Einir is no true island; instead, it is a peninsula stretching down from the landmass over the North Pole, nearly the same size as Mali, and is often considered the westernmost part of the region called Oma. Still, it has retained a certain sense of isolation over the centuries, one sufficient to let it develop its own unique culture and language family.
Twelve kingdoms are scattered across the length of Einir. Each of them, in theory, is wholly committed to the religion of Kathan, but there are vestiges of the older Mandate of the Heavens—and of older faiths, born of night and blood and whispers in the dark. Once in a while, they also hold a Great Parliament, to discuss affairs that could affect the whole subcontinent. The most common languages are Rhaeth as a language of trade and science, and Voerian and Phaeroian as languages of law and faith respectively.
Maoilach ("great valley") is the furthest north of any of the twelve kingdoms, and is largely given over to taiga and a touch of tundra with some arable land in the south. Still, there is no small amount of resources here, including the continent's largest sources of emeralds and diamonds, "the leaves and flowers of winter". Maoilach is bordered by Rhaec, Paravarn, and Gallym to the south. The language spoken here is Muill, related somewhat distantly to Rhaeth, which a small but substantial minority speaks.
Once upon a time, most people here followed the Stars, and a few the High Heavens, particularly as the Celestial Lights; today, the patron virtues of Maoilach are Courage, Truth, and Honour, though it is also the kingdom that best respects (read: least persecutes) the followers of Wisdom. The capital (and largest) city is Brònneagh.
Gallym (from gar llym "field of elms") is surprisingly enough more famous for its cattle, as well as the occasional diamond mine. It is bordered by Maoilach to the north, Paravarn to the west, and Einn to the south. The language spoken is Rhaeth, with a minority speaking Muill.
Once famous for its following of the Reaper (with substantial minorities following the Sun and Heavens), today the patron Virtue of Gallym is Justice, with Freedom a close second. The capital city is Pernwy.
Paravarn (Parafarn, from the Voerian parabarna "mountain of the sabretooth") is rocky but sunny, and aside from the famous sabretooth tigers perennially found in the high hills it also boasts some of the best iron ores on the continent. It is surrounded on all sides: Maoilach to the north, Gallym to the northeast, Einn to the east, Neria to the south, Rhaec to the west. The language spoken is Rhaeth, with a minority speaking Muill.
The monarchs traditionally followed the Sun, with the Heavens and Stars quite popular; today, the patron Virtues of Paravarn are Dignity and Radiance. The capital city is Cyffron; the older city of Chonnuth was once a third of the Kingdom of the Three Cities.
Eirn ("land of the fox grape") is quite chilly but not unpleasant; around the coasts, the country is almost temperate, while further inland patches of warmth are maintained by thick forest. Eirn is surrounded in a circle, northwest to southwest, by Gallym, Paravarn, and Neria. The language spoken here, by commoners and nobles alike, is Rhaeth.
The Messenger and Dancer were once most common here, with the Moon followed by fisherfolk; today, the Patron Virtues of Eirn are Love and Care.
Neria ("castle-land") is relatively warm, but with the occasional strong cold spot thanks to the complex currents around the Eastern Bay. The fisherfolk do well here, and in the highlands there is iron and tin aplenty. The common language here is Rhaeth; the capital is Brochnaer (once Brōctanari).
Once upon a time, the Dancer was the chief Heavenly Body, followed by the Heavens and the Moon; now, people turn most to Mercy and Charity.
Ethreu (from ethyr rheu "winding river") lies quite far south, and has a pleasant, if somewhat wet, climate. There is a great preoccupation with justice in this lands, both of the knights of old and the lawseekers who have their training here. The land is also a fine source of tin, which it was famous for in prior times. It is bordered by Cuollesa to the south and Orr to the west. People here speak the Petheu language; the capital is Nemar.
Once the chief path was that of the Heavens, the Stars and the Reaper close behind; now the chief Virtues are Freedom and Justice. The capital city is Endrogh (formerly Verendroma).
Cuollesa ("birds-place") is a warm, wet land in the south of the continent, a little larger than Guinea. It is bordered by Faravella to the south, Orr to the west, and Neria to the north. The language here, Lamian (in the Cuollesan dialect), is notable as the last remnant of an earlier strain of the languages of the Gweir, one spoken in previous centuries.
Love, Radiance, and Honour are the three most honoured Virtues in Cuollesa; once, the most common paths were those of the Reaper, the Sun, and the High Heavens, a small minority following the Moon. The capital city is Cuetta, formerly Quēctia.
Faravella (from faria vella "long shore") is a small but self-sufficient kingdom (about the same size as Benin) in the very south of the continent, known for its long sunny days and quite dry interior. It is bordered by Orr and Cuollesa to the north. Like Cuollesa, most people here speak Lamian (in a couple of local dialects), although a minority also speak Phaeroian as a primary language.
Once the abode of the Warrior, flanked by the Dancer and the Stars (and a small minority following the Moon), today Courage and Love are chief here. The capital (and oldest) city is Lamia; once upon a time the city of Voeri (now Veria) controlled the whole subcontinent.
Orr ("elephant place") is less of a kingdom and more of an oligarchy of associated baronies. Warm surroundings and relatively dry lands over an area around the size of Serbia make it an excellent place for agriculture, but Orr is best known for the herds of elephants that have free reign to move across their lands, and for the ivory carvings they create as a matter of tradition. The Orric language is preferred here.
The paths of the Reaper, the Heavens, and the High Heavens left their mark; today, the chief Virtues of Orr are Restraint and Honour. The capital city is Aecer, an old Voerian garrison.
Rhaec ("great wood") sits on the western coast of the continent, on the Otharian Sea beneath the Toraeg Mountains, and is warm, wet, and much given over to temperate rainforest over an area about the same size as Germany. The Rhaeth language is dominant here. The second-largest community of followers of Wisdom on Einir is found in Rhaec, having fled from persecution in other lands.
Here, the Second Sun, followed by the Sun and the Moon, once lit the most paths; they have since been replaced by Care, Charity, and Courage. The capital city is Mwyrran.
Yac Island (from the Ax word íach, meaning, well, "island") is a decent-sized landmass off the southern coast of Rhaec, in the Otharian Sea. Once considered a kingdom in its own right, with an empire stretching from Einir to Ch'akken, it is now divided; Rhaec holds the west. The common language is Asc, but more and more people speak Rhaeth or Faravellan. The capital city is Mollodh (pronounced MOLL-oh).
Here the Sun and Moon are given equal prominence, and the Second Sun and High Heavens turned to in desperation. Yac Island is where the Mandate still holds the most power in Einir, and they are more welcoming of their fellows—though they dislike very much the wainriders of Wisdom. Followers of Kathan are free to pick any Virtue they choose; none are sponsored.
Food in the kingdoms of Einir, at least for the peasants, tends towards warm, simple, hearty fare, with a great many stews and breads. Typical lower-class fare is likely to be brown bread, taken with some meat (including fish) or cheese or both, and covered with herbs and some spices and maybe some mushy peas as an extra topping. The upper classes fare a little differently, with more emphasis on taste (and greater accessibility to spices) but generally less healthy food; knights sit in-between.
Typically, the main meal of the day for the lower classes is lunch, while that for the upper classes tends to be supper.
Spiced wines, often warmed, and meads (also often spiced) are the favourite alcoholic drink for the upper classes, while ales and beers are the preference for working folk.
There is a long tradition of alchemy in Einir, dating back to the earliest attempts at the creation of gold and the general transmutation of elements. Athough not as advanced as their astronomy, there are still a few techniques that the Gweir have been able to develop over the years. Among other developments, the Gweir are adept at fermentation and distillation, which has allowed them to make some quite strong alcohols and perfumes both.
To the people of the old Einir, the gods were those of rivers and trees, storm and sea, beasts and birds, harvests and homes. Nameless, for the most part—save those who sired children, who in turn became rulers and artisans and named their bearer or begetter that they might be worshipped and grant protection to their further descendants. Today, the kings no more claim descent from the gods than do their subjects, and their statues lie untended or rotting; nonetheless, their history remains.
Notable among the old gods are Corw, the blood-god; Breith, god of the blaze; Hoderth, the storm-maker; and Adin, the spirit of the vine—and the madness it brings.
There are four broad "castes" of the Gweir, although "vocations" might be a better term. Tradesmen, warriors, farmers, and priests all have their own hierarchies; tradesmen can become guild-masters, warriors can become knights, farmers castellans, and priests abbots. Any can be raised to the title of lord by the king; any king can be deposed. Of the four, farmers tend to see the most mobility out of their caste, as young ones are recruited for one of the others they demonstrate talent for—if they can afford it.
Lords raised for trade bear curved shields; for war, classic shields; for farming, edged shields; for faith, oval shields.
Although not intensely complicated, it is nevertheless worth going through what has been achieved by the people of Einir over the aeons, and dividing their society into the ages they count in their chronicles.
2000-840 BC
Various Gweir tribes—among them the Nòir, Arleir, and Farconas—began fortifying their settlements around this time, likely to deal both with invasions by powers from the eastern seas and with attacks from inland. It was arounnd this time that broad divisions began to be seen linguistically, forming the Southern, Central, Northern, and Insular branches of the Gweir language family.
840-35 BC
The city of Voeri was in fact traditionally founded in the year 1061 BC, but it would take another two hundred years before an attempted invasion by the would-be Emperor of Gykken would lead to a unification of the southern coast of Einir under the governance of the city's council. Voeri would then expand northward under the influence of their new power, eventually conquering almost the entirety of the peninsula all the way to the Nagh. They did not, however, do well after the destructive conflict in Yashdar, and in just over a hundred years after the war the empire collapsed completely, the old Voerian language now linked primarily to texts relating to law and history—and increasingly replaced in religion by the Phaeroian used in the new religion of Kathan spreading in the wake of the near-apocalypse.
35 BC-652 AB
The new rulers—now "kings" or cregaw, singular creg, from the Lamian cregna "governor"—were primarily interested in maintaining the status quo as they had seen it, with themselves at the top and everyone else dependent on them for citizenship. The difficulty lay in diplomacy with the more ennobled of their new subordinates, often more powerful than the cregaw themselves. To this end, although oaths of fealty were exchanged, states tended to strike a careful balance between the power of the kings, the lords, and the up-and-coming citizenry from one of the four castes. By this time the modern languages as we know them—Faravellan, Rhaeth, Petheu, Muill, Ax, and the rest—had more or less settled on their own paths.
652 AB-Present
The end of the Draconic Incursion in 652 AB began something of a golden age for technological and cultural advancement on Einir. Sciences such as alchemy and medicine were explored with a new vigour, architecture became more grandiose (as seen in the House of Song, the largest Kathanic chapel in the world, among others), and infrastructure became a matter of civic pride. The old caste system remained, that much is true, but lordships in many places became easier and easier to acquire, and the sale of land more common.
Below is a list of the more common surnames used, with their origins and any variations. Many are derived in some manner from personal names.
"Lion people" (Voerian)
Ani, Aran, Arani, Arne, Arnea, Arneo, Arni, Arte, Èrna
"Bright lion" (Muill)
Born, Borran, Brian, Brianna, Briar, Bryan, Bryar
"Strong, enduring" (Voerian)
Boro, Borw, Brw
"Together" (Voerian)
Brando
"Not a spy" (Rhaeth)
Callan, Calon, Calono, Gallan
"Loyal one" (Rhaeth)
Craeg, Crego, Creig, Gregor
"Iron" (Rhaeth)
Deir, Dersa, Dereth, Dyrth
"Of the wine-god" (Voerian)
Fanto, Fateno, Ffadein
"Peace" (Voerian)
Gadd, Garra, Gadio
"Maker" (Voerian)
Genevi, Genevio, Genyw, Gynef
"Hunter" (Rhaeth)
Ell, Ella, Iellar, Yellar
"Valley, dale" (Rhaeth)
Foll, Mull
"Warlike" (Voerian)
Padogan, Pawddoc, Pòcueno, Podòca
"Wonderful" (Voerian)
Cimbo, Hem, Sembo, Sima, Simo
"Bender, weaver" (Rhaeth)
Rai, Rhae, Rhian, Rhyn
"House-mender" (Rhaeth)
Rettari, Rheid, Rhydar
"Red" (Voerian)
Rhogg, Rocca, Roccheno
"Sailor" (Rhaeth)
Sid, Sida, Syd