From the Art Book that comes with the Limited Edition:
The tough, ruthless nature of Qalia's inhabitants reflects the continent's scorched landscape. A myriad of human nations once ruled this arid land but the cataclysm destroyed most and chaos embroiled the rest.
The great Qaliathari city of Ahgram still stands and serves as an anchor of order and stability. North of Ahgram lies the port city Khal. Khal remains loyal to Ahgram and plays host to traders from Thestra, the Kojani Archipelago and beyond. The Oasis is home to the barbaric varanthari and feline kurashasa. These savage warrior races raid the Ahgram trade caravans nearly as often as they hire on to protect them.
The xenophobic gnomes of Mekalia rarely venture from their underground stronghold, though they occasionally barter with the other races. The gnomes do seek assistance from adventurers to repel the minotaur slavers and cold-blooded tribes of lizardmen who have encroached into the gnome territories.
Ancient ruins and pyramids from the precataclysmic Mordebi nation draw treasure seekers to western Qalia. The treasure-filled tombs prove no easy prey. A deathless host guards them, sworn to protect that which lies within. On the southern coast of Qalia, the alien seers of Kheolim roam. It is said that they mutter secrets best left forgotten to powerful sages brave enough to earn their respect.
Among the dark elves, a mad price has incited civil war. He discovered an ancient source of power and a means to awaken the war drakes that had slumbered for centuries in the fires of Mount Stiirhad. Armed with this power, he demanded the dark elves accept his rule. When they refused, he turned against his kin, transforming his unfortunate victims into elemental spirits of fire and pain. The remaining free dark elves have gathered in Pankor Zhi to nurse their injured pride and plot their revenge. For the first time in centuries, the dark elves have turned to the other races of Qalia for aid. Their plight has been met with cynicism and a cautious diplomatic response.
Contents [hide] |
The sands of Qalia have seen the rise and fall of many ambitious yet ultimately ill-fated empires. Intrepid adventurers tell of fantastic ruins that stand as silent witnesses to the power and knowledge of the ancients. The mordebi and qaliathari empires have sunk beneath the sands, but their memory and accomplishments still resonate in the hearts of the nomads that remain.
Qalia is a continent of extremes. Fierce sandstorms, harsh sun, blasted deserts, impassable mountain ranges--these are its defining features. Though the land is unforgiving, it is alive with vibrant, minaret-peaked cities and blissful oases.
The descendants of the mordebi and qaliathari live among the faded glory of their once great empires in the breathtaking city of Khal. Within the cavernous city of Hathor Zhi, dark elf perfect their magical skills in preparation for their next great raid. Hidden deep within the vast desert wastelands, the feline kurashasa live side by side with the nomadic varathari in the trading outpost of Lomshir. The whimsical city of Mekalia, built upon an ancient wellspring, is filled with song and mischief from its gnomish inhabitants.
Qalia is a land of legends, myths, and ancient superstitions. Tales of great wars, gods, monsters, and heroes have been passed down since before the cataclysm. Many of these tales are woven with threads of truth; while others are pure imagination. Minor heroes have been elevated by the legends, while great artifacts of power have been dismissed as mere myths.
Tanir is the son of a merchant in the lore Idara. His family has prospered in the city of Khal. He and his father set out from Khal to the city of Ahgram for the funeral of his uncle and mentor Zulran. Tanir, however, is reunited with Idara, a young girl from his childhood. She has been unjustly treated within the city of Ahgram. Tanir is amazed by Idara's beauty, falls in love with her, and wants to help her out of her situation.
Zulran was the father of Idara and a linen merchant in the city of Ahgram. Dissatisfied with the linen business he wanted more. Zulran began to have spices smuggled into the city to undercut the prices of the Zephyr trading company. Unfortunately for Zulran, he was discovered. His storehouses were raided and the spices confiscated. He was taxed and penalized for his hand in the selling of smuggled spices. The fees were so great he could not pay them, and his business was ruined. When he appealed to the council in Ahgram he was denied representation since he had not paid the citizenship tax. Zulran and his daughter Idara lived out the rest of his days in poverty.
Idara is the daughter of Zulran. She resides in her father's meager dwelling in Ahgram. She wants desperately to battle the corrupt government that persecutes the people of Ahgram.
Kahlil is a collector of debts. He arrives at Zulran's home to collect his debts before the funeral. His stay is cut short by Tanir's father. Kahlil is concerned only with the collection Zulran's debts. He shows very little compassion for the dead.
Harqad is a trader and sailor from Khal in the story Gray Dove. A gentle soul and skilled negotiator, he is one of few in Khal that has his own boat. His small ship, called a dhow, allowed him to access areas of the river larger ships could not. Harqad's grandfather nicknamed him "Dove" for his calm manner. He in turned named his ship "The Grey Dove."
Jalel is the harbormaster in the story Gray Dove. He is also a friend of Harqad. Jalel dislikes Qaraf for losing his boat and money in a joint business venture.
Qaraf is an aspiring businessman who seems to attract disaster. After losing his trading license he married the widow Fatis and began to fund another expedition in her name.
Mazhar Mateen is an old scholar living in the royal library of Ahgram. Mazhar tells Erol the tales of Ahgram in the great Library.
Erol is a small boy unschooled in history. In the lore Mateen's Histories. Mazhar Mateen teaches Erol of the history of Ahgram.
Shidreth Ahgramun was ruler of the Qaliathari Empire. He was killed by Jathred Shazarethen a Vizier.
Jathred Shazarethen planned to assume control of the Qaliathari Empire after the death of Shidreth Ahgramun with the support of the lower class and the help of the powerful sorcerer Khelium Ak'Zel in the lore Mateen's Histories.
Khelium Ak'Zel was a sorcerer that supported Jathred Shazarethen. He planned to help Jathred in a coup, but after Shidreth Ahgramun was killed he turned on the Vizier.
The Sons of Ahgramun wanted revenge for their father's death. They were backed by the nobles as the rightful heirs.
The Third Faction to arise during the Qaliathari Empire disturbance followed Khelium Ak'Zel. Khelium believed only the most intelligent should lead the empire. Mages and sorcerers of great power backed Khelium.
Fassethi Ahgramun the eldest son of Shidreth Ahgramun would regain control of the empire after years of war that cost thousands of lives. Once he regained control, Vizier Shazarethen and the sorcerer Khelium Ak'Zel were executed, as were their followers. Fassethi's first act was to rename the Qaliathari Empire the Ahgramun Empire. He ordered the construction of a new capital city he called Ahgram.
Nelon Issan is a human alchemist. His lab was broken into in the lore Tonic.
Joley Poral and Rold Dakavstan are two Gnomish trackers that come to assist Nelon find his formula that has been stolen.
The proud Qalia was the first of two great empires of ancient Qalia before the great rift. A more advanced civilization than the Mordebi, the Qaliathari built advanced cities, and had fairer colored skin than their Mordebi counterparts. The Qaliathari Empire was eventually ravaged by war.
The noble Mordebi is the second of the two great empires of ancient Qalia. They consisted of many western tribes that eventually banded together to build cities.
Khal is one of the large bustling cities of Qalia. According to Tanir in the lore Idara it is very different from the city of Ahgram.
Ahgram, according to lore, is a city roughly three days journey south of Khal. It is full of corrupt politicians, and the people of the city are forced to pay unfair fines, and in some cases prosecuted without representation, as in the case of Zulran. It is in this city that Idara looks to change things for the better.
The Port Door is the south gate of Ahgram. It is the entrance to the harbor district and the docks. Minor merchant's families, stable owners, and dock workers make this area their home.
The Gate of the Sun or The Imperial Gate is the gate on the northern side of Ahgram. Only those of noble blood or those with special credentials are permitted to enter this gate.
The Mercantile Gate is the main route of travel and trade into Ahgram. This is the gate Tanir and his father entered in Idara.
Mekalia is the home of the Gnomish race on Qalia. They are said to keep to themselves and are stubborn folk. The Gnomes of Mekalia have been known to distrust and even cheat those they deem outsiders.
Lomshir is a city North of Ahgram according to lore in the story Tonic.
The Breaking was a period of destruction that befell Qalia. Great earthquakes ravaged the land as well as large waves shifting the face of the continent as coastal lands plunged beneath the sea waters. The Qalian and Mordebi empires were ravaged by the breaking. Lands were destroyed making farming impossible in some areas. War was fought between clans for food as the major cities lay in chaos and destruction.
Tumultuous Gahren Plains is an area that the Mordebi settled after the breaking to form more permanent settlements. A massive earthquake would destroy their settlement and drag the city into the ground. The Mordebi took this as a sign that they had angered or offended the gods, and so they returned to a nomadic style of life.
Bahman Fendir became chieftain of a Mordebi tribe after he witnessed the death of his father and three uncles at the hands of Qaliathari raiders. He also lost one of his hands in the skirmish. When the young chieftain healed he rebuilt his village, and when it was strong again he set out to destroy the raiders and avenge his father. After killing several bands of raiders the chieftain attacked a raider settlement that at the time was defenseless. He killed all except a small boy. When he looked upon the child he realized he had become that which he wanted to destroy, and from that point he decided to unify the people of Qalia instead of destroy them. He rebuilt a settlement on the ruins of the old Qaliatharian city and named it Ahgram in honor of the ancient city.
|