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The Empire of the Phoenix

A People Lost and Found


Recent Timeline of the Empire

1095 - Current

1092 – GREY P LAGUE E NDS

1089 – P EER E MPTIES

1087 – GREY P LAGUE BEGINS

1086 – A SHAMAN R ETURN

1082 – REBELLION OF THE LIONS

1075 – Festivals Resume

1071 – F IREHAWK TAKES THE E MPIRE

1072 – Death of Ki’in;


1070 – F IREHAWK TAKES LOVTH ,
Breaking of the Imperial Army;
A LRLOL , AND X ERI
Ashaman Retreat
,
1037 – Flight of the Phoenix

800 – Ten Peer System Established

412 –First Coyal War

307– Ogre War

Prehistory – The Arrival


Timeline Events
The People of the West date events from the “Founding of Peer”, the
mythical date of laying the foundations of the peers in the city of Peer.
Important events in their history include:

Prehistory – The Arrival – The people of the west come from their
homeland. They settle the great delta and begin to build the city of
Peer.

307 – Ogre War – the first war with the Ogres begins and ends in a
season. The ogres vanish from human lands.

412 – First Coyal War – the human cities extend far enough north to
encounter the Diamond Point Horde. Centuries of warfare ensure.

800 – Ten Peer System Established – the ten cities and their Peers
agree to a power-sharing arrangement which creates the modern form
of Army, Empire, Temple, and University.

1037 – Flight of the Phoenix – the phoenix, long considered the luck of
the Empire, vanish from their public displays. They will not be seen
again for 34 years.

1070 – Firehawk takes Lovth, Alrlol, and Xeri – the Firehawk and her
army of Ogre and phoenix attack the three junction cities, seizing
control of the Empire’s shipping and wealth in a matter of days.

1071 – Firehawk takes the Empire – divided, the rest of the Empire
topples. The Army moves south to deal with the situation before its
supplies run out.

1072 – Death of Ki’in – The Firehawk uses Bloodthorn to slay the god
Ki’in. The confrontation takes place in Peer but with his death the holy
lights go out throughout the Empire.

1072 – Breaking of the Army – The Ogre shatter the Army at Nierb.
Human losses number in the tens of thousands. No Ogre died in the
fighting.
1072 – Ashaman Retreat – The ashaman, wardens of the Temple of
Light, attack the Firehawk in Peer. She reveals her soul of light and
demands submission, death, or reformation from her brothers. Most
choose to retreat under the protection of the Ogre.

1075 – Festivals Resume – The Peers and Universities restart the Cycle
of Festivals with help from the Ogre and the returned Phoenix. The
Firehawk presides as First Peer over “The Fall of the Phoenix” in Peer.

1082 – Rebellion of the Lions – The Grey Lions, the Army elite, led a
rebellion against the Firehawk. They briefly hold Xeri before being
crushed. The Grey Lion are disbanded.

1086 – Ashaman Return – The wardens of light return to lend their


strength to the people during an undead uprising. The battles are hard
fought but humans, not Ogre, carry the day.

1087 – Gray Plague Begins – The mysterious Grey begins to infect


hundreds, then thousands of people. The infected transform into
monsters before dying. The dead rise within days as undead, defying
the laws of night.

1089 – Peer Empties – Peer, the Empire’s greatest city, is reduced to


1/4th its pre-plague population. The Empire struggles against another
undead uprising.

1092 – Gray Plague Ends – The Ogre Loremasters and Ashaman discover
the cause of the plague and end it. The Empire enters spring with hope
for the future.

1095 – The current year in the Western Calendar. The Empire is


struggling to remain upright under both internal and external pressure.
Internally the grey has resulted in the death of millions and a rise in the
undead. Externally, the Coyal War continues to sap resources from an
already overstretched people.
The People of the West
The copper-skinned people of the west average between five feet two
inches and five feet ten inches in height. Generally slight of build, they
have a spectrum of dark hair colors and dark eyes. Most men of high
station sport luxurious beards and long braids in their hair, while their
wives may spend as much as a day braiding and re-braiding their hair.

Young and old, rich and poor, the people gather together in great
central squares bordered by small shops, restaurants, and bathing
houses. The rich live in apartments high above the muck which fills the
streets, while the poor make do as best they can.

One square in each settlement contains the “tree”, a massive stone


pillar upon which the people affix notices. Atop the tree live the
settlement’s phoenix, its guardian and a symbol of their luck.

The ten great cities were built around the Universities, massive edifices
to higher learning which once served only those who could afford their
fees. The Firehawk, however, has opened their doors to all the Empire’s
citizens. The universities now run schools for the children of the poor,
open classes for the citizens, and maintain their schedule of private
classes as well.

Each settlement also houses a Temple of the Light which once housed
the ashaman and the priests of the false god Ki’in. When the Firehawk
slew the false god, she repurposed the Temples as places of public
works. They now house the Ogre magistrates who watch over the laws
and the human bureaucrats responsible for maintaining order in the
sprawling Empire.

The Army, always semi-autonomous, has struggled to meet the two-fold


threat of the Coyal in the north and the Greyed and undead within.
Even with the help of the Ogre and the Dwarves of Peer and Xeri, as
well as two-year forced conscription for all men of fighting age, stability
sometimes seems just out of reach.
The Commons: Veterans and the Poor
The life of a commoner in the West has never been easy. In the cities,
most work as laborers in the fields, docks, or great guild houses, making
the goods which they will need to buy in order to survive. They
supplement their meager earnings with produce from gardens raised on
rooftops and in abandoned buildings and meat from chickens and pigs
which roam the streets.

Outside of the cities, in the towns and villages which rule the
countryside, things are actually easier. Farmers rent their land from
wealthy landowners. Craftsmen work in small clusters around the town
squares, trading with their neighbors and building up small reserves
against bad times. Merchants ply the roads between the cities, bringing
news and information.

Traditionally the best way out of poverty was to serve through the one
year of conscription and earn a place in the Army. This route is still
open, although the Army does not accept as many candidates as it once
did. Additionally, the intensity of the external and internal wars has
made it difficult for a poorly trained conscript to survive unscathed for
the extended period of service (anywhere from two to four years, rather
than one).

The Firehawk’s conquest of the Empire had gradually changed the


commoner’s world. Since 1075, every person under the age of 15 has
been required to attend public schooling two days a week. The law is
evenly enforced – the elite no longer can simply steal or break contracts
with the poor. Veterans who cannot care for themselves receive a
stipend; widows receive a stipend as well if there are children in the
home.

The battles against the undead and the monstrous Grey have also
opened up a new avenue of advancement. The ranks of the cults of
Malrithin (Vlad-Tagor) and Rithilin (Simel) have swelled with survivors
dedicated to exterminating these threats.
The Firehawk and her Empire
To her subjects, the Firehawk is an enigma. She lives in the Palace of
the First Peer, in Peer itself. She wears the white and gold brocades of
an ashaman. Her sword is a Rune Weapon, Bloodthorn, rumored to be
able to bind the blood of any being it strikes. She is said to be beautiful,
fair, and wise beyond measure – trained by the Ogre in all things.

Although few have seen the Firehawk, many in the Empire have seen
the golden coins her servants carry. These one inch across coins have
an embossed hawk lit from behind with flames. An enchantment
woven into them during their creation causes them to return to their
rightful bearer within one day of being lost or destroyed. To hold one is
to hold access to the palace; to see one is to know that the bearer
speaks with the authority of the Empire itself.

That authority is bounded on all sides by the rule of law. The Firehawk’s
agents must act within strict codes of conduct and can only enforce the
laws as interpreted by the Ogre magistrates. Even her closest advisors
must regularly consult with her mentors, to ensure their actions have
not overstepped some legalistic bound.

This adherence to the rule of law is a marked contrast with the previous
Empire. In the old days the Guilds elected the Peers, and the Peers
knew no law other than profit. So long as the Army received support
and the Universities their fees, everything was possible if one had
enough coin. Many of the elite would like to see things return to this
gilded age, although none would dare to challenge the Elder Races in
open conflict.

There is one crime which bring immediate punishment – worship of the


Old Ones. The Peers and their secret societies once drew great strength
for their allegiance to the old powers. To be caught worshiping them, or
publically proclaiming their power, is treason of the highest order.
The Army: Soldiers and Lions
The Army of the Empire was founded as a semi-autonomous military
force by the ten Peers. Its original mission was to secure the northern
borders against the Coyal Hordes. This mission later expanded to
include security and public works along the great rivers and roads which
link the Empire together. In the last decade, the Army’s mission
expanded further as the interior war against the Grey and the undead
intensified.

The Army consists of a core of professional soldiers supported by


conscripts from the cities and militia from the countryside. Conscripts
serve for a period of two to four years on the Coyal lines and receive a
stipend during their service and for one year after. A small number are
invited to join the Army proper, while most return to their homes after
the period of service. Militia consists almost entirely of former
conscripts and Army veterans who wish to continue to serve. They are
called upon to provide support to Army units engaged in actions inside
the Empire.

The professional Army is a career, supported by public funds from a tax


imposed by the Firehawk. Soldiers train in a variety of specialties
including enchantment, tactical leadership, strategic leadership, and
ranging (scouting). Soldiers with ten or more years of experience
receive a life-long stipend and veteran’s benefits when they complete
their terms.

The Firehawk has instituted mandatory annual training for all members
of the Army. Ogre blademasters, battlemasters, and loremasters use
this opportunity to impart their skills and wisdom to the Army soldiers.
All new soldiers must also undergo a one-year training assignment
where they are directly mentored by an Ogre or one of their human
students. This, along with a number of other changes, has slowly
brought about a change in the Army’s loyalties. The old guard still
resent what was done to them but new soldiers are tremendously loyal
to the First Peer.
The Ashaman: Wardens of Light
Before the Firehawk, the Temples were glorious places filled with light
and wonders. The most wondrous of the sights were the ashaman, men
and women who glowed with the Ki’in’s divine power. Those born with
the god’s touch on their souls were sought out and brought into the
temples for training. People regarded them with awe and reverence.

The death of their god at the Firehawk’s hands broke the order’s soul.
Their defeat at her hand one festival later broke their spirit. Bereft of
purpose, most ashaman retreated into the wilderness under the
protection of the Ogre. A few stayed on, bound servants of the
Firehawk’s will.

In 1086, Festival of the Breaking of the Chains, the ashaman returned.


Their grandmaster, Dhaval Kodrani presented himself to the Firehawk in
Peer. His masters and their apprentices took up stations throughout the
Empire, far away from their old temples. Story claims Dhaval came with
a warning about the Grey.

None know the truth. However, it is known that as the Grey and the
undead rose they found themselves countered by figures out of legend,
ashaman who shone like stars and wielded fire and wind as weapons
against the long night. When the Army or the militia would arrive the
ashaman would depart to bring the light to those without hope.

The ashaman have also taken up responsibility for training the warlocks
they meet, empowering the commons for the first time. This training is
of the battlefield variety – warlock’s blades and shielding spells rather
than the creative magic preferred in other cultures.

Those wearing the white and gold brocade coat of an ashaman, carrying
their distinctive single edged swords, or calling the light can expect
deference and honest awe anywhere they travel. Their recent heroism,
beauty, and place of honor in the hearts of the common folk have
combined to secure them a place in the new Empire.
The Guilds: Masters of Trades
The Guilds held sway over the politics and culture of the Empire for a
thousand years before the Firehawk’s coming. They elected the Peers
who ruled the cities, managed commerce for their own benefit, and
competed through a thousand secret societies for prestige and
influence. Families rose and fell but the Guilds always remained.

In the new Empire, the Guilds retain much of their economic might.
They are still organized around forty core trades. Each city has its own
guild for a trade, which coordinates with guilds in other cities and elects
members of the trade “Guild”, the governing body of the trade
throughout the Empire. Just as the guilds in a city coordinate among
themselves, the Guilds seek to dictate politics at a national level.

Membership in the guilds has always been hereditary. Sons are


apprenticed into the guild. Daughters are married into the guild or to
members of other guilds to cement alliances. Mastery is earned
through seniority, although superior artisans can “break ranks” if they
get enough capital together.

The life of a low ranking guild member is pleasant but not luxurious.
Masters and grandmasters, though, live in luxury undreamed of outside
of Timro. Those elected to the “Guilds” experience a dramatic shift in
wealth, leaping from simple luxury into decadence.

In the past, guild members were exempted from military service. Now,
all men of age must serve. This change places the children of the elite in
harm’s way for the first time in a thousand years. The Guild elect have
hatched a dozen schemes to relieve themselves of this burden. All have
met with the implacable stare of an Ogre magistrate.

The ancient practice of entreating the Old Ones for power over others,
once part of the intricate game played between the secret societies, is
now a capital crime. The extent to which this activity continues in
secret may never be known.
The Voyagers: Founders of the Universities
Secret histories claim that in the ancient days seven
engineer/enchanters worked tirelessly to maintain the great ships which
brought the people to their new land. These seven founded seven
families, each charged with preserving the ancient magic. In order to do
so, the “voyagers” as they called themselves built up great schools
which in time became the universities.

A thousand years later the voyagers and the Universities are practically
inseparable. Most family members are employed as teachers,
professors, or administrators. This is especially true in the upper ranks
of the Universities, where even an exceptional outsiders need to
somehow join a family before opportunities become available.

This approach of hiding in plain sight served the voyagers well. It


allowed them to keep abreast of politics, advances in magic, and world
affairs without getting directly involved. It made them wealthy and
influential over time. It also gave them a sense of security. After all,
they held the ancient magic as a ward against an ancient, if unnamed,
enemy.

Then the Ogre came. The “ancient magic” proved no match for the
loremasters’ elemental mastery and the battlemasters’ spirits. The long
horded maps were inaccurate; the accumulated wisdom inadequate to
the task of preserving the Empire.

Once the battle ended the real changes began. The Firehawk
commanded the Universities open their doors and provide public
education as well as private tutoring. The schools expanded and the
Ogres decided who received positions based on merit and teaching
ability.

Just as the families began to understand their new world, another


threat appeared. The Grey and undead ravaged the countryside.
Ashaman turned the tide with light and sword. Again, the “ancient
magic” seemed not to provide an answer.
THE SHALLS: T HE PROFESSORS OF PEER
The Shall family has always been involved with the University of Peer.
The family patriarch heads the school; his brother or wife generally
leads the faculty. Direct family members out to the second generation
find employment on University grounds; those more distantly
connected receive favors and reduced tuition.

Mohit Shall, the current patriarch, approached the Firehawk


immediately after the conquest. He revealed the secret histories and
offered the families’ support for the new regime. Rumors vary about
how well the Ogre-trained warlock responded to offer.

Practically, the Universities were opened soon afterwards and began a


massive, initially unfunded, effort to deliver public education. Ogre
loremasters moved onto the campuses to exchange ideas and monitor
activities. The University of Peer was a model for the other cities,
moving with agility and speed to meet the new world order.

The Shalls were very engaged with the city during the plague years.
Several family members suffered through the transformation and rising
process, only to be put down (sometimes several times). Children as
well as adults fell. Eventually, Mohit and his wife Ravi ciphered out an
enchantment powerful enough bar the undead from the University
grounds. The enchantment claimed Ravi’s life.

In 1095, Mohit still runs the University. His ten children (six boys, four
girls) are employed there as well. His grandchildren (ranging in age
between forty and twelve) and great-grandchildren are constant
fixtures in the schools surrounding the Imperial City. Their tireless
efforts have helped to bring people back to their former homes.
Life in the West
The People of the Phoenix live lives rich with art, music, and laughter.
Even those who live in abject poverty can look forward to a better life
for their children under the Firehawk’s rule. The shadows of the past,
especially the horrible plague years, seem banished for now.

Cults and Gods


The plague years brought horrible suffering and a renewed interest in
the Gods. Malrithin (Vlad-Tagor) and Rithilin (Simel) have become
extremely active, with large cultic presences in the major cities. Antosa,
Lagin, and Viver have also started to walk among the people. Priests of
the Light and Shadow are not common place, but more westerners than
ever before hear the call.

Additionally, the plague years brought the Halls of the Dead to the west
for the first time. These great black temples stand outside most of the
major cities. Unfortunately, the magic of the Grey plague somehow
interfered with the rightful role of the Judges, leading to chaos and
destruction.

Some say that the Black Dragonrite once had adherents in professional
soldiers in the Army. That may be true. Additionally, rumors persist of
hidden cults continuing to worship the Old Ones. Occasionally the Ogre
descend in force to investigate these claims, but nothing has ever been
found.

The Grey and Undead


“The Grey” is a twisting, transformative disease. Those who suffer from
it start with a high fever which quickly becomes delirium. Most humans
and animals who contract it die within a day. Some, however, begin a
hideous transformation. At some point their eyes turn black. A few
hours later their skin turns grey and hard and their bodies swell in size.
When the fever breaks, the transformed creature is twice its original
strength and maddened beyond all recall.
There is no cure. Worse, all of those killed by the Grey (transformed or
not) rise as undead within a fortnight. If destroyed, the undead rise
again as wraiths. Only when the wraith is bound or killed does the poor
soul finally know peace.

During the plague hundreds of thousands died to the Grey and millions
to the undead who rose from their ranks. Fortunately the contagion
seems to have burned itself out.

Lifestyle
The People of the Phoenix, rich and poor alike, have always lived as well
as they could. They enjoyed good clothing, regular baths, and generally
ate enough to avoid crushing hunger. Many are also adept at music or
some form of art, allowing them to find pleasure in simple things.

The youth of the Empire are forging a different sensibility from their
elders. Better educated and tempered in the fires of the plague, they
see promise in this new order their elders often ignore. Many are also
veterans of the war against the Coyal and know all too well what
happens when officers are allowed to act without regard for the lives of
others.

Phoenix
The Empire has always had phoenix – large bird-like beings with
feathers of jewel-tone fire who burn to ash once a year and emerge
from the gem-like remains a month later. For centuries these creatures
were kept locked in cages affixed to the town “trees”, large stone pillars
in the central squares.

When the phoenix vanished almost sixty years ago, the people feared
their luck had left them. When they returned, flying above the Ogre
armies, the people accepted it was true. However, the phoenix then
returned to their trees, settling down to watch over the settlements.
This time, though, they spoke directly to the people. No longer would
they accept being caged. They would watch and ward to the best of
their ability; in return the people would protect them during their time
of weakness.

During the plagues, the ashaman-trained warlocks among the


commoners worked tirelessly to protect their phoenix. In return, the
phoenix provided them with the powers of the stars of Flame and Valor
during the worst parts of the fighting.

Magic
For most of the west’s history, the intrinsic arts (mysticism, sorcery,
warlockery, and wizardry) were considered inferior to the art of
enchantment. Anyone can learn the basics of wards and tokens – in fact
the knowledge is part of the training given to conscripts. By
comparison, only a handful have the raw aptitude to learn the intrinsic
arts.

Some wielders of elemental magic, especially the ashaman, rose to


positions of prestige. Most worked along with their wizard and sorcerer
brothers to suppress their talents. Sorcerers in particular were
shunned, though many found employment within the secret societies.

Druids and magi were virtually unknown in the West. Mystics certainly
existed, but without systematic training could not develop their powers.

This has changed with the coming of the Firehawk. Ogre loremasters
teach those who have the talent to become warlocks regardless of what
element they wield. Some humans have learned the druidic arts while
others study mysticism with blademasters in forest clearings.

The biggest change in magical technology occurred during the plague


years. The ashaman sought out the commoners with elemental power
and taught them to use it. These budding warlocks are an entirely new
thing in the Empire; a force with power unrelated to wealth or prestige
who share common interest and goals. What happens next with them
may well change the nature of the Empire forever.
The Future of the Empire
After a thousand years of stability, no one knows what this new world
holds for the Empire of the Phoenix. The Firehawk is in her prime, aided
by the Ogre and the ashaman. The Guilds have not yet organized an
effective response to the conquest, but there are signs of rebellion for
any who dare to look. The common people are, for the first time,
strengthened by training and tempered in battle against forces far more
dangerous than wealthy merchants and absent landowners.

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