Annyrion

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Overview

  • Tir Annyr – this is the most densely settled region of Annyrion, and is populated mostly by Wyldfolk. It is a land of forests, fens and highlands with large sections of wilderness. The majority of Wyldfolk living here are the Tribal culture who live in villages and worship the Asrae pantheon known as the Neamh.
  • The Undermarches is dominated by a vast plain known as the Aishlinn Prairie. The wyldfolk living here are the nomadic Fiannor type. The land is contested by Banebrood Centaurs, monsters and wild beasts.
  • Westerwilds – This region is mostly unexplored by mortals and the Wyldfolk living here are the Tuathan – those who joined their souls to the anima of nature and seek to resurrect the dead creation goddess of the cosmos. Also living here are Niads and elder races. Further west the land becomes even more exotic and dangerous with the fey-lands, god-forests, Demon-lands, and barbarian descendants of the Tartos Empire.
  • Northcape – Until 200 years ago, the Northcape was was dominated by the Kingdom of Conanderin, but now this is a land under daily attack and Skannfyrd invade from the north-east, and undead from the Seagrave Isles wade ashore.  The Wyldfolk living here are a mixture of Tribal, Fiannor and Tuathan.

Annyrion in Summary

Cool and damp, and garbed in a verdant mantle, this land seems from afar like a paradise, but as the Wyldfolk found out, Annyrion is a harsh mistress composed of windswept moors, dank forests and vast ranges of ancient mountains weathered into bleak highlands.

Moreover she was an untamed land – home to capricious Fey lurking in their enchanted realms where the laws of nature hold no sway, and home to the enigmatic Elder Races dwelling within forests of giant plants fallen from the world of the gods. Savage Barbarians skulk in bramble-woods, primitives prowled the snowy mountains, demons cavort across the howling granite wastes, and voracious beasts prey on one and all.

Arriving in Annyrion through the portal gate of Karickfern, after a 600-year exodus from the distant continent of Zephyr, the exhausted, starving Wyldfolk determined to make their final stand in Annyrion, for they could go no further. So they determined to carve out a new homeland for themselves or die trying, there among the ruined outposts of the former Tartos Empire, battling the seething hordes of Banebrood who were the twisted legacy of that once proud culture.

These armies of men-beasts and mutated mortals were the direst of threats the Wyldfolk faced, for they outnumbered the refugees a hundred-fold. Such abominations were previously unknown to the Wyldfolk; they named them Fhomorions and Firbolg, and swore upon the Seven Sacred Torcs oaths of eternal hatred.

Through Several Milennia of relentless sacrifice, and using the wilderness, terrain and animals as their ally,  Wyldfolk became the nature-folk they are today.  At this time these tartan-clad, wode-painted people  are the dominant culture in Annyrion, but their grip is tenuous and slipping day by day.

However, Annyrion is home to many enemies, especially the Banebrood, while Nordgaard and the Mortan Empire are eating at their wyldfolk’s borders.

Unique Features of Annyrion

God-Forests – more than a dozen godlands hit Annyrion when the world of Godangar was destroyed.  These were previously part of the Garden of the Gods on the Asrae world of Goddangr before it was smashed.  These small lands carried plants which were gigantic in comparison with Calydorn plants.  Where they landed, the seeds scattered and forests of these giant plants grew up around them, stretching for hundreds of miles.

Feylands – The catastrophic meddling of human sorcerers during the Golden Age shattered the wall of the material plane, scrambling the Material Plane, and the Aetherion plan of Aar, thereby thrusting the Mortal and the Fey races into unexpected contact. Hundreds of small pockets of the otherworld were displaced to Annyrion, along with six major realms, all of which are known as the Witching Lands.  These are Lyela, Muriadh, Goriadh, Findiadh, Faliadh, and Sinnreadh.

Many of the Fey were loath to leave these garden-paradises and glittering cities, and so they remained – enigmatic beings guarding their hidden glens and misty lochs.

Conversely, countless Wyldfolk lands were trans-located to the other side, where legend has it, the descendants of the mortal inhabitants survive to this day. Bard tales recount famous quests, romances, duels and wars with the Immortals, but for the most part the Fey shun the material taint inherent in humans. The capricious mentality and devious magic of the Fey taught the Wyldfolk a wary, superstitious respect for these beings, whose forms are as varied and fluid as their emotions, appearing as tiny fairies, knee-high Pucks or waist-high Gremlins. Best known of all are the Sidhe – Aetherions of the Otherworld. These graceful beings possess a mentality which to mortals is amoral and utterly incomprehensible, and yet also beguiling in its mystery.

The vegetation of these lands is that of the Aethernatos realm of Nhaar, from which they originate. Plants grow in various shades of purple, while flowers are predominantly green and blue. Because they lack one of the 12 Keraunoi emanations which combine to form the Material Plane, these Fey realms possess a dreamlike and insubstantial quality. The laws of nature do not always apply within; gravity, motion, and dimensions are variable. Water may run upstream; rain may fall into the sky; and opposing winds can create standing walls of air. Even time is variable; days can last for months or months can last for days.

Megalith-fields – Perhaps the greatest endeavor of the Druids was mapping the leylines which cross northern Ghorn, and the raising of a network of megaliths along them. These great stones are used to store and amplify the leyline energy for use in their rituals as well as in defense of Wyldfolk lands.

Individuals initiated into the sacred Ogham Lore are able to access the megaliths and unleash the magical energy stored within. The existence of the network is vital for the survival of the Wyldfolk nations, and they the leylines are patrolled regularly to ensure their functionality. In key locations they build megalith-fields which are storage for the magical energy.

Henges – The Druids’ astronomical studies led them to comprehend the nature of the stone circles spread across Calydorn – observatories built in previous cosmic cycles. After each renewal, the henges were no longer accurate, since the Nine Worlds had been shifted, (and in some cased destroyed), and so new stone circles were built. The difference of measurements between the old and the new indicated how the Cosmos had
altered between cycles. By following the celestial movements of the suns and moons, they try to predict when the cosmos will approach the next Omegalypse.

Primary Cultures of Annyrion

Tribal Wyldfolk – Wyldfolk Tribal culture can be divided roughly into three types: Highlanders, Lowlanders and Fenfolk.  At one time the two cultures were defined by where they lived, but now it is possible to find exceptions such as the Annyr living in the southern Prymorthian Mountains who live at an altitude greater than that of Gromponia, but are still considered Lowlanders in every way. Some dispossessed bands of Highlanders also roam Badadden and Magh Doradh, but they still consider themselves Highlanders.

The Highlanders Live among the mountains plateaus and hill ranges of Annyrion, and worship the deity Grom-Graoch who is the son of the Vanitan Gärd and Shannenis goddess of Fertility.  He is god of the mountains and Patron god of Gromponia, where they worship him almost to the exclusion of all other gods.  Because Grom-Graoch is half Vanitan, he is a loner.  He looks down from his misty mountains with a harsh and unforgiving stare.  He appears as an ogre with a musk-ox mask and furs, wielding a claymore.

Lowlanders primarily worship the god Mabdhus.  Mabdhus is a brash, loud and boastful god, with the courage and strength to back his claims.  In personality, he could not be more different than Grom-Graoch. He is always portrayed riding a chariot, wielding spear and sword.

Fenfolk live in the vast swamps, fens and marshes of Annyrion and worship the goddess Brannia Annua, who is considered the greatest hunter of the cosmos. She can take the form of various beasts and can speak with all animals.  Brannia demands respect for animals and punishes tribes who over-hunt.

From the Lowlanders, Highlanders and Fenfolk of the Tribal Clans to the nomadic Fiannor clans of the prairies, internal strife is common, and only the Druids provide a modicum of political cohesion.

Tuathan Wyldfolk – Fully a quarter of the Wyldfolk turned their backs on the Druids and the gods altogether, embracing instead worship then cosmic creation Goddess Dhannya. The Tuatha de Dhannan, or Children of Dhannya believe in a greater goddess they call Dhannya who gave birth to the cosmos and who was slain by the Arch-emperor of demons.

While her consciousness was snuffed out at her death, fragments of her shattered god-soul were splashed upon the Nine Worlds. Much of this essence merged with the life-force of nature which permeates all living things; and so these non-sentient fragments of The Goddess have lived on within particularly verdant regions of the Nine Worlds.

The sub-continent of Annyrion is said to contain one of the largest portions of the dead goddess – unconscious but divine nevertheless – and the Tuathan are devoutly dedicated to its sentient reawakening.

During the first century after their founding, the Tuathan evolved a threefold culture with one sect epitomizing each aspect in the circle of nature – Life, Change and Death.

Elder Races – The enigmatic Elder Races were the first born of all the cosmos’ denizens and dwelt in Annyrion millennia before even the Dawn Gods awoke. They remain today in the Westerwilds of Annyrion in a region named Tir-Ainmiara – a land of impenetrable forests composed of giant flowers and cyclopean plants fallen to Calydorn during the destruction of the god’s world.

These Elder Races also dwell within the deserted heathlands, copse thickets and mountains all across Annyrion. Wary and reclusive, they maintain an active distrust of Mortals. They include: the badger-like Mustelors who rival Ogres in size, the aggressive fox-like Vulpines, and many others.

Niads – These creatures are the most prevalent elemental race of water and were the undisputed masters of Annyrion during the Elemental Age, with vast networks of canals and lakes criss-crossing this sodden, rainy land. Even before the coming of the Wyldfolk, the Niads had been driven back into the lochs, rivers and coastlands by the Tartos Empire, and today only mysterious ruins stand as testament to their former glory.

The refugee Wyldfolk found in the Niads a race of graceful and enlightened beings equally eager for allies against the menacing onslaughts of the Banebrood, Trolls and Demons, and so it was that long-standing alliances were forged with many of the Niad realms.

Fey – The Fey are enchanted creatures born of the otherworld beyond the material plane, known as the Mytherion Realms.

By and large, Aetherions are tall, slender race who are near immortal. Their history on Calydorn is long and multi-faceted, having been the freinds and teachers of mortals durinp the golden Age and then the most terrible enemies of mortals, even invading heavens of mortal gods with their armies and been cursed with infertility therafter. today Aetherions possess several powerful realms including the golden Kingdom of Medea and the Malentians and Malurians.  Most Aetherions are aloof and detached compared to mortals, possessing an alien psyche and values. Indeed, Aetherions come from beyond the Material Plane and are magical in nature.

What makes the Fey uniquely different from all other Aetherions on Calydorn is that they (like the Wyldfolk Tuathan) have joined their souls to the eternal anima of Nature and worship or venerate the cosmic creation goddess Dhannya.

The Fey once lived in an dimension bordering the Material Plane, but during a cosmic cataclysm, many of their lands of Aar were ripped out of that plane and appeared in the Material Plane, especially in Annyrion.

The Sidhe (pronounced Shee) regularly steal mortal children.  These they raise in their realms and breed with to keep up their numbers, since all Sidhe suffered the Aetherion infertility curse. Many of these changelings are taken to the Mytherion Realm of Aar.  Few Changelings have ever attempted to return to mortal society; they seem to integrate fully into Sidhe society.  Half-Sidhe hybrid children are even more strongly subject to The Binding, and must return to the fey-lands at least once every decade.

The Elder Races are closely attuned to the Material Plane, and do not feel at all comfortable in the Enchanted Lands, and so are uncommon there.  Elemental Races, whose elemental atunement is manifested through the Material Plane also cannot bear to endure long periods in these lands.  Demons, like the Sidhe and Fey races, feel at home in such places.  Mortals seem able to abide the enchanted nature of the land for long periods, although eventually they are overcome by a need to return to mundane lands, unless they have been raised there since a child.

Banebrood – When the Baneplague warped large portions of humanity with the bestial world, the Holy Tartos Empire suffered significantly and it collapsed, giving raise to several Banebrood realms within Annyrion. Largest of those is Fhomoria in the centre of the content, a land of Beastspawn, while the Westerwilds are home to numerous cannibal Reaver tribes, and the Aishlin Prairie is bitterly contested by the Buffalo-Centaur and Stag-Centaur tribes.

Peuktran – This is a people who came to Annyrion from the continent of Zephyr before the Wildfolk. They are a primitive, hunter-gatherer culture whole adorn their white skin with endless tattoos and piercings. they live in remote corners of Annyrion and defend their territory fiercely. They have no love for the Wyldfolk.

Tartovar Barbarians – Some of the Original Tartos Empire survivors who escaped the Baneplague fled to remote mountains and forests where they regressed to a barbarian culture.

Nomadic Peoples

Fiannor Wyldfolk  – Of all the Annyr tribes and cultures, the Fiannor are the wildest and most unfettered, living free beyond the borders of the tribal settlements. Their untamed wanderlust has turned them into nomads who live by driving their herds of cattle across the bleak heath-lands, brooding moors and solitary meadows.

Although some Fiannor fight on foot, the culture consists predominantly of mounted warriors riding Horned-Lynx and Fiann-Elk, supported by Ogres mounted upon the Black Buffalo.

Such a collection of beasts, together with all the mounts and cattle, forms a veritable mountain of meat on the move.

Not all Fiannor are herders; for a portion of each tribe is specialized instead as hunters. These frontier folk, known as the Fyagair, live for weeks at a time in the virgin wilderness and have developed their own unique traditions.  The Fyagair bands’ primary role is to safeguard the tribe,

for example the fleet-footed Scabhta Hunters scout ahead beyond the perimeter of the herds, while Ogre Beast Hunters track and slay those larger predators which represent a threat.

The epitomy of feral freedom are the Wylders – loners who live exclusively among the animals, such as the Bainean Huntresses who run with Sabrefangs or the Bear-Brothers who run with Greybears. These primal hermits live so close to nature and revere the goddess Andobha so deeply that they prefer the company of animals over people. Wylders are able to commune with their adopted pack and often hunt alongside them.

Makaar – Makaar are an Elder Race resembling humanoid Mongooses. In Annyrion they are goat-herders and traders.  They often employ hounds to help shepherd their herds and to aid in defense.  Tribes of Makaar can be found in almost all areas of Annyrion.  Some traders even work on the outskirts of Banebrood Fhomoria.  Due to the Makaar’s virtual monopoly on international trade, they are appreciated for their exotic goods, but are widely distrusted as cattle-rustlers and thieves.  They have a good relationship with Tinkers.

Wyldfolk Tinkers – The Tinkers are descended from Wyldfolk who arrived on ghorn a millennia before the main Wyldfolk exodus from the continent of Zephyr. The Tinkers came to Annyrion before the migration of the Annyr, during the time of the Dreamweaver Council, Their language is closely related to wyldfolk Goydal, and their legends say that they came from across the western sea (aboard several ships).  They survived the Baneplague and war, presumably because they were a nomadic people with little contact to civilization, hidden by the vast forests which then covered most of Annyrion.

Tinkers honor the Asrae, but they consider themselves as guardians of the Dreamquester tradition of the Dreamweaver Council.  Villagers often go to Tinker Mystics to have their dreams interpreted, or to pay for the Mystic to improve their life by performing some action in the Dreamworld.  Others pay for Dreamweavers to create an especially vivid and pleasurable dream, or make someone dream nicely of them.  Tinker influence is discouraged by Druids, but nevertheless tolerated, except during periods of extreme zealousness, during which Tinkers are sometimes persecuted.

Tinkers are physically the same as other wyldfolk, but they are immediately obvious by their dress – the cover themselves in a plethora of finely crafted leather and bone decorations.  Each wear a score of armbands, bracelets, necklaces and belts, many of which bear dozens of tiny leather thongs ending in finely carved pieces of wood or bone.  When they move, Tinkers make a pleasant tinkling sound.

Women wear nets of fine leather over their hair and faces.  Beneath all the ornamentation, they wear clothes of bright green and blue.  Tinker Wagons are similarly decorated with intricate designs and often draped with and bone chimes.  Among normal Annyr, tinkers are the butt of most jokes.

Galloglaich – are Ogre mercenaries of dual Annyr-Myrgaerder origin, coming from the islands in the Trondmeer and Sea of Ormet, where the two races have intermingled.  Armed with the claymores of the Annyr and the armor of the Myrgaerder, with the addition of throwing axes, these fearless warriors are much sought after.

Centaurs – One of the four primary forms of Banebrood are the Centaurs. these violent creatures come in many forms – Horse-Centaurs, Ram-centaurs, Stag-Centaurs and Bison-Centaurs. They are mostly omnivorous and live upon the plains of Annyrion, most especially the Aishlinn Prairie.

Prymorthians – Across Ghorn there are pockets of Mortals who seem to be native to the continent, not having arrived from elsewhere. the gods first created the Mortal races on ghorn then settled them in five separate races. It seems that perhaps a few escaped the garden of Creation and remained on ghiorn. These are the Prymorthians. They are fairly primitive and shy people who avoid contact with outsiders.

Annyrion through the Ages

Dawn Age

  • Elder Races populate Annyrion, and the Jotuns have settlements in the Westlands.

Age of Immortals

  • Niads settled the rivers and lakes of Annyrion.  The fens of Pendrynnis and the swamps of Kyrabaig were the major powers.  In the Westlands arose the Niad realm of Tur-Na-Taon.  These Niad kingdoms built hundreds of canals across the lands to link the various wetlands and rivers into a giant waterway.
  • Dwarves also settle many areas of Annyrion, pushing the Elder Races into the Westlands and the wilderness areas.
  • The Aetherions settled a kingdom of Shenanmar on the south-west coast of Annyrion, north east of Milysia.  This was one of the Five Utopias.

Dawn Age

  • The Ithyan Race expands in Zephyr; the Annyr become a separate cultural group with their own language; a people closely tied to nature, who are accomplished at taming monsters
  • The demon wars rage on, and the Annyr are a key force in Zephyr, fighting alongside the Aetherions and the gods.

Halcyon Age

  • Time of the Aetherion 5 utopias.
  • Mortals began to arrive in Annyrion – first were the Peuktran and then the Tartos. They were mostly hunter-gatherers, later developing into proto cultures.  The Aetherions assisted them, especially the Holy Tartos Empire which stretched from the Mammoth Plains of Tartovaria to the Westland of Annyrion
  • The Dreamweaver Culture spreads through the Holy Tartos Empire to Annyrion.
  • The empire breaks apart, Annyrion becomes the Tartos Kingdom of Grunmeer
  • When the Everkill War began, the Aetherions turned on the Mortals of Annyrion and massacred them.
  • The Baneplague turned most mortals to Banebrood, becoming common all over Annyrion, focused around Fhomoria which was the major centre of population.
  • During the Everkill War, tens of thousands of Annyr flee Zephyr via a worldway gate, arriving in the Eastlands of Annyrion.  Menos MacDrak leads them to victory over the Banebrood pushing the Brood (Fhomorions) and the Marauders (which they name Firbholg) into the forests and mountains, and assimilating the Peuktran.
  • Annyr tribes spread Across Annyrion,
  • The Asrae Pantheons fight the War of shame.  The Annyr are drawn into the war against the Skannfyrd, known as the Battle under the Trees – (Cath Goddeanu).
  • Wars between Mabdhus, Grom-Graoch and Andobha. Avatars are common in Annyrion and heroes perform great deeds.  Highlander and Lowlander cultures solidify.

Golden Age

  • The meddling of the Wu-Wei sorcerers causes the translocation of lands from the Arphanatos realm of Nhaar to Annyrion, including Lyela which replaces the marshy land of Skellin, thereby removing the worldway gate to Zephyr.
  • The Gnostic Cabal rise to power in Zephyr and invade Gorn in great fleets, occupying the southlands and Eastlands of Annyrion, establishing their capital in the Dhannus Valley.  The Annyr are driven into the wilder places, especially taking refuge in the thousands of fens, marshes, swamps and bogs of Annyrion.  In other places they become vassals of the Cabal.  Many Annyr fight for the 3 great empires as mercenaries during the Destiny Wars

Age of the Second Dawn

  • Malentians conquer Annyrion, defeated the Anointed King Caelum at the Battle of Brennan. The Malentians ruled Annyrion for 500 years until the Asrae caused the Seven Woes, destroying the Malentian and atheist empires.

Dark Age

  • The subcontinent was in Chaos. Banebrood ran rampant; Baphagor-Zaan burrows out of the ground and founds the demon Kingdom of Hate in Cynfurrin which grows to conquer much of the sub-continent.  Civilization collapsed in all places except the Culchain Pass where the half-Fey Prince Finfaryon rallies the refugees.

Classical Age

  • Demi-god Uther Songsword becomes anointed hero of the Annyr, driving out, conquering and converting the Cabalists to pantheists.  His armies hunt down the remaining Malentians.  The modern kingdoms of the Annyr are all established.  Uther leads his armies into the Feylands in order to find and free the translocated mortals in the Mytherion Realms, but is never heard of again, although legends speak of an empire he established in the Mytherion Realms.
  • 4 Annyr kingdoms become pre-eminent – Gwynlanneth, Gromponia, Bannbhara, and Conannderin, which fight numerous wars.
  • Nemed Period – Bannbhara conquers most of Annyrion and is finally crushed by the Fiannor and the Cabal descendents of Khabaltir. The Council of Elms is formed.
  • Cromlech War – the Druids Council of Oaks and Elms fight a war for domination resulting in a standoff.
  • Formation of the Tuathan who abandon the Annyr gods, embracing the eternal circle of life, and the power of Dhannya which resides in nature.
  • The Creideamh War (War of Faith) – The Druids form an army and invade the Tuathan realms, but these heretic Dhannyan Pneumatists gain their independence.

Shadow Age

  • Dhannyan Pneumatist movement emerges in Annyrion, becoming known as the Tuathan.
  • Syratha McMourn – the prophesied Heroine – fails to kill the Avatar of Theophon.
  • Skannfyrd take half of Albaricum, and invade Annyrion Northcap.
  • Mortan Empire Captures the Dhannus Valley, Shaynor, Milysia, and Hyraxia, converting the Annyr of these regions to atheists.
  • Mortan Empire conquers Albhreen, (renaming it Albaricum) and Annyricum.
  • Constant raids by Frost demons and invasion by Skannfyrd weaken Conannderin. Ghost ships crash upon the western shore, unleashing hordes of undead, and bringing the Withering Waste which consumes half of the land within 50 years.  Conannderin collapses as a nation.

Present

  • Lucius Julius leads a revolt against the Mortan Lichlords, gaining control of the legions in Khabaltir.  The faithful legions withdraw. Albaricum is overrun by Skannfyrd.
  • Malentians land in Milysia and Hyraxia, enslaving the Mortan-Wyldfolk living there.

 

Nomadic Races

Makaar – Makaar are an Elder Race resembling humanoid Mongooses. In Annyrion they are goat-herders and traders.  They often employ hounds to help shepherd their herds and to aid in defense.  Tribes of Makaar can be found in almost all areas of Annyrion.  Some traders even work on the outskirts of Banebrood Fhomoria.  Due to the Makaar’s virtual monopoly on international trade, they are appreciated for their exotic goods, but are widely distrusted as cattle-rustlers and thieves.  They have a good relationship with Tinkers.

Wyldfolk Tinkers – The Tinkers are descended from Wyldfolk who arrived on ghorn a millennia before the main Wyldfolk exodus from the continent of Zephyr. The Tinkers came to Annyrion before the migration of the Annyr, during the time of the Dreamweaver Council, Their language is closely related to wyldfolk Goydal, and their legends say that they came from across the western sea (aboard several ships).  They survived the Baneplague and war, presumably because they were a nomadic people with little contact to civilization, hidden by the vast forests which then covered most of Annyrion.

Tinkers honor the Asrae, but they consider themselves as guardians of the Dreamquester tradition of the Dreamweaver Council.  Villagers often go to Tinker Mystics to have their dreams interpreted, or to pay for the Mystic to improve their life by performing some action in the Dreamworld.  Others pay for Dreamweavers to create an especially vivid and pleasurable dream, or make someone dream nicely of them.  Tinker influence is discouraged by Druids, but nevertheless tolerated, except during periods of extreme zealousness, during which Tinkers are sometimes persecuted.

Tinkers are physically the same as other wyldfolk, but they are immediately obvious by their dress – the cover themselves in a plethora of finely crafted leather and bone decorations.  Each wear a score of armbands, bracelets, necklaces and belts, many of which bear dozens of tiny leather thongs ending in finely carved pieces of wood or bone.  When they move, Tinkers make a pleasant tinkling sound.

Women wear nets of fine leather over their hair and faces.  Beneath all the ornamentation, they wear clothes of bright green and blue.  Tinker Wagons are similarly decorated with intricate designs and often draped with and bone chimes.  Among normal Annyr, tinkers are the butt of most jokes.

Gaesatae – Fanatical human warriors who fight mostly naked.  Expert in the throwing-spear, sword and shield. Dedicated to the god Danaiden, these warriors become frenzied before entering battle.  Both male and female Gaesatae bands exist, but no mixed bands.  Their origin lies back in the ancient past of the Annyr race, when these warriors were barbarians.  High King Hengus MacDrak made them his personal bodyguard, and although the tribe became semi-civilized, they retained their nakedness in battle.

Galloglaich – are Ogre mercenaries of dual Annyr Myrgaerder origin, coming from the islands in the Trondmeer and Sea of Ormet, where the two races have intermingled.  Armed with the claymores of the Annyr and the armor of the Myrgaerder, with the addition of throwing axes, these fearless warriors are much sought after.

Fiannor – Tribes of Fiannor can be found in most open grass, heath lands and moors.  Although some Fiannor fight on foot, the culture is essentially composed of mounted nomads.  A typical tribe numbers around 50-200 people.  Most have about 80% of the people mounted on Lynx or stags, and the other 20% are mounted on Buffalos.  Tribes which contain more ogres have 50% or more buffalos.  Every family has several ponies, donkey or mules for carrying their belongings.  Fiannor live in tents.  The frames are made of yew wood, and the outer cover is of leather.  Wealthier families have an inner layer of wool.

Poorer families sleep in a single tent with an earthen pit fire, while wealthier ones have 2-3 tents and a metal oven heater.  Nomadic Fiannor roaming through settled lands are firm worshippers of the Annyr Asrae pantheon, but those in the wilder areas such as the Aishlinn Prairie also have shamanistic worship of local nature spirits.  At times, their wandering may take them across farm or graze land of settled peoples, in which case, armed conflict can occur, although established traditions exist for interaction, which lessen such conflicts.

These traditions include that villages must allow tribes to stay for up to 3 days on any land which is not ploughed, but no closer than 1 mile from the village.  In fact, the arrival of Fiannor tribes near a village generally results in an impromptu festival of 2-3 days, in which trade and festivities occur.  Fiannor resources are furs, ornately carved leather and ivory items, animals and meat.  Villages normally trade woven cloth, metal items and alcohol.

Sky Nations 

Sylphs – The skies above western Annyrion are controlled by the Hurristurm Aviarchy, which is a conservative realm of zealous Purists-Path worshippers, who follow the Way of Storms.  They are a very militant people living in a highly organized and controlled society.  They pursue a political policy of isolationism from all other races, so contact with the Wyldfolk is rare.  The Tuathan Morrigan Crow-Riders are an annoyance to the Sylphs.  The air-caravan trade routes centered on Fidnyr must be careful not to pass the Bluepine Mountains, which demark the boundary of Hurristurm’s control.  This Sylph realm extends north and west across the Azure Ocean as far as Barangia.  Since the Wyldfolk have learned to respect Hurristurm air-space, the aviarchy’s main enemies are the demons of Cynfurrin and the Nightsky Empire over southern and eastern Annyrion.  In the past there were numerous wars against their neighbor kingdom to the east – Cerulia who are similarly conservative following the Way of Breezes.

Nightsky Empire – This is a realm of skylands controlled by the Children of Umbra – primarily Nocturns, Gloomwyrms, giant bats, and other monsters.  It extends from the Bluepine and Stormbreak Mountains south and east across the Eastlands and Southlands of Annyrion, as well as across northern Mirrormeer and the Tartoberg Wald. It is ruled by a Demigoddess who is daughter to one of the new Stygian Gods.