Empires of War (Lore Book)

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Empires of War (Lore Book)

Pantheon

In the earliest portions of time Imamorial, Existed the Greater gods, entities of emence power created by the all creator Nohesis, all of witch are given tasks to help drive the Cosmic wheel. Each greater God posesses its own Realm that has direct connection the Astral Sea or the "Silver Sea". The silver sea is a source of great power that binds all the gods and there powers together giving them a channel to give there Lesser Gods there power as well as funnel magic to the mortal realms.

Greater Gods

Each of these Gods have many Lessor Gods they create to wield certain aspects of there power when they are not available for direct intervention.

Animus (Life): the godess of true creation the power that gives the universe life and soul. Followers of Life Focus on Life, Fertility, Healing and light.

Mortis (Death): is the counter to Life, the gods of Death are the only power that can truly end the work of Life and remove a soul. Followers of Death focus on The End, Decay, Eternity, Dispiar and Misfortune.

Renova (Rebirth): a God who believes greatly in the Recycling of what the Cosmic Wheel or "Time" destroys. Followers of Rebirth tend to focus on, plants and animals, Growth, the Sun and Moon, Nature and the Earth.

Exitarr (Destruction): the God that creates ravaging storms and alpha predators. Followers of Destruction focus on Weather and Storm, Martial Prowess, Might and Savagery, Beasts, Fire and lightning.

Ordinatus (Order): is a god of heavenly power, Followers of Order focus on Structure, Discipline, Law, Protection, Honor, Wisdom, Blessings and good fortune.

Havocus (Havoc): The counter to Order. Followers of Hvocus focus on Hate, Fear, Chaos, Tricker and Emotion.

Teknocus (Technology): The Tech God, Followers of Teknocus focus on Intelligence, Logic, Technology and Science.

Magirial (Arcane): The God of magic, Followers of ___ focus on The The Arcane, Experience, History and lore

Lessor Gods

Each of the Greater gods have created the own lesser goods to help govern there own tasks within the Balance

Animis (Life)

Agtriss: Goddess of Health and Healing

Ikone: God of the Day and light

Corvasis: God of Fertility and life and lover of Cenara

Cenara: Goddess of Birth and Nourishment and lover of Corvasis

Amarrana: Goddess of love and Compassion

Mortis (Death)

Noctriss: Goddess of the Night and Darkness

Eldurr: God of Souls and the Afterlife, Eldurr is also known as the "Reaper".

Lilathena: Goddess of Shadow and

Noxima: The Spoiled Queen

Fyrah: Dread Flame

Abraxus: Endless Death

Slenogoth: Famine and Pestilence

Sanguinar: Blood and vampires

Ordinatus (Order)

The Emperor: God king of the Empire, once a mortal man but made anew by the powers or Order.

Baros: God of the Military, War, Battle and Conquest.

Thaos: God of Judgment and Justice.

Codea: Goddess of Governance and Government

Neuana: Goddess of Blessings and Good Fortune.

Temberis: God of Resistance, Resilience and Protection.

Havocus

Gore'reth: God of Rage, Hate, Gore and Viscera, Violence, Power and Murder.

Crulsilia: Goddess of Envy, Lust, Excess, Cruelty and torture, Deceit and lies.

Putracus: God of Plague, Rot, Sickness and Disease.

Hayzildir: God of Change, Trickery, Misfortune, Mystery and Manipulation.

Matrixitar: God or Corrupt Machines and Data

Rennova (Rebirth)

Oxlir: The God of animal and insect life

Izdar: God of the sun and moon.

Yenyeir: Goddess of the seasons

Veldur: God of the earth, Terrain and Travel

Ohdana: Goddess of water and the ocean

Dryadia: Goddess of Plants and the Forest.

Exitarr (Destruction)

Lazzion: God of Storms, Lightning and Rain

Balgen: God of the Hunt and Beasts

Fiborah: Goddess of the Harvest and bounty

Iggnos: Goddess of Fire and the Desert

Aethar: God of Air and Mountains

Dracoth: God of dragons and Dragonkind

lacertar: God of Lizards and Serpents

Teknocus (Technology)

Ixellia: Goddess of logic and Reality

Irberiss: God of Patterns, Sequence, Similarity and Baseline

Cogstruss: God of Gears, Machinery, leverage, Mechanical advantage, Engineering

Fordumm: God of the Forge, Smithing and Fabrication.

Magerial (Arcane)

Arcannon: God of Magic and the Arcane

Rhyzadum: God of History and Lore

Cronatis: Goddess of Time and Knowledge

Sonusus: God of Performance, Music and the Arts

Fortunuss: Goddess of Fortune and Fate

Sheshogoth: God of Laughter and Expression

Ilusiotar: God of Illusion and Hallucinations

Mysterial: Goddess of the Fey, Farriers, Pixies and the Mystical

Greater Gods

Animus

Animus is the goddess of true creation, she is the one that has the power to give the universe life and Soul. Followers of Animus Focus on Life, Fertility, Healing, Day and light.

Mortis

Mortis is the god of death and the after life. Mortis was created as the counterpart to Animus. When Nohesis gave Mortis life, he gave him the power to end the existance of a soul to allow it to be recyled through the great wheel of time and be made a new. Followers of mortis

Ordinatus

Havocus

Rennova

Exitarr

Magerial

Teknocus

Lessor Gods of Animus

Agtriss

Ikone

Cenara

Corvasis

Amarrana

Lessor Gods of Mortis

Eldurr

Abraxus

Fyrah

Lilithenna

Slenogoth

Noxima

Sanguinar

Lessor Gods of Ordinatus

The God Emperor

Baros

Thaos

Codea

Neuana

Temberis

Lessor Gods of Havocus

Gore'reth

Hayzidir

Crusilia

Putracus

Matrixitar

Lessor Gods of Renova

Oxlier

Oxlier is known as the animal lord by most, he is the overseer of all animal life, the balance between predator and prey. Oxlier played a vital role in the creation of the Animalkin and Insectkin races aswell as the placement of them in the cosmos.

Oxlier has been seen in many forms, though his true form is an meld of animal and insect, and few have seen this form.

Oxlier is worshiped in many ways from culture to culture, in most tribal or native cultures Oxlier heads notice to those who honor the beast and there relationship with nature, understanding that no one needs more then they can consume or require for a task. Any cultures that create a bond and mutual relationship between beast and sentients, like the use of hounds, horse and flying beast, is in the graces of Oxlier. Imperial culture allows open worship of Oxlier as he is a lessor god of Renova, though this is more common in rural and agricultural areas within the Empire.

Many of those that follow or worship Oxlier will offer prayer or offerings to further there respect and understanding that the use of beasts or the need in meat is balance to be achieved and not to allow an indulgence in consumption.

The Imperial cultures of the Central plains have learned to find a balance in large scale beast farming that provides millions of tons of meat to the territory of the Empire and excepted by Oxlier. There is a festival called Brumadadon at the end of each summer that lasts for 7 days during this week that honors Oxlier as well as the other lessor god of Revova. Having a whole day given to each good, Oxliers day is held to honor the beast that fell to give the Empire the meat to feed and the relationship between the animals that help move the Empire forward. On this day during the festival, Animal based games are played for entertainment, activities like beast riding sports and Animal pulls as well as animal show presentations.

Izdar

Yenyeir

Veldur

Ohdana

Dryadia

Lessor Gods of Exitarr

Lazzion

Balgen

Fiborah

Ignnis

Aether

Dracoth

Lecertar

Lessor Gods of Magerial

Arcannon

Rhyzadum

Coronautiss

Sonusus

Fortunuss

Sheshogoth

Ilusitar

Mysterial

Lessor Gods of Technocus

Fordum

Ixeillia

Irberiss

Cogtar

Imperial Lore

Imperial Timeline

Pre 1st Age

Pre Circa 4,000,000,000 BA: (Before Awakening)

The Creator god is Nohesis also know as "The Creator", or "The Wheel of time". It is not know how Nohesis came to be but Nohesis is the first real power that shows anywhere in the known universes. Nohesis is the true power of all creation. Nohesis awoke in its existence lying in a fetal position, gestating in a Pool of Magical energy, as he came to be he stood from the Pool of magic energy, and found himself standing with his head and torso in the Cosmos a Material plane where the laws of Physics allowed for the creation of ecological material life and his Legs Submerges in a endless Pool of Churning Arcanic powers, now knows as the Astreal sea. It was at this moment Nohesis saw its purpose, it then began the creation of exsistance within material plane.

Nohesis Creates a great landmass that he set afloat the Astreal sea, this will become to be known as Terrahime or the Material Anchor. In the earliest days, Terrahime was a mess, at first Nohesis struggled with balance. Nohesis realized life could not be without balance, at first Terrahime was two dark so Nohesis attempts to crate a source of light but failed in his first attempts at a light source he then discarded this failed project in to the Cosmos. This failed project will become one of the first planets, now refered to as Luna.

Nohesis then created the great light called Luminus a burning ball of fire to light and warm Terrahime. this worked but life needs balance so Nohesis flicks Luminus and sets in a cycle or revolution around Terrahime dipping into the the astreal sea for an equal time as it was aloft. Though this cycle eventually wained and the seasonal balance became off, causing issues in the balance of life, so Nohesis created Noctus a slightly ambient lit object the would set in the rotation with Luminus allowing the seasons to set in a perpetual balance, the only problem is that Luminus and Noctus will pass behind the failed "Luna", this causes a eclipse twice a day, once during the day and once at night.

Nohesis Watched his creation and tweaked the balances of it until it was a perfect balance of ecological life, during this time Nohesis tested different life on Terrahime. Tarrahime goes through many different Biologies, Terrahime seeing times of little to no daylight or night, times of ice, intense heat, extremly high or almost empty oceans, until Nohesis finds a perfect balance

Now that Terrahime was well balanced with Life, Death, Destruction, Rebirth, Order and Chaos, Nohesis became board with this, He then wanted to create sentient life. but he knew that if he did this, life would need higher powers to help keep the balance and even with Nohesises power they would need help

Nohesis poured much of his power in to weaving the creation of his Greater Gods, these beings created from portions of Nohesises direct power, he created the Greater goods each with its own focus of power in the balance. Now that Nohesis has his Gods and a balance he and then start to weave all kinds of life. Nohesis starts to Create the Planets and set them afloat in the Cosmos. Nohesis allowed his God to create lessor forms of life in the Material plane. over the mellenia Nohesis and his gods created Many Forms of life but not that of sentient life.

Circa 500,000,000 BA: When Nohesis started the creation of the Sentient races, Nohesis pulls power of life he poured into the Greater God Animus to create the Drcarians, a savage and keen hunter species, a Species of dragon like humonoids, that embodies pure primal instinct and Destruction, and then he made the Suemra, the Suemra are a similar race but the balance to the Drucarians, the Suemra had a deep understanding of the balance that is required in the universe. They also had a very firm grasp on the Arcane and both an understanding of the material and Astral planes.

Circa 350,000,000 BA: After the Suemra and the Drucarians, Nohesis created some other races on Terra, like Humans, Orcs, Goblins and Elves. Most of these races where scattered in tribes a crossed Terra, not ever having the true leadership or Intelligence to unite. The Elves being innate wielders of the Arcane with a connection to the Astral sea and the most civilized of the Sentient races, where taken in by the Suemra and taught about the Astral Sea and the *Arcane powers, and the importance in Arcanium crystal is to its manipulations, even how to travel great distances, even traverse to other realms using special Portals connecting different places within the Astral sea and the Cosmos, they created many of these Portals all a crossed the material realm, They called these gates Astral Gates.

Circa 250,000,000 BA: It was at this point Nohesis has grown comfortable with his creations both the Greater gods and the Sentient races. He then granted the Greater Gods The ability to create sentient life on there own and with it many other races where created Like The Tecknokiians, Xenarian, Trollkin, Arborians, Feyfolk, Centaur and all the Animalkin races, sometime after this Nohesis left what he created and delved deep into the Cosmos and left the balance to his greater gods, but it was not long until the balance began to wane and Nohesis's gods began to show there powers to the creatures of the universe.

Circa 1,000,000 BA: The Dracarians and the Suemra ruled over most of Terra and the realms and fought one another to a bitter end where history is vague, but they fought until both sides where all but destroyed. Then the Dracarians somehow manage to hunt and exterminate all the Suemra despite the Suemra advanced understanding of the Arcane magics.

Circa 1,000,000 BA: After the end of the Sumra, The other races still existed as scattered tribes worshiping varies different higher entities to include excepting a slave life as a worshiper of the few remaining mighty Dracarians Tribes, this would come to be called the Age of the Destruction

Circa 500,000 BA: At this point with the fall of the Seumra, Exitar one of the other greater Gods mass the Orcs and Goblins in the first of the Great Green Tides and gives Primal Magics to the Dracarians and both races turning their eye toward the human Tribes on Terra. This caused the human tribes and slaves to start to unit and form nations to protect one another from the rising threats. But mankind still lacked the True Leadership they needed.

Circa 350,000 BA: The elves Fled the material realm into there Astral gates, the Sumra taught them to use. Then an elite elven team remained to destroyed all the remaining Arcane gates. This is referred to as the "The Severing" By the Elven Race.

Circa 250,000 BA: It was during this time called the Age of Adaptation, when the Sub species of humans where created because of the Natural adaptability that was built into the human race, Like Dwarves because they delved deep into the mountains and caves becoming shorter over generations and the Halflings grow smaller to cast less of a foot print on the surface of Terra while the Ogers grow strong a resilient to stand up to the treats on Terra. Also over these years is when many of the other Sentient races of the cosmos make there way to Terra, most likely using the abandon astral gate the elves and the seumra left behind.

Circa 10,000 BA: Ordinatus one of the Greater Gods Nohesis Created, saw the humans struggles against the Exitars creations, even with adaptations they never truly won only survived. Ordinatus felt bad for them so she stepped in which was not part of the balance of the realm of Terra, Ordinatus choose one man to become the Emperor of Mankind a demigod of divine wrath, marking the End of the Age of destruction and the Start of the Pre First Age Empire

Circa 5000 BA: Centuries go on and the humans continued to grow under the rule of the God Emperor who's true name has been lost to time. The humans fought against the powers of Exitar and pushed them back. The Emperor lead men to their first real victory against the Balance and that of the primal powers, though they where never able to exterminate the entire threat of Exitars creations, Exitar always took a liking to them and provided some sort of aid.

Circa 1500 BA: The creation of the Emperor maddened Havocus another Greater God and Ordinatus's Counterpart, because if Hvocs's sister could manipulate Things that much and Exitar will not punish her for she did to his favorite of there fathers creations, then he can do so as well. Havocus starts his move for power, Havocus claims the Astral sea as his own by tricking Magirial Greater God of the Arcane into giving the guardianship of the Astral realm. He turns the once calm Silver sea that was the arcane balance and churns it into a roiling Purple sea of Madness and chaos. Corrupting many that should attempt to pull from the once safe Astral sea.

Circa 1350 BA: The first Magi Order is formed and The way of Balance.

Circa 1100-953 BA: The Magi Order forms a new way the Way of Discipline, during this time the Magi ranks grow to a number they have never seen as the Magi is the only means to arcane teaching in the forming territories. but this leads to some magi seeing the throttling of power that is required to maintain a balance and discipline, some wanted more and some Broke From the Magi order and formed new ways ones that are more unbridled and destructive.

Year 953-551 BA: By this point there are 3 new Ways The way of Ruin, The Way of Rage and the Way of death. each with its own powers and allies, This is the official start of the Magi wars where All the orders fought until most all the Magi where dead. This war effected the Empire greatly as it caused many of the newly formed imperial territories to side with on another

Circa 551-326 BA: Following the Magi Wars Emperor crusaded in the name of Order, to for the territories anew, this is when many of the known Imperial territories where established and the Emperor then Unified them under the Imperial Law.

Year 326 BA: By this time the Forming Empire has seen many of the abominations, aberrations and vile spawns and beasts that unbridaled magics can produce. Because of this Order Justicus, the Null Maidens and The Witch Hunters are formed to root out Witchcraft and use of magic powers within the Empire, starting what is now called the Arcane Purge, during this time even the Magi where told by the First Emperor that there practice should cease as all Magic that is not divine in nature should be abolished and purged from the realms. The Magi then disappeared. Order Saw the Emperors Struggle to keep the corruptions at bay and what he may do to stop its Corruption, as the Emperor was an instrument of war and divine Wrath, sometimes refusing his own Demi Goddom because he was once was a man and does not understand why it was him chosen to be of such power and still not understand his role in her divine plan.

Year 0: Ordinatus was not pleased with the amount of corruption Havoc has caused, In the winter of this year Ordinatus meet with the Emperor and blessed the Emperor with two children, twins, Deamon his son and Selean his Daughter, later being refered to as the chilldren of Order, being truly bless creatures of Divine creation. Animus blessed this union of god and man and on the day of their birth, Animus Blessed every Human woman that birthed a child that day, with the first of the children of life, the beginning to what is now known as Divineborn. That day is the called The Awakening and is the end of the Pre first age Empire the start of the The First Age (Year 0) as well as securing an eternal boned between Ordinatus, Animus and the demigod Emperor of Man.

The First Age (year 0 – 5,000 AA)

Year 1 AA: After the awakening, the Presence of the divineborn became more apparent as the years went on and at this point the presense of corruption was minimal as the ban on the arcane in the Empire is still in effect and because of that it drove those arcane wielders into the darkest reaches of the world.

Year 666 AA: By this time Havoc has sowed lies, deceit, Murder, rage, Madness, Lust, treachery and Plague into the material world on a level life has never seen, many start to fall to the Will of the corruptive powers of the arcane sea. The most commonly worshiped became that of Havocus and this formed some of the First known cults of Havoc, one being the Dark Lords Children. Hovocus then used this worship as power to create the first Neverborn Demons from within the Astral realm and bound his first Demon Gate to the Material plane Starting the 1250 year Demon wars.

Circa 850 AA: Somewhere around this time is when the 4th and last demon gate would be place on Terra, Deamon would lead the armies with his father against the Demons of Havoc while Selean focused on the faith. It was during the time period that the First Neverborn Angels made manifested and the Faith became common practice within the Empire and much of the older Primal ways where pushed away by the imperial people. Selean became the known as Saint Selean the "Angel Caller" and the Emperor ordered the creation Order Demonius, the Sisters of War and the Ebon Knights forming the First Crusades and began to hunt down Demon threats and protect Orders Name. It was at this time as well the Gold Host was created as a Personal army and Protection to the Emperor and the Empire while the armies are away on crusades.

Year 1041-1147: The last Crusade began when Deamon, Selean, their father the Emperor and the Magi of Balance and Discipline makes a Stand for mankind and the realm of Terra. They began to push back the tides of demons that have been pouring out from 4 demon gates, the Emperor had the demons right at their gates, but Havoc was not done, Havoc poured all of his malice and hate into the 4 Titans of Havoc and over the next 5 years called The Great Stand, the Emperor managed to banish all the Titans but did not have the strength to close the rifts entirely. It was then the Elder Phoenix from within the astral dimension dispatched Half the elves he took to the warp long ago during the Severing, back to Tera along with a circle containing some of the most trained elves, The Eldar lords’ leaders of the Eldar/High elves. These elves helped mankind shut the rifts. The day the final rift was shut is known as the Banishing and marks the end of the Demon wars (year 1247 AA).

Year 1148-1247 AA: In the years following the demon war, Mankind saw no sign of any of the corruption just the occasional Green warband, Animalkin/insectkin event or Dracarian raid. The First Emperor turned his toward the Arcane after seeing its need in the closing of the demon gates and how the Divine and Arcane are one of the


same. The Emperor asked both the Magi and the Elves for aid in the pursuit to teach his people of the Arcane arts, the Astral sea, Arcanium and its power, how to use it, and teach people how to keep from the lure of Arcane corruption. The Elves where reluctant but the long forgotten Magi Embraced the Emperor gave him the knowledge. It was in the year 1247 AA the Empire officially ended the Arcane Purge and the Collegiate Arcana was established to properly train the mage but keeping regulations on spell use with the Writ of Sanctioned Arcanum as well as the Mothers of the Arcane were formed to take care of arcane users until there of age to be taught properly.

Year 1248-1425 AA: During these years the Empire Take a turn toward the Magical Arts and with the College exploring the Arcane and new Realms were found within the Astral sea. it is unclear if the college acquired or the Emperor gave the College the Astral Coordinates but with these they learn sail a ship Beyond the ocean into the astral sea and travel to other planes created within the it using a holy shielding to protect itself from the corruption, this comes to be known as Astral Plunges. Though the realms found are only that of the Arcane Like the realms of the Gods like the elemental plains and the Realms of Havoc and Order.

Year 1426 AA: As the arcane is explored by the Empire, an accident happens trying to make a permanent portal to the realm of the Fey, that ended in a massive crossing of this Magical fey realm and the Material Plane resulting in what is known as the Fairy Crossing, this is when the Fey Races made there way to the material plane, races like Faries, Centar and Changlings. This leads to the creation of the Order Fantasticus to learn how to deal with the new Sentience on the material plane and that of the Fey realm and its wonders as the Fey realm felt more like a parallel Realm then a separate Plane like the elemental planes, but more like the Shadow realm is to that of Terra or the Astral sea is to the Cosmos, but this is not confirmed by any archivist of the Empire.

Circa 1625 AA: The first Warp Raid happened. These where the elves left behind in the purple sea during the Severing, once the rifts where closed, the Titans of chaos Landed right on top of the remaining elves and the Elder Phoenix. Surprised and overwhelmed by the titans the Eldar Phoenix and the remaining elves surrendered to the Titans. They were all left to Crusillia not including the Elder Phoenix he went with Hayzildier, he dragged the phoenix deep in the his warped realm for his studies. The rest of the titans moved on deeper into the Astral sea. It was then Crusillia broke them all and turned them into Elvish models of herself lustful and overindulgent. These elves now call themselves the Night Elves or the Darkrye. They come from the purple sea and take what they want, when the want. Mankind attempted to stop them, but they rode Demon steads faster than anything seen before and took fast ships that covered the sea in day not months. Never really massing the Darkrye will be a thorn in the side of humanity forever.

Circa 1706 AA: The Empire Discovers Crude blast powder.

Circa 1750 AA: The Empire continued to grow and expand. New colonies and governments where formed all over Terra.

Circa 1797: The Dark crossing is somewhat unclear, but this is when Mortis another of the Greater Gods created by Nohesiss the God of death showed its power for the first time until it had what it wanted, spirits and undead plagued the lands, death cults started to pop up in the empire. it is unsure what caused deaths anger but it is said that Mortis was angry because all the sentient races had found ways to cheat death through resurrection to Immortality for service to the gods and other means. it was in these times when most of the Undead Races where created like Ghouls, Vampires and Shades.

1841 AA: Order Mortalius and soon after the Legion of the dammed is created to study and understand death and the necromantic arts and to destroy or harness unwanted death energy.

Circa 1850 AA: experimental use of Blast Powder and the First Firearms were made.

Circa 2280 AA: The Empire gains a firm grasp on death and how to subdue its potent charm.

Year 2285 AA: The Empire marks the official end to the Dark crossing, as it is very shrouded in mistery as death just calmed itself, legend says the the first emperor spoke with Mortis and struck a Bargain though that bargain is unknown.

Note: In the Empire this day is celebrated as a day called Aeterium Noctis (Eternal slumber) Witch is a day of the dead in the empire.

Year 2286-2374 AA: For many years following the Dark crossing the Emperor lead mankind all over Terra crusading in Orders name, this is known as the Great Campaign. During the early years of the great crusade Circa 2295 the new Fey creatures rebelled against the treatment of the Empire while the Emperor was away, this was shortly Quelled by the Imperials in a mater of 10 years or so but this will be call the Fey Rebellion and it leads to a slippery continuation to an already rocky acceptance amongst the imperial peoples.

2374 AA: During the Great Campaign, in a conquest against the Savage Varanian Lizardfolk in the Sultucan jungles the Empire Discovers an Ancient Metal Pyramid buried under the Jungle and its unclear on what happened within that Pyramid but the Emperor emerges with knowledge like nothing on Terra marking the end of the Great Crusade.

2379 AA: The Emperor Teaches a small chosen few the arts of technology and he then Created the Ancient Forge Fathers. The Emperor offers the Elves and the Magi access to this knowledge but it was denied by the elves as it was to unpredictable to dangerous to use, This is the Start to what is called the Techno Revolution.

Year 2405 AA: In the early years of the Techno Revolution a thick black liquid known Machine Blood is extracted from deep within Terra and Refined trough a process the Emperor learned in his time in the ancient metal pyramid found in Sultucan jungles, The forge fathers create Ignas Oil a volitile and flammable liquid and soon after they learn to Harness or channeling lightning energies most commonly known as "Arc" and then Engineer built mechinical Land, Sea and Air vehicles this leads to an industrial revolution within the Empire. In the following centuries, technology booms in the Empire, changing the way of life for many within.

Year 2533 AA: In this time the Emperor finds a 2nd Metal Pyramid at the bottom of the Imperial Ocean, he receives knowledge of advanced energy source, made by Arcanicaly Charging Arcanim Crystal found and used by the seumra and the elves melenia ago, creating an almost endless Arcane Energy Source similer to nuecler power.

Year 2647 AA: the Emperor finds a 3rd metal Pyramid that holds knowledge of advance Powered Frames and a way to charge arcanium in to a small battery caller the Arcanium Core.

Year 3016 AA: Great land, Sea and Air vehicle where created some that could reached unlimited heights of the Material Cosmos but non ever being able to find new worlds in the cosmos. The imperials could see with telescopes new planets and knew of there existance from legend and lore but there was always an endless void, ships seaming to never gain ground, many voyages traveled into the cosmos in search of fame and fortune but non returned, after a bit the Emperor ceased all Cosmic Travel Beyond Lunas orbit, this is the first recorded Lost Voyage almost every time in history when the empire delved into the vast space outside a planet, the ship would disappear and even though this is a law to the current day there are always those that attempt it and those that get to far from there planets orbit.

Year 3366 AA: The Emperor he finds a 4th Metal Pyramid that holds knowledge of advance designs for plasma, Grav, Radiation, Arc, and Decintagration weapons technologies as well as Vibro weapons and Chain tech.

Year 3723 AA: A war between the Elves and the Humans breaks out over the proper use of Arcanium, this was called the the Crystal wars, after almost 100 years of war the Pheonix lords meet with the Emperor and a peace treaty is singed.

Year 3819 AA: After the Crystal wars ended The Emperor then goes on a Hunt for more Metal Pyramids.

Year 3819 AA: A 5th Metal Pyramid, with advanced starships and Astral Navigation Technology allowing for a Combination of the Astral Plunge magics of the late pre age, mixed with the new Astral Navigations Technology the Empire Creates a way to take a Space vessel with the new Cosmic Navigations and travel using the Astral sea to travel to Planets in the material Cosmos.

Year 3821-4053 AA: With the new knowledge the Emperor has, he then delves into the Cosmos on the First of the The Cosmic Plunges. Many of the First planetary system were founded, most notably, the Desterus System, the Arborium system and the Atlanticar system, all these systems where inhabited by many of the different Animalkin races many of witch have populations on Terra. The 4th planetary systems that was discovered during the Cosmic Plunges was that of Dominus Machina system. The Emperor finds the Technokiians on a plenet he called Mechrohime, a race of robotic men that call themselves the Machine Host. They are in a civil war fighting against Matrixima a lessor good of Havocus that corrupted the first Artificial Intelligence and turned them against the Machine Host. The Emperor helped these robotic men he named Technokiians, this is called the Mechro Wars. This last for about 100 years and leads to the two races shard knowledge and trade Between cultures mankind embraced a new God to stand next to divines in the fight against all that should try to harm the Imperium and now that of the Machine host. This marks the End of what is known as the Techno Revolution

Year 4054 AA: Due to the closeness of the Machine host and the Empire during the Mecro wars, The empire gains new levels of knowledge from share studies with the machine host, this leads to advancement in Machinery and Technology as well as Massive advancements in Cybernetic augmentations and Gene/Bio Sciences.

Circa 4076 AA: Around this time the first of the Mortal Mutations start to make the way into imperial society.

Year 4177 AA: 20 years after the Mecro wars The Emperor is called to Speak with Gods Ordinatus and Animis atop the Imperial Peaks AKA the Material Halo. After spending 5 years on the peaks and Thought to be dead, and the mountain was surrounded by an intense Arcane Storm. 11 years go by and the Empire crumbles with the lack of there Emperor. In the decade he was gone the Empire fought from within. As settled Imperial cultures turned on there new governments and many hive cities tore themselves apart, This is called the Great Collapse.

4188 AA: the Arcane Storms Calm and the Emperor returns to the world of Terra and he arrived with a new son Argon.

Circa 4225 AA: by this time the Emperor restores the Empire on the continent off Terrahime and Fenris. The Emperor and his new son which grew up around a new type of magic, called science and technology, looks toward a new age. over the next 7 Centuries the Empire grows in its might and now with its technologies that few can match. Argon explores much of the know Cosmos Leading Campaings against many races and establishing Imperial territories all over the cosmos Above, this is known as the Cosmic Crusades or Space Crusades or the Age of Technology.

Circa 4355 AA: Order Adveintus and the Alien Hunters are created to study and understand the new threats of the Cosmos as well as Mutations outside that of Demonic mutation.

Circa 4586 AA: The Emperor’s body starts to fail him. For he was created from a man, not born like his children, an unforeseen failure of Ordinatis's blessed Creation from a man.

Year 4891 AA: At this point the Emperor saw it fit to split the duties and armies of mankind amongst his children. He gave Deamon the oldest son and veteran of the many wars, control of the Armies and legions of mankind. The rights to religious protection of Order and Animis, went to Selean and command of Imperial law and the Royal guard went to Argon.

4901 AA: The Emperors body continued to age and over time mortality has set in an unpredicted change in orders magic, the Emperor now unable to leave the Imperial Throne in the High Citidel in the imperial peaks of Terrahime, that has now been modified by the Machine Host to be a life support system, soon he fell into a catatonic state of midlife. The once great Empire is now without an Emperor.

4920 AA: At this point the Emperors was all but a husk and only had moments of life left, Deamon ordered that the Emperor be saved. A team was formed of the best Arcanists the Empire could muster. The Emperor was placed into a lifeless hold at the cost of many Arcane users lives each day. His sword stowed by the High Lords for safe keeping and Power is Children and the High Lords of Terrahime.

Circa 4921 AA: Arcane storms start once more in the Material plane.

Year 4925 AA: Agron returns to from the Cosmic Crusades having found more Planetary systems of the Cosmos, to include Glacious and Plutar leaving many newly created Imperial settlements on them and further colonized the planets his father founded during the Cosmic Plunges, including that of the mostly abandon Destrus. At this time Argon convinces the high lords To allow a Territory within the Empire on Terra to be settled by the refuges from those off Terra Imperial territories that where established over the last 7 centuries. There was not much push back from the imperial peoples because the off world refuges of the cosmic wars have been pouring in for hundreds of years since the beginning of the Cosmic Crusades. this marks the official end to the cosmic crusades and the techno revolution.

Year 4990 AA: Now Argon was not crusading in the name of his father, he soon became the face of Law, Order and what was being called the new Empire, it was in this year Argon is Elected by the High Lords of Terrahime to sever as the Lord Commander, giving him the full powers of the Emperor and his fathers sword as a badge of office, Deamon not being a politician did not contest as he still had command of the war efforts as his father always wished it and many had blamed him for the decline in his father health. But Deamon always saw it the other way. Deamon always believed he should have lead the Cosmic crusades but the Emperor always told him he was need more on Terra not galvanting the Cosmos.

5004 AA: By now hundreds of thousands of Casters have been sacrificed and countless more lifeforms, in an attempt to find a suitable substitute to the life support of the Emperor. Young Argon is in command as Lord Commander. He makes the decision to allow the death of the true Emperor, no more sacrifice should be made his soul must move on. Deamon was off put buy his decision he confronted his sister as he knew hew better then Argon, she told him that Order contacted her and Argon was Orders chosen and his will is true. Deamon attempted to be humble and allow his younger brother to lead and himself to morn his father’s future death.

5005 AA: In the fall of this year months before the death and funeral ceremony of the Emperor, Deamon assembled an army of loyal warriors that would follow him into the astral sea and marched against his brother in Terras capital Imperius Sanctem, Selean and Argon Stood side by side with the Gold host, the null maidens, the Sisters of War and the legions of the Ebon Knights. Deamon demanded the Emperor be kept alive, a fight broke out, Deamon, outnumbered and not wanting to hurt his beloved sister was forced to retreat. Broken and on the run, as a renegade, Deamon made a decision in a fit of rage, hate, anger and envy, knowing that the only power proven to be powerful enough to sunder Orders might and grant his father life beyond that of Animus. He asked the very same enemy he fought thousands of years ago, he turned to Havoc and asked for help to over through his brother. In return, Deamon would Allow people to freely worship Chaos and the titans, their worship would fuel Chaos enough, so the Titans and their


armies do not need to exist on this realm, but more be summoned into or may manipulate the favored. He got a vision of a world, where all will find there place, or be cast out and only the most productive may stay and receive benefits. Havocs seeing an opportunity called from the depths of the Purple sea, Pulled Deamon and his army into the endless eternety of the Astral sea to manipulate, corrupt and twist Deamon and his legeonires. Creating the first of the Heraticus legionare. During this time Deamon and his legion are gone for a few months lost in the Purple sea with Havocus and his greater gods. By this time the Empire celebrated the sending of the First emperor to the afterlife, this day is now called The Sending. But unbenounced to Argon the death of the Emperor sent a Ripple through the astral see, Havocus seizing and opportunity to use the God energies that was once the exsistance of the Emperor and the Divine body of his son Deamon and he forged Deamon a new twisting him into The no know Deamon Kaine "The Lord of Ruin". Havocus then sent him to Terrahime to wage war against his younger brother for the death of his father. This Marks the end of the first age.

The Second Age (Year 5006_ AA – 10,000 AA)

5005–5991 AA: war rages on between Deamon and Argon for the nearly 1000 years of the, until both sides where all but destroyed. In the early years (Year 5059) Argon was Crowned as the new Emperor of Terrahime and war rages on. these wars are known as the Age of Anger, or Age of Betrayal. These wars scared much of the material plane with ruinistic Power.

Circa 5049 AA: The first recorded Demonic Mutations make there way into Imperial cultures.

5449 AA: At this point the land sea, sky and Cosmos where all but ravanged by the intense fighting between Deamon and Argon, Countless billions when enlisted and die in these wars between the new Emperor Argon,

5621 AA: Selean was killed at the hands of a Aggro'nath Greater Demon prince of Gore'reth, in the days following her death an child was born with her powers this child was that of the First living Saint

5622-5990 AA: The death of Selean sent both brother into a fit of emotion and during this time the war say its most savage and desperate times of the war of betrayal.

5991 AA: This Drastic change to the balance and mortal scars on the material world maddened Exitar and even that of Renova who has largely stayed out of the business of the gods.

5992-6126 AA: a great change took place on the realm of Terra, Renova and Exitar were tired of this squabble between what used to be equals. Together Exitarr and Renova struck back at all of the material plane. First started what is called The Terraformation this is a time where the lands of the material plane, rumbled and move changing themselves as Renova and Exitar did their work. Over the next 100 years or so the Wars of Betrayal comes to a stand still as Terra undergoes violent natural disasters and shifting seasons and environments that occur on a frequent basis. This event effected Empire the most as the are manly creatures of inhabitance and territory.

6128-6481 AA: Next came the Primal Uprising, with the Empire all crossed the cosmos broken and scattered a show of force was made, for over 500 years the many of the Animalkin and Insectkin as well as any remaining Drucarians, Arborians, Funglites and others beings of Renova and Exitar lashed out against all of Imperial life on Terra. The Primal uprising caused a complete Ceasefire between Deamon and Argons and both sides to turn toward the rising natural Powers. 6203 AA: Agron orders the creation of Ordo Seterius and the Wolf Legion is created to learn about and protect against the threats of Renova and Exitarr.

6482-6702 AA: At this point the balance in the world is brought back to a balance, Exitar calms and Renova begin to regrow Terra, but Mankind kept hunting some of these powers for sport during a time called the Age of Hunting, this lasted for around 200 years. This exceptionally angered Exitar, thought once the fighting stopped, man would go back to peace, like mankind always spoke about, but instead they instead hunted his prize creatures for Sport.

Circa 6703 AA: The Second of the Great Green Tides Start, Exitar gives Orc and Gobblins the ability to understand technology and machinery in their own kind of way, this is when the Orc start to be Called Krork and Goblin Krokling.

6994–7454: For more then 500 years the Krocs continued to launch attacks and loot imperial civilizations and by this point they have looted and learned some form of Plunge technology.

7856 AA: At this point the Empire has been fighting the Krork all around material plane for more the 800 years, with the knowledge Gathered by Ordo Seterius and the Wolf legion, Argon leads A great campaign against the krork war boss Krull Skull-Krushah, it was no easy feat thwarting the Green beasts of Exitar but Argon Managed to kill Krull himself demoralizing the Mob and eventuall there efforts sputtered to a manageable level.

7860 AA: Most of the krork klans have fell back or resorted to in fighting. This marks the official end of the Great Green Tides of the second age.

7861-8293 AA: The Empire turns its eye toward reforming and rebuilding, Argon will not allow the Empire to be lost, as he serves as the New Emperor in what will be known as the Age of Reformation he turns his eye toward a task his father left to the Machine host some 3000 years ago after the Mecro wars at the end of the Techno Revolution, the First of the Geneborn presented to Argon these are genetically altered super human soldiers. During the years of the Age reformation the Empire reformats the current Imperial armed forces, all current legionaries may move to and form the ranks of the many Imperial Armies and Imperial Navies of the Empire or undergo the Gene Rubric and become Geneborn to serve in the New legions of the Empire each legion will be comprised of only Geneborn soldiers, each legion having different modification making for a deadly army with a specific focus.

8294-8794 AA: Tensions build between Deamon on Dralraxiss and the Empire on Terrahime. Corruption and cult worship seeps back into imperial society on Terra. The Emperor Argon would set out on the 500 year Campaign of Cleansing with his new armies and legion he scoured Terra routing out Worship of any who oppose the Empire, its Laws and its Will, Eventually leading to the Deamon and his forces fleeing the Material Anchor to the Galaxiss system.

Year 8795 AA: During this time Argon continues to expand the Empire, exploring the new systems of like the Tyranus system and the Terrantar system. This time period will be The start of the Imperial Expansion.

Year 8912 AA: On the planet of Cor'terra within the Terrantar system the Empire did not meet any real resistance as Cor'Terra was very similar to Terra but there was no substantial dominating force and the flora and fauna is not as large nor fearsome having the large reptilians of Terra, but no Dragon kind and no real organized Combatants not even an animal or Insectkin while Argons campaign on Cor'terra turned into more of an exploratory conquest and settling much of the planet. It was during this time Argon found one of the largest networks of Astral gates the empire has ever encountered. Cor'terra was turned it into a Imperial forward operations base. net working many of the Planets and realms. During this time Argon meet his wife Helana Grace: a divineborn woman she was formerly a Sister of war that has been Crusading with the sisters for 500 years. In the coming years they would birth a child that will be named Valorath. Though this child was born of a demi-god his mother only had divine blood from the Awakening. So Valorath was more human the divine.

Circa 8943 AA: It was at this time Domus Adlienus one of the most Alien Planets the Empire has ever encountered and on that Planet were a few other sentient race the Empire had never encountered. This leads to a brief but deadly conflict with the sentient Residence of Domus Adlienus, the Xenarians and the Xynogytes, this is to be known as the Xeno War and it only lasted about 15 years but shed the blood of a Century, this is mainly due to the advanced targeting and advanced radar, Warsuits and Smart weapon Technologies the Xenarians have. Argon realizing the The needlessness of the war and offers Peace, it was excepted but the Xenarians wish no imperials to settle in the Adlienus system, outside mutual embassies in one another's territories. This marks the end of the Imperial Expansion and the xeno wars.

Year 8958 AA: Around the end of Imperial expansion was when the First of the lost voyages return to and seem to be unscathed. soon after that there was another and the another and over the next 25 years hundreds more returned, at this point millions of Imperials have found there way back home. The Empire scrambles to document and intercept all that return. For most this seemed like a blessing but for some there was to much to question. This time will later be know as the Integration

Circa 8983 AA: Alot is shaky about the details but it seems that the returning voyages are not all from the same time, some of the ships where of the earliest Imperial design Some of the returning patients where examined and at first glance the patients where normal and didn't appear to ave any abnormal injures outside that of the expected traumas one would undergo on a space voyage that was lost of one who was confined to a ship for an above average amount of time. Though Physically fine all the subjects can never remember anything beyond first contact with low orbit of the planet they arrived, suffering from some sort of amnesia although they can still preform tasks with the confines of ones own skill with no issues. This leads the Empire to know that they left many years before returning all the while the patients knowledge levels seemed out of date from other returning voyages and how dated there Tech is. these voyages continue to reappear in random intervals until the current timeline.

Circa 9077-9105 AA: The first of what is now know as the Swarm Cult shows themselves at first the Empire reacted the same as any Cult uprising or rebellion. over the course of one year a cult showed themselves in almost every imperial territory and infrastructure even some of the Imperial armies and navies, Rebellion and chaos erupted all crossed the Empire, the once mighty Empire was brought to its knees in a short time, while the Empire scrambled to right its self, Argon thought that Deamon would make his move or even maybe this was part of his plan, but this was something more outworldly. Beginning what is called the The Alien Uprising.

Circa 9106 AA: The motive of the rebellion and the Swarm Cult becomes a bit more clear as the conflict continues the Cults are there to protect an alpha later called a Patriarch once this Patriarch is born and reaches maturity it will telepathically summon the Swarm to its position where the Swarm will consume all organic life on a planet, and it was then the Empire saw its First and the largest Swarm Infestation. While Argon was away on Terra, A patriarch was born on Cor'terra and went unbenounced to the Empire the patriarch reach maturity right under the nose of the Empire on the fortress planet of Cor'Terra. this leads to a savage defence against a Swarm fleet that arrives in orbit of Cor'terra, this leads to a defence that lasts for just over 700 years. Year 9856: Vasili having grown up in was against Alien foes gives himself in a desperate attempt to change the tide of the war, after having already highly augmenting himself Vasili undergoes a special gene rubric specifically crafted for him and his divine self, the survival chance was slim and this was done behind Emperor Argons back. maraculously he survives and between his father and himself they begins to wage effective war against the swarm fleets.

Year 9932 AA: in responce to the increased victory, the Swarm showing its highly adaptive capabilities creates an organisim with emence intelligence and tactical bearing on a sentient level called the Swarm Lord

Year 9987 AA: in the 5 decades following the first Swarm lord, the defense took a turn for the worse and the Swarm took more the 75% of the planet, until Argon and his newly modified son make a stand and attempt to gain ground but the swarm adapted and seemed to always know there plans, Argon was meet on the battlefield without the aid of his son by the Swarmlord and and was slayne ending the Life of the only living child of Order. leaving Vasili by himself and semingly outmatched, he attempts to hold Cor'Terra

Year 9991 AA: on the brink of complete loss, Vasili will as the lord commander of the Empire make a decision that has never been made before, as Cor'terra is all but lost, Vasili orders a evacuation of the planet and a full extermination of the planets surface and tunnels. This is called the Apocalypse of Cor'terra or the Apocalypse, during this time the Empire used massive Arcanium Bombs that esetially nuking the entire planet as well as the swarm ships in orbit, this did result in the thwarting of the swarm fleets but destroyed the planets and its atmosphere on the planet as well as low orbit.

Year 9991 AA: Vasili will return to terra after the Apocalypse of Cor'terra.

Year 10,001 AA: In the years following Apocalypse of Cor'terra Vasili sit as Lord commander and attempts to rebuild and reestablish the Empire as it and he Morns his Loss. The high lords of Terra appoint Vasili to take the place of his father as the new Emperor and they usher in a new Era.

The Third Age (Year 10,001- to Currant AA)

Year 10,001-10,103 AA: During this time The Empire Turns to its faith and rebuilds what it has lost while coming to grips with the new Age and New Emperor. this will come to be known as the Age of New or Amplexima Novus

Year 10,104-11,213 AA: after many years Deamon was able to rebuild his own Empire in the Galaxus Cluster and having been on his own conquest after losing the tech to navigate back to terra after fleeing some 1300 years ago during the Campaign of Cleansing. It was during this time Terra will see a war it has never before, Deamon returns and attempts to take the Imperial Peaks, after many years of war and not being able to take the Material Halo, Demon move to take ground in Dralraxiss. This leads to a Long war against the treats of the Lord of Ruin that last for 1100 years being Called the Long War, eventually the Empire say Victory against Deamon Forcing him to Flee the Terra back to the Galaxus Cluster now called the Chaos Cluster

Circa 11,213 AA: The long war will leave the lands of Terra massed with the taint of havoc mostly within the lands of Dralraxiss.

Year 11,213-11,365: Emperor Vasili pursue Deamon and his fleets leading the Empire to now know the Cosmic coordinate to the Location of Deamon and his Fleets. This leads to 150 more years of war called yhe Darkstars Campaign leading to no real victories eventually Vasili retreated back to Terra.

Year 11,467 AA: Around 100 years after the Darkstars Campaign The Swarm made its second move put this time it was a cult that went unchecked within a massive mining operation on Tyranus, this will be called the Tyranus Incident

Year 11,467 to 11,671 AA: The Tyranus Incident will lead to the ongoing Tyranic wars that the Arnoxian Guard and the Death watch are currently waging against the swarm fleets in the orbit of Tyranus. Emperor Vasili will not let the Swarm claim another planet of the Empire, exspecially that of one with such a rich Adamantine core.

Year 11,671 AA: Current time

Factions of the Empire

The Empire is a vast network of individual cultures that all have the own Governments, but all fall under the authorities of the Imperial Law and the Empire. Each territory in the Empire must provide quarterly taxation that is determined by the Empires authorities dependent on population and resource support available to the Empire.

Factions within Terrahime

Imperial Factions

Administrations

Emperor
  • Current: Emperor Valorath

Armed Counsel
  • Living Saint: Ariel
  • Grand Fleet Commander (Imperial Navy):
  • Lord Commandant (Arcadia):
  • Grand Fleet Admiral (Navistoria):
  • Cavalry Master (Equestria):
  • War Chief General (Saltucan):
  • Grand Chief Marshal (Vestorya):
  • High Union Marshal (Cognus):
  • Supreme Steel General (Arnox):
  • Chapter Master (War Angels):
  • High King of Fenriss

High lords
  • Arch Psyker
  • Arch Priest
  • Imperial Supreme Court Judge
  • Knight Inquisitor
  • Grandmaster Chief of the Magistrate
  • Grandmaster of Coins
  • Grandmaster of the Skies

Imperial Authorities

Orders of the Imperium
  • Imperial Administrations
  • Imperial Intelligence
Imperial Magistrate
Court Judiciary
Departmentum Arcana
Orders of the Inquisition
  • Inquisitorial Order Administration
  • Order Inquisition
    • Grandmaster Knight Inquisitor (Hector Rex)
      • Ordo Justicus
      • Ordo Demonius
      • Ordo Adeveintus
      • Ordo Mortalius
      • Ordo Seterius
      • Order Fantasticus
  • Imperial Assassin Temples

Regional Counsels
  • Regional Counsel Lords
    • Delegates
    • Hive Counsel Lords
      • Delegates

Imperial Military

Emperors Royal Guard
Imperial Navy
Imperial Guard Regiments
  • Arcadian Guard
  • Sultuchan Army
  • Equesrian Raiders
  • Navistroian Fleets
  • Steel Legion (Arnox)
  • Techno Union (Cognus)
  • Comrades of Vestorya
  • Vallhalan Ice Warriors
  • Armies of Morthime
  • Kazarak Siegehost
War Angels Legions

The Faith

Saint Ariel
High Church
Faith Militant
  • Order of the Red Rose
  • Order of the Blue Rose
  • Order of the Black Rose
  • Order of the White Rose
  • Order of the Gold Rose
  • Order of the Silver Rose
Order Hospitalius
Ebon Knights
Demon Hunters
Church of Order
Church or Life
Church of Rebirth
Church of Light

Civilian Organizations

Imperial Nobel Houses
  • House Khorek Herth "The Brutes"
  • House Arenial Roderick "Arms Co"
  • House Speth Blackwall "Ravens Guild"
  • House John Wheeler "Road Furies"
  • House Lyteriel "Red Purge"
  • House Duskart "Bone Treaders"
  • House Greenwood "The Greenhouses"
  • House Steal "Engineers"
  • House Artestrian "Guild of the Psion"
  • House Jakhan "Pirate lords"
  • House Mortum "Guild of the Dead"
  • House Palentine "The Enforcers"
  • House Grayhound "Grayhound Transportations"
  • House Luther Rassathin "The Alchemists"
  • House Gregor Bastion "Augmeta'pro"
  • House Markkett "Guild Merchants"
  • House Calistran "Medi'Co"
  • House Khrysos "Gold Trust"
  • House Duntless "Advanture Co"
  • House Vulgrun "Guild Mercenarius"
  • House Angelis "Hopes faith"
  • House Redhome "Guild Habitation"
  • House Culanar "Cooks Corp"
  • House Magus "Mages Guild"
  • House Muler "Farmers Association"
Mortihime Nobel Houses
  • House Sarazin
Collegiate Arcana
Magi Temple (Discipline)
Magi Temple (Balance)
Frontiersman
Free Peoples Militia
Plainsman Tribes
Refuge Tribes
Death cults
Swamp Folk
The Factorum Unions
Constructors Unions

Fenrisien Factions

Fenrisien Leadership

High King
Jarl's
Druid Circles

Fenrisien Military

Wolfe's of the Grove
Ferisien Raiders

Factions within Mechrohime

  • Legions of Tchnohime
  • Aeronautica
  • Machine Host
  • Machine Priesthood

Factions within Dralraxiia

Abaddons Legions

  • Black Fleets
  • Renegade Guard
  • Black Legion
  • Thousand Sons
  • Plague Knights
  • World Eaters
  • Pain Bringers

Black Cults

  • Dark lords Children
  • Blood Cult
  • Plague Cult
  • Cult of Pain
  • Cult of Change

Chaos Warbands

  • Slaves of Chaos
    • Chaos Dwarfs
    • Chaos Ogres
    • Chaos Giants
    • Warriors of Chaos
    • Norscar Tribes
    • Magi temple (Havoc)

Zangore Tribes

Factions within Kilithikadya

Eldar Warhosts
Pirates of Raiders Cove

Factions of death

Faction Command Desriptions

Imperial Authorities

Armed Counsel

Emperor the currant emperor is Valorath the 2 descendant of the First Emperor


Living Saint The living saint to have been chosen by the gods, it is said that only one living saint may be in existence at a single time. The first saint was saint Selean the twin sister of Deamon and


Lord Fleet Commander The high position within the Imperial Navy, the Navy is in charge of all military air and sea operations including all Space Missions


Commandant The highest ranking leader within the Arcadian Guard.


Grand Admiral The Highest ranking member of the Navistorian Fleets.


Cavalry Master The Highest ranking member of the Equestrian Raiders.


General The Highest ranking member of the Sultucan Warriors.


Chief Marshal The Highest ranking member of the Vestalov Comrades.


Chief Marshal of the Union The Highest ranking member of the Techno Battalions.


Steel General The Highest ranking member of the Arnoxian Legion.


Chapter Master The Highest ranking member of the War Angels.


High King The high king of Fenriss and King of all the Jarl's.

High Lords

Arch Mage the leader of the Imperial Arcane counsel


High Priest The Highest Spiritual Leader within the Ministorim with the exception on the Living saint.


Imperial Supreme Court Judge The highest ranking Judge within the Magistrate.


Grandmaster Inquisitor the knight Master inquisitor is head of all 6 branches of the Inquisition


Grandmaster Chief of the Magistrate The head of all Departments within the Department Magistrate.


Grandmaster of Coins Head of the Imperial Treasury.


Grandmaster of the Skies Commander of the Imperial Aeronautics and Air Traffic management.

Administrations

Orders of the Imperium


Imperial Administrations the Administrations offices deal with all of the Empires administration needs to include most Licensing and Sanction Rites covered by the imperial law as well as the Imperial Bounty Program.

Inquisitorial Administrations


Imperial Intelligence is a intelligence division of the Inquisition, tasked with the endless monitoring of imperial culture and acquisition of intelligence for use by the field agents or "Inquisitors" of the Inquisition. All members of the Imperial Intelligence will serve as an acolyte for an Inquisitor for a time during there time with the Intelligence division.


Inquisitorial Administrations the Administrations offices of all 6 Orders of the inquisition.

Faction Descriptions

Machine Host

The Machine host has their own version of worship that differs substantially in theology and ritualistic forms from the standard state religion known as the Faith that is dedicated to the divines and its creation the God-Emperor of the Empire.

The religion of the Machine Host known as the Machine faith, values knowledge and technology above all else and views the embrace of technology in the form of a purely mechanical existence as the ultimate destiny for Mankind's evolution.

The machine host and the religion of the Machine God, is a complex and labyrinthine structure, a creed of secret rites and ceremonial processions that is never shared with outsiders. Within the sestem of the myriad ranks of Tech-priests vie for mastery in a world where only through the accumulation of technology and hoarded knowledge can one advance.

Imperial Life and Cultures

The Imperial culture is vast and diverse, as it is conected to many of the eirliest for ming human cultures and with this when the first emperor started uniting the human cultures he mostly aloud them to be the society that the have created but include imperial law into it

Fundamentals of Imperial Culture

Imperial Time and Calender

The imperial calender and time zone is the most common used across the cosmos the is a 25 hour day, with 9, 5 day weeks in a month and 8, 45 day months in a year, leading to a 360 day year cycle. This imperial function was created by Antheatus Dionocratize an ancient astronomer of the Pre first age era, that worked closely with the first Emperor during the Demon Wars. This time zone was created from the rotations of Luminus and Noctus and seasons of the realm of Terra. This time zone in called Cosmic Standard Time or CST, most off world planets have there own rotation speeds and day, week, month and year cycles, but most off world imperial cultures will compare there local clock or time zone to CST, usually offering both times and dates to be displayed in most daily Imperial life.

Months Terran Season
Lunarius Winter End
Martius Spring Start
Accutius Spring End
Solarius Summer Start
Sumarius Summer End
Mensius Fall Start
Falius Fall End
Wintarius Winter Start
Weekdays
Ryztar
Hihtar
Midtar
Medtar
Edtar

Common Languages


Imperial: All Imperial cultures speak and learn to read and write Imperial, it is also know as common. Imperial is the most commonly spoken language across all the Empire. Imperial holds the same script as High imperial.


High Imperial: The language that came after the Imperials started to separate from the ancient tribal Terrans. Now most commonly spoken in the faith and high imperial culture. High Imperial is the ancient language of the Empire it was Similar dialect to our know "Latin". The script of this is common to the alphabet.


Gnome: Spoken by the deep miner cultures more common to Dwarfs, Gnomes, Underlings and Ogres. The script of this is common to the alphabet.


Terran: an ancient language spoken by the Teeran people, now most commonly called the Ferisiens. The script is base on single characters that represent a word or phrase.


Elven: Spoken by the the elves this language is complex and sound elegant and smooth. Elvish has its own characters and written script resembling a complex cursive.


Binary: Binary is the ancient language spoken by the Technokian Race. The script of this language is a series of 1's and 0's, and the spoken language sounds like distorted electronic sounds, this language cannot be spoken my a mortal without cebernetic aid.


Krork: Common to Krorks, this language is crude and gutteral, it has know real script most Krork wight with crude pictures rather the words.


Krorkling: Common to Krorkling, this language is not as gutteral as the krork language but with higher sharper prnouciations, it has know real script most Krork wight with crude pictures rather the words.


Xeno: Xeno is the spoken language of the Xenarian peoples as well as used by other intelligent alien spices capable of Speech.


Scamp: Scamp is the spoken language of the Xenogyte peoples as well as used by other intelligent alien spices capable of Speech.


Fungoid: Fungoid is the common spoken language amongst the Fungilite peoples. The fungoid language sounds the a plethera of gaseous noises, burps and bubbly sounds as well as grumbles, gurgles and growls. There is now real written script and Mortals cant Speak it without magical or mechanical aid.


Ghoul: Ghoul is the common language spoken amongst the Ghoul race and it derived from ancient Imperial and Terran, the language has a written script and this language has become the common language of most undead, necromancers and death cults, commonly referred to as the Undead language.


Vampyrian: Vampyrian is an ancient language spoken by the earliest vampires, This language is a mix of erly High imperial Ghoul and what aspects of Saguin that can be translated without uncomfortability.


Black Speech: Black speech is most commonly spoken amongst the lands of Havoc, and is derived from a mix of Imperial, High Imperial, Ghoul and Bestial. This loud and aggressive speech is out lawed in the Imperial lands as it is the speech of the enemy and is linked to most modern demoncrafts.


Animalkin Languages: The many Animalkin races not only have a semi universal language like Bestial or Oceanic, they also have a local or Spices language, these languages very greatly in dialect, due to the vastly varying vocal capability of the many animal Races. See below for a list of all the Spices Languages, most animalkin races have one known to all its subspecies, but few may have multiple amongst the same animalkin race.

  • Croaking
  • Arachnid
  • Avian
  • Roachling
  • Hound
    • Wolverine
    • Fenik
  • Charadon
  • Codaus
    • Ecco
    • Narlin
  • Hooven
    • Swine
    • Bovine
    • Cervidiine
  • Scuttle
    • Harliquine
    • Scarab
  • Crustacean
    • Crabish
    • Buzzle
    • Prawnish
  • Buzzing
    • Gnaty
  • Equine
  • Feline
  • Formian
  • Ape
    • Mankey
  • Mandible
  • Cephalopoid
  • Pachy
  • Seahound
    • Warlen
  • Chitter
    • Squekenise
    • Quillin
    • Beavren
    • Coon
    • Lepus
  • Scorpoid
  • Slitharn
  • Tetran
  • Tortelish
  • Ursrin
  • Varanish
    • Chemelish
  • Vespine

Exotic Languages


Astral: Astral is a melodic language of tones and chimes that sounds like strange music


Draconic: The language of the dragons and spoken by the drucarian people, this language has a written script. Drucarian can be spoken by most races though the untraind tend to end a conversation with a sore throat and and horse voice.


Sylvan: Sylvan is the language of the Arborians and all plant life. Sylvan like Draconic is thought to be one of the oldest Languages and is often used in the study of magic. The language Sounds like trees creaking, whining and cracking Sylvan can be written, herd and spoken, but may not be spoken by a mortals without magical or cybernetic augmentation.


Mystirial: The language of the fey and most commonly spoken by the Fey creatures of the feywild. This language is much like sylvan and can be heard with no issue though not easily spoken by mortals, with the exception of the elves, they have little to no problem with its words. Mystirial has a written script as well, resembling sylvan.


Abberant: Aberant is a ancient language with a runic written script, the speech ressembals Ghoul, this language is harde to learn and often mortals will not be abal to say word without sounding like they are mumbling.


Primordial: Primordial is spoken by all Balgora and Elementals, this language comes in the form of primal sounds like rumbling and clapping thunder, roaring fire and hisses or freezing crackles and shattering sounds. Primordial Cant be heard by a mortals without causing discomfort or even damage to the listener, nor can it spoken by a mortals without magical or cybernetic augmentations.


Celestial: Celestial is spoken by all Angels and Celestials, this language comes in the form of an ear piercing tone. Celestial Cant be heard by a mortals without causing discomfort or even damage to the listener, nor can it spoken by a mortals without magical or cybernetic augmentations.


Demonic: Demonic is spoken by all Demons, this language comes in a belowing deep language with squeaky and harsh points that set the body and mind uneasy. Demonic cant be heard by a mortals without causing discomfort or even damage to the listener, nor can it spoken by a mortals without magical or cybernetic augmentations.


Sanguin: Sanguin is spoken by all Trueborn vampires, this language comes in a hissing, squeaky and Screeching that make the ears blead. Sanguin cant be heard by a mortals without causing discomfort or even damage to the listener, nor can it spoken by a mortals without magical or cybernetic augmentations.


Bestial: Bestial is an ancient language that is commonly spoken amongst the land born Beastkin races. The script of this language as well as its dialect vary from system to system and spices to spices.


Insectoid: Insectoid is an ancient language that is commonly spoken amongst the insectkin races. The script of this language as well as its dialect vary from system to system.


Oceanic: Oceanic is an ancient language that is commonly spoken amongst the Ocean animalkin races. The script of this language as well as its dialect vary from system to system.

Nechrobot

A Necrobot is the catch all term applied to a wide class of, cybernetic droids created from the use of a human consciousness and a mix of Flash and robotic technologies, these are used to carry out various tasks within the Empire and the Machine Host. Some of these Constructs are a fusion of human flesh and cybernetics others are all robotics with the exception of the consciousness, IE the brain that was used for the creation of the Necrobot.

This is usually about the amount of resources that are needed to create a fully robotic Necrobot, so the wealthy tend to have Necrobots with more intricate robotics and less of the body of the former host, as the less wealthy will have Necrobots that are more flesh and skeleton of the former host then robotics, with it resembling a cadaver Zombie, in most cases like this the Necrobot will be slowly converted into more machine and robotics then flesh as the various components of the host body began to fail. in some cases necrobots that don't have many robotic parts and are not properly re embalmed and maintained overtime will sometimes come to a state of mumifacation or skelefacation, resembling that of an animated necrotic Skeleton, Draugr or Mummy.

While many of these programmable cybernetic slaves host bodies are genetically engineered, laboratory grown clones or a replica created by the Machine Host from human genes who are then labotamized and enhanced with various cybernetics, others were once members of the Empire or outlying territories, these were usually


criminals who fell afoul of Imperial Law or the Machine hosts Docterine or even savage tribesman that have lost there balance. In some cases when these technologies fall into the wrong hands the use of the consciousness of the Animal and insectkin races have been experimented with creating some truly vile partially sentient constructs.

Most Necrobots are usually created by the Machine Host or Trained bio-engineers and supplied to the departments of the Empire where they fulfill the role of tireless workers, soldiers and lab techs, as well as tere are sold to the populace of both the Empire and Mechromime for aid with daily utility and security needs. Necrobots make up a large portion of the population in much of the Empire, they normally out number the mortal population in most places but in the Machine Hosts territories as well as the territories of Cognus this is much greater having the out number the populace by asmuch as 10 to 1.

There are many types of Necrobots, each designed for a certain task. Most common Necrobots seen are Utility class Necrobots and there functions are usually bound to a few simple tasking. Though there are more sophisticated versions of the Necrobot called Specialicst Class Necrobots, like the C0M-B4T that functions as a soldier. There is also the deadly Doom Class Necrobots, like the HN-T3R Assassin Necrobot that are fully functioning operatives bound to a single task, willing to calculate every move needed to fulfill its order.

Most Necrobots carry identification numbers These numbers and the unit they are a part of, become their entire identity, their every action driven by their limited programming, for only malfunctioning Necrobots develop any sense of self awareness or its former self witch is largely destroyed the older the necrobot. A Necrobot functions are always deeply programed, regardless of its type. If a bot should develop any self awareness, it is quickly destroyed or wiped and rebooted.

Utility Class Necrobots

Utility Necrobot are the most common Necrobots next to that of the Laborbot, the Service Necrobot is used to preform verious simple tasks ranging from tasks of a cleaning and utility services, office and laboratory aids, basic Protection and security, even linguistic or Archival aids. See below for a list of Utility Necrobot types, there classes and a small description of its tasking.

T3-RP: A T3-RP necrobot is often called a T3 Unit or a Terp Bot. The T3 is a linguistic bot that knows all registered languages within the imperial database.

CL-3N: The CL-3N or Custodian bot is a common asset for musch of imperial life, this bot is used as a maid or custodian to clean and reorganize both Public and private habitation and common areas.

M3-L33: The M3-L33 necro bot is commonly called a M3 unit or a Brawlerbot. The M3 is a melee combat bot that is capable of effective unarmed and melee combats with all simple weapons.

GU-N3R: The GU-N3R necro bot is commonly called a N3 unit or a Gunbot. The M3 is a ranged combat bot that is capable of effective rangeds and trown weapon combats with all simple weapons.


T3-K: The T3-K necrobot is also called a T3 units or a Teckbot. the T3 operates and services various machines and infrastructural utilities and services, such as transportation infrastructures as well as most of the Metropolises utility, Power and construction infrastructures needs.


H0-L0: The H0-L0 necrobot or Holobot, acts as mobile holographic communications devices, used for recording or playing back as well as sending and receive Holo communications, This is a medium scale projections using advanced image arrays in the optics of the necrobot projecting life size images of the holo transmission.


MU-L3: The M3-L3 necrobot is often called a L3 unit, Loborbot or a Mule. L3 units are stupid and essentially mindless slaves ideal for menial work with little multi tasking and simple instruction, like that of loading or unloading storage, opening or closing a door, hold an object and follow, move material for construction, etcetera.

Specialist Class Necrobots

Specialist class necrobots are more common to be seen in the armies and militaries but they are also commonly used amongst the elite class, local authorities or governments, noble houses and the many mercenary and security organizations.


C0M-B4T: The COM-B4T necrobot it often called a B4 unit or a Battlebot. B4 units are a perfectly tireless, obedient and fearless soldier ready for your command. these necrobots can be outfitted and modified to specialize in many combat styles both melee and ranged being able to switch between the two.


D4-T4: The D4-T4 necrobot is also known as a T4 unit or Databot. The T4 unit serves as mobile computers with tremendous calculating powers for record keeping and data storage, capable of recording and playing back audio and video as well as Transcribe data to Scroll. The T4 unit can be modified to serve many functions from a automated bank teller to a full functional intergation with a starship allowing it to be piloted unmanned.

Doom Class Nerobot

Doom class Necrobots are only used by the highest levels of an organizations, this is due to the extreme cost and assets needed to acquire one as well as maintain it.


HN-T3R: The HN-T3R necrobot often called a HN unit, Assassinbot or a Hunterbot. The HN unit is a fully functioning operative that is bound to a single task, willing to calculate every move needed to fulfill its order. This unit can be fully customized and is one of the deadliest creations of the machine host.

Mechrobots

There is another type of robotic construct that is used by mainly the machine host, these are called Mechrobots, which are a mainstay of the Machine hosts military forces. Common forms of this Mechrobot is that of a Tactical robot. It is a fully robotic construct, controlled by a host via a telepathically syncronized nero connection, that allow its function from the subconcios of its host connection. These constructs are fitted with melee or ranged weapons whose powerful punches and chattering volleys of fire can drive back a foe with ease, such bots allow a Machine Host to make repairs uninterrupted on the battlefield, Though this requires a considerable amount of intelligence and Wisdom to maintain focus on literally two realities, as well as a good constitution as the connection can backlash that can cause a considerable amount of psychic damage to the host.

Imperial Territories

Arnox

Culture

Home of the Steal Legion and the Protectors of the Cosmos, the Arnoxian People are gritty, bold and Resilient Survivalists, that have a Deep rooted war Driven culture with discipline where needed and Honor where deserved.

Arnoxian Culture revolves around Family, Brothers in arms, Spirits (IE, Beer and alcohol) and the Gladitorial based war game called Warzone. Warzone is a Solo or team based war game that each team is given the same base load out of standard tactical gear dependent on the class of the match, in all cases no magic may be used during the games and there may be some restrictions on special and racial abilities.

Growing up in Arnox is not much different from growing up on a base or military camp, the concepts of war and defense of the Empire though unlike some of the other war driven cultures within the Empire, the arnoxians are rather undisciplined and care not for old military tradition as much and more of an understanding that war is eternal so that makes war life and life should be as comfortable as possible, no need to live with a stick up your a%#.

Geography

The territory of Arnox is in the northern parts of the continent of Terrahime and largely composed of rocky flat plains with jagged rocky mountains. Arnox is cold or cooler for much of the year only having a few months of summer. The territory has alway taken a brunt of many a civil conflict within the Empire, as it has borders with 4 other imperial territories and access to both the Imperial sea and the Northern sea.

Government

Arnox is a militocracy style government, that ultimate power resides in the Supreme Steal General witch is elected by the People every 10 years this posision has no limits to the amount of terms a Supreme General can serve, though each of the 5 major regions vote and appoint a Regional General that sit on a board to represent there region, Like the Supreme General theses Regional Generals are voted for by there regional residents and can serve only 5 years at a time with no term limits. For a General to run for the position of Supreme General they must have been a Regional Steal General for 10 years or more.

Military

Much of the Current arnoxian legion is Stationed in the Cor'Terra system. Every day Arnoxian men and women die holding back the Ever growing Swarm Fleet, though many in the Empire forget that cold truth to humanities survival.

The Arnoixian legions highest military leaders are Steal Generals holding the highest position amongst the militarized legions. This individual is the right hand and Spear of Arnox to the Supreme Steal General.

Arnoxian Background Benefits

Skill Proficiencies: Survival, Intimidation


Weapon Proficiencies: Entrenching tool


Starting wealth: 2d4x10


Extra Languages: None


Bonus Equipment: Entrenching tool, Common clothes, Small cal Pistol or Rifle, Arnoxian Guard Patch,

Feature: Harsh Survivor

once per long rest you may re roll one failed survival check, Con save or Moral test.

Navistoria

Navistroia Is one of the first founded Territories that the First Emperor settled and has withered the worst of history in service to the Holy light and the Emperor. Navistoria is know most known for its massive Navy Being of the Largest in the Empire and its territories and its Deep routed and Ancient Navel tradition. In the earliest days Navistoria Controlled the seas and oceans of the material Anchor under the command of the first Emperor and they played a massive roll in the taking to the skies and modern aviation, now Navistoria supplies the largest Sea and Cosmic Fleets in the Empire, most other Sea and Space fleets within the Empire and its Teritories have some connection to Ancient navistorian Navel History.

Navistoria is also know for its fine dining and exquisite Wines, being much like Italian foods and the wine being some of the most sought after liquids in all the Empire, sometimes the wine can cost more then some of the finest potions and archemic concoctions created.

Navistoria lies on the north western coast of the continant of Terahime and largely has borders with the sultucan jungle and the Northern sea it has small borders with Scrocia on its south and Arnox and Vetalov in its north. Navistoria has rocky and cragy coastline and rolling fertile hills that make for great famlands ideal for fuits like grapes and tomatoes, the farms cover the Mid coast of the Territory north to south. If you don't live within the first 100 miles of the coast you work a farm not to far from it, The wilds beyond that are Largely uninhabited by the Imperial Peoples of Navistoria. If you should find yourself to far out of the tertory you may meet the ancient peopels of the Sultucan Jungles or worse a Varanian war tribe that may see you more as meal then enemy.

Navistorian Background Benefits

Skill Proficiencies: History, Perception


Tool Proficiencies: Cartographers tools or Cooks Utensils


Starting wealth: 4d4x10


Extra Languages: High Common


Bonus Equipment: Compass, Rapier,

Feature: Navigations expert

once per long rest you may re roll one failed survival check, Con save or Moral test.

Sultucan

The sultucan people are strong and fierce warriors as growning up in the jungles of sultucan is no easy task, dealing with frequent Dino attacks or lizard man raid. The terrain is unforgiving and much of the jungle can not be accessed by Tank or vehicle, even in most places the canopy being to thick to land air craft in, any who live away from the few populated areas are meet by consant treat.

Sultucan is one of the few places within the Empire that still has pockets of ancient Terrens that have almost know knowledge of the modern Empire, these lost tribes have been existing in the forest for millennium, having little to know contact with the empire, most of theres tribes dont even pay Emperial Tithings, though it is said that the Empire and the inquisition still keeps close eye on these cultures to avoid unwanted rebellion or Corruptive uprising.

Most of the cities in sultucan are largly re taken by the jungel after creation, only the richest and well oiled infrastructure can keep up with the rampant growth of the jungles, legend amongst the sultucany people say that Renova and Animus created a great tree long ago long before the Emperor, a great tree of life and the Source of the Jungles growth and simbiotic reletionship of all it flora and Fauna, though the location of this tree is unknown but it is said the firs Emperors Son Argon found this tree and spoke with Renova.

Sultucanian

Skill Proficiencies: Athletics, Survival


Tool Proficiencies: Cartographers tools or Cooks Utensils


Starting wealth: 3d4x5


Extra Languages: Lizardfolk


Bonus Equipment: Combat knife or Magna combat knife

Feature: Treverse Jungle

dificalt terrain does not inhibit movement in any jungle terrain.

Frontier

the frontier is a faction of the territory of Cognus and was settled many melenia ago during some of the original crusadeds, located on the mid eastern coast of the continent of Terrahime and comprised of a lager desert to the north with low lying plains in the south. Though it was largely left to its self until the Techno Revelotion when the Empire, specificaly that of Cognus, expanded it realms to that of the frontier to settle and drill its desert machine oil for the advancing Empire.

This production lead to a massive expansion of oil mines and towns to support them throughout the desert, though this was only viable on a resource level while the oil was flowing out of the territories, due to the hash environments of Terra's Deserts. this production lasted for melenia until the oil fields where largely destroyed during the Age of Betrayal and the oil was dried or moved on a seismic level during the cataclysmic changes of the Terraformation.

Now the territory is one of the poorest and least supported territories of the Empire, having no real armies or navies and no measurable off world Populations. The average frontiersman lives a live simmiler to a large scale life style smillar to the "American wild west". Having few major metropolises and and many outlying ranches and homesteaders in the south prairies and grove forests

In the north of the territory what is known as the badlands the stretch of Desert that was once home to the miners and engineers of the old oil fields. Because of the loss of the mines during the terraformation, the surviving populace was lost from the empire and turned to cult worship and deranged fabrications of imperial goods. This leads to the formation of the Techno barbarian tribes and the native Kroks tribes formed what is now known as the Skrappa tribes.

Frontiersman Background Benefits

Skill Proficiencies: Athletics, Survival


Tool Proficiencies: Pick one; Tinkers tools, Smiths tools or masons tools


Starting wealth: 1d6x5


Extra Languages: Krok, Krokling


Bonus Equipment: -

Feature: Beastrider

you gain advantage on any animal handling tests made while riding or handling any ridable beast.

Morthime

Culture

Morthime also known as the land on the dead or the Deadlands, this territory is most steeped in the nature, history and art of Necromancy and the undeath, Morthimes ancient ancestors and the noble houses that reside within it are the ones that convinced and showed the First Emperor the need in a understanding and a balance in the relationship between himself and the Gods of death.

During the most early day of the empires history, the first Emperor crusaded all crossed the the realm of Terra and when he settles the lands of Morthime He encountered many of the earliest Death cults, these where ancient Teeran peoples that had developed a passion for the Dead. These people largely wared with the emperor and the early settling imperials in the lands of Morthime for millennia until the events of the Dark crossing.

It was during the Dark crusade that the Death cults where attacked by the same gods they once worshiped, this leads to a alligance between the death cults and the Emperor. After years of war the emperor finally gaind ground on a diplomatic level, this leads to the allowance of Necromancy, though this will be regulated by the newly founded of Order Mortalius.

Deadlanders are generally grim folk always harping on the darkness in the world and how we must embrace the end when it is upon us. In Morthime the use of Zombies is as common as a necrobot in other territories. Mort hime holds host to many ancient houses of the Empire many of which are vampires and Ghouls.

Geography

morthime is set on the mid western coast of Terahime, this territory hold border

Deadlander

Skill Proficiencies: History, stealth


Tool Proficiencies: Masons Tool, Carpenters tools or Chemistry tools


Starting wealth: 3d4x5


Extra Languages: Ghoul


Bonus Equipment: Pick one: Medium cal pistol or Medium cal rifle, Small call revolver, Small gage shotgun.

Feature: Understanding of death

-.

Scrocia

Scrocia is the realm of pirates, located to the north of the Arid see and south of Navastoria, with the sultucan jungle in the north east. Scrocia consists of a Broken and rocky coast with many bays and inlets as well as islands. This tropical temprate territory is ruled by the pirate king an appointed role that holds the powers of a king. In its early days in the Empire it was Largely in habited by early ancestors of the Sultucan people, but during the rise of the Empire many people of the early Navisorians mixed with the early peoples of Scrocia this lead to the pirates rebellion.

Scrocian Background Benefits

Skill Proficiencies: Perception, Survival


Tool Proficiencies: Cartographers Tools or Carpenters tools


Starting wealth: 3d4x10


Extra Languages: Dark Gothic


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Cognus

Cogmen Backgroung Benefits

Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Icewindar


Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Metropolis


Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Imperial Peaks


Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Vestalov


Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Arcadia


Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Imperial Bayou


Skill Proficiencies: Athletics, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Central Plains


Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Kazrak Hammerholds

Refugee Background Benefits

Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Equestria

Equestrian Background Benefits

Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Refuge

Refuge is the most recently established territory in the empire, largely inhabited by the many animal kin that manage to flee there more savage home planets and find themselves without a place within Imperial Live. Refuge is built upon the ruins of an ancient Imperial realm that was all but destroyed due to a ruinous corruption that broke the former Sartonian Federation. Thhough many of the buildings are old imperial fortresses there are modified by the many animanl and incectkin races that make it there home, so they take on the own features, showing bits of there original hieratge.

Refugee Background Benefits

Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Arid Tundra

-.

Refugee Background Benefits

Skill Proficiencies: Perception, Survival


Tool Proficiencies: Smiths Tools Or Tinkers tools


Starting wealth: 3d4x10


Extra Languages:


Bonus Equipment: A medium cal revolver and a rapier

Feature: -

-.

Planets and Star systems

Star System Types

there are 7 types of star systems, each is believed by the imperial astronomers to be different stages or life cycles of a star, starting with a bright star being the youngest and brightest and the Black star or Dead star being the final stages or perhapse the end of its life. Non the less each star has a specific and profound effect on the planets within its system.

Bright Star

Bright stars are the most common star that has been discovered in the material cosmos. Bright stars provide the greatest amount of pure light and warmth of any of the stars, these system tend to have a more equal balance of plenatery types from hot or arid planets in orbit closest to the star, them more temperate on the inner orbits and dependent on the number of planets in the system the outer orbits will be of the colder types.

Primal Star

Primal stars dont burn quite as hot as a bright star resulting in a decrease in temporate climates and in crease in arid planets as well as ice planets in it outer rings. Primal stars shed a more orange or pinkish light. Primal star system are know to hold many savage and priaml planets attractting all those that with within the ethos of the survival of the fittest.

Blood Star

Blood stars also know as a Red stars dont burn hot nor cold resulting in an increase in arid and death planets as well as some ice planets. blood stars shed a dull redish light, resulting in most planets in the system having a colored red or pink hue when outdoors. Blood stars get the name because of the strange allure those have to blood and the worship or desire for it in many ways.

Frost Star

Frost stars also know as a Cold stars are one of the more dangerous hash star systems, forst stars shed light and UV but no real heat resulting in extreme cold temperatures with many ice planets as well as some death world types. Any natural heat source in these systems are usually occur from geothermal activities.

Mage Star

Mage stars also know as a Blue Stars dont burn hot nor cold resulting in an increase in arid and Gas planets as well as some other death worlds. Mage stars shed a moderately bright blue or even slight purplish light, resulting in most planets in the system having a colored bluish hue when outdoors. Mage stars have a specific and unpredictable effect on those that attempt to harness the powers or the former silver sea.

Black Star

Black stars also known as a Chaos stars star that sheds little to know light most of the time as some flare up casusing unpreditable conditions this leads to the planets in the system being made up of the mainly death worlds and some of the other harsher planet types. The constant change and hash conditions of these systems tend to muster the Most corrupt, vicious and chaotic beings to its lands.

Dead Star

The Dead stars also known as a Magma star sheds little to know light or heat to the planets in there systems, this leads to many ice planets and planets that don't need natural light. The dead star differs in it exsistence drastically, some dead stars are so inert that it may be possible to walk its surface and some may still burn quite hot but still not shed much light, allowing for more arid planets then ice planets within its systems.

Planet Descriptions

Ancient Imperial astronomers and scientists of the first ages techno revolution developed a quick reference system of planet classifications, this has then been built of over the many years of cosmic exploration and now, all known star systems within the Imperial databases have been classified under this order, this is to allow the imperial cosmic explores to have a basic understanding of what is potential on a planets surface as well as if this planet has been discovered before.

Each planet will have included with its Planet type and description, a few Imperial codes see below for details.

Planet Name: This is the planets name, in some cases a planet may have multiple names as the Empire names and classifies each planet in an effort to universalize the known Cosmos. Each planet will have an imperial name if it has been discovered before and then it may have multiple local names or name given by another sentients.

Planet Class & Type: Hear you will fine the Planetary Class and the Type

Xeno Class: a Xeno Class comes in 3 types, Terrestrial, Hybrid, Extraterrestrial. The Terrestrial tag is given to a planet that possess only Flora and Fauna known to the Material Anchor "Terra". An Extraterrestrial tag is given to a planet that possesses little to no Flora or Fauna known to the Material Anchor "Terra". and a Hybrid tag is given when the is a partial split of Terran and extraterran Flora and Fauna.

Below each planet type will have a xeno code, this is a list of which xeno codes that planet type may be, as the exact types of Flora and Fauna a planets has is dependent on the GM or the one who creates the Planet.

Sentients Code: The sentients code is a 3 point tier system, with a 3 labeling a planet with few to none known sentient races and a 1 being a planet with many thriving sentient races.

In the Planet descriptions below you will not see a sentients tier, this is done on purpose as the amount of sentient races you wish to be on a planet is up the GM and the one who creates the Planet.

Terrestrial Planets

Pseudo Terran

Has an ecological system most similar to the realm of Terra, though the percentage of oceanic coverage is slightly less. Pseudo Terran planets tend to have larger populations of animal kin races then the realm of Terra.

Planet Class & Type: Terrestrial: Pseudo Terran

Xeno Class: Terrestrial

Sentients Code: Unknown

Terran Hydro

This planet Type is similar to the realm of Terra but the planet itself is covered in 85% or more in oceans

Planet Class & Type: Terrestrial: Terran Hydro

Xeno Class: Terrestrial

Sentients Code: Unknown

Terran Extreme

These planet types have a mix of Terran terrain types but the transition from one biome to the next is much more drastic and quick. These planets tend to have large populations of non dragonoid reptiles like the Dinosaurs of the realm of Terra.

Planet Class & Type: Terrestrial: Terran Extreme

Xeno Class: Terrestrial, Hybrid

Sentients Code: Unknown

Arborium

Arborium planets covered in dense forests and jungles, with large bodies of fresh water having no true oceans. these planets are often home to many of the Animalkin as well as the Arborians. These planets can harbor many non Terran Flora and Fauna, This is mainly dependent on what star system type these planets are in.

Planet Class & Type: Terrestrial: Arborium

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Desert planets

True Desert

True desert planets are a hash hot environment. these plantes are completely covered in desert like conditions with no year round bodies of water and few mountain rises. these planets are home to the races that can withstand the harshest of environments.

Planet Class & Type: Desert: True Desert

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Pseudo Desert

These planet types have a mix of arid terrains like deserts and rocky plains while also having few forests or jungles with few oceans and less year round fresh water bodies. These planets can harbor many non Terran Flora and Fauna, This is mainly dependent on what star system type these planet are in.

Planet Class & Type: Desert: Pseudo Desert

Xeno Class: Terrestrial, Hybrid

Sentients Code: Unknown

Desert Hydro

These planets have roughly a 50/50 mix of harsh desert and temperate ocean.

Planet Class & Type: Desert: Pseudo Desert

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Ice planets

True Glacier

these planets are very Hash and extremely cold environments with year round massive winter storms and blizzards. Most of the these planets have no year round bodies of water that are not frozen for most if not all year, the bodies of water on these planets are usually under many feet of ice though tunnels and opening are common at times to include yearly thaws exposing bodies of water, though most water is fresh on these planets. These planets can often be of Terran Nature harbor many non Terran Flora and Fauna, This is mainly dependent on what star system type these planet are in.

Planet Class & Type: Ice Planet: True Glacier

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Pseudo Glacier

Pseudo Glacier planets are most similar to the Outlands of the realm of Terra closest to the astral see like the northern realms of Fenriss and Icwindar. these planets have high mountains and deep oceans with massive deep forests and a temperature that remains below freezing for most of any day or even all day at times in a year.

Planet Class & Type: Ice Planet: Pseudo Glacier

Xeno Class: Terrestrial, Hybrid

Sentients Code: Unknown

Tundra

These planets are cold, windy and harsh with little rain or snow in a year except for its intense but short blizzard seasons, having large land masses with only about 50% of the planet covered in ocean and the land is mostly flat rocky tundra with few massive mountain ranges. These planets can harbor many non Terran Flora and Fauna, This is mainly dependent on what star system type these planet are in.

Planet Class & Type: Ice Planet: Tundra

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Ocean Planets

True Ocean

True ocean planets is completely covered in an ocean biome most similar to the realm of Terra. These planets surface has many storms and dense constantly moving clouds and storms, as a thriving culture of Oceankin races and animals exists under its ocean, though the ocean under go's its own changes like tidal movements as well as seasonal changes and environmental changes due to depth.

Planet Class & Type: Ocean Planet: True ocean

Xeno Class: Terrestrial, Hybrid

Sentients Code: Unknown

Temperate Ocean

Temperate Ocean planets are like a true ocean planets but the waters stay warmer for most of the year, These planets have little to no year round land mass and what is year round is usually barren, rocky or mud like. Temperate ocean planets also have massive yearly changes in its oceans depth exposing hundreds of feet of coast and land. allowing for heavy populations of Decapoids that inhabit the coast.

Planet Class & Type: Ocean Planet: Temperate Ocean

Xeno Class: Terrestrial, Hybrid

Sentients Code: Unknown

Coral Ocean

These planets are mostly covered in oceanic waters similer to tropical waters inducive to coral growth, with little exposed land and what is there, is only coral that has grown higher then the average tidal levels. these planets have vast masses of corral reefs just bleow the sea level and on the tidal line that is ideal for a thriving Oceankin environment.

Planet Class & Type: Ocean Planet: Coral ocean

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Alien Ocean

the alien ocean is much like a coral planet but of a more alien nature, possessing mainly ocean flora and fauna that are not found on any planets of a Terran nature.

Planet Class & Type: Ocean Planet: Alien ocean

Xeno Class: Extraterrestrial

Sentients Code: Unknown

Arctic Ocean

Planet Class & Type: Ocean Planet: Arctic ocean

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Ice Ocean

Planet Class & Type: Ocean Planet: Ice ocean

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Arid planets

Barren

An Barren planet is a unique planet they have rocky dry flat lands with scattered craggy mountain rises and little to no rain. These planets have a split of both ocean and land. The land and sea on these planets is riddled with minerals and ores, but neither sea nor land is ideal to life without aggressive adaptations, mutations or off world support.

Planet Class & Type: Arid Planet: Barren

Xeno Class: Terrestrial, Hybrid

Sentients Code: Unknown

Alien Arid

Planet Class & Type: Arid Planet: Alien Arid

Xeno Class: Extraterrestrial

Sentients Code: Unknown

Arid Metal

Planet Class & Type: Arid Planet: Arid Metal

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Baleful Arid

Planet Class & Type: Arid Planet: Baleful Arid

Xeno Class: Terrestrial, Hybrid, Extraterrestrial

Sentients Code: Unknown

Death world planets

plague world

Planet Class & Type: Death World: Plague World

Xeno Class: Hybrid

Sentients Code: Unknown

Poison world

Planet Class & Type: Death World: Poison World

Xeno Class: Hybrid

Sentients Code: Unknown

Caustic World

Planet Class & Type: Death World: Caustic World

Xeno Class: Hybrid

Sentients Code: Unknown

Magma World

Planet Class & Type: Death World: Plague World

Xeno Class: Hybrid

Sentients Code: Unknown

Night world

Planet Class & Type: Death World: Night World

Xeno Class: Hybrid

Sentients Code: Unknown

Chaos World

Planet Class & Type: Death World: Plague World

Xeno Class: Hybrid

Sentients Code: Unknown

Cruel world

Planet Class & Type: Death World: Plague World

Xeno Class: Hybrid

Sentients Code: Unknown

Pox world

Planet Class & Type: Death World: Plague World

Xeno Class: Hybrid

Sentients Code: Unknown

Warped world

Planet Class & Type: Death World: Plague World

Xeno Class: Hybrid

Sentients Code: Unknown

Rage World

Planet Class & Type: Death World: Plague World

Xeno Class: Hybrid

Sentients Code: Unknown

Gas planets

Eye of Ordinatus

Eye of Havoc

Eye of Renova

Eye of Mortis

Eye of Exitar

Eye of Animus

Eye of Magerial

Eye of Technocus

Ignacious Cloud World

Arius Cloud World

Dusterous cloud World

Auqious Cloud World

Excesscious Cloud World

Helucius Cloud World

Plaguous world

Rageiguos world

Necrotus Cloud World

Venominus Cloud World

Mortarius World

Savigious world

Farius cloud world

Ashuous Cloud World

- world

Sanderous cloud world

- world

Known Star systems

Arborium


  • Star Classification: Bright Star
  • Number of Orbiting Planets: 7
Planets

Gassahara


  • Planet Classification: Death World
  • Planet Type: Magma World
  • Orbital Position: 1
  • Number of Moons: 0

Kepellion 1


  • Planet Classification: Desert
  • Planet Type: Desert Hydro
  • Orbital Position: 2
  • Number of Moons: 1

Goria 3


  • Planet Classification: Terran
  • Planet Type: Pseudo Terran
  • Orbital Position: 3
  • Number of Moons: 3

Aborium Prime


  • Planet Classification: Terran
  • Planet Type: Pseudo Terran
  • Orbital Position: 3
  • Number of Moons: 3

Magna Arborium


  • Planet Classification: Terran
  • Planet Type: Arborium
  • Orbital Position: 4
  • Number of Moons: 2

Navunerth


  • Planet Classification: Ocean
  • Planet Type: Coral Ocean
  • Orbital Position: 5
  • Number of Moons: 1

Patillian 3


  • Planet Classification: Ice Planet
  • Planet Type: Pseudo Glacier
  • Orbital Position: 6
  • Number of Moons: 3

Vadaris


  • Planet Classification: Ice Planet
  • Planet Type: Tundra
  • Orbital Position: 7
  • Number of Moons: 5

Desterus


  • Star Classification: Bright Star
  • Number of Orbiting Planets: 11
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Atlanticar


  • Star Classification: Bright Star
  • Number of Orbiting Planets: 9
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Dominus Machina


  • Star Classification: Dead Star
  • Number of Orbiting Planets: 5
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Glacius


  • Star Classification: Frost Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Plutar


  • Star Classification: Dead Star
  • Number of Orbiting Planets: 3
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Galaxius or "Darkstar Cluster"


  • Star Classification: Black Star
  • Number of Orbiting Planets: 5
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Tyranus


  • Star Classification: Dead Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Dominus Adlienus


  • Star Classification: Bright Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Terra'tar


  • Star Classification: Bright Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Magustar


  • Star Classification: Blue Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Bal'Terra


  • Star Classification: Primal Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Triton Prime Freestar Cluster


  • Star Classification: Bright Star
  • Number of Orbiting Planets: 4
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Sangustar


  • Star Classification: Blood Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Astramortalus


  • Star Classification: Dead Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Astramortalus


  • Star Classification: Dead Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Astramortalus


  • Star Classification: Dead Star
  • Number of Orbiting Planets: 7
Planets

-


  • Planet Classification: -
  • Planet Type: -
  • Orbital Position: 1
  • Number of Moons: -

Planet System Name


  • Star Classification:
  • Number of Orbiting Planets:

Planets

Planet Name


  • Planet Classification:
  • Planet Type:
  • Orbital Position:
  • Number of Moons:

Planet Name


  • Planet Classification:
  • Planet Type:
  • Orbital Position:
  • Number of Moons:

Planet Name


  • Planet Classification:
  • Planet Type:
  • Orbital Position:
  • Number of Moons:

Glossary


AnimalKin: This is a catch all term for all the Beastkin races as well as all Insectoid races.


Rotation/Solis/Cycle: One full rotation of Luminus and Noctus, this is 25 Hours.


Closing the end of the Rotation as the lens of Terra begins to Turn to its darker side.


Opening the Beginning of the day as the lens of Terra begins to Turn to its darker side.