave the Kingdom and go to Philos, but whoever does is no longer a citizen of Marasimlah. All but Magi are allowed to return to “visit.” Magi and Rogues may be attacked on sight.
Races of Marasimlah
The Daqad
Description: 3 to 4 feet tall, All Natural colors of hair, All Natural color eyes, Light to Dark skin, Average Muscular or Thick
Enemies: None
Racial Dislikes: Distrust of all
Natural Abilities: +2 physical strength attribute, +8 health attribute, stone-speak (may communicate with stone. Stone may only reveal information that occurred in that location)
Origin: Daqad have called several places home; the Emerald Forest, Suchikos, and now Marasimlah. Culture: Marasimlah is run as an extension of the army. Almost everything is regimented and identical, and military service is required of all citizens. They tend to be pragmatic, or as they would saywould say, “realists.” That is not to say that all Daqad are grouchy--far from it. As a society, however, they tend to get to the bottom of things quickly without regard for the feelings of their fellow citizens.
Average life span: The average Daqad lives 320 years. Child – 0 through 13 years
Adolescent – 14 through 20 years
Young Adult – 21 years through 79 years Mature Adult – 80 years through 169 years Older Adult – 170 years through 250 years Senior Citizen – 251 years through 300 years Elderly – 301 years through 320 years
An Abbreviated History of the Marasimlah
LOST KNOWLEDGE 1614 B.E. The founding of Suchikos - There are many stories and myths surrounding the foundation of Suchikos. But that is all they are--stories and myths. The real truth is not really known. The Adam have lived there since before anyone can remember, and it is speculated that Suchikos was settled long before the fall of Emerailda, with the Adam living as a secluded society. The Adam are the only race that is organized under one religion involving a sacrificial system to an all-knowing and all-seeing God whom they call Adonai. This system is as old as, if not older than, Suchikos and has been passed down by tradition. Suchikos’ first contact with races of Soterion was through the Daqad.
999 B.E. Emerailda Dispersed - When Emerailda was dispersed, the Daqad were at a loss. Not comfortable leaving the homes they had loved so much, and having had no other leader other than the Elder, who they felt had abandoned themabandoned them without direction, they formed a rag-tag council of the Daqad. In council,
they decided that they would follow the mountains to the west of Emerailda until they found a place suitable to live. The Daqad searched for one year but found that the mountains were too harsh for simple living.
998 B.E. Daqad welcomed to Suchikos - The Daqad were the first race to discover the Adam and introduce them to the other races of Soterion. They, though not sharing a common lineage, were first considered to be Adam. Suchikos welcomed them to live with the Adam as Adam but they were all treated as second class citizens at best.
970 B.E. Alagaar’s departure - One Daqad discovered the uniqueness of his race. When Alagaar Eben was just a twelve- year-old boy he ran away from home in order to explore Soterion. In his travels Alagaar in his travels, learned to be a warrior. At the age of seventeen Alagaar traveled north to the harsh frozen lands of Qedem Choreph. Determined to see what lay past the frozen waste land, Alagaar traveled for several days until he reached a giant wall of ice and followed it around until he found an opening. But when he entered the opening, he fell unconscious, waking to find himself in a maze of tunnels. It was thenwas then that Alagaar discovered the ability to speak with rocks… particularly the bricks that made the tunnels he traveled through. It was with the help of those bricks that Alagaar discovered an exit from the maze.
964 B.E. The Daqad are declared a race - Alagaar Eben returned to Suchikos and began teaching all of the “Adam” that were three feet tall (like him) how to speak to the rocks and glean information from them. One of them even tried to teach a normal Adam, but without success. Then it became clear that they were a different race from the Adam. They began calling themselves the Daqadam (for they were tiny men). Later this was shortened to Daqad. 961 B.E. The Daqad find a new home - Soon after the Daqad distinguished themselves as a different race from the Adam, Alagaar Eben gathered all the Daqad together and left Suchikos to find a new home. The Daqad moved north and camped on Marasimlah, eventually deciding to settle there.
ARCANE KNOWLEDGE 959 B.E. Tunnels discovered - The Daqad began tunneling and found a complex tunnel system already existing They followed the tunnels to a central point where they found a nest of Raphakabish (giant sentient spiders).
959 B.E. The Arachnid Wars - For 10 years, war raged against the evil Raphakabish. 949 B.E. Victory - Alagaar killed the king of the Raphakabish in combat.
948 B.E. A new King - Alagaar declared himself king of Marasimlah and there were none that objected.
947 B.E. The Undercity - During years of peace in Marasimlah the Daqad began to arrange their underground city.
824 B.E. The mines and the military - King Alagaar decreed that all Daqad will serve in the mines at the age of eighteen and in the Daqad military at the age of twenty.
816 B.E. The Guilds - The guilds of Marasimlah were formed, excluding Aristocrat and Magi.
221 B.E. – 212 B.E. War between Loefel Meren and Suchikos - Marasimlah joined Suchikos in war against Loefel Meren. See Loefel Meren for more details.
211 B.E. Trade with Loefel Meren - Disgusted with the greed of Loefel Meren, King Alagaar bannned trade with the Kingdom.
43 B.E. Aid to the new Kingdom - Alagaar sent help to King Erestar to build Lake City.
12 B.E. Drakoni Infestation - The Drakoni infested the lower tunnels of Marasimlah.
COMMON KNOWLEDGE
THE BATTLE OF EPHER (See History of Emerailda)
1 P.E. (Post Epher) The Warrior’s Gauntlet. (See History of Emerailda)
20-30 P.E. (See History of Loefel Meren) The Guild Wars
40 P.E (See History of Loefel Meren) Reformation of the Rogue’s Guild.
60 P.E. – 190 P.E. The Years of Plenty
A vein of gold is discovered deep in the mountain that produces endless amounts of gold. Marasimlah becomes the second richest kingdom on Soterion
Characters of Marasimlah
King Alagaar Eben
King Alagaar Eben, cold and hard like Marasimlah itself, is a harsh ruler where he is supreme. No one knows how old Alagaar is. What is known is that he has considerably exceeded the life span of a Daqad.
The Kingdom Of Suchikos
There are three major cities in Suchikos. Technon and Nefros are both trade cities. Nefros is also the home of Suchikos’ navy. Phlox is the capital of Suchikos and the center of all that happens in Suchikos. The city of Phlox rests in the shadows of Mount Ghurundel. Mount Ghurundel reaches 23,629 feet (7,202 meters) and is the star ending this mountain range with several smaller peaks. This area abounds with streams and underground rivers which reach the surface in several ways. Some streams begin from trickling snow melt, other streams bubble from the ground and fed by underground river ways, while a few others burst from the ground in spectacular waterfalls that jut from the mountain side. Some streams are pure water, others are rich in minerals, and a few others are heated from underground volcanic activity.
Phlox dwells high within the mountain region. The west and north city walls jut against rugged mountainsides while the east and south walls overlook the Ghurndel basin (sometimes called “the Spoon” since it resembles a spoon shape.)
Naturally protected from the north and west, the fortification focuses on the east and south. Two major forks (North Mayim and South Mayim), fed by the many streams, wells, and snowmelt provide for further protection of the city. The Western Trade Way provides the only crossing for the northern fork (Kemuel’s Keep) of the Mayim River and the Southern Trade Way for the southern fork (Peretz’s Keep). The Mayim river (see below) is a deep cut channel that always has a substantial amount of water flowing quickly from the mountains, around Phlox in two forks, before meeting approximately twenty miles down stream. Except for late summer, the river is generally thought of as unnavigable except when the winter snows are fully melted.
Kemuel’s Keep and Peretz’s Keep offer the first line of defense for Phlox. Follow - ing identical designs, the main keep is made of rock stands on the Phlox side of the Nachas River. The keep’s foundation, made of quarry rock from Phlox’s mining operations, imbeds the ground eight feet below the surface and extends above the ground another eight feet. This gives the keep a strong substructure support and protection against flooding. The trade bridge uses the keep’s foundation as an anchoring point for the bridge. The keep foundation “arches” over the actual trade way allowing the keep to sit above in supervision. Guard towers are on both sides of the bridge and are connected by rope and wood bridges atop the towers.
Most of the trade bridge opposite of Phlox is made of wood. In the event of a siege or invasion, Phlox defenders will hold as long as possible. If the keeps are about to fall, the wood is set a fire. All Phlox defenders then enter into the keeps and engage in missile com- bat (bow, sling, ballista, catapult) with the invading army. The bridge locations are at the fork’s narrowest points (approximately 25 feet rather than approximately 100 feet normally). If an army were to cross with their own bridge or method, these locations are prime. Long ago, Phlox survived an invasion which came to the front gates. Then, the bridges were stone. Once the keeps fell, the army was free to send all of its troops across the bridge and onto Phlox. Since then, those bridges were tore down and replaced with wood plank and rope bridges to further protect against invasion.
A third keep, Reid’s Keep, rests where the North Fork and South Fork meet and allows for trade by water way. Because of the river’s swiftness, any boat or skiff must be pulled by mule up stream to Reid’s Keep. Once there, the cargo is unloaded and sent to Phlox on foot. Though slow upriver, the Nachash does allow for speed and ability for trade down river. Reid’s Keep is built similar to Kemuel’s and Peretz’s keep except that there is no bridge function. The keep also has a larger base because of its location. Nestled closely to where the forks meet, the keep is often surrounded by water. A small series of stone poles line a path from the keep to “high ground”. These poles are connected by ropes so a skiff or small boat may “dock” with the keep and return to dry land.
As an extra line of protection (more in lin
e of a picket), Phlox erected a farm/boundary fence that surrounds the Ghurundel basin. This stone (made from ample rock quarries) four tier fence keeps much of Phlox herd animals close to home. There are two guard posts along the trade ways with a small garrison of troops. These troops are not necessarily for defensive purposes, but to provide advanced warning in the event an invasion would occur. Pigeons are used to keep a constant communication with the Castle. These pigeons are sent from the keeps to the castle at regular intervals.
With an ample water supply, the Ghurundel basin’s farmland is excellent for many types of crops. A constant water source allows farmers with irrigation water along with fertile soil to grow cereals such as wheat, oats, and barley. Fruits are a high demand in Phlox because of the cold temperature. There are those, however, who use heated water streams and greenhouses to instill a warm environment needed to grow small quantities of fruits. Vegetables are also grown in the region, with crops ranging from corn, potatoes, several types of beans, and carrots. Regardless of the harshest winter, the heated waters always give livestock fresh water and push a thriving meat and milk industry.
Though the land suits most forms of livestock, only sheep and goats are natural to the location. Cattle were brought in early and thrived. Horses, however, are rare and considered prized gifts. Most farm work utilizes oxen, mules, or donkeys. With the water system, travelers may “boat” down stream to the next port of call, or travel with trade caravans. Horses, then, became a luxury of the rich and for the cavalry. As such, horses are well groomed, handled with care, and are well trained. Many residence engage in a drive to possess or obtain the most exotic horse in the region.
Phlox is a diverse area providing for the needs of its people in a beautiful panorama of ice peaks, forest glades, and a lush valley. The economy does not rest within foodstuffs, meat exportation, or the city’s location, but rather in wealth. The Ghurundel region is rich in natural resources that include, but are not limited to, gold, silver, and platinum. There is also a good supply of gems and other precious minerals. This gives an ample supply of material for stone construction.
Bridge Worlds: Soterion Page 6