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Ama’rane was once connected to Kel-sith Majoa. Centuries later, Kel-sith Majoa split into three bodies after an astral impact. The southwestern mass drifted for thousands of years until it reached its current, centralized location. Later, the first explorers of this region dubbed it Ama’rane.


The Geography of Ama’rane



Ama’rane varies in its environmental terrain—this is relative to your location on the continent. The terrain is a mixture of flat landscape and jagged, unnatural-looking mountain ranges; this is the result of the astral impact that separated Ama’rane from Kel-sith Majoa. Forests are present on Ama’rane , but mostly scattered throughout the continent in clusters. Ama’rane is also the only Ehydian landmass known to contain forests of Essence.

Ama’rane’s geographical position to its neighboring continents makes it convenient for travel and exploration. Though its environment is deadly, many nations have been successful in constructing naval ports and military bases on Ama’rane’s rocky shorelines.


The Climate of Ama’rane

The climate of Ama’rane varies regionally. Traditionally, the northern areas of the continent are cooler than the southern areas, but this is not always the case. Some of Ama’rane’s southern regions contain bizarre formations of rock that plunge miles of landscape into darkness; these freezing areas of Ama’rane are the most hazardous and unstable on the continent.


Ama’rane’s Natural Resources



Ama’rane is virtually untapped in its natural production of Anima, the strongest natural material in Ehydia; it may also contain the largest deposits of precious metals in the world. Over the years many nations attempted to mine Ama’rane for its abundant metals and minerals, but failed due to the continent’s destructive, unpredictable wildlife and political instability—this behavior is attributed to Essence exposure.

Ama’rane is also home for rare and expensive medicinal vegetation. The potential for export of these goods is high.


The Wildlife of Ama’rane

With the exception of Ravinder, Ama’rane is home of the deadliest wildlife in all of Ehydia; this is based on the unpredictable physical, mental, or mystical changes that creatures may incur when exposed to Essence. It is virtually impossible for anyone to adapt to the rapidly evolving creatures of Ama’rane.

Early observations returned data regarding a creature or plant’s “desire” to kill its prey. This data is measured and recorded as a Threat Level, a tool developed by Captain Xandose in the late fourth century. The Threat Level is based on a predator’s territorial aggression, desire to eat, speed, movement, and intelligence; this data is still used in Ehydia’s bestiaries. Sentient beings are typically not specified on the Threat Level.

Attempts to catalog the wildlife on Ama’rane have been difficult. Essence exposure results in new breeds of creatures, or the formation of new creatures. Still, many bestiaries contain information regarding unchanged animal and plant life on the continent. These records are considered indispensable for present and future explorers.


The Early Settlers

Sometime in the first century, shortly after the Fall of the Ancients, nomadic tribes set sail from the northern tip of the Evonian coast. They would continue to island hop for years until finally reaching the rocky shores of Ama’rane.

The nomadic tribes found themselves battling elements of nature that ran unchecked since the destruction of Kel-sith, but they were finally able to settle in the northern hills—an area famous for its unique formation.

The harsh Ama’ranian environment forced these tribes to abandon their nomadic past and settle into a community. These tribes later split into four different factions and formed the Husanies, the Iukocias, the Pagris, and the Dwellers. For years, these four tribes would be the sole, peaceful inhabitants of Ama’rane.


The Age of Exploration

After thousands of years in isolation, the four tribes have forgotten their Evonian roots and consider themselves the rightful natives of Ama’rane. At the dawn of the Age of Exploration, the Iukocian tribe spots Shilan ships approaching its shores. Curiously, they approach the strange travelers and offer them food, water, and shelter. Eagerly, the travelers agree; one of these travelers is Captain Xandose, an immortal Human explorer enthusiastic over the new world he discovered.

Captain Xandose quickly becomes favored amongst the Iukocian, whom believe he is the creator of Ama’rane. His ships are loaded with precious metals and spices, and he returns to Shilan. For the next hundred years, Captain Xandose sailed between Shilan, Evonia and Ama’rane in search of fame, fortune, and adventure.

During one of his explorations, Xandose records the continent’s wildlife. Xandose assigns the animal and plant life a Threat Level; a tool still used in all Ehydian bestiaries. After ten years studying Ama’rane’s wildlife, Captain Xandose returns to Shilan and is granted enough ships and materials to return to Ama’rane and survey the rest of the continent.

Seven years later, Captain Xandose returns to Ama’rane only to find the village of the Iukocians in ruins. The fate of the Iukocians, Captain Xandose, and his crew is never determined. Only two pages from Captain Xandose’s diary exist; the second page details his discovery of the Iukocian ruins.


The Age of Eclipse

Researchers from Eridan, North Kel-sith construct a military base on Ama’rane’s northeastern shore in attempt to harvest Anima and construct enchanted weapons; the mission is led by Derium Ceriuam, Eridan’s most respected Sage.

Sage Ceriuam spends three years researching the most efficient procedure to extract Anima while minimizing the effects of exposure. During his research, Derium, having been fascinated with multiple universes, hypothesizes that crystals of Anima, when aligned correctly, may provide the necessary amplification required to open doors to new worlds.

Several years after Derium returns to Eridan he discovers a demon remnant of the Demos Wras (Demon Wars) named Eclipse has awoken from his slumber. Upon awakening, Derium assumes his true, gaseous, form and eclipses the sun.

As the world plummets into an ice age, Sage Ceriuam requests Eridan’s Royal Family to grant him passage to Ama’rane in hopes of defeating Eclipse using Anima extracted from Ama’rane’s mines; he is granted permission and embarks for Ama’rane the following day.

anima smallWithin two years, Derium arrives on the snow-covered Ama’rane. Immediately, he orders the construction of a circular construction crafted from Anima, and he uses a transportation spell to open a portal to another world. Derium manages to pull Eclipse into the opened portal, but he is not strong enough to pull him in entirely. The result is that for fourteen days (fifteen if it is a leap year) Ehydia is plunged into darkness from the remains of Eclipse that still orbit the planet’s atmosphere; this month became known as Nocural.

After defeating Eclipse, Derium chooses to remain on Ama’rane until the war overseas has ended—the Mages assisting Derium returned to Eridan after promising to send word when war ended.




The Age of Recovery

After conquering the Four Great Nations (Kai’vivorian, North Vari’kah, South Vari’kah, and Kyrosai), Sesi-kai departed for Eridan’s military base on Ama’rane’s northeastern shore. Once arrived, Sesi-kai rearranged Derium Ceriuam’s construct as a teleportation station. He selected four stones to alter, one stone for each great city of the Four Great Nations. From here, Sesi-kai could launch an attack into the hearts of his enemies within the blink of an eye.

Ten years passed, and Sesi-kai set his eyes on the growing nation of Camoon, Lon’gordia. Sesi-kai, tasting complete world domination, expended his resources in building Abaddon, a series of towers off the northern and eastern coasts of Ama’rane. The towers of Abaddon served as sentry stations for the Sesian guardsmen; eventually, Sesi-kai would have launched a full-scale attack on Camoon had the Camoonians not preemptively struck.

During the escalating cold war between Sesi-kai’s Empire and Camoon, the Ancients of Ema found an opportunity to strike Sesi-kai in the Eridan valley—the location of Eridan’s military encampment, and the home of Sesi-kai’s Empire. With Sesi-kai now distracted, the Ancients of Ema sent word to the rebel forces of Eridan, Vanyelar, and Sul-angue that an attack on Ama’rane would be conducted at the beginning of Sesi-kai’s war with Camoon.

Sesi-kai ordered the Four Great Nations to dispatch their finest soldiers and mages to Ama’rane; many sent forth to aid Sesi-kai were rebel soldiers and amongst them the wielder of the Tempest.

With two days before the rebel’s arrival on Ama’rane, the Dwarves of Camoon preemptively struck Abaddon. Enraged, Sesi-kai dispatched a good portion of his soldiers to assist Abaddon; the transportation was made instantaneous via the fifth teleportation stone Sesi altered to transport him to and from Abaddon.

The battle at Abaddon is legendary amongst the Lon’gordians. No Dwarven casualties were had, and with a day’s bombardment, the Dwarves delivered enough structural damage to Abaddon’s central towers. The result was devastating; Abaddon collapsed under its own weight and sank into the Shorverne Ocean.

At the dawn of the next day, rebel forces arrived on Ama’rane’s shores and launched a brutal attack on Sesi-kai’s unsuspecting army. The history of the battle is fragmented, but it is known that the wielder of the Tempest rushed Sesi-kai’s tower and faced him head-on. Sesi-kai stripped the wielder of the Tempest’s power and threw him and the rusted remains of the legendary weapon from his window. Later, Sesi-kai would retrieve the skin of he wielder’s body and display it as his nation’s flag.

Sesi-kai continued his brutal rule over Eihydia for hundreds of years before mysteriously vanishing. There are several theories about his disappearance: one claiming his prolonged and direct exposure to the Gaia Tributary destroyed him; another that he was murdered by a mysterious woman referenced in history as someone whom captured his true heart’s affection. Others believe a new hero was chosen to wield the revived Tempest, and that he slew Sesi-kai on the anniversary of the previous wielder’s demise. Without the leadership of Sesi-kai, the Four Great Nations of Eihydia were quickly able to overthrow his Empire and restore peace to the world. The dust from this final battle never settled, and it appropriately earned the ruins of Sesi-kai’s Empire the name Valley of Mist.

The Four Great Nations of the world, having experienced victory as a united front, joined with Camoon to form the beginnings of a world Empire.


The Age of Unity

The establishment of Tralisia, a neutral city ruled by representatives to the Empire, marked the beginning of the end to the Age of Unity. The Empire consisted of a collection of nations from North Kel-sith, South Kel-sith, Lon’gordia, and Evonia. For thousands of years, the nations within the Empire kept peace and open trade with one another. After some time, it was decided, to build a city on Ama’rane to serve as a midway point for the nations to import and export goods.

Each nation of the Empire selected a representative to serve on Tralisia’s council; these representatives were: Seline Vilore, from Vilainburgh, Evonia; Erius Riesuts, from Vanyelar, North Kel-sith; Kalosyn Lambordia, from Sul-angue, South Kel-sith; and Rakker Falsoth, from Orethyst, Lon’gordia. Over the years this roster would change to include Zythane Vilore, from Vilainburgh, Evonia; Mavis Buckinghall, Orethyst, Lon’gordia; and Jeremis Silbeck and Lamishtis Kaervek, both of who were from Tralisia.

Corruption riddled the council from the very beginning. Seline Vilore and Rakker Falsoth immediately took control of the city away from Kalosyn Lambordia and Erius Riesuts by abusing the council’s democratic voting system. Zythane Vilore, Seline’s father, replaced Rakker Falsoth as the Chief Justice after he was killed in battle—Mavis Buckinghall would later replace Zythane. By the time Zythane was replaced by Mavis, the council’s power had shifted into the hands of Erius and Kalosyn, and a more democratic approach was established over the city.

Duskhaven, the Forgotten Fortress

Duskhaven is a forgotten fortress from a previous age. Its dark foreboding doors reside somewhere in the wild depths of Ama’rane. It is here in this fortress, that unfortunate adventurers from Tralisia have made their way into the deadly halls. You will find below a recounts of their adventures within…

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