Kingdom of Aran'Lunarium

The Kingdom of Aran'Lúnarium is an Absolute Feudal Monarchy ruled over by the steady hand of His Majesty High-King Aglarian Aran'Lúnarya. The Kingdom was founded by, and remains governed by the Arandi, a unique species of High-Elf indigenous to the continent of Khal'Aran in the realm of Âr-Karnadi. The Kingdom is new to the World of Aeternum; as the Arnadi are refugees due to the destruction of their home plane as a result of the Doom of Âr-Karnadi.The Arnadi are a strong and proud people, who uphold the tenets of their faith above all else. Their chief diety is the Moon Goddess Itíl-Lúneth; whose tenets convince many young Arnadi to become Paladins of the Moon.

## A Brief History

The Kingdom of Aran'Lúnarium was founded eons ago; and it's formation would hearken the begining of the First Age of Âr-Karnadi. It was during a moot of the Chieftains of the Arnadi tribes of Western Khal'Aran, at the base of Mount Itíl, on the banks of the River Lúneth. The Chieftains were bickering about how best to deal with the constant threat of the evil of the Dark God Haukron and his wicked wife Fauxbenia. At the height of their meeting, Itíl-Lúneth herself came down from atop Mount Itíl, and announced that they would need to form a Kingdom. Being their creator, they bowed to her will and had her chose from among them. The Goddess crowned Aranius, chieftain of the clan Aran'Lúnarya as the first High-King of Aran'Lúnarium; and for his first act Aranius declared their capital, Aranholme, would be built at the base of Mount Itíl, that they may always be close to their creator when in the capital.

From here, Arnadi history is defined by conflict with Haukron, Fauxbenia, and their legions of the Undead, Orcs, Trolls, Goblins, Demons, and other foul, wicked, and perverse creatures. The Arnadi would form various Orders of Paladins to their Gods; they would build great temples, and around these temples cities would grow. It is from temple building that they would turn their attention to fortress building, and near constant war with the forces of evil.

The whole of Arnadi history is a long, and sordid history that would be better described via a series of books; and thus will be done in such form; so it is from this point until we get to King Aglarian, that our tale will be in short form.

The Arnadi, and other forces of Good from Âr-Karnadi would battle these great evils, and would win many victories, yet too they would suffer great defeats. Eventually, the nefarious Goddess, Fauxbenia would be killed by an Arnadi paladin, and the company of heros travelling alongside him. Many times would Haukron be banished, only to return and wreak havock.This would all change with the coming of King Aglarian.

King Aglarian would come to rule in the year 2583 the Fifth Age of Âr-Karnadi; at the tender age of 45, upon the death of his father, Boranian II. Boranian II was killed infront of Aglarian, by Haukron himself. It is at this point that the Gods, who routinely meddle in the affairs of the Realm, but only when necessary, decided that enough was enough. They had attempted to show Mercy to Haukron, but it was clear that he was far too powerful to just be banished or imprisoned. So, all 6 gods: Itíl-Lúneth, Solanarius, Apaniiwa, Icthyüs, Clacháir, and Amanarya; imbued King Aglarian with their powers. With this newfound power from the Gods, Aglarian waged a year long campaign until he came upon the door of Haukron's fortress and fought him in single combat.

The battle was intense. Great craters were mawed into the earth, mountains were leveled, seas were boiled. The Eastern face of Khal'Aran was more than marred; it was damaged to the poiint that the realm would not remain stable for long. Haukron was a mighty foe indeed, the most powerful of all the 8 Gods who ever existed, but he was no match for the combined powers of the Gods, imbued into their Holy Champion. With a mighty ferocity of his unholy fury, Haukron lashed out at Aglarian, catching him on the right side of his face with his blade. But in his fatigue, Haukron was only able to leave a shallow cut with the tip of his wretched longsword. Aglarian, with the Moon Hammer in his left hand, smashed Haukron's vile blade. He then took his Bastard sword Lionrend, the Moonbringer, and stabbed the Blue flaming blade into Haukron's neck. The blade shattered as it killed the vile deity, leaving only it's enchanted handle.

And so Haukron was dead. Aglarian, victorious, did not enjoy any respite. He immediately surrendered all powers given to him by the Gods, in a plea for them to bring safety to the Good peoples of Âr-Karnadi, that they may live another day, rather than live on this dying plane. This prayer was granted, and mighty planar rifts were opened that the Arnadi, and all good peoples of Âr-Karnadi fled into. And so began the Sixth Age of the Arnadi people, as Aglarian awoke on this World of Aeternum.

## The Physical Characteristics of an Arnadi

The Arnadi are not as most elves appear. Yes, they are tall, measuring around 6'8" to 8'0". They live long lives, but they are not immortal; living only on rare occasion to the age 500. The Arnadi have pointed ears,and they are like that of a halfling, or a human; they are close to the head and the point extends only an inch or two from what would be a normal ear for a human. The Arnadi have natural hair colours, though some of them are born with white or silver hair that they retain their whole life. They posess skin that ranges from fair to ebony. The Male Arnadi are capable of growing magnificent beards, which are seen culturally as the sign of masculinity, and warrior prowess. The males are also generally of a brawny and stocky build. The women are fair and beautiful; but do not mistake them as delicate, it may be the last thing you do. They are not able to be raised as undead, nor are they able to fall to vampirism or necromancy; rather by the protection of the Moon Goddess, Itíl-Lúneth; rather the Arnadi will die, and turn to ash; rather than be raised as profane creatures.

## The Pantheon of Âr-Karnadi

The Arnadi follow a pantheon of 6 Gods, each of whom possess various holy orders and associated societies, they are as follows.

### Itíl-Lúneth:

Chief Deity of the Pantheon, Goddess of the Moon, Mercy, Justice, Righteousness, and Dreams. Her tenets are to protect the innocent and bring justice to the wicked. She created the Arnadi and all elves. Her symbol is her animal companion, Felix Aurum Lunarium, a Crowned Golden Lion with a Mithril crescent moon emblazoned upon his chest. Her favoured weapons are the Warhammer and Bastard Sword.

#### Order of the Holy Moon:

The Order of the Holy Moon are the most elite and senior body of Paladins in the Kingdom of Aran'Lúnarium. The Order of the Holy Moon is the oldest order of Paladins in all of Âr-Karnadi, founded by High-King Aranius I himself. They uphold the laws of Itíl-Lúneth, they protect the innocent, and they embody true paragons of virtue.

#### Lúnar Inquisition

The Lúnar Inquisition seeks out subversive cults, demon worshippers, and necromancers. They are sworn to uphold the peace of the realm, and do so with zealous fervour. Inquisitors function much like a detective would; they generally report their findings to the Order of the Holy Moon.

### Solanarius:

Husband of Itíl-Lúneth, God of the Suns, War, Courage, Valour, Cunning, and Hunting. His tenets are to be brave and cunning in War, burning a path through one’s enemies like the light of the Suns. He created the race of Men. His symbol is his animal companion, Cervus Argentus Solaris, a Silver Stag wearing a crown adorned with three Stars, a Blue one, a Red one, and a White one; emblazoned upon his chest is a golden Sun. His favoured weapons are the Longbow, Crossbow, and Longsword.

#### Order of the Stag

The Paladins of Solanarius are warriors in the truest sense of the word. They live and breath warfare, and honing their martial prowess is their key goal in life. These elite warriors are the bravest of the brave, and fight with the cunning and valour of the greatest of heroes.

#### Warrior-Monks of the Suns

An order of Aescetic Monks who train and master various forms of combat throughout their life. They are non-aggressive, but deadly in defensive situations.

### Apaniiwa:

Sister of Itíl-Lúneth. Goddess of Beauty, Love, Nature, and Plenty. Her tenets are to respect all that is beautiful, and all that is a part of nature; to love those things and allow them to flourish into plenty. Her symbol is an Apple tree with a nest of finches upon its crown and a Blue Morpho butterfly carved into the centre of the trunk.

#### Order of the Orchard

The Order of the Orchard are a group of peaceful and diplomatic Paladins. They seek to keep the peace, and protect nature.

#### The Druids of the Ivory Paw

The Druids of the Ivory Paw are the keepers of the sacred places of Apaniiwa, and guardians of nature. They ensure that the delicate balance is always kept. They speak to and taken the form of various animals.

### Icthyüs:

Husband of Apaniiwa. God of the Seas, Skies, Storms, Weather, Navigation, and Fishing. His tenets are to respect the Seas and be shrewd in one’s navigation and usage of them. All weather and the skies bow to his whim. His symbol is a lightning bolt striking a Mithril Trident that is being issued forth from a tidal wave. His favoured weapons are the Trident, Harpoon, and all forms of javelin.

#### Order of the Trident

The Order of the Trident is an order of Maritime Paladins. Avid seamen, and bold adventurers, these Paladins are always game to boldly go where no Arnadi has gone before.

#### The Royal Exploration Society

The Royal Exploration Society are a guild of merchant sailors and naval officers bent on exploring the far reaches of the world, and finding what treasures they may hide. They seek to found colonies for the Kingdom.

### Clacháir:

Brother of Icthyüs. God of Commerce, Craftsmanship, Masonry, Smithing, and Revelry. Father of the Dwarves, known to them as Khazanian. His tenets are to take pride in one’s crafts. He protects all craftsmen, smiths, and that most ancient and fraternal craft of Masonry. He seeks that his followers strive to better themselves through their work and diligence, and thereby enjoy the refreshment their labours provide, through feasting, and other such revelries. His symbol is a Golden Anvil emblazoned with a set of compasses atop a square; atop the anvil is trading scales and a bottle of Scotch whiskey. His favoured weapons are the rapier, light Warhammer, Earth breaker, Dwarven Weapons, and Polearms.

#### Knights of Clacháir

The Knights of Clacháir are an order of Craftsmen Paladins who protect skilled tradesmen, and trade caravans. They see that the markets remain protected, and that trade remains honest and abundant.

#### Guild of Stoneworkers

The Guild of Stoneworkers is an ancient and accepted craft. Shrouded in allegory and myth, these craftsmen guard the secrets of erecting great works of architecture, from those cowans and eavesdroppers that would seek to steal them. They instill a system of morality veiled in allegory and illustrated by symbols; taught via a series of Three Degrees; from the humble Apprentice, to the Fellow of the Craft, to the Master. A most noble guild of Free and Accepted Stoneworkers.

### Amanarya:

Wife of Clacháir. Goddess of the Dead, Healing, Medicine, Wisdom, and Magic. Her tenets are to honour the dead and heal the sick. She, in here infinite wisdom, impartially judges the souls of the dead and protects them from being tormented for nefarious purposes. She abhors necromancy, and those that would spread pestilence and disease She made the usage of magic possible for mortals and is seen as the patron deity of Magic. Also known as Shí’Quōng. Her symbol is a Magic Staff with an hourglass affixed to the top.

#### The Order of the Mystic Hourglass

The Order of the Mystic Hourglass is an order of Magister Paladins, akin to Battle Magi. They focus on the more magical nature of divine power, and are scholars and students of the arcane arts.

#### The Wizards of Kar'Aman

The Wizards of Kar'Aman are the governing body of the College of Kar'Aman in the Duchy of Silvervale. These wise Wizards are keepers of knowledge and lore, and the teachers of impressive arcane arts.