Archaeus

A map of the known world.

**Archaeus** is a planet currently located in the Kenku-Naga galaxy. It is inhabited by several races, including Humans, Dwarves, Elves, Sylven, Greenskins, and Fext. Much of the history of Archaeus remains unknown or undiscovered, as the primary sapient races have only been present on it for 622 years.

## History

The planet of Archaeus is believed to have existed for many thousands of years, being home to a variety of flora and fauna as well as a limited number of minor sapient races, such as the Ninkilim. About 620 years ago (Å-0), four major races simultaneously came into being on islands in the far east: The Elves, Greenskins, Dwarves, and Sylven, believed to have been caused by their corresponding Realms of Magic. Around this time, the Mortuus Arvum, a mysterious but powerful area in the centre of the major continent, was discovered; it is unknown for how long it has existed. 88 years after the emergence of the other four races, in Å-88, Humans appeared in a similarly abrupt fashion.

As of the Kenku year 4814 (believed to be around Å-200), Archaeus was not pictured on star maps of the Kenku-Naga galaxy; however, by approximately Å-400, it was.

250 years ago (Å-370), a great war erupted between the Ninkilim and the new races of Archaeus. Lacking in food and suffering from overpopulation, they were forced from their underground caverns and began raiding above-ground settlements. Many of those who died in these battles would be resurrected by the Ossuarium, becoming the first Fext; fearing rejection, however, they remained hidden for many centuries. The Great War would later lead to the unification of the major races of Archaeus, and an era of relative peace.

In the past few years, the Arvum has become more active, expanding and sparking fear among not only the major races but also nature itself. It also used a necromancer to create an army of the undead, which briefly threatened the lands of (then-Lady) Adalhard before a group of adventurers repelled it and slew the necromancer.

More recently, an army of Pale Elves invaded the world at large, claiming lands around the former Pirate's Cove. Defeating the same group of adventurers, their advance has proven rapid and nigh-unstoppable.

## The Mortuus Arvum

*Main article: Mortuus Arvum*

The Arvum is a mysterious area of Archaeus located at the centre of the largest continent. It is surrounded by towering, thick clouds of dust and smoke and unnatural storms, which prevent even plant life from flourishing nearby. The Arvum - through expansion or otherwise - has claimed a number of settlements nearby along with all of their inhabitants.

The nature and providence of the Arvum remains debated by historians, as well as its connection to the Gods and to magic. Extremely few accounts of the inside exist, but those that do have given some information.

Time appears to pass differently within the Arvum, but inconsistently; a month there could be a century outside or a second, though almost none escape to see it. It is inhabited by the Pale Elves, seemingly the result of the corruption of a clan of elves who were subsumed into the Arvum centuries ago. They are hostile to outsiders, having pursued and killed the crew of the Nag who ventured within, and worship an individual referred to as the Death King. The Arvum has also been referred to by several independent sources as relating to the cycle of life and death, and the corruption or damaging thereof.

## Nations

Nations in Archaeus are broadly divided by species.

The Sylven Empire is a loose grouping of Sylven tribes, each of which are led by a tribal leader known as an Arvenan. The Arvena are in turn led by the Salix, a group of four ancient Tree-Men. The Sylven Empire is diverse, consisting of many different subspecies including Dryads, Fauns, Faeries, Minotaurs, Rabbitfolk, Tabaxi, and Foxfolk, and primarily claims territory in the forests and other unspoiled natural landscapes of Archaeus.

Elven city-states are ruled over by the Assembly of Nine, a body elected quadrennially and located in Cathair Ciallmhar Älvor, a city on the eastern island of the inland Sea of Storms.

Greenskins are divided into independent clans, led by a Sech ('great teacher'), a role which can be claimed through a challenge of skill, knowledge, and intelligence.

Dwarves are also separated into clans, though they are usually much larger and more organised, based around mines or fortresses and laying claim to large swathes of territory. Clans often have strong diplomatic relations, with 'Tays' (leaders, literally 'Great Mountains') resolving disputes through trade agreements or arranged marriages. The various Tays are sometimes ruled over by a single High Tay, whose appointment requires the blessing of Dwarven ancestral spirits. Halflings and Gnomes also primarily live within Dwarven lands, though a growing separatist movement has led to the recent establishment of the first explicitly Halfling nation, New Tealand.

Human nations are arranged in a feudal system, with hundreds of lesser Monarchs paying fealty to the Monarchs of the Broken Isles, the human birthplace and the location of their largest concentration of territory. These lesser Monarchs in turn oversee Dukes, Barons, Counts, Earls, and Thanes ruling over smaller lands and the peasants within. Though the highest political authority, the Island Monarchs pay great heed to the words of the Truth Seers of the Council of Truth, extremely powerful ritualists who are said to be able to see years into the future.

The Fext live in a single theocratic society led by the Ossuarium, which spans several of the caverns formerly occupied by the Ninkilim prior to the Great War.

Many multiracial nations and city-states also exist, bound by creed rather than blood and often answering to no higher authority. Though less established, these areas benefit from welcoming outcasts and adventurers from the larger nations.

## Magic

*Main articles: Makutu, Realms of Magic, Divination*

Archaeus is the only known world in the Kenku-Naga galaxy in which magic (also referred to as Makutu) is usable; magic-users from Archaeus have proven unable to perform spells while offworld. Conversely, races from the rest of the galaxy have proven capable of interacting with magic while on Archaeus, specifically the Beholder Rrrr'k't Zygyjy pt'!, who has not only trained in the art of Fulcrum magic but also displayed the unique ability to 'see' magical energies. It is not known with certainty why Archaeus has this property, though it is known that the most powerful spells draw upon Arvum energy to achieve their effects, something impossible on worlds without an Arvum.

Magic in Archaeus has existed at least as long as the major races have, and has been classified into several realms, all but one aligned to one of the major races:

* The Stasis Realm, commonly known as Runic magic, is a realm of magic aligned with the Dwarves and related races including Halflings and Gnomes. Its magic is expressed primarily through the carving or drawing of runes, often strengthening the objects or individuals upon which they sit. Techniques often differ, kept as family secrets among Dwarven clans, though it is possible for outsiders to be taught the art.
* The Allazo Realm, commonly known as Druidic magic, is the realm aligned with the Elves. It is known to manipulate the power of nature, allowing its wielders to assume the qualities of animals and plants. One of the most powerful expressions of this is the ability to take on the qualities of a mythical beast within one's own soul.
* The Natus Realm, commonly known as Healing magic, is the realm aligned with the Sylven. It primarily focuses on healing wounds and poisons, and its greatest practitioners have been known to call upon Arvum energies to heal entire battlefields of warriors at once.
* The Mortis realm, commonly known as Necrobotany, is the realm aligned with the Greenskins. It combines the power of fungi and the goddess Yu'Yama to temporarily resurrect or communicate with the dead, or to draw life from the living and weaken them. Though unable to heal others, it is also capable of staving off death for a short period of time.
* The Fulcrum realm, commonly known as Ritual magic, is the realm aligned with Humans. Through long-form spells performed in a ritual circle, it is capable of enhancing individuals and objects or interacting with the fabric of space and time itself. More versatile than other realms, careful application of Arvum energy can allow a skilled ritualist to do almost anything, from teleportation to rewriting another's soul.
* The Dread realm draws directly from the Arvum itself. Recently discovered and with only one known practitioner, its abilities are poorly documented but described as gruesome and corrupt.

Another application of magic unaffiliated with the six Realms is divination, which allows an individual to see partial omens of the future or past through a variety of methods, including tea leaves, special cards, stones, or the stars. Another unorthodox magic is that of music; the greatest bards and skalds have been known to sing songs that enrage enemies or supernaturally inspire allies, though such instances are rare.

## Religion

*Main article: Religion in Archaeus*

The most commonly worshipped deities in Archaeus are the Three: Aea, goddess of peace; Errak, goddess of war; and Yu'Yama, god of death. Many other religious exist in harmony with or opposition to this pantheon, revering a wide array of entities.

## Demography

Archaeus's population consists roughly equally of the major races, with a smaller number of each of the minor races. Most inhabitants are peasants or other workers such as tailors, bartenders, carpenters, miners, or soldiers, having received little to no formal education. Only those fortunate enough to learn from a scribe or another literate individual are able to read or write. Smaller numbers of the population are nobility, ruling over lands usually by birthright but sometimes by election. The middle classes consist of scribes, scholars, knights, merchants, and adventurers, individuals who offer skill at magic or warfare to the highest bidder or else use such skills to seek treasure or hunt criminals.