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Great Lighthouse

The Great Lighthouse - also known as the Lighthouse at Praxegos - is a massive Precursor structure found on Praxegos Island, located at the southeasterly end of the string of rocky islands known as the Codus Islands. It is one of the prominent sites of Arginium.
The age of the Lighthouse is unknown, but its architecture is of the same style as other Precursor structures that still dot the Continent. From its base to the pinnacle of its light, the structure stands approximately 3,500 feet high. On the evening of every new full moon, the massive lamp at the pinnacle of the Lighthouse sends out a multi-colored beam of light that reflects in the skies above and can be seen across the entire Continent.
First discovered by explorers in the year 491 of the Common Era, every attempt that has ever been made to gain access to the Lighthouse has failed, as no way has been devised to open the towering doors that are the only apparent means of entry. The doors and outer walls deflect magical spells, and scrying the interior produces nothing. Scholars of the Incantrium who visited the site report they sense potent magicks at work within the structure, but have had no more luck than anyone else in gaining access.
The purpose of the Lighthouse, similarly, remains unknown, but scholars continue to study what of it they can. Some theorize there is a connection between the Lighthouse, the Zomorah Abyssal and the legends of the Precursor city of Ionorath. The Incantrium maintains a small enclave on the opposite end of the Codus Islands, on the island known as Eovotara.
Category:Places
Halfling

Halflings are one of the four civilized races native to Arginium.
==Overview==
====History====
During the Second Age, halflings were a servitor race of the elven empire of Delthoridan.
When the Elven Civil War brought down the empire and the majority of elves were slain in the conflict, humans rose quickly to supplant their former masters as the new leaders of the Continent. Having also been servitors, the halfling people were able to adapt to the changes, and to modern times continue to live alongside humans freely in the cities, towns, and villages across Arginium. It is estimated in current year that approximately 15% of the population of the Grand Commonwealth is halfling.
====Description====
Halflings vary in height and build, but are always shorter than the other races. Males and females alike average between 2’10” and 3'6” in height and mass between 35 and 45 pounds, depending on their height. Their hair colour varies, and can be shades of black, brown, blonde, or red. Their eyes colour also varies, and can be shades of blue, green, or brown . They tend to be fairer skinned than humans.
Magick ability in halflings is rare, with only 1 in 1,000 being born with the ability to wield it. Many among their society find magick frightening for its seemingly limitless capacities, but they know better than to not respect what it is capable of. This respect manifests itself in the more somber and cautious nature of their kind who are acanists. Halflings, on average, live upwards of 65 years.
====Reputation====
Halflings are very social and outgoing folk, who get along easily with the other races. Their earnestness and openness make them easily at home among the other civilised races, and their willingness to help other people as much as their own kind. In some cases, the very extroverted nature of halfling society can rub others wrong, of course, but they nevertheless are widely welcomed throughout Commonwealth communities. They are widely known as intensely curious people, with a penchant for collecting things, and have made a name for themselves as scouts, explorers, tinkerers, and sharpshooters.
====Society====
Like humans, halflings are family-oriented people to whom community is everything. They organize in stims that are named for the area in which they live, and resemble both neighborhoods within a greater community and an all-inclusive extended family. These stims encompass all halflings who live in an area, and even if they are not related by blood, they all are considered family by tradition. Halflings within any given stim refer to themselves and others in that community as "stimfolk", and these very close-knit structures work actively in preserving their homes, their livelihoods, and one another.
Halflings are almost equally split between those who are and aren't religious. Those who are religious are typically followers of the Communion of the Circle, the state faith of the Commonwealth.
Category:Races
Harmonious Font

The Harmonious Font - also known as the Font of Harmony - is the name given to the single largest known - and best known - mana well in all of Arginium. It is located underneath the city of Morvista, capital city of the Grand Commonwealth. The headquarters of the Incantrium is said to stand directly atop its location. Its subtle, nigh unavoidable presence within the Ambience is felt by all magic users worldwide. The Incantrium is charged with both maintaining the Well and ensuring that its location remains a well-hidden mystery from those who would abuse its power.
Category:Magick
History

This page contains the general historical account of events within Arginium since the beginning of time.
==Antiquity Era==
* Arginium and the rest of the Great Beyond form under Divine guidance. The Precursors are first placed upon the world.
* Very little definitive history is known of this era, or how long it lasted. During this period, the Precursors built several great cities whose ruins still stand today. The dragons were created, and the Ancients tapped into the magicks of the land by developing the mana wells, most famously the Well of Harmony and the Infinite Well.
* The peoples of Arginium are believed to have at some point during the latter part this era descended from the Ancients. The coming of these peoples is believed to have been the point at which the Precursors began to depart the realm.
==Common Era==
====First Age====
* Vrucciaven is established in the early years of this Age.
* Emaonach ascends to power fifteen years before the Downfall.
* In his sixth year, Emaonach and his arcanists violate the Sacred Ordinances, summoning demons from Eaphunara.
* The destruction of Vrucciaven (the Downfall) marks the end of this Age.
====Second Age====
* The elven empire of Delthoridan is established in the early years of this age.
* The World Tree begins to bloom again in the Great Forest in the twenty-ninth year.
* The frigate Zomorah takes the first sounding of the Zomorah Abyssal.
* The first recorded sighting of the Leviathan is reported by a ship passing over the Abyssal nine years later.
* The collapse of Delthoridan marks the end of this Age.
* The last dragon sighting occurs shortly after the collapse of Delthoridan, just north of the ruins of Ioxonor.
====Third Age====
* The Great Lighthouse is first discovered.
* The Incantrium is established.
====Fourth Age====
* 4202 - The Grand Commonwealth is formed.
* 4582 - The Lakeland War occurs mid-year.
* 4995 - Current year.
Category:HistoryCategory:Setting
House of the Gods

The House of the Gods - known in the Orcish tongue as Gholorz Garan'do - is the religion of the Orcish people.
==Beliefs==
Gholorz is centered around the reverence of a trinity of gods, also known as the Gholorz, who represent death (Sazotz), fortune (Uthos), and war (Khaorr). It is believed by orcs that these three deities are in a constant struggle for supremacy over orcish society, and that the prayers and offerings of individual orcs to them sustain this struggle, which symbolizes the struggle of life and the three parts of it considered most important to every orc - battle against one's foes, prosperity and fortune in success, and inevitably death, which comes for every orc.
==Holy Texts==
Gholorz has no formal texts, as all beliefs and practices it are passed down by oral tradition. This tradition requires what are known as lorekeepers, elder orcs whose purpose in society is to maintain this knowledge and pass it on to younger orcs who seek to likewise preserve the faith.
==Structure==
Gholorz maintains no priests or temples, as adherence to the faith is the duty of every individual orc. The closest thing to clergy within the faith are the lorekeepers, who maintain the knowledge of the faith and pass it on via oral instruction to new groups of willing supplicants, who continue the tradition to future generations.
==Status==
The religion is considered a minority one, as only a small number of orcs (mainly among the more militant, independent tribes) continue to follow it. It being a minority faith, it is protected by Commonwealth law, though its aggressive ethnocentric views make it unpopular among those orcs who prefer to be a part of Continental society and not isolated. The religion has no known relationship with any others.
Category:Religions
Human

Humans are one of the four civilized races native to Arginium.
==Overview==
====History====
During the Second Age, humans were a servitor race within the Elven empire of Delthoridan, which ruled over much of the Midlands and the Westlands. They weren’t allowed to study Magick under rules which also applied to halflings who lived in the empire, and were forbidden to travel without permit.
When the Elven Civil War brought down the empire and the majority of elves were slain in the conflict, humankind rose in the following centuries to take their place as the preeminent race of the Continent. It is estimated in current year that approximately 60% of the population of the Grand Commonwealth is human.
====Description====
 
Humans vary in height and build. Males average between 5'8" and 6'4" in height and mass between 165 and 220 pounds, depending on height. Females average between 5'0" and 5'6" in height and mass between 120 and 145 pounds, depending on weight. Their hair colour varies, and can be shades of brown, blonde, red, or black. Their eyes colour also varies, and can be shades of blue, green, or brown. Their skin is light or gold beige shades.
Magick ability in humans is rare, with only 1 in 1,000 being born with the ability to wield it. Many common folk are intimidated by the concept, but a general sense of universal respect for the mysterious powers Magick grants is prevalent among the social classes. Humans, on average, live upwards of 80 years.
====Reputation====
Humans are known as some of the world's most skilled diplomats, swordsmen, and as capable arcanists and explorers. The militant aspects of their culture are widely known through their penchant for efficiency and ruthless effectiveness. This has been proven in the success they had in uniting the entirely of the Continent under the banner of the Commonwealth nearly 800 years ago. They are likewise known for their agility and adaptability.
====Society====
Highly community oriented, humans build their lives around family and friends, and are typically very social, among their own kind and with the other civilised races. Older men and women are shown deference and respect, as elders of the community. Frequently, their advice will be sought on matters that affect the town or village, and they consider it an obligation of their status to teach and counsel younger generations.
Since the pre-Delthoridan days, like most mortals, Humans have worshiped the Circle Celestial.
Category:Races
Incantrium

The Incantrium - also sometimes called the Guild of Incanters - is an arcane guild, operating throughout the Grand Commonwealth, dedicated to the study, responsible use, and protection of magick. It operates under an official charter from the Commonwealth.
==Overview==
====Mission====
The Incantrium is charged with the promotion and preservation of Magick, and is dedicated to the study and application of the arcane arts. It also serves to centralize standards and teachings, and advocates the responsible use of these powers. It seeks those it learns of who have experienced their Unbinding, approaches the family with an offer of instruction, and ensures that they are fully and responsibly taught the proper respect and caution for wielding magick while simultaneously enabling them in their journey of study and enlightenment. When necessary, it also tracks down and captures those arcanists who have gone rogue or violated the arcane laws, and in certain cases, turns them in to be subject to Royal authorities for punishment.
====Headquarters====
The Incantrium makes its home in Capvering Hold, a complex located in the Military District of the city of Morvista, the capital of the Grand Commonwealth. It is there that the leaders and administrators of the organisation meet and work. Here one also finds various classrooms, laboratories, and other facilities for use by members.
====Leadership====
The leadership of the Incantrium is invested in a body known as the Arcane Council, which is responsible for overseeing and regulating all business. It's membership consists of nine men and women, all powerful and accomplished master arcanists, with long records of service and discipline. They are charged to both serve as the stewards of Magick and its traditions, to represent it honorably to the mundane peoples of the Commonwealth, and to ensure its responsible use.
The leader of the Council, and by extension the entire Incantrium, is known by the title of Archmagister (or Archmagistra if female). This individual is recognized as the most senior member, and as the most prominent and powerful arcanist of the guild. They may act unilaterally or in concert with the Council as matters require, and ultimately have final say on all issues within the ranks of the organisation. Generally, however, collaboration with the Council, and maintaining respect for its views and directives, helps to preserve and ensure the smooth transaction of all necessary business. The current leader of the Incantrium is Archmagistra Violette Humilio.
====Branches====
Every major city across the Commonwealth is home to a local branch of the Incantrium, commonly referred to as a chapter hall. These halls serve as places for members who are abroad to receive support in the form of lodging, food, resupply and healing (if needed). They also offer their own libraries of books and scrolls for the use of members, and also have alchemy and enchantment services. Each of these halls is led by a master arcanist known as a factor.
Category:MagickCategory:Organisations
Inquisitor

The Inquisitor is the name given by mortals to an entity often believed to be one of the Watchers, a small group comprised of the most powerful of the Immortals who serve the Circle Celestial. According to what few instances exist of his appearance, he is said to be "the one Immortal the Gods will send when it is time to weigh a matter most somberly, granting it one final opportunity at reconciliation, before its judgment is handed down".
Category:Religions
Leviathan

The Leviathan - also known as the Dragon of the Abyss - is a legendary sea creature that lives within the Zomorah Abyssal of the Eastern (Patronic) Ocean.
When the Abyssal was first sounded by a high elven ship whose name the great depths now carry, ships would sail over the region with little cause for concern. Almost twenty years after, however, in the year 490 ofthe great beast was sighted for the first time when it attacked a pair of ships that were scouting the region. It is said to have the features and physical appearance of an immense sea serpent but with the head of a dragon. Its head and body have several long, shimmering fins of a translucent reddish-blue coloration.
No one is certain of the origins of the creature, but a widely held theory is that it is likely a Precursor creation, crafted for a specific - though unknown - purpose. Some say it was created by the Precursors to safeguard the great city Ionorath, which is rumored to sit at the bottom of the Abyssal after being left there by its builders when they left Arginium. To date, it is also believed that this is the only extant creature of this type, as no other sightings have ever been made beyond the Abyssal.
Category:Bestiary
Life Guard

The Life Guard - formally known as the Royal Life Guard - is the contingent of soldiers charged with guarding Arvendon Palace and the person of the High Sovereign. They are a highly-trained, elite force considered to be among the finest units in the Grand Army. Every member is a battlecaster, capable of wielding both magick and the weaponry they are equipped with. Their loyalty is to the high sovereign personally, their oath sworn to protect the leader of the Grand Commonwealth and their family.
Category:Organisations
Mana Well

Mana wells are an uncommon occurrence where the powerful currents of the Ambience burst to the surface and manifest as "lakes" of bluish-white energy that behaves as if it were water. These confluences are the singularly most potent manifestations of the magicks of the plane. Some mana wells are larger and more powerful in terms of their "resonance" within the Ambience, as the larger a mana well is the more considerable that "rattle" they produce within the arcane currents of the land. These are known as "great wells", whereas all others are known simply as "lesser wells".
The two best known mana wells are the Harmonious Font, which is the single largest ever to be discovered, and is said to be located somewhere within Morvista. The other, and second largest, is the Infinite Well, now more commonly known as the Howling Well - which is located near the heart of the Vrucciaven Wastes and has lain shattered since the end of the Hundred States period. A third great well known as the Verdant Source can be found in the depths of Jandol Swamp in the Westlands, and is believed to have been drawn upon by the ancient Vai. To modern times, however, it has not been known to have been seen by any explorer, and its current condition is likewise not precisely known.
Category:Magick
Marcai Ormellian

Marcai Ormellian, remembered by history as Marcai the Spellwright - born TBD CE, died TBD CE - was the founder and first leader of the Incantrium. After guiding the creation of the guild, he would lead it for over a century. During his tenure, he helped shape the central methods and traditions that continue to mold the arcane rites and practices of modern times, and would likewise influence the common establishment of the arcane orders as they are known in modern times.
He was born in the city of Eastgate.
After his 109 years as leader of the order, Ormellian died aged 173 years and his body was placed within the Tower of Aranoth, north of Basinford. There have been many scholars since who believe he did not actually die, but rather unlocked the secret of immortality and was granted the ability to wander the land in times of need as a sort of spirit guardian of the arcane balance. His body, in repose at Aranoth, is merely "asleep". Many stories in the intervening centuries since last he walked among his fellow arcanists say his spirit has been seen and spoken with by several individuals. It is also said that each High Magister is able to summon him occasionally, for brief periods, for purposes of gaining counsel.
Lord Ormellian left behind several incredibly powerful magickal artifacts known collectively as the Master's Tools. These items are jealously guarded by the Incantrium, and several have been the target of theft attempts over the centuries.
Category:MagickCategory:People
Morvista

Morvista is the capital city of the Grand Commonwealth. It is located in Apparona, on the western shore of Grammiron Bay at the mouth of the Waydon River Delta. It is one of the largest major cities on the Continent, and one of only three major cities whose foundations predate the Hundred States Era. The metropolis is renowned as one of the most elegant and unique cities in the world. Because of its age, it is known as "the Eternal City".
==Government==
==History==
==Economy==
Morvista is one of the major ports on the Grammiron, and a huge variety of trade goods flowed through the city. The city primarily exports metal goods, finished leather goods, and various luxury goods such as spices, silk and fresh fruit. Trade is overseen by various companies, such as the Royal Trading Company and the Golden Crest Trading Company.
==Religion==
The vast majority of the city's religious populace is of the Luminianite faith.
==Places of Interest==
Arvendon Palace, Assemblage Hall, the Arsenal, Capvering Hold, Via Popula, Civic Gardens, Monument Plaza, Great Arcade, Royal Philharmonic Hall, Royal Opera House, Royal Museum of Antiquities, Crystal Falls
Also located here are Capvering Hold, headquarters of the Incantrium, and Gatterlen Keep, the city prison. Gatterlen is maintained by a specialized military constabulary force.
This neighborhood is well known for the grand vista it grants to those who enter the capital via ship. Those who travel from the Port District to areas towards the center or other districts pass over the man-made waterfalls of the great promenade known as Crystal Falls, which is one of the wealthiest and most luxurious parts of the city. Here, buildings surround a long rectangular area where the various man-made lakes and ponds of the district all drain into a greater body of water at the bottom of the rectangular area via twenty-four cascading waterfalls that drop nearly one hundred feet. The facings of the Falls are themselves a variety of shops and restaurants, with visitors able to go to the lake the falls empty into at the bottom, known as the Mirror.
==Defenses==
Aside from a full legion of Army troops and the professional peacekeepers of the City Watch, it is said that the capital has formidable defenses which not obvious to the naked eye. These are widely believed to be a combination of magickal, mundane and technological systems. There is also the added defense provided by the large number of magi and independent but pro-Royalist militant groups.
Category:SettlementsCategory:Places
Organisations

All pages pertaining to organisations around Arginium.
====A====
* Academae
====B====
* Black Fleet
* Bureau of Statistics
====C====
* The Cloth
* Church of the Circle
* College of Docents
* Cult of Perfection
====D====
====E====
* Eccodore
====F====
* Five Families
====G====
====H====
====I====
* Incantrium
====J====
====K====
* Order of the Knights of the Lion
* Order of the Knights of the Scarlet Banner
* Order of the Knights of the Scroll
====L====
* Lamplighters Guild
* Life Guard
====M====
====N====
====O====
* Ocularum
====P====
* Perpetuum League
* Society of Plentitude
* Publicans Guild
====Q====
====R====
* University of Roseminster
====S====
* Spiral Tower
====T====
* Talon Guard
====U====
====V====
====W====
====X====
====Y====
====Z====
* Shadowport, Bellstar, Stillwick, Mossmire, Castleside, Market Oldview, Hazlemere
* ALEX - Grew up under loving care of Apothecary mother in Market Oldview, a village on the outskirts of Riverview. Picked up scholarly curiosity from spending time in her shoppe, was sponsored by the Order at age 16 to attend the University of Roseminster. Studied history, war, and languages.
Category:Society
Ousni

The Ousni are a loosely organised cult which worships the demonic forces of Anathema. While it has existed for millennia, the cult has only survived numerous purges and inquisition hunts thanks to its intensive efforts at secrecy. Simliarly, the cult actively encourages the common belief of most Commonwealthers that the Ousni were largely destroyed thousands of years ago, in retaliation for the murder of the Exemplar Dionel, as a further safeguard. While a shadow of the strength they were centuries ago, the organisation remains diametrically opposed to the Church of the Circle, and the religion they promote. Church examiners continue to track their movements, exposing and destroying them whenever possible, in an ongoing secret conflict most are blissfully unaware of.
In the elven language, ousni is one part of the term "ousni elthedren" which means "dark wanderers". This name reflects the cult's reverence for the powers of darkness, and the fact that it was originally founded by elves.
Category:ReligionsCategory:Organisations