Post by ThreeDawg on Jan 27, 2015 7:03:11 GMT -5
The Dervanen Empire.
{Faction Overview - Click to View}
The Dervanen Empire exists primarily under the noses of Western Gabriola, stretching like an outreaching spider from the southern edges of Salestrom to Atannar in the far north and further east towards the deserts of Shagadad. While the Dervanen stretch this far, the bulk of their population exists within the confines of the Confederacy and slightly to the north, centered on Gammorgen.
The Empire exists as a loose organisation of Great Thaigs, each with their own King, Shaperate and Customs that govern their rule. Each Great Thaig will have a number of other Thaigs beneath it, much how a City will often govern and tax surrounding Towns. The Great Thaigs however must all swear loyalty to the High King (or rarely, the High Queen), who rules in the Great Thaig of their choice, usually the Great Thaig he or she was born in.
The High King is chosen by the Assembly, a leading body of representitives from the most notable Noble houses. The High King is usually chosen from his legal heir, the oldest son (or if a son is lacking, daughter). However, the Assembly has often chosen a deceased High King's sibling, or another more influental King from outside the High King's family if the deceased High King was particularly disliked. The High King will always be in direct control of Dervanen interactions in Gammorgen, as is his right. Out of these bounds it is whomever is the King of the Great Thaig who authorised the interaction or their Vassal.
The Dervanen also have something known as the Shaperate, a scholarly board that not only documents and maintains every historical record of the Dervanen Empire, but is the Dervanen's answer to a Judicial Court and Priesthood. The Shaperate 'shapes' the history of the Dervanen in the Stone, using the little-known Runic language of the Dervanen. In these Memories, as they're called, specific individuals will often be picked out as particularly examples of the perfect Dervanen. These males and females could have won major military victories, of enacted military reforms. They may have invented marvelous things or made particularly beneficial trade agreements, or ruled with a remarkably just hand. These Paragons of their Kind are often revered, having their likeness carved into great statues - often with an itme that represents their achievements, like an axe, their invention or a scroll.
For an in-depth look at the history of the Dervanen, see the Memories section below.
Dervanen Army:
The Dervanen employ heavy soldiers in their legions, outfitted with dense plate mail. Often these heavy soldiers will utilise long heavy axes or tower shields that hide most of their body alongside short swords or maces. Few Dervanen warriors use lighter armours, but those who do are often scouts or stealth-warriors who need speed over defensive capabilities.
Dervanen Archers are just as rare, being primarilly Surfacer Dervanen who are hired by the Legion for work above the surface, where arrows are useful. Dervanen Crossbowers are more common, as these weapons are more powerful in the underground networks the Legion works in. Recent inventions of the Miniaturised Repeating Ballista has been described as the 'Repeating Crossbow' and has been a great boon to Dervanen ranged warfare.
The Dervanen have no cavalry, bar Bronto riders employed to drag artillery trains or resource caravans. They do utilise Golems, though, a secret practice of giving life to Stone or Metal that costs dearly the life of another but creates a terrifying obedient engine of war.
Dervanen Engines of War are often small, having adapted for use in the confined spaces of the world's Underworld. Devestating Repeating Ballista are common, being used atop barricades or from baggage trains to rain bolts at the rate of 10 bolts a minute upon the enemy. Furthermore, recent inventions on behalf of Paragon Danka have created a whole new mode of using these repeating ballista, by equipping explosive-tipped bolts on the Ballista that can also be timed to explode.
They also have no navy, except barges that run up and down the underground river networks. The Dervanen also have a series of Thaigs along the coast of the Deep Sea, but those are foreboding places constantly beset by danger - their 'fishing' vessels are possibly the closest the Dervanen have to warships. Their lack of maritime history goes hand in hand with a their lack of wood, which must be imported from the Surfacers outside of the Confederacy and is often not of sufficient quality for vessels.
The Dervanen Empire exists primarily under the noses of Western Gabriola, stretching like an outreaching spider from the southern edges of Salestrom to Atannar in the far north and further east towards the deserts of Shagadad. While the Dervanen stretch this far, the bulk of their population exists within the confines of the Confederacy and slightly to the north, centered on Gammorgen.
The Empire exists as a loose organisation of Great Thaigs, each with their own King, Shaperate and Customs that govern their rule. Each Great Thaig will have a number of other Thaigs beneath it, much how a City will often govern and tax surrounding Towns. The Great Thaigs however must all swear loyalty to the High King (or rarely, the High Queen), who rules in the Great Thaig of their choice, usually the Great Thaig he or she was born in.
The High King is chosen by the Assembly, a leading body of representitives from the most notable Noble houses. The High King is usually chosen from his legal heir, the oldest son (or if a son is lacking, daughter). However, the Assembly has often chosen a deceased High King's sibling, or another more influental King from outside the High King's family if the deceased High King was particularly disliked. The High King will always be in direct control of Dervanen interactions in Gammorgen, as is his right. Out of these bounds it is whomever is the King of the Great Thaig who authorised the interaction or their Vassal.
The Dervanen also have something known as the Shaperate, a scholarly board that not only documents and maintains every historical record of the Dervanen Empire, but is the Dervanen's answer to a Judicial Court and Priesthood. The Shaperate 'shapes' the history of the Dervanen in the Stone, using the little-known Runic language of the Dervanen. In these Memories, as they're called, specific individuals will often be picked out as particularly examples of the perfect Dervanen. These males and females could have won major military victories, of enacted military reforms. They may have invented marvelous things or made particularly beneficial trade agreements, or ruled with a remarkably just hand. These Paragons of their Kind are often revered, having their likeness carved into great statues - often with an itme that represents their achievements, like an axe, their invention or a scroll.
For an in-depth look at the history of the Dervanen, see the Memories section below.
Dervanen Army:
The Dervanen employ heavy soldiers in their legions, outfitted with dense plate mail. Often these heavy soldiers will utilise long heavy axes or tower shields that hide most of their body alongside short swords or maces. Few Dervanen warriors use lighter armours, but those who do are often scouts or stealth-warriors who need speed over defensive capabilities.
Dervanen Archers are just as rare, being primarilly Surfacer Dervanen who are hired by the Legion for work above the surface, where arrows are useful. Dervanen Crossbowers are more common, as these weapons are more powerful in the underground networks the Legion works in. Recent inventions of the Miniaturised Repeating Ballista has been described as the 'Repeating Crossbow' and has been a great boon to Dervanen ranged warfare.
The Dervanen have no cavalry, bar Bronto riders employed to drag artillery trains or resource caravans. They do utilise Golems, though, a secret practice of giving life to Stone or Metal that costs dearly the life of another but creates a terrifying obedient engine of war.
Dervanen Engines of War are often small, having adapted for use in the confined spaces of the world's Underworld. Devestating Repeating Ballista are common, being used atop barricades or from baggage trains to rain bolts at the rate of 10 bolts a minute upon the enemy. Furthermore, recent inventions on behalf of Paragon Danka have created a whole new mode of using these repeating ballista, by equipping explosive-tipped bolts on the Ballista that can also be timed to explode.
They also have no navy, except barges that run up and down the underground river networks. The Dervanen also have a series of Thaigs along the coast of the Deep Sea, but those are foreboding places constantly beset by danger - their 'fishing' vessels are possibly the closest the Dervanen have to warships. Their lack of maritime history goes hand in hand with a their lack of wood, which must be imported from the Surfacers outside of the Confederacy and is often not of sufficient quality for vessels.
{Provinces: - Click to Expand}
{94 - Gammorgen}
Terrain: The Bannorn name their mountains Gammorgen, The Father's Peaks. These are the tallest mountain range within what has come to be Ravenheart lands. The greatest peak, Ma'bahelon, is one of the tallest in Gabriola. It is in the valleys of this mountain range that the Dervanen first found the Surface and its inhabitants.
Army: The armies of Gammorgen are the armies of the Dervanen, although each Bannorn City-State will have a retinue of high;y trained soldiers and guardsmen they are capable of raising a militia from their homesteaders. These Bannorn Militias are usually poorly trained, but are armed with fine Dervanen-crafted weapons and armour. The independant Bannorn tribes also owe some loyalty to the Dervanen, and can be persuaded to lend their substantial forces of Reavers and Archers who know their mountains well. Often the City-States or the Dervanen will hire the nomadic Bannorn to tackle problem Dragons, or guide groups through the mountains to put down troubles like Gnoll Chieftains.
Brief Description: Gammorgen has since come to house the largest Surfacer Dervanen population on Gabriola, and is of course host to the largest population of Bannorn. Several cities of the mountain men have sprung up around the roads to the Great Thaigs of the Dervanen. In these cities are found many of the races the Ravenheart, including a notable Elven population of dignitaries and diplomats, who regularly make trips into the Deepest Roads to contact the Dervanen.
Gammorgen is also host to a clan of Galar Orcs, the Stormreavers. Far from their homelands, these isolated Orcs are independent of the Horde community and are isolationist by nature, they have been known to war with the Bannorn though. Or raid trade caravans.
Other notable species to inhabit Gammorgen are the wingless Northern Wyverns and their cousins the Basilisks. The bestial High Dragons are also known to roost in the remote mountains, feeding on roaming herds of Gern or Bronto. Troggs, Gnolls, Kobolds, Graugs and many other semi-subterranean or mountainous species live in these mountains too - causing no end of problems for its inhabitants.
Gammorgen is host to a number of City States, but the three main ones are:
Terrain: The Bannorn name their mountains Gammorgen, The Father's Peaks. These are the tallest mountain range within what has come to be Ravenheart lands. The greatest peak, Ma'bahelon, is one of the tallest in Gabriola. It is in the valleys of this mountain range that the Dervanen first found the Surface and its inhabitants.
Army: The armies of Gammorgen are the armies of the Dervanen, although each Bannorn City-State will have a retinue of high;y trained soldiers and guardsmen they are capable of raising a militia from their homesteaders. These Bannorn Militias are usually poorly trained, but are armed with fine Dervanen-crafted weapons and armour. The independant Bannorn tribes also owe some loyalty to the Dervanen, and can be persuaded to lend their substantial forces of Reavers and Archers who know their mountains well. Often the City-States or the Dervanen will hire the nomadic Bannorn to tackle problem Dragons, or guide groups through the mountains to put down troubles like Gnoll Chieftains.
Brief Description: Gammorgen has since come to house the largest Surfacer Dervanen population on Gabriola, and is of course host to the largest population of Bannorn. Several cities of the mountain men have sprung up around the roads to the Great Thaigs of the Dervanen. In these cities are found many of the races the Ravenheart, including a notable Elven population of dignitaries and diplomats, who regularly make trips into the Deepest Roads to contact the Dervanen.
Gammorgen is also host to a clan of Galar Orcs, the Stormreavers. Far from their homelands, these isolated Orcs are independent of the Horde community and are isolationist by nature, they have been known to war with the Bannorn though. Or raid trade caravans.
Other notable species to inhabit Gammorgen are the wingless Northern Wyverns and their cousins the Basilisks. The bestial High Dragons are also known to roost in the remote mountains, feeding on roaming herds of Gern or Bronto. Troggs, Gnolls, Kobolds, Graugs and many other semi-subterranean or mountainous species live in these mountains too - causing no end of problems for its inhabitants.
Gammorgen is host to a number of City States, but the three main ones are:
- Dervendar, largest and most crucial of Gammorgan's City States. This city has been run by the 'civilised' Bannorns of House (once Clan) Talmaghast for the last two centuries after they deposed the last Chief and his family with a blood war.
The Talmaghasts have long espoused the benefits of trade and connections, building the necessary infrastructure required to trade with the Dervanen. As a consequence of these actions, Dervendar has grown rich and fat as the primary hub for trade between the Dervenan and the rest of the Ravenheart.
Dervendar is as large under as it is above, the great distribution centres of Underven employ hundreds of Dervanen, Bannorn and even Elves to organise caravans that supply the entire Dervanen Empire. The Talmaghasts have their hands in this venture, too, and provide a sizable Bannorn presence to guard caravans above and below ground. - The second most important Surfacer City is Tarakus, another city founded by the Dervanen Legion. Originally the first Legion Outpost above ground, Tarakus grew far beyond its original walls when Bannorn and Elves settled nearby. There is a large population of exiled Surface Dervanen in the city, kept from entering by the strict military command that controls the city and all trade in and out of the Empire.
The city's massive keep is constructed of 'living' stone, carved into the mountain face the city is formed around. As such, Dervanen deem it still part of the Stone and indeed Dervanen who spend time regularly in this Fortress tend to not lose their Stone-Sense as quickly. Still, only the Legion are allowed to leave the Fortress to occupy outposts or deal with problems, any other must be dealt with through Bannorn or Surfacer Dervanen.
Much of the Dervanen Legion presence above ground is in this location, as it watches over an open plain with passes north and south. The northern passes lead directly to the mountains of Haelstrom and beyond, while the southern passes are one of the few entrances to the Northern Lands from the Ravenheart's territory and the distant Hordelands. Travel along this route is few, due to the relative isolation of the Northern Lands, yet the keeps importance in providing a bulwark against foreign invasion hasn't gone unnoticed by the Confederacy, who provide it with a few levies of their own. - Matar is an annexed section of land along the distant north coast of Fuyuki. It is the Dervanen's only surface port city, and is largely run and staffed by Sun Elves or the natives of the province. The stretch of land was annexed long before the Confederacy formed, and has been a contentious point between Fuyuki and the Dervanen for many decades. Before the Confederacy began, several short wars were even wages over the port. The Dervanen see this city is deeply important for trade, as it is the only port that has a direct link to the underground Empire and is the supplier of much of the Empire's exotic demands and even simple things like foreign grains.
Matar is guarded by a Legion Outpost connected to the city by the Deepest Roads, so close to the surface that you can 'smell the sea salt and sunlight' from its halls. While the wars with Fuyuki have ended, skirmishes are not unknown and it has taken Sun Elf and Wood Elf pressure to halt the conflict between the two sides while a real treaty can be created.
{Races: - Click to Expand}
{Dervanen: - Click to View}
The Dervanen stand at a short 4ft 10 to 5ft 3. They are broadly built and show a high sexual dimorphism, males tend to be shorter and stockier while females are often taller and leaner (by Dervanen standards).
Their hair colours run from dark blondes, Browns, blacks and reds. Although Red headed is all too common, you're just as likely to see blacks or browns in the population. Blonde is rarer, as is going silver with age - most Dervanen go a dark grey like stone. A silver head of hair, Dervanen believe indicates you've lived a life particularly Stone-Blessed.
Similarly Dervanen have a broad range of eye colours most Dervanen have brown or the rarer blue or green eyes, although 'fire eyes' of red or orange are not uncommon.
Dervanen have many skin colours too, although most are primarily a pinky-beige or pale skin colour. There are grey skinned Dervanen and darker skinned Dervanen but they tend to be few in number and come from specific Thaigs largely isolated from the Empire by time and physical forces.
Tattoos are important to a Dervanen, and will often be a sign of their Birth Caste. Castes, in ascending order, are: Miners, Traders, Smithies, Warriors, Nobles. The Smith and Warrior Castes are roughly on par, and the Shaperate is exempt from the Caste system, calling remarkable individuals from all Castes. The Noble Caste is primarilly founded by the Houses of remarkable Smiths, Warriors or rarely Traders. There has only ever been a few Noble Houses formed from Miners, most notable Houses that discovered extremely rare ores or very significant deposits.
The Dervanen are a very stoic and cynical people, inhospitable to even their own they will speak their minds rather than keep anything back. They have a very dry sense of humour, and don't make easy friends. Loyal, unwavering friends - but not easy to be around. They're defensive, and take offense easily yet don't care if they offend anyone else. Of the rest of the world, they do not care for the surface is not their problem. Unless their Treaty with the Ravenheart is brought up - they withold the ability to grumble the entire way to victory.
Interestingly, Dervanen are incapable of magic and have a natural resistence to its effects.
Mount of choice: Dervanen have no true cavalry, but they employ a large primarily underground species called the Bronto to pull caravans and baggage trains. One or two Dervanen can (uncomfortably) ride on the back of a Bronto, but most prefer to walk and lead the beasts from the front.
The Dervanen stand at a short 4ft 10 to 5ft 3. They are broadly built and show a high sexual dimorphism, males tend to be shorter and stockier while females are often taller and leaner (by Dervanen standards).
Their hair colours run from dark blondes, Browns, blacks and reds. Although Red headed is all too common, you're just as likely to see blacks or browns in the population. Blonde is rarer, as is going silver with age - most Dervanen go a dark grey like stone. A silver head of hair, Dervanen believe indicates you've lived a life particularly Stone-Blessed.
Similarly Dervanen have a broad range of eye colours most Dervanen have brown or the rarer blue or green eyes, although 'fire eyes' of red or orange are not uncommon.
Dervanen have many skin colours too, although most are primarily a pinky-beige or pale skin colour. There are grey skinned Dervanen and darker skinned Dervanen but they tend to be few in number and come from specific Thaigs largely isolated from the Empire by time and physical forces.
Tattoos are important to a Dervanen, and will often be a sign of their Birth Caste. Castes, in ascending order, are: Miners, Traders, Smithies, Warriors, Nobles. The Smith and Warrior Castes are roughly on par, and the Shaperate is exempt from the Caste system, calling remarkable individuals from all Castes. The Noble Caste is primarilly founded by the Houses of remarkable Smiths, Warriors or rarely Traders. There has only ever been a few Noble Houses formed from Miners, most notable Houses that discovered extremely rare ores or very significant deposits.
The Dervanen are a very stoic and cynical people, inhospitable to even their own they will speak their minds rather than keep anything back. They have a very dry sense of humour, and don't make easy friends. Loyal, unwavering friends - but not easy to be around. They're defensive, and take offense easily yet don't care if they offend anyone else. Of the rest of the world, they do not care for the surface is not their problem. Unless their Treaty with the Ravenheart is brought up - they withold the ability to grumble the entire way to victory.
Interestingly, Dervanen are incapable of magic and have a natural resistence to its effects.
Mount of choice: Dervanen have no true cavalry, but they employ a large primarily underground species called the Bronto to pull caravans and baggage trains. One or two Dervanen can (uncomfortably) ride on the back of a Bronto, but most prefer to walk and lead the beasts from the front.
{Bannorn: - Click to View}
The Bannorn have lived in the mountains of Gammorgen for longer than even the Wood Elves can remember. One of the first sub-cultures of Humans to venture into the West and further South, they could be seen as an ancient remnent of what life for early Humans was like. Of all the Human Cultures, they are most related to the Svarjholders of the Northern Lands. Their skin is quite pale, their hair often fair, but their bodies well muscles and tall.
The Bannorn named this mountain range for their God, Garm the Mountain. Garm is a god of violence and pain, yet his will is tempered by Mala the Mother. Mala is a god of kindness for her children, yet she is harsh much like Garm is to those who break their ancient rules or those who threaten her children. Many other Gods are worshiped by the Bannorn, and often these Gods are different for each tribe, yet they all share a reverence for the Mountain and Mother.
Mount of choice: N/A, although Bannorn aren't incapable of riding any mount presented to them - as a culture they just lack a domesticated mount.
The Bannorn have lived in the mountains of Gammorgen for longer than even the Wood Elves can remember. One of the first sub-cultures of Humans to venture into the West and further South, they could be seen as an ancient remnent of what life for early Humans was like. Of all the Human Cultures, they are most related to the Svarjholders of the Northern Lands. Their skin is quite pale, their hair often fair, but their bodies well muscles and tall.
The Bannorn named this mountain range for their God, Garm the Mountain. Garm is a god of violence and pain, yet his will is tempered by Mala the Mother. Mala is a god of kindness for her children, yet she is harsh much like Garm is to those who break their ancient rules or those who threaten her children. Many other Gods are worshiped by the Bannorn, and often these Gods are different for each tribe, yet they all share a reverence for the Mountain and Mother.
Mount of choice: N/A, although Bannorn aren't incapable of riding any mount presented to them - as a culture they just lack a domesticated mount.
{Notable Individuals - Click to Expand}
- High King Kar Martucen, reigning High King of the Dervanen Empire.
- Paragon Mafaret, founder of the Legion Reforms.
- Paragon Danales, she invented the process of manufacturing Golems long ago.
- Paragon Tchurka, inventor of clockwork, repeating ballista and smokeless fuel.
- Paragon Danka, inventor of the explosive Dankanan Powder. This powder is often used in charges to aid mining, or to collapse problem chambers. Several efforts on behalf of the still-living Paragon have had her attempt to use Dankanan in warfare. Including explosive-tipped bolts. It is incredibly rare for a Paragon to be named within their lifetime, and this Paragon is no exception. She is incredibly intelligent, and has even managed to miniaturise the process of creating Repeating Ballistas for hand-held usage.
- Legate Bolg Ayduken, Legate of Gammorgen's Legions.
- Lord Dagen Talmaghast, Lord of the City of Dervendar and House Talmaghast.
- Chief Mortol of the Wyvernbloods, one of the larger tribes of Gammorgen's Bannorn.
{The Dervanen Memories - Click to Expand}
{From the Memories of the Stone and Wave: - Click to View}
At World's Dawn there was but Stone and Wave. Of Stone and Wave, Life was born. The first beasts of Stone were Wyrms and Mole, while the Wave gave birth to Fish and Tusket. The Stone stood solid and proud from end-to-end, but the Wave defied the Stone's boundaries and would sweep through it. The Wave cut deep trenches through the Stone with its waters. The Wave ground the Stone to dust and bore holes in its skin. But mighty Stone was not powerless, and with the great Soul-Stones was the first Dervanen born.
The first Dervanen were born of Stone and stolen Wave. The Stone set the Dervanen to master Wave, to drink it dry or cease it's destruction. But Dervanen could not see in the darkness of the Stone. For their work, the Stone gave Dervanen the first Memories, of Fire and Brightstone. Upon touching Brightstone the Dervanen could see the cavernous destruction of Waves passed, and they bore Brightstone with them to illuminate the darkness. The Dervanen could reach for Fire too, but were burnt in its touch. So they chose to keep it locked away, and with it they made the first metals from the Stone Gifts around them.
With metals and Brightstone the Dervanen could scare off the bastard children of the Stone, those beasts born where Wave touched Stone and corrupted its essence. Beasts like the Deepstalkers, Gevarn and the dreaded Bagorgs, thrice the size of Dervanen. So Dervanen set out to drink the Wave dry or control it. With metals they could shape the Stone in ways it could not, and they followed its guide to build the first Thaig, free of Deepstalkers, Gevarn or the dreaded Bagorgs. The Dervanen lived happily, but their mission incomplete, for the Wave ran freely not far away. So Dervanen touched Wave and made it straight, built channels and pools of strongest Stone to keep it from straying its path. For all Wave would on day reach the Deep Sea, where it belonged, but it was the path of destruction it caused that caused the Stone to suffer. Wherever Wave went Dervanen would follow, they fed off its life and would guard the Stone from its touch. So more Thaigs formed as Dervanen spread, great straight roads from Thaig-to-Thaig kept safe by Brightstone and Fiery Stone-Magma.
So as not to forget their purpose, the Grand Thaig used Words to record the Memory, a Shaperate of Dervanen's purpose. All undertakings both grand and small were recorded, so Dervanen could remember its purpose and how it became. The Dervanen grew strong upon the backs of Stone-Siblings, like the Bronto and Nug, who gave food and labour for the Dervanen to grow. Dervanen ate fungi, it's growth uncontrolled, for Fungi sealed the Stone-Wounds where planted and allowed to grow. When Dervanen died they were given to the Stone, sealed in rock with precious gifts to walk again with their Ancestors in the Stone - their place and deeds recorded in the Memory of Dervanen.
All changed once Wave was controlled, for the Stone was joyous and gave freely of its Blood. Greens and blues, purple and teal, Stone-Blood flowed freely and sung the praise of the Ancestors in the Stone. Dervanen used Stone-Blood to power their forge, but Stone-Blood burned too sickly and was not right. Dervanen tried Stone-Blood to build their homes, but too much Stone-Blood stole Dervanen away to rejoin the Stone before their time. So the Shaperate used Stone-Blood to adorn great statues, of Dervanen passed that proved to be Paragons of their kind. Now Statues lined the Deepest Roads, that would guard them from Deepstalkers, Gevarn and the dreaded Bagorgs and forever remind Dervanen where they had come from and how.
Dervanen built Great Thaigs to honour the Stone, and the Stone sent them the King's Crown to govern Dervanen - so many and so spread. Peace was upon Dervanen, no stone, no Deepstalkers and no dreaded Bagorgs.
At World's Dawn there was but Stone and Wave. Of Stone and Wave, Life was born. The first beasts of Stone were Wyrms and Mole, while the Wave gave birth to Fish and Tusket. The Stone stood solid and proud from end-to-end, but the Wave defied the Stone's boundaries and would sweep through it. The Wave cut deep trenches through the Stone with its waters. The Wave ground the Stone to dust and bore holes in its skin. But mighty Stone was not powerless, and with the great Soul-Stones was the first Dervanen born.
The first Dervanen were born of Stone and stolen Wave. The Stone set the Dervanen to master Wave, to drink it dry or cease it's destruction. But Dervanen could not see in the darkness of the Stone. For their work, the Stone gave Dervanen the first Memories, of Fire and Brightstone. Upon touching Brightstone the Dervanen could see the cavernous destruction of Waves passed, and they bore Brightstone with them to illuminate the darkness. The Dervanen could reach for Fire too, but were burnt in its touch. So they chose to keep it locked away, and with it they made the first metals from the Stone Gifts around them.
With metals and Brightstone the Dervanen could scare off the bastard children of the Stone, those beasts born where Wave touched Stone and corrupted its essence. Beasts like the Deepstalkers, Gevarn and the dreaded Bagorgs, thrice the size of Dervanen. So Dervanen set out to drink the Wave dry or control it. With metals they could shape the Stone in ways it could not, and they followed its guide to build the first Thaig, free of Deepstalkers, Gevarn or the dreaded Bagorgs. The Dervanen lived happily, but their mission incomplete, for the Wave ran freely not far away. So Dervanen touched Wave and made it straight, built channels and pools of strongest Stone to keep it from straying its path. For all Wave would on day reach the Deep Sea, where it belonged, but it was the path of destruction it caused that caused the Stone to suffer. Wherever Wave went Dervanen would follow, they fed off its life and would guard the Stone from its touch. So more Thaigs formed as Dervanen spread, great straight roads from Thaig-to-Thaig kept safe by Brightstone and Fiery Stone-Magma.
So as not to forget their purpose, the Grand Thaig used Words to record the Memory, a Shaperate of Dervanen's purpose. All undertakings both grand and small were recorded, so Dervanen could remember its purpose and how it became. The Dervanen grew strong upon the backs of Stone-Siblings, like the Bronto and Nug, who gave food and labour for the Dervanen to grow. Dervanen ate fungi, it's growth uncontrolled, for Fungi sealed the Stone-Wounds where planted and allowed to grow. When Dervanen died they were given to the Stone, sealed in rock with precious gifts to walk again with their Ancestors in the Stone - their place and deeds recorded in the Memory of Dervanen.
All changed once Wave was controlled, for the Stone was joyous and gave freely of its Blood. Greens and blues, purple and teal, Stone-Blood flowed freely and sung the praise of the Ancestors in the Stone. Dervanen used Stone-Blood to power their forge, but Stone-Blood burned too sickly and was not right. Dervanen tried Stone-Blood to build their homes, but too much Stone-Blood stole Dervanen away to rejoin the Stone before their time. So the Shaperate used Stone-Blood to adorn great statues, of Dervanen passed that proved to be Paragons of their kind. Now Statues lined the Deepest Roads, that would guard them from Deepstalkers, Gevarn and the dreaded Bagorgs and forever remind Dervanen where they had come from and how.
Dervanen built Great Thaigs to honour the Stone, and the Stone sent them the King's Crown to govern Dervanen - so many and so spread. Peace was upon Dervanen, no stone, no Deepstalkers and no dreaded Bagorgs.
{From the Memories of the Stone Holes and Sky: - Click to View}
In the years of High King Altuous Ayduken the Stone cried out, for a great wound had torn itself upon it. It called itself the Sky, a dizzying height to rival the Depths of the Stone. Dervanen found it and fell from the Stone never to be seen again, nor return to it to join the Ancestors. From the Sky came strange life, others of word and tongue that spoke strange and looked worse. Tall-ones who claimed Dervanen's home and spilled into the Stone like the Wave had done. The Shaperate took Stone-Blood from the Miners and turned it into Runes, Runes that thrummed of power and sung of victory. Dervanen's Warriors spread forth, a great Legion that crushed Sky-Child's armies and sent them back above. But Dervanen dared not follow, for fear that the Sky would take their Stone-Sense. So Dervanen built great doors where Sky had broke Stone, built roads to them and built Thaigs to watch over them. In time, Sky-Children returned. Of different names and colours, often they would trade exotic goods they knew for Stone's Gifts, other times they would test Stone's Might and fall victim to Dervanen Steel.
Sky Children called themselves Elf and Man, Orc and Bannorn, but to Dervanen they were all Surfacers. With no Stone-Sense and no Ancestors to call upon. But Dervanen could not make silk, or wool, or grow grain so Dervanen traded Stone's Gift and Runes for Grain and Silks. Dervanen did not trust Orc, too large like dreaded Bagorgs. Nor did they trust Man, with ears flat like the Wave they came from. Bannorn did not frighten Dervanen and had lost their ears like Man, but would trade furs and Ale - which Dervanen grew to love. Elf were familiar, if not too-tall and they were close enough to the Great Thaigs to provide Grain and Grape. Yet Dervanen did not leave the Stone, and those who did and came back had lost their Stone-Sense and were cast to the surface, to live with Bannorn and Elf.
In the years of High King Altuous Ayduken the Stone cried out, for a great wound had torn itself upon it. It called itself the Sky, a dizzying height to rival the Depths of the Stone. Dervanen found it and fell from the Stone never to be seen again, nor return to it to join the Ancestors. From the Sky came strange life, others of word and tongue that spoke strange and looked worse. Tall-ones who claimed Dervanen's home and spilled into the Stone like the Wave had done. The Shaperate took Stone-Blood from the Miners and turned it into Runes, Runes that thrummed of power and sung of victory. Dervanen's Warriors spread forth, a great Legion that crushed Sky-Child's armies and sent them back above. But Dervanen dared not follow, for fear that the Sky would take their Stone-Sense. So Dervanen built great doors where Sky had broke Stone, built roads to them and built Thaigs to watch over them. In time, Sky-Children returned. Of different names and colours, often they would trade exotic goods they knew for Stone's Gifts, other times they would test Stone's Might and fall victim to Dervanen Steel.
Sky Children called themselves Elf and Man, Orc and Bannorn, but to Dervanen they were all Surfacers. With no Stone-Sense and no Ancestors to call upon. But Dervanen could not make silk, or wool, or grow grain so Dervanen traded Stone's Gift and Runes for Grain and Silks. Dervanen did not trust Orc, too large like dreaded Bagorgs. Nor did they trust Man, with ears flat like the Wave they came from. Bannorn did not frighten Dervanen and had lost their ears like Man, but would trade furs and Ale - which Dervanen grew to love. Elf were familiar, if not too-tall and they were close enough to the Great Thaigs to provide Grain and Grape. Yet Dervanen did not leave the Stone, and those who did and came back had lost their Stone-Sense and were cast to the surface, to live with Bannorn and Elf.
{From the Memories of the Treaty of Ravenheart: - Click to View}
As ages passed and kingdoms formed, the Elves grew close to themselves and the Dervanen. The Bannorn grew closer, building cities around Stone's Holes to trade with Dervanen. Dervanen realised that the Sky did not harm them, but many hold to the old ways of the Stone. Few leave, and only the Legion are allowed to march in the Sky's gaze in the name of Stone and Dervanen, and still return to Stone once their march ends.
As Elves grow closer, trade is bountiful and rich. While Dervanen do not swear to follow any but the Stone, their Legions will aid their friends should they need it and Elf and Bannorn are welcome to walk Deepest Roads in times of peril.
As ages passed and kingdoms formed, the Elves grew close to themselves and the Dervanen. The Bannorn grew closer, building cities around Stone's Holes to trade with Dervanen. Dervanen realised that the Sky did not harm them, but many hold to the old ways of the Stone. Few leave, and only the Legion are allowed to march in the Sky's gaze in the name of Stone and Dervanen, and still return to Stone once their march ends.
As Elves grow closer, trade is bountiful and rich. While Dervanen do not swear to follow any but the Stone, their Legions will aid their friends should they need it and Elf and Bannorn are welcome to walk Deepest Roads in times of peril.
{From the Memories of the Tarshov/Ferbank Expedition: - Click to View}
Dervanen Mining Caste, House Tarshov, Deep Road extension near Ferbank Thaig.
Entry 1;
The boys dug too deep this time. In search of ores, they broke into a passage of the Deepest Roads buried beneath our feet. I've consulted all maps the Stone has to offer but I can't find and Memory of this way. It's lined with Stone-Blood, the boys keep referring it to the Surfacers term Lyrium and I keep chastising them for it. Biting at the Stone's sodding rocky bits, no respect in this generation. Never seen anything like it myself, gathering an expedition from the Thaig to see if we can't find out what's on the other side.
Entry 6;
Expeditions all set to go now, Bronto are loaded and the Nugs are caged and ready for butcher. Ancestor's be damned if this turns out to be a dead end, we've put a lot of stake into this expedition. It's not every day you find a forgotten part of your own Empire after all.
Entry 12;
The way is quiet. Not even Deepstalkers, maybe I didn't need to hire this band after all.
Entry 14;
Band proved useful in fighting off a sudden Deepstalker pack, largest I've ever seen. Must've been twenty of them, they downed one of the Bronto quick enough - spit burned straight to it's bones the poor beast. We'll eat well now, though.
Entry 15;
More Deepstalkers, they avoided us this time but they seemed to be afraid of something. Running in the opposite direction to us. Stone help us if it's a Bagorg Clan, we can't afford to lose the other Bronto.
Entry 17;
Nugs escaped, Stone-Crunchers...
Entry 19;
Found an old Thaig, older than anything I've seen before. There are no runes, nothing saying where this is. Just pictures, paintings on the walls of Dervanen and Water and other things. We're going to start looking around soon, the boys have already ran off.
Entry 20;
Figurn's dead. Some Stone-Wretch put a knife in his back! Ancestor's guide my axe to the bastard that did this.
Entry 26;
Dead. Most of the crew's gone. Beasts of Black and Shadow, came in the dark and dragged them off. I tried to find them. I tried. I tried. I tried. Ancestor's protect what's left of us. They'll be back and we can't do anything to stop them.
Final Entry, writing degraded and poorly written, a body was never recovered;
singin
it calls to me us
i tried all dead i tried i did
want to sing
too
i'll join them soon
they sing call too callingsingingcallingcallingcallingCALLING
stone where have you gone dont RUN i need you help me HELP ME
Dervanen Mining Caste, House Tarshov, Deep Road extension near Ferbank Thaig.
Entry 1;
The boys dug too deep this time. In search of ores, they broke into a passage of the Deepest Roads buried beneath our feet. I've consulted all maps the Stone has to offer but I can't find and Memory of this way. It's lined with Stone-Blood, the boys keep referring it to the Surfacers term Lyrium and I keep chastising them for it. Biting at the Stone's sodding rocky bits, no respect in this generation. Never seen anything like it myself, gathering an expedition from the Thaig to see if we can't find out what's on the other side.
Entry 6;
Expeditions all set to go now, Bronto are loaded and the Nugs are caged and ready for butcher. Ancestor's be damned if this turns out to be a dead end, we've put a lot of stake into this expedition. It's not every day you find a forgotten part of your own Empire after all.
Entry 12;
The way is quiet. Not even Deepstalkers, maybe I didn't need to hire this band after all.
Entry 14;
Band proved useful in fighting off a sudden Deepstalker pack, largest I've ever seen. Must've been twenty of them, they downed one of the Bronto quick enough - spit burned straight to it's bones the poor beast. We'll eat well now, though.
Entry 15;
More Deepstalkers, they avoided us this time but they seemed to be afraid of something. Running in the opposite direction to us. Stone help us if it's a Bagorg Clan, we can't afford to lose the other Bronto.
Entry 17;
Nugs escaped, Stone-Crunchers...
Entry 19;
Found an old Thaig, older than anything I've seen before. There are no runes, nothing saying where this is. Just pictures, paintings on the walls of Dervanen and Water and other things. We're going to start looking around soon, the boys have already ran off.
Entry 20;
Figurn's dead. Some Stone-Wretch put a knife in his back! Ancestor's guide my axe to the bastard that did this.
Entry 26;
Dead. Most of the crew's gone. Beasts of Black and Shadow, came in the dark and dragged them off. I tried to find them. I tried. I tried. I tried. Ancestor's protect what's left of us. They'll be back and we can't do anything to stop them.
Final Entry, writing degraded and poorly written, a body was never recovered;
singin
it calls to me us
i tried all dead i tried i did
want to sing
too
i'll join them soon
they sing call too callingsingingcallingcallingcallingCALLING
stone where have you gone dont RUN i need you help me HELP ME
{Excerpt from a Legion missive, Post Tralgo near Ferbank Thaig, Gundaar: - Click to View}
Ferbank's completely overrun. Managed to find a group of survivors. They're delirious and some are muttering about some song they're hearing but the Shaper thinks they'll be fine when we get them out of here. Request:
Bandages,
Blankets,
Food,
Water,
Bronto,
Carriages,
Fresh Legionnaires,
Armour,
Weapons,
Runes,
Blasting Powder.
We've blockaded the road and await Legionnaire reinforcements and Shaper guidance.
Ancestors Guide Our Empire, Stone Protects Us All.
Ferbank's completely overrun. Managed to find a group of survivors. They're delirious and some are muttering about some song they're hearing but the Shaper thinks they'll be fine when we get them out of here. Request:
Bandages,
Blankets,
Food,
Water,
Bronto,
Carriages,
Fresh Legionnaires,
Armour,
Weapons,
Runes,
Blasting Powder.
We've blockaded the road and await Legionnaire reinforcements and Shaper guidance.
Ancestors Guide Our Empire, Stone Protects Us All.