is an ancient tradition that dates back thousands of years, to the founding of the countries on the continent of Solbrek. As the various academies were established and improved the city and country.
As the world expanded, other countries were invited to join in the competition. It also allowed the kingdom of Krezdiv to divide the competition into armed and unarmed warriors. As bards became more famous, they also added the music festival before the tournament. Eventually, the festival became a combat of sorts as well.
Terra continued to develop and evolve. The Corelon Zepheroth tournament came with more prestige, renown, and reward. Some of the combatants had their own bards who heralded their mighty deeds.
As women’s right become recognized throughout Terra, they are gradually accepted by most, as combatants. There are still individuals who disapprove of women in the tournament. Despite one of the neighboring countries being ruled and dominated by women, some individuals and groups remain ignorant and set in their ways.
With increased popularity in martial arts, the unarmed half of the tournament is accumulating more participants. More styles of unarmed combat are represented by more skilled combatants.
Despite all that, the fever plague and regional conflicts have reduced the overall numbers of participants. This has also decreased the number of individuals in attendance. This decline has not gone unnoticed.
is as important in the world of Terra, as it is in ours. It is also a source of constant controversy.
Healers from the academy in Cynsely spend nearly two years learning to tend to those with mental illnesses and traumas. Many of the goodly clergy spend extensive amounts of time learning to care for them as well.
While not necessarily referred to as such, especially those is the less “developed” countries suffer from PTSD. Also, often times the aristocracy (specifically those who accept incest as normal and acceptable) suffer from other mental illnesses such as bipolar disorder, narcissism, and others. The impoverished areas are more susceptible as well.
The teachers of Argenon find themselves needing to step up their education of mental illness and trauma. As the Monster War and elven civil war ends, there are other conflicts that force them to extend their knowledge in how to treat and care for those especially with PTSD.
Therapy and counseling are new areas that require more education and application. They are, however, new and developing methods coming out of the medical academy.
Several of the characters in the books suffer trauma and their care is mentioned. As the books continue, it will be addressed more and with other characters.
For all those who read this regularly, I’m going to let you in on a little secret. It has to do with Morgath and the monsters that weren’t killed in the war with Iskenderun. Of course, nothing that follows has any bearing on the remaining books of this series.
All the orcs, goblins, and ogres on Acleron weren’t killed in the Monster War. Several intelligent, resourceful, charismatic, powerful individuals arose from each race. Their seat of power lies in the citadel their oppressor once used as his. They call it Torgar, and their country Brachvalla.
After Roan Wolfoak was destroyed and the monster horde defeated, what remained of the creatures sought refuge in the only place they knew would be safe. The citadel, abandoned and unused, became the center of a burgeoning monster nation. The three dominant monster groups: orcs, ogres, and goblins, divided the eastern third of the recovering country of Morgath.
The goblins rule the western section of the rising country. The orcs established themselves along the coast. The ogres control the remainder of the land. Three powerful beings from each race have arisen. One from each resides in the “capital” as part of the ruling triumvirate. One from each rules their respective nations. And the third rules the military of their respective nations.
After having spent their lives as the pariahs of society, they are fighting to build a society where they can all feel comfortable. Even the halfbreeds of their race are welcome in the new nation.
are celebrated differently in various countries throughout Terra. Commoners seldom have large and extravagant parties. Few give gifts or consume sweets to commemorate the occasion. For most it’s just another day. Meanwhile, the wealthy and nobles throw lavish parties with elaborate feasts and (often) outlandish gifts.
Most of those on Acleron celebrate their natality on the day of their birth. As do those in Ni-Shan and Cynsely.
Those on Solbrek celebrate everyone turning a year older on the winter solstice. The Corelon Zepheroth is the primary source of festivities on the continent. However, many other countries host their own, less elaborate, events.
Those of Fraylon celebrate the same thing, only during the summer solstice. They have lavish and elaborate parties to herald the longest night of the year and all citizens turn a year older.
Individuals and families who immigrate to other countries or continents where different customs are observed, tend to hold to the traditions of their homeland.
comes in a myriad forms and are available in every corner of Terra. From specially grown cousins of tobacco that relax, calm, and relieve pain, to powders, pills, and liquids that do everything from relieve pain to produce vivid hallucinations, they are a pall upon the average citizens of the world.
Some of the substances are naturally occurring, such as mushrooms, herbs, and some flowers. Others, many powders, pills, and liquids, are created by magic-users or alchemists. Then there are the various alcohols that are far more potent than the average brews: dwarven spirits most notably, as well as fae wine and gnomish mead.
As everyone knows, alcohol is one of the most potent substances, especially where the dwarves, elves, and gnomes are concerned. Dwarven ale is superior to every other brew in its effects on every other race. It often intoxicates or even inebriates in less than a full mug. Fae wine, made by the great elven family of Ithrandia, has a more dreamlike effet on the consumer. It also affords a different kind of clarity, despite the consumer’s drunkeness. Gnomish mead is often flavored with various fruits or berries. It also has a different effect than the other two beverages, in that it often gives the onsumer the impression of flying or floating, on top of the inebriation.
Powders and other altering substances are often added to alcohol or other beverages to increase or amplify the effets. They are also able to be injected or, in the case of powders, can be smoked.
home of the Corelon Zepheroth, Guildermaire, and Bethsaille, it is the most magically advanced country in all Terra. It boasts the most bountiful harvests of corn, wheat, oats, and barley. They also produce large amounts of sugar cane and maple syrup. Nearly half of all their production is exported. They are also known for their melons, root vegetables, and tomatoes.
Despite being the leading authority of all things magical, musical, and fashion related, they are third in healthcare, sixth in military might, and second in education. They rely more on their magic than their military to defend the country. While they hold health and hygiene in high regard they don’t send as many to Argenon as Iskenderun. Home to two magical academies and the bard college, they value learning more than every country except Cynsile.
The center of fashion, most other countries follow their lead. Their nobility and aristocracy spend a large amount of their time focused on their appearance and attire. While they cannot boast the grand creations of the dwarves of Dorath, the country, and especially the capital city of Corelon, is home to a sizeable gnomish population. A large percentage of halflings call the country their homeland as well. The ingenuity and resourcefulness, as well as their skill and creativity continue to be a large reason for the fashion prominence.
The Adventurer’s Warehouse, the single largest business and only “chain store” in all of Terra, calls Corelon home to its flagship establishment. What began as a small, lone shop selling basic equipment to new adventurers, over the generations has grown into a massive franchise with at least one sprawling complex on each continent (except Ni-Shan) across Terra. This business boasts the most innovative, unique, and exotic merchandise known. They sell everything from armored gowns and suits, to enchanted weapons, to powerful potions, and so much more. It is unlike any other retailer.
While generally frowned upon, especially by the lower classes, slavery is not unheard nor illegal in Krezdiv. Mostly nobility, the aristocracy, merchants, and some ships still use slave labor on a regular basis. Since the country is a kingdom, there is little chance that it will ever be completely outlawed.
The biggest celebration of the year is the midsummer celebration. It is marked by the Zepheroth and the Nostratale (the bardic competition). These two massive competitions bring more new visitors to the country and capital city every year. With the renown and wealth attributed to the victors, it is a small wonder that all of Terra has yet to turn out for the events. While the royal family, King Amos and Prince Andros, host a massive and elaborate gala, the commoners celebrate in more traditional ways. This usually involves consuming copious amounts of alcohol and food, brawling, sex, and many other forms of debauchery. Many in Terra can trace their night of conception to this week of the year.
is home to Prince Glaive, and a Nordic-based culture specifically with regards to horses, in and out of battle. Their cavalry is second to none and has been so since ancient times.
The country is almost exclusively grass and farmlands with the rolling hills of Rhaedon as its border against the White Scorched Desert of Adamar. Its three other sides are protected by ocean and, mostly, hazardous rocky shores. This allows for some fishing and a powerful navy. It also protects from most invaders.
While slavery is frowned upon, there are some places in Nestapor where it is considered acceptable. Most often they are found on farms, especially working with horses, though some work in the cities for merchants.
Cotton and grains are significant exports, considered to be some of the best fiber in all Terra because of the consistent and temperate weather allowing for better growing seasons. The sex trade is carefully regulated, as with most developed countries across Terra.
Before the series begins, they have little to no real political power in the world. After Princess Isadora is betrothed to Prince Glaive, all that changes. Over the years, they grow to be a dominant force for change in many arenas throughout the geopolitical environment. Under her guidance, their information network develops and quickly rivals Iskenderun’s.
is the origin of the once-great pyromancy tribes. It’s also the only desert in all Terra and makes up the entire country. It’s flanked on the southeastern border by the Sol’s Spine Mountains and the southwestern border by the hills of Rhaedon. There are strong Egyptian, Arabic, and Turkish influences on the culture of the country.
As it is a desert and on the equator, there are no seasons. There is little rainfall, except along the mountains. Water is the greatest comodoty in the land. Those who know where to look, can find it with little trouble.
Camel is the most reliable means of travel. Slavery is still acceptable. Bandits are common, especially out in the depths of the desert. This breeds skilled and vicious warriors. The towns and cities along the moutains are famous for theirs jewelers and weaponsmiths. Costal cities and villages have learned to turn the salt water of the sea into useable water for farming. Sturdy grains, goats, and sheep are the staples. Dates, coconuts, and other hardy fruits and nuts are regularly cultivated and exported.
Since Adamar is a desert nation, they have little, outside of skilled warriors and smiths, to offer to the world at large. Though, ther exotic produce and grains offer value on the markets of Terra. They import the vast majority of their goods.
Those who hail from Adamar have darker skin, hair, and eyes. Their beauty is renown the world over. It affords their bards an advantage and their warriors as well.
Near the northern-most tip of Adamar, reside the great sheiks and their vast hareems. They control vast swaths of the desert and breed the greatest horses in all Terra. Known for their endurance and fortitude, they are coveted by most rulers on the continent.
is the island nation where the goddess Jade established her favored style of martial arts. Its culture is similar to that of feudal Japan.
Traditionally, and since the beginning of time, the country was ruled by a hereditary emperor and his samurai general. Each province was ruled by a lesser lords who answered to the emperor, and had samurai of their own to enforce their will. The peasants of the land spend long days growing rice, raising livestock, or fishing.
As time progressed, the Guild of Shadows gained a foothold in the country and often aligned with the various criminal organizations that operate in the background all across Ni-Shan. The agents of the Guild of Shadows operate within the different organizations, usually unbeknownst to the leaders of those organizations. As the Guild is far more powerful than any other criminal group, they often guide the lesser groups along their desired path.
Tradition is the backbone of the island nation. Everything is routed in the way it has been done for generations. Parents teach their children respect, honor, and duty from a young age. These are the foundational principles that drive the society.
Alongside the longstanding tradition of the warrior and his blade, exists those skilled warriors who need no weapons. The monks and martial artists of the land tout a myriad different styles of unarmed combat, the most prominent being founded by the goddess herself (Kenchido). From this country, many nations of Terra learned and developed their own varied style of hand-to-hand combat.
For countless generations, Ni-Shan remained largely closed off to the other nations of the world. The occasional lost ship would limp into one of the ports along the southwestern coast after one powerful storm or another. However, two generations prior to the current emperor, it was decided the country couldn’t thrive or survive if it didn’t open its borders to commerce and new blood. This has allowed the island nation to grow and prosper in ways the ancestors could never have imagined.
the northern most country on Acleron. At the start of the series, it is overrun by monster hordes and ruled by the bloodmage Roan Wolfoak. The people of the land do their best to avoid the death and destruction wrought by the evil beings.
Historically, the country was known for its cold, rocky, and mountainous terrain where few crops grew. Only root vegetables and those hardy enough to survive the brutal cold are sustainable. It was often known to have vast herds of yak and buffalo, raised for their meat, milk, and fiber. Some of the warmest, non-magical garments and bedding came from the country. While the land was mountainous, there was little ore to be gathered and little of significance had occurred within its borders. It was the northernmost country in all Terra and therefore saw snow, ice, and cold for nearly nine of the twelve months every year.
At one time, the country was divided and ruled by regional dukes or baron. Each noble was responsible for large expanses of the land. They taxed the peasants but offered fair and reasonable protection against bandits and monsters since time immemorium.
*Spoiler Alert*
After Roan’s downfall and the utter destruction of the massive monster horde, the country lay in chaos and turmoil for nearly a generation while its people struggled to recover and rebuild. There is little more of the books that take place in the country after the third book.