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A world shrouded in perpetual winter.

Humanity clings to life with tooth and nail, hunting

and gathering to survive.

In the deep, dark forests terrifying beasts roam through

the cold snow.

This is the world of Æl-Ceald

This world was once a lush, temperate world where great kingdoms sprawled and

people worked the land in fealty to their lords and kings. But that was before the

Wintras engulfed the land.

It is said among the tribes that the Wintras, the All-Winter, was a curse from the

gods. Other tribes speak of an ancient darkness that stole the sun's fire and robbed

the world of summers embrace.

Whether the true cause of the All-Winter will ever be discovered, nobody knows.

Littered across the eternal winter landscape are ruins of cities and villages of the

time before Wintras. These places often contain mysterious relics and magical

artifacts of that bygone age, but there are also terrible dangers lurking in these

devastated ruins.

The bífylc, the tribes of Æl-Ceald, live a harsh life. Temperatures are almost

permanently below freezing, and the world is covered in a permanent layer of

snow and permafrost that makes any kind of subsistence farming impossible. So

they hunt, and gather what roots, nuts and berries still grow in the inhospitable

climates of the All-Winter.

The tribal societies of the bífylc are hunter-gatherer warrior societies. Each bífylc is

ruled by an ædeling, a man or woman of noble blood from one of the original

families of each tribe. Within the bífylc are smaller family groups, kunján, whose

nomadic lives follow herds of game across the snowy plains.

Hunting is a way of life for these people, but warfare is equally common. The

tribes have never been anything but tenuous allies, and blood feuds and outright

warfare happens more often than times of peace. When war breaks out, the

terrifying wolfridda, dire wolf-mounted warriors, ride out to meet their foes, and

the berzerkers raise their axes to the skies and howl for the blood of their enemies.

Æl-Ceald is a dark and dangerous world. Hideous creatures stalk it's winter forests,

and the bífylc tribes are warlike and hostile to outsiders.


The bífylc tribes share this winter world with other races.
The albaz, the elves of Æl-Ceald dwell in the deep forests to the north and east. They are an ancient
people, the first people created by the Dragon Kings in the time before time. They are a tall,
beautiful race of fair-skinned, fair-haired people whose lifespans measure in centuries. When
Wintras descended on Æl-Ceald, the albaz were not affected as harshly as the humans were. Their
powerful magic saved them from the worst of the disastrous effects of the All-Winter, and they
managed to keep their sacred groves safe from the claws of winter. These groves, the holy places of
the albaz druids, are the only places in Æl-Ceald that Wintras cannot touch, and these green islands
are a source of both spiritual and physical nourishment for the albaz who tend them. The fruits
produced by the sacred trees that grow in these places can hold powerful magical properties, and are
highly sought after by those who know of them.

The albaz are guided by their druids, who form ruling councils of elders that govern their clans.
Each clan, or gwen, is both a group of families and a nation. These gwen have their own religious
and social traditions and laws, and almost all of them are ancient, with roots stretching back to the
earliest recorded history, right after the First War.

The Second People, the dwergaz, make their homes within the Niflheim mountains that stretch
south-westwards from the far north.
Small, tough and hardy, the dwarves are the only feudal society left from the time before Wintras.
The ice and cold of the All-Winter could not reach them in the heart of the mountains, and the halls
of their great kings stand now as they did then, carved from the very roots of the Niflheim
mountains.
Dwergaz are a deeply religious people, and their faith in the Dragon Kings of Earth colors every
aspect of their daily life. They build enormous temples and grand statues in honor of the Dragon
Kings, and prayer and song is an important part of their lives. Every activity, from cooking and
cleaning to the hallowed arts of metalworking have their own prayer-songs which form an
important, ritual part of the activity.
The dwergaz are the only people left on Æl-Ceald who still remember the art of working iron. To
the dwergaz, metalworking is a sacred act. It gives shape and life to the stone, and the stone is a
direct and holy link to the Worldsong that birthed the earth and all living things. The few humans
and albaz who have learned this sacred art from the dwergaz take this spirituality with them, and
dwergaz forgesongs can be heard in the templesmithies of these rare and powerful men and women.
The arts of the smithy are highly sought after by the ædelings of the bífylc, and there is much
superstition and fear surrounding worked metal; especially metal weapons, either bronze or the
much more rare and valuable iron weapons, are mythical things that give great honor and power to
the ones who wield them.

There are other peoples. The enigmatic, four-armed kasatha and the deuzán catfolk also call Æl-
Ceald their home. The mercurial and elusive dwolmalbaz, who call themselves shadow fey, dwell in
dark corners of Æl-Cealds forest, and the half-elven ægder and the half-orkish acla live unfortunate
lives among the bífylc tribes and the city-states of the albaz.

And out in the wastes the brutal, savage and tormented orkaz howl for blood and perform
unspeakable rites to spite their terrible, dark gods.
The history of Æl-Ceald

The Worldsong

In the time before time, the world was empty, desolate and cold.
Into the darkness flew the first dragons, the High King Io and his wife, the Heavenly Queen Oa.
The two flew over the void, and through their song of love the darkness was separated from the
light, and the world was made. Together King Io and Queen Oa lay ten eggs, and for centuries they
watched the eggs, King Io in the light and Queen Oa in the dark, until the eggs were hatched and the
Ten Dragon Kings were born.
The ten were the five Dragon Kings of Earth and the five Dragon Kings of Heaven, who were later
known as the Five Lords of Darkness. The five Dragon Kings of Earth inherited their connection to
the physical from their father, while the five Dragon Kings of Heaven inherited their mother's link
to the heavenly and the spiritual.
Together the ten burst out of their eggs, and soared across the sky. Infatuated by the beauty of light
and the alluring mystery of the dark, the ten Dragon Kings sang in joy, and with their song the
world took form. Land, sea, mountains and forests grew where the ten Dragon Kings' song touched
the world, and the High King Io and his Heavenly Queen Oa looked at their sons and daughters
creation and saw that it was good.

When the world was created, and the heavens was separated from the earth, and the seas were
separated from the land, the five Dragon Kings of Heaven were tired and wanted to rest. They had
used all their power to sing forth the soul of the world, and to weave the powers of magic into the
physical and ethereal realms forever bound to the material world. But the Dragon Kings of Earth
were not tired, and together they sang a new song, a song of love for creation and the wonders of
discovery. And from this song all living things sprang forth, all animals and birds and fish. And after
all the animals of the earth, the sea and the sky came the thinking races.

First were the albaz, The First People, and they ran laughing into the world intoxicated by the
Dragon Kings songs, and fell in love with the deep woods.

Then came the dwergaz, The Second People, and they fell in love with the high mountains, and with
the precious metals and stones that were found in the earth and within the deepest hearts of the
mountains.

Then came the Third People, mankind, and the open plains became their land, where they built their
cities and walls; for mankind were the youngest of the races, and the world was already old and full
of dangers when they were sung by the Dragon Kings.

When the five Dragon Kings of Heaven awoke from their sleep and saw what their brothers had
created, they were at first excited. The Three Peoples flourished and spread to every corner of
creation. But when the Three Peoples began to give offerings to their creators, offered prayers to
them, honoring them with songs and building temples and shrines in their honor, the Dragon Kings
of Heaven were filled with jealousy. They went to their mother, The Heavenly Queen Oa, and told
her what had happened and asked that she make right the injustice that was committed against them.
And Queen Oa listened to them, and even she was jealous for her children. Together they went to
High King Io and the five Dragon Kings of Heaven said to him that if the Three Peoples should
worship the Dragon Kings of Earth, they should also worship the Dragon Kings of Heaven. And if
they would not, they should be destroyed so that the injustice would end. But High King Io knew
well that neither he nor his Earthly sons and daughters could dictate or change the Three Peoples
thoughts, their actions or their faith. When King Io said no, Queen Oa was filled with wrath, and
with her children she swore to destroy the People.
Thus began the First War. The Ten Dragon Kings fought brother against brother, until the Dragon
Kings of Earth, with the help of the Three Peoples armies, were finally victorious. And the Dragon
Kings of Heaven were banished from the world. The Kings of Heaven lost their titles, and were
from this day known as the Five Lords of Darkness. Banished from the world, they built themselves
new kingdoms of darkness and fire on the border between light and dark, and from there they began
plotting anew to take the world from their Earthly brothers and destroy the creation that was denied
them and the People who rejected them.

After the First War

The Three Peoples flourished during the time after the First War. With the defeat of the Dark Lords,
darkness itself seemed to retreat from the world. Summers were long and warm, crops were
plentiful, and the songs of the Dragon Kings of Earth were sung in every temple and every shrine.
Mankind built great cities of stone and timber, and roads were constructed all across the land. These
roads served as trade routes, supplying the empires and kingdoms of men with goods and wealth
from across the world. There was war, and great fortresses and castles sprang up to protect the
wealth of the kings of man, but over all this was a time of peace and prosperity for humanity.
The albaz kept to the forests they loved, tending them with love and deep respect. The many gwen,
each descended from one of the very first albaz sung into being by the Dragon Kings at the dawn of
time, spread across the forests of the world. Their druids were the first to borrow the divine power
of the Dragon Kings to perform miracles of faith, and they taught their prayers and songs to the
other Peoples so that they might all revere the Dragon Kings and wield a portion of their power for
the good of all.
Deep in the mountains, the dwergaz worked metal and stone in reverence of their creators. Most of
the treasures they wrought were offered to the gods in their mighty stone temples as sacrifice, a
symbol of the endless gratitude the dwergaz felt for their makers, but some were traded with the
other Peoples. Together with the goods of metal and precious stones, the dwergaz also traded their
knowledge of the arts of the forge. Hammers rang and sparks flew all over the world, and the
forgesongs of the dwergaz could be heard from temple-smithies of human cities and albaz groves.

The Coming of Wintras

Nobody knows where the All-winter came from, or why it struck. Some shamans and druids
whisper of an attack by the Lords of Darkness, who somehow managed to steal the fire of the sun.
Others believe it was some dark deed perpetrated by either men, albaz or dwergaz that angered the
Dragon Kings of Earth, and these priests desperately offer sacrifice to the Dragon Kings in the
hopes of pleasing them once more and ending the All-winter.
But no matter how much they pray and sing, or how many beasts are offered up on the altars and
bled dry on the sacrificial poles, Wintras still grips the world with icy fingers.

The kingdoms of man were the first to fall. When the crops failed and their livestock starved and
froze, wars broke out over what little resources remained. Cities fell to the cold and hunger, and
grew empty as the farms that supported them were barren and abandoned.
The lore and artisanry of the time before Wintras was forgotten, and mankind was forced to aquire
new skills to survive. Working the land became impossible, as the winter cold allowed no crops to
grow. Instead humanity turned to the hunt for sustenance, and grew nomadic as they followed the
herds of game around the winter wastes.
But the life of a hunter is a harsh one, and starvation and disease were common. Mankind learned to
gather in family groups, seeking protection in numbers and the loyalty of blood and kinship. These
extended family groups, often alliances between multiple intermarried families, became known as
the kunján, and the kunján banded together in tribes: The bífylc.
Each bífylc tribe pays homage to the elder families who created them, and the ædelings who rule
each tribe are chosen from among the descendants of these first families.

The albaz were hit hard by Wintras, but not as hard as the humans. The druids had seen the signs
long before the disaster struck, and though they could not discern it's source they managed to erect
protective wards around the holy groves just in time. These groves had always been islands of
spring in winter, but as the final winter settled and spring did not return, the magic of the druids
kept them safe from the supernatural winter.
Even with the groves intact, though, Wintras dealt the albaz a heavy blow. As the humans, the albaz
had been dependent on agriculture to sustain their large city-states. With the ability to work the land
gone, the albaz had to turn to the groves for sustenance. The magical gardens of the groves
produced their fruits only twice a year, once during mid-winter and once during summer, and this
meager bounty was hardly enough to feed all the albaz in the cities and beyond. So the druids
allowed farmers to raise crops and livestock within the protective auras of the groves, sharing their
ritual sites with sheep, chicken and cattle. The great city-states of the albaz remained strong,
but life outside the city walls was harsh and difficult.
When Wintras struck, a faction of albaz called the unseelie decided to abandon Æl-Ceald altogether,
and through planar magic sought sanctuary in another world called the shadow realm. This exodus
of an entire political faction ironically came as a relief to the struggling albaz, as food supplies were
running dangerously low. The unseelie had been a political group of albaz who venerated the night
and the hunt, and their territorial, violent ways made them a faction in conflict with the majority of
albaz society. These dark albaz who fled to the shadow realm would become the dwolmalbaz, the
dark fey cousins to the albaz.
When trade with the dwergaz stopped as the mountain folk closed their borders, the albaz supplies
of iron dried up. The ancient smiths of the forest realms had to adapt to continue practicing their
craft, and turned to bronzeworking for the tools, weapons and goods they made. As the centuries
passed, the final ironsmiths gave in to old age; the younger generation did not have the knowledge
of working iron, and even after the dwergaz reopened their gates and trade once again flowed
between the races, the arts of forging iron were lost to them.
Many of the humans who fled their dying cities sought shelter with the albaz. The gates to the
mountain realms of the dwergaz were closed, and for many the only options were starvation or
exile. Many chose exile. At first the albaz welcomed their human brethren with open arms, but as
the flow of refugees grew stronger, the albaz realized that their groves could not sustain them all.
When their cities were filled and starvation threatened, even the albaz closed their gates to
outsiders, and the starving supplicants had to return to the icy wilderness and certain death.
To this day a sizable portion of the albaz population is made up of ægder (half-elves). Being of
human descent carries with it a certain stigma, and even though they are accepted in albaz society
the ægder are subject to both prejudice and ridicule by their full-blooded kin.

The dwergaz were more fortunate than their surface-dwelling brethren. The mountain-realms of the
dwergaz kings reach deep into the roots of the Niflheim mountains, and they barely felt the cold of
Wintras at all. Still, life beneath the mountain changed for the dwergaz once Wintras had the world
in it's grip. As it dawned on the human kingdoms and the albaz forest realms that the final winter
was not going to change into spring, the dwergaz foresaw what was to come. The great scholars of
the age counseled their kings to close the borders to the surface world. Humanity would be
ravenous, they said, and the albaz would take them in until their city walls would burst from
overpopulation. The hungry people would turn to the dwergaz lands, and if they were allowed in the
dwergaz too would starve, until there were no people left on Æl-Ceald except hungry savages living
in caves. And the dwergaz kings listened, and the great iron gates to their realm were shut.
Without the lucrative trade in metals and precious stones, the dwergaz had to adapt to a more ascetic
way of life. Gone were the opulent riches of the time before the All-winter, and the luxuries that
flowed into the dwergaz coffers from the lands on the surface.
The new dwergaz life was one of spartan utilitarianism, even among the wealthy elite. As the
economy shifted, the nobility took to giving alms to the poor, and investing in the community for
the good of all dwergaz. Still, poverty was rampant, and every day merchants and artisans were left
on the streets as debts went unpaid and deficits reached for the skies.
The solution became religion. When their wealth failed them, the dwergaz people turned to their
gods for the answer. Religious orders and monasteries sprang up everywhere beneath the
mountains, and monks and clerics became a common sight in every dwergaz city tending to the
weak, the sick and the destitute.
As times became harder and resources ever more strained, the dwergaz traded gold for prayers,
gemstones for sermons and luxury for devotion to the Dragon Kings of Earth.
This was the time of the Mountain Wars, as king turned on king and brother on brother. Clad in iron
and armed with blessed weapons, the dwergaz turned on each other over perceived slights, religious
disputes and most of all resources. Food was scarce in this age, and the few surface colonies were
unable to provide enough sustenance for the great kingdoms. To make matters worse, subterranean
clans of orkaz and hobgoblin armies made their first moves against the dwergaz during this time,
armed with weapons sacrificed to the Dragon Kings by the clerics and smiths, which they had
retrieved from the sacrificial pits the dwergaz believed to be bottomless. For two hundred years the
wars raged, until the dwergaz race was on the brink of extinction. It was during this time that Leifur
the Unflinching, first High King of the Niflheim Mountains, arose to power. He began as a lowly
baron, but with his force of personality, his religious zeal and his scholarly wisdom, he gathered the
tattered dwergaz kingdoms beneath his banner and united them against the orkaz and hobgoblin
hordes. The new alliance drove the beasts back into their dark holes, and when the final Mountain
War was over he was unanimously elected High King of the Mountains. United under the first High
King, the dwergaz nursed their wounds and grew once more. The many scholars and wise men who
advised the throne warned High King Leifur not to make contact with the outsiders, who were
surely nothing but animals at this point, if anyone still lived. But the High King defied their counsel.
With their borders reopened after hundreds of years in isolation, the dwergaz discovered that
mankind had indeed survived, as had the albaz, although in a significantly reduced form. The
humans, now calling themselves bífylc, were little more than savages, though they still had a
society of a sort and they still remembered their gods. The albaz had faired better, but they were
reduced in both knowledge and skill.
With trade reopened, the dwergaz could finally look to the future.
The World of Æl-Ceald

The world of Æl-Ceald was once a temperate world of grassy plains, deep forests teeming with life
and bountiful oceans. The Three Peoples thrived in this world, built great cities, explored and
settled, and the world was alive with trade and adventure. The human kingdoms along the coast
were skilled shipwrights and seamen, and elf, dwarf and man traveled far and wide in their voyages
of exploration and conquest.
Now that Wintras has taken hold of the world, however, there is no more travel, and no more trade.
Now every year is an ordeal, and those who live in the ice and snow do not always know where
their next meal will come from, let alone if they will live to see another year.
Æl-Ceald consist of one large continent surrounded by oceans. The lands of the bífylc span the
western half of the continent, surrounding the western portion of the Niflheim mountain range that
separates east from west and north from south. The mountains carve a path from the northeast to the
southwest, dividing the bífylc tribal territories into two regions. The northern and southern tribes
share a common language and cultural heritage, but have evolved into separate societies over time.
In the north, the old ways are still alive. The northern tribes are generally more war-like than their
southern neighbors, the north being under more pressure from the orkaz than the south. The clans of
the orkaz make their home primarily in the northern regions of Æl-Ceald, along the foothills of the
Niflheim mountains. The dwergaz and bífylc along the borders to their lands do what they can to
keep the menace at bay, but the unrelenting savagery of the orkaz means they win as many battles
as they lose, and their presence in these regions is all but permanent. The few surface settlements
maintained by the dwergaz are in constant conflict with the orkaz, and have learned the wisdom of
cultivating allies. These settlements have close bonds of friendship with both the nearby bífylc and
the local deuzán families.
Also living along the Niflheim mountains are the kasatha. They maintain positive relationships with
the dwergaz outposts and their deuzán and bífylc neighbors, and many tribes depend on them for
the healing salves and poultices they produce and trade. The dwergaz for their part are only too
happy to share territories with kasatha villages and monasteries. Their combat prowess and
dedication to the Dragon Kings make them invaluable allies in the constant conflicts with the orkaz
clans who terrorize these areas. Dwergaz and kasatha alliances are often long-lasting, and the
dwergaz surface outposts would likely not have survived had it not been for the protection they
receive from the kasatha monasteries.

In the utmost north, as far as any bífylc has even been, the deuzán make their home. Their family
groups have no permanent home, and so their lands have no borders; they often stray into bífylc
territories, and the two races have interacted and traded for so long that they have developed a sort
of friendship with one another. It is not uncommon for the northernmost kunján to have a deuzán
member or two, and both the bífylc and catfolk tongues are widely spoken in the area.
The northern lands are dominated by rolling hills and sparse forest, framed in the west by the ocean
and to the east by the mighty Niflheim mountains. To the far north, the rolling hills give way to the
deep evergreen forests that are the ancestral home of the deuzán. Though there are ruins of albaz
cities here, there are no known albaz communities in these northernmost forests. Some dwergaz
scholars speculate that perhaps these albaz followed a different religious tradition than their eastern
druid kin, and that their magic was not strong enough to overcome the might of Wintras. These
forests abandoned by the albaz are slowly being settled by dwolmalbaz Courts since the shadow
feys return to Æl-Ceald. These Courts have so far ignored the local bífylc and deuzán communities,
but as their territories expand this might change. The shadow fey can be aggressive neighbors if
they feel their territories are being invaded, and as their presence strengthens in the northern forests
conflict may be inevitable.
The southern parts of the bífylc territories are flatter than the north, dominated by snowy plains,
rivers and some forested terrain. The southern cliffs along the coast are home to great flocks of gulls
and other aquatic birds, which provide eggs to supplement the diets of the coastal bífylc.
Along the northern wall of the Niflheim mountainrange the dwergaz have some permanent surface
settlements which serve as trading posts with the bífylc and albaz in the region, and the north-
eastern forests of the south are albaz lands. The albaz city-states claim the forests as their own, and
are more than willing to protect them should their reign be contested. Thankfully, the albaz and
dwergaz have so far managed to avoid any major conflicts.
The tribes of the southern lands have had extensive dealings with the albaz, and have adopted many
of their cultural traditions. Druids are far more common in the south than they are in the north, and
the southern tribes gender roles are very similiar. Dwergaz scholars who have studied the
phenomenon of bífylc gender roles have concluded that the four genders of the northern tribes arose
as a necessity, since both men and women had to be able to hunt and fight equally. How the
feminine genders arose is a riddle many scholars argue about, but the most accepted theory is that
the human communities these bífylc evolved from had a very tolerant view on sexual morality that
would have been so shocking to the contemporary dwergaz scholars that it would have been omitted
from any records of these cultures. Others believe it is a result of albaz influence, but this theory is
contested because of the limited albaz presence in the northern regions.
The southern gender roles are undoubtedly derived from cultural influence by the albaz, though.
The southern gender of ailegáz is very similiar to the albaz àilleagan, and even the bífylc word is
derived from the albaz.
The southern tribes enjoy a mostly peaceful relationship with the albaz, and though conflicts
occasionally arise they are most often quickly settled and forgiven. Albaz druids enjoy a high status
among the southern bífylc, and most bífylc druids come from the south. The druid concept of meidh
has also made it's way into the bífyc culture of the south, though it is not worshipped with anywhere
near the devotion of the albaz druids.

The wildlife of Æl-Ceald has adapted to live in the harsh conditions of Wintras as much as they are
able. Herds of muskox, reindeer and deer migrate across the icy wastes, feeding on lichen, moss and
evergreens. These migrations take the beasts to and from the many druid groves that dot the
landscape, and during the mating seasons these animals will flock to the groves to mate, feed and
enjoy the relative comfort of these magical islands of summer. The druids who tend these groves
take care of the animals, make sure they are fed and help the animals give birth to their young. This
great responsibility is taken up by every druid in Æl-Ceald, and it is a sacred calling that helps
maintain the delicate balance of meidh and keeps the lifeblood of Æl-Ceald flowing in these dire
times. Without the druids, the animals would die off from starvation and exposure, and no life
would be able to survive Wintras.
Feeding on the magical plants and trees that grow in the groves have left their mark on the animals
of Æl-Ceald. Every generation a few of the animals born show signs of this power. Born faster and
stronger than the others, these magnificent beasts are called the Haylayás, and are revered by the
albaz, bífylc and deuzán as holy creatures blessed by the Dragon Kings. Their fur is often bright
white, and covered in rune-like markings of deep blue, dark green or rich purple. Many such
creatures have antlers, even species that normally do not, and often sport great and impressive
manes. They are cunning and intelligent, and many serve as animal companions for rangers,
hunters, druids and witches. Predators too are sometimes born as Haylayás, and these beasts have
impressive horns or antlers, and are often black, or have furs in deep, dark colors of night.
Supremely dangerous and cunning, such beasts have been known to stalk prey much larger than
themselves including armed hunters and warriors.
These creatures are seen as sacred by the tribes of Æl-Ceald, though hunting them for their pelts is
not a crime. Owning a cloak or other item of clothing crafted from Haylayás fur is a mark of honor,
and many priests and druids wear their fur with pride as a symbol of their faith.
In addition to predators like wolves, white tigers, lynxes and bears, and herd animals like reindeer
and muskox, the icy wastes of Æl-Ceald are home to many great animals. Herds of mammoths
stomp across the snowy plains, and wooly rhinos and giant sloths feed on evergreens and claim
territories around the druid groves.
These enormous creatures are dangerous to hunt, but their meat can feed an entire kunján for days,
and their furs, tusks and horns are valuable materials that can be traded for food, weapons and
goods. Sabretooth tigers stalk the forests, dire wolf packs run across the plains hunting prey, and
titanic beasts make the ground shake with their heavy footsteps.

The Oceans of Æl-Ceald

The ocean that surrounds the western part of Æl-Ceald remains a mystery to the people who live
there. Shipbuilding is a long lost art to both the bífylc and the albaz, and the dwergaz have never
bothered with such things even at the height of their power. Though some of the surrounding islands
are quite large and visible from the coast, no one has visited them since the All-winter. It is possible
that there are settlements on these islands, as many fled Wintras by sea when the disaster first
struck, but if there are nobody has had any contact with them for many centuries. Some among the
coastal bífylc whisper of strange dancing lights on these islands, and some of them do have ruins
visible from the coast, but so far such tales remain rumors.
What most inhabitants of Æl-Ceald do not know is that the ocean is not only teeming with life, but
is home to many societies of races that are only found beneath the waves.
These peoples build cities beneath the surface of the dark, blue sea, and many of them have cultures
as old and advanced as the dwergaz and the albaz. They seldom make contact with the surface
world, and centuries may pass without any contact between the landwalkers and the peoples of the
sea. These societies of merfolk, sea elves and other races were impacted by Wintras like their
surface-dwelling kin, and their societies reflect this. Before the all-winter vast, sprawling kingdoms
and empires thrived beneath the waves. Greatest of these were the deep empire of the nommo, and
the kingdoms of the sea elves (called aigeannach by their albaz kin) and the merfolk.
The nommo are an ancient race of merfolk, perhaps the oldest race that still live beneath the ocean.
The Empire of Scales covered all of the deep ocean regions, much farther out and deeper than the
sea elves or the other merfolk kingdoms. The nommo set themselves apart from all other merfolk,
claiming their seniority and wisdom of the ages makes them unique among the races beneath the
waves. Physically the nommo appear as eel-like merfolk, with large mouths filled with razor sharp
teeth and catfish-like heads surrounded by tendrils which the nommo use to taste and feel their
surroundings. The deep waters the nommo call home are so far removed from the surface that their
society was barely impacted by Wintras. As with the dwergaz, the nommo have maintained their
ancient ways and traditions, and their empire still covers much of the deep sea floor. Since the
invasion of the aibhais drow, deep sea kin to the blakalbaz, the nommo Empress of Scales has been
under severe pressure; whether the nommo Empire of Scales will survive the onslaught of the
aibhais drow and their dark allies remains to be seen.
In addition to the enigmatic nommo, aigeannach sea elves also live in the oceans of Æl-Ceald. The
sea elves prefer shallower waters than the deep-dwelling nommo, and their kingdoms lie closer to
the shores of Æl-Ceald. The various races of merfolk also have their kingdoms in these regions, and
the sea elves and merfolk have coexisted more or less peacefully for millennia. These kingdoms
were struck harshly by Wintras. As temperatures plummeted, many of the more fragile races
perished, and only the hardy and adaptable remained. Among these were the aigeannach sea elves,
the tough and enduring karkanak crab folk and some merfolk races such as the seafolk, kai-lios and
crystolix. As the larger kingdoms crumbled under the harsh, arctic conditions of the new oceans,
and wars over resources broke out across the ocean depths, these races banded together and formed
new societies. Wars still happen, but the new alliances of the oceanis peoples have managed to
create a somewhat enduring peace. With the help of the Empire of Scales, these new kingdoms
manage to survive despite the terrible climate. The nommo offered peacekeeping forces, resources
and food in their times of dire need. Even though this early aid from the Empire of Scales has
ceaced since the aibhais drow invasion, peace has become more common than war as the ocean folk
have found new ways of surviving the freezing waters. Still, life beneath the waves is harsh these
days, and many secretly wonder if Wintras will be the end of all life under the sea.
Unlike the peoples of the surface world, the races beneath the waves embrace psionic power in
favour of arcane magic. Compared to the land-dwelling peoples, psionic potential is more common
among them, and they respect and value their psionicists. Psions and other psionicists often rise to
positions of influence within their societies. The exception to this is the nommo Empire of Scales,
where psionics is rare. The reason for this is unknown, and the nommo are not very forthcoming
about it, but the existence of rare psionic individuals not quite like other nommo speaks of some
form of schism or conflict within the Empire which has resulted in the banishment of psionicists
from the realm. Whatever the cause, these strange beings who call themselves melusine resemble
the nommo except for certain distinct features shared only by the melusine, and are all psionically
gifted.
The peoples of the oceans practice arcane magic as well, though their traditions are vastly different
from surface-dwelling arts. Since paper and writing materials are rare and difficult to obtain under
the sea, atleast outside of the Empire of Scales, wizards are uncommon in the extreme. Instead, the
undersea peoples practice a magical art called Akasha, an ancient, primitive art that shapes the raw
magical potential of the Worldsong into semi-physical forms with magical abilities. Only the
nommo regularly practice wizardry, and their ancient, powerful magic is called Vril, and is vastly
different and uncannily alien to the surface-dwelling peoples of Æl-Ceald.
The Three Peoples

The albaz, dwergaz and bífylc are the three dominant races of Æl-Ceald. The term bífylc means
family, and is used both for the various tribes who dwell in Æl-Cealds harsh, wintery landscape, and
to describe all of mankind collectively.

The various bifylc that make their home in the icy wilderness are both different and similiar.
Culturally, they are all related. They speak dialects of the same tongue and can understand one
another easily. They share the same religion and many of the same customs, and though there are
large differences in their societies and tribal structures, they are still obviously one people, albeit
spread over a large geographical area and with great cultural variety.
Each bífylc is made up of individual kunján, which are nomadic family groups who follow herds of
bison, muskox and reindeer across the plains. These family groups are usually made up of three to
five extended families, and can number anywhere from 20 to 200 individuals. The largest kunján
are those who make up the First families of the bífylc, and these powerful family groups are
considered the heart of the tribe. The ædelings who rule the tribes usually come from these family
groups. The bífylc tribes themselves function like nations, consisting of any number of kunján and
numbering anywhere from less than a thousand to over four thousand people spread over several
nomadic kunján. Almost all bífylc are nomadic societies and thus have no capitol, cities or villages.
The only exceptions to this are the coastal bífylc who maintain permanent or semipermanent
settlements and support themselves by fishing and hunting seals. These settlements range from the
smallest, which only accommodate a single kunján to larger ones where several family groups live.
Many such settlements are abandoned for months at a time as their inhabitants move to different
locations to follow migrating packs of seals and other marine life.
Almost no bífylc have domesticated animals, with the exception of dogs and the terrible dire wolves
that the proud warriors of the wulfridda ride into battle.
One aspect of the culture of the bífylc that varies from region to region is genders. The bífylc do not
have binary gender identities. Instead, gender identity varies from tribe to tribe based on geography
and the influence of other cultures, primarily the albaz.
The northernmost bífylc, who live beyond the Niflheim mountain range that divides the northwest
from the southeast, recognise four distinct genders.
While men (or manwaz) traditionally perform duties like hunting and warfare, and women (wíbhan)
make food and care for children, there are also women who identify as masculine (called maýdvaz)
and men who feel and behave feminine (meukaz). Gender identity is more often than not a personal
choice in adolescence, though some bífylc assign genders to their children according to the
traditions of the family and the tribe.
Manwaz and maýdvaz fill the roles of artisans, hunters, warriors and fathers, while wibhan and
meukaz tend to home and hearth, raise and care for children, and prepare food.
Both the masculine genders may marry any feminine gender they choose, though romantic
relationships between manwaz and maýdvaz are seen as shameful and forbidden, as are same-
gender relationships.
In these northern bífylc, religious duties often fall to the wibhan and meukaz. It is they who sing the
songs and prepare the offerings, and the priests and priestesses are honored and respected leaders of
their communities, often serving as advisors to the ædeling who leads the bífylc.
Among the southern bífylc, the four genders of the northerners are rare. Instead, they have
borrowed a gender role from the albaz, the áilegaz (which the albaz call àilleagan). These southern
tribes have three genders, each distinct from one another. Men, or manwaz, observe traditionally
masculine roles while women (wibhan) tend to the home as among the northern tribes. The áilegaz,
meanwhile, fill a role of their own as religious intermediaries between the bífylc and the Dragon
Kings. Áilegaz duties include tending to the altars and shrines, singing the holy songs of the
ancestors to honor the gods, as well as seeing to the spiritual needs of the tribe, dispense blessings
on weddings and childbirth, and tending to the funeral rites of the deceased.
Many áilegaz children are decided from birth by their parents, though each family rarely has more
than one áilegaz. It is also possible for adolescents to choose the life of an áilegaz. They are free to
marry either gender as they wish, and there are no taboos for men or women to have relations with
or marry áilegaz. Traditionally áilegaz are recognised by their shaved heads, and in many bífylc
áilegaz wear brightly colored headscarves decorated with feathers and colorful stone beads.
There are some bífylc along the forest borders to the albaz lands that have both the four northern
genders and the áilegaz gender. In these societies, religious duties fall to the áilegaz, while
traditional domestic duties such as cooking and hunting are delegated to the manwaz, wibhan,
maýdvaz and meukaz according to traditional gender roles.
In some of these tribes manwaz and maýdvaz may marry áilegaz, but wibhan and meukaz may not.
Others, particularly those who lie close to the northern bífylc, have no such restrictions.
While the bífylc tribes practice and value monogamous marriage, casual sexual relationships
between unmarried individuals are common, and often lead to pregnancies. Especially among the
smaller kunján, newborns mean new hunters and warriors, and it is important for both the family
group and the tribe that new hunters are born to feed the families. In the north, pregnant and
unmarried maýdvaz usually hand their children over to the care of close family members of a
feminine gender, as caring for children is traditionally the job of wibhan and meukaz.
Áilegaz do not traditionally take care of children, but they may take unwanted children into their
care as acolytes. These children always become áilegaz when they are taken in by a priest.
The tribes are all hunters and gatherers, and most of them are nomadic. Most hunt wild game such
as reindeer, moose and deer, as well as larger animals like mammoths, giant sloths and other
massive animals. Some coastal bífylc have permanent settlements and rely on fishing to survive.
They supplement their diet with the few edible plants that continue to thrive in the harsh conditions
of Wintras, as well as roots, nuts and seeds. There are few edible plants hardy enough to survive the
icy cold of the permanent winter, but those that do provide a welcome addition to an otherwise one-
sided diet of cooked, dried and salted meats.

The society of the bífylc has forgotten almost all of their past during the beforetime after the curse
of Wintras froze the world. They wear furs, leather and hides to ward off the cold and protect
themselves in battle, and their tools and weapons are made mostly from wood, stone and bones, as
well as the teeth and claws of the many monstrous beasts and creatures that roam the icy wastes of
Æl-Ceald. It is customary for warriors to display their prowess by wearing or displaying trophies of
their fallen foes, and necklaces, armbands and ornaments made of bone and fangs are common.
Some bífylc even wear bones and teeth from human foes, though this is seen by most others as cruel
and unnessecary. Still, the intimidation factor of such ornamentation is undeniable.
Religion is an enormous part of life for the bífylc.
The Dragon Kings of Earth are revered through song, feasts and sacrifice, and the ædelings often
compete for the honor that comes with holding the greatest feast in the Dragon Kings honor. Such
feasts are loud, flamboyant affairs with mead, wine, song and dance, and great bonfires are often lit
outside the feast tents to attract the attention of the Dragon Kings to the celebration. The sight of a
dragon flying over such a celebration is seen as a sign of enormous fortune, as these messengers of
the Dragon Kings will surely bring tales of the great sacrifices and celebrations held in their honor.
The sacrifice of food and drink, animals and goods is essential to their worship of the Dragon
Kings. Food, drink and goods are left for the Dragon Kings or their dragon children to collect on
cliffs or in wooden glens, while captured animals are suspended from sacrificial poles, bled dry and
burnt as offerings. As the smoke rises to the heavens, it is believed that the sustaining essence of the
burnt offering travels directly to the gods. These sacrifices can substantially impact on their food
supplies, and are often followed by raids on neighboring bífylc.
Warfare is another important aspect of life among the bífylc. Food is scarce, and other resources
equally so. Though the bífylc do trade with each other, and times of peace can last for decades, the
threat of war always looms on the horizon.
When a kunján is in danger of starving due to failed hunts or other disasters, they will often join
with other family groups and go raid a neighboring bífylc. These raids can be bloody affairs, as the
losers will literally starve.
Other times an entire bífylc may mobilize for war, often as a result of conflicts regarding herd
migrations, trade routes and territories. Mobilizing all the kunján can be a slow process, since the
family groups are nomadic; they often stay for months at a time in any given location to hunt and
forage however, and an ædeling with any kind of sense (or competent advisors) will know the
migratory patterns of each kunján and can easily track their location.
The largest bífylc can mobilize over a thousand warriors in this way, which is a terrifying prospect
for any tribe to face.
Each bífylc has their own traditional war paint and dress, and their weapons and armor are uniquely
ornamented to intimidate their foes and identify their tribe. Some tribes paint their faces blood red
or snow white, or adorn their armor with painted (or even real) skulls, bird feathers or the teeth and
claws of wild beasts. War masks are not uncommon, and weapons often have both carvings and
painted colors ment to evoke fear and doubt in their foes.
Each bífylc tribe also has their own battle songs and chants, and many battles have been won
without a single drop of blood spilled, simply because the ferocious and intimidating songs, dances
and cries of wrath have shattered the enemies morale.
Songs have a particularly important place in the lives of the various bífylc of Æl-Ceald. The Dragon
Kings sang the world into being, and the tribes believe that all song carries with it a part of this
creative power. There are songs for every activity, and the songs are used both as an act of faith and
as a teaching tool for every art, skill and profession. Songs of mending, songs of cooking and
cleaning, hushed songs of the hunt and the powerful forgesongs sung by the few and revered
metalworkers in their forge-shrines are all expressions of the bífylcs reverence for their creators.

The leaders of the bífylc, the ædeling, are chosen by ruling councils of priests and elders from the
noble families who are considered among the First, the founders of the bífylc. These First families
often have extensive legends and stories about their ancestors and their deeds in service of the bífylc
and the Dragon Kings. The position of ædeling is traditionally a masculine institution, and the
ædeling are almost universally manwaz and maýdvaz. Some few bífylc, especially along the forest
borders of the albaz, elect aílegaz as their ædeling, but this practice is rare and displays an unusual
level of devotion to the Dragon Kings that make many people of other tribes a little uncomfortable.
Still, such religious leaders are accorded the respect they are due, and are often kind and benevolent
leaders. There are also songs of terrible priest-tyrants, however, and most are wary of giving a priest
such power. Many a cautionary tale warns against mixing the authority of the Dragon Kings with
the authority of men.
Each ædeling has a close relationship with their advisors. The most common advisors are priests,
elders, family members and renowned warriors. A very few have metalsmiths as advisors, and these
are highly praised and sought after. The arts of the forge are in high regard, and the rare few who
manage to get the approval and apprenticeships of the dwergaz become great and powerful men
rumored to hold great power. Their knowledge of the dwergaz runescript makes them invaluable as
scribes and lawmakers, though the common bífylc are wary of the written word and it's power.
There are some among the bífylc who feel a calling to the way of the druids. These individuals
often wander the wilderness alone looking for a druid grove, seeking the wisdom of the druids that
live and worship there. Such supplicants are welcomed, but there is no guarantee they will be
accepted into the ranks of the druids and initiated into their mysteries. To become a druid, one must
give up not only the traditional worship of the Dragon Kings the way the bífylc and the dwergaz do,
they must also understand and confront the darkness in themselves, and find the point of balance
between light and dark, good and evil inside their soul. Those who come out on the other side of
this ordeal with a newfound knowledge of themselves are few, but those that do are welcomed
among the druids. Many have been driven insane by these dark druidic rites, and a rare few have
even been lost their lives to their own darkness. The way of the druid is difficult to walk.
Those that do become druids find themselves in a strange place in bífylc society.
Druids are respected among the tribes, but not fully understood. Those kunján who have a druid
among them often experience plentiful hunts and mild weather, and these family groups often
revere their druids with the same respect they show their priests. But the rites and rituals of the
druids are also distinctly alien to the tribesmen. Druids are less reliant on song to invoke their
magic, and the strange concotions and incantations of a druid can unsettle onlookers and cause
suspicion among the superstitious tribesmen. Most people in the bífylc also distrust the power of the
written word, fearing that their spirit or essence may somehow become trapped in the writing. Still,
most people understand that the druids worship and honor the Dragon Kings in their own way, and
the tribes who have regular contact with the albaz have a greater trust in their druids.

The albaz call themselves elfs, though the bífylc name for them is the most well-known outside
their borders. They are a mostly peaceful people who make the forests their homes. Their society is
based around their cities, with each city serving as a state ruled by a council of druids. These druids
are both the political and spiritual leaders of their people, and are highly regarded for their ancient
wisdom and power.
A citys power is centred around it's groves, holy forest gardens free of Wintras' touch where the
holy trees of the albaz grow and are tended and nurtured. These trees produce fruit twice a year, and
these fruits are consumed in holy rites along with blessed water, cheeses and white meat. The fruits
are seen as a blessing from the Dragon Kings, and partaking of them means sharing some of the
gods divine power. Because of this, the fruits are highly sought after by both bífylc ædelings and
priests, as well as dwergaz clerics.
The albaz are the only surface-dwelling people who hold livestock, which produce both wool for
their clothes and milk, eggs and meat for their tables. Albaz cooking is considered the best in Æl-
Ceald, and the various city states are known for their particular style of preparing and seasoning
their cooking.

The albaz have remembered the ancient art of bronzeforging, and have kept it alive. Since they live
such extraordinarily long lives, their artisans have practiced their arts for centuries and are true
masters of their craft. An albaz bronzeworking apprentice must often toil in the forges for a hundred
years or more to learn the intricacies of casting the metal and hammering it into shape. Bronze
weapons, cookwear and armor are extremely valuable both within the albaz domains and among the
bífylc, and as the metals required to forge bronze are scarce in the albaz forest realms they are hard
to come by even for the albaz themselves.

Albaz society has three genders. The duine, the men, serve as warriors, craftsmen and merchants,
while the bean (women) cook, clean and prepare food. The third gender, the àilleagan, serve as
oracles and soothsayers, much like the bífylc áilegaz. Children are assigned as àilleagan at birth,
and only when specific omens precede the birth of the child. Being chosen as an àillegan is a great
honor. Àilleagan are forbidden from becoming druids, however, because a druids connection to the
Dragon Kings is believed to come from their masculinity or femininity. Still, most druid groves
have àillegan acolytes assisting with the rituals, and àillegan are highly regarded in albaz society for
their roles as fortune tellers and midwives. As with the áilegaz, the àilleagan are recognized by their
shaved heads, which are often decorated with colorful tattoos.
An àillegan may marry both men and women, but not another àilleagan. This taboo stems from the
belief that the masculine and feminine requires balance, either with it's counterpart or with the
balancing genderlessness of an àillegan. Two àilleagan coupling would harm both, according to this
belief, as their lack of masculine or feminine energy would such the life force out of them.
Still, there are tragic tales of àillegan in love who die together as their love drains them of life, and
these tales are very popular among the romantic bards of the albaz.
Albaz consider marriage sacred, and every marriage must be blessed by a druid in the name of the
Dragon Kings. Many albaz choose to enter into triple relationships with both a member of the
opposite sex and an àilleagan.
These marriages are called perfect marriages, and are seen as especially auspicious and blessed. All
three genders in unison is said to enhance the energies of all parties, and will produce healthy
offspring born with the favour of the gods.

The druids who govern the albaz city-states and the groves outside them all belong to an ancient,
secretive order. The eldest druids tell tales of the First War, and how the powers of the druids magic
turned the tide in the decicive battle that saw the Dark Lords defeated and cast out of Æl-Ceald.
These tales have since become legend among the albaz, and the druids are revered as protectors and
guides for all the albaz people. Mighty songs of the deeds of famous druids are always popular
among the albaz, and a feast is incomplete without a retelling of these legends.
To the druids the concept of meidh, or balance, is extremely important. Everything must be
balanced against it's opposite, because this is the way of nature and the laws of the Dragon Kings.
Even the gods must have meidh, the balance between light and dark, the Dragon Kings of Earth and
the Lords of Darkness. Without meidh, the world would fall apart.
Their reverence of meidh takes the place of the devotion to the Dragon Kings that is so important to
the bífylc and the dwergaz. The albaz and their druids have a deep respect for their creators, but
they revere the creative power of the worldsong and the balance of light and dark, life and death
more than the Dragon Kings themselves. Even the gods are a reflection of meidh, the balance of all
things, and the religion of the albaz and their druids is centred around this delicate balance.
Any child born under a full moon is said to be marked by the Dragon Kings and is immediately
given to the druids to raise as one of their own. The young druids are instructed in the importance of
balance in all things, and are taught to revere nature and all living things in respect for the work of
the Dragon Kings.
The druids are the only albaz who master the written language, and this art is a closely guarded
secret among them. Written script is used during religious rituals, and to record the laws and
decitions of the druid city councils, as well as keep records of historic and political events. Very few
outsiders ever learn the druidic script.

The dwergaz are the race who have kept most of their knowledge and lore from before Wintras.
They live in a feudal society where social rank and status means everything. The High King of the
dwergaz (who call themselves duergar) rules with an iron hand over the kings of the Niflheim
mountains. Each king in turn rules over a kingdom divided into duchies, baronies and fiefs. The
dukes, barons and lords each command vassals from the ranks below them, in addition to the
knights and men-at-arms under their personal command.
There is little in the way of wildlife under the mountains, but the dwergaz do grow crops of
mushrooms and other growths that don't require as much direct sunlight. These mushrooms are used
to bake bread, brew ale and serve as a staple in almost all dwergaz food. Mushroom-farmers
fertilize their cave-fields with manure from the tunnelboar they keep for meat and milk, as well as
the dead bodies of their livestock. Wild tunnelboar are also hunted in the caverns of the underdark,
but these hunts are dangerous and mostly undertaken by the elite. The dwergaz also raise ponies
which they use as pack animals and to ride on long voyages above or below the mountain.
The pride and joy of the dwergaz are the metals and precious stones they dig out of their mines.
These shining materials are seen as manifestations of the worldsong and the glory of the Dragon
Kings, and are prized possessions among the dwergaz. They are used to decorate the enormous
shrines and temples they construct in the Dragon Kings honor, as well as for jewelry for both clergy
and noblemen.
Dwergaz cities are enormous, constructed in natural subterranean caves formed by underground
rivers and reservoirs. These cities are carved from the walls and ground of the caverns, and they
often cover a much larger area by extending into caves and tunnels. These cities are chaotic and
strange to outsiders, and mapping them in conventional ways seems impossible due to their
unfamiliar layout. There is very little light, since dwergaz see perfectly fine in the low light, and all
the forges and smithies makes the air raw and hard to breathe. Most dwergaz have gotten used to it,
but the nobility who rarely venture out of their palaces have invented ways to filter the air by
building vents and ventilation shafts.
Perhaps the most important aspect of the dwergaz culture is their metalworking. As the only people
to master the secrets of iron, the dwergaz see lots of trade. Because of the religious aspects of their
metalworking, however, they rarely part with their creations. Whether it's tools, weapons, armor or
vanity items, the dwergaz are reluctant to trade away any goods of such spiritual importance as
worked metal. Most of their goods end up in the temples, where they are gifted to the gods as
sacrifice by being thrown into sacrificial melting pots. Once these weapons and goods have been
melted down, the metal is blessed and salvaged for the smithies. The act of sacrificing worked metal
to the Dragon Kings is seen by the dwergaz as honoring the act of creation, and the songs sung by
the clerics during such sacrifices are meant to mirror the worldsong itself. In the past such sacrificed
weapons were simply thrown into lakes or deep pits in the mountain, but that practice proved fatal
during the Mountain Wars when subterranean orkaz clans salvaged these sacrificial weapons and
used them to assault the dwergaz.
Uniquely among the Peoples of Æl-Ceald, the dwergaz have a high degree of literacy, and all but
the lowest of peasants know how to read and write.
Most dwergaz cities have universities that teach history, science and medicine, as well as occult
academies where the arcane arts are taught. Dwarven wizards enjoy a high status in dwergaz
society, and those who graduate from an academy with high honors and many recommendations by
the faculty are often appointed as court magicians and advisors. Because the academies have such a
high place in dwergaz society, unlawful practitioners of magic are almost universally hunted down
and either killed or imprisoned for life. Because of this, many dwergaz sorcerers run away from the
mountains, and seek their fortunes among the albaz or the bífylc.
The dwergaz value family and the loyal, loving union of man and woman in marriage. Dwergaz
families often have many children, and it is customary that they take care of their grandparents in
addition to their children. The dwergaz household is the centre of dwergaz society, and their gender
roles reflect this. The man works in his profession, while the womenfolk tend to the house and raise
the children. This division of labour does not mean that dwergaz women are inferior. Within the
walls of the home, the woman is in charge, and she holds the keys to the household. A man who
does not listen to the councel of his wife is seen as rude and unwise, and dwergaz society value their
women for their wisdom. Most dwergaz clerics are women, because the power to create and give
birth to life is seen as deeply connected to the power of the Dragon Kings.
Other Peoples

Aside from the Three Peoples, there are other races who make their homes in the snowy wastes of
Æl-Ceald. There are the orcs, called orkaz by the bífylc tribes, a savage and warlike race whose
marauding clans are a constant terror to the bífylc and the albaz. And in the far north, the catfolk
whom the bífylc call deuzán dwell. Their society is made up of close-knit family groups, and they
are much more peaceful than their bífylc neighbors, lacking the unified leadership that the bífylc
rely on. There are also the ægder, half-elven ancestors of the union of albaz and bifylc, who are seen
as blessed by the tribal communities; and half-orcs, acla, the unfortunate children of bífylc and
orkaz. Valued for their strength, yet feared by many, the acla live a hard life among the tribes.
The Kasatha are a reclusive people who dwell in the valleys and foothills of the Niflheim
mountains. They are a race of ascetics and mystic warriors, who believe in peace and harmony and
live their lives in accordance with the commandments of the Dragon Kings. These nimble, four-
armed creatures rarely leave their mountain villages. They are constantly harassed by orkaz raids, as
well as the giants, ogres and other monsters who live in their lands.
And in the deepest, darkest forests, well beyond the albaz city-states, dwell the shadow fey, whom
the albaz call scathsidhe, known as dwolmalbaz by dwergaz scholars, in their moonlit spires and
twilight keeps. These enigmatic and mercurial fey, dark cousins of the albaz, hail from a different
world called the shadow realm. They are at once cruel and benign, mysterious, aloof and seemingly
uncaring of the plight of others, yet often helpful and known for hospitality and loyal friendship.

The deuzán come from the far north of Æl-Ceald, beyond the Niflheim mountain range. They live
a nomadic life similiar to the bífylc, and their wanderings sometimes brings them into contact with
the neighboring tribes. They are a peaceful people, though they can be fierce warriors if provoked, a
lesson the warlike bífylc have learned many times and seem to keep forgetting.
The deuzán have no tribes or overarching societal structure, but are instead united by a common
cultural and religious heritage. In stark contrast to the bífylc, the albaz and the dwergaz, the deuzan
do not worship the Dragon Kings of Earth. The Dragon Kings do have a role in the oral history of
the deuzán, and they recognise the gods as their creators, but the primary religious tradition of the
catfolk is ancestor worship and an animistic belief in and respect for the spirits that dwell in all
things.

Deuzán shamans conduct rituals to celebrate and honor the ancestors of the deuzán people, and they
have a powerful respect for nature and all life. This respect for their ancestors colors every aspect of
deuzán life. The spirits of those who came before need appeasing, and in return for the offerings and
gifts the deuzán give their ancestors, they expect their help and intervention in times of need. The
offerings can range from food and drink to tools, weapons, fine items of clothing and jewelery. It is
common to offer such gifts before important events like weddings, births and hunts, and an ancestor
who fails to give blessings and fortune on such occasions shames the entire family. Powerful rites
are needed to cleanse such a dark shadow from a family, and on rare occasions the offending
ancestor spirit may be summoned to answer for it's actions.Likewise, it is important to offer gifts to
the spirits of the world. The spirit of a river must be fed, so it will not take the lives of children
straying too near. Prayers are offered to the spirits of animals slain to feed the family, and small
tokens or gifts may be buried with the animals bones to send its spirit off to the next world.
Wintras came as a hard blow to the deuzán. Their shamans believe that some great offense was
committed against the spirits of winter and weather, and each year during what was once summer,
shamans from all the deuzán lands gather to perform great and powerful rites to please these
powerful spirits. No prayers have been answered during these moots, but the shamans faith is
unwavering, and their dedication is strong. The curse of Wintras hangs like a dark cloud over the
deuzán, and their songs and tales tell of the warm glories of Súmar. These melancholic songs and
stories fill the hearts of those who listen with a profound sadness, but there is always a note of hope
in them.
The deuzán live their life surrounded by family. These family groups bind many generations of
catfolk together, and nothing is more sacred to a deuzán than this familial bond. The catfolk are
matriarchal, and each family is led by it's oldest female. Young males who come of age leave their
families behind, and strike out into the wilderness in search of a mate and a new family to join.
These wanderings can take years, as the nomadic lives of the deuzán take them far and wide across
the icy plains. Once a male manages to find a female who will have him, his new family will
prepare a massive feast in honor of the young couple. This is a time of great celebration for the
catfolk, and such celebrations can last for up to a week of music and merriment. The male is
expected to bring with him stories of his ancestors, and each night of the celebration the young man
will delight his new family with tales of the heroism, bravery and wisdom of his past kin.
If the family is not satisfied with these tales, the young male is allowed to stay until he has mated
with hisfemale, and then is sent on his way. In this way, every tribe is blessed with new life, even if
the young couple failed to find love.
Sometimes wandering males find their way to a bífylc kunján. The catfolk are viewed by most
tribes as welcome guests, who bring fascinating tales and news from afar. Every so often, such
meetings ends with the young male falling in love with a bífylc woman. The ways of the bífylc are
strange and often unsettling to a young deuzán, who show little interest in the romantic advances of
men of either gender. Surprisingly, many catfolk wanderers fall in love with maýdvaz. The dynamic
between a deuzán and his maýdvaz love shares many elements of a traditional catfolk marriage,
with the female leading the household and the male allowing himself to be led. Their attraction to
strong women and their subservient attitude to marriage pleases many maýdvaz too, and of all the
relationships that form between catfolk and bífylc, these are the strongest and most enduring. Once
a deuzán forms such a relationship, their strong faith in marriage and family make them excellent
partners, both nurturing and fiercely protective.
The strange religious beliefs of the catfolk are often accepted by the bífylc once they understand
that they do indeed pay respects to the Dragon Kings.
Some priests will balk at the notion of ancestor worship, but by and large the catfolk are allowed to
keep their excentricities. The fact that most catfolk are excellent singers, and quick learners will
please most priests, and a deuzán who learns all the songs of worship will gain much respect within
the kunján.

The kasatha live in quiet mountain settlements in the Niflheim highlands. Their villages are often
located in the many valleys along the foothills of the Niflheim mountain range, along the many
streams and rivers that flow from the glaciers and mountain reservoirs outward to the sea.
Many kasatha dwell in monasteries, secluded temple-villages where they contemplate the nature of
the divine and their role in the order of things. These cloistered priests are friends to the druids of
the albaz, and many itinerant kasatha monks make pilgrimages to druid groves to commune with the
Dragon Kings in these holy sites.
Among the scholars of the dwergaz, the kasatha are believed to be the last People created by the
Dragon Kings during the First War, a race of protectors and holy warriors made to protect the world
from the destruction wrought by the hateful Lords of Darkness. The kasatha's own songs tell a
similar story of their origin. They follow this mandate religiously, forever training their minds and
bodies to be ready for war against the dark, and their monasteries are as much training grounds as
they are places of worship. Each such monastery is led by an abbot, a high priest who conducts the
ceremonies and approves the new recruits. Only the strongest and fastest kasatha are selected to join
the monastic life.
Those who do not join the holy monks live ordinary life in the villages. Kasatha are a matriarchal
society, but other races have difficulty recognizing any physical difference between females and
males. Kasathas keep their mouths hidden behind clothing, and don't remove this clothing in the
presence of other races. Men mate for life with a female partner chosen for them by the village
elders. The elders are the lawmakers and rulers of these villages, and their word is law for all who
live in the village. To the kasatha, rules and laws are of extreme importance.
They view the laws of their society as divine, handed down to their seers by the Dragon Kings
themselves, and to follow the laws is to demonstrate their faith in the guiding hands of the gods.
In every village, there is a temple to a particular Dragon King whom the villagers see as their
patron. In every such temple, usually a sturdy stone structure with little ornamentation beyond a
prominent statue of the Dragon King it is dedicated to outside the entrance, there is a reliquary
which holds the sacred scroll of laws that govern that village. These scrolls are the prised
possessions of the villagers, and any harm done to them is punishable by death. Naturally,
destroying or desecrating such scrolls are deeds of great renown to the orkaz clans who make the
kasatha their enemies.
The kasatha do not possess the knowledge to work metal by themselves. Instead, they trade for their
weaponry with the albaz and, more rarely, the dwergaz and the dwolmalbaz. In addition to the
bronze and iron weapons they aquire from trade, they create their own weaponry from natural
materials. Their most famous weapon, and the one their enemies fears facing the most, is the spinal
sword, crafted from the spine and bones of a slain enemy of the warrior who wields it. These
fearsome weapons are often coated with potent poisons made from herbs gathered in druid groves.
Reclusive as they are, kasatha nonetheless have some dealings with the other Peoples of Æl-Ceald.
They trade with the albaz and occasionally dwergaz for weapons and armor, and sometimes make
contact with the nearby bífylc and deuzán families to trade for food, furs and other goods. In return
for these goods, the kasatha often pay with healing ointments, salves and potions, as well as other
natural remedies and herbs. Many of these brews hold potent power, and they are highly sought
after.
In addition to trade, many kasatha go on pilgrimages to groves, ruins and holy sites all over Æl-
Ceald. These are of great importance to the kasatha, and most try to go on such a pilgrimage atleast
once every few years. A kasatha who dies without visiting a site of pilgrimage is often seen as very
unfortunate, and it is not uncommon for their families to embalm their corpse and take it on a
pilgrimage before burying them. Kasatha elders are often taken on such journeys to be buried at a
particularly holy site, and the kasatha believe that in this way their spirit is joined with the earth and
the power of the Dragon Kings instead of going on to reincarnate.

The dwolmalbaz call themselves shadow fey, and their realms lie deep within the eastern forests
beyond even the realms of the albaz. Gone since the coming of Wintras, the shadow fey are slowly
regaining a presence in Æl-Cealds forests since their return a century ago. Each decade new
fortresses and towers are built, and the dwolmalbaz claim sovereignty of the forests that were their
homes before Wintras. The albaz, recognizing an obvious threat from their more aggressive kin,
have attempted negotiations that so far have resulted in peaceful coexistence. The shadow fey are
fiercely territorial, and every year their expanding borders creep ever closer to albaz lands. How the
gwen will respond to the growing shadow fey intrusion is still unclear, but the uneasy peace that
exists between the two brother peoples cannot last forever.
The forests of the dwolmalbaz domains take on a dark, frightening appearance mirroring the
shadow fey themselves. In these shadowed woods they construct tall spires of stone and wood, and
build castles and keeps in which they hold court.
The shadow fey are similar in appearance to the albaz, but there are striking differences between
them. Dwolmalbaz have skin ranging from snow white to shadowy dark or grey; some even have
glittering or faintly glowing skin. Many of them have horns, ranging from subtle nubs to impressive
antlers, and some have intimidating rows of sharp teeth. They also vary in stature, from taller than
both men and albaz to shorter than dwergaz. The shadow fey have the same three gender roles as
their albaz cousins. Among them, the àilleagan serve as priests to the great kings and queens, and
also take the roles of oracles interpreting omens and portents and witches who dispense blessings
and curses.
To outsiders the dwolmalbaz can seem strange, even mad. Their reasoning and logic has been as
warped by their home in the shadow realm as their physical forms, and their world view is distinctly
different from the other races. They are notorious for their altered relationship with time, which
flows differently in the dark world they call home. Some among them are apparently immortal, and
they often leave Æl-Ceald for long periods, only to return and express shock and frustration that the
world has changed since they left. To some their actions may seem insane, but there is always a
method in them. They advance their goals subtly, and their victims are overtaken before they
become aware. While the shadow fey are often antagonists and usually described as malevolent,
they are not inherently evil. Neither are they inherently good. They are fey. Like all fey, mortals
must be wary with their interactions or pay a steep price.
Dwolmalbaz society is divided into Courts. Each has a geographical center, but they are really
centred around their leader. The shadow fey do not worship the dragon kings, instead revering their
Court rulers as gods. The largest courts are the Summer Court and the Winter Court, ruled by the
Summer Queen and the Winter King who are married to one another.
There are numerous other, smaller courts as well, each ruled by a powerful shadow fey monarch
revered as a deity by their followers. These monarchs are powerful wizards and sorcerers, and they
have the ability to grant miraculous power to their priests and clerics.
Dwolmalbaz society is feudal and in many ways mirror the dwergaz. They have noble lords and
knights, and a system of fealty and honor that governs their interactions with one another. In stark
difference to the utilitarian dwergaz, however, the laws that govern the shadow fey are positively
byzantine, and navigating the many regulations, codes and traditions of the dwolmalbaz is a
dangerous excercise in frustration for all but the most competent lawyers and scholars of the fey.
The dwolmalbaz hail from a place that exists nowhere on Æl-Ceald, called the shadow realm.
Dwergaz scholars recognize this realm as a plane of existence known as the Plane of Shadows, a
transitive plane that links the world of Æl-Ceald to the elemental Inner planes and the Outer planes
where souls of the dead go to join the Dragon Kings and where the hellish realms of the Lords of
Darkness lie. Some kingdoms of the shadow fey lie partly in the shadow realm, and it is possible to
walk from a dwolmalbaz forest realm directly into the shadow realm if you know where to go and
what to look for. This dark realm of nightmares and shadows is home to fey creatures of many
types, and there lie the palace cities and castles of the true rulers of the shadow fey, great princes,
queens and kings who would never deign to set foot in the material world of Æl-Ceald.
It is possible to reach the shadow realm with magic, and an experienced wizard may use that dark
place to travel between locations in the material world in a fraction of the time an overland journey
would take. Still the plane is home to many dangers, and only the bravest or most foolish do so with
any regularity.

The shadow fey use bronze tools and weapons like their albaz cousins, in part because iron is scarce
in the forests they call home, but most of all because of the effects of cold iron on the fey. Fey hate
cold iron and many refuse to use tools of mundane iron as a precaution.
The origins of the shadow fey are shrouded in mystery, even for the dwolmalbaz themselves.
Dwergaz scholars believe that they were originally albaz who fled to the shadow realm when
Wintras engulfed the world, but the shadow fey dispute that claim. According to them, the albaz are
degenerate cousins who were cast out of the shadow realm by the dwolmalbaz nobility many
centuries ago. No written or oral source among the albaz or in dwergaz libraries supports this claim,
however. Myths and songs among the albaz have many mentions of the shadow fey, but none that
explain their origins or their relation to the albaz. It is entirely possible that the two peoples are not
related at all, but both the albaz and the dwolmalbaz insist that there is a familial bond between the
two peoples. The relationship between the albaz and the dwolmalbaz is a strained one, but they have
a mutual respect for each other. The two races have had both positive and violent dealings with one
another, and small territorial conflicts between shadow fey Courts and albaz city-states do happen
with some frequency.
The two peoples are equally often allies against orkaz incursions or blakalbaz attacks however, and
they frequently trade with one another. How this will change as the territorial disputes grow more
common in the face of dwolmalbaz expansion is yet to be seen.
Shadow fey have a natural curiosity and wanderlust, and they often thirst for adventure. A
dwolmalbaz who performs epic deeds and returns home with spoils of war will recieve great
renown from his kin, and many dwolmalbaz take to adventuring to see the world and experience all
the wonder and terror it can offer.

Half-elves, called ægder by the bífylc and egdaer by the albaz, are born from unions of albaz and
bífylc. Most ægder live among the albaz, a result of the refugees who fled to the albaz city-states
when Wintras first descended. These unfortunate people are not considered full citizens by the
albaz, and are often put to work in menial tasks such as caring for animals, construction or
harvesting the fruits of the groves. This work, though essential, garners them little respect, and they
are often treated little better than slaves. Still the albaz are not cruel, and they take care of their own.
The ægder have basic civil rights, and violence or crimes against them are punished by the druid
councils almost as severely as offenses against an albaz. Many ægder grow up dreaming of freedom
and adventure, and if they get a chance to leave as they mature they often take it. The harsh reality
of Wintras soon catches up to them, however, and many never return to the relative safety of the
city walls.
Those ægder who have dwolmalbaz blood in them have it a little better. The shadow fey readily
accept them into their Courts, and though they are of lower status than full-blooded dwolmalbaz,
they are not social pariahs like they would be in albaz lands. Many serve as squires to fey knights,
tending their steeds, carrying their arms and serving as companions on their travels. Some even rise
to knighthood themselves, though they would have to perform great deeds to win the respect and
admiration of the fey nobles.

Among the bífylc, ægder fare much better. The bífylc consider the ægder blessed, and many grow
up to be priests. Others grow fascinated by the songs and tales of their albaz ancestors, and take up
the life of the bard, often travelling the world to learn all the songs and stories of the Three Peoples
and other denizens of Æl-Ceald.
Many ægder who run away from the albaz forest realms and manage to survive the icy wastes end
up settling among the bífylc.
For some reason, the ægder are often gifted with the blood of the Dragon Kings, and they
sometimes become great sorcerers. The bífylc, superstitious and distrusting of the arcane arts as
they are, will often react with fear and prejudice against these individuals. Such ægder, double
outcasts, are often forced out into the wastes to fend for themselves. They will sometimes band
together in communities, and these communities are often more amicable to other outcasts; even
acla who find their way to these covens are welcomed, and often grow to become valued family
members and guardians.

Acla, or half-orcs, are often viewed as cursed. More often than not the product of rape, these sons of
the blodthirsty orkaz are feared and even shunned by many among the Three Peoples. Their blood
relation to the dreaded orkaz make them social outcasts, and those who do not fear them pity them
for their curse.
Those acla who grow up among their orkaz kin will often rise to positions of status. Smaller of
stature and weaker than the orkaz, the acla are nonetheless valued by the Great and Black for their
cunning and intelligence, and will often serve as advisors, commanders and dark shamans to the
orkaz clan leaders. Those among the acla who ascend to leadership themselves do so with equal
parts intelligence and ferocity, and they become fearsome leaders. When an acla warlord arises, his
presence is often felt far and wide. His natural cunning and insight are potent tools of war, and his
plans will often seem brilliant when compared to the petty plans the orkaz usually make.
Those who grow up among the bífylc tribes live hard lives. Most kunján will keep them on the
outside, barely feeding them and rarely paying them any form of respect. Practically the only
respect a bífylc acla will recieve is in combat, where their orkaz blood shines through. Many acla
will embrace this image of the savage, brutal warrior to try and gain some status this way, but the
fear the bífylc have for their orkaz blood usually means that any respect they recieve comes with
mistrust and fearful glances. Most will look over their shoulder when an acla is near, fearing that his
orkaz heritage will posess him to murder them or do other unspeakable things.
Among the albaz, their status is even lower. Many acla children are killed in the womb by druidic
remedies, and those who survive until birth are sometimes set out for the wolves and creatures of
the forest to deal with. The rare few who are kept and raised grow up as lonely, sad children, forever
judged and condemned by everyone around them. Those who reach adulthood almost always leave,
though a few stay behind and try to make the best of the situation.
Some acla who leave their bífylc or albaz communities find homes among the much less
judgemental deuzán families. Others seek refuge in kasatha monasteries, where their outwards
appearance means little. These acla often become renowned warriors, and fight with a frightening
ferocity against the servants of the Lords of Darkness.
Magic in Æl-Ceald

Æl-Ceald is a magical world. It was created through the magic of the worldsong, and the curse of
Wintras is definitely magical in nature. Though rare in the eyes of most, magic is everywhere,
sleeping and waiting to be released. The worldsong still reverberates in all things, the world is filled
with ruins of ancient civilisations from the beforetime, and even the great battles of the First War
and the curse of Wintras have left traces of magical power in the world.

Practitioners of magic are very rare in Æl-Ceald. Every generation a small number of sorcerers are
born, individuals touched by the Dragon Kings who can wield great power. These sorcerers are so
rare they are the stuff of legend to most people, though they are more common and accepted among
the albaz. The dwergaz hold such individuals in great esteem, and among them magic is considered
a powerful expression of the power of the Dragon Kings or Earth.

Among the bífylc, magic of any kind is feared and respected. The tribal society of the bífylc is a
superstitious one, and a great deal of weight is put on omens, portents and signs from the gods.
Sudden onsets of diseases, failed hunts, accidental deaths and other problems are often attributed to
curses or the wrath of the gods. The power to curse and afflict victims with disease or injury is seen
as black magic, power derived not from the Dragon Kings but from the Lords of Darkness. Those
who practice magic must therefore either hide their abilities or legitimise them by becoming priests
or getting the support of an ædeling or other authority figure.

Priests are an exception to the rule. The bífylc don't distinguish between divine and arcane magic
the way dwergaz scholars and albaz druids do, but they respect the power of the gods more than the
powers of mankind. A power that seems to come from the Dragon Kings themselves is always
accepted and respected, even if it still instills uncertainty or fear. The prayers and songs of priests
and druids are an accepted way to work magic.
Another accepted way of working magic is through the traditional songs of power. Songs hold an
incredibly important role in bífylc life, and they are believed to have the power to both harm and
heal, to create and destroy. Even so, a very blatant display of magic may arouse fear and
superstition, even when performed as part of a song. The power of songs is seen as a subtle one, and
grandiose magical effects will cause most people to wonder if black magic is involved.

Those who are not born with magical powers who wish to command the forces of nature will
always find a way to power. The ruins of the beforetime hold many magical secrets for those brave
enough to look for them, and many ambitious young men and women have dies looking for the
treasures of the past.
Posessing a magical item isn't as taboo as practicing magic, but it still unsettles and frightens
people. This fear can be used to gain respect and authority, however, and many ædelings own a
magical sword or other item which they wield as badges of office. A strong individual who can
harness the mysterious powers of the past in this way deserves respect.
Learning to wield the magical forces themselves isn't easy. There are witches and wizards in the
wilderness who might consider taking apprentices in exchange for goods or favours, but they are
seldom to be trusted and their intentions are often dark.

To be born with sorcerous gifts is both a blessing and a curse. It is called the Blood of the Dragon
by dwergaz scholars, who believe it to be a blessing from the gods and a manifestation of the power
of the Dragon Kings.
Among the bífylc, it is viewed as anything but a blessing. The tribes call it a curse, the touch of
Wintras or perhaps the corrupting influence of the Lords of Darkness, and those who embrace their
gifts are shunned and feared.
Among the albaz such gifts are better recieved, and any practitioner of the arcane arts are seen as
gifted individuals who almost always grow up to be protectors of the groves.
Wether trained in a dwergaz college, tutored by albaz druids or self-taught, all who practice arcane
magic are channeling the power of the Worldsong, the divine hum of the world. These
reverberations in all things are the traces and remnants of the first song sung by the High King Io
and his consort Queen Oa, and the songs of the Dragon Kings that woke all creatures to life and
filled the world with power. Many spellcasters channel their power through songs, as the druids and
priests do. More often than not this is a personal choice influenced by culture, as songs have a
powerful place in the religion of the Three Peoples, but there is power in songs for those who truly
learn to tap into the worldsong. By reaching into the flow of energies created by the Worldsong,
either through innate talent, practiced skill or through sympathetic song, the spellcaster pulls the
power of the world into himself, shapes it with his will, and releases it into the world. The dwergaz
scholars believe that this remnant of the Worldsong was the final gifts of the Dragon Kings to the
Peoples, and that by tapping into and harnessing the power they left behind the Three Peoples are
honoring their creators. To the dwergaz, the arcane arts are a divine calling.
The bífylc have a very different view. To them, all power that does not come directly from the
Dragon Kings divine authority is not to be trusted. They see it as potentially evil, and the
destructive power of sorcerers and wizards is seen as proof that magic is dangerous, evil and not to
be trusted.
The albaz, who were saved by magic both divine and arcane when the chill of Wintras arrived, have
a much more respectful view of magic. It is a tool to be used, and like all tools it is best used to
protect and serve the city-states, the groves and the Dragon Kings. They have no formal schools of
magic, but great sorcerers among them will take apprentices and tutor them in the arcane arts,
teaching them the concept of meidh and how to serve and uphold it.
The priests and clerics of Æl-Ceald derive their miracles of faith directly from the Dragon Kings, as
gifts for their faithful service. Divine magic is universally respected by all the Peoples of the world,
and every society have their religious officials who sing the ancient prayer-songs every morning to
recieve the blessings of the Dragon Kings of Earth. Most bífylc priests are Shamans or Oracles, and
they are respected leaders and guides whose counsel are valued among the ædelings and who speak
with the voice of the gods in all matters of faith.
The albaz have a close and personal relationship with the gods. The druids are their political and
spiritual leaders, and every albaz who visits the groves knows beyond any doubt that the power of
the gods has saved them from destruction.
The authority of the druids extends beyond the lands of the albaz. Their tradition is a universal one,
and druids come from all the Peoples of Æl-Ceald. To be a druid is a great responsibility. They are
personally responsible for the balance of the world under Wintras, and without their groves and
their influence, all living creatures would starve and die. They see Wintras as an abomination, an
affliction of the world that threatens to unravel meidh and send the world over the brink of
destruction. To combat this, the druids tend the groves, care for and protect the forests and the
animals of the world, and make sure that the balance is maintained to the best of their ability.
The greatest groves are home to large gatherings of druids. At the centre of these groves stands an
ancient tree, an irminsul (Bestiary 4 p.158), which guards within its mighty trunk or between it's
great roots a portal to the divine realm of the Dragon Kings. This tree is also a guardian, and no one
may enter the divine realm without it's blessing and permission. Very few ever recieve this blessing,
and it has been centuries since anyone has been permitted to enter.
Psionics in Æl-Ceald

In the first age of the world, before the First War, when the Three Peoples were freshly sprung from
the songs of the Dragon Kings and the world was young and vibrant, the only magic was the power
of the Dragon Kings of Earth. The Worldsong was strong and ever-present, but no man, dwarf or elf
had learned how to touch this power, much less harness or master it like the wizards and sorcerers
who came later. During this innocent age, some among the Peoples discovered within themselves a
power matching the songs of the gods. This power was not drawn from the divine might of the
Dragon Kings, or from the powerful Worldsong, but instead came from the minds and souls of those
who mastered it. These were the first psions of Æl-Ceald.
Their psionic power was drawn from the power of their will, and through self-mastery and
discipline the first psions grew mighty. In the age before the Three Peoples discovered the power of
the Worldsong the psions became the guides and leaders of peoples and nations, and their authority
and power was recognized as well as feared.
Then came the First War.
The First War was an atrocious and terrible age for the Three Peoples of Æl-Ceald. The terrifying
Lords of Darkness, then known as the Five Dragon Kings of Heaven, sought to eradicate everything
the Dragon Kings of Earth had built, and to devour every last race in the world. They created
twisted and warped servants, hobgoblins, the dreaded orkaz and many, many other nightmarish
fiends. In their service were dragons and drakes, demons and devils, as well as the undead, risen
dead animated by the dreadful power of the Lords of Darkness.
To aid the Three Peoples, the Dragon Kings of Earth taught them how to wield the power of the
Worldsong, and granted their worshipers divine power to bolster and strengthen them during this
age of war. The psions fought side by side with these new spellcasters, and with the combined
might of the Three Peoples the enemy was finally defeated and banished from the world.

The second age after the First War was an age of magic. Wizards drew their power from the
Worldsong as their gods had taught them, and the clerics and priests prayed for miracles and worked
wonders in the name of the Dragon Kings of Earth.
During this time, a deep mistrust grew in the hearts of the Three Peoples. The arcane arts and divine
miracles were gifts from the Dragon Kings after all, while psionics came from a different source.
The scholars of the age debated whether this made psionics not of the Dragon Kings, and thus
inherently impure and evil. The churches of the Dragon Kings and their religious leaders began
denouncing psionic magic as ungodly and tainted with the influences of the Dark Lords. Those
kingdoms who embraced psionic power over arcane or divine magic took great offense at being
labeled heretics, and soon war broke out. This second war is called the Trolldomswar in the annals
of the dwergaz scholars, and it was a terrible conflict. Wizards and clerics battled psionicists as
nation clashed with nation, leaving huge magical scars in the fabric of the world and spawning dead
magic zones where too much arcane and psionic energy clashed. These scars would later heal and
become the first druid groves.
The Trolldomswar ended in a stalemate, with both sides weakened. Many psionicists went
underground following this conflict, and slowly arcane and divine magic became the dominant
magical forces in Æl-Ceald. But psionics was not defeated, and some kingdoms and realms
remained where psionics were common.

When Wintras struck, the kingdoms of men and elves fell. Much of their knowledge and lore of the
past was lost, including the advanced paths of arcane and psionic power. With no one to teach them,
those born with psionic potential often go their entire lives without understanding or realising their
potential. But a few especially gifted learn to harness the power within and become true psionicists.
Among the bífylc, these people are shunned as sorcerers are, unless they learnt to mask or hide their
powers.
Some young psionicists choose to leave their homes and seek out sorcerous enclaves, but even there
they sometimes face rejection, since the source of their power is not of the Dragon Kings.
The albaz have few among them born with psionic potential. The few that are born are often taught
to supress their psionic powers and forget about them, since a power not derived from the authority
of the Dragon Kings is a dangerous thing. Even the Druids wield power from the gods, although
they draw this power through nature. To draw power not from the gods but from oneself is seen as
an affront to the gods by many albaz.
The dwergaz too view psionics with mistrust. To them, drawing power from any other source than
the Dragon Kings is dangerous and an abomination, and many dwergaz inquisitors specialize in
bringing these dangerous and unpredictable foes to justice. There are even rumors that the dwergaz
church has developed magical implements and methods that can permanently remove a psionicists
power, but this has never been confirmed or denied by church officials.
Among the other races, psionic individuals are born from time to time. They are rarer than
sorcerers, but not unheard of. However, since most of the other peoples have no formal tradition for
magic or a system to classify it as the dwergaz and albaz have, people with such extraordinary
abilities are often treated the same no matter where their power comes from.
Gods of Æl-Ceald

The Five Dragon Kings of Earth

Wulthuz, Dragon King of Life


Chaotic Good
Portfolios: God of life, animals and nature
Domains: Animal, Earth, Good, Plant (Growth), Sun, Water

Wulthuz is the King of Life, and patron god of all living things. Everything that walks, flies and
grows in Æl-Ceald owe him their lives, for he was the Dragon King who sang the first notes of the
Worldsong, leading his brothers and sisters in the choir that created life itself. Songs honoring
Wulthuz are sung in gratitude for the gift of life, especially at births. He appears as a magnificent
brass dragon shining with the light of the sun.
Wulthuz holy symbol is a brass disk with a stylized rising sun at it's centre.
His favored weapon is the heavy mace.

Fullo, Dragon Queen of Prosperity


Neutral Good
Portfolios: Goddess of family, community and health
Domains: Air, Charm (Love), Community, Good, Healing, Weather (Seasons)

Fullo is the Dragon Queen of family and community. The Three Peoples pray and sing to her for
guidance in family matters, and in times of need for their tribe, their family or their people. She
cares for all her children, and is the patron goddess of parents and children everywhere. Fullo
appears as a beautiful bronze dragon, with friendly eyes and glittering scales.
Fullo's holy symbol is a bronze disc with a stylized person with open arms at it's centre.
Her favoured weapon is the shortspear.

Wurdiz, Dragon Queen of Fate


Lawful Neutral
Portfolios: Goddess of fate, fortune and mysteries
Domains: Darkness (Night), Luck (Fate), Magic, Repose, Rune, Trickery (Deception)

Wurdiz, She Who Is, is the Dragon Queen of fate and fortune, and patron goddess of mysteries,
riddles and that which is hidden. She is also the goddess of peaceful death, and guardian of the
afterlife. Her songs are sung at funeral rites, and as invocations of her name to learn the mysteries of
destiny. Wurdiz appears as a copper dragon, with stars gleaming in her eyes and the darkness of
death underneath her wings.
Wurdiz' holy symbol is a copper disc with a half-moon and a star.
Her favoured weapon is the dagger.
Wodanaz, Dragon King of Wisdom
Lawful Good
Portfolios: God of knowledge, wisdom and understanding
Domains: Artifice, Good, Knowledge, Law, Rune, Fire

Greatest among the Dragon Kings of Earth, Wodanaz is the god of wisdom and knowledge. The
druids venerate Wodanaz as a teacher and guide to the mysteries of meidh, and among the dwergaz
Wodanaz is considered the patron of metalworking and artifice. His songs are sung at the forges and
templesmithies of Æl-Ceald, and echo in druid groves across the land. Wodanaz appears as a softly
glowing gold dragon, with an aura of wisdom about him that humbles all who stand before the
Dragon King.
Wodanaz' holy symbol is a golden disc with an open eye in it's centre.
His favoured weapon is the longspear.

Teiwaz, Dragon King of Heroes


Lawful Good
Portfolios: God of heroes, great deeds and glorious victory
Domains: Glory, Good, Law, Liberation (Freedom), Nobility (Leadership), Strength (Resolve)

Teiwaz is the protector of Æl-Ceald, the resolute guardian against the influence of the Dark Lords
and their minions. He blesses the warrior, and his grace soothes the weary and the defeated, and
raises them up to fight anew. He is venerated by warriors across the world, and his songs are sung
as battle hymns to prepare for combat. Teiwaz appears as a glorious and impressive silver dragon,
and his light burns the wicked and unjust with righteous fire.
Teiwaz' holy symbol is a silver disk with a spear at it's centre.
His favoured weapon is the longspear.
The Five Lords of Darkness

Auzawandilaz, Dark Lady of Terror


Neutral Evil
Portfolios: Goddess of fear, terror and the night
Domains: Darkness, Death (Undead), Evil, Madness (Nightmare), Magic, Trickery

Auzawandilaz is the terror of the utter dark, the cold, uncaring mother of darkness in all its forms.
When the sun sets and the darkness creeps across the land, all living things feel her terrible touch
and cower in fear at her presence. Those who worship her invite madness, and her howling songs
chill the bones of even the greatest warriors. Auzawandilaz appears as a terrible black dragon,
blacker than even the moonless night sky.
Auzawandilaz' holy symbol is a human skull.
Her favoured weapon is the terbutje.

Gautaz, Dark Lord of Deceit


Lawful Evil
Portfolios: God of decietfulness, lies and untruths
Domains: Charm (Lust), Evil, Knowledge, Law, Madness (Insanity), Trickery (Deception)

Gautaz, the Father of Lies, is the Dark Lord of Deceit. He is the voice that whispers cruelty in the
hearts of all, the source of all that is wrong and corrupted. With a word he topples kings and inspires
doubt and fear in nations, and by his will are all men bent and broken. Gautaz desires nothing more
than to see all the world kneel before him in supplication. His songs are whispered by those who
would seek his dark gifts of deception, but the price for such awful blessings is always too high.
Gautaz appears as a blue dragon covered by clouds of dark mists.
Gautaz' holy symbol is a black star.
His favoured weapon is an obsidian dagger.

Welanduz, Dark Lady of Violence


Lawful Evil
Portfolios: Goddess of vengeance, violence and slaughter
Domains: Death (Murder), Evil, Fire, Law, Srength (Ferocity), War (Blood)

Welanduz, the Dark Lady of Violence, is the mistress of pain and suffering. She delights in the
torment of living things, and every sting of pain is like sweet wine to her. Welanduz thirsts for
suffering, and her followers shed the blood of innocents in her name to please the Dark Lady of
Violence. Her songs are sun by evil warlords and warriors before battle, and invoking her name
brings great fear to any opponent. Welanduz appears as a blood-soaked green dragon, with great,
red-stained fangs.
Welanduz' holy symbol is two crossed spears with blood red tips.
Her favoured weapon is a greatclub.
Agilaz, Dark Lord of Destruction
Chaotic Evil
Portfolios: God of destruction, death and the end of all things
Domains: Chaos, Darkness (Loss), Death (Murder), Destruction (Rage), Evil, War

Agilaz, the Great Destroyer, is the end of all things. He awaits patiently for the world to end, though
he has an active hand in bringing about the end of the world. There is nothing more pleasing to him
than lives snuffed out, good things ending and the destruction of beauty and love. Only the bravest
and most insane of mortals dares worship the Great Destroyer, and the gifts he gives his followers
are never pleasant. His songs are howled by the mad and the depraved, and his rites are dark,
twisted and destructive. Agilaz appears as a terrifying red dragon, and his dark wings spew smoke
and the stench of death around him.
Agilaz' holy symbol is a black spiral.
His favoured weapon is the battle axe.

Grendel, Dark Lord of Beasts


Chaotic Evil
Portfolios: Monsters, beasts and all foul things.
Domains: Animal, Chaos, Evil, Plant (Decay), Strength (Ferocity), Weather (Storms)

Grendel is the Beast Lord, master of all that creep, crawl and slither. His minions are the monsters,
the terrible beasts who rip flesh and chew bones, and everything born of evil, darkness and chaos
obeys his will. Like a beast he howls for the flesh of the innocent, and his worshippers cry his
terrible songs at night. Grendel appears as a bestial white dragon, with huge terrible fangs.
Grendels holy symbol is a human footprint with claw marks.
His favoured weapon is unarmed attacks and natural weapons.
Monsters of Æl-Ceald

Æl-Ceald is home to many creatures, some of whom are not classified as animals by the scholars of
the dwergaz. Humanoid creatures such as ogres and giants make their homes in the mountains,
valleys and forests of the world, and in the deepest caves and caverns of the Niflheim mountains
whole nations of hobgoblins, goblins and other pests make the lives of the dwergaz difficult.
Most humanoid monsters are solitary, like the ogres, ettins and bugbears, but some have societies
and cultures of their own. The most common of these societies are the clans of the orkaz, but there
are others. Hobgoblins dwell in the deepest, darkest tunnels of the Niflheim mountainrange, along
with their goblin servants, and they have made war on the dwergaz for centuries. Also living
beneath the mountains are the blakalbaz, a race of dark-skinned creatures whose albaz ancestors
joined forces with the Lords of Darkness and were banished at the end of the First War to the
hazardous depths of the mountains, the realm known as the underdark. In the absolute stillness and
darkness of this subterranean realm of terror, the blakalbaz plot and plan their revenge on the albaz
who cast them out. Their depraved rites honoring the Lords of Darkness are nightmarish and brutal,
and they are an evil people twisted by envy and hate towards their surface-dwelling kin.
Giants live in the mountains, and these brutish creatures will not hesitate to kill and eat anyone who
strays into their domains. There are some peaceful races among the giants, and these often dwell in
isolated villages high in the mountains, where they venerate the Dragon Kings and wish only to live
in peace. Sometimes these friendly giants will make contact with kasatha villages or dwergaz
outposts, most often to trade or warn of some impending disaster.
More bestial monsters also stalk the wintery realm of Æl-Ceald. Drakes are common in the
mountains, and these dragonlings are often revered and sacrificed to by nearby tribes.
True dragons are a rare and auspicious sight. They are all children or direct descendants of the
Dragon Kings of Earth or the Lords of Darkness, though the evil dragons who serve the Dark Lords
have not been seen since the end of the First War. They will sometimes act as messengers,
delivering commandments and prophesies directly from their divine parents, but most of the time
dragons will not interfere in the affaires of the Peoples. When they do it is always for some
important purpose, and those who recieve such a message know with certainty that they have
recieved a divine message directly from the gods.
Dragons hold their own courts, and have their own language and society. The inner workings of
their culture are unknown to mortals though, and even the greatest scholars of dragonkind at the
most prestigious universities of the dwergaz know little more than tidbits and rumors of what goes
on at their gatherings. What is known is that dragons will sometimes gather in great numbers on the
very highest peaks of the Niflheim mountains. Wether these are meetings of government, legal trials
or religious rites though is a mystery.
There are many kinds of giants in Æl-Ceald. Some are dumb brutes who claim a cave, a stream or a
clearing in the woods as their own and fiercely defend their den. These giants are often too inept or
too lazy to hunt for themselves, and will frequently steal food, rob hunting parties and passing
kunján or demand payment in food and supplies for “protection.”
The niflheim mountains are home to more intelligent giants, both marauding frost giant clans and
benevolent giant kingdoms who are more than willing to trade with their neighbors and make offers
of mutual protection. The dwergaz are naturally suspicious of giant-kind, but will deal will deal
with peaceful giant communities if they prove their friendship. The kasatha, on the other hand, are
great friends to their giant neighbors. There are strong bonds of respect and trust between the
kasatha and the peaceful giant kingdoms that surround them. The kasatha value these giants for
their honesty and kindness, and the giants for their part have a deep respect for the kasatha faith.
Some giants even practice the druidic tradition, and tend groves and protect the wildlife in
accordance with the druidic creed.
The fey are found everywhere in Æl-Ceald. They are the spirits of forests, rivers and streams,
mountains and snowy plains. Their wrath is legendary, and the peoples of the world pay them
respects and leave them offerings to appease them and ensure bountiful hunts and safe passage in
woods and over rivers. Often tricksters and mischievous pranksters, fey delight in teaching lessons
and proviking reactions from the people who encounter them. They can be tricky, vengeful and even
cruel, but they can also become great friends to those who treat them with respect and honor their
territories.
After the return of the dwolmalbaz, the fey population of Æl-Ceald has increased. The last hundred
years has seen a dramatic increase in fey encounters, and new kinds of darker, nastier fey have
begun making their presence known to the races of the world. The newly built dwolmalbaz Courts
that have grown in the forests have provoked changes in fey society, such as it was before the
shadow fey returned. The Courts draw fey to them, both benevolent and dark, and a new society of
fey has begun to arise. Previously peaceful fey have begun taking orders from unknown superiors,
and some areas previously inhabited by fey are now abandoned, while other territories long silent
have begun brimming with fey activity. The internal politics of these creatures are unknown to
most, except perhaps for the dwolmalbaz nobles who reside in keeps and castles in the dark woods
of Æl-Ceald.

The Blakalbaz

Deep beneath the earth, by the roots of the mountains in the terrible realm known as the Underdark
among dwergaz scholars, live the blakalbaz, who call themselves drow. They are ebon-skinned,
white haired albaz who betrayed the Three Peoples during the First War, choosing to side with the
Lords of Darkness against the Dragon Kings in the hopes that the Dark Lords would grant them
dominion over the world once the Three Peoples and their gods were destroyed. When the Dark
Lords were defeated, the blakalbaz were sentenced to exile by their merciful albaz kin, and the
traitors who would become the blakalbaz were banished to the depths of the underdark for all
eternity. The underdark is a hostile, dangerous place filled with bloodthirsty beasts and subterranean
monsters. The natural caverns, abandoned dwergaz mine shafts and underground lakes and rivers
that make up the underdark stretch for untold miles beneath Æl-Ceald, and in the largest of these the
blakalbaz have built their city-states. Their society is a violent and merciless one, influenced by the
corrupting touch of the Dark Lords and the seething spite of the blakalbaz. They are a matriarchal
people, and women own their male consorts as property.
Blakalbaz families are united in noble Houses, and each house swears allegiance to a Matron who
rules over all the blakalbaz under her banner. Each city state is governed by a council of House
Matrons, who are at each others throats as often as they are allies.
The blakalbaz have the three albaz genders, but their àilleagan are treated as slaves instead of the
honored position they have in albaz society.
The religious worship of the blakalbaz is as depraved as the rest of their culture. They sacrifice their
own as well as captives of war to honor the Lords of Darkness, and their clerics commit unspekable
acts in the name of their profane patrons. Unique among the elven races, the blakalbaz have a
natural aptitude for psionics, and many blakalbaz are born with great psionic potential. Dwergaz
scholars have many theories about why this is, but none of them can fully explain the natural gifts
of the blakalbaz for the psionic arts. The truth is that the blakalbaz have gained this gift from their
aibhais drow kinsmen, who obtained it from study and experimentation on unfortunate merfolk long
ago.
Blakalbaz society is a laybrinthine maze of laws and commandments, and strict adherence to these
laws is the glue that holds blakalbaz society together. Blakalbaz value their lawyers highly, and
these honored individuals enjoy respect and status in blakalbaz society.
The blakalbaz have waged war on their surface kin for millennia, and go on surface raids for slaves
and sacrifices, but the majority of their war effort is focused on the dwergaz, who have tried to push
them out of their subterranean realm for just as long. During the Mountain Wars, the blakalbaz were
almost successful in their war effort, aided by the hobgoblin warlords with whom they share some
of their domains.
Mistaking the blakalbaz for shadow fey is a common mistake committed by many among the bífylc
and dwergaz. Dwergaz paladins and inquisitors who come across a dwolmalbaz not knowing the
difference will seldom stop and consider why the blakalbaz has horns. Those among the shadow fey
who are of small size will give those who encounter them some pause, though. Dwolmalbaz will
take being mistaken for blakalbaz as a deadly insult, as the blakalbaz are their ancestral enemies as
well. Dwolmalbaz harbor no kind feelings for the dark elves of the underdark, and though they may
share some surface similiarities they will not take kindly to being mistaken for one.
The blakalbaz for their part will almost always try and abuse such mistakes, and the unlucky fool
who mistakes a blakalbaz for one of the shadow fey will find a sharp, poisoned dagger in their back.
Exactly why the shadow fey hate the blakalbaz is a point of some contention, both among dwergaz
historians and the dwolmalbaz themselves. Some dwergaz scholars of the fey suggest that the hatred
is more akin to sibling rivalry, as they are both contenders for the title of shadow fey and share a
dark heritage. These scholars tend to be the same who maintain that the dwolmalbaz are an evil
race, and their theories are rejected by other scholars who have personal experience in dealing with
them. These historians allege that at some point in albaz history, there was an alliance of dark-
aligned albaz, the unseelie, who were on the brink between supporting the Dragon Kings or the
Dark Lords. They maintain that the unseelie had an internal power struggle that culminated in the
assassination of key nobles who were against supporting the Lords of Darkness. This caused a
divide between the unseelie who would become blakalbaz and those who later fled to the shadow
realm and became dwolmalbaz. There is some evidence supporting this theory in what scant records
the shadow fey keep of their history, though most dwolmalbaz balk at the very notion that they and
the blakalbaz share any kind of common ancestry.
Deep beneath the oceans of Æl-Ceald, so deep that no light illumitate the ocean floors and undersea
volcanoes is the only source of warmth, dwell oceanic kin to the blakalbaz, who call themselves
aibhais drow. After the First War, when the blakalbaz were driven below ground by their albaz kin,
some instead fled to the oceans. Using their dark magic, these blakalbaz altered their forms to
withstand the low temperatures and high pressure conditions of the dark watery abyss, and settled
deep beneath the waves where no race, not even the deep-dwelling nommo ventured. Through
undersea tunnels and sorcerous portals these deep sea blakalbaz kept in contact with their
subterranean kin, and the two races share one culture despite their physical differences. Aibhais
drow resemble blakalbaz, with ebon skin and white hair, but can be distinguished by their webbed
fingers and toes. The aibhais drow have gained many allies among the races that dwell in the
deepest, blackest regions of the ocean, and those they cannot ally they enslave. A hundred years
ago, coinciding with the return of the dwolmalbaz, the aibhais drow and their armies of allies and
slaves started their invasion of the nommo Empire of Scales. So far the empire is holding, but the
aibhais drow and their subterranean brothers are stepping up their efforts, and the nommo are being
pushed back. So far, nobody has been able to learn what their plan is, but no matter what it is it
cannot be good.

Hobgoblins

The dwergaz dare not dig too deep in their search for the bounties of the mountain for fear of
rousing the ire of the hobgoblin warlords and their armies.
Hobgoblins and their goblin cousins make their home deep beneath the Niflheim mountains, on the
borders of the dwergaz realms and the underdark. Their territories serve as the border zone between
the kingdoms of the dwergaz and the underdark.
Hobgoblin society is structured in a militaristic fashion. Each army, as they call their nations, is
ruled by a warlord, who employs generals under his command. Underneath the generals are
commanders, who in turn employ captains who command the rank and file of the hobgoblin army.
Hobgoblins use their weaker kin the goblins as slaves, scouts and cannon fodder. There are goblin
societies free of hobgoblin rule, but the goblin tribes are little more than a nuisance compared to the
terrifying efficiency of a hobgoblin army. Hobgoblins value laws and regulations, and have a deep
respect for the chain of command; however, for all their respect for law and decorum they are
ruthless and merciless, and their tactics are underhanded and dishonorable.
There is an uneasy peace between the hobgoblin armies and the blakalbaz city-states. The blakalbaz
respect the martial skill of the hobgoblins, but sees them as inferios beings and will not think twice
about betraying any temporary alliance with them if it is convenient. The hobgoblins, for their part,
admire blakalbaz adherence to their strict laws but call the blakalbaz mercurial and untrustworthy.
The many subterranean orkaz clans are often employed by hobgoblin armies, united as they are in
their common hatred for the dwergaz. The chaotic and savage ways of the orkaz are anathema to the
strict society of the hobgoblins however, and most orkaz mercenaries are kept well away from
hobgoblin settlements. The orkaz respect no law but personal strength, and this does not go over
well with hogboblin commanders.
Hobgoblins worship the Lords of Darkness like the orkaz and the blakalbaz, and their rites are
every bit as bloody. Their worship shares many features with the blakalbaz, and their strict and
ritualistic rituals stand in stark contrast to the violent orgies of the orkaz.

Goblins
Goblins are vicious, selfish, violent and not too bright. These qualities make them excellent cannon-
fodder and meat-shields for hobgoblin armies, but the same traits make them exceptionally poor
soldiers. Goblins in the service of hobgoblin armies live in their own communities on the fringes of
hobgoblin settlements, and tend to their own devices.
On the service, many goblins find a place among the orkaz clans, though these poor creatures are
universally brutalized, victimized and disrespected by the much larger and stronger orkaz.

Goblins in orkaz clans stay alive by scavenging, skulking and generally staying out of the way of
the brutish and violent orkaz, while trying to stay as useful as possible to avoid getting killed for
sport or eaten.
Some goblins gather together in tribes of their own, and try to stake out territories in caves or other
naturally defensible positions. When left to themselves, goblins are every bit as vicious to each
other as the orkaz are. A goblin tribe is ruled by the strongest and cleverest goblin, and the
weaklings cower in fear as their leader and his gang pass them by. Goblins have a particularly
vicious sort of intelligence that is masked by their savage demeanor and primitive culture. Left
alone, goblins will naturally gravitate towards worship of the Lords of Darkness, and will make up
rites and rituals on the fly to appease their dark gods.
Goblins are particularly fond of violence and murder. If there are no war targets nearby, a goblin
tribe will often devolve into warring factions, and eventually dissolve as the warring parties kill
each other. This is the primary reason why there are no lasting goblin societies. They simply lack
the cultural heritage and the will to cooperate that the orkaz, hobgoblins and blakalbaz share.
Even so, an attack by a goblin tribe is a frightening thing. Goblins love mayhem and destruction,
and their favourite tool is fire. Goblins will burn down anything they can when they attack, and
often carry torches on long poles and throw balls of burning pitch at their enemies. Goblins war
chants, perhaps the only cultural heritage the goblins have, are frightening in their childlike glee.

The Orkaz

The orkaz are an aggressive race of bloodthirty and relentless clans who think nothing of brutally
murdering, raping and stealing from anyone who neighbors their lands. These savage brutes were
created by the Five Lords of Darkness during the First War as soldiers in their terrible crusade
against the Three Peoples; the Dark Lords twisted and mutilated men, dwarves and elves to create
the foul lineage of the orkaz, and they bear a deep hatred in their hearts even now for this ancestral
suffering imposed on them by cruel, uncaring gods. In that long forgotten age, the hordes of orkaz
swept over the land like a plague, and many great nations were swallowed by their howling armies.
In the final battles of the First War the orkaz were beaten back and defeated, and when the Lords of
Darkness were struck down from the skies and banished they crept into their dark holes to lick their
wounds and plot their revenge.
That revenge finally came with Wintras. The howling winds and icy cold of the All-winter was their
battlecry, and they stepped out into the world once more to rape, pillage and kill.
Today, the orkaz clans claim territories all over Æl-Ceald. They are not nomadic, but have built
several walled villages from which their raiding parties surge forth whenever their chieftains feel
the lust for blood. These villages have resisted multiple bífylc attacks over the years, and though
some of them have been wiped off the map new ones spring up constantly and the orkaz threat
remains.
An orkaz stands taller than a human, and their powerful, muscular frames are imposing and
threatening. Their skin ranges from dull gray to light green, but the greatest males among them have
skin as black as night and stand even taller than their lesser brethren. These natural born tyrants,
called only the Great and Black by their kin, are the chieftains and warlords of the orkaz.
To the orkaz, only power is important. As their dark shamans say, "strength ennobles the strong."
Though rare, the Great and Black are born stronger, faster and tougher than other orkaz, and their
ascension to power is swift, brutal and deadly.
Each Great and Black must fight his elders for the right to rule, and it is not uncommon for a young
Great and Black to murder every other Great and Black in his clan for his rule to be uncontested.

The clever among them murder every infant born with the black skin to secure his power, but a new
one inevitably rises and their reign is usually as short as it was brutal.
The Great and Black gather harems of females around them, to mate with as they please. The urge
to mate is strong in them, as the Lords of Darkness intended, and they will take for their pleasure
any woman they come across, race be damned. Because of this, many members of the clans will be
acla, but these individuals are treated the same as any other orkaz clansman. Some males, the
smaller, weaker ones, will often pretend to be females to gain access to these harems, and those
Great and Black who see through these disguises often tolerate these impostors and may even mate
with them. The orkaz crave any release they can get from their pain, so sex is sex to them.
Each orkaz feels the pain of the races creation in his soul, and it is this painful legacy that drives
them to slaughter and war. The tortured soul of an orkaz cries out for release, and it is not
uncommon for orkaz slain in battle to die laughing.

The orkaz practice their religion like every other aspect of their violent lives. Orkaz rites are blood
soaked and horrifying, involving both sacrifice, pain and cannibalism, as well as unspeakable sexual
acts. They do not worship their gods, they hate them. Every atrocity committed in their rites and
ceremonies is made to challenge the Lords of Darkness, to spit in their eye and demand they come
down and answer for their crimes. They howl at the stars, curse the moon and the heavens, and
dance in feverish rage around huge bonfires filled with the burning bodies of the sacrificed. The few
outsiders who have witnessed these rites dare not speak of them aloud, and are often scarred for life
by what they have seen. But more than anything else, those who know what the orkaz know feel
pity for these vile creatures, cursed by the corrupting touch of the Lords of Darkness to forever be
hollow and tortured.
Classes of Æl-Ceald

Æl-Ceald is a dangerous world, and adventuring in it is a perilous undertaking. Even so, this world
has it's fair share of explorers, adventurers and risk-takers. All classes, with the exception of the
gunslinger, have their place in Æl-Ceald. Wintras is harsh and unforgiving, and the Three Peoples
need their defenders, saviours and caretakers. Some fight for their lives, for survival and the
survival of their loved ones. Some fight for fame, to build a name for themselves and give their
ancestors great songs to sing of their bravery and heroism. Others fight to take from others that
which they desire, for love or for redemption, for vengeance or forgiveness. There are many reasons
to pick up the sword, the spear or the axe, to sing the songs of war and unleash the powerful magic
of the Worldsong.
What follows is a description of the player classes available to the inhabitants of Æl-Ceald, their
roles in the societies of the peoples and the traditions that surround their craft.

Alchemists

Alchemists are rarer than the other spellcasting classes in Æl-Ceald. The fine art of alchemy
requires a level of technology unknown to the bífylc, and few people practice the brewing of
magical potions or the study of the elements and the humors. The art of making bombs is also lost
on the more primitive peoples.
The art of alchemy is primarily studied at the universities and colleges of the dwergaz. Many of
these schools are quite presitious, and their curriculums teach many arts both magical and mundane.
Students of these schools who choose to focus on the noble craft of alchemy start by studying the
properties of substances, how to alter them, augment them and render them inert. The construction
and study of explosives, volatile elements and the forces hidden within them is one of the first
subjects taught at these fine institutions, as the understanding of these properties leads one to
comprehend more subtle processes later. As with other magical arts, alchemy is thought to be the
manipulation of the inner essences of matter, the reverberations of the Worldsong left within all
things. It is also an inner study, as the alchemist must impart these substances with a small portion
of his own essence. Traces of the Worldsong lingers in everything and everyone, and through
meditation and exercises of focus the prospective alchemist learns to transfer some small portion of
this essence to his concoctions, infusing them with magical force. These important lessons are
taught by respected dwergaz professors and scholars of the arcane, and graduates from the colleges
have great, luminous futures ahead of them.

Some shadow fey enjoy the creation of magic concoctions, and shadow fey alchemists regularly
travel to obscure locales to search for exotic reagents and components. Alchemists who discover
new poisons are particularly well regarded in shadow fey society

Of the other races, only the kasatha have any kind of tradition for alchemy. Among them, alchemy
is mostly practiced in it's more mundane forms, to produce healing salves and other remedies. There
are those among the kasatha who see the potential for these arts to do more, though. Born with the
touch of the Dragon Kings, the latent spark of sorcerous power, these few learn to transfer their
essence into their concoctions to produce powerful magical effects. The self-taught arts of such
alchemists seem crude and primitive to a properly schooled dwergaz, but even the haughtiest of
college graduates must admit the effectiveness of the kasatha alchemical traditions.
Arcanist
The arcanist straddles the line between talent and education. Some are born with the touch of the
Dragon Kings, while others have learned from teachers and books. What they all have in common
though is the thirst for knowledge, the talent for magic and a shrewd mind that seeks answers and
asks questions. The arcanist is more than a user of magic; they are the cheaters, the savants, always
looking for rules to exploit and restrictions to work around. Where other wizards see limitations, an
arcanist sees potential.
The knowledge the arcanist needs to deduce these rules and roads to power almost universally
comes from books. By browsing the knowledge of the greatest masters, reading between the lines
and visualising how something works and how to break it, the arcanists of the dwergaz find
shortcuts to power. Many arcanists travel the world as adventurers to gain more knowledge, often
exploring the ruins of the beforetime for clues, answers and more questions. Finding a lost artifact,
an ancient spellbook or a new spell is like a drug to many of them, the rush of discovery goading
them on and on towards new knowledge and new discoveries. The words of stuffy teachers and
stuck-up professors can only take you so far, they reason, while the true solutions to problems
others cannot even see yet are waiting out there in the wide world. The dangers of Wintras are
nothing when weighed against the potential for new knowledge.
A few come to the path of the arcanist from the other direction. Born with sorcerous talent, some
come across ancient books of spells or other reservoirs of knowledge. Suddenly a flash of
understanding points them towards a new avenue of discovery and power, and they take their first
steps down the way of the arcanist. These knowledgeable primitives are among the most power-
hungry and thirsty for knowledge. Their rise to power from ignorance to understanding is sudden
and violent, and while some temper knowledge with wisdom, others go mad from the thrill of
commanding the fundamental forces of the world. Such lost souls can be extremely dangerous, but
thankfully they are few and far between.

Barbarian

Many bífylc warriors are barbarians. These berserkers are the pride of their tribes and families,
strong and heroic, and above all deadly warriors. To be a berserker, filled with bloodlust and rage, is
to be a true warrior. Their arm is strong, their will is mighty and they fear no foe no matter how
great or powerful. Such is the ideal, at least.
In truth, the rage of the barbarian can be as much a curse as a gift. Bífylc children are taught to hunt
and fight from a very young age, because the survival of the family and the tribe depends on every
individuals ability to defend his kin and bring food to his community. A heavy responsibility rests
on the warriors of the tribes. Harnessing the power of the berserker rage is an honored tradition,
taught by parents to children through harsh training and stern wisdom delivered through an open
hand and a sturdy stick. To fight is to survive, and the bífylc teach their children to feel no fear and
meet any foe head on. This does not mean that children grow up without love or safety. The bífylc
value their children as the future of family and tribe, and there is time for love and adoration as well
as training and responsibility. But the harsh reality is that every tribesman must know how to hunt
and how to defend himself and his people. And to do this, every father must plant the seeds of the
warriors fury in his or her child.

The albaz view such things differently. Their lives are longer and more peaceful, and though they
are no strangers to strife and conflict they value stability and comfort as much as safety and
strength. To the albaz, war is an art. Their renowned swordmasters, often also master bronze-smiths,
practice the arts of the blade with dedication and an almost religious fervor. The ancient albaz
traditions value calmness, focus and balance as well as ferocity and aggression. Meidh, balance in
all things, is such an important part of albaz culture that it is found in all aspects of their lives, and
the arts of battle are no different.
An albaz who chooses to focus on relentlessness and rage walks the path of the colg-cathach, the
furious warrior. Colg-cathach is an arduous and difficult path to walk. An albaz must push away the
calm centre so central to albaz faith and replace it with the duality of ice and fire. This duality of
spirit is called eigh-teine, and a warrior who attains it is said to gain the strength of ten men and that
no spear or sword will bite him. Every colg-cathach must meditate on the nature of fury and
calmness, and never deny his feelings or his heart. Only by surrendering to his passions but not
being ruled by them can a warrior find his eigh-teine and become a true colg-cathach.

In contrast to the albaz, dwolmalbaz would rarely embrace a warriors path that leads to the loss of
control a barbarian experiences when in the throes of his rage. The shadow fey value the honor and
nobility of the knight, and would never stoop so low as to show his feelings to his opponent in
combat. The dwolmalbaz have a bestial, cruel side to their nature that anyone who has been their
enemy can attest to. They can be petty, vengeful and wrathful, and as any fey are easily offended
and quick to anger when their ire is roused. Many love the thrill of battle, and feel the barbarians
bloodlust and rage when a fight breaks out. They would never admit it, but many shadow fey
knights let go and give in to rage when swords are drawn.
The shadow fey have for the most part abandoned the faith in meidh of their albaz kin, and the
teachings of the druids are often forgotten or brushed aside as unimportant. Profoundly self-
indulgent, the dwolmalbaz instead give their faith to their great fey kings and queens. They have not
forgotten the albaz arts of war, however, and though their fighting styles have evolved and changed
along with their inner nature in the shadow realm the basic principles developed by the albaz are
still the same among the dwolmalbaz. Their arts of the sword focus on the single swordsman
dancing through the enemy, delivering swift chops and quick darting jabs and stabs. They may have
abandoned the philosophies, but the arts of the blade remain the same.
A shadow fey barbarian is a ferocious warrior and a formidable opponent who masters his weapon
and delights in the thrill of battle and the rush of spilling enemy blood.

The dwergaz have a utilitarian approach to warfare. War is a profession and not an art to master, and
a dwergaz warrior is a working man who gets things done fast, efficiently and properly. A dwergaz
barbarian then is an artisan of battle. His strength, determination and rage are tools just as much as
his axe and his shield. They have faith in their equipment, made in the finest dwergaz forge-shrines,
as well as in their abilities. Those dwergaz who are barbarians are seen as a bit too passionate for
the conservative dwergaz sensibilities, but at the end of the day he gets the job done and you have to
respect good craftsmanship.

To the deuzán, family comes first in all things, especially war. War for the deuzán is always about
protecting their kin, since they have no tribal loyalties and no nations to defend. Thus war becomes
personal. They don't fight for warlords, leaders or kings, they fight for their children, their parents
and their own lives. This makes deuzán fierce and dangerous warriors. Many deuzán are barbarians.
They learn their rage protecting those they love, and those who have fought against the deuzán
know this very well. A catfolk who lives among other races will almost always consider them
family, and feel the same protective rage when their new loved ones are in danger. They will fight
with tooth and claw for those they love, and will gladly offer their lives if it means saving the lives
of their family. They have no warrior tradition, as such. A peaceful people, the catfolk will mostly
only fight to protect their lives and their loved ones. Fighting comes naturally to the animal nature
of the deuzán, and though they do train in the use of weapons the true strength of a deuzán
barbarian comes from his love, and the great rage that overcomes him when his family is in danger.

The kasatha are usually too calm and controlled to be barbarians. Their warrior traditions focus on
serenity and contemplation, and mastery of skill and clarity of mind are seen as essential tools of
war. Those kasatha warriors who cannot rein in their rage are weeded out and shown the door
before they get a chance to prove their worth in the courtyards of the kasatha monasteries.
Kasatha barbarians come from the villages. If the nearest monastery lies a days walk away,
someone has to be able to defend the village when orkaz raiders or giants threatens their
communities. Some villagers find that they have a knack for fighting, and some of these feel the
rage bubbling inside themselves and take their first steps down the path of the barbarian.

Bard

All societies on Æl-Ceald who worship the Dragon Kings of Earth place great value and importance
in song. Singing is a profoundly magical act, and the Three Peoples and all who worship the Dragon
Kings sing songs of prayer and power during all religious rites and when performing everyday
chores and tasks. Every act of creation, from mending baskets and clothes to giving birth are
accompanied by songs of worship. Even those who use magic are accessing the power of song,
through the reverberations of the Worldsong that still linger in all things.
Those who collect, remember and sing these songs are bards. A bard is more than an entertainer.
They are the memory of the faithful, recording great events, important legends and myth and the
devotion and worship of the Dragon Kings in the songs they collect and perform.
Bards often find that the songs they sing carry power in them that they learn to harness and use.
Such spellsongs are powerful things, and bards are highly respected for their command of the power
of song and the magic that comes with it. Among bífylc, albaz and dwergaz there is no higher
calling than to be a song-singer, and a talented bard who knows many songs are welcome
everywhere the Dragon Kings are worshiped.

Among the deuzán, bards serve a different role. They are the storytellers and wordsmiths of the
families, and their legends and tales of the deeds of the ancestors are extremely important among
the catfolk. Everyone is expected to know the legends of his ancestors and to tell tales of their
deeds, but the bards of the deuzán are especially valued for their knowledge of stories. These bards
travel from family group to family group sharing their tales and legends with all deuzán. They
remember the great tales of the first catfolk, of their history as a people and the epic sagas of their
earliest history. Catfolk bards learn their spells through the tales they know, and their hodgepodge
magic is often a combination of many magical traditions the bard has seen and picked up on his
travels from family to family.

The kasatha too have bards among them, who sing the holy songs and tell the traditional tales, jokes
ans koans that help teach young kasatha the history and purpose of their race. Kasatha bards are
often tricksters, and their role is to teach society lessons and help foster wisdom among kasatha
children and adolescents.

The dwolmalbaz do not worship the Dragon Kings, but they still value songs as entertainment.
Shadow fey bards are traveling troubadours and tale-spinners who perform for food, lodgings and
money. Many are supremely skilled, and the greatest bards are prized commodities in the shadow
fey courts, performing for princes, kings and queens and their entourages for exorbitant sums of
gold. These wandering performers pick up magical tricks of the trade from other wanderers, and
such secrets can be useful both in their performances and in the cutthroat world of competing court
performers.
Bloodrager

Bloodragers are those rare barbarians who have the touch of the Dragon Kings and a burning rage
and warriors training. They share the cultural position of the barbarian in the warrior societies of
Æl-Ceald, and combine it with sorcery to become formidable warriors.
Those berzerkers among the bífylc who display magical power have a strange role in bífylc society.
On one hand they are respected and valuable warriors, while on the other the bífylcs natural distrust
of all magic that does not come directly from the Dragon Kings of Earth makes them feared and
mistrusted. None can argue against their usefulness though, and thus they are more often than not
tolerated and appreciated. Many bífylc explain it away as special gifts from the Dragon Kings, more
to comfort themselves than as a statement of good will. This hipocricy is not lost on sorcerors and
witches who are regularly shunned and chased away from their kunján and bífylc.

Among the albaz, bloodragers enjoy a much more respected position. They are seen as true
exemplars of the path of colg-cathach, blessed warriors who have attained the balance of fire and
ice in their hearts and reached true mastery of their rage and power. Such warriors are the envy of
every albaz barbarian, and often become great teachers of the arts of the sword.

The dwergaz, always practically minded, see the use of natural magical talent to augment martial
skill as a natural route to take for those who have the innate spark of magic in their blood and the
strength of body to become bloodragers. Bloodragers and magi often attain positions of leadership
in dwergaz armies because of the dwergaz' respect for spellcasters.

Magic comes naturally to the dwolmalbaz, and some among them become bloodragers. Such
magical warriors are feared and respected by their kin, and many become heroes of legend.

The deuzán have bloodragers among their number, fierce warriors who combine skill of arms with
the ancestral magic of the catfolk. They are respected warriors who keep their families safe with
rage, spear and spell.

Brawler

Many bífylc warriors are brawlers. They value versatility and skill, master many weapons and
forms of combat and are dangerous even when unarmed and outnumbered. The bífylc do not fight
fair. When you fight for food on your table and the lives of your family you fight with ferocity and
hope your skill is greater than your opponents, because losing means not only your death, but
potentially the death of your kunján and perhaps the future of your entire tribe. The bífylc train their
warriors to fight with a wide variety of weapons, in a multitude of styles taught from generation to
generation and learned through centuries of warfare. Unarmed combat is an important skill for any
warrior, and the ability to effectively use any weapon available is essential for survival.
Albaz also value versatility in their combatants, and count many brawlers among their finest
warriors. The albaz teach many forms unarmed and armed combat, honed through centuries by true
masters of battle and taught to young and hopeful warriors who dream of one day becoming
legendary heroes.
The dwergaz, deuzán and kasatha also have many brawlers, and even shadow fey greatly appreciate
the brutal arts of their brawlers.
Cavalier

The terrible and vicious wulfridda are dire-wolf mounted warriors who excell at spreading fear and
terror among their enemies and heartening their allies with songs and battle cries. Many wulfridda
are cavaliers, and their skill at arms is legendary. Bífylc cavaliers are honored warriors with a very
special place among the bífylc. Only the greatest warriors are allowed to ride the ferocious dire-
wolves the tribes domesticate. These great wolves are stolen from their dens as cubs and raised in
litters by special wolfhandlers, who have much experience dealing with these dangerous animals.
Many wolfhandlers are missing fingers, noses and ears, bitten off by playful pups, but these are
small prices to pay for the ability to mount such impressive beasts and ride them into combat. When
the wulfridda howl with their dire mounts, even the bravest warrior trembles, and the furious charge
of the wolf-riders breaks even the tightest formation like a hammer to an egg.

Among the albaz, who breed fine horses in the druid groves of their cities, mounted combat is
reserved for the elite of albaz society. Owning a mount is a mark of great privilege, since feeding
and keeping a creature that does not produce food is reserved for the wealthy and powerful. These
great steeds are trained for war, and some are armored in leather and bronze before they ride into
battle. Albaz cavaliers are all lofty and proud nobles supremely confident in their abilities and the
strength and speed of their horses, and they enjoy all the privileges wealth and status offer. They
back up their confidence and pride with frightful skill, and they are among the finest cavalrymen in
Æl-Ceald.

Dwergaz cavaliers are noble knights in the service of their liege-lord, who ride their sturdy ponies
into battle holding their lords standard high. As knights, these warriors are honor-bound to serve
their liege-lords and if necessary lay down their lives for their lords cause. They do so willingly, not
only because they owe their livelihoods to their feudal lords, but because their honor and obligation
define them. A knight without a master is scarcely a dwergaz at all. Because of the cavernous nature
of the mountain realms, mounted combat is seldom practical. Knights participate in tournaments
and games to prove their skill and retain their honor, fighting for the favor of their kings and the
attention of noble ladies of marrying age. Still many of the thirst for real glory, and when the
opportunity for surface combat arises they gird their mounts for war, don their armor and raise their
lances to the heavens.

Among the shadow fey, the ideal of the mounted knight is a popular one that many aspire to. The
kings and queens of the dwolmalbaz Courts have many knights in their retinue, bound to serve their
every wish and whim, and many of these knights are cavaliers. A knight bound to the service of a
Court will fight to the end of his life to protect his lords and ladies. As the dwergaz, many
dwolmalbaza Courts hold knightly tournaments and jousts. Dwolmalbaz tournaments can be
bloody, violent affairs though, more reminiscent of pit-fights and gladiatorial matches than the
chivalrous contests of the dwergaz. The lords of the shadow fey demand blood, and their oath-
sworn warriors are more than happy to oblige their masters.
Dwolmalbaz have brought with them unusual mounts from the shadow realm. The most common is
the feysteed, a large insect creature somewhat reminiscent of a giant, wingless mosquito. These
quick, nimble animals from the shadow realm are bred to serve as mounts for dwolmalbaz knights,
and are every bit as tough and intelligent as any albaz horse.

The deuzán and kasatha do not use mounts, and as such have few cavaliers among them. The few
cavaliers that hail from these races almost always belong to a tradition of knighthood belonging to
another culture.
Cleric

Because religion is such an important aspect of life in Æl-Ceald, priests and priestesses hold an
important position in all societies in the world. Many such priests are clerics, serving their gods
with both strength of arms and power of conviction. As priests, clerics perform religious rituals and
duties, tend to the faithful and accept responsibility over the rites that must be performed to honor
the gods.
Among the bífylc, many clerics are either áilegaz in the south or wibhan and meukaz in the north.
The northern bífylc feel that the feminine genders have a much stronger connection to the spiritual
than do the masculine, whose responsibilities are to tend to the physical needs of their kunján.
Among the southern tribes, these duties fall to the áilegaz.
It is the clerics who sing the songs of prayer and worship, and they often serve as advisors to
ædelings and kunján elders. The blessings and ministrations of a prest are vital to tribal family
groups and their everyday lives. The bífylc are extremely religious, and without the guidance of
their gods and priests most would feel lost and abandoned in the harsh, uncaring cold of Wintras.
Bífylc clerics are not only religious authorities, they are powerful symbols of hope.
Many clerics dedicate their lives to the worship of a single Dragon King, even if most people
worship the Dragon Kings as a collective entity. It is not uncommon for a kunján camp to have five
shrine-tents, one dedicated to each Dragon King. Outside these tents the bífylc often raise totem
poles, huge logs decorated with carvings of the Dragon Kings, their servants and the ancestors and
heroes of the tribes. These totem poles are used in rituals, both as sacrificial poles from which
sacrifices are suspended and as focal points for ritual dances and feasts. These poles are too large to
bring with the kunján when they migrate, and so are left standing at the camp sites for when the
herds the kunján follow return to that area.

Among the albaz cerics are rarer, but they do have a role. The primary religious officials among
them are the druids, who revere and worship meidh, the balance of all things. But the Dragon Kings
also need appeasing, and the àilleagan clerics of the albaz take on this solemn purpose. Albaz rituals
of worship to the Dragon Kings are quiet, stoic affairs of solitary worship and sacrifice. The songs
these lonely clerics sing are deeply personal to each cleric, and represent the clerics faith and his
connection and commitment to his people and his gwen. It is unusual for others to attend these
ceremonies, but sometimes a cleric will take on an acolyte to asist him in his rites.
From time to time these clerics will undertake divinely inspired tasks or goals to honor their gods.
This can range from purging a ruin of Dark Lord taint to brokering a peace between a city-state and
a shadow fey Court, and once undertaken such a task cannot be abandoned without serious
consequences. The clerics of the albaz answer only to their gods, and their personal relationship
with their makers means that their punishment for disobedience are especially harsh.

To the dwergaz, clerics are the core of their society. Deeply religious and believing in ascetisism
and sacrifice in the name of faith, dwergaz clerics see it as their solemn responsibility to save not
only their people but the whole world. Their clerics are tradition-bound and conservative, and quick
to condemn anyone or anything they see as going against the will of the Dragon Kings. They are
also tolerant of the ignorance of their peers, however, and recognise that although the rites and
songs of the bífylc and the albaz are primitive, they are heartfelt and genuine. A dwergaz cleric
might roll his eyes at a bífylc religious ritual, but he understands that their faith is just and will
never intervene or condemn the less educated.
In dwergaz society, the church is the highest and noblest institution. Churches also serve as
courtrooms, and often have special chambers where lords and kings can perform the duties of their
office such as the ratification of laws, diplomatic meetings and the issuing of edicts. Every action a
dwergaz lord undertakes needs legitimacy from the church. This church is answerable to only two
men: The High King of the Mountain, who is the worldly leader of all dwergaz, and the Pater
Sanctificatus, the supreme leader of the dwergaz church.
These two individuals share the power over the church between them, and any decision made by
one must be approved in writing by the other. Over the centuries since the Mountain Wars this has
been a source of some contention between the secular and religious power groups, but so far the
High King has avoided any open conflicts.

The deuzán have little in the way of organized religious worship, and honor their ancestors more
than the Dragon Kings. As such, they have little use for priests and clerics.
Among the kasatha, clerics often serves as abbots or abbesses in the monasteries, and are
responsible for the religious rites and rituals performed at specific hours. They take care of the
spiritual needs of those who train at the monastery, but take a passive role in the training of new
recruits. In the villages, clerics are often respected members of the community, and their
ministrations and healing skills make them invaluable members of the community.

Even though the dwolmalbaz do not worship the Dragon Kings, they recognise them as their
creators. Shadow fey clerics do not worship the Dragon Kings, though, instead performing rituals
honoring their great kings and queens. These monarchs of the shadow realm are like empyreal lords
(Bestiary 4, p. 87) except they are usually neutral good, neutral evil or neutral in alignment. Shadow
fey rituals are stately and pompous, with costumes, ritual poems and music playing important parts.
These rituals are often performed before the fey lord it honors, and the priests compete for the honor
of performing the greatest rites honoring their monarch. Such rivalries can turn violent, and the
greatest clerics are often as paranoid as they are powerful. The fey monarchs grant Domains and
miracles to their worshipers, and all shadow fey clerics have a personal relationship with their lord
or lady, having met them in person on at least one occasion during their inauguration as ministers of
the shadowed monarchs. Outside dwolmalbaz Courts, almost no one worships the shadow monarchs
of the fey, and with good reason. The lords and ladies will only tolerate the worship of the fey and
those who follow the elaborate protocols of their worship, and should anyone attempt to worship in
their name without observing the proper procedures the shadow monarchs will become deeply
insulted.

Druid

There is no religious role more important in Æl-Ceald than that of the druid. Without the druids and
their groves the world would have stopped when Wintras covered the world in ice, and all life
would have been snuffed out forever. Druids divine mission is to be the caretakers of meidh, the
balance of all things, and this mission was given to them by the Dragon Kings of Earth after the
First War so that the world would always have defenders in times of need.
Meidh is the core concept around which all druid faith revolves. Meidh means the correct alignment
of all, a balance of light and dark, good and evil, life and death. Without meidh, there would be no
world according to the druids. This balance is the life-blood that keeps the world alive, and nurtures
all life in Æl-Ceald. Wintras was an attack on meidh by an unknown enemy, and the druids make it
their mission to discover the true cause of the All-winter and perhaps one day repair the damage it
has wrought. To do this, young druids selected by the omens will leave their groves and journey out
into the world on a voyage of discovery. None have returned with new knowledge of Wintras and
it's origins, but the druids are not deterred and continue to send out young hopefuls on this quest.
The spiritual leader of the druids is Cernunnos, an empyreal lord who resides in the realm of
elysium with the Dragon King of Life Wulthuz. Cernunnos has been charged by Wulthuz to be the
guide and leader of the druids, and the Horned Lord is a faithful and devout servant. Cernunnos has
a personal relationship with the druid council of elders, and will appear before them often to hear
news of the search for knowledge of Wintras and to issue requests and make demands of his
followers. The Horned Lord loves all his druids, and everyne who follows the druidic path is under
his protection.
Some druids come from the bífylc, the deuzán and the kasatha. These individuals are sometimes
honored, sometimes shunned by their cultures. Some become trusted advisors, others hated pariahs.
Most druids stick to their groves, both because of common mistrust and because that is where their
work is found.

There are few druid among the dwolmalbaz. They care little for the ways of their albaz cousins, and
the druidic religion is much too ponderous and contemplative for their tastes.

Fighter

Fighters come from all races and all societies. They are the mainstay of the armed forces of the
dwergaz, they are swordmasters among the albaz, knights of the shadow fey and tribal warriors of
the deuzán and the bífylc.

Hunter

Many hunters follow the druidic creed, and see themselves as guardians and caretakers of Æl-Ceald.
Where the druids spend their lives in service to nature, though, hunters spend their time serving and
protecting the Three Peoples and all other inhabitants of the world. To be a hunter is to bring life to
family and home, and this responsibility is not lost on those hunters who use the magic of the druids
and their knowledge of and connection to nature for the good of all. As druids, hunters protect life
in all it's forms from the terrible influence of the Lords of Darkness. Many dedicate themselves to
feeding their tribes, while others wander the wilderness making sure the balance of life is
maintained. They cull the sick and weak from the herds, make sure predators and people do not
overhunt and that the migrating wildlife follow their determined routes for their own protection and
the good of those who make their livelihood hunting them.
Hunters come from all races and all creeds, though a large portion of them are albaz. Even the
shadow fey, normally opposed to the ways of the druids, count some hunters among them, though
these individuals serve the shadow monarchs more than any ideal of meidh or balance in the world.
Still, Cernunnos grants them magic in return for their service, and all hunters know from where
their power comes. Hunters are as important as druids in the cycle of life and death on Æl-Ceald,
and without them all societies in the ice-swept world would suffer greatly. Like druids, many
hunters take it upon themselves to investigate the mystery of Wintras, and adventuring hunters often
seek the companionship of other seekers to uncover the truth of the All-winter.

Investigator

Almost all investigators are dwergaz truth-seekers, assistants to lawyers and judges who investigate
crimes and report their findings to the church officials who adjudicate matters of law. Some are
instead criminals who use their brilliant minds to undermine the dwergaz law system and take
wealth for themselves. Still others are just born with a natural gift of insight and are graduates from
the dwergaz universities, who seek adventure and fortune exploring the many ruins of the surface
world.
Some investigators come from the Courts of the shadow fey, often as shrewd nobles and politicians
who have extensive training in the cerebral arts and access to the vast troves of knowledge many
dwolmalbaz rulers keep in their libraries. The shadow fey use such individuals as anything from
scribes and tax collectors to personal investigators and diplomats, and the latter groups often find
their positions take them far and wide on hunts for specific knowledge or rare artifacts from the
before-time in the service of their liege lords.
Inquisitor

The dwergaz church is known and feared for it's inquisitors, who assist the truth-seekers in
inferreting out crime and heresy. Such inquisitors are often conservative traditionalists who use their
faith and their skill to defend the values and ideals of dwergaz society.
Other dwergaz inquisitors take it upon themselves to root out evil wherever it is found, searching
both the depths of the underdark and the icy reaches of the surface world for servants of the Dark
Lords. These inquisitors act like monster hunters, roaming from settlement to settlement looking for
dangerous beasts that threaten the faithful. This is dangerous work, but most do it for the admiration
and gratitude of those they save.
The shadow fey too employ inquisitors, but for vastly different reasons. The dwolmalbaz inquisitors
are valued servants of the shadow monarchs, and their task is to root out betrayal and illoyalty
among the servants of the lords and ladies of the fey. These enemies exist far and wide, and shadow
fey inquisitors often have to travel from place to place searching for these traitors.

Magus

The colleges of the dwergaz train more than just wizards. Many of those enrolled at the colleges
study both the arts of the arcane and the arts of war, and these warrior mages are valued and well-
respected individuals. The path of the magus is hard, requiring both exceptional willpower and great
martial skill, and the graduates from these studies go on to become trusted members of noble
retinues and great commanders.
Some mages thirst for knowledge isn't slaked when they have mastered the arts taught at these
colleges, though. They seek new ways of merging magic and swordsmanship, and often take to
investigating ruins of the beforetime looking for lost secrets.
Few outside the dwergaz walk the path of the magus. Their reliance on spelbooks like their wizard
brethren make sit difficult for the primitive peoples of Æl-Ceald to master their ways, but some
always manage. An ancvent inscription on a cave wall, a discovered spellbook from ages past, or
the discovery of an enchanted blade can all be first steps on the journey to mastering magic and skill
at arms.

Monk

Of all the peoples, only the kasatha have a significant number of monks among them. The ways of
the monk come naturally to the kasatha, and the martial arts are taught at every kasatha monastery.
The kasatha creed of purity, focus and mastery of the self goes hand in hand with the way of the
monk. Those monks of other races who do exist almost always receive their training at these
monasteries.

Oracle

Many of the peoples, especially those who do not have a proper organized religion, rely on oracles
to interpret the will of the gods and guide their people. A great number of bífylc priests are oracles,
and among the deuzán oracles are very common. The albaz too have oracles among them, àilleagan
acolytes to the druids who assist in the druidic rites and who serve as the voices of the Dragon
Kings. To speak for the Dragon Kings is a great honor, and all the peoples who have oracles as their
priests and priestesses pay great heed when these seers and enchantresses speak.
Oracles are noticeably missing from the kasatha, whose structured and regimented worship is a
much better fit to clerics. The few oracles among them usually serve their villages as soothsayers
and fortune-tellers. Oracles are unusual among the shadow fey, but a few exist and serve as witches
and enchanters to their lords and ladies.
Paladin

Paladins are virtually unknown outside the dwergaz mountainous realms. Dwergaz paladins are
holy warriors of the church, constant and ever-vigilant enemies to the hated blakalbaz, the orkaz and
all others who call the Lords of Darkness their masters. Dedicated to Teiwaz, the Dragon King of
Heroes, these faithful warriors are the unquestioned elite of the churches armed servants.
Among the blakalbaz, there are antipaladins who worship the Lords of Darkness and call
themselves enemies of all that is good. These dreaded counterparts to the dwergaz paladins
sometimes gather armies of blakalbaz, orkaz and other foul creatures around them and attempt to
lay waste to the dwergaz kingdoms. Such events are always disastrous for thed wergaz, draining
their resources dry and ending many lives prematurely. With every such war, the Lords of Darkness
laugh in their hellish realms.

Ranger

Rangers are master hunters, trappers and scouts. All the surface-dwelling races have rangers who
patrol their territories, hunt for game and protect their communities from roaming monsters and
ravaging orkaz warbands and other threats. Since hunting is the primary food source of most of
these people, anyone with such remarkable skills in the wilderness is invaluable. Many hunters
never learn to invoke the natural magic of Æl-Ceald, but some do. These special individuals either
follow the druidic tradition and get their power from Cernunnos the Horned Lord, or use prayer-
songs to the Dragon Kings to enhance their abilities and aid their survival in the wilderness.
Among the bífylc, a ranger is both a masterful hunter and a fierce warrior, and many tribesmen
follow the rangers path. These men and women bravely go out into the vast, icy wilds every day to
feed their kin and protect their families and friends from harm.

Both the albaz and the dwolmalbaz need rangers to feed their people. The shadow fey are almost
exclusively meat eaters, and waste little time on growing food. The albaz hold livestock and grow
crops in the groves, but they too need hunters to supplement their food stores in the cold of Wintras.

Of the other races, only dwergaz have few rangers. The few rangers they have come exclusively
from the surface settlements in the mountain foothills, and these sturdy warriors fight more than
they hunt. Their task is the protection of the settlements from the threats of hostile giants and
marauding orkaz, and they take their jobs very seriously.

Rogue

Crime is a negligible problem among the bífylc. There is no material wealth to steal, and all their
efforts go towards survival and worship, so there is little motivation for thieves and cutpurses when
there aren't any purses to cut. Rogues from the tribes instead take on the roles of stalkers, hunters
and stealthy scouts, mingling with rangers and hunters and focusing on hunting and keeping an eye
on the wilderness for threats.

The albaz likewise have little material wealth for thieves to unlawfully aquire, but their rogues are
sltealthy master warriors always analyzing their opponents and taking advantage of blind spots and
weaknesses in their defenses. May of the albaz arts of the blade emphasise such approaches.

Only the dwergaz and the shadow fey have societies where crime is an issue. Both their societies
are atleast in part focused on property and wealth, and they are the only races who regularly use
coins in place of barter.
The Dwolmalbaz also value their assassins and cutthroats, and a large portion of shadow fey rogues
follow such paths.
Shaman

Shamans honor the spirits of valley, forest, river earth and sky. Such animistic worship is unusual in
Æl-Ceald, but among the deuzán it is common and accepted. Catfolk shamans perform their rites
honoring their ancestors, and offer sacrifices to placate the spirits of the world and ensure healthy
offspring, happy marriages and bountiful hunts.
The catfolk religion is based on the twin traditions of ancestor worship and animistic spirituality.
The shaman has a deep, spiritual bond with nature that grants him divine power. This power is a gift
from the land, and thus a gift from the Dragon Kings whom the catfolk respect but do not worship
as the other peoples do. Shamans are most often female, as the deuzán are matriarchal and believe
that only women have the necessary creative energy to commune with the spirits. The ability to
grow life and give birth makes the female body sacred and powerful, and this creative essence is
required to be able to bond with a spirit and take on some of it's power.

Skald

Many among the bífylc who learn the songs of worship become skalds, using the power of their
songs and their skill at arms together to bring down the foes of the tribes. Powerful warriors and
potent spellcasters, the skald lifts the spirits of his allies and heartens them to push forwards. Their
magical battle-songs are ancient and powerful, passed from generation to generation and treasured
above all other arts. Simply having someone who masters the songs on their side is enough to raise
the morale of a bífylc warband.
There are more skalds than bards among the tribes, because of the importance of knowing how to
defend the lives of the kunján. Knowing all the songs in the world will not save you from a raging
orkaz barbarian or a rock-throwing giant who has come to steal your food. But the same songs can
strengthen your arm and help your fellow warriors overcome these dangers, and the skalds of the
bífylc know this well. They have an important role among the tribes, and one they are proud to fill.

Among the albaz too the skald is valued. Albaz warriors boast pridefully of their skill with a blade,
but when a master of the songs comes among them they all lower their eyes in respect. Every albaz
knows that without faith and magical aid, their society would have crumbled long ago, and the
skalds of the albaz are living proof of this. Some become great heroes of legend, and these legends
are sung by other skalds for centuries. A singer who masters the arts of the blade is worthy of great
praise and even greater respect.

The other races also have some skalds among them. The dwergaz have some battlesingers, proud
warriors who live ascetic lives of worship and train both axe and voice daily to hone and refine their
skills with both. Skalds among the other races are rare.

Slayer

Slayers are killers. Determined, focused and deadly, a slayer takes lives and does it well. These
skills are supremely useful among the bífylc tribes, and many of their most effective warriors are
slayers. Some of these manwaz and maýdvaz train every day to achieve this level of competence at
killing, while others simply have it int heir blood. Many acla become effective slayers, tempering
the orkaz fire in their blood with cold, calculating intellect and skill. As long as there are foes that
need killing, there will always be slayers to do the deed.
The story is the same for the other races. Enemies need dispatching, and the slayers are the people
for the job. The dwergaz have many slayers in the backstreets and slums of their underground cities,
and stealthy shadow fey assassins use their slayer skills to take out the enemies of the Courts.
Catfolk hunters are often slayers, and many kasatha too value the slayers focused dedication to their
tasks.
Sorcerer

Born with the Blood of the Dragon Kings, sorcerers have vast innate potential. Unfortunately, many
people of Æl-Ceald have a deep mistrust of magic, especially when it does not come from a priest
or druid, or is invoked through the songs of worship. Many bífylc sorcerers choose to camouflage
their magic as song, but the truth is that they need no songs or rituals to invoke their power It comes
to them as naturally as breathing.
Many sorcerers are outcasts. They are often chased out of their kunjáns by superstitious people, and
end up alone in the icy wastes. Such individuals use their sorcerous powers to survive, and when
they find others like them they band together into communities of their own. There they can
practice their arts undisturbed, and many such sorcerer cabals grow in power until they come to the
attention of people who might wish them harm, such as orkaz clans, dwergaz inquisitors or fearful
bífylc tribes. Such confrontations seldom go well for either party.
Among the dwergaz, sorcerers are seen as savants, and are immediately enrolled into a college to
receive proper training. The colleges have many sorcerers among their faculties, and an educated
sorcerer graduate has a luminous future ahead of him. Provided he makes it through the arduous
trials of his education, of course. Sorcerers are often the target of frustration and aggravation by
other students, who feel they have an unfair advantage or have cheated in some way to get into the
colleges.
The albaz too value their sorcerers, especially since the at of writing is a well kept secret by the
druids, which makes training as a wizard impossible. Sorcerers are seen as divinely gifted
individuals, and many of the greatest heroes of albaz legend and song have been sorcerors.
The shadow fey too treat their sorcerers well. They have no formal schools for magic, but they hold
many ancient magical secrets and their sorcerers are often apprenticed to master magicians who
educate them in the arts of the arcane and how to use the to your advantage. These enchanters
inspire loyalty and fear in other fey, who know well not to cross a fey sorceror.

Among the deuzan and the kasatha, sorcerous power is rare. Nobody knows why this is, but
dwergaz scholars speculate that since they were created after the Three Peoples, the Blood fo the
Dragon Kings is weaker in them, and rarely holds enough power for one of them to be born with
such gifts.

Summoner

Summoners are most common among the primitive peoples of Æl-Ceald. Deuzán summoners often
summon the spirits of their ancestors to their side, to aid them in combat, and their eidolons tend to
be humanoid and catfolk in appearance. These ancestor spirits willingly aid their descendants in
combat, and often offer wisdom and advice in addition to protecting their summoners.
Among the bífylc, summoners are viewed with all the suspicion and prejudice that sorcerors face,
and bífylc summoners often leave their communities and find their way to sorcerer cabals.
Those summoners who are accepted often summon savage beasts of war, whether in the form of
actual beasts or mythic creatures of legend.
Albaz and dwolmalbaz summoners favour fey-like eidolons, and their summoners are every bit as
respected as their sorceror brethren.
Among the kasatha and the dwergaz, summoners are a rarity.
Warpriest

Warpriests are common in Æl-Ceald. Especially the dwergaz and bífylc have many warpriests. War
is common for both these races, and religion is such an important part of their lives that many
priests choose to take up arms and fight for the survival of their people.
A priest who is also a warrior earns double praise in the bífylc tribes, and warpriests are an
exception to the general rule that only wibhan and meukaz become priests. Warpriests spend less
time tending to the religious needs of their kunján than ordinary priests, mostly to conform to
traditional gender roles. These fighting priests will tend religiously to their weapons, decorating
them with beautiful carvings and singing songs of power over them to dedicate them to the Dragon
King they worship and bless them for battle. Any bífylc warrior will gladly stand shoulder to
shoulder with a warpriest when the orkaz hordes howl their hatred at them, because they know that
the gods are at their side and they cannot loose.
The dwergaz too value their warpriests. A dwergaz warpriest often belong to a holy order, along
with paladins and cavaliers, and these orders are dedicated to singular purposes such as combating
the blakalbaz, making settlements safe from giants or pursuing the orkaz that threaten the peace.
These orders are known among the enemies they target, and are often specifically targeted to
weaken them. But the undaunted warriors of these holy orders will relentlessly defend their people
and their faith from the harmful influences of the Lords of Darkness.

Witch

Like Sorcerers and summoners, witches are mistrusted and feared among the bífylc tribes, and are
often chased away and forced to join sorcerous cabals. Witches also frequently stay away from
society regardless of how they are percieved. Many witches are individuals seeking magical power.
Many of them are secretly envious of those who command magic, and will leave their societies to
try and find someone to teach them. There are witches who live in the icy woods, willing to take on
apprentices and teach them how to contact a patron and gain a familiar. Some of them are hags, or
fey enchantresses who teach their arts for a price. Others are older, more experienced witches, but
their tutelage is seldom free either.
Witches have a very dark reputation among most peoples of the world. They all make bargains with
unknown powers for their magical gifts, and this sits poorly with the superstitious and fearful bífylc.
Neither the deuzán nor the albaz harbor any love for those who aquire such gifts either, and the
kasatha and dwergaz view them as dangerous outlaws at best and evil abominations at worst. Many
wonder where their granted powers come from, and according to the rumors these witches must
debase themselves before the Lords of Darkness and sacrifice a loved one or family member to gain
these dark gifts.
Some witches revel in this dark reputation, and will do what they can to strengthen these fears. In
fact, witches may be the reason why the bífylc are so superstitious and fearful to begin with. The
fear of being cursed by a witch has driven more than one innocent person out into the wilderness by
their kunján, and has even cost some unfortunates their lives.
The only race who respects witches are the shadow fey. Dwolmalbaz witches hold positions of
power in the Courts almost by default, because of their powerful patrons who most dwolmalbaz
agree must be powerful fey from the shadow realm. The witches themselves are silent on the matter,
perhaps because they themselves do not know the identity of their patrons but more likely because
they delight in the fear this uncertainty creates.
Wizard

Wizards almost exclusively come from the dwergaz, and very few wizards from other races exist.
The dwergaz wizards are edicated at the colleges of magic that exist in all large dwergaz cities, and
their art is based on knowledge, formulas and sigils of power designed to harness the latent power
of the Worldsong that still reverberates in all things.
Being a wizard is highly prestigious in dwergaz realms, and most proudly declare what college they
studied at, under which professors and with what honors they graduated whenever they meet
anyone of importance.
The dwergaz use magic in many aspects of their lives, from the forging of their weapons, armor and
tools to agriculture, animal husbandry and even their entertainment. This is not to say that magic is
common among the peasants and serfs, but even to them some magical assistance can be bought, or
is sometimes provided by their lieges. In war too magic and wizards have their place, and dwergaz
battle wizards are of paramount importance in the constant battles against the blakalbaz and
hobgoblin armies that often besiege their towns and cities.
Outside the dwergaz, wizards are very rare. Since most people of Æl-Ceald cannot read,
deciphering the contents and meaning of a wizards spellbook is practically impossible. Like all
impossible things though, sometimes it happens. A particularly bright individual might manage to
divine the meaning of the sigils and runes in an ancient spellbook recovered from a ruined tower or
long forgotten tomb, and might thus take the first steps down the path of wizardry. Such a prodigy
would attract much attention at a dwergaz college of magic, and might garner an albaz, bífylc,
deuzán or kasatha a rare scholarship at one of these colleges.
The Arts of the Blade

The albaz are an ancient race. They were the First People to be sung into existence by the Dragon
Kings, and they live lives measured in centuries. During the untold centuries following the First
War until Wintras struck, the albaz have honed and refined their martial traditions into a complex
system of disciplines and maneuvers known collectively as the arts of the blade. Their ancient
swordmasters perfected these ancient techniques over centuries of innovation, adaptation and
practice, until the formal arts of the blade known today emerged. Even now, as Wintras strangles the
world, the albaz continue to train and refine these arts of war, and albaz swordmasters are
universally acknowledged as the finest in Æl-Ceald.
Over the centuries, the swordmasters have taught these arts to the other races. The kasatha are the
most eager students of the arts of the blade, but there are students of the disciplines among all the
races. Some races have adopted these formalized systems of war for themselves, and a few
disciplines have even been developed by these races and later assimilated into the albaz traditions.
Practitioners of these arts are almost universally hailed as the finest warriors in the land. Among the
albaz, such masters are revered heroes and respected teachers, and the masters take on apprentices
to pass on their knowledge to the next generation of warriors.
The bífylc have some warriors who practice the arts of the blade, adapted to fit their primitive
weapons and tactics. These masters hold key positions in the bífylc tribes, often as advisors to the
ædelings or as ædelings themselves. Many among the First Families send their sons and daughters
to the nearby albaz gwen to study under the legendary swordmasters.
The kasatha are the people who have done the most to adopt the disciplines of the blade and make
them their own. Their monasteries often specialize in a single discipline which becomes their
signature style, and monasteries often engage in friendly competition among themselves, arranging
tournaments and competitions where their finest students compete to prove the superiority of their
discipline.
The arts of the blade are also practiced and taught among the dwolmalbaz, who took the knowledge
of the arts of the blade with them into the shadow realm. Shadow fey have their own distinct style
when practicing the disciplines, quirks and practices that have evolved during their self-imposed
exile in the shadow realm. A trained eye can easily spot where a practitioner received his training,
as all the races have their own unique traditions and interpretations of the disciplines.

Stalker

Where the rogue and the slayer are stealthy warriors and killers, the stalker is a master of deception
and obfuscation. The stalkers tradition is based on the ancient albaz arts of the blade, though some
of their teachings have their origin among the kasatha, the deuzan or even among the bífylc.
Stalkers are rarer than other classes, and this is in no small part due to the dedication it takes to
master the arts of the blade. Many warriors never grasp more than the basic concepts, not having the
strength of purpose to go through the rigorous training and muster the dedication necessary to learn
all the arts. Those that do, however, become masterful warriors and assassins. The powerful
maneuvers and styles of the arts of the blade have been developed and refined in kasatha
monasteries and albaz groves for millennia, and the stalkers who practice these arts are renowned
for their lethal skill.
Stalkers come from all the races, though most are educated by either the kasatha monasteries or
albaz weapon masters. There are some masters among all the races who pass on their teachings
outside of the monasteries and albaz cities, so it is possible for a stalker to never have set foot in
kasatha or albaz lands, but no matter where a stalker received his training he knows the history and
background of the disciplines he practices. This history is important, because with each discipline
there is a story that not only explains the origins of the style, but also serve as teaching tools to
teach the disciplines basic concepts and prepare the initiate for further learning. Without the history,
there would be no masters.
In the bífylc, stalkers are rare simply because it is rare for a bífylc tribesman to cross paths with a
kasatha monk or an albaz weapon master. It does happen though, and there are masters among the
bífylc who take on apprentices of their own. In fact, the Thrashing Dragon discipline is said to have
originated with such a bífylc master.
The dwergaz also have their stalkers, though wardens and warlords are more common among them.
Dwergaz stalkers are most often agents of the church, working in concert with inquisitors and
truthseekers to combat the foes of the dwergaz kings and high priests. There are also stalkers among
the criminal elements of dwergaz cities, who eliminate the enemies of the crime lords with uncaring
efficiency.
The albaz, of course, have many stalkers among their weapon masters, and the shadow fey
especially value the arts of the stalker. The Steel Serpent discipline was developed by shadow fey
weapon masters, but has since spread to the other races because of it's lethal efficiency and deadly
grace.

Warder

The warder is an armored defender of truth, justice or any ideal they choose. Warders are most
numerous among the dwergaz, and their ancient disciplines were mostly developed by dedicated
dwergaz knights defending their lords in the Mountain Wars. The centuries of war beneath the
mountain forged a hard warriors tradition, with a strong focus on protecting the weak and defending
their home from overwhelming evil. To a dwergaz warder, defending those who cannot defend
themselves is what drives them to excel, and they teach their arts to young squires to keep the
traditions alive and arm themselves against their eternal enemies the blakalbaz and the hobgoblins.
Ironically, their disciplines have been adopted by these vile enemies, and today many of the greatest
warders alive are hobgoblins and blakalbaz.
Since many warders disciplines focus on fighting in heavy armor, the are fewer warders among the
albaz and dwolmalbaz, and almost none among the other peoples. Most of the primitive races
choose to become warlords instead, as the chaotic and improvised styles of that path serve their
needs better.

Warlord

A warlord is an inspired warrior of unrelenting dedication and savage skill. The path of the warlord
is favoured by the primitive peoples, and especially the albaz and the bífylc have many great
warlords among them. Warlords in training are encouraged by their teachers to go out and fight, to
learn the practice behind the theory as early as possible and come to new understanding of their
traditions and disciplines through practical application and experience. Combat is chaotic and
unpredictable, and the will and guts it takes to take a challenge head on and accept the risk of defeat
is imperative to a warlord in training. This philosophy makes warlords natural adventurers, always
willing to dive headfirst into danger and snatch victory from the jaws of defeat.
The disciplines most commonly practiced by the warlord are ancient techniques developed by
legendary albaz warriors in the ages since the First War. The great albaz swordmasters are more
than willing to teach these arts to whomever has the dedication and talent to learn them, and
warlords come from all races and regions of Æl-Ceald.
Races of Æl-Ceald

Bífylc (human) Racial Traits


•Ability Score Racial Traits: Bífylc characters gain a +2 racial bonus to one ability score of
their choice at creation to represent their varied nature.
•Size: Bífylc are Medium creatures and thus receive no bonuses or penalties due to their
size.
•Base Speed: Bífylc have a base speed of 30 feet.
•Languages: Bífylc characters begin play speaking the Bífylc tongue. Bífylc with
high Intelligence scores can choose any languages they want (except secret languages, such
as Druidic). See the Linguistics skill page for more information about these languages.
•Bonus Feat: Bífylc select one extra feat at 1st level.
•Heart of the Snows: Bífylc treat cold climates as one category less severe. They gain a
+2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check
or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers.
This bonus applies on Acrobatics and Climb checks made in slippery conditions.
Albaz (elven) Racial Traits
•Ability Score Racial Traits: Albaz are nimble, both in body and spirit, but their form is
frail. They gain +2 Dexterity, +2 Wisdom and -2 Constitution
•Size: Albaz are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Albaz are Humanoids with the elf subtype.
•Base Speed: Albaz have a base speed of 30 feet.
•Languages: Albaz begin play speaking Bífylc and Albaz. Albaz with
high Intelligence scores can choose from the following: Celestial, Draconic, Dwergaz,
Kasatha, Goblin, Orc, and Sylvan.
•Cold Resistance: Albaz have developed natural resistance to the dangers of their
homelands over the course of a few generations. Albaz with this racial trait gain elemental
resistance 5 to cold.
•Keen Senses: Albaz receive a +2 racial bonus on Perception checks.
•Snow Runner: Albaz thrive in the cold of Wintras, forever roaming across cold and frozen
lands. Albaz receive a +4 racial bonus on Constitution checks and Fortitude saves to
avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or
hot or cold environments.
•Weapon Familiarity: Albaz are proficient with longbows (including composite longbows),
longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon
with the word “elven” in its name as a martial weapon.
•Low-Light Vision: Albaz can see twice as far as humans in conditions of dim light.
Dwergaz (dwarven) Racial Traits

•Ability Score Racial Traits: Dwergaz are both tough and wise, but also a bit gruff. They
gain +2 Constitution, +2 Intelligence, and –2 Charisma.
•Size: Dwergaz are Medium creatures and thus receive no bonuses or penalties due to their
size.
•Type: Dwergaz are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwergaz have a base speed of 20 feet, but their speed is
never modified by armor or encumbrance.
•Languages: Dwergaz begin play speaking Bífylc and Dwergaz. Dwarves with
high Intelligence scores can choose from the following: Giant, Kasatha, Goblin, Orc, Terran,
and Undercommon.
•Defensive Training: Dwergaz gain a +4 dodge bonus to AC against monsters of
the giant subtype.
•Magic Resistant: Dwergaz gain spell resistance equal to 5 + their character level.
This resistance can be lowered for 1 round as a standard action. Dwergaz take a –2 penalty
on all concentration checks made in relation to arcane spells.
•Stability: Dwergaz gain a +4 racial bonus to their Combat Maneuver Defense when
resisting a bull rush or trip attempt while standing on the ground.
•Lorekeeper: Dwergaz keep extensive records about their history and the world around
them. Dwergaz receive a +2 racial bonus on Knowledge (history) checks that pertain to
dwarves or their enemies. They can make such skill checks untrained.
•Stonesinger: The dwergaz affinity for the earth grants them greater powers. Dwergaz are
treated as one level higher when casting spells with the earth descriptor or using granted
powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and
revelations of the oracle's stone mystery. This ability does not give them early access to
level-based powers; it only affects the powers they could use without this ability.
•Darkvision: Dwergaz can see perfectly in the dark up to 60 feet.
•Hatred: Dwergaz gain a +1 racial bonus on attack rolls against humanoid creatures of
the orc and goblinoid subtypes because of their special training against these hated foes.
•Weapon Familiarity: Dwergaz are proficient with battleaxes, heavy picks, and
warhammers, and treat any weapon with the word “dwarven” in its name as a martial
weapon.
Deuzán (catfolk) Racial Traits
•Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense.
They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
•Type: Catfolk are humanoids with the catfolk subtype.
•Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
•Base Speed: Catfolk have a base speed of 30 feet.
•Languages: Catfolk begin play speaking Bífylc and Catfolk. catfolk with
high Intelligence scores can choose from the following languages: Albaz, Giant, Gnome,
Goblin, Halfling, Orc, and Kasatha.
•Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the
saving throw twice and take the better result. He must decide to use this ability before the
saving throw is attempted.
•Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth,
and Survival checks.
•Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run,
or withdraw actions.
•Low-Light Vision: catfolk have low-light vision allowing them to see twice as far
as humans in dim light.
•Cat's Claws Catfolk have strong claws, and can use them to make attacks. Catfolk with this
racial trait have a pair of claws they can use as natural weapons. These claws are primary
attacks that deal 1d4 points of damage.
•Claw Blades Proficiency: Catfolk treat claw blades as martial weapons.

Claw Blades
These subtle blades can only be used by catfolk. They fit over the wearer’s claws on one hand. The
blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the
weapon type from a natural weapon to a light slashing weapon. The claw blades can be enhanced
like a masterwork weapon for the normal costs.
Kasatha Racial Traits

•Ability Score Racial Traits: Kasathas are nimble and perceptive. They gain
+2 Dexterity and +2 Wisdom)
•Type: Humanoid (kasatha)
•Size: Kasathas are Medium creatures and have no bonuses or penalties due to their size.
•Base Speed: Kasathas have a base speed of 30 feet.
•Languages: Kasathas speak Bífylc and Kasatha. A kasatha with a high Intelligence score
can choose from the following: Albaz, Dwergaz, Draconic, Giant, Orc and Goblin.
•Defensive Training: Kasathas have a +2 dodge bonus to Armor Class.
•Snow Runner: Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves
to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation,
thirst, and hot or cold environments.
•Stalker: Perception and Stealth are class skills for kasathas.
•Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.
•Jumper: Kasathas are always considered to have a running start when
attempting Acrobatics checks to jump.
•Arctic Stride: Kasathas move through non-magical difficult terrain in arctic environments
at normal speed.
•Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others
are considered off hands. It can use any of its hands for other purposes that require free
hands.

Kasatha Spinal Sword


This light one-handed sword is covered in bony spines that make it easier to poison opponents. The
save DC of a non-magical injury poison applied to a kasatha spinal sword increases by 2. A kasatha
spinal sword costs 50 gp, deals 1d6 points of damage when wielded by a Medium creature (1d4 for
a Small creature), has a critical threat range of x3, weighs 3 pounds, deals piercing or slashing
damage, and has the fragile weapon quality. It is part of the Blades, Light weapons group.
Dwolmalbaz (shadow fey) Racial Traits
• Ability Score Racial Traits: +2 Dexterity +2 Charisma, -2 Constitution: Shadow fey are
graceful and alluring, but relatively frail.
• Type: Fey: Shadow fey are creatures of the fey type. Medium: Shadow fey are Medium
creatures, and have no bonuses or penalties due to their size.
• Speed: Shadow fey have a base speed of 30 ft
• Senses: Shadow fey have darkvision 60 ft and low-light vision.
• Light Sensitivity: Shadow fey are dazzled in areas of bright sunlight or within the radius of
a daylight spell.
• Secretive: Shadow fey are taught to conceal themselves almost from birth. Bluf and Stealth
are always class skills for shadow fey.
• Sneaky: Shadow fey receive a +2 racial bonus on Stealth checks.
• Spell-like Abilities: Shadow fey can cast shadow jump once per day as a spell-like ability,
using their character level as their caster level.
• Swif as Shadows: Shadow fey can remain stealthy even when moving. Shadow fey reduce
the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for
sniping by 10.
• Languages: Shadow fey begin play speaking the Albaz and Umbral. Shadow fey with high
Intelligence scores can choose from the following: Bífylc, Celestial, Draconic, Deuzán,
Dwergaz, Kasatha, Goblin, Orkaz, and Sylvan.

Small Shadow Fey


Although rare, some shadow fey are born Small sized. Most believe that these shadow fey have
particularly strong fey blood. Small shadow fey must take all of the following racial traits, which
alter or replace the standard shadow fey traits.

• Small: Small shadow fey gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a
-1 penalty on combat maneuver checks and their CMD, and a +4 size bonus on Stealth
checks. Ths replaces the standard shadow fey size.
• Speed: Small shadow fey have a base speed of 20 ft This replaces the standard shadow fey
speed.
• Spell-like Abilities: Small shadow fey can cast vanish once per day as a spell-like ability,
using their character level as their caster level. Ths ability is in addition to the shadow jump
spell-like ability of the standard shadow fey. Small shadow fey physically appear identical to
their Medium kin in all other ways, though they too have a wide variance in outward
appearance
Alternate Dwolmalbaz Racial Traits
Because shadow fey have such great physical variance, you may use the following alternate racial
traits instead of existing racial traits.
• Deadly Smile: Your mouth is filed with sharp teeth. You gain a natural bite attack that deals
1d4 damage if you are Medium or 1d3 damage if you are Small. The bite is a primary attack,
or a secondary attack if you are wielding manufactured weapons. This racial trait replaces
sneaky.
• Poison Affity: You focused your early effrts on understanding the intricacies of poison use.
You never risk accidentally poisoning yourself when applying poison to weapons. You can
cast detect poison as a spelllike ability twice per day as a caster of your character level. Ths
racial trait replaces secretive.
• Scintillating Skin: Your skin seems to shif and pulse in the light, demanding the attention of
your observers. You can cast hypnotic pattern as a spell-like ability once per day as a caster
of your character level. This racial trait replaces the racial spell-like ability shadow jump.
• Shadow Affity: Your eyes are completely black, and shadows stir deep within them. You
add a +1 to the saving throw DC of spells of the shadow subschool that you cast. If you have
a Charisma score of 11 or higher you gain the following spell like abilities once per day:
ghost sound, ray of frost, and resize shadow (PGC). The caster level for these spell-like
abilities is equal to yourcharacter level. This racial trait replaces sneaky.
• Shadow Resistance: Your relationship to shadow displays itself in your resistance to its
power. You gain cold resistance 5 and electricity resistance 5. This racial trait replaces the
spell-like ability shadow jump
Ægder (half-elf) Racial Traits
•Ability Score Racial Traits: Ægder characters gain a +2 bonus to one ability score of their
choice at creation to represent their varied nature.
•Type: Ægder are Humanoid creatures with both the human and the elf subtypes.
•Size: Ægder are Medium creatures and have no bonuses or penalties due to their size.
•Base Speed: Ægder have a base speed of 30 feet.
•Languages: Ægder begin play speaking Common and Elven. Half-elves with
high Intelligence scores can choose any languages they want (except secret languages, such
as Druidic). See the Linguistics skill page for more information about these languages.
•Cold-Honed Ægder can move through natural snow and ice at their normal speed and gain
a +4 racial bonus onFortitude saves to avoid nonlethal damage from cold environments.
•Adaptability: Ægder receive Skill Focus as a bonus feat at 1st level.
•Keen Senses: Ægder receive a +2 racial bonus on Perception checks.
•Low-Light Vision: Ægder can see twice as far as humans in conditions of dim light.
•Elf Blood: Ægder count as both elves and humans for any effect related to race.
•Multitalented: Ægder choose two favored classes at first level and gain +1 hit point or +1
skill point whenever they take a level in either one of those classes.

Some among the ægder are descended from the shadow fey and exhibit some of their
characteristics.
• Shadow Fey Blood: Ægder with this trait count as both shadow fey and humans for any
effct related to race. This racial trait replaces the Elf Blood racial trait.
• Shadow Fey Vision: Ægder with this trait have darkvision 60 ft and light sensitivity. This
racial trait replaces the low-light vision racial trait.
• Shadow Travel: Ægder with this racial trait can cast shadow jump once per day as a spell-
like ability, using their character level as their caster level. This racial trait replaces the cold-
honed racial trait.
Acla (half-orc) Racial Traits

(Acla are unchanged from half-orcs as they appear in the core book)
•Ability Score Racial Traits: acla characters gain a +2 bonus to one ability score of their
choice at creation to represent their varied nature.
•Type: Acla are Humanoid creatures with both the human and orc subtypes.
•Size: Acla are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Acla have a base speed of 30 feet.
•Languages: Acla begin play speaking Bífylc and Orkaz. Half-orcs with
high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Albaz,
and Goblin. See the Linguistics skill page for more information about these languages.
•Intimidating: acla receive a +2 racial bonus on Intimidate checks due to their fearsome
nature.
•Orkaz Ferocity: Once per day, when an acla is brought below 0 hit points but not killed, he
can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to
above 0 hit points, he immediately falls unconscious and beginsdying.
•Weapon Familiarity: acla are proficient with greataxes and falchions and treat any weapon
with the word “orc” in its name as a martial weapon.
•Darkvision: Acla can see in the dark up to 60 feet.
•Orkaz Blood: Acla count as both humans and orcs for any effect related to race.

Acla are a versatile and varied race. An acla may select the following alternate racial traits at
character creation:
Unflinching Valor (from cold regions) [BOG] Many fearsome arctic predators consider young
frostkin easy prey, but some frostkin manage to surpass their fear and fight off these beasts in time
for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws
against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This racial trait replaces
the intimidating racial trait.
Toothy Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural
attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must
learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a
+2racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps
and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait
replaces the intimidating trait.
Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush
prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial
bonus onAcrobatics and Climb checks. This racial trait replaces the intimidating trait.
Bestial The orc blood of some half-orcs manifests in the form of particularly
prominent orc features, exacerbating their bestial appearances but improving their already keen
senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
The following weapons are considered orc weapons:

Klar (Orkaz skulldagger)


Terbutje and Great Terbutje (Orkaz Wolfbite)
Tepotztopilli (Orkaz Fangspear)

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