<span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 18pt;">WORLD INFO</span></span><br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">MAPS</span></strong>(Click to enlarge)<br/>(http://i1117.photobucket.com/albums/k581/Am_Dreams/Emaeril_RivMounFor_r.jpg) (http://i1117.photobucket.com/albums/k581/Am_Dreams/Emaeril_Borders_r.jpg) (http://i1117.photobucket.com/albums/k581/Am_Dreams/Emaeril_Cities.jpg)<br/><br/>Emaeril consists of a single massive continent (Pangea-like) surrounded by what seems to be limitless ocean in the south, east, and west, where as northwards is all frozen.  Those who have ventured outside of all knowledge of the known world, have not returned to tell of it.<br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">REGIONS</span></strong><br/>Emaeril is divided into 11 regions, more by culture that by physical boundaries.  Whilst you have not learned a great deal about them in your training thus far (having been concentrating exclusively on your professions and callings), you have generally managed to build up a mental image of the various regions as follows:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ALBION, The Templar Stronghold</div><div class="spoiler_body">Albion is the newest of the regions on Emaeril, though formerly part of the Imperial East.  In the wake of the War of Horror, it was decided that a consolidated military form should be present to deal with the threat of fiends, or any other that might threaten the entirety of the world.  Albion is thus, the stronghold of the Templar Order, the singularly most powerful military order on Emaeril.  There numbers are not as numerous as one might expect for a world encompassing army, but the Templar have been focusing on the creation of travel circles in most of the major cities that allow them to appear at almost anywhere in the civilised world at a moment's notice.<br/><br/>Albion has but one citadel-city, of the same name, <em><strong>Albion - Flame of the East</strong></em>.  The entire population consisting of either army or citizen-soldiers.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">THE BLIGHT, The Maddening Wastes</div><div class="spoiler_body">Whilst the War of Horror affected virtually every part of Emaeril, The Blight is where the world was most affected.  Whilst fiends still roam around this region, they are so rare that one might wander for an entire month and still not see one, provided that one does not succumb to the other dangers that roam the The Blight - here life is corrupted into terrifying mockery of what it once was - and even in the absence of fiends, it is one of the deadliest places on Emaeril.<br/><br/>The Blight has no cities, though remnants can still be found, and even if there is any society to be found in such ruins, it cannot be constituted as a civilised one, for only the most desperate would seek refuge here.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">DWARVEN KINGDOM, Dwarf Home</div><div class="spoiler_body">On the surface, the Dwarven Kingdom would appear to nothing more than forbidding mountains that rise so high as to tickle the grey clouds above them, but as anyone may well suspect, beneath those rugged peaks lies the true splendour of dwarven architecture.  The Dwarven Kingdom is probably one of the wealthiest regions on Emaeril, though the Stout Folk must continually stake their claim against the dangers that lie beneath their feet and the work the wealth out of the rocks.<br/><br/>The Dwarven Kingdom boasts two major cities; <em><strong>Ebarrak - The Great Hearth</strong></em>, and <em><strong>Dun' Gil - Of the Gleaming Steps</strong></em>.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ELVEN TERRITORIES, The Verdant Isles</div><div class="spoiler_body">The oldest of all regions and the first founded.  The Elven Territories are the most untouched of all the lands on Emaeril, save Lothvamar.  This is the spiritual home of the Elves and they suffer few outsiders to land upon its surface.  The Elven Territories also appears to be one of the only places on Emaeril where remnants of an ancient culture remains, and though the elves have long studied it, they reveal little to others about their finds.<br/><br/>The Elven Territories has one major city, each located on the region's largest isle; <em><strong>Aegeth - The Crown of Valas</strong></em>.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">FOETID RIFTS, A Lost Land</div><div class="spoiler_body">Little is known about this swamp infested region.  It has been widely speculated that at some point in the distant past of Emaeril, the seas were at a much lower level that of today, but then those seas rose and rushed into the canyon riddled region that is today known as the Foetid Rifts, where the salt-marshes can run very deep.  Tribes of lizardmen infest the region, but many are the eerie goings on of the region.  A great arch-mage is know to have departed to explore the region, but has never returned.<br/><br/>The Foetid Rifts have no know cities or civilised society within.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">FROSTFELL, The Cold Savage Wastes</div><div class="spoiler_body">The Frostfell of Emaeril extends for enormous distance, even beyond the land, freezing the seas and extending into snow covered realm of perpetual dusk.  The southern-most areas are home to the Nordic-like Thurians, who carve a heart existence here by the exploits of their own physical capability.  Many savage tribes of white furred orcs and goblins infest the region, but the harsh nature of the natural environment has deterred explorers from seeking to completely map out the region.<br/><br/>The only city of note, more a large town in truth, is <em><strong>Vanerium - The Warrior's Respite</strong></em>.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">HEARTLANDS, Civilisation's Great Cradle</div><div class="spoiler_body">The Heartlands is one of the busiest regions of Emaeril, and possibly the most recognisable to the Lost - is as much that such a land could be recognised.  The Heartlands, is however split in half, between the Mhaedros in western half, and Dorian the eastern half.  Dorian is most reminiscent of Laetanesse culture as it originated on Laetan, being somewhat roman-esque, to the extent that chariots are still popular form of transport and their crimson-clad soldiers carry massive shields and short-swords.  Mhaedros has moved away, seeking to emulate the Hyrkanians in a vague fashion, they have moved towards a medieval society - where Dorian is a Republic, Mhaedros is Monarchy - a little fact that often sparks tensions between the two.<br/><br/>The Heartlands have two major cities - <strong><em>Turan - The Lion Throne</em></strong> in Mhaedros, and <strong><em>Murador - The Cosmopolitan Power</em></strong> in Dorian.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">IMPERIAL EAST, The Eastern Marches</div><div class="spoiler_body">The Imperial East is a vast region of hills and great plains.  Great nomad clans of Hyrkanians often sweep through the western most areas of the Imperial East.  As one approaches the inner sea towards the east, civilisation comes into view with hamlets and villages appearing first before the towns appear along the shores of the Hyrkas Sea, sometimes known as the Sea of Dreams.  Along this region, society is somewhat reminiscent of ancient China.  Cross the sea and culture becomes more Japanese - though this can often seem misleading, and it would be more accurate to say that society is almost akin to a cross of feudal Japan and Mongol.<br/><br/>The Imperial East boasts more villages and towns that any other two regions put together, but only one true city, which is large enough to be considered a metropolis in its own right - <em><strong>Zhemir - Land of the Ancients</strong></em>.  Within the Imperial East however, lies a city state known as <em><strong>Anshan - The Tower of Sorcery</strong></em> which lies upon the very site of the Caelen gate itself.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">LOTHVAMAR, The Savage Wilderness</div><div class="spoiler_body">Lothvamar is aptly named.  If the orcs of Emaeril have anything that is close to a home, it is the Savage Wilderness, and periodically it is from this region that they emerge on forays into the civilised world.  Many tribes of wild elves can be found here as well, though they are more southward where orc warbands are sparser.  Lothvamar is potential a gold mine of resources, but the restless and violent nature of the tribes within deters prospectors from entering, and there are many dark things rumoured to dwell in darkest reaches of the forests, where temples thunder to the boom of drums that have never known a human hand.<br/><br/>There are no known cities within Lothvamar.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">SHINNING SOUTH, of Mighty Deserts, Deepest Jungles &amp; Priest-Kings</div><div class="spoiler_body">The Shinning South is often seen a land of extremes.  It is the most religious region of Emaeril, and whilst the lands are often barren and always hostile, life thrives here, often with more vibrance than anywhere else on Emaeril.  At heart however, festers a darkness, known as the realm of Stygia, where the Great Serpent known as Set is worshiped openly and venerated fanatically.  Many nomads claim of mysteries hidden beneath the sands, but the tales are often quite disreputable.<br/><br/>The three largest cities of this region are; <em><strong>Asgalun - The Jewel of the South</strong></em>, <em><strong>Kassali - City of Untamed Splendour</strong></em>, and <em><strong>Stygia - The Dreaming Serpent</strong></em>.  Of special note to most self-styled adventurers of dubious morals is the isolated city-state of <em><strong>Eshorek the Wicked</strong></em>, who often make it a point of visiting one in their lives, many of whom return, though some choose never to leave.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">VALE OF DUSK, The Wyrm Lair</div><div class="spoiler_body">Not much is known about this little-explored region, but it is thought be the region where most of the few dragons that occasionally plague Emaeril lair.</div></div><br/><br/><strong><span class="bbc_size" style="font-size: 14pt;">CURRENCY</span></strong><br/>Currency is converted from the standard Pathfinder gold piece system using the following:<br/><em>Copper Piece</em>-><strong>Copper Pennies</strong>(cp)<br/><em>Silver Piece</em>-><strong>Silver Pennies</strong>(sp)<br/><em>Gold Piece</em>-><strong>Silver Marks</strong>(sm)<br/><em>Platinum Piece</em>-><strong>Gold Crowns</strong>(gc)<br/><br/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_font" style="font-family: impact;">The Saga of Emaeril</span></span><br/>The following passages chronicle the events that have shaped Emaeril since the first races set foot upon it some seven hundred years gone.  This passage gives a general account of the events that led to the discovery and the shaping of the present on Emaeril – it does not give an actual account of the history of the races themselves.<br/><br/>Little was known of the world of Emaeril before the civilised races set foot upon its soil.  At one time there may have been others who lived upon this world, for there is evidence of past civilisations, but they are now either long gone or have passed into the dust of time.<br/><br/>Before the civilised races came to Emaeril, the world was one of vast untamed lands untouched by the encroachment of people, or perhaps reclaimed by nature from its former inhabitants.  Those ancients alone might have possessed the answers to the ancient secrets of Emaeril, but their time has passed and they will answer no riddles.<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter I: The People of Valinor</div><div class="spoiler_body">The people of Valinor are often thought to be the elves, though their race is not one exclusive to that serene wooded realm – they share this realm in harmony with the small folk, the halflings.  However, it was they who first came to the world of Emaeril.<br/><br/>The elves of Valinor had long suspected the existence of Emaeril – ancient, time faded manuscripts, pondered upon by the sages of the fair folk, had hinted of this realm.  Long had the search been made to find the means to reach Emaeril, but the most significant step towards that goal had been the uncovering of the <strong><em>Vallas </em></strong>gate.  This gargantuan portal had long been hidden in the deep and ancient forests of Valinor.<br/><br/>The discovery of the <em><strong>Vallas </strong></em>gate roused much excitement amongst the elves of Valinor, for they at last had the means to access and travel beyond the boundaries of their world,  over which they had long since held sway.  But the elves could not get the <em><strong>Vallas </strong></em>gate to yield its ancient secrets, nor could they, by any craft or magic, open the cosmic link between the worlds.<br/><br/>It would be many years before the link was established and even then, it was not by any effort or power of their own that finally coaxed the portal to open – perhaps the stars where in right alignment, or perhaps other forces were at work, but the portal had opened to reveal the world of Emaeril to the races of the wild.<br/><br/><br/><strong><span class="bbc_font" style="font-family: courier;">The Founding of the Elven Territories</span></strong><br/>The elves of Valinor found Emaeril as has already been told.  The startling similarity to their own beloved Valinor struck a cord deep in the elven soul – it was a land of great beauty, unblemished by mortal hands.  It was then that the elves of Valinor chose to make Emaeril a haven for the elves, a place they could find nature in a perfect sate.<br/><br/>The elves first arrived on the isle known today as Valinor, having named it in honour and remembrance of their world.  The isles of Sirion and Andor were founded a few short years later, though they would ultimately be run from the isle of Valinor.  From these isolated places, the elves would watch and explore the lands of Emaeril.<br/><br/>When ancient ruins were discovered, the leftovers of a race thought to pre-date the elf civilisation itself, the elves would turn their attention upon them convinced that answers to the many questions they had would be found from the knowledge discovered within.  They would not be disappointed in this respect, but the ruins of these ancients were to be found on their own isles and as a consequence of this they grew reclusive and insular.  It was left to others, therefore, to chart the lay of Emaeril.<br/><br/><strong><span class="bbc_font" style="font-family: courier;">The Coming of the Small Folk</span></strong><br/>The small folk, the halflings, having long wished to see Emaeril, where finally given leave by the elves of Valinor to enter Emaeril in large numbers.  Being people of nomadic type, given to wandering all the regions of Valinor without causing much harm to the world around them, the elves recognised that they would, within the space of relatively short time, find the lay of the world they had found and thus the means of mapping Emaeril was within their reach.<br/><br/>The halflings quickly spread in great nomadic clans to the main continent of Emaeril where they began to explore.  In compact with the elves, they would relay the lay of the land and would thus always have access to the elven territories.  It was here within the region that would later be known as the Heartlands, along the great mountain range that separated the north and east, that the small folk would find another peoples, who had also found their way to Emaeril.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter II: The People of Aulëros</div><div class="spoiler_body">The world of Aulëros is one dominated by titanic mountains overlooking forests and rocky plains.  It was from this world that the first dwarves and gnomes ventured forth from to find Emaeril.<br/><br/>It was the dwarves who were the first to find the Midgar gate, buried thousands of leagues from the surface of Aulëros in caverns beneath the deep oceans.  Its discovery was a thing of wonder, for the gate was open when the dwarves found it – a gigantic circular portal that looked to have grown out of the ground, crackling with arcane magic and glowing with radiant eldritch runes.  Through the eye of the portal, they beheld deep caverns laden with crystals and veins of gold in its walls.  The lure proved too much, for gold has a special place in the dwarven soul that few of the Stout Folk can resist.<br/><br/><strong><span class="bbc_font" style="font-family: courier;">A Legacy of Gold: The Dwarven Kingdom</span></strong><br/>Whilst the dwarves passed through to explore this new found land, the gnomes dedicated themselves to the study of the portal and the construction of a colony on the other side of the Midgar  gate.  In time this would grow to become the city known today as Dun' Gil, once the dwarves would reach the surface of the immense Karrazar mountain range.<br/><br/>The gold under the city of Dun' Gil was but a taste of the vast wealth that was to be found within the Karrazar mountains.  Prospectors returning from the northern regions reported that greater hordes were to be found.  The reports brought even greater numbers of dwarven and gnome clans through the Midgar  gate, attracted by the prospects of building a bright future for themselves.  Within this region, the people of Aulëros founded a second, grander, more splendid city – Ebarrak.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter III: A Meeting of Peoples</div><div class="spoiler_body">Almost at the completion of the second dwarven city of Ebarrak, which bordered the region known as the Heartlands, a wandering tribe of halflings came to meet the races of stone.  As per their agreement with the elves, the halflings sent word south to the Elven Territories.<br/><br/>For a time, this contact benefited both races on the whole, for they had much to offer each other.  The forges of the stout mountain dwellers wrought many fine pieces, polished gems and weapons for the elves, who would in turn teach them of magic and the arts, for the dwarves were still a simple people who carved their words on stone.  The halflings of Valinor roamed the vast plains and hills across Emaeril, and made friendship with the gnomes of Aulëros.  It was a welcome alliance to all.<br/><br/>However it was not to be said that Emaeril was an unblemished paradise.  While the elves built citadels and refuges amongst the trees, the dwarves burrowed deep into the mountains, unearthing its bounty.  It has been speculated that it was perhaps by the very different natures of the two peoples that conflict became inevitable.<br/><br/>If the dwarves are a people slow to anger, they are slower to forget.  Minor misunderstandings, over time, soon gave way to harsh grievances on part of the dwarves.<br/><br/>The time was nearly three hundred years since the people of Aulëros and Valinor had come to Emaeril.  This was during the reign of the Dragon King Aenarion Varil of the elves.  Aenarion was of the high elves.  Of all the sons of the High Kindred, there was none so mighty.  But for all his prowess, Aenarion was a poor diplomat with little liking or patience for the dwarves.  Circumstances would also find that the High King of the dwarves Murin Ironhelm, was likewise a dwarf of similar pride and prowess, and though he had no particular dislike of the Fair Folk, he had accumulated over time injustices, real and imagined, committed by the elves against the Stout Folk.  The stage was set so that only a push would bring war to the peaceful realm of Emaeril.<br/><br/><strong><span class="bbc_font" style="font-family: courier;">The War of the Beard</span></strong><br/>When war finally did come, its onset was ruinous and terrible – often compared to The Sundering by the elves, when civil war had been waged amongst themselves on Valinor.<br/><br/>The dwarves came down from the mountains in fury and vengeance, to bring low the Elven Territories, which at the time extended to the main continent of Emaeril.  For over five years did dwarf and elf fight, held in stalemate where the subtlety of the elves and the fury of the dwarves kept each other in check.  The dwarves were directly responsible for much of the destruction wrought to the former Elven Territories on mainland, but it was as a consequence of their actions that brought low their own growing kingdom – for the elves sought to resolve the conflict through diplomacy and tact.<br/><br/>For those years did the two people fight.  The gnomes had an indirect hand, aiding the dwarves with their inventions that were now turned to the purpose of destruction.  The halflings sought to avoid the conflict for war had never been their strength, but despite their best attempts some were caught up.<br/><br/><strong><span class="bbc_font" style="font-family: courier;">The Savage Threat</span></strong><br/>The elves were insular, for the most part concerning themselves with the secrets afforded to them by the ruins within their territories.  The dwarves likewise paid little attention to regions outside their mountainous kingdom, content to mine the treasures of their realm.  Gnomes concerned themselves with the events of life, and the halflings had since found the most hospitable regions on Emaeril for their clans to wander.  When the War of the Beard broke out, all their attentions were focused on the conflict of misunderstandings.  They paid no attention to where the true threat might lurk – The Great Wilderness, vast and unexplored by elves or dwarves or gnomes or halflings.<br/><br/>Whilst the War of the Beard raged, a new threat to the civilised people was gathering like a storm at the borders of The Great Wilderness.  Without word or warning, a great horde of orcs poured out onto the plains of the Heartlands, whilst from the north goblins and orcs descended on the unprotected Dwarven Kingdom in a wave of fire and blood.<br/><br/>The civilised people set aside their differences to combine against the monstrous invaders.  Indeed, in those early days the orcs and goblins and other races that poured out of the Ushur gate in the depths of The Great Wilderness were perceived as living monstrosities, for their appearance was terrible to the people of Aulëros and Valinor.<br/><br/>The world of Ushurak is home to a number of savage races.  Whilst the people of Aulëros and Valinor had made a society for themselves, the denizens of Ushurak did not.  They lived in isolated tribes, incessantly waging war with each other, occasionally grouping into large war communities, and then splintering once the reason for their amalgamation was no longer.  They had none of the artistic nature of the civilised people, but had advanced more rapidly in the matter of population and war-science.<br/><br/>From the <em><strong>Ushur </strong></em>gate they spilled forth, like water from a burst dam, and the initial surge of this force was unstoppable, and tore into the disorganised defenders of Emaeril.<br/><br/>But, once rallied, the resilience of the dwarves and the tact of the elves formed a solid host that the savage tribes of Ushurak could not break.  For a time savage might was held in check by the arts of civilised warfare.  Many of Ushurak's people, growing tired of the stalemate, abandoned the main war tribe, finding ways around or through the enemy battle lines, slowly trickling through eastward to the rest of Emaeril.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter IV: The Coming of Humanity</div><div class="spoiler_body">Savage warfare raged on the west of Emaeril, and so it was that the arrival of humanity from the east was unnoticed at first.  Perhaps it was just as well, for the first humans to arrive on Emaeril were fleeing a war of their own.  A war of conquest in which they had been the losers, and in pride of lineage chose not to submit to their conquerors, but chose to evade capture at any cost.<br/><br/>Humans are the native inhabitants of the world of Caeldoryn, and those who fled were of a nation called the Laetanesse, and were joined alongside by some of their allies – the people known as the Haradrim.  Utterly defeated, they sought to escape the conquerors and lick their wounds.  In their extremity they had found the <strong><em>Caellen </em></strong>gate, which was to be their doorway onto Emaeril.<br/><br/>The Haradrim went southward, perhaps attracted to the warm winds and eventually the deserts which they found, which were likened to their native lands they had once inhabited.<br/><br/>The Laetanesse pushed westward, oblivious to the battles that were being waged there.  Their arrival was much to the astonishment of the elves, for humans resemble elves more than dwarves or any of the other short folk, and the dwarves were likewise equally astounded for ever more races seemed to be drawn to Emaeril and they knew not whether humanity came as a friend or foe, for humanity resembled the Fair Folk in a close way, and rogue alliances has ever often been based on grounds as trivial as this.<br/><br/>Though defeated in battle, the Laetanesse were still far from spent, possessing a mighty host, many of whom veterans of war.  Eager to have allies and even more eager to vent the frustrations of their defeat they were quick to join in the cause of dwarves and elves against the tribes of Ushurak.<br/><br/>It was in those years that the first wave of humanity carved its place on Emaeril with a bloody sword, pushing back the savages into The Great Wilderness.  The Heartlands was to become their lands, and their position was an acceptable one to both races as a buffer between realms of dwarves and elves, if scars of the past were to heal.<br/><br/>Both were confident concerning their friendship with humanity – the elves by virtue of the fascination that humans often displayed for them, and the dwarves by the virtue of the strong friendships built during the war.<br/><br/>Humanity moved into the vacant regions left in the wake of the dwarves and elves, namely the Heartlands.  From here they would begin to rebuild their lives in imitation of that which they had once led, and only occasionally needing to defend themselves from the savage tribes that now lurked in The Great Wilderness.  Peace was a welcome relief for all.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter V: The Reprieve</div><div class="spoiler_body">With the wars that plagued Emaeril, seemingly over, the people were eager to rebuild.  Humanity was especially keen to find the lay of the land, for the dwarves and gnomes knew little beyond their kingdom, and the elves were sparing with their information.  The halflings had long since chosen to roam the Heartlands and the steppes east of it and as such, their time as explorers had ended.<br/><br/>With the innate curiosity of humans, many began to look beyond their boundaries.  The lands were un-owned and the Laetanesse were anxious to recreate the lost glories of their old empire.  Great projects and expeditions were commissioned, by the lords of the Laetanesse.<br/><br/>The Laetanesse built their cities atop the foundations of the ruins of much of the old Elven Territories.  The dwarves provided them with much of the expertise and metals that enabled them prosper, while the elves adopted the role of mentors, seeing themselves as guides to help humanity along.  <br/><br/>Many of the Laetanesse cities built next to the Elven Territories were modified by their contact with the Fair Folk, and over time it would bring about one of the few races who are truly native to Emaeril.  Those that bordered The Great Wilderness, were to eventually make peace with some of the tribes found there.  In some cases, the results of that peace would breed another people who would also be unique to Emaeril.<br/><br/>Whilst peace lasted, the people of Emaeril turned to the process of healing, so that they could once again build the world that they envisioned.  Great interaction between them was rare, usually only in the form of trading.<br/><br/>Many were worried by the ambitions of humanity, for their numbers were more numerous, and increased at greater pace than those of the other longer lived races.  It was indeed the ambition and curiosity of humanity that brought the end of this period of peace, but not in the way that any would have dared imagine.<br/><br/>Emaeril is a plane of gateways and portals to many worlds.  Some were strange, some wonderful – the possibility of discovering them was intriguing,  for it all pointed out to a myriad of possibilities, and the chance to discover what other realities lay undiscovered.  But the term 'realities' implies the possibility of finding that other than what lies on the Prime Material plane.<br/><br/>Humanity's push for exploration of Emaeril, delved into many regions that the halfling explorers of old had left, for the impracticability of pushing into such inhospitable regions was not an ordeal the Small Folk of Valinor were willing to endure.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter VI: The War of Horror</div><div class="spoiler_body">The elves discovered that the gates from Emaeril could only be effected from Emaeril itself, but, that once opened, could be held open by means of The Art, which to all others was known as magic, unless the gateway was sealed from Emaeril before such means could be brought to bear.  This knowledge, however, they had not shared with humanity.<br/><br/>It came to pass that humanity began to explore the regions north-east of the Heartlands, in a region now known as The Blight.  In those days it was a barren region, of few trees and grass, where the cold winds that blew down from the mountains chilled the land.<br/><br/>In this desolate place, humanity found another gate of curious aspect.  Those who opened the gate saw a world so inimical to the senses, that fear gripped their hearts instantly.  Instinct may have warned them off, but such is the deadening effect of civilisation upon the senses, that it kills the instinct and replaces it with curiosity.  They passed through to see what lay beyond, with fear in their hearts.<br/><br/>Nor was it an idle fear.  Death lurked beyond the shimmering surface of the open gate, death swift and terrible, death slow and hideous, hidden, elemental, tireless and unrelenting.  Those who passed beyond did not return and The Gate was not sealed against those who inhabited that terrible realm of fear.<br/><br/>From time immemorial, people had spoken of them.  Around camp fires, men told tales of them.  Mothers frightened their children with them.  The elves had speculated of them.  Dwarves told stories of legendary heroes of yore who battled them.  But in truth, no one had ever truly believed in them.<br/><br/>Sixty years of peace had held, and the people of Emaeril were still building their lives, for the wars of the past had touched all of them deeply.  In this respect, fate was not kind.<br/><br/>Horror and Terror set forth from The Gate, and perhaps for the first time in any recorded history, the mortals of the Prime Material met the Masters of the Abyss, which is the realm of demons.<br/><br/>Though blessed with peace, time had strengthened the people of Emaeril, not weakened them.  Humanity was adaptable, the elves were the masters of the arcane, the dwarves were sturdy with all the fierce pride of the ancient lineage, the halflings were well versed on the lay of the lands and more than once they had used this to tremendous effect, and the gnomes now turned all their expertise to the making of implements of battle.  Even some of the tribes of Ushurak took a hand in the battle.  Any would have been daunted to face the unity of the people of Emaeril at that time.<br/><br/>But they warred with more than mortal power.  For the flesh of demons is not as the flesh of mortals and to harm that flesh was a task most difficult.  The means to do so were uncovered, but to equip an army with the weapons necessary for that job was difficult and all the while their numbers dwindled.  The Abyss disgorged ever more demons.<br/><br/>There was talk by the elder races of abandoning Emaeril, but the realisation that to leave Emaeril in the grip of demons was to invite future problems for the it would be throwing ultimate victory into the laps of the fiends, by giving them unrestricted access to the gates that were on Emaeril – for the gates were indestructible by any means possessed by the people of Emaeril.<br/><br/>So their only hope lay in pushing the twisted denizens of the nether realm back through the gate and seal it.  For to simply seal the gate was not enough, for those remaining would always attempt open it again, and a war of attrition is one not suited to mortals in the short as well as the long run.<br/><br/>Humanity had unleashed Terror upon Emaeril, but it was also they who ultimately drove it out.  At least this is the view taken by the non-human races, but neither the Laetanesse, nor the Haradrim, were responsible for the deed.<br/><br/>The defeat of the Laetanesse on Caeldoryn had been more complete than they had ever dared imagine.  Their old foes had at last found the <strong><em>Caellen </em></strong>gate, having battled over and through <em>Laetan </em>to find their fleeing enemies.<br/><br/>The Hyrkanians burst onto Emaeril – an army flushed with victory and now in pursuit of their foes with the passion of a starving wolf.  It was exactly this that was needed to turn the tide of the war.<br/><br/>Bewildered by the array of potential foes they found before them, the Hyrkanians spent the first months of their arrival smiting left and right at all without discrimination.  But logic and truth would eventually prevail, as well as necessity.<br/><br/>Tightly and methodically, the people of Emaeril began to drive back the atrocities of the abyss back towards the gate.  Perhaps demons were too arrogant to believe such a fragile people could do them harm, perhaps they were far more interested in sowing terror and destruction than making a true effort to win the war.  But to a certain extent, the ranks of the demons were disorganised, and that aided the defenders of Emaeril.<br/><br/>It was said that despite the might of the mortal armies, they would not have driven back the horrors of the abyss but for chance that caused fiend to fight fiend in the final days of the War of Horror.  The truth of that assertion may never be known, but the war was won by mortal hands in the end.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter VII: The Consolidation of Races</div><div class="spoiler_body">It had seemed that Emaeril had never had any real peace, and perhaps, sceptics argued, never would.  Another storm seemed to be on the horizon as the lines of the Hyrkanians and Laetanesse drew up against one another.<br/><br/>But the people of dwarves, elves, gnomes and halflings had long since agreed on peace, and would tolerate further conflicts.  In the end, the new elven Dragon Prince Caledor, brother and successor to Aenarion, who had stepped down despite the protestations of his court, brokered the peace that lasts till today – having stated that on Caeldoryn, humanity's grudges may endure and play themselves out, but here on Emaeril they had no cause for to continue it.<br/><br/>Both sides of humanity have kept the peace, and though they occasionally chafe at each other, peace endures.  The Hyrkanians having interdicted in the war, claimed for themselves the region east of the Heartlands which is today known as the Eastern Marches.<br/><br/>The people of Emaeril have built and in doing so, for perhaps the first time, chosen a far greater degree of interaction with each other, so that indeed a new age has come to Emaeril, and has endured for the past two hundred years.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chapter VIII: The Turning of the Wheel - The End of an Age</div><div class="spoiler_body">Peace has endured, but tensions are now rising in the face of a new adversity.  For all the history of Emaeril, the races have interacted with Emaeril and with their worlds beyond.  They were free to go wherever they pleased, but no longer.<br/><br/>All gateways on Emaeril including the <strong><em>Vallas</em></strong>, <strong><em>Midgar</em></strong>, <strong><em>Ushur</em></strong>, and <strong><em>Caellen </em></strong>gates have ceased to function.  The people of Emaeril now turn to each other for answers to the cause, but silence fills the great halls of debate.<br/><br/>A phenomenon only previously seen on rare occasion has been on the rise.  The Forsaken Ones.  The Lost.  A phenomenon some will ruthlessly suppress the knowledge of.<br/><br/>The civilisations of Emaeril now seem incapable of action, and as the days pass the tensions rise.  There is almost a feel in the air of a conflict in which none wish to deal the first blow, of a world waiting to tear itself apart.  Armies are preparing their weapons and diplomats race between cities to bring and receive news.  A subtle decay and lethargy seems to grip the people of the world.<br/><br/>And life on Emaeril is about to change...</div></div><br/><strong>COMPLETED</strong>