Allies of Humanity

THE ETERNALS
The creators of mortal life on Aelamos. The Eternals of Mirokath each birthed a race in their own image and taught them how to harness the mystical forces of the plane, teaching them the foundations of the arcane arts. Over time, the mortal Races of Aelamos looked to the Eternals as Gods, and groups began to worship them as such. The Eternals spent their time nurturing their respective Races like a parent would, guiding them down a right and moral path. It was like this for a long time until the Amur began becoming argumentative and standoffish with the Eternals, deeming the mortals "impure" and "unworthy" as jealousy rose in their hearts, for they were the ones that truly taught the mortals how to live. This conflict caused the Eternals to spend less and less time with their children as they tried to maintain the balance of order on the plane. They retreated to their temples and eventually disappeared. After the War for Supremacy ended, spiritual leaders on Mirokath began spreading rumors that beings from another Plane were calling themselves Eternals and that they wished to help aid humanity in the new Age.


THE PRIMALS
The first Spirits that appeared at the beginning of recorded time and created the land of Aelamos. They shaped the mountains, carved out valleys and rivers, laid rolling expanses of plains, and then filled it all with fauna and flora. They are powerful and ancient, and they maintain their sacred duty of keeping the land prosperous and habitable for the mortal Races.
The Nature Spirits tend to be rather insular and stick to their chosen environment, asking mortals for aid when needed and helping guide the occasional lost woodlander back to civilization. They are the collective souls of all plant-life.

Animal Spirits are the most social of the Primals, willing to speak with humanity when the language barrier can be overcome.

Elemental Primals, not to be mistaken for Elementals, represent and tend to the elemental forces on the plane such as the weather and the flow from one season to the next. They often work as a form of energy, and seeing the physical manifestation of an elemental Primal is a rare occurrence. When they are encountered, a variety of strange and magical events may take place in their vicinity.

 

GANGHAE
The western fortress city of Ganghae is one of the four giant fortress cities on Mirokath. Having held for the entirety of the War for Supremacy and still remaining at its peak of power in the current war against the Amur and their minions, Ganghae is the primary source of support for the inhabitants of Mirokath. It is the capital city of the country of Brimholm, and the only fortress city to be entirely self-sustained.

 

KRAVIS
The eastern fortress city of Kravis was formerly a Dwarven stronghold known for its fine crafts and hot forges. Long conquered by the Amur, it now serves as a primary rallying point for the majority of the Amur’s forces. Many bold individuals have gone to this labyrinthine city to slay Dunric, yet only a few ever return. While the city itself is currently infested with vile Goblins, the settlements in the surrounding area boast strong defences to keep their way of life secure.

 

VENGA
The fortress city of Venga lies to the south of Lumeria in the country of Barclay and sits along the border of the Taneiri Isles. While the city itself remains largely unoccupied, its surrounding area is quite lively. In Venga’s shadow, humanity is attempting to stabilise and flourish while waging a strong resistance against humanity’s foes. Those who reside in the area state that Venga is unoccupied as a symbolic gesture, and that it will not be resided in until the threat of the Amur and the Dunric have been quelled.


SOCIETIES
The many organizations of Mirokath, bound together under the structure of the Ganghae Tribunal of Societies, provide aid to those whose goal it is to fight against the dark forces intent on claiming the plane of Aelamos for themselves. Citizens look to members of these societies with reverence and admiration because in order to join a society one must possess a certain aptitude for greatness, but those who are granted membership to one of these prestigious organizations are granted knowledge and skills that exceed that of the average adventurer.