THE ERPHERONIAN MEN ("AERPHERONIANS", "PROUDMEN")

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

The Erpheronians (ancient form "Aerpheronians") are the pre-dominating and most influential human tribe at the southern Sarvonian continent. They represent a proud and elegant, but often also interpreted as presumptuous kind of people, whose acts on the brink of arrogance are reflected in the name "Proudmen", which is used by other tribes to mark an Erpheronian's heritage. The initial name for the ancient kingdom of Erpheronia probably derives from the legendary brothers Aerth and Norpheron, princes and fierce warlords alike, who ruled with strong hand over seperate parts of the then still very young kingdom around 2.200 b.S. Erpheronians inhabit the large and fertile portions of the northernmost regions of the southern Sarvonian continent, just south of the Tandala Highlands, a territory that comprises mainly today's Santharian provinces of Nermeran and Vardınn.

Karthach of Ishmarin

View picture in full size  Picture description. Portrait of Karthach of Ishmarin, Warlord during SW II, in full Erpheronian armour. Picture drawn by Quellion.

Appearance. Today's Erpheronians - referring to people who live up north and still see themselves anchored in the Erpheronian tradition - come in a variety of shapes and sizes, drawing from a large pool of physical characteristics that spans the entire continent of Sarvonia. This of course is due to the fact that the Erpheronians spread over the southern part of the continent like no other tribe, but it was also mainly this tribe which established major trading relations with Northern Sarvonia over the past centuries and millenia. So it doesn't surprise that you will discover people with very different height, weight, hair and eye colour and varying skin tones, sometimes to extremes, which claim to be Erpheronian.

If we look back in the past, however, appearances of Erpheronian folk were not as diverse as they are now, nevertheless many customs of ancient Erpheronia are still practiced today. So you can say that the average Erpheronian is about 1.85 peds in height, while the women are about a palmspan and a half smaller, making them 1.70 peds in height. Common eye colours are brown, grey or green, and Erpheronian faces - male and female alike - are known for their remarkably clear profile and their strong expressive look, which some writers like to call "piercing" or even "unforgiving". Their bodies are often muscular and sinewy. A young man, who doesn't fit into the tight armour is considered unworthy for society and frowned upon - or even excluded from certain activities.

Very characteristic for Erpheronians of e.g. the first or second millenium b.S. is for one their light and pale skin tones and the common reddish or reddish-brown hair colour, which also reflects in nicknames of kings and queens like "Redbeard", "Firehair" or "Woodrosy" as the daughter of King Erdolomin was called. Slightly darker complexions existed already back then as well, probably due to occasional barbarian influences of northern tribes, though they were only very marginal. Aside from the very widespread red and brunette hair colours blonde is also encountered to a minimal extent in the original Erpheronian territories, however, raven haired people were practically non-existing initially, and if so, they were seen as bad omen and Coór-ridden due to superstitious beliefs. This superstition of course didn't survive the unification with Centorauria, where people with raven hair are pretty common, and so reservations soon were overcome when the tribes began to mix. - As for hairstyle: Men of higher classes in the Erpheronian tribe use to wear their hair at shoulder length, often also in a ponytail fashion, lower ranks are advised to keep their hair short. Longer beards are very rare, and seen as a sign of being bedraggled, especially among the lower classes, while to the contrary older and respected men of the nobility wear beards as a sign of experience and wisdom. Women’s hair is grown much longer than men's, falling deep into the back, then braided or coiled on top of their head to keep it out of the way for practical purposes. Maidens however have to distinguish themselves from married women by always wearing their hair open and uncovered on important occasions and festivities. Upper class women are known for their elaborately styled hairdos inlcuding various adornments and expensive materials as well as exclusively produced earrings.

What you won't find at Erpheronian warriors are tatoos for example (which are considered barbaric) or anything else which would stress the individuality of the single fighter. Erpheronians see themselves as a unit fighting for the same cause and wouldn't allow anyone amidst their ranks to stand out, except they prove themselves on the battleground.
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The Erpheronian Coat of Arms

View picture in full size Picture description. The Erpheronian Coat of Arms designed by Koldar.

Coat of Arms/Sign. Since the year of 1643 b.S., reflecting the incidents of the Vardınnian Atonement, the Erpheronian coat of arms consists of a phoenix, placed above a star of fire.

The phoenix is a mythical, immortal bird, being mentioned in many a legend, a beast that can be destroyed, but which will arise again and again from its ashes to rise up once more to roam the skies and demonstrate the world its beauty and power. The Erpheronians also see themselves related strongly to the element of fire and thus the mythical aura of the phoenix. For one their red hair colour already seems to reflect an ardent temper, and the many wars the tribe fought shows their tendency towards violence, or their willingness to take necessary action themselves, as the Erpheronians might call it. Fire also finally had been part of their kingdom's fate when
the tribe's king in the 17th century b.S., Maengolth, was burned as a sacrifice on an altar by his own son, Caein. He did it out of a feeling of justice as well as out of selfishness to end the terrib
le assaults of the so-called Dragonstorm, which had been caused by the Erpheronian hero Wengerim slewing the dragon Seargon the Eternal, one of the three mythical adamant-dragons. But Caein himself perished in the firey breath of the unforgiving dragon Ol'dem'brey. It is said that Foiros, he God of Fire, made the orb of the sun disappear to punish both sides, but finally heard the bidings of the Erpheronian priests and made it possible for the tribe to resinstate their former position.

This story is all told in symblic form in the Erpheronian coat of arms.
The depicted phoenix stands for the people of Erpheronia and their unceasable will to power, never giving in to anything that opposes their determination on their way to glory in the world, overcoming all the hardships their path might entail by rising up again from the ashes of destruction. Other tribes however might interpret the coat of arms in a negative way, seeing it as a sign of the fiery catastrophe the Erpheronians have brought upon the world, and as a token for the necessary divine punishment for human arrogance. Return to the top

Territory. The territories of the ancient Erpheronians contained large and fertile portions of the northernmost regions of the southern Sarvonian continent. Before 482 b.S. all the lands stretching from the Tandala Highlands until the Aurora Fields, the Heaths of Jernais and Salazar to the east belonged to the Erpheronians, including the Peninsular of Paragonj and the Isle of Churican in the west, Narvoss to the northwest and Isles of Ram to the northeast, the latter being extremely rich on mineral resources of various kinds.

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 Federkiel.

Due to their dominating nature, the Erpheronians were involved in many skirmishes on their borders and led many wars with their southern neighbours to expand their territories. For a long time the Erpheronians were secure from the northern borders, as the Tandala offered an ideal protection from attackers from the north until the orcish invasion of SW III. On the other hand clashes with other tribes and arguments about borders often lead to fierce open wars, e.g. with the Caltharians (846-822 b.S.) and the Centoraurians (668-626 b.S.), resulting in several smaller territorial changes.

In 482 b.S. King Thar - after having married the Centoraurian Queen Curogana in 501 b.S. already - formed the Grand Kingdom of Tharania, comprising Erpheronia plus all three southern former enemy kingdoms, Centorauria, Kyrania and Caltharia, expanding Erpheronian territory and influence to a degree no other Erpheronian king has ever managed to achieved through force alone. The first loose economocial association of the kingdoms strengthens over time as prejudices and reservations diminish, resulting in a strong political commitment. As a result Erpheronians more and more mingle with the southern tribes, and the formerly derogatorily used term "Proudmen" for the Erpheronians more and more gets another meaning, expressing respect and high esteem. Finally the great unification of the Sarvonian south to a large empire, the United Kingdom of Santharia, takes place under the Tharanian king Santhros the Wise. Erpheronian scholars often see the Santharian unification as a great achievement they'd like to attach exclusively to their own tribe, so that Santharia would basically just a Great-Erpheronia (e.g. as it also proven that the Stratanians also had Erpheronian ancestors), however, objective scholars cannot comply with that simplistic interpretation of history.
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People.
From the beginning of the recorded time the Erpheronians predominated the fertile regions south of the Tandala Highlands, which were also rich on mineral resources. From this lofty vantage point, they slowly took over all other existing tribes that lay south of their borders, either by subduing them by force or by convincing the other tribes to peacefully join the glory of the Erpheronian sovereignty. The fierce battles of the Sarvonian Wars, though they brought a lot of hardship over all tribes, often played directly into the hands of the most powerful human tribe. As without any doubt the Erpheronians played and still play the most important role of all existing tribes on the continent of Sarvonia. Due to the fact that they were the largest and most extensive tribe, the Erpheronians always wanted to live up to their extraordinary position and eventually succeeded in bringing together the tribes of Southern Sarvonia under the flag of Santharia. Nowadays Erpheronian influence is visible to a certain degree in nearly all Santharian provinces. At least it was also an Erpheronian who travelled south after the Vardınnian Atonement in 1649 b.S. and founded Strata at the southernmost tip of the continent, so that in the reunion of the ancinent kingdoms many Erpheronians still see just a confirmation that their lost children have found their way back home.

Of the Erpheronian culture much can be said. Erpheronians in general are a key tribe of southern Sarvonia, this is for sure. As such they are an exceptionally interesting, yet diverse, in many ways ambiguous and difficult people. Well, admittedly, they were even more difficult in ancient times when their realm blossomed as their main intent was to conquer further territories to expand their dominance over the regions south of the Tandala. Militaristic education therefore was and still is very common and valued among these people and the combination of the training of the body but also the mind was seen as essential to succeed. Erpheronians aren't people who use their force without thinking first what consequences such actions would entail, and whenever there is a way to solve a conflict diplomatically, they will prefer the non-violent solution. Nevertheless, an Erpheronian is always prepared to strike whenever necessary. Knowing about their readiness to confront any arising situation with the weapons of mind and strength, they have an innate conviction of their superiority, which might often come across as unjustified pride and arrogance. Their temper may be described in general as calm, weighing advantages and disadvantages before deciding, they are considerate and understanding, but once an Erpheronian has taken position against a subject it might be nearly impossible to convince him that he is wrong. An attempt to change an Erpheronian's opinion might easily end in making him irate and his action unpredictable and dangerous. A Centoraurian saying goes: "Don't talk twice to a Proudmen (about the same thing)!", which reflects pretty well that it might not be the best idea to try to change the mind of an Erpheronian, once he has already made up his mind.

Law and order had always been central components of Erpheronian society and everyday life. Every citizen has to know his/her place in the class structure and live up to it. This is very much unlike their Centoraurian neighbours for example, which still mostly prefer the freedom of a nomadic life in the plains and put trust in clan based government rather than seeing the advantages the directives but also the restraints of a centralized political system provides. These major differences between the tribes were softened to a good deal on both sides after the unification of the former opposing realms after 492 b.S., but nevertheless the main outlines of the ancient tribal structures prevailed in many aspects of life. This includes the Erpheronian tendency towards maintaining a militaristically influenced accuracy and exactness. Erpheronians are said to be strict, precise, correct and just, following the example of the God of War, Armeros.

Erpheronian nobility is also are renown for its incredible wealth, which is attained through their extensive trading policies with very distant parts of the world like Northern Sarvonia, Nybelmar and even Cyhalloi and Yamalquain. If you take a look at the goods sold at the Voldarian market there's practically nothing you won't get there. On the other hand the large gap between the rich and the poor within society regularly leads to tensions and the crime rate in former Erpheronian territories is rather high compared to southern regions, the Santharian Thieves Underground currently even seems to experience a renaissance in the provinces of Vardınn and Nermeran.

Finally it shouldn't be omitted here that Erpheronians are also famous for their documenting, researching and intellectual skills. There exist for example many guides written by very different people - philosophers, clerics, medics, captains or even poets - on nearly every aspect of daily life, dedicated to the training, healing and the improvement of the body's and the mind's energies, guides to make life endurable and/or as enjoyable as possible. Such educational guides are also often written in form of novels or impressive poems, meant to reach also the common folk and thus help to better the tribe as a whole. Therefore you will find many descriptions and depictions of various herbal remedies, medicinal texts from the Order of the White Knights, guides for swordsmen of prominent Erpheronian authors, mingling with educational novels, but also satirical literature written for the royal court in the days of Katya the Just on the dusty shelves of the Royal Santharian Archives. Erpheronia - a rare cultural combination of might and intellect.
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Housing. Representation is everything - this could be the motto of Erpheronian housing. The intention of Proudman architecture is to marry might and beauty and leave an unforgetable impression on the guests. Especially the nobility is eager to show off its wealth and social affiliation in every aspect of their buildings. Merchants for example often build solid houses made completely of stone of deliberate fortress-like composition with coat of arms placed over the front door or painted at the outside walls. Turrets often adorn noblemen's houses as well as decorative battlements, imitating the representative dominance of the towers nearly every Erpheronian city calls its own. On the other hand nobles might favour the esthetical side of the Erpheronian spirit instead of demonstrating sheer might to visitors: The wealthier, the more pompuous ornaments you'll find in gardens for example, ranging from statuetes over excessive flowerbeds to complicated fountain constructions. In the interior wooden floors can often be found as well as carpets, tapestries and decorative weapons and shields, meant to make a good impression.

The Astran Guardian

View picture in full size Picture description. A proud example of Erpheronian architecture, the tower of Astran, also called the "Guardian" by the inhabitants. Image drawn by Koldar Mondrakken.

The huge majority of people live in the cities. There the streets are made of cobblestone, huge walls with high watch towers on strategical positions surround the inhabited area, trenches are dug around the confines and prominent keeps often dominate the whole area - apparently, Erpheronian cities have a long history plagued with many wars. The people who inhabit the cities, the workers of the middle class, live usually in two to four storey high buildings, where the living conditions might be different than at the peasant homes, but not necessarily for the better. Space is dear in the larger cities and comfort is rare, but mostly there exists at least one room in each home with wooden floor, representing a place for community, serving also as sleeping room for larger families. Windows are only small holes that are be kept shuttered for the night or during cold weather. The wealthier might have latticed windows covered with resin and oil-soaked linen. These homes might not seem very attractive, though they are practical. Nevertheless, whenever there is an opportunity to add to the representative value of a dwelling or the own person regarding clothes worn, even an Erpheronian of narrow circumstanceswill see to make the difference known to the neighbours.

Peasants however have little to show off - the state of their dwellings of the other end of the social hierarchy reflect the huge discrepancy between the rich and the poor. Farmers live in small one or two room houses, richer farmers in long-houses with three rooms: a living space, a central chamber including hearth, and a byre or animal room. Such buildings are mostly made out of wood, in rare cases of brick or stone, depending on the region and abundance of material. The wealthiest farmers can afford to seperate themselves from their livestock and live in different buildings. Furnishings, however, are extremely simple: A wooden bed needs to suffice for the whole family, one large table, a long bench, and various tools hanging on pegs are all peasant families possess. Floors are mostly earthen, richer people might have clay, wood, or even stone floors.
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Clothing.
Below we try to point out the main guidelines of archetypical Erpheronian Clothing, which has been common in the ancient Erpheronian lands, what today is the Santharian north. Clothing details are split into Lower Class, Middle Class, Nobility and Warrior Clothings. The style in all classes, though especially the middle and higher classes, can vary based on position and wealth.

Diet. In Erpheronian lands you can get plenty of food you probably won't find anywhere else in southern Sarvonia due to the extensive trading relations these people maintain with various parts of the world. At least this diversity on food is valid for the nobility, for which the best is just good enough. Whether you're looking for berry-jelly of guiro fruit (of Kanapan origin), rare milk goat cheese of the Sharkion Zshararath Mountains (Nybelmar), whale meat (Avennorians) or woolly boar meat from Northern Sarvonia - you can buy it in the region occupied by Erpheronians, especially at the Voldarian city market, taking place every Day of Avis. All that you can find and many, many spices and flavourings imported from overseas, as the Erpheronian cuisine of the nobility has developed a liking for the exquisite and extraordinary. Actually, calling a meal "bland" is seen as a major insult in Vardınn, at least among the noblemen.

The common diet however is generally meat-based as seems fit for a tribe needing to mainly supply a populace focussed on a healthy body: lamb, beef, pork, fish, veal are said to be essential for the diets of strong men. Erpheronians keep themselves pigs, baneg cattle, sheep (sawis and dor'iyn varieties) as well as goats, and are especially famous for their krouvlards, large domesticated warane-related beasts with a sour-spicy natural taste of the meat. As delicacies bloodworms or giant kraken meat are often served - you can get paid high prices for this kind of food. Of course wheat, golden rain and bredden grain are grown as well, as are various kinds of beans, peasecods, caroots and onions, which are used to complement the diet consisting mostly of meat.

The middle and the lower classes of course can't be that choosy about food and live from the products of the domesticated animals and the plants and vegetables they grow (cheese, milk, dried fruits etc.) The most common meals for these kind of people are often related to cheese, like bean cheese, weed cheese and a special form of bread, cheebre or "cheese bread".
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Weapons. Erpheronian weapons have always been state-of-the-art tools, famous for their quality, precision, sturdiness and durability at least to the people of southern Sarvonian continent. This is especially true in respect of their swords. First bronze swords were procduced by the Erpheronians, later iron ones, and finally steel swords, enhanced with various special kinds of ores and alchemical substances - the exact composition and the process of forging certain weapons still are kept as secrets according to family tradition of the smiths. The weapon smiths today produce all kinds of regular swords, ranging from daggers, short swords, broad swords to two-handers and flamberges as swords have always been the primary weapons of the Proudmen. The Ephord (short for "Erpheronian Broadsword") even has become a brand name by itself and is an often seen weapon also in southern regions among commoners, while the long sword (war sword) is primarily used among members of the nobility.

Erpheronian weapon smiths also produce bludgeoning weapons like maces, morning stars, but also axes, pikes and spears. Due to their constant strive to improve and get better than others you'll also find more exotic weapons produced directly by Proudmen like armoured fans, moonblades, scimitars (Kasumarii) or even Kassite tsubars - an Erpheronian weapon smith can accomplish everything - or so they say. Bows and especially crossbows are used as well of course, though Erpheronians don't reach elven efficiency with these kind of weapons. On the other hand the construction of war gear like catapults, battering rams and siege towers have to be accounted as an Erpheronian domain - their advanced technology helped them to succeed in many battles.
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Occupations. The most important Erpheronian occupations are military positions, smiths, traders, scholars and miners.

Aside from the mentioned professions also jewellers or lately gearmakers (producing for example watches, but also larger machinery like tower clocks) can achieve a good profit, but also artists or tapestry weavers, who may export their goods through the Erpheronian trade connections to distant lands, where these items will be sold to high prices. Return to the top

Government. The kingdom of Erpheronia is probably the oldest monarchy at the Sarvonian continent and therefore has a long tradition. The society of the Erpheronians has largely been patriarchal, with fathers and male community leaders managing the ever-changing lives of their families and neighbourhood. Most important offices were hereditary and held by males in Erpheronian territories, which is mostly due to the fact that might and physical strength along with a clever, strategically calculating mind were seen as male domains, which needed to be worked on throughout a whole life. It was a question of honour to maintain and guarantee the cultivation of these virtues in the own bloodline to be able to represent a good leader.

Showing strength and determination in all his actions was also the key to a successful reign of the Erpheronian King. A large and powerful kingdom needed a strong, but wise hand to guide it, that's why you often see muscular and stern looking men in their best years shown at the Gallery of Kings in today's Thyrrinth's Hold. It wasn’t until the reign of extraordinarily strong-willed women like Queen Jenefra in the late 1600s b.S. and later the legendary Katya the Just, that females of the tribe began to take the sceptre in their own hands. During these times also the women were allowed to took on roles as judges or councilors - though earlier scarce exceptions had been noted (e.g. Amalthea of the House of Eithar).

The King, who resided in the Capitol Voldar, was assisted by the Ten Houses of the town. They consisted of the most ancient and noblest families in the Erpheronian tribe, who controlled the lands to a vast degree by themselves, delegating further powers to gravens, barons, lord and ladies. In effect, the ten families together formed the Ruling Council of Voldar and the current head of each family represented a seat on the council. They generally acted in advisory roles to the Erpheronian Rulers although in times of dire need, they could take an active stance in political matters if all ten houses were in accord and with just cause. The Voldarian Ruling Council with its hierarchical branches of power reaching from the King himself to the lowest peasant, where every member of society has his/her defined role, can be seen as the key pattern, helping to establish the current Santharian Thane-system.
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A Stormcloak Merchant
View picture in full size Image description. A Quios Shipping Guild Merchant registering the goods he plans to load. Commissioned picture drawn by Faugar, used with friendly permission by Mystical Empire.

Production/Trade. The Erpheronian merchants have established trading relations to nearly all parts of the known world, be it southern or northern Sarvonia, Nybelmar, Akdor or even the distant icelands of Cyhalloi. They are main trading partners of the Stormcloak Shipping Guild of the Isles of Quios, connecting them with the northwest, and have established trading outposts in Denilou, the Runorian and the Crimson Isles as Nybelmarian links and control trade with the continent of Akdor through posts at the difficult to navigate Kiirath coral reefs. The Erpheronian phoenix is seen on many a crate throughout the world.

Exports mostly consist of the exquisite Erpheronian weapons, wood, wine, rare alchemical ingredients and potions, but also to a large degree of luxury goods like jewelry, tapestries or artificial figurines or tiles and lately as well of pocketwatches and similar gear. Also the sour-spicy natural taste of the original Erpheronian krouvlards meat is exported as a delicacy to other lands, where these beasts cannot be kept. Money, however, is also made by buying and re-selling rare goods for example from southern Sarvonian regions to oversea locations, gaining huge profits through the connections other tribes only possess to a marginal degree. Additionally Erpheronians have discovered that selling knowledge to others might be quite lucrative as well, which is why Proudmen often take advisory positions is distant lands, on the one hand earning money and respect and on the other hand working towards tying even stronger bonds to the homeland, in order to increase profits later.

As for imports: Already in ancient times it was said that there was nothing you couldn't get in Erpheronian lands, be it draperies, spices or flavourings, exotic foods, rare weapons, reagents for potions or spells or even small beasts to be kept as pets by the nobility. Missing something? A Proudman has it - or at least knows where to get it!
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Natural Resources. Erpheronian territory has an enormous plethora on mineral resources uncompared throughout southern Sarvonia, making it a paradise for weapon and armour smiths.

The Warnaka of course are especially rich as well in uruyant, an extremely hard and precious kind of crystal, and on the nearby isle of Narvoss one of the largest diamond mines in southern Sarvonia is located. In the east, at the Allsiscaey, you can find ores like ithildin (moon silver), the rare aurium, a beautiful yet hardy metal with the soft glow of gold but the resistance of good steel, and vernik, mostly used in mixtures and alloys, but also part of the glass making procedure.

Metals are often mined from the southern foothills of the mighty Tandala Mountains as well and used for making weaponry, usually iron and coal. These products can be found relatively close to the surface. Mithril once existed in the mountains as well, precious stones and crystals still do, including the Dasthomm (Amethyst), the Oontrom (Ruby) and the Hotron (Garnet). These precious crystals are usually found deeper in the earth.

Finally the Troll Mountains offer various kinds of quartz, emeraude and metals like tin, silver and herne, a strong greyish-green metal with high resiliency but which is easily malleable. The Troll Mountains contain even more valuable iron than the Tandala, here of the blue and black kind, used to produce - in combination with vernik - nearly unbreakable steel for weapons and armour.
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Holidays, Festivals and Observances. Erpheronians celebrate mainly two important feasts during the year, both being related to religious causes:

Tribal Language. In today's Santharian kingdom people with Erpheronian roots speak a Tharian dialect, which is often referred to as "Aerpheriane". - Aerpheriane can be sketched as an elegant, arrogant, and diverse form of speaking, reflecting a militaristic but highly intellectual people. As such the language has a tendency to use active, elaborate constructions and nested phrases, in writing as well as in speech. Precision is considered important and takes precedence over brevity, so a larger range of vocabulary often features in Erpheriane. A good example phrase of formal Aerpheriane is the following:

"There is no reason for me to believe that, should you return, you would keep your promise and recompense me what is my due. You owe it me now, and will without further evasion or delay, pay down the coin on this spot!" - or - "In the face of the options, taking in the dangers, but also the vast possibilities, that lie therein, I declare it as our duty, but also as our outmost responsibility, that it is time to act: now and fast, determind, unwavering, with all the forces we have for disposition."

Some of the most formal and beautiful scholastic treatises have come from this tribal group, and it has produced more than its share of epic poetry as well. Some consider writing Aerpheriane a true art in itself, where precision of information, but also logical construction and pace of sentences is of importance. There are others of course who claim that the rich Erpheronian tongue makes people feel dizzy and contributes to irritation instead of fulfilling the purpose of being precise, as brevity is sacrificed to detailed elaboration. This might especially sound valid if you're not used to this kind of talking or writing and you basically interpret such language as overly pedantic and unnecessarily engaged in its own schemes. The words of a southern linguist might ring a bell therefore when he says: "An Erpheronian might get all philosophical upon asking for a simple glass of water - pray, that you don't die on thirst before you actually get it. Your host might still be busy with clarifying the details..."

Affectations and slang words tend to run their course fairly swiftly but extravagantly among the Erpheronians, with their tendency to go to extremes, so that the youth of a city may be even less comprehensible to their elders than the usual! Currently these phrases - and many more peculiar - are heard about the streets:

Slang Expression Explanation
“Cabal the concept!” Used when someone thinks the discussion is too farfetched - even for the fancy of an adolescent…
“Vouchsafe, vouchsafer, vouchsafest…” Rather pedestrian humour, but handily used to imply that an individual is being too talkative or too personal
“Jitch!” A multi-purpose exclamation or expletive when something goes wrong. Should not be used by females, so naturally, IS - for the purpose of shocking their peers or elders. Return to the top

Nomenclature. Aerpheriane, as an ancient variety of Tharian, has its own preferences in regard of used syllables and word parts. Very common are the following letters/syllables in names of persons and places: ach, ae, ey, ing, jer, gol, ph, sh, th, ı, ıs. After vowels no "h" is used. Erpheronian names never begin with letters like F, I, H, Q, X, Y or Z.

Location Names. Many names found in the north of Santharia of today are of ancient Aerpheriane origin, same examples should be given here: nais ("heath", as in Jernais), ring ("town", as in Weyring), thron ("furthest", Westhron for example meaning "furthest west"), thyrrinth ("thyr" meaning "high", "rinth" meaning "keep" as in Thyrrinth's Hold).

Male Names. Short names with one to three syllables are very common for males and often preferred over longer ones. Longer names are often compositions of two shorter names in case important ancestors are honoured through a name. Erpheronian names (especially males) are often very precise and straight to the point, intimidating and strong, expressing their militaristic philosophy.

Male Names Details (ordered alphabetically)
Beginning Syllables Aer-, Cae-, Cal-, Dag-, Dek-, Eph-, Er-, Ey-, Kel-, Kor-, Lıs-, Mae-, Me-, Myr-, Nor-, Rae-, San-, Sıv-, Syv-, Th-, Thael-, Tri-, Vae-
Endings -aar, -ach, -ar, -aec, -aein, -ael, -aer, -ale, -ach, -ash, -cor, -der, -doc, -el, -em, -ic, -is, -im, -irn, -licht, -mar, -min, -oan, -odin, -olo, -olth, -oc, -on, -os, -oyr, -rin, -ron, th, -vor
Celebrity Examples Aelric, Aerlicht, Aerth, Caein, Dacor, Dagash, Dek, Engolmar, Erdolomin, Eyrin, Kale, Kartach, Kel, Korpicor, Laenthris, Lısander, Marzevash, Maengolth, Medoc, Myrwodin, Norpheron, Parem, Raegash, Santhros, Syveric, Thaelnoric, Thar, Trioan, Vaeleron, Wengerim

Female Names. Typical for female names is the tendency to have double consonants at the end (like -alla, -ella, -issa, -linn, -lınn etc.), aside from that typical endings are on -a, but also on -en, -in or -ın.

Female Names Details (ordered alphabetically)
Beginning Syllables Ael-, Aer-, Aes-, Ama-, Asa-, Bre-, Bry-, Bı-, Can-, Cath-, Co-, Dal-, Dass-, Er-, Jan-, Jen-, Kae-, Kat-, Mer-, Mır-, Kat-, Shae-, Tri-, Val-, Van-, Vı-, Wan-, Wey-
Endings -ala, -alla, -ash, -dda, -een, -egin, -ella, -iga, -fer, -fra, -gar, -issa, -lin, -linn, -lın, -ona, -ossa, -ra, -rena, -rın, -tai, -thea, -trea, -ya, -ıa, -ısa, -ıssa
Celebrity Examples Aelıssa, Amalthea, Brydda, Bıthrella, Candossa, Canissa, Cathretai, Clissa, Coretai, Dalmagar, Dassrın, Ertai, Jandrella, Jenefra, Jenthrella, Jenshtrea, Kaelin, Katya, Linn, Lınn, Meregin, Myrelın, Shaelriga, Shaegrın, Triona, Valıra, Vıalla, Weyrena

Secondary Names/Titles. Secondary names (also called "titles") are usually awarded during lifetime or partly inherited in case they ar honourary or customary used names. Persons of noble origin also always have a house name which is added at the end of a formal mentioning of a name. Erpheronians have a name system consisting of four parts:

Name Part Explanation
Title Upon reaching maturity a title is awarded to a person, usually indicating the status by mentioning the profession (examples: "King", "Baker", "Apprentice").
Birthname This is the first and main name of a person, given at birth, according to male or female name rules (example: "Lınn" in case of a female or "Aerlicht" in case of a male)
Honourary Title A Honourary Title is officially awarded by a town or village council for special deeds, or from even higher authorities if a person played an important role for a whole province or the kingdom itself. At people of the nobility the title is often awarded when manhood is reached (example: "Manyhorses")
House Name
(Customary Title)
Similar to the Honourary Titles are the Customary Titles, which commoners implicitly use when talking about persons without making them official. Customary Titles however can be acknowleged by the village or town council and thus made "official", turning into Honourary Titles. Customary titles can refer to locations, appearance or be a substitute for rank - people are very creative in this respect actually and not always give titles in favour of persons... (examples: "Hilldweller", "Broadnose", "Dimwit").

Such Customary Titles are also often referred to as House Names. House Names are musts at the nobility, and are give from father to son.
Examples Apprentice Lısachim
Baker Maeder Hilldweller
Merchant Golrael Manyhorses of Allyso
King Santhros the Wise of House Salazath
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History. It is written that Knowledge is a well that has no bottom, and that Lore is a story sea without a farther shore. When the night everlasting marches beneath the gates and the calls of the dark penetrate walls of stone and bone alike - only then shall you know what we speak of. For Legend lives not there, but in the infinite souls of men. Carried over generations and cataclysms, with an undeniable flame of pride and glory that will never succumb to the black of the dark, legend lives on. Thriving in hearts. Such are the Erpheronians.

Their is a distinguished line of trials and victories in Erpheronian history. Failing to perish where others would have succumbed, the Erpheronian tribe fought fiercely and ultimately survived, sometimes under the harshest of conditions.

The dominant Erpheronians initially caused many bloody and terrible wars: not only wars among human tribes, but wars between the races (SW I and II) as well. Although the bloodshed for which the tribe is responsible is enormous, it should not be forgotten that the Erpheronian kings Thar, and later on Santhros, managed to unite all the human tribes of southern Sarvonia peacefully. They also were able to convince the other races into sharing their efforts to form the United Realms of Santharia.
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THE AGE OF MYTHS
(YEARS 3.400 B.S. - 1.655 B.S.)
ca. 2200 b.S. A Realm of War is Born: Aerpheronia
The brothers Aerth and Norpheron earn great renown as warlords in the northernmost region south of the Tandala Highlands. Together they finally establish a powerful realm, which should receive the name "Aerpheronia".

THE AGE OF AWAKENING
(YEARS 1.655 B.S. - 822 B.S.)
1655 b.S. The Killing of the Dragon Seargon
Wengerim the Dragonslayer
The Vardınnian hero Wengerim kills the adamant-dragon Seargon, who was believed to be unvincible until this day, with the help of his wits in the Grotto of Engeroth.

As a prize for his deed Wengerim gains the daughter of the tribe's sovereign Maengolth, the charming Jenefra, the "Most Beautiful of the Beautiful", as she is called by the poets of the time.
  

1650 b.S. The Dragonstorm
The Dragonstorm
In the 37th year of the rulership of Maengolth, the sovereign of the Erpheronian tribe, a terrible assault of dragons comes down on the territories of today's Santharian province of Vardınn to avenge the destruction of Seargon the Eternal, one of the three adamant-dragons, through the sword of the Erpheronian prince Wengerim.

Hundreds of beasts cross the Tandala Mountains, advancing to the Warnaka in the west, devastating the Silvermarshes in the south, finishing the assault near Ephirn's Lake. Thousands of humans die from the fires of the Winged Death, even Wengerim the Dragonslayer Wengerim himself cannot escape his fate.
Caein's Pact with the Winged Death
Caein, youngest son of the Erpheronian sovereign, promises the adamant-dragon Ol'dem'brey to kill his father himself to free his people again from the suppression of the dragons. As Caein himself longs for the power of the Erpheronian sovereign he has no remorses to sacrifice Maengolth on an altar at the tops of the Warnaka, hoping to receive praise of his people and to ascend the throne. But after finishing the ritual the enraged Ol'dem'brey destroys Caein too in front of his people as he returns from the altar with bloody hands.

After the death of their leaders the remaining people await the further assaults of the dragons defenceless.

The burning Caein, head held high, should later on become an often used symbol for the Erpheronian tribe, especially among other tribes of Southern Sarvonia. The burning Caein represents for one the unceasable will to power as well as the divine punishment for human arrogance, a deadly combination characteristic for the Erpheronians.
  

1649 b.S. The Vardınnian Atonement
It is said that the Burning God, Foiros, finally hears the bidings of the human priests begging for the help of the gods to finish the torment of the dragons: At the end of the Caelerethian year the burning orb of the sun descends below the world and returns not before one year has passed, so that a deadly coldness afflicts dragons and humans alike. Many dragons and humans fail to survive this so-called Vardınnian Atonement in the Year of Darkness.
1649 b.S.
to 1648 b.S.
The Vardınnian Soul Robbery
The supposedly divine intervention, which killed the dragons over Vardınn, produces another devastating effect to the human peoples: It is written already in the books of the Axhái that the cycle of life of the first dragons as the eternal creatures must not be broken by mortal beings. It is also said that most dragons are the representation of dark souls, and that these souls escape when the dragons die and try to take possession of the other living creatures which have affinity to evil.

As Wengerim's soul was pure and innocent when killing Seargon his soul was not captured by the adamant-dragon's dark being, but the souls of many others who survive the Vardınnian Atonement are now darkened forever, some of these people even gain the ability of shapeshifting to dragons.

Others flee to the south, hoping to escape the late revenge of the dead dragons or kill themselves when recognizing that their life is lost. Indeed only very few managee to save themselves. It is said that many dark orders of dragonknights which are founded years later in the vicinity of Vardınn have their origin in this Vardınnian Soul Robbery.
  

1646 b.S. The Ascension of Katya the Just
Katya the Just
Katya the Just
Queen Jenefra abdicates in favour of the commoner Katya Ileri. Many oppose this move for Katya is of humble birth and thus it is argued that she is not fit to become sovereign. However, with the help of formidable allies of influential houses such as Amalthea Eithar, Kel Branoc, Vaelaron and Lysander Dain, Trioan Sellus, and the rumour that Katya had killed the adamant-dragon Ol'dem'brey, the young village girl from Yarrow ascends the highest seat of power of Erpheronia.

Katya rules over the Erpheronian people with an iron hand. Though she may not rule wisely at times, these mistakes are far and few in between and she turns out to be a fair and impartial Queen and in her later years, gaining the title of "Katya the Just" among her people.
  

1643 b.S. The Phoenix becomes the new Erpheronian Coat of Arms
The Erpheronian Coat of Arms
This story of the death of Caein is all told in symblic form in the Erpheronian coat of arms. The depicted phoenix stands for the people of Erpheronia and their unceasable will to power, never giving in to anything that opposes their determination on their way to glory in the world, overcoming all the hardships their path might entail by rising up again from the ashes of destruction. Other tribes however might interpret the coat of arms in a negative way, seeing it as a sign of the fiery catastrophe the Erpheronians have brought upon the world, and as a token for the necessary divine punishment for human arrogance.
  

854 b.S. Erpheronian Authorization of Piracy
A man known simply as Drak is given a commission by the Erpheronian government to commit piracy against countries thought to be harmful to Erpheronian trade. At this time he registers a single ship with the government, it is "The Will'o'Wisp".
  

850 b.S. Drak registering further Ships
Drak once again shows up in Erpheronian naval records for registering three other ships under his name to fall underneath his commission. These ships are: "The Aelyvian Wolf", "Waterstar", and "My Lady".
  

846 b.S. Erpheronia declares War on Caltharia
An Erpheronian herald, who is related to the Erpheronian king family, is killed in Caltharian territory by rogues. The powerhungry Erpheronian king Myrwodin, who seeks for a pretence of invading his weak neighbours for quite a while, interprets the death of the herald as an open offense against his kingdom and declares war on Caltharia.
Construction of Everygrey Bridge
Evergrey Bridge, bridging the fast flowing Cylian River between Ephirn's Lake and the Ancythrian Sea, is supposedly built about the year 846 b.S. by the Erpheronians to aid their war against the Caltharians. A new structure can support vast numbers of troops and heavy siege equipment that a wooden bridge can not. Certainly the structure is not build no later than this, as Evergrey Bridge represents a critical strategical location during the War for Ancyros (846-822 b.S.).
The Pirate Drak's Years of Glory
Numerous records show that during the time of the Erpheronian war with Caltharia Drak and his pirate band sink, capture, and claim numerous enemy ships.
  

843 b.S. Battle at the Twinnean Peak
As was to be expected, the Caltharian king, Artero "the Weak" (as he is named later on), isn't used to deal with military affairs. Having a badly trained army and no alliances with other supportive kingdoms Artero loses the final battle at the Twinnean Peak.
Erpheronia and Caltharia sign the Declaration of Doovens
After 3 years of war Artero, threatened to lose his own life as well as the rest of his kingdom, is forced to sign the "Declaration of Doovens". Thus Caltharia is forced to sign the very disadvantegous peace treaty, where the Caltharian king is reduced to no more than a vassal of the Erpheronian king. Contained in the declaration are the following key demands:

1.) It is forbidden to the Caltharian king to maintain a larger army, which could serve more than defending purposes. A royal guard is granted, however.
2.) The Caltharians have to pay a very large sum in gold and supplies to Erpheronia immediately as well as high taxes every year to come.
3.) The region of Ancyros, north of the Ancythrian Sea, which is rich on minerals, is now property of the Erpheronian Kingdom.
Alliance of the Hobbitshire with the Erpheronians in the Ancyros War
The halflings of New Hobbitshire become mixed up in the Ancyros war as an ally of the Erpheronian king Erdolomin against Caltharia. They are assigned to supplying the Erpheronians with food, clothing, and other such things. It is believed the alliance is forced upon the hobbits through threats.
  

838 b.S. Disapperance of the Pirate Drak's
It is not known why, but for some reason the name Drak along with the names of his ten ships are crossed off the commission rolls. There have been many a speculation as to what may have led to such a thing. A popular myth is that he tried to become a reputable member of the navy or a reputable trader, depends on who is telling the story, and that the Erpheronian king would not allow it, as he was just a pirate. So he took his crews, and headed east with a cargo hold full of goods and stolen Caltharian treasure.
  

ca. 837 b.S. Drak's Discovery of Quios
The Erpheronian pirate Drak along with five other ships make landfall at the Isles of Quios during a horrific storm. Three of the ships are lost in the journey to this isles, and one founders on the reefs of the island of Volveran. Some say the island is named after the true name of Drak. Due to leading his crews and their families through the terrible storm to safe harbourage he is given the title "Stormlord".
ca. 837 b.S.
to 835 b.S.
Drak's Exploration of Quios
Exploration of the rest of the Isles of Quios, as they would later become known, is done in small boats by the former Erpheronian pirate Drak and his men. It is at this time that the humans come across other people. They are the Querinlon elves. It is decided that the forest will be named after the elven tribe that lives there.
  

833 b.S. Mertogran seizes power in Caltharia
After two months of siege, the rebels take the palace and King Artero "the Weak" is slain. Duke Mertogran proclaimes himself king and starts immediately with his second objective: regaining Ancyros, the land lost to Erpheronia. He starts to build an army, collecting all forces the dukes throughout the land can provide, violating the treaty with Erpheronia. This causes reinforced border patrols in Erpheronia.
  

ca. 827 b.S. Erpheronian Contacts with Denilou
The Erpheronian Drak Stormlord makes one of several lengthy exploratory trips from his base at Gillwin. On this one he happens to find the Island of Denilou. There his charisma wins over even the suspicious dwarves. One younger son of a clan by the name of Wilvong becomes enchanted with the stories of the mountains of these new islands and journeys to them by himself.
  

825 b.S. Farm Hand Jaecor of Weyring wins the Armerenda
The farm hand Jaecor of Weyring is admitted to participate in the Armerenda, the tournaments, where the most famous knights of Erpheronia fight for honour an the prize of the "Splitter" sword. Jaecor is allowed to particpate due to a Markgraven's intervention, as he had saved his daughter from a rampaging tuskdigger. To everyone's surprise Jaecor triumphs after having trained years for this moment, and he rises to sudden unexpected fame. He is knighted and should from now on be known as Jaek Ironhand.
  

823 b.S. Caltharia invades Erpheronia
The Caltharian army crosses the Erpheronian border north of Carmalad in a surprise attack, led by the rebel duke Mertogran, who slew the weak Caltharian king Artero, and vowed to regain the lost region of Ancyros. Although the stationed troups there put up a good fight, they are overwhelmed and slain.

The new Erpheronian king Erdolomin rallies his allies, which include the halflings living in Silvershire. The halflings are assigned to supplying the Erpheronian army with food, clothing, and other such things. It is believed the alliance is forced upon the hobbits through threats.
The Dwarf Wilvong returns to Denilou
The dwarf Wilvong returns to Denilou on one of Drak's ships and convinces some of his younger cousins to journey with him back to the Mountains of Learc on Quios.
THE AGE OF THE BLOOD
(YEARS 822 B.S. - 50 B.S.)
822 b.S. Battle of Salazar
Awakening Earth. After first losses the Erpheronian army defeats the Caltharian invasion force.
Massacre at the Silvershire
Singing Bird. The victorious Erpheronian army in their battles against the Caltharians marches through the the halfling-land of the Silvershire (then known as New Hobbitshire) to resupply, but they find several wounded Caltharian soldiers there. The soldiers are being treated by the halflings, as it is commonly known that they don't care much for the politics of the "big people". Others say that these halflings are believed to not have known anything about the alliance between Erpheronia and the shire as a whole.

Parts of the Erpheronian division consider this as treachery and attack the village where these halfling treat the wounded men and within instances the rest of the division joins the massacre. The soldiers slay everyone they encounter, Caltharian and halfling alike. There is no resistance. Hundreds of halflings are murdered in this massacre, their homes are destroyed, and their crops are laid to waste. Many halflings escape to the Silvermarshes to hide there as they cannot go south through Caltharian lands.
Treaty of Veltin
Rising Sun. In the Treaty of Veltin the demands of the Declaration of Doovens are renewed and even more Caltharian lands are taken over by Erpheronia, among them Thantocha, north-east of the Ancythrian Sea with the important city of Doovens.
Beheading of Khizaar
Burning Heavens. The Erpheronian commander Khizaar reports the halfling-incident at the Silvershire at the capital to his king. The destruction of the Silvershire is explained as a crime committed by the Caltharian forces, where the Erpheronian army came just too late. The commander gets promoted to colonel, but only a few months later, more and more reports of the true occurences at the Silvershire reach the king.

Though Khizaar manages to hide for several weeks, he is prosecuted for his unrightful attack caught in Weyring where he is also beheaded in front of the public to state an example.
The Theft of Maengolth's Blood
The Kyranian foundling Wegerrand (later called Gorm), who is raised by the elves at the Zeiphyrian Forests, per chance receives knowledge of the location of the powerful blood of the Erpheronian tribe, the blood of the once sacrificed Maengolth, who died from the sword of his own son. The blood was taken away by the elves to prevent the humans of enraging the high powers, the dragons and the gods. As is prophecied in the legend, he, who bears the holy blood of Maengolth within himself shall unite all the human tribes and lead the humans to domination over the world of Caelereth. This human emporer shall introduce the age devoted to the blood of Maengolth, the famous Age of Blood.

Wegerrand, although still very young and raised by the elves to sustain harmony, suddenly is captured by the prospect of gaining power over the whole known world. One night he steals away from his tribe, taking the chalice of blood with him. He returns to the Kyranians, presenting the artifact and is worshipped as the saviour of the human race, which at this time lacks powerful leadership.
  

821 b.S. Jaecor Ironhand Lands Third Victory at the Armerenda
Jaek Armerson
Knight Jaecor (or Jaek) Ironhand, now member of the Order of Armeros, proves a third time that he is the best warrior of all of Erpheronia by succeeding a third time in the Armerenda tournament. After his death only a few years later the maximum amount of victories possible for any competitor is limited to two, which makes Jaecor the only person to every have triumphed trice. The hero is at his peak of fame, yet he leaves his homeland to fight in the Erpheronian colonies of Aden against orcish besiegers.
  

820 b.S. Death of Jaecor "Ironhand" Armerson
Erpheronia's most presentable hero Jaecor Ironhand, who has won the Armerenda tournament three times in a row, dies at an accident in the Erpheronian colony in Adan. A cart carrying logs is pulled up on an unsecured street climbing up a hill near the coast when a rope bursts, so that the whole load rolls down uncontrollably and strikes the unsuspecting knight.

Jaek Ironhand is bu