THE AVENNORIAN MEN ("ARRIVED PEOPLE")

APPEARANCE - COAT OF ARMS - TERRITORY - PEOPLE - HOUSING - CLOTHING
DIET - WEAPONS - OCCUPATIONS - GOVERNMENT - PRODUCTION/TRADE
 
NATURAL RESOURCES -
FESTIVALS - TRIBAL LANGUAGE - NOMENCLATURE - HISTORY

In the 12th millenium b.S. people hailing from the Kanapan peninsula of Northern Sarvonia settled along the eastern banks of Southern Sarvonia. They were Glandorians and as such adventurers, explorers, whalers, pearl divers - and conquerers. Those who stayed permanently in the region and continued to explore Caelereth from there called themselves the "Arrived Ones" (Av'ennors) and would mingle in the coming millenia with people of the lands they occupied, mainly the Darian, the ancestors of the Shendar, and the Thairans, the people of the Shan'Thai area from the continent of Aeruillin. Wealth and fame should become the most important aspects in the lives of the Avennorians, and even the succession of the kings would be determined by wealth, not on family ties. In the course of time they more and more developed into a merchant folk, however, the scent of adventure always stayed with them. The lands the Avennorians still live in represents today's Manthrian province of Santharia, and has become a rich and healthy region of the kindgom.

An Avennorian Merchant

View picture in full size Image description. A rich Avennorian merchant showing off his wealth by wearing a gold chain, a combined pearl and shell necklace and a pearl earring. Picture drawn by Faugar.

Appearance. Avennorians have to be accounted to the smaller built tribes of the Southern Sarvonian continent, with a standard size of approximately one ped and two fores (between one ped and six or seven handspans), making them only a bit larger than the remarkably small Eyelian Tamers. Women are usually slightly smaller than men, as is the case with most tribes. Avennorians are often described as muscular and sinewy, as strong and rough, more homely in the looks, but as incredibly healthy and resistant against the elements. Their forefathers, the Glandorians, had exceptionally large ear slits reaching until the cheek and only fragmentary earlaps as a typical characteristic. While only a minority of today's Avennorians still look that way (quite alienating to others one has to admit!), earlaps are not very pronounced at these people. Those with the mentioned exceptionally large slits instead of regular ears primarily work as pearl divers as they can manage to close the ears when going under water, resisting the pressure of the depths more efficiently.

Thus the tribe might appear unalluring to the eye, though, especially the majority of the women aren't considered to be overly attractive compared to other tribes. But "these people are the unrelenting rock, burning with the desire of hazard and risk, jutting out with its vigorous presence of the endless waters of the sea, listening to the stormy winds, bringing the tales from afar" - at least that's the way Thyrram Knaast, a famous Ciosan writer, puts it when talking about his fellow-Avennorians. The disposition concerning their size, built and health at least the Avennorians surely owe to their exploring and conquering Glandorian ancestors. These were used to live most of their lives at the sea, but also were trained to fight resistance wherever they landed.

In regards of skin and hair colour the Glandorian features are still quite common, meaning basically white complexion and light to dark blond hair. Actually blond hair, a very light skin tone, slitty ears and even a small size are often seen as an unmistaken combination signifying nobility in Avennorian society, as the first settlers from the North featured these characteristics. People with such white complexion tend to have their skin burned easily, which is why you can see some ladies of the nobility avoiding the sun at all costs in order not to appear as commoners. Rumours abound as well that exclusive lotions and makeup tricks help to "increase" status temporarily, when a good impression is desperately needed - at least that's what the ladies deem important. So much about "keeping" the Glandorian roots. But skin colour without the accompanying clothes and jewelry is only half an Avennorian, one should know. Showing off one's property and luxury is part of these people's identity. Wearing rings, necklaces, bracelets, earings, laced clothes and shoes of exquisite leather are just as essential to be identified as an Avennorian merchant as being small, blond and white.

Andulf Istherin

View picture in full size Image description. An Avennorian fisherman with Thairan influences. Picture drawn by Quellion.

However, due to influences of other tribes, the majority of Avennorians in the course of the millenia has changed to a darker shade of skin (deriving from the Shan'Thai bloodline) and darker hair colours have increased somewhat in the meantime (primarily Darian influence), even though blond is still clearly prevalent. Raven hair however is practically non-existent and if it is encountered though, then only in the lowest social classes - which is interesting as this colour is not unusual at the Darian with whom the Avennorians mingled as well. Eye colours among the Avennorians are commonly blue, green or grey or varieties in between.

As for the origin of today's Avennorian looks, here a short summary:
The Avennorians are the result of the intermingling of human tribes from very different parts of the world of Caelereth. They have a strong Glandorian root, as they initially came from Northern Sarvonia, added to that are a good deal of Darian influences, who are the forefathers of what we now call the Shendar and which were subjugated by the Glandorians. Finally we have the Thairans as another factor, the former Shan'Thai "natives" from the continent of Aeruillin. These people first served under the rule of their masters but eventually the mixing of blood between the Glandorians (already having partly Darian characteristics) with this new tribe from the south led to the current appearance of the people we know as the Avennorians.
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Coat of Arms/Sign. The Avennorian coat of arms consists of six shells, ordered in twos in three offset vertical columns on a shield with deep blue background. The six shells stand for the former large regions of the Kingdom, and show - as does the blue background - the strong ties these people have to the sea, which they deem as their life-giver.
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Territory. The territory of the ancient Avennorian kingdom consisted of mostly flat, fertile land interspersed with a few mountain ranges in the northeastern parts (the Mithral Mountains and the Caetytharin Mountains) and the Griffon's Marl in the south plus a couple of larger forests. In the first millenia of their arrival the Avennorians conquered the lands which once belonged to the Darians, driving many of them to the south. They fought fierce wars with the Tethinrhim elves and the Maeverhim in the Auturian Woods and the Sharadon Forest for lumber once the natural resources started to dwindle. The Avennorians also consider the sea their territory and lay claim to whatever they find in it, whether it is alive, dead or sunken.

Their first settlement was called Ciosa. Around the time of the 5th century b.S. the natural boundaries of the former kingdom from east to west are as follows: The Adanian Sea and the Yanthian Gulf in the east, the lands including the complete Narfost Plain in the south, the Aetryam Sea in the west, up until the banks of the Gulf of Maraya and in the north the Avennorians claimed around a quarter of the Auturian Woods and half of the Mithral Mountains range, the natural border was along the line of the Mashdai, continued at the Nekoma River.

Today the Avennorians mostly inhabit the Santharian province of Manthria, which stretches over the whole
Auturian Woods and also includes the comple Mithral Mountains range. To the south the province however only reaches as far as Griffin's Marl.
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The Avennorian Coat of Arms

View picture in full size The Avennorian Coat of Arms drawn by Koldar.

People. There's a proverb in Santharia that says "An Avennorian isn't an Avennorian" and another one goes "Make sure to speak right to an Avennorian". This basically means that you can't put all Avennorians in the same drawer and you need to be cautious not to hurt feelings with lightly spoken words about a certain aspect of Avennorian heritage. Too many different cultures have mixed here and one cannot easily filter out what defines the typical representative of this tribe. The tribe that conquered the territory from the Darians, the Glandorians, were once described as adventurous, audacious, brave, dominating, yes even bloodthirsty, and not to forget greedy - these people today still represent to a great degree the major part of Avennorians nobility. The Darians on the other hand, those that the Glandorians subdued, were very different: calm, honest, friendly, cheery and peaceful - more farmers than courageous warriors, and in the eyes of the Glandorians they seemed weak and primitive. They formed the lower classes in Avennorian society. Shan'Thai slaves were added to the mix eventually, however, the Thairans didn't accept their fate as easily as the Darians and proved their tremendous worth to their masters. They turned out to be masters in trade, business and industry, all respected Glandorian virtues, so that they soon changed status and even were allowed to marry into "pureblooded" Glandorian families. Eventually the strict class differences between all the cultures became obsolete, and even though there are still a good deal of "Purebloods", it is just a minority. Nevertheless one needs to be careful when talking to an Avennorian, as one can never be sure to which line he or she belongs and if there are hidden resentments against another tribe are lingering. So unless one understands the background of a person and knows how to approach him or her, talking about ancestry with an Avennorian should be avoided at any cost.

As has been already mentioned, it is very difficult to characterize the typical Avennorian, so be aware that any member of the tribe you might encounter can have more Darian or Thairan than Glandorian blood, and therefore seems not to match the following Glandorian-based description at all. However, most Avennorians are said to actually have Glandorian roots in the one way ot the other, and these we want to sketch here: Typical for those people is a
wandering spirit. They are always looking for adventure, especially if it involves searching for gold, treasure or anything to make them wealthy or increase their fame among their own people. Earning respect is key in this society - this is also what the subjugated Darians learned and later on the Thairan slaves. It shouldn't be concealed here that most Avennorians are a quite greedy people and they don’t much care how they get their wealth, even more they know how to make their intentions not that obvious. In the course of the millenia they've changed to more peaceful means to acquire their goals, though. They are cunning and sly, and often can play a role for a certain purpose so well that even their closest friends believe what they are supposed to believe. While some call them visionary and inventive in their constant striving to find new ways to enrich themselves, others see them as power hungry and dangerous for the sake of a healthy society. Competition to see who is the wealthiest has incurred many a duel and double-crossing each other, including their own kin and even closest family members. Indeed, bribery and corruption are the often very visible downsides of the Avennorian lust for fame, and the fact that the Santharian underground is thriving in the Avennorian dominated province of Manthria, also seems not to be coincidental.

Many
Avennorians are also said to have special physical abilities. This also determines their way of life to a certain extent as it makes them superior to others when it comes to work at sea. For example they have an extraordinary lung capacity, allowing them to stay under water for several minutes with ease, which makes them just perfect for pearl diving. They can also dive at depths that would cause instant death to a normal human. Finally it is confirmed that they can slow down their heartbeats to a point where others might think these people are already dead. There are many stories about people who have managed to escape certain death by pretending to have been lethally hurt in battle - if the story speaks about an Avennorian, you can buy it!
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Housing. The Avennorians have many different styles of housing due to their mixed ancestries and the influence of fashion imported from other tribes or areas which have formed the face of many a town. As locally found building material has been used mainly, the appearance of houses and towns varies with the area in which they are located as with the money the future owner had available.

So all can be found from the primitive hut made out wood to the finest manor house out of white Varcopasian granite a rich merchant has built for his wife. Generally the housing can be divided into three main categories:

There are also a bunch of characteristics for buildings of Avennorian origin: For example there are many individual or local customs, which are worth mentioning like the whalebone huts on the east coast or the shell-ornamentation of the houses or the wooden carvings of farmhouses like in Shneerin. Once the Avennorian tribe grew with importance, influence and wealth, it became also fashion, to have a house with a Hulkroof, as they were called by then. It was seen as an Avennorian tradition, and now new buildings got new roofs, built in this way. This was of course more expensive than a roof with straight timbers, but the prestige gained was worth the prize. Prized are also many original Avennorian houses especially because of their decoration with the shells of oysters, the highly prized pearlfather of the trysters and all the embellishing substances and material made out of crushed or less perfect shells.

Of course Avennoria knows as any other regions, be it in the country or the towns, the poor huts which don‘t follow any tradition, but are built obeying the need to use what is available and cheap to realise.
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View complete Ancient Kingdoms Map View entry on Erpheronia View entry on Stratania View entry on Avennoria View entry on Serpheloria View entry on Eyelia View entry on Kyrania View entry on Centorauria View entry on Caltharia

Map of the ancient kingdoms of Santharia (482 b.S.). Click on any kingdom to read more details at other kingdom entries. Picture drawn by Artimidor.

Clothing. Men of the Avennorian tribe wear watertight boots, double layer pants and a tight fitting double-layered cloak when out on a whale hunt, all made of whale skin. The pearl divers wear nothing when diving, but put on a light whale skin cloak when out of the water. Pearl divers can be men or women. In town the men and women wear soft whale skinned boots. The men wear single layered pants while the women wear dresses made of tanned whale skin; the more elaborate dresses are sewn with crushed oyster shells. Return to the top

Diet. The Avennorian Diet is composed primarily of seafood, particularly yellowtail and oyster for the common folk and malkut king fish for the more wealthy, although most of those who can afford a king fish can also afford to import meats from the neighbouring province of Sanguia, among other imported goods, which are usually considered more high class in Avennorian society. It should be mentioned, however, that there is some small scale farming within Manthria, the biggest being the Twynor Farmsteadings. A staple of all Avennorian diets is flysh seaweed, which is used as a base for many Avennorian dishes or is baked into a bread. Another traditional import among the Avennorian people are the products of Eyelian agriculture, as they serve as a refreshing change to the monotony of seafood that is so common in Avennorian culture. Return to the top

Weapons. The Avennorians are known for the use of three main weapons. The absolute key weapon is the cutlass, a short, curved, heavy bladed sword, long curved fighting knives which are the precursur to the cutlass and the harpoon for whaling activities.

The cutlass in particular is an important weapon for the Avennorians. It was first developed by the Glandorians, the ancestors of the tribe entering Southern Sarvonian lands from the North. Passing through generation after generation the cutlass has remained basically the same as it was when first created, a thick, strong blade which is relatively easy to handle, even with little experience.

Even amongst those who never go to sea the cutlass is an important weapon and used as a symbol of rank and pride. The most important cutlass an Avennorian can receive is when his first command is attained. At this time the new ship owners are given a very special cutlass decorated with symbols honouring the Goddess of the Sea, Baveras. This cutlass is the most ornate, including a silver guard and whalebone handle.

Cutlasses are used to show rank throughout the Avennorian society. The guards of the weapons are made of different materials depending on rank and also have special designs engraved on them. One thing to note however is that in addition to rank symbols on the cutlass many people put their own personal designs on the weapon parts as well. This allows a weapon to be easily recognized and makes them very unique.
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Occupations. Traditionally, Avennorians are primarily fishermen, pearl divers, whalers, and merchants, though of course all of the miscellaneous jobs for each town are, and have always been, available (blacksmiths, jewellers, etc.)

Government. Prior to joining the United Kingdom of Santharia, Avennoria was ruled by an aristocracy where the person with the most wealth usually became king. Because this requires the king to remain the wealthiest over the course of their rule, it was not impossible for the king to get overthrown purely on the basis of temporary shortages in his/her flow of income. However, it was also not a frequent event, so most of the time, the king could simply pass his/her wealth onto the next generation in his line without trouble, sometimes for four or five generations in a row.

Due to this form of government not requiring any leadership skills to become king, kings were, more often than not, much better businessmen then they were governors. This usually led to lots of back door dealings, including, but most definitely not limited to, buying government jobs, using parts of - and in some cases the entire - kingdom as collateral, passing laws for the highest bidder, and, in one circumstance, renting out the position of king for a "small" fee to those who were willing to keep their mouths shut on matters that were never disclosed, even to this day.
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Avennorian Fishermen

View picture in full size Image description: Avennorian fishermen. Pic drawn by Quellion.

Production/Trade. The Avennorians trade whale bones, used for petticoats under dresses, seafood, whale oil for lamps and a white substance from the head of the whale used for female cosmetics and clear smoke candles. This substance, called Spermaceti, is the most valuable part of the whale and highly coveted. Avennorians also trade ivory from tusks on some whales and art and crafts made by them with ivory, driftwood and seashells. Some of the crafts are knives and swords carved with ornate ivory handles and jewelry. Return to the top

Natural Resources. The Avennorians have hardly any natural resources except from what they get from the sea. There is some lumber from neighbouring forests, though. Most of what they have is either from the sea or trade.
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Holidays, Festivals and Observances. They ancient Avennorians have only one festival and that was the rite to appease the Goddess of the Sea, Baveras. The rite involved prayers and the sacrifice of a child; either sex was acceptable and was chosen by lots. The child was tied to a heavy rock and thrown over board into the deep water. The child had to be between the ages of six and twelve. According to the myth, if the child somehow released itself from the rope and survived, it would be bad hunting that year. If the child died then it was assumed that the Goddess had approved of the sacrifice and there would be good hunting that year. The festival occurred in the spring of the year. When Avennoria became part of the Santharian Kingdom, the sacrifice ritual was still held, but was finally abolished in the late third century a.S.
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Tribal Language. The tribal language of the Avennorians is a form of Tharian that the Glandorians picked up from Tharian speaking people of Southern Sarvonia and which was practiced as well over the millenia by the Avennorians in order to communicate and thus survive with the tribes living in this region. Finally the Tharian tongue, enriched with Glandorian terms and altered somewhat through various tribal influences, officially completely replaced the language of their ancestors, the Glandorians. Only a few words still remain typically Glandorian these days in Avennorian Tharian, among them the names of villages, important buildings and nomenclature in general.

The Tharian dialect you can hear today in former Avennorian territories is usually referred to as "Aventharian", while some jokingly might also call it - pun intended - "Adventharian", as it is best described as "adventurous". This is because the Tharian spoken in this region has so many cross-cultural influences from various sides, be they Glandorian, Darian, Sophronian, Erpheronian or even from Aeruillin. Thus Avennorians speak quite differently compared to each other, even from village to village and house to house one can hear varying dialects, always reminding listeners of the vast diversity of people being part of this adventuresome merchant folk.

The majority of people living in this region have either Glandorian or Darian roots, so the main distinction needs to be made here. Though most Avennorians are sensitive about their heritage, it is still possible to distinguish the Glandorian explorers’ legacy from the subsumed local Darian ancestry, strictly with a careful ear. Apart from the more obvious clues of class, wealth, and occupation, there are linguistic tendencies that run in the two backgrounds which make it simple to demarcate with a few general rules.

Add to this main distinction Sophronian and partly Erpheronian (northern region) or Shan'Thai influences (southern region) in culture and language, and you get quite a mix. Note that the Shan'Thai influences can primarily be found at those with Darian roots, as the former slaves from the south mingled better with the former "natives" than the dominating tribe, even though not exclusively. With the Sophronian influences it is different, as the Avennorians were very determined on mingling with this tribe in order to secure the northern borders peacefully. As a result of that, the people of today's northern Manthrian region have picked up Sophronian dialect to a certain degree, and later on Aerpheriane dialect. In general you can summarize that mixtures of Glandorian with Sophronian dialect and Darian with Shan'Thai dialect are quite common, other variations are much more rare.

Let's briefly sketch the characteristics you find in Aventharian by elaborating them tribe by tribe:

Of course there are many variants and combinations between the strongly formal expression of the first Glandorian example, and the quite different, more simple, but yet graphic and close to nature peasant speech deriving from the Darians or the quite extreme Averish dialect, as mentioned with southern and northern influences mixed in. Most Avennorians will use a style of speech somewhere between the extremes, giving it their own touch. It is safe to say though that if you don't know exactly in which Santharian province you've landed to take the diversity of dialects spoken in a close vicinity as an indicator that you've found what was former Avennorian soil... Return to the top

Nomenclature. Avennorian nomenclature is based strongly on the Glandorian roots, as newborns - also at mixed tribe relationships - were named predominatly after the stronger tribe, and thus the "invaders" from the north. Which is interesting, as the mainly spoken language in common life (what we now refer to as "Tharian") eventually managed to replace the Glandorian tongue completely. Nowadays the precise meanings of the Glandorian-based first and second names are pretty much lost, besides they don't reflect proper Glandorian anymore. The meanings of some fragments can still be recognized though and interpreted, but they don't reflect the initial intention anymore to identify persons.

Many letter combinations and syllables are very characteristic for Avennorians, for example the letter "j" is quite prevalent, existing also in otherwise rarely seen combinations like "kj", "sj" or "fj". There are actually quite a bunch of unusual consonant combinations at the beginning of first names, like "Sr", "Sk", "Sn", "Kl" or "Hr". "Ei" and "ie" found within words are also typically Avennorian, as are many "u" and "o" vocals, furthermore double letters are frequently encountered. Avennorian names never begin with letters like Q, X, Y or Z, actually these letters don't even exist in Avennorian nomenclature at all. Some Avennorian names sound not only weird to other Santharians, but have a certain comical quality as well, like Jepprettsund, Hreirek, Rigramdrim or Riggerfriss, and are often used by Black Butterfly comedians to represent funny characters.

Male Names. Typically a Glandorian beginning and an ending word component define a first name. A third syllable might be added in between, often featuring "ei" or "ie" or double consonants - in case the name consists only of two syllables the beginning and the ending syllable might form double letters where they meet.

Male Names Details (ordered alphabetically)
Beginnings Anir-, Arn-, Fjor-, Ekj-, Frid-, Gar-, Geir-, Hann-, Herr-, Hr-, Jepp-, Johl-, Jov-, Kj-, Kl-, Knoth-, Leif-, Nik-, Nil-, Ok-, Rig-, Sn-, Ten-, Ter-, Thor-, Vild-
Endings -colm, -drim, -dulf, -dur, -erth, -hild, -geir, -gnarr, -kje, -loff, -nand, -neth, -nils, -nut, -olv, -rek, -rett, -rans, -ring,-sund, -vard, -verg, -vild
Celebrity Examples Aimen, Andulf, Anirdrim, Daigeir, Ekjeidur, Fjornils, Fjorursen, Frideirek, Friss, Geir, Garneth, Gerrhild, Halokar, Hannvard, Havrek, Herrtirig, Hreivild, Jepprek, Jovkar, Kjaimen, Kjolvjin, Klothring, Leifneth, Liemring, Nikloff, Okgnarr, Ringoidin, Riggerfriss, Sneignarr, Sniefrith, Thorhald, Thorrans, Thorverg, Ulf, Verg, Vildneth

Female Names. Avennorian female names also often have the -a ending as is common at most southern Sarvonian tribes, but in the mix of endings there are also a bunch that people could take for male endings like -the, -len, -ulas or -veig. In many cases Avennorian female names sound more earthen, determined and strong, and in fact when it comes to business, the Avennorian females are also known for keeping a cool head, while not forgetting about their charms...

Female Names Details (ordered alphabetically)
Beginnings Arn-, Fj-, Hei-, Hek-, Hja-, Hr-, Ith-, Jam-, Jamm-, Jass-, Jar-, Jarn-, Kj-, Kl-, Me-, Nic-, Rig-, Sj-, Skja-, Ud-, Udd-, Urs-
Endings -anra, -anre, -atha, -ghrin, -len, -lone, -rda, -rig, -rike, -sja, -sje, -tha, -the, -ulas, -usta, -veig, vina, -vinna
Celebrity Examples Arnanra, Arnud, Fjanre, Fjeithe, Fjusta, Heirig, Heivinna, Heklun, Hekthe, Hjaghrin, Hjaulas, Hjausta, Hratha, Hrsja, Hursta, Jamatha, Jammrike, Jassrun, Kaulas, Kjatha, Kjeithe, Kjesje, Kjulas, Meghrin, Nicvina, Rigtha, Rike, Salghrin, Saltha, Seganthe, Sjveig, Skjaanre, Snigghrin, Uddeisja, Uddlun, Udulas, Usta, Urslen, Vina, Vinna

Secondary Names/Titles. Unlike at other Santharian tribes (as is the case e.g. at the Erpheronians), Avennorian secondary names do not represent titles that are awareded to people at their lifetime. Avennorians have family names, that go all the way back to their Glandorian roots and have remained ever since (sometimes with slight adjustments), but the original meaning is long lost. An apprentice to a smith in Marcogg can bear the very same second name as a famous amantry merchant in Lorehaven - the amount of coins counted in former Avennoria, not the name. It is known though through in depth researching of the ancient Glandorian tongue that some names with endings like "sk(j)an" or "sk(j)un" originally stood for "daughter" or "son" ("awarded" most likely to children of famous people), or that "skamm" and "skomm" meant a female or male relative. Nevertheless males nowadays can bear the name "Sjorgarskamm" and females "Snorskjun", there is no such reference present anymore in Avennorian understanding. The way Glandorian nomenclature worked on the other hand makes it evident that first names ended up as parts of second names as well - e.g. in "Geirskjan", meaning "Daughter of Geir", and sometimes additions were removed as well again later, so that a first name ended up as a second name eventually. It is quite difficult therefore at times to discern first and second names easily.

In ancient Avennorian society a custom was introduced however to "weigh a name" as people used to say, which means to let officials determine one's income per year cycle. After a successful procedure (called the "Freiring") a sign of status was added in front of the full name, signifying a confirmed income of that person. Naturally this official confirmation of one's wealth is quite a prestigious undertaking, and it also weighs heavily on the purse of the family that wants to have the officials perform such a check. Also, once a title has been confirmed, further Freirings will follow biannually, with additional costs of course, lest the title be lost. Titles are not gender specific and are valid for the whole family, comprising parents and directly related progeny (sons and daughter).

The Avennorian
name system therefore consists of three parts:

Name Part Explanation
Title Can be acquired via voluntary Freiring, an official confirmation of one's wealth. Possible titles are:
 
Eir a first distinction to seperate the regular citizen from the richer ones, loosely translated meaning "working"
Skeir distinctively "working"
Fjor wealthy
Fjorek wealthier
Veior exceptionally wealthy
Veirek more than exceptionally wealthy
Jorn extremly wealthy
Skeijorn more than extremely wealthy
Birthname This is the first and main name of a person, given at birth, according to male or female name rules (example: "Seganthe" in case of a female or "Ekjeidur" in case of a male)
Family Name Family names are traded from generation to generation and do not change during lifetime. In case of marriages usually the name with the more remarkable ancestry line is used for both partners of the newly wed couple. The original meanings of the family names have been lost over time however, so that one cannot derive any rank or position from the name alone.

Family name examples: Ciosaskjun (a prominent family name, going back to a son of the Avennorian founder Ciosa himself), Fjorwek, Jorek, Joran, Kjormarring, Ranskan, Skangarris, Snivild, Swannenor.
Examples Janndrim Svanskan
Kaulas Kjarskamm
Fjorek Rightra Sjenjurril
Veior Srigghrin Jorek
Jorn Tennils
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THE ERA OF SUNDERING
(YEARS 11.900 B.S. - 10.000 B.S.)
ca. 11350 b.S. The Glandorian Expeditions south
Glandor of the Glandorians, the naval commander and new leader of the Glandorians and founder of the Port of Marglith (North Sarvonia) authorizes two ships to explore the lands and seas south of them. One ship is called the "Fijor Skull", and is captained by Drekem Leignolf. The other ship is named "Svarring Joling", captained by a man called Troi Ciosa.

They launch one late spring around the year 11350 b.S. Their voyages are supposed to last no more than a year. After prayers and sacrificing two children to appease their Goddess of the Sea they set sail. The "Fijor Skull" returns approximately five months later. They have found some land south of them, but no gold or anything else of value. The "Svarring Joling" never returns and is considered lost at sea by the Glandorians.
  

ca. 11340 b.S. The Founding of Ciosa
The Glandorian Captain Troi Ciosa
Cpt. Troi Ciosa
After they have set sail from Glandor the ship "Svarring Joling" has a good journey for a while then a huge storm comes and blows them off course and way out to sea. Finally after years of sailing the crew sees land and heads for it. The ship runs aground on a hidden reef near a peninsula, which would later be known as "Gebl's Nose Cape".

Scuttling the damaged and sinking ship for supplies the group of explorers, men, women and children born at sea found and build a small settlement for themselves. They name it "Ciosa", after their captain and leader of their expedition. The top of the masts of the "Svarring" Joling can still be seen at low tide.
  

ca. 11320 b.S. Troi Ciosa's Final Rest in the Deep Julin Barrows
Ciosa's dies approximately 20 cycles after the arrival at the suposedly newly discovered island in a late summer at age 73. He is interred at the foot of the so-called Mount Evermourn, part of the Caeytharin range. He rests in a proud, but scarcely ornamented stone mausoleum, far away actually from the town which bears his name. However, his resting place in this practically deserted area also stands for Ciosa's strong will and determination to master the odds and venture forth into inhospitable no-man's-land, which led the former Glandorians to a new home and undescribable wealth. At Ciosa's side a series of barrows is erected in the course of time, harbouring the remains of his successors and the most wealthy or famous Avennorians, who earned great merits for their people.
Thorgeir's Naming of the Tribe
Ciosa's son Thorgeir is given leadership of the people. He names them the "Av'ennors" in the Glandorian tongue, which means the "Arrived Ones".
  

ca. 10350 b.S. The Mashdai Expedition and the Founding of Nisheton (Marcogg)
Explorers under the leadership of Liemolf Marcogg reach Vildegg Bend on the Mashdai River. They set up a settlement at the base of the falls which they call Nisheton-on-Vildegg-Bend, which would later become Marcogg.
Lumber Wars between the Avennorians and the Tethinrhim Elves
Right after establishing a settlement on the banks of the Mashdai River, Liemolf Marcogg and others start a battle with the elven tribe of the Tethinrhim over lumber and the Auturian Woods. He is badly overmatched by the elves and loses many men.
  

ca. 10330 b.S. Peace treaty between Avennorians and Serphelorians
Under the leadership of Thorgeir of the Avennorians and Etain of the Serphelorians these two kingdoms sign an important trade treaty. This treaty includes a clause stipulating that the Avennorians will help the Serphelorians in the finishing of their capital, and that the two tribes will found "Chrondra". The name of this town derives from the Serphelorian word for "agreement" and is similar to the Glandorian word "chronida", meaning to cement or join together.

It is likely that the Avennorians, who gave few concessions where the Darian were concerned, saw this treaty as a way to gain some control over the fierce warrior tribe of the Sophronians. The Avennorians, while imperialistic, were never very good at war, so they may have seen a trade agreement as a more favourable battlefield through which to attempt to control the Sophronians, at the very least ensuring that they (the Sophronians) would not attack them (the Avennorians), and in the best case, providing a means through which to control the heavily militarised Sophronians to their own ends.
  

ca. 10150 b.S. Sophronia finished
Sophronia is expanded past its fortifications and becomes a large, vibrant city with the help of the Avennorians. At around this time those Sophronians who have settled in Sophronia, or one of the southern villages or towns, begin to call themselves "Serphelorians", meaning "from the city", to distinguish themselves from their peers who remain nomadic.

THE ERA OF SORCERY
(YEARS 10.000 B.S. - 9.500 B.S.)
ca. 10000 b.S.
to 9800 b.S.
Further Avennorian Expansion and the Discovery of Aeruillin
The Avennorians, with their main base still in Ciosa, explore, settle and found two more settlements; Klinsor, near the southern border of the Tolonian Heath, and Chrondra northwest of Marcogg near the Mithril Mountains, becoming a river settlement off of one of the tributaries of the Mashdai River.

The Avennorians also discover a new continent (Aeruillin) with one of their exploration ships they send far to the south. Dark skinned people from these lands are captured and are sold to the wealthy as slaves.
ca. 10000 b.S. Nisheton Prospers
Nisheton becomes a larger community and begins to attract fishers and farmers as settlers. Various travelers see opportunities in the town and remain to begin businesses.
Chrondra constructed
As part of the deal with which they made the peace treaty in 10330 b.S., the Avennorians offer to build a town on the borders of their and the Serphelorians’ lands to symbolise their lasting commitment to each other (the Avennorians being much better at building much more spectacular and long-lasting towns than the previously nomadic Serphelorians).

This would be a town where both tribes could live peacefully together with the benefits of the Avennorians not having to worry about the Serphelorians militarily speaking, and the Serphelorians getting to live with the benefits of Avennorian comforts (we all know how Avennorians like their luxury!).

The offer is accepted to seal the peace deal. It is 330 years after the work was started due to Avennorians helping with Sophronia first. As the site chosen by both parties as the most suitable is on the border between the two kingdoms, but just inside what is traditionally Sophronian lands, so it is known as a part of the Serphelorian kingdom although both tribes have equal membership in the ruling council there, at least initially.

Many inhabitiants of Chrondra begin to think of themselves as Serphelorian, regardless of their original tribe, although some cling to their original Avennorian heritage and pass this identity down to their children.
ca. 10000 b.S.
to 9500 b.S.
Serphelorian Settlements on the Elverground
Settlements on the Elverground, and north of Sophronia and Chrondra
  

ca. 9800 b.S. Chrondra ruled by Avennorians
Over the first two hundred years the city council gradually becomes dominated by Avennorian representatives. This is due to the perceived superiority of the Avennorians in politics (perceived by both parties - it is agreed that Avennorians are better at the not overly exciting politics stuff, and Serphelorians are better at the figthing and protecting the weak).

As such, Serphelorian representatives with the necessary skills - or who are willing to relinquish their more important (to them) roles in the army etc. - are difficult to find. As members retire from the council, the new members are recruited from Chrondra's elite, who are mostly Avennorian anyway. They sort of try to get Serphelorians on the council, but the people with the skills are nearly all originally Avennorian because they have that kind of mind. (Serphelorians are not - that’s why they had to keep moving from place to place in the history already written - because they are not very good at coming up with solutions to disputes, and would rather fight or just leave.)

So within a fairly short time (ca. 200 years) all the members of the council would be Avennorians who take their cues from the Avennorian King in Ciosa.

THE ERA OF CATACLYSM
(YEARS 9.500 B.S. - 8.500 B.S.)
ca. 9500 b.S.
to 9000 b.S.
Destruction of the Serphelorian city of Sophronia ahd Hawke's Perch
During the War of the Chosen and the Years of Cleaning Sophronia and the village of Hawke's Perch are destroyed. Refugees flee to Chrondra which, while not unscathed, is mostly passed over. At this time contact is lost between Chrondra and Ciosa. The ruling council of Chrondra are all killed in the violence except one person, an ex-Avennorian man. Councillor of Chrondra becomes an hereditary position from this man. Due to Avennorian influences and Serphelorian history after Talos and Eldon, men are preferred as inheritors.

All other southern settlements wiped out.
  

9200 b.S. Nisheton destroyed
During the long years of the War of the Chosen the once proud Avennorian town of Nisheton (the later Marcogg) is pillaged, burnt, sacked repeatedly, slowly destroyed and finally abandoned and the area becomes unsettled.
  

ca. 9023 b.S.
to 9000 b.S.
Years of Cleansing
With the death of the archmages at the Battle of Winds, this makes it much easier for the combined races to throw off their shackles of servitude and cleanse the land of the remaining acolytes of human magic, and the last armies of the archmages. These years are marked by the use of elven Xeuá magic, to heal the wounds the archmages created.
  

8900 b.S. First new Serphelorian Settlements are Built
People from Chrondra go out to found new settlements on the Elverground, at the north side of the Gulf of Maraya or further north near the Rimmerins Ring. Most of the founders of these settlements are full- or half-blooded Avennorians, meaning most of the ruling class are originally Avennorian. Many remember their heritage, but nearly all consider themselves Serphelorian anyway.
  

ca. 8800 b.S. Avennorian Settlers come upon the West Coast
After the War of the Chosen the Avennorian colonists on the east coast of the lands slowly start to regain their strength and finally explore the lands west of the Tolonian Heath. The local Darians are either subjugated or pushed back south. Revin, leader of the expedition, starts the construction of the first Avennorian port town upon the shores of the Gulf of Maraya, not too far west of the Fields of Aurium.
  

ca. 8600 b.S.
to 6000 b.S.
War between the Serphelorians and Eyelia
Serphelorian settlers make it as far west as the Thaehelvil River and encounter Eyelians. Both groups are trying to spread; Eyelians lay claim to the Rimmerins Ring (due to the gryph aeries there); Serphelorians claim it as their roaming-lands as they travelled through it. Both groups try to work it out, but the difference in their culture lead to a clash. Eyelians think Serphelorians rude because they are loud and brash; Serphelorians think Eyelians rude because their quiet (seen as cold) and slow behaviour(seen as obstructive), so eventually this leads to war.

The Rimmerins Ring and the western Elverground are constantly fought over. Many different solutions are tried by various different leaders of each tribe, with varying degrees of success. There are occasional cease-fires, occasionally more terrible battles, but generally constant skirmishing as both sides try to hold their lines.

This continues until around 6000 b.S. when there is a peace treaty; broken by one of the first queens in 3000 b.S. Skirmishes would then continues until the Serphelorian kindom falls in 400ish b.S. Now a.S. there is still a rivalry between their armies, though much more friendly now, esecially. since they are charged with protecting Eyelians (the tribal principle of "katmoh").

THE AGE OF MYTHS
(YEARS 3.400 B.S. - 1.655 B.S.)
3400 b.S.
to 1655 b.S.
The Rebuilding of the Avennorian Civilization
No records have been found during this time. It is speculated that the remnants of the Avennorians, though devastated by disease, famine, and other calamities of the war and even with the help of Xeuá magic took this time to rebuild their civilization.

THE AGE OF AWAKENING
(YEARS 1.655 B.S. - 822 B.S.)
1655 b.S. The Rebuilding of Marcogg
Under the leadership of Barek Swanhild the Avennorians begin to rebuild Marcogg over the ruins of the old capitol Marcogg.
Reconstruction
The Avennorians under the leadership of Barek Swanhild return to the area and rebuild the town. It is decided for reasons of morale and historical precedent to also rename the town in honour of its original founder, Leimolf Marcogg.
  

1653 b.S. The Great Shipbuilding
Barek Swanhild is crowned Avennorian King. He initiates the largest shipbuilding project the Avennorians ever had. His desire is to explore the seas and hopefully to find lands with gold and treasure and his own ancestors' homeland from where they were captured and sold as slaves to the then old Avennorian Kingdom.
  

1652 b.S. The Discovery of Darknar (Doranthakar)
The first Avennorian exploring ship sets sail; she is named the "Sorli". The ship has a compliment of twenty crew members besides the captain who is called Okar Snivild. They set sail in early spring and return six months later with news of an island southwest of them in the Adanian Sea. An expedition is planned to explore the interior.
  

1651 b.S. Barek's Disappearance
The "Sorli", with the same captain sets sail for the island the Avennorians call "Darknar", for Barek is convinced that they have found the lands of his ancestors. The ship however never returns. This island we now know as "Doranthakar".
  

1649 b.S.
to 1648 b.S.
Mir'Dark, the "Endless Night"
What the Erpheronians call the "Vardýnnian Atonement" the Avennorians call "Mir'Dark", which in the Glandorian tongue means "Endless Night". Many Avennorians die that year including Barek Swanhild.
  

1645 b.S. Rekj starts further Exploration
The youngest son of Barek Swanhild, Rekj is crowned king. He restarts the shipbuilding and the exploring of the seas that his father has started several years before the year of the Mir'Dark killed his father.
Rekj Swanhild is crowned Avennorian King in Ciosa
After his cornoation Rekj sends emissaries to Chrondra - contact and some trade is re-established with the Serphelorians living there.
  

1642 b.S. Rediscovery of Aeruillin
A new Avennorian ship is developed in Ciosa, which is called the "Barek", named after Rekj's father. It is larger, sturdier and carries a compliment of thirty crew members as well as the captain and nine officers. It has two masts instead of one. She is christened "Starmir" and is captained by the daughter of Okar Snivild, Thea Snivild. She sets sail in late summer and returns in early summer of the next year.

The crew brings back stories of a land that is almost all deserts (Aeruillin) and Okar also brings back people who she believes may be the people of the King. She tells the King she had to buy them from a place called Shan’Thai. Rekj's anger is kindled, thinking that his people are still being sold as slaves. After he releases the slaves he begins to prepare plans to attack Shan’Thai and free his people. This begins the Seven Hundred Year War.
  

1640 b.S.
to 806 b.S.
The Seven Hundred Year War
Rekj Swanhild starts and his successors continue the war to free his people from slavery. He and his successors send armadas of ships to attack Shan’Thai and its people to overthrow them and free the slaves. Their losses are uncountable. The Shan’Thai people and its city are just too strong and the time it takes to rebuild ships, train armies, make weapons takes its toll on the wealth, population and commerce of the Avennorians.

THE AGE OF THE BLOOD
(YEARS 822 B.S. - 50 B.S.)
808 b.S. Construction of Keep Mistrash begins
Keep Mistrash
Construction of the Keep begins in 808 b.S., towards the end of the Seven Hundred Years' War. It is located at the western slopes of the Mithral Mountains. The Keep and others like it are built as precursors to planned settlements in the wider Avennorian area: prior to this time very few places outside of the larger cities have been settled. Eyfi Swanhild, then King of the Avennorian people, has planned these fortifications around his kingdom in which to seat lords who will protect smaller areas of his kingdom, so that expansions in the form of new small towns and villages can safely be achieved. This is, of course, somewhat similar to the system of Dukes and Gravens which exists in Santharia today.
808 b.S.
to 749 b.S.
Keep Mistrash is being built
The Kesiri family who are to be the lords of the Keep hold the site only long enough to build its foundations, cut out of the rock with the labour of their Shan'Thai slaves. The Avennorian Civil War which begins two years later in 806 b.S., in part over the issue of slavery, recalls the Kesiris to Marcogg where it is thought they are killed in the fighting. Construction resumes under Anir Snivild in 802 b.S., when carving the structure entirely out of the rock as has been originally suggested is abandoned in favour of the more expedient use of stone blocks to build upon what is already extant; now the foundations of the Keep. Anir plans to use the Keep as a holding point for captured elves in the attack on the Tethinrhim Ria, as it is in a farily isolated and easily defensible location. Construction is again abandoned when it becomes obvious to Anir that he will not win against the Tethinrhim.
  

807 b.S. Marduran "Discovered"
Until this time the central administration of the Avennorian kingdom has been occupied in war or survival, so exploration of the Thergerim-occupied Mithrals and the coastline beyond has been minimal. An official exploring party led by Jaera Mardurils discovers a small settlement on the coast between the Mithral Mountains and the Adanian Sea, known to its inhabitants as Clendor. The people there are highly lawless and violent, and seem governed only by the maxim "the strongest survive". Surprisingly then, Jaera's journal records that the people do seem to have the rudiments of Avennorian culture; in particular she mentions seeing the familiar whalebone huts of her tribe.

Jaera openly (and, some say, stupidly) declares to the town that she comes to claim the settlement for the Avennorian King, and to collect his rightful tithe in money, goods and fighters for the war with Shan'Thai. This is met with equally open violent reprisals, in which Jaera is killed along with many of her party. On hearing of these events, Eyfi Swanhild names the town "Marduran", "Settlement of Mardu(ril)", after Jaera, whom he calls "a valiant servant of the Kingdom".

Soon after this pronouncement, Eyfi dies and Anir Snivild ascends the throne. His treaty with the Shan'Thai leader begins the Avennorian Civil War and this, combined with the effective repulsion by the people of Marduran of all forces sent to subdue them leads to the newly named Marduran being left to its own devices for the next seven years.
  

806 b.S.
to 803 b.S.
The Avennorian Civil War
In the winter of 806 b.S. the last successor of Rekj Swanhild, Eyfi Swanhild, dies. His families' wealth is depleted. He loses the throne to Anir Snivild, whose family, starting with Okar Snivild and his daughter Thea gathered tremendous wealth in trade. Though Okar and Thea hate slavery and fight against it. After their deaths their sons and daughters seeing a way to make tremendous wealth, deal in the illegal trade of slaves as well as the legitimate commerce of whale hunting.

The Snivilds are famous for their expeditions and countless whale hunting and selling and trading of whalebone, oil and spermaceti. He signs a treaty with the leaders of Shan'Thai and legitimizes the slave trade. However anyone wanting to do such business has to give a kickback to him. The price for doing so is a fifth of the sale of the slave.

This starts a civil war between those who deem slavery as wrong and evil, the ones who are the progeny of slaves and those who believe in their rights and those who just want to profit from it. The war ends with an uneasy truce signed by Anir who decreeds that any slave who wants to be free is free and that those who want to remain with those who bought them must have their left ear pierced with a symbol of the family of which they belong to. This satisfies both warfaring parties. Slave trading still continues but mostly the slaves are sold by their own families, either because of a debt owed or because the family needs money. Most of these slaves are girls.
  

804 b.S.
to 800 b.S.
The Attack on the Tethinrhim Ria
The Avennorian King Anir marshals troops against the elves in the Auturian Woods. Though he could care less about the cause of the war, he sees an opportunity for a land grab and to avenge the Avennorians against the Tethinrhim elves and attacks the Ria, the elven sovereign's housing. The elves, already besieged and wearied from the battles against the other humans, see their beloved woods being burned. When Anir and his troops attack their capitol and the Ria, the elves fight back with vengeance and push back Anir and his troops out of the woods and even burn down some of the outer settlements of the Avennorians. This defeat precipitates more attacks by Anir and each time they lose to the more experienced war fared elves.

Finally in the late fall, early winter of 800 b.S. Anir gives up and just watches as the war continues. He and his people would sit out this war and gather up what is left, figuring that would be the best. Let the others do the fighting for him and he would come in and take what is left over. To Anir this seems liked the perfect plan.
  

800 b.S.
to 749 b.S.
The Demise of the Avennorians
As the Avennorians sit out the First Sarvonian War ready like vultures to pick up the pieces, they do not take into account that the human tribe of the Erpheronians would hold them accountable for their actions and attack the Avennorians. The Avennorian King Anir surrenders in the late summer of 749 b.S. He and his family are immediately beheaded. The Erpheronian king, Korpicor, and his armies use Marcogg as their staging base for the war against the elves. After the war has ended in 729 b.S. the King gives Marcogg and the lands back to the Avennorians but they have to pay tribute to the Erpheronian empire and are considered a satellite country of the Erpheronian Kingdom from now on.
800 b.S. Marduran Tithes to Marcogg
After the attack on the Tethinrhim Ria, Anir Snivild decides to withdraw from the First Sarvonian War and no longer aids the human cause. This gives him time to work on securing his own territory. Marduran is finally subdued and made to tithe through the appointment of the first Lord Enforcer, Contrin Paerst. He arrives with armed troops numbering nearly the same as those of the town; Anir has soldiers to spare now that he has withdrawn from the war.

Lord Enforcer Contrin begins the construction of a mansion for himself and a barracks outside the small town, and a town wall. He tells the people that the wall will be for their protection, although few of the suspicious people of Marduran truly believe him. Mutiny is precluded by the large guard encampments around the village. Whilst soldiers and architects are the main force involved in the wall’s construction, criminals against the new regime – including people trying to leave – are forced to build for days on end with limited rations as punishment for their crimes. Taxes are minimal at this stage so that co-operative people are not heavily burdened.
  

784 b.S. Marduran's Wall Completed, Troubles Rising
As feared by many, taxes on the small community sharply rise after this completion as it becomes apparent that the wall is not to keep bad things out, but to keep the citizens in and the money flowing. Even the ocean is guarded – phalanxes of guards are placed on fishing ships to ensure they return to port. Off-duty soldiers maraud through the town raping, pillaging, or in the case of one female soldier whose name is not recorded, stealing citizens' children.

The situation deteriorates further over the following years, although Lord Enforcer Contrin keeps the situation in hand to a certain extent. Records show that part of the anarchy amongst the soldiers is sanctioned, with the goal of keeping the people frightened and fragmented. In this way the people are kept too off-balance to formulate a co-ordinated resistance, and the Lord Enforcer is made to seem the only thing standing between the people and their decimation by debauched soldiers.
  

783 b.S. Starmiran Founded by Marduran Escapees
Before the Marduran city wall is completed by the Lord Enforcer Contrin, a small sector of Marduran’s population escape past the guard encampments by night from Marduran. The escapees are mainly those of scholarly or otherwise more peaceful leanings. They live hiding in the wilderness west of Marduran for a year before officially founding Starmiran in 783b.S.
  

770 b.S. Second Lord Enforcer in Marduran installed
Awakening Earth. After the retirement of Contrin in the early spring of this year, the second Lord Enforcer is invested on the last day of the month of Awakening Earth. He is younger than his predecessor Contrin and has less respect from both the troops and the people. The following months can only be described as horrific for the residents of Marduran as lazy soldiers run amok while the Lord Enforcer holds somewhat hysterical talks with his advisors. Messengers of increasing rank are sent out to barracks and guard camps in fruitless attempts to have officers control their troops.
The Marduran Rebellion
Burning Heavens. Before the Avennorian King is aware of the desperate situation in Marduran the Enforcer's mansion is stormed and the incumbent's throat is slit, along with many of his closest advisors and retainers.
Third Lord Enforcer Installed
Sleeping Dreameress. The third Lord Enforcer arrives from Marcogg in the month of Sleeping Dreamress, one month after her predecessor was killed. Lady Enforcer Katha Jovinth is a stately woman, not much older than her forerunner but with an imposing gravity. Employing harsh tactics she gets the army under control and creates a peace in Marduran before midwinter – a far cry from the way she found it. Taxes increase slightly but the people bear it; she is known as harsh but fair.

Enforcer Katha remains in power for nearly forty years. Few changes in the way the town is run occur from this time until after Santhros' crowning, although some Lords and Ladies Enforcer are more despotic or useless than others.
  

749 b.S. Keep Mistrash in Erpheronian Hands
By the time of -749 Keep Mistrash is nearly completely built, so when the Erpheronians take control of the Avennorian territiories in 749 b.S., it is used as a staging point in the defence of Crazy Woman Pass and the surrounding areas.
Erpheronia takes over Avennoria
Erpheronia takes over Avennoria. This makes Serpheloria very nervous so they redouble their efforts for their allied elves, hoping to avoid the Avennorians' fate.
  

729 b.S. Keep Mistrash handed back to the Avennorians
In 729 b.S., when the Erpheronians return the kingdom to the Avennorians (albeit as a satellite kingdom of the Erpheronian kingdom), it is an obvious place to base a Graven to continue to watch over the surrounding lands.
Hebard Tribald Markgraven of the Mithral Marshes
The Erpheronian administrators choose Hebard Tribald to take the title of Graven Mistrash. Hebard is said to have been a reserved but highly capable Avennorian man who has lead Avennorian troops in support of the Erpheronians' efforts in the south. Hebard is present at the Deciding of the Blood, that contest between the elves and the humans which ends the first Sarvonian War.

It is said that Hebard sees Seyella’s hand that day, and that the sight makes him weary of the futility of war. The Gravenship is supposed to be in part granted to him because of this weariness; he no longer has any wish to serve actively with an army but the appointment to Graven will keep him busy, using his talents. It will also give him time to spend with his wife whom he loves, but who is sickly. Hebard finishes the construction of the Keep over the remainder of his lifetime.

The Tribald family has ruled there ever since and is generally known as the Gravens Mistrash; their actual last name is not well known. Their status as part of a satellite kingdom to the Erpheronian kingdom in the first decades of their rule hardly affects the Mistrashes, as the family has a good relationship with, and feels loyal to the Erpheronians, so happily pay their duty to their overlords.
  

ca. 550 b.S.
to 520 b.S.
Foundings of first Avennorian Settlements
The two settlements Phris and later on Nehran are founded at the coast of Mossy Rocks Cove as the discovery of pearls in this region promises new wealth. Trading with the Mitharim dwarves is already reported back then, but as the pearl resources are soon used up, trade of the Avennorians with the Thergerim become scarce again.
  

477 b.S. Serpheloria Perishes
After the murder Serphelorian Jakat Kaira the succession is thrown into doubt, leading to internal wars between factions. Eyelia, with the help of Serphelorians from Elsreth persuades the northern states to join it, as well as some other western southern pieces like Brinsley; Avennoria takes over the rulership of the south by virtue of Avennorian-sympathetic male scions.

Serpheloria survives only in a few nomadic bands now confined to a much smaller area, and Islia, Klandonia and Hog, three town states near each other. These remnants all undertake to train every person in arms as a means to stay independent and matriarchal. Only Hog has found a way to thrive until the current time - the other two cities are now little more than villages with memories of a grand past.
  

265 b.S. Ciosa joins the Stormcloaks Shipping Guild
The independent shipping guild with strong Erpheronian roots signs first trading treaties with Avennorians of Ciosa. Trade with the North and the South now begin to flourish.
  

125 b.S. Work on the Starcharts Astrendum in Ciosa begins
People interested in the observation of stars, hailing from various tribes and races, begin the erection of the Starcharts Astrendum in the Port of Ciosa, what should later become Santharia's most famous center for astrology and astronomy. It lasts several centuries until the main buildings are finally completed.

THE AGE OF CHANGE
(YEARS 50 B.S. - 172 A.S.)
1 Defeat of a renegade Avennorian Baron
While whole Southern Sarvonian joins the United Kingdom, they still have to deal with a renegade Avennorian Baron in Dasai, who opposes a unified Santharia. From his fortified town he conducts several acts of piracy on the traderoutes in the Herringbay.

Santhros starts a small military campaign already in the first year of his reign. Led by the Stratanians and backed up up by some Avennorian and Serphelorian troops, the rogue baron is successfully ousted and imprisoned. The mere amount of ships and land troops showing up to represent the king's determination is argument enough to get rid of the baron with practically no bloodshed at all - thus a huge bonus is earned for the king in the southern parts of the kingdom.
  

77 The Declaration of Carmalad
In a Declaration of Carmalad the Avennorians, Serphelorians and Caltharians vow to ignore Staranos' ambitions and proclaim Mantheros their king. Uncertainty spreads over the southern continent. Many people oppose Mantheros, fearing that he is too weak to support his claim without the necessary military force needed to back it up.

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 Date of last edit 2nd Changing Winds 1666 a.S.

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