| To those who have not previously travelled the lands of Arborell you shall find much that is new and in need of explanation. To throw some light on the many creatures and nations that inhabit this world the following information will prove useful. At this point it is important to say that as you make your way through the first three books of this series you will find everything is not exactly as it seems. Nor will those you believe are your enemies all turn out to be so. To understand properly the nature of those who inhabit this world you will need to know something of their history. It is the turbulent nature of this land that has shaped the way Men are, and which has led to the great conflicts that have been endured by all its inhabitants. Herein lies their story. In a time so distant that it can only be recalled as legend, Arborell was the homeland of an ancient race of beings known as Trell. Before Man or Hordim the Trell walked the wild plains, searching out the secrets of their world and raising vast monuments as testaments to the knowledge they had acquired. Little is recorded of them, and for all their great works nothing much remains of their passing, but their demise has affected all who have followed. At the height of their power the Trell were keepers of an ancient lore. This lore allowed them to use the elemental forces of the world as if they were extensions of their own will. Such was the power of this magic that nothing was beyond their grasp, nothing that could not be made, or changed, or destroyed. To use such power however, they needed stonewood. It was only with the stonewood that they could control the powers they conjured. It was only with the stonewood, the petrified remains of an ancient tree found deep within the earth, that they could focus the EarthMagic that ebbs like a mighty tide beneath Arborell. As masters of this arcane knowledge they rebuilt and changed their world, and in the process created creatures, not unlike themselves, that they used as slaves to do their bidding. It was when they were at their most confident of their ability to wield the EarthMagic that the Trell fashioned a race of beings they called Jotun. The Jotun were great builders, strong of limb and keen of mind they quickly became knowledgeable of many skills and sciences. With time their knowledge grew and, unknown to the Trell, their creations developed an intelligence that was in some ways just as powerful as their own. With intelligence came the need for freedom. It was not long before the Jotun saw the Trell for the slavemasters that they had become and rose against them. In a frenzy of death and violence the Jotun destroyed everything their masters had built, and in doing so erased them forever from the world. For an unrecorded age the freed creatures of the Trell lived in isolation, building their own primitive lives and expanding out over every part of the land that was now theirs. Their solitude was broken however, with the arrival of the first Men. From the east, across a storm-swept ocean, the ancestors of the Four Nations came in ships of iron and wood, their mission to explore and settle Arborell as a home for themselves. No record remains of why they travelled the treacherous seas to arrive where they did, but legend tells that they too had escaped tyranny. In Arborell they found a fertile land, and with nowhere else to go made their homes there. For five generations the human settlers maintained an uneasy truce with the monstrous but intelligent creatures they found in their midst. It was time enough for them to build powerful nations of their own, but greed and a need for new lands soon caused argument and ill feeling . It was only a matter of time before this greed sparked the fires of war, a seemingly endless war that hammered its way over the entire known world. Three hundred years of conflict placed the best and most fertile lands of Arborell in the hands of Men. To the north the creatures of the Trell (which Men had come to know as Hordim or the Horde) were forced into exile and the Sanhar Wastes that have been their home ever since. For the past six hundred years this has been the way of things. To the time of Halokim Vesh and this adventure the Hordim have looked down from their dark windswept plains and planned their return. Now they are ready. From the time of the great journey to Arborell, men have been divided within four separate, unique nations. These nations are described below. Largest of the nations is the Kalborean Union. Made up principally of 12 united city states, the Kalboreans lay claim to most of central and southern Arborell. Physically large and diligent in their trade with the other nations they have built over the ages a powerful and sophisticated culture. At the time of this adventure they hold sway over the Dwarvendim peoples and the smaller Faeyen provinces situated in the mountainous western regions of Arborell. As the only men to truly master the power of the stonewood, the Dwarvendim rose quickly to leadership amongst the Four Nations. This leadership has been tested many times and violence and treachery have required that they find a safe haven amongst the high peaks and valleys of the Krodestaag Ranges. It is there they founded the mighty Stone Kingdoms. Although Dwarvendim are a good head shorter than most men, they are powerfully built and skilled in stonework and building. Their greatest skill, however, lies in the wielding of the Lore of StoneWood. When this power was taken from them they fell under the rule of the Kalboreans. Much is said of the fair nature of the Faeyen peoples. Slim of build and cultured in the arts they have led a life different from that of the other nations. Very soon after the end of the Horde Wars the Faeyen migrated to the rugged west of Arborell where they raised a series of magnificent citadels. Skilled in trade and the manufacture of fine metals they have grown rich and idle. They keep to themselves and as is their way allow few outsiders to see their great cities. Many years ago the Faeyen peoples ceded sovereignty of their lands to the Kalboreans. They do as the Kalboreans ask, pay regular tribute and have been little troubled by them because of it. Very little is recorded of this people except that they dwell in the far south and protect themselves with a powerful magic that is unknown to the other nations. Since the time of the Horde Wars the NomDruse have made no contact with the outside world, except to make it known that they wish to be left alone. As has been stated previously, the Hordim were created as slaves for a race that has long since disappeared from the world . Over time they have adapted to new environments and new needs and have evolved into a number of very different creatures. It has never been established as to whether the Hordim have divided into separate nations, but it is known that they have developed a rigid system of clan and tribe allegiances. These allegiances determine the social and military status of an individual. As a mark of this loyalty all Hordim have tatooed below their right eye the symbol of the "three tears". For what purpose is as unknown as most other aspects of the Horde's culture, but each of the tears has been found to represent the words; travail, sorrow and mourning. What this means has been the subject of much discussion. The following information has been taken from the little understood, and only partly translated, Jotun Book of Travail and thus may not be completely accurate. Jotun are creatures of great size and keen intelligence. Standing over three metres tall they are heavily built, with pronounced facial features and thickset limbs. Initially created as builders and miners for the Trell they quickly used their intelligence to destroy their masters and take dominion of their world. Their weapons of choice are the warhammer and club. Of the Hordim they are the most dangerous. To those who wish to show disrespect they are known as Jotun Trolls. Hresh are proficient hunters and fearless warriors. This has been their calling since their creation and they have proven themselves single-minded in their determination. Hresh are roughly man-sized, usually clad in either breeches or battle armour and all are green skinned. Their most identifiable feature is two tusk-like teeth that extend from their lower jaw. They are particular in their enjoyment of swordplay and find great humour in the lamentation of their dying enemies. Morg are small creatures, rarely any taller than a man's outstreched arm. They are enthusiastic saboteurs, skillful with explosives and always ready to torture both man and beast. They will go nowhere without their thin daggers and rarely venture out in packs of less than thirty. To be found alone by such a group usually means a long, torturous death. All planning and command is made by the Mutan. Pale of skin and possessed of large heads and black depthless eyes, they are the most intelligent of the Hordim. Although it is not known why, the Jotun readily follow all commands given by the Mutan elite and through this power they control all creatures of the Horde. When cornered they will fight. All Mutan carry large ornate battleaxes and do not give in till death. It is uncertain as to whether Reavers and Warbeasts are actually creations of the Trell or whether they are native to the Sanhar Wastes like the great Rift Dragons. Little is known about them. It will suffice to say that you shall meet them soon enough. This story is set in the northern frontier lands of Arborell, in the sparsely settled regions of Northern Kalborea. Your journey begins upon the ramparts of the frontier fortress of Maenum. Good luck. __________________________________________________________ Home | ReadMe | Instructions | Inhabitants | Map of Northern Kalborea Quick Find Page| Email | Book Two - Earth and Stone