Tir Na Fola
Land of Blood
- Capitol Province: 0236
- Deity: The Blood God
- Tagline: Blood for the Blood God!
~A concise history and description of cultures even mortals can understand~
Beginning with its inhabitants, one must first understand that this Isle is ruled over by the Druchii, a powerful breed of Dark Elf who knew of this land ages before the Sundering that broke apart our race. Our Druchii forbearers returned to the isle through magic, and through gates conquered its lesser human and elven inhabitants, then retook our capital and established our rightful rule.
The humans come in two distinct breeds: those of the Celtic decent, and those of the Nordic decent, all of whom arrived accidentally into this world and were taken in by the wood elf inhabitants that remained on the land after the original elven inhabitants left to other realms.
~ The First Strongholds of man upon the isle~
There was a small fleet of Celtic Ships sailing from the lands to the west of Gaul (in their homeland), which, with the help of magicians and the hands of the gods, passed through the veil which normally only the elves see and arrived off the coast of the Isle of Acendia. They landed through storm and fog with 200 families and as few as 30 ships. Upon landing at the mouth or the river Cyhiraeth (named for a goddess of rivers who could speak death the same way a banshee can; it was a perilous journey upriver), a number of them halted in their trek and constructed strongholds from the remnants of their ships.
Some did not stay by the sea. Those humans who communed with nature, the elves, the gods and the spirits of this new world traveled upstream. They considered it a blessing that there were elves present in this land, and that the river flowed from the “Godfist” Mountains directly into the sea. However those who honored the sea god above other gods refused to listen to the druids and seers and refused to travel upstream to settle. They refused to the point of clan war. The blood feud started with the death of a priestess’ daughter of the age of 12, who made the chieftains of the sea clans look as fools. In their rage and disgrace they broke her legs and launched her into the ocean on a burning raft. She cursed them with Llyr’s own name and the names of other gods. Not one season later the first raid of orcs came to the shores of Acendia to prey upon those along the coast.
This clan war continued even after the orcs for a good five years, with many clans moving inland to learn the ways of the elves and take refuge in ruined cities from some time long past. During these years the Celtic clans began creating a new society. They built watchtowers along the river, hidden forest holds, and they learned of the roaming beasts and what could be considered safe. Within 16 years the war was all but settled. Marking the divisions in clans a truce was made. It became a much-needed truce, too, upon the arrival of the Druchii.
~The Ascension of the Druchii~
Nearly 100 years had passed when the rightful Druchii heirs returned to Tir Na Fola. There was a single bleak Dark Ark that came through the rift. The Dark Ark was a small city made into a ship through the arts of magic. It was lorded over by an unholy general who was blessed by Khaine, the dark god of Murder and War. His name was lost in the glory of his blessing, but he knew the land and he knew humankind, and his army moved in a path of butchery and slavery to the keeps where the humans and wood elves had made their homes. General Khainos, (meaning Body of Khaine) as he was called, waged a siege for four months. At the end of that time he felt his powers waning, so he established a pact with the humans and elves of the land. The pact was simple: Become subservient, obey Druchii law, protect the borders, and the Druchii would enforce a peace. The Druchii would rule, as is their place. Their religion, holidays, warriors and kindred would always have authority and respect, and the peoples of the land could go on living. Or the alternative promise: Khainos could simply crash the impenetrable Dark Ark into any stronghold and kill everyone inside, hunt the humans and other elves down until there was not even a child left alive that was not sacrificed or made a slave.
The Truce has lasted since, and actually works for the betterment of all involved.
~The appearance of Nordic men~
This peace lasted nearly 200 years before any others arrived in Acendia. It was in the midst of a Corsair raid in which the Druchii were teaching the humans and wood elves the art of hunting sea dragons for their armor. The dragon-hunters watched as the sea began to churn and boil more violently than they believed dragons to cause. There was thunder and lightning crashing upon the crests of waves as a dark maelstrom formed, the sea swirled and sucked downward and the clouds flowed to meet as the small boats were pulled down. Those who survived it reported visions of glory the likes of which have not been seen since. In a surge of sea and sky, a fleet of 100 Norse longships sailed straight out of the maelstrom and up the walls of water to meet those who were already trying to survive the storm. The arrival of this fleet of Norse warrior men and women to the shores of Acendia was a day of incredible tales and powerful words. They believed themselves to be in Valhalla (a form of afterlife with their gods) and that Thor and their other gods had sent them to the shore of Tir Na Fola with blessings. They were escorted to the capitol to meet with the clan leaders, and the Druchii Lords and Ladies. (There is no king of Acendia, for the only King the Druchii will follow is their Dread Lord the Witch King Malekith) But this band of Norsemen was all too eager to push forth their prince and offer their civil and military services. They were properly indoctrinated into the realm of Acendia and given land to settle and ordeals to strive through.
The only true problems in Acendia for hundreds of years were orc raids and stray magic. All its inhabitants had a touch of their forbearer’s home worlds and the magics of those lands came in their blood. Because of the powerful hold Chaos had upon the Isle, it took less than 5 years for the Norse men to start falling to those twisted ways. They were all too easily led into cults of Chaos by those Druchii who would touch the winds of change and stray from the god of murder. Upon the touching of the warp, Chaos came to be in Acendia. Like a disease, the Isle was overtaken with possessions, mutations, daemons, and berserkers thirsty for blood.
We allowed this. The Druchii see little difference, especially in this realm, between the god of murder Khaine, and the god of blood Khorne. We let the humans play with power, and we watch, and tame it when the beasts need to be put back in their place.
However, this allowed for a newfound glory to arise in Acendia. There has always been drinking and fighting and revelry; but now there was peace through bloodshed, and an army of sorts willing to make war into a game of death and sacrifice.
Deities of Acendia
KHAINE GOD OF THE DRUCHII, LORD OF MURDER ELVEN WAR GOD AND SAVIOR AND PROTECTOR OF THE DRUCHII.
The Druchii primarily worship the Elven god Kaela Mensha Khaine, the Bloody-Handed God and Thousand Faced Lord of Murder. While their kindred, the High Elves of Ulthuan, only invoke this wrathful god in times of war, the Dark Elves are wholly devoted to him. Each city has temples and shrines devoted to Khaine where blood sacrifices are made. Dark Elves are required to donate a percentage of the slaves they capture on raids to the temple but most Dark Elves make several additional sacrifices a year.
Celtic Gods (the wyld elves worship similar/the same gods but under elven names)
Herne the Hunter (Cernunos):
Tuatha De Dannan: the children of the goddess Dana, some 300 other deities that include the Fae (elves) in their list.
Among many others.
Overview of the Chaos Gods There are countless minor deities of Chaos, each one catering to a different human emotion, each with their own host of daemonic servants. Some embody multiple feelings, while some personify one. Many followers of Chaos view the numerous Dark Gods as a multi-faceted pantheon, worshiping them as Chaos Undivided without showing favour to one god over another. However, there are four Chaos entities who have gained more power than any other, and are referred within the Warhammer pantheon as the “Major Powers” or the “Ruinous Powers”. While the Chaos Gods all come from the same place, they represent different ideologies, and their followers are nearly always at war with each other. A single power rarely rises above the others in importance for long, and the four remain locked in an eternal stalemate with each playing his hand in turn, waiting to be countered by his foe. Each of the four has a main rival, although if the need arises, any Chaos God will align with any other for a brief period of time, so long as it is beneficial to both parties’ interests.
Khorne, the Blood God
The Mark of Khorne
Added by Khornate WarriorOne of the best known Chaos Gods, Khorne is the Chaos God of blood and battle. He sits upon a brass throne, which rests on a massive mountain of skulls, each taken in his name by a devotee. In every direction, as far as he can see, the ground is covered with shattered bones and rotted corpses.
As the god of battle, Khorne bestows his favor on those who demonstrate martial prowess. Great warriors are often subjects of Khorne’s interest. The followers of Khorne are almost all uncontrollable fighters who excel at the art of killing. His warhosts count many savage Northmen and Beastmen warriors among their numbers. Khorne’s followers share their god’s straightforward philosophy on warfare, preferring to charge directly at their foes in order to defeat them in close combat. As such, Khorne’s followers are generally berserkers that pay little heed to tactics or defense in their frenzy for blood. Khorne frowns upon the use of sorcery and trickery, and those pursuing the magical arts look elsewhere to find a patron for their studies.
Tzeentch, the Changer of Ways
The Mark of Tzeentch
Added by Khornate WarriorTzeentch is the patron deity of magic users, the master magician of the Chaos Gods. Known as the “Changer of Ways”, Tzeentch invests the most time and effort influencing the path of time and the universe, guiding mortals along paths that suit his ultimate goals, uninterested in whatever plights may befall them on account of it.
Nurgle, the Lord of Decay
The Mark of Nurgle
Added by Khornate WarriorThe Chaos God Nurgle rules over all decay and physical corruption. Disease and putrification are his hallmarks, and he gladly bestows them upon everyone who wants them, and with even more glee upon those who don’t. For entertainment he will orchestrate plagues and new diseases, and watch bemusedly as the mortals struggle to fight the illness and develop a cure. Many of Nurgle’s wars are won indirectly simply through the plagues that sweep that land before his armies. Of note is Nurgle’s rot, which gradually changes a victim into a Plaguebearer.
Nurgle’s followers tend to have a strong interest in the spread of disease. His followers become infected with horrific diseases which cause them to appear disgusting, bloated and rotting masses, with many sores and open wounds in which infection and decay is rampant. Occasionally Nurgle’s followers may become wizened, sickly thin and pale, while still having great power over disease. His champions become so mutated and putrid that they are impervious to pain and almost impossible to injure.
Slaanesh, the Dark Prince
The Mark of Slaanesh
Added by Khornate WarriorSlaanesh is the youngest of the Chaos Gods, and referred to by the other three as the Prince of Chaos. Seductive in the way that only an immortal being can be, Slaanesh is the Chaos God of pleasure, passion, luxury, art, and indulgence. Slaanesh is the manifestation of all hidden vices, cruel passions, and secret temptations that men hide fearfully in their hearts.
While not interested in the dirty warfare of Khorne’s interest, (Khorne and Slaanesh are mortal enemies, as Slaanesh acts inward by seeking selfish pleasure, while Khorne acts outward to kill others) Slaanesh does enjoy combat of the artistic sort, rewarding those whose fighting is transformed from a means to an end into an art form all its own. Slaanesh’s followers seek pleasure in every experience, and quickly become inured to more mundane things, including sounds and colors; thus they frequently wear garish, brightly colored armor, or clothing which is extravagantly decorated. Worshippers of Slaanesh are known for their complete lack of fear, as they see losing a battle is a new experience to be enjoyed.
Slaanesh is the youngest and weakest of the Major Chaos Gods. However, Slaanesh is constantly growing in power due to the corrupt and dark nature that mankind tries to keep hidden within their hearts, for even the mere act of thinking on such dark acts of pleasure and vice are enough to give strength to Slaanesh. It won’t be long before Slaanesh sits as an equal of power amongst the other three, and may even rise above them, given time.
The promise of power beyond that of ordinary mortals is a temptation to which many succumb. Cults of Chaos followers – The Enemy Within – spread their insidious worship throughout the Old World and beyond. The Witch Hunters of the Empire do their best to root out the followers of the dark gods among their own kind, but with every passing year the power of Chaos grows. As the forces of Order are assaulted from without and within, it is only a matter of time before Chaos becomes too much to contain. A prominent Chaos Cult is the Cult of Pleasure. Worshipers of Slaanesh who partly caused the Sundering, a civil war of the Elves.
Ever since the coming of Chaos, the chaotic nature of the winds of magic has created many monstrous distorted creatures throughout the world. In the dark depths of the great forests of the Old World many of the lesser Chaos monsters thrive. The most common of these are Beastmen, creatures possessing something of the intelligence and stance of men but with a horned and cloven-hoofed bestial form. Beastmen herds are led by the Gors, who are distinguished by having the largest horns. A few Beastmen have an instinctive, animalistic ability with magic; these are the Bray Shamen. Lesser beastmen who are weaker and who have small, stubby horns are known as Ungors. Other Chaotic creatures who often are found around Beastmen include Minotaurs, Dragon Ogres and the four legged Centigors.
Distinct from the race of Beastmen, who have existed since the destruction of the Old One’s portals, mutants are normal Humans who have suffered (or have been “blessed”) by chaotic mutation. Amongst the followers of the Northern Tribes, such mutation is seen as a sign of import or favor by the Great Powers. In the civilized lands of the Empire, Mutants are rooted out and killed by the zealous followers of Sigmar. Some Mutants manage to eke out a living, either through the support of a loving family or by banding together for protection. Many of these bands, intentionally or not, serve to advance the purposes of the Ruinous Powers.
Dark Elves, or Druchii in Eltharin, are the dark cousins of the High Elves. Originally both elven kindred were united as a single people, living in the island nation of Ulthuan, but a civil war was fought between the forces of Malekith – the Prince of Nagarythe and son of Aenarion – and the forces of Caledor, the elected Phoenix King. The war eventually led to the Sundering, which left Nagarythe destroyed and drove the Druchii out of Ulthuan to the cold land of Naggaroth.
Over the long millenia since the Sundering, the darker side of the elven psyche has risen to become prominent in the Druchii, driving them to extreme acts of cruelty, hatred and selfishness. Many Dark Elves worship Khaine to the exclusion of the rest of the elven pantheon, venerating him as the Lord of Murder. The Druchii are driven by the will of Malekith, the Witch King, whose sole ambition is to exact bloody revenge upon those who betrayed him and prevented him from claiming what was rightfully his – the crown of the Phoenix King. In the many millennia since the Sundering Malekith has hatched several elaborate plans to conquer the High Elves and gain control of Ulthuan, but he has not yet met with success
From behind the fortified city walls of Naggarond, Hag Graef, Ghrond, Karond Kar, Clar Karond and Har Ganeth the Druchii rule over Naggaroth, the Land of Chill, on the northeastern shore of the New World. The nation of Naggaroth is built on the lives of countless slaves sentenced to a slow death working in dark pits, or butchered in the bloody rituals of the Witch Elves. Like their High Elf cousins, the Druchii are masters of the seas, but instead of trade, the Elven Corsairs raid the coastal settlements of both the Old World and the New in search of fresh slaves and plunder to bring back to Naggaroth. The most feared vessels to be encountered on the seas are the dreaded Black Arks, vast floating fortresses capable of carrying thousands of warriors and slaves, and few have seen one and lived to tell of it. Dark Elf Sorceress
Added by Champ Of Slaanesh The sorceresses of the Druchii are as adept at controlling magic as any elf, but they draw their power from the Chaos tainted dark magic of Dhar. Through this they can wield spells of great potency and gain mastery over the many wild beasts which inhabit the cold plains of Naggaroth.
The Origins of Druchii
The society of Naggaroth is a hierarchical one, with their Witch King, Malekith, at the top. At his right hand is his mother and consort, Queen Morathi. The powerful noble houses and sects at the top of Dark Elven society compete with each other to maintain their position in the hierarchy and to keep the favor of Malekith. Rival houses use subterfuge and assassination against each other on a regular basis, but all ultimately pay homage to the Witch King, and open fighting between houses is relatively rare. This suits Malekith because it keeps all factions strong by culling the weak, but also keeps them under his complete control.
The weather in spring is fair and bright, stormy summers, and cold dark winters and fall. At least once a week there is some kind of thunderous storm and many days are filled with clouds and vibrant sunsets and shining sunrizes. The climate is a generally sub tropic one though until you are further south close to the mountains. There are many initiation rights and cultural taboos within the kingdom of Acendia, You must be an Acendian to truely understand their value. Many wild things and festivals are part of every day life in Acendia. They fear not death nor pain, and revel in the experiences of life and death.