Marshes of Doom

By on 10 Mar ’12

The Marshes of Doom is the name given to a wasteland on the Duane, in the delta of Snimeÿa.

References

* village of Yakamamalùk, on the border of the Marshes of Doom. Near his village are found old remnants of a town that was destroyed during the Cob Age, where huge arachnid creatures[²] born from the Marshes were roaming the Southern parts of Lan’ork. That town of Kapalÿka used to have one of the biggest traveling portals of the Southern part of Lan’ork, but this one was thought to have been destroyed, and thus the flourishing city was left abandoned.

[²] The generic name of these creatures was ”Perceptula Giganta” as was recorded in the ”Great Encyclopædia of the Pre-Shiftic Ages” written by the Lan’orkian historian Francesca del’ Snarkus (ref.)

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Snimeÿa

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Snimeÿa is one of the three main rivers found on Lan’ork on the Duane.
They are named after the three goddess of Fate.

References

* Center: Golfindely, homeland of Arona, connected to the Warring Kingdoms of Lan’ork by the Isthmus of Ghört’s Hammer. The Isthmus of the Dragon Head seems to lead to Malvina’s cave and hideout. Mount Elok’ram is pointed as the highest place of the World yet discovered. Three main rivers are drawn: in the ancient myths of the people of this land, they represent the three Daughters of Ghört, weavers of men’s destinies: Tibreÿa, Uleÿa, and Snimeÿa. Snimeÿa cuts the thread of life, which is shown as the river leads after many meanders to the Marshes of Doom. — (ref.)

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Lotus mirror chamber

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The Lotus Mirror Chamber is a place of power used by the Guardians to access other layers of the realms of Alienor. Through it, they can see events happening in different places and different times, they can also directly interfere with these events, and move objects from one place to another.

These abilities are known to their species and this place is a facilitator.

More information here.

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Åsgurdy

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Åsgurdy (also spelt ”Asgurdy”) is a continent of islands of various size found on the Eastern part of the Duane, separated by the Western Continents by the Great Rift that makes it very difficult to be crossed by traditional means.

For ages, communication between the continents was made possible by the usage of traveling portals. After the disappearance of the Guardians, the usage of the portals was concealed (when they were not destroyed) and Asgurdy became separated from the other parts of the Duane.

A harsh country of mountainous rocky peaks blown by violent winds, the climate is a contrast of freezing colds and scorching heat at the same time.

Asgurdians are proud people, with a harsh appearance to match the climate of their land. They are a civilization of great mariners, with a strong distaste for all things “magic” or surnatural. Though their faith is not in that of the Gods as the rest of the Duane, it is quite close to a skeptical animism.

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Lan’ork

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The name of the main part of the Western continent on the Duane.

Surrounded by Golfindely (North) and the Southern Deserts (South)

see also

  • Warring Kingdoms
  • Mount Elok’ram
  • Marshes of Doom

 

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Morleigh Kor

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Morleigh Kor:  Also known as The Marshes of Doom, this territory is characterized by its expansive marshes and swamps, with tribes residing on inner islands.

The inhabitants follow a shamanic system close to nature, akin to Earth’s aboriginal Australians’ songlines.

Temporary marriages are common, allowing cross-tribal unions. Thirty-seven tribes, each with specialized houses representing various trades or skills, exist. House and tribal affiliations are inherited matrilineally. The Shaman house, independent of the tribes, receives support from all and adopts new members through an adoption process.

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The Tunnels

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The Tunnels are a designation of the Guardians’ traveling network by other species, often tainted with superstition.

In actuality, they are using the knowledge of the connecting fabric between the planets and making use of it to imprint it with passageways that can retain more or less the imprint, depending of the frequency of usage of the passageway.

Tunnels are different from the traveling portals in that they were of exclusive use of the Guardians and those able to manipulate reality as they did. They are believed to have almost entirely disappeared (resorbed) by the time of the Warring Kingdoms, as Dragons and Nirguals only seldom made use of them.

His gaze became somber. The fear of some caves was deeply buried into the psyche of most people living in this world. A fear inspired by the Guardians, as caves often were passageways to those other worlds. And they were very useful.
(in ”The Caves”) 

  • see Key of Ghört

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Alienor Eras

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A work in progress, as we continue to document the main events having occurred or occurring on Alienor and its three main planets.

Era of the Guardians

  • Sinadron experiments with inserting non native to the Murtuane, this starts to stir the balancing effect of the Murtuane over the Duane.
  • Georges replaces Shu-Lum at the Jokan Council.
  • Salome and Cil travel to the Murtuane sent by Nah’Rom to investigate on the uprisings.
  • This era ends with the phasing of the Phrëal and the assassination of Vogel
  • New races appear: Dragons and Nirguals. They are a sort of energetic rearrangement of the Guardians who wanted to stay respectively either on the Duane or on the Murtuane.

Era of the Warring Kingdoms

Note: The number added to the Era is usually a count of the main remaining Kingdoms at the end of the Era. During the Era, the figure is usually irrelevant, as much movement of the boundaries can occur.

Era of the Twelve

* During the period where the ancient Guardians have disappeared, the control they had being relinquished led to battles in order to secure power on the main continent of Lan’ork. The continent is under the rule of warlords and feudal ruling that leaves the continent split into twelve main regions.
* The dragons vanish from sight; it is prophesied they would reappear when troubles have settle down and peace would be about to dawn.
* Åsgurdy destroys their traveling portals in a religious war that leads them to be effectively cut off from the Western part. As the generations grow, the knowledge of what lies beyond the Great Rift remains only with a few.

Era of the Seven

* Abduction of Atiara of Landgurdy, who will later be known as the Weaving Princess, she is kept in the Marshes of Doom
* Lola finds a dragon egg. Against all odds, the dragon (Asiir) hatches and they bond. — the egg was inserted as the result of a time-traveling experiment of Leörmn, Malvina and the guests in their rookery.
* Atiara is rescued and the ensuing battle marks the end of the Era.
* Reactivation of the traveling portals.
* At the end of the Great War, The Marshes of Doom region, as well as Langurdy regain their status of semi-autonomous regions.

Era of the Nine

This area marks the return of the traveling portals technology, and the reappearance of dragons on the Duane.

* Dragons are starting to reappear
* The reactivation of portals make conquest more easy, and the kingdoms are once again split into many.
* The Orange Prince and the vassals: one of the Kingdom’s King, “Paul” (originated from Earth) abdicates in favor of his son, named Paul (Dumian) too. The son is plotting to gain control over his rivals. One of his plan involves marrying a dark-haired princess, Uhaollis. The princess suspects she is only a chess piece in Paul II’s game, but is forced by her mother, the blond Sylvania to comply. The Orange flag of the Kingdom becomes stitched with a white border as a representation of each conquered vassals…

Era of the Four

Most of the timeline of Malvina occurs during this period. It marks a period where dragons are starting to become more commonplace, but are not always welcome.

The four left Kingdoms on Lan’ork are:

  • Erpet Mesh (green)
  • Ata Meliu (yellow)
  • Cromash Tur (red)
  • Dam Adbor (purple)
  • Malvina and her sisters are trained on the Dragon’s birth place, the Island of Mörk.
  • Roselÿn decides to go settle her rookery in Åsgurdy, to start reinserting the old knowledge, and preparing the continent to be reunited.
  • Bådul bridges the Great Rift and starts exploring the Western World, unknown yet to Åsgurdians.

 

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Nerumyil

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Nerumyil /neeroom’yeel/

One of the two mainlands (continents) on the Murtuane

The Zentauras live there.

It has one of the twelve Gates: The Zumjel Sanctuary.

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