Today's Kyranians represent the remnants of a once proud human tribe founded by Cyroan Thromgolin. Cyroan was an infantry lieutenant under the command of Dietych during the fall of the legendary elven kingdom Fá'áv'cál'âr, where all races were united at the beginning of time. Cyroan led his people to the Lower Fores in Southern Sarvonia, and settled near the Steppe of Kruswik, the Ilian Plateau and the Plains of Truoor, forming the Kyranian Kingdom.

These simple (well mostly) people stayed almost unchanged over the years, living in the moment and dealing with things as they came. Rustic people to the core, they lived off the land, hunting for what game they needed, they domesticated and raised cattle, horses, and other beasts on the Steppe, the renowned warg being one of them for a time. They flourished for several millenia after having overcome the effects of the ferocious War of the Chosen, but after the eventual fall of the Kyranian Kingdom in 806 b.S. the Centoraurians moved into their territory claiming bit by bit Kyranian land as their own.

While the kingdom had fallen, it wasn't until 482 b.S. that they finally threw off their last make-shift king and joined Tharania, being one of the first tribes of the kingdom. The Kyranians ceased to be in name as Centoraurian influence reached throughout their entire territory, but in the furthest reaches, of what used to be Southern Kyrania, some of the old ways still have hold over the people that live there today. The further south someone gets from the ancient territory of the Horsemen, the more Kyranian influence is seen and in the most southern reaches of their ancient territory, it is difficult to find Centoraurian at all.

Appearance. As the Kyranians were brought under the influence of the Centoraurians, they lost a great deal of their identity as a tribe. The mingling with the dominating Horsemen soon resulted in a strong reduction of pure Kyranian families. Thus the general appearance the ancient Kyranians were characterized with is scarce to be found, but nevertheless still common in the region of the former Southern Kyrania, south and east of the Steppe of Kruswik.

Pureblooded Kyranians tend to be of average height and only sometimes a bit taller. Most are between a ped and two fores and two peds in height with the tallest being a half a palmspan over two peds. Such extreme measures are quite uncommon, however. The women of this tribe are about the same height as the men, though they rarely reach two peds. Smaller and medium sized frames are most commonly seen as the Kyranians tend more toward the lithe and swift builds with muscles to fit their life style. Broader frames are uncommon but not unseen. Those that show signs of being larger than normal are highly prized by smiths and the military. More than one verbal battle has been waged over a promising youth throughout the years.

Around twelve and thirteen years of age, the young Kyranian's features begin to show the man they will grow to be. Back in the days of ancient Kyrania those that were already showing signs of wider shoulders and strength were conscripted into the King’s Service, unless they had been taken as an apprentice by a craftsman. After a year of service to their master, they were be evaluated and if they showed an aptitude for their craft they would be allowed to stay. Others were taken from their masters and forced into the King’s Service.

Hair and eye colour of these people usually lean toward the darker shades. Various shades of brown hair are the most prominent with black running a close second. A rusty or reddish-brown colour is most commonly seen in the traditional Thromgolin family, though outside of the bloodlines it is rather rare and blond is nonexistent. Kyranian eyes are mostly dark shades of brown, green and grey, with the occasional black and/or purple thrown in the mix. Like blond hair, blue eyes are not seen in full blooded Kyranians and the darker colourings of these people override the lighter colourings in mixed blood children of the time. Thromgolins, considered the royal line (now having their lands reduced to a mere barony), are known for their reddish-brown hair and dark green eyes. During the height of the Thromgolin families reign, many children by the way that had the same, rust red coloured hair and green eyes were rumoured to be bastards of the ruling family since that colouring was rather rare among the common folk.

Most Kyranians have richly tanned and weathered skin due to the fact that they spend a good deal of their lives outside. Working, training, trading, and participating in events, which usually takes place under the sun, takes up a good deal of the hours of the day. Nobles that are overly concerned with their looks and have no interest in prematurely aged skin usually keep to the castle and hold events in their rooms. There are a still a few of those Kyranian people living throughout the kingdom (though not as prevalent as in ages past), but they are mostly shunned by all except the ones with similar contempt for the life style of their people. These nobles formed once one of the rings of power in the General Court of Kyrania. When they weren’t tied up in matters of state, the other half of the nobility would be out under the sun, tending to their business.

There were five classes of people that made up the Kyranian society in the ancient kingdom: nobility, men-at-arms/soldiers, merchants, craftsmen, and peasants. Nothing has changed much since then. The lives of these people and appearances are somewhat different though not much, dependeding on the life style they led. But they all have the same basic form, the exception being soldiers as they have the highest numbers of men that tend to have the uncommon larger size. This is because youths that show signs of broader frames are conscripted into the King’s Service. This makes the government unpopular to some people, but most youths find it easy to adapt to the new way of life and they are allowed a day or two each week to visit with their families. Kyranian peasant men have their differences as well and are mostly distinguished by their gnarled hands, weather beaten faces, smell of cattle or sheep and leather. Return to the top

The Kyranian Coat of Arms

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

Coat of Arms/Sign. The Kyranian coat of arms can only be scarcely seen in today's Santharia. Yet, in some villages close to the southern Steppe of Kruswik one might still chance upon this symbol at a local inn, now more seen as a symbol of faith than of tribal ancestry. Ask the residents in this region to tell you some of the legends which contribute in explaining the origins of this symbol!

The coat of arms consists of a black stag's head on a dark green background with a gem in star-form placed between the antlers. The stag represented a central symbol in Kyranian heraldry, as the tribe had always interpreted itself as being closely related to the God of the Hunt, Arvins, who was said to have favoured these people in the very beginning of their existence. The gem on the other hand shows the one found by Cyroan Thromgolin at today's Lower Fores, which helped him to decide on the location of his first independent settlement of the tribe. Together the stag's head and the gem were meant to demonstrate prosperity and wealth, nowadays mainly the reference to Arvins has remained. Return to the top

Territory. In the old days the Kyranian Kingdom ranged from the west side of the High Fores to the Bay of the Sky with the Dorashi River winding its way between the two, cutting the land in half from east to west. Many historic and mysterious landmarks are found within the ancient Kyranian boundaries. The Steppe of Kruswik dominated most of their territory, the poor soil of this huge area of land causing the Kyranians to turn toward the raising of livestock.

The west side of the High Fores marked the eastern boundaries of their ancient territory, with the Lower Fores standing between that and the Steppe of Kruswik. On the west side of the Lower Fores, the Ilian Plateau can be found, the beginnings of the Kingdom of Kyrania, where Cyroan Thromgolin built his fortress and empire. The Shivering Woods and the two Aerelian Lakes in the east are along the northwestern borders, stretching south to the southern end of the Lower Fores and the top of the Anaios Gap.

The capital of this ancient kingdom, Caelum, was built at the mouth of the Dorashi River and was called El'Dorash a long time ago. The name of the river by the way came from the original name of the capital city. Another notable and today still heavily Kyranian dominated city is Naios, which was founded on a hill near Wind Bay by Aprag Naios Dereswungen. When the kingdom eventually fell apart after the heavy losses against the Quaelhoirhim elves of the Zeiphyr in 806 b.S. the other tribes began annexing the land and the Kyranians slowly became part of the Centoraurians. This resulted more and more in a loss of tribal identity. Now their old territory is part of the Xaramon Province.
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People. Many people today still hold with the rustic image that comes to mind when thinking about the Kyranians. Even their city folk are outdoor people and their lower class are known for their cattle farming and some horse breeding. They are also hunters and worshipers of the Huntlord Arvins. Their nobility is known for their plain clothing and working class ways as they spend a good deal of their days working under the sun, whether it be weapon training or perusing a craft, such as wood working. Though the only people that don't fit into that image are the flamboyantly dressed merchants who draw the attention of those in the marketplace by their "out of the ordinary" styles and colours.

These people are known for their simplicity. Most of their works have a simple design to them that draws the eye of the looker without being overly flashy or showy. This reflects Kyranian livfe, as they usually blend in with the crowd but are easily picked out by their slender frame, dark hair, and tanned, sometimes leathery, skin. Their lives are ruled by the little things and the simple pleasures, such as the company of good friends and a full mug of ale after a day's work. They are also known for being rather direct people who don't toy around with words when they are not needed and sometimes prefer silence over all else. As said, the simple things in life catch their eye as they don't understand those that complicate things and make the days harder.

Kyranians are also proud,, but not foolishly so. They know how to pick their fights (though they learn the hard way as hot-headed youths) and know what battles they can win. They are also proud when it comes to their appearance and they work each day at keeping themselves as well as their lives in order. This goes for all of the classes of Kyranians.

The peasants are known for their rural nature, sound, and short-cut version of speech, as they preferr to lump words together and drop letters where they aren't needed. Their life out on the Steppe, raising cattle, horses, sheep, chickens, and other livestock is an easy one with a set daily routine that they find comforting. Each morning they wake up, know exactly what needs to be done and how long it will take to do it (usually the entire day), knowing their place in the world.

Craftsmen as well enjoy the knowledge of what the next day will bring. They know everything within their workroom, how everything works, what is needed for what projects, and how long it would take to complete a task. Most of the time they work within their own realm, letting the days waste away as they dd their job, seeking perfection in the smallest things, like a single stitch in a shirt or single horse shoe made out of dozens. The one thing that is different is that they cannot fall into the same routine each day, but they work to the requests of customers, merchants, or nobles depending on their jobs.

Soldiers, sailors, knights, guards, and pathfinders seemed the most at ease at their jobs, selected by their interests, skills, and knowledge. They have a routine set by others above them for each day, allowing them to fall into their lives with ease, be it practice sessions, drills, the running of a ship, or just sulking through the brush for game trails, they feel at home within their environment. Those that had the privilege of working with a warg during the Time of the Wargriders felt more at home than ever and for a couple hundred years the beasts became a somewhat common sight.

Nobles have a different system. They complicate small things in the ways the common folk doesn't - and attempt to avoid. Pride is a big concern among these people, more so than the rest of their folk, allowing comments that will usually 'slide off the common folk' be taken as an insult to their name and family. Many duels are fought among the nobility for both reasons of pride and fun bouts among friends. Some of these battles begun from insults end in friendship or life-long feuds that seem pointless in the eyes of many.

Many today prefer the simple life and those even in the north, the first to be taken by their neighbours, the Centoraurians, still stick to this way of life and make things flow as smoothly as they can each day, following a set pattern. There are a few common sayings that refer to this way of life in Southern Sarvonia. One of these can often be heard when one adult is talking to the other about a practical boy that wants nothing more than to enjoy the day and life he has and never speaks of riding winged horses, battling beasts or have any childish fantasies. "He's got no more dreams than a Kyranian, only lookin' to [insert occupation here] (e.g. "plow the fields") for the rest of his life."

"As pretty as a Kyranian" is another saying that’s commonly used as it can have various meanings. The most common one comes from males, mostly directed toward a young male that has taken a good deal of time cleaning up and messing with his body hair and facial hair. It's heard most often as a group of friends walk into their local tavern for the evening. One might turn to the other (usually the one that kept them waiting) and say, "Ain't you as pretty as a Kyranian?", often drawing a round of laughter from those close enough to hear them. The second one is used in a sarcastic way when men, or women, more commonly the former, are talking about a woman or man that is considered ugly to them. "That one's (man or woman) as pretty as a Kyranian," is often said in hushed tones, but loud enough for those close by and sometimes loud enough for the target to hear. At times it has been known to be used as a joke among friends, but most of the time it is used the other way.

The final saying cames from the Kyranians themselves. "You been standin' behind them Longhorns (other horses or cattle) again?" It is commonly said to a youth that has a sprinkling of freckles across the bridge of his/her nose, though it could be turned around if an elder caught another youth picking on a boy/girl with freckles. "Run along now and don't go standin' behind no Longhorns yaself now boy/girl." Now it is used throughout the south, mostly in small, animal farming villages if a grandfather, uncle, or fathers that wish to tease the children of their family with freckles, though "Longhorn" changes to reflect the animal that is kept in the village.

Kyresk (The Nobles Problem). One of the most notable ways that the Kyranians complicated things was the system put in, allowing the younger sons or daughters of nobility the right to claim the position of heir to their family name, lands, and coin. This system is still in place. It is called a "Kyresk" among the nobility, named for the first younger son to publicly demand the right to be named heir. The General Council concluded that they should be tested on three things important to the Kyranian Nobility: the skills of a hunter, the skills of a warrior, and the skills of a scholar. The second and third aren't as important as the first in their eyes, but knowledge and weapon skills are something required by every noble and merchant family of their children as they come from fighters and knowledge is the key to survival in their eyes. Among the common folk the Kyresk is called "The Nobles Problems". They don't really care about the naming of the heir among the Noblity and avoid wasting anytime thinking about it unless they are stuck with a tyrant ruling their lands.

Three tests are offered to any daughter or younger child of nobility. They are used to test the strength of the challenger and the named heir, put in place to allow the others a chance they are denied by being born second or being born a daughter. The three tests are a test of weapon skills, a test of hunting skills, and a test of knowledge. The child/young adult that wins two out of three of the tests is declared "heir" and can claim their father's/mother's title, lands, and coin upon his death or 'retirement' (the parent stepping back when they age to allow a new voice to speak for their land).

If the contest ended in a 2-1 win, the winner can be challenged again at a later date, but if it is a 3-0 win, they cannot be challenged again, even if a younger sibling wishes a chance to win the family's fortune, status, and rank within court. A tie in one event will be decided by a battle with the weapon of the Kyranians, the Sengren, to first blood. The only time the ‘heir’ can be challenged after a 3-0 win, is if the father/mother (person holding the office) requests another child as an ‘heir’ before their death. This rarely happened during the lifespan of the kingdom as it caused feuds between families that could wage for years and end in the destruction of the house. Many believed this to be against the entire lifestyle of the Kyranians, but then again, no one said the nobility of any tribe was ever sane or thought rationally when it came to honour. 
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Throughout the land previously occupied by the Kyranian people, their buildings still stand as a sign that that was once their land. The massive castles, stone cities, and if one looks close enough, the soldier’s quarters below ground are still there and used by the people that populate the land today, who rather often claim other ancestry. It is easy to pick out the towns, villages, streets, and individual homes that are lived in by those that call themselves Kyranians, as they are best kept in the traditional way as much as possible. Beyond that however, most areas are obviously blended, with obvious Centoraurian additions as well as those from other tribes that have flocked to the Xaramon Province. For more detailed information on the castles and other buildings of the Kyranians, please see the entry on Kyranian Housing. Return to the top

Clothing. Below the different styles for the different classes of the Kyranian society can be found. The nboles are the only ones who have changed their style throughout the years as most of the ancient noble houses were taken over by Centoraurians and courts these days to try to keep up with the styles of the realm's nobility now. Though, the nobles in the south of the Xaramon province are Kyranian in lifestyle if not in name, and their clothing is often the most plain seen, though it's viewed as flamboyant by the common folk. On the other hand, the merchants in the south remain as colourful as they were many, many years ago, while the peasants and craftsman keep their simple, homespun clothing. The following clothes were commonly worn in the ancient Kyranian Kingdom and to a great extent are still today:

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.

Diet. The Kyranians are considered lucky as they possess some of the finest cattle in all of Santharia. The Kyrattin Cattle, as this beast is now called, is more commonly known as the "Longhorn" because their horns range from two peds to two peds and two fores from the tip of one horn to the tip of the other. This is the most common animal farmed for food in that area along with chickens, pigs, and horses (though the last wasn't commonly eaten by the Kyranians, especially once the Centoraurians began to dominate their lands). The wild herds of deer, cattle, and other animals on the Steppe of Kruswik find themselves targets of both of the most dangerous predators on the land, humans and wargs.

With the Steppe of Kruswik taking up a good deal of the Kyranian territory, the land available for growing fruits, vegetables, and other such things is rare - and those that are privileged enough to work those lands have a very busy life. Small forested areas provide a good deal of the fruit the region has to offer and a lot of variations of common vegetables strive for a while before failing with the passing of years after attempts to adapt them to different environments. Dried and jarred fruits and vegetables brought in by merchant ships and caravans become the most commonly seen during the harsher seasons on the Steppe.
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Weapons. It is fairly rare to catch a Kyranian without a weapon. Just because the eye cannot see one doesn't mean that person is unarmed. These people are fairly cautious and even the lowest members of society have something to protect them. Typical Kyranian weapons range from blades to bows with slings, staves, and rocks thrown in the mix.

The pride of the once proud Kyranian arsenal was a double-bladed axe called the "Sengren". This unique weapon was crafted by the middle Thromgolin brother, Sengren, in ca. 9550 b.S. and obviously was named after him. One blade is large, thick and strong enough to hew down logs or the legs of armoured horses. The other blade is crafted in the shape of a crescent moon and has a razor-sharp inside to cut the tendons of horses as they pass by. Finally, the top of the blade is hardened steel, hard enough to pierce the strongest armour. This weapon is still in use, though it is difficult to find and employ a trainer as many of the ancient armsmasters stopped training people after the fall of the kingdom and the many secret techniques of the weapons died with them.

Between eight and ten years of age the sons and daughters of nobility start weapon training. It is required of both males and females, as parents are more wary than the rest of their people and they take advantage of the fact that they are able to offer their children a way to protect themselves. Some of them complain, but no amount of whining and begging can free them from the training that might be the difference between life and death for them some day. What they don't know is that their parents are also training for their future as well, as weapon practices and contests are a common source of entertainment for the nobility during the hours of daylight.

For the first year and a half to two years chilren are taught the basics of various weapons. Every couple of months they are tested and are shifted into groups that work to establish each boy's or girl's skill. After the child is matched with a weapon he or she will move into a group that works only with that weapon. Children of lesser nobility will train with others while those of more important families have a private trainer. Once matched with a weapon they move into other groups and spend most of their mornings in training. They work in at least three groups. One focused on the Sengren, one focused on a ranged weapon, and the last focused on a type of sword, spear, axe, or other weapon offered at the castle, giving them two weapons to defend themselves, and the skills to hunt. Both boys and girls are taken out by one of the hunters enlisted in the Kyranian Pathfinders, once a week. During this time they are taught how to track game and live off the land - something deemed essential by nobles and peasants alike.

The youths work with each weapon and skill until they reach fourteen years of age. At that point they can drop one or more of the weapons if they have not enough skill. Their trainer’s consent is needed most times, but some gp to a higher authority (parents, but they are often overruled) or take it upon themselves to remove themselves from the training. Girls have the choice to drop all weapons if they want too when they reach fourteen, though many keep on training with one or more weapons/skills depending on their trainer's opinions. If they want to keep working with one weapon and their trainers say they are best with the bow they will keep with that weapon. If they want two their trainers will suggest a second, while they can keep either, they mostly go with their weapons-master's suggestions unless they wish to keep all three.

After reaching manhood, all males (and some females, it is optional for them though) have to serve some time in a branch of the Santharian army, just as they did back in the days of Kyrania, where the limit was set to two years. The day after the yearly Manhood Ceremony, the youths will be roused from their beds early in the mornings (unfortunately for those that have overindulged in a new experience, alcohol) given a set of clothing to change into and a bag of trail rations and basic supplies before they are taken out on a five day drill. Once they return, they are issued a bunk in the castle barracks (always the top bunk as older soldiers are moved down as new recruits come in) and begin their time in the military. Each day they wake before dawn, have weapons training, fitness training, interior drills (within the castle walls), lunch, and then exterior drills (outside the castle walls) until nightfall. '

They are run ragged with the other recruits while the experienced hands watch with joy, making bets as to who would drop first during exercises (one of the few times officers allowed betting, as they are often caught up in the bets as well). Recruits and nobles are always taken on drills and more often than not, beat to a pulp by the '"nemy", or experienced soldiers, as they are more commonly known. Many fathers, and some mothers, dread to think what happens to their children during those two years as they remember it, but they also know that their child will come back with an appreciation for the life they lead. They also adapt a military life-style, knowing when they will wake and what will face them each day as they fall into the same routine.

Those that are in the military are trained in the weapon commonly used in their branch (army, navy, guard, knights, hunters/pathfinders, and the Royal Guard) and unit. The army pretty much matches man and weapon and puts them in a unit with others that wield the same weapon. The navy has a narrower selection of weapons. Most recruits are trained with the bow and cutlass or long knives for a time before they are assigned to a ship. The other branches have their own weapon preferences. The guard trains with the sword or crossbow mostly, though Sengrens are also still seen from time to time. Knights ride with lances, swords, and bows and they are always mounted units. The Pathfinders have their own weapons depending on their unit. Their weapons range from bows, to poisoned knives, to wargs for a time. The Royal Guard was a specialty unit in the time of the ancient kingdom, selected from the other units to guard the King and castle at the capital, Caelum. Nowadays Caelum still features the renowned Caelum Guard that has a special role in Kyranian society. Their weapons vary, but they are among the best in handling them in the region. Most branches have mandatory bow training as various groups are sometimes enlisted to help hunt for the city/castle during the month.

Most merchants also keep some sort of weapon on them. Swords, knives, daggers, and crossbows are seen the most with some more exotic weapons displayed every now and then, depending one what they trade. Between fourteen and eighteen years of age the newly proclaimed adults are thrust into weapon training by their parent, in an attempt to help them, but none ever take it that way. A retired soldier or city guard is hired by the merchants most of the time. Those that don't train with a weapon still keep one nearby, the crossbow and knives bering a favourite of the untrained. This is an attempt to intimidate those that might be brave enough to try their hand at the thieves’ life. Their colourful and flamboyant clothing seems to help when downplaying weapon skills and of all the classes, the merchants are the least peace loving, but they aren't necessarily looking for a fight.

Most craftsmen are untrained in the use of a weapon but those that are rarely carry something that can be considered a real weapon. Anything sharp, heavy, or malevolent looking works for these people and more often than not they can do more damage with the tools of their trade than with another weapon. A blacksmith might carry a hammer in his belt instead of a sword he crafted. On the other hand a bowyer might carry one of the weapons he made instead of the tool he used to make it. Some won’t risk doing damage to their tools while others trust in the strength of their livelihood. While they aren't looking for a fight, they prefer to be safe, and whatever is at hand works best. Though the oddness of weapons carried by craftsmen and peasants of the Kyranians is known and widely laughed at behind their back, one shouldn't say anything in front of them, peaceful people or not, they are still too proud to back down from a fight.

Untrained peasants use pretty much anything to defend themselves. Knives, staves, slings, and rope are mostly seen but if need be anything can have been turned into a weapon. Farm tools or even the leg of a wooden chair can be a better tool than nothing in times of need. However, Kyranian peasants seem to excel with the sling and are known to be excellent shots. Of course the Kyranian youth with a rock can also cause some trouble and pain. It often brings a round of laughter from the Kyranian in a crowd when a foreigner gets pelted in the back of the head with a rock for knowingly or unknowingly shoving a boy aside on the streets.
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Kyranians usually have their hands in what every type of trade or task they could, finding where their talent hid and using it to their advantage, but like every tribe they also had their preferred areas. Much of that remains true for today’s Kyranians as there is a broad range of trades and skilled craftsmen in the cities of these people and much of the ways of those on the Steppe of Kruswik remain the same. For more detailed information on the occupations of the Kyranians, please see the entry on Kyranian Occupations. Return to the top

The Coronal of Thromgolin

View picture in full size Image description. The Kyranian King Caldar Eywing (ca. 950 b.S.) wearing the Coronal of Cyroan Thromgolin, the initial founder of Kyrania. Picture by Seeker.

Government. Throughout the life of the Kyranian Kingdom, a typical monarchy was the favoured system of government. From the beginning of the Kingdom of Towers (in 11.640 b.S.) until the fall of the Kyranian Kingdom (806 b.S.) the system held, though changes were made, which is to be expected in government. The most basic and regal of ranks were always present, while lesser titles (numerous ones created at the King’s whim for little more than decoration) showing up every now and then. The most majestic and respected (though sometimes hated) persons were the monarchs themselves.

The governmental system of the ancient Kyraninan Kingdom can be split up in the following ranks:

Production/Trade. Any natural resource listed below is traded with nearby provinces of Santharia, bringing in a good deal of coin. Some of the finest cattle, the Kyrattin, are raised on the Steppe of Kruswik throughout the years of the Kyranian Kingdom - these beasts are still considered to be among the finest of the whole Kingdom on Santharia. Weapons are another thing that are commonly traded as many talented blacksmiths are active and during times of war they help supply allies with weaponry.

Kyranians are hunters in every aspect of the word and they gathered some of their skill from the wilderness. For years they hunted the wolf-like beasts that appeared in their realm after a time. Eventually, some grew tired with the mindless killings from both sides and attempted to domesticate the beasts. Around 1.400 b.S. the first wolf-like beast (more commonly know as "wargs") was captured and trained by a hunter in the Kyranian military, Rastaar "Rast" Lawett. The animal was just a few weeks when it was caught and it was able to be tamed. These wargs were never traded but near the fall of the wargs a new breed came up. These "Rusthounds" are said to have warg ancestry. Some believe they were once called "Rasthounds", but they are now referred to as "Rusthounds" due to the colouring of their coats.

These animals are great hunting hounds and are able to track prey up trees, unlike some breeds. They were originally used as hunting hound by just the Kyranians, but visiting nobility of other kingdoms took a liking to the beasts and a few brought them back to their home with them. Throughout the years they have spread and become a very popular hunting dog. They brought in a good deal of money throughout the years as nobility bought these animals. Still to this day they are common hunting dogs in Southern Sarvonia, but they are still breed in great amounts in the ancient Kyranian territory. Those that had a warg parent during those days were faster, smarter, and better hunters, but they were part wild. After a few years it became required for the animals to the grandson or daughter of a warg before they were allowed to be sold.
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Natural Resources. What used to be the north-eastern borders of the Kyranian Kingdom was known to have a good variety of natural resources that brought a lot of profit to that area. Granite stone and marble were and still can be found in large quantities. Both can be found used in the buildings of some northern castles, and bits of each have been found in the ruins of Sheyaur. These types of stone were also used in building some of the castle in Caelum. Aside from being used in the buildings of some of the castles in the areas, they were shipped out on huge cart or ships to various buyers throughout the south. This brought in a good deal of coin for the north, but those are just a few of the resources in that area and this the mining of these resources in those areas still bring in a lot of gold and trade.

The remaining resources include gold, silver, copper, coal, and several other precious and semi-precious stones. There is a fair amount of mountainous terrain in the ancient territory of the Kyranians and the harvesting of the precious resources that made the Kyranian's wealthy does the same from those in the area today. This mixed with the successful cattle, sheep, and horse farms on the Steppe of Kruswik kept the kingdom's coffers and the pockets of the people full.
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Holidays, Festivals and Observances. Throughout the year there are many reasons for the Kyranians to celebrate. To this day some of the traditions that go with these main holidays are kept the same and some have changed, but in one way or another they are still celebrated by those that hold to the old ways and those that have adopted the traditions. For many, the Turning Seasons festival is just a reason to close their shop or skip work and drink and compete with their friends for a day, while it still holds some of its purpose for others. The following are holidays that are or were widely celebrated throughout the Kyranian Kingdom and most of them are still are celebrated today in the southern part of the Xaramon Province:

Nomenclature. Kyranian names bounce around between common and uncommon, short and long, odd and original. There are those that believe there was no reasoning behind the odd names bestowed upon the children during the early generations of the kingdom. During those times, children of common birth were often given bits of the names of their family members. From two to four or five members of the family might have been honoured with a part of their names used in the naming of a newborn. After the first few generations, a true naming system came out of the "honour system" as some researchers refer to it as.

Some find it pointless that first names are used as last names as well, but it makes perfect sense to the Kyranians. A man may carry his own first name and his last name can be a full of shortened version of his father's first name. For a woman it might be the same except that she carries her mother's first name as her last name. Though last names are rarely used outside nobility and some of the lesser folk have forgotten their last name had it not been the mother or father's first name. Among the nobility, the same last name is passed down from generations, but it is still the first name from some ancient ancestor. Most of the time the last names of nobility are forbidden for the common people to use so that there is only one family with that name.

Within first names there are a few rules and common letter combinations that are followed throughout the years. For reasons lost in history, the first rule is that vowels cannot be used as the first letter in a person's first name. Many believe that this might be because the middle syllables are simply 'a', 'e', 'i', 'o', and 'u' with 'y' added as a middle syllable for women.

Another rule is the double 't' within the name. At the beginning of the name the single 't' is acceptable, but within the name, all 't's are doubled. Along with these rules a few repeated letter groupings stand out. The first being the 'ya', 'yar', and 'yr', which are most commonly used in the names of nobility until the Era of Cataclysm, and while the reasoning behind that was never recorded, many believe the War of the Chosen humbled much of the nobility. The second grouping is the 'aw' which is found more through male names than female.

The middle syllable is optional and names can work with or without it. Mostly, it is used by parents to come up with an appropriate 'middle name' or nickname for their child. They will either leave it out or add one in so that they have a reasonable, shortened name that their son/daughter will go by. Full names can be rather long and drawn out or short and simple, but no matter which, they are always shortened to make a middle name that the person might or night not go by.

Middle names are of little importance to Kyranian people, but when names are cataloged, three names are usually listed. The middle name is often a shortened version of the person's first name. Even the shortest names can be shortened and the longest names kept as they are depending on the person's preference.

Male Names.
Collected below are typical male syllables that are used to construct Kyranian names:

Male Names Details (ordered alphabetically)
Beginning Syllables Br-, Bri-, Bya-, Byar-, Byr-, Cal-, Ches-, Cya-, Cyar-, Cyr-, Drett-, Dya-, Dyar-, Gar-, Gaw-, Ger-, Gil-, Gor-, Har-, Haw-, Jaltt-, Jaw-, Kan-, Kaw-, Kurr-, Kyr-, Law-, Matt-, Mil-, Mitt-, Nar-, Neil-, Nip-, Nol-, Nor-, Ras-, Rast-, Raw-, Re-, Ryar-, Saw-, Sen-, Syr-, Tal-, Taw-, Tyr-
Middle Syllables -a-, -e-, -i-, -o-, -u-
Endings -an, -ar, -ash, -att, -awn, -baltt, -bel, -boltt, -dar, -den, -der, -dett, -din, -dom, -en, -er, -esk, -ett, -ian, -ir, -is, -itt, -mentt, -mir, -mott, -natt, -nes, -nos, -on, -oatt, -ott, -pan, -pas, -pitt, -raan, -ren, -ric, -ritt, -ron, -sik, -sil, -son, -tter, -ttes, -ttin, -tton, -ttis
Celebrity Examples Braritt, Bromir, Bruder, Chesemir, Drettedin, Dyarattes, Garomott, Garupas, Gilibel, Jawatton, Kawiatt, Kyritter, Mittimir, Mittomott, Norotter, Rawadom, Reosik, Syrusik, Taludin, Tyroden

Female Names. Collected below are typical female syllables that are used to construct Kyranian names:

Female Names Details (ordered alphabetically)
Beginning Syllables Bar-, Be-, Bri-, Bya-, Cae-, Cai-, Cor-, Dara-, Daw-, De-, Dya-, Dyar-, Gail-, Gil-, Hail-, Hal-, Han-, Hol-, Jac-, Jae-, Jailtt-, Jo-, Kar-, Katt-, Keri-, Kya-, Kyar-, Lar-, Lis-, Lor-, Mar-, Mich-, Mor-, Nae-, Nel-, Rae-, Ren-, Ro-, Rya-, Sya-, Syar-, Ta-, Tor-
Middle Syllables -a-, -e-, -i-, -o-, -u-, -y-
Endings -ane, -arn, -aie, -atta, -ca, -caw, -cay, -el, -elle, -ena, -era, -ey, -gen, -gir, -ie, -isa, -ise, -ja, -jan, -jawn, -ka, -kal, -kell, -ker, -la, -latt, -lett, -lle, -lyn, -mare, -meer, -mere, -mor, -nal, -natte, -ne, -rai, -ray, -rie, -sar, -se, -seer, -tta, -tte, -wn
Celebrity Examples Baracay, Barutta, Briane, Corakal, Coramor, Corimor, Dawatte, Dawijan, Deycaw, Dyarela, Dyarewn, Gilolett, Hanytte, Holyka, Jacyla, Keriywn, Lisown, Loryca, Loruwn, Michomere, Neliwn, Syaragir, Tayray, Toryelle Return to the top

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(YEARS 11.900 B.S. - 10.000 B.S.)
ca. 11705 b.S. Human Settlements around the Steppe of Kruswik: The Kyranians
Cyroan Thromgolin is an infantry lieutenant under the command of Dietych during the fall of Fá'áv'cál'âr and the subsequent separation of the races called the "Great Sundering". Along with some of his men and their families he settles amongst the Lower Fores, the Steppe of Kruswik, the Ilian Plateau and the Plains of Truoor.

ca. 11700 b.S.
to 11.690
The Plateau Fortress Sheyaur Thromgolin
The leader of the Kruswik settlers, Cyroan 'Roan' Thromgolin, is a great tactician. For five years he plans and searches for the perfect place to build his castle, only to find it right under his nose. Finally he chooses the top of the Ilian Plateau, taking advantage of the height which allows him to watch his surroundings and prevent enemies from sneaking up on him.

He builds his fortress with defense in mind, wisely using some of the oldest tactics for defense and improving on them. It takes him and his men ten long years to get the magnificent fortress built and when it was finished it was a sight to behold. What impresses the people more than the castle is the fact that their leader works beside them and put in as much effort, if not more, into the building of the castle and his kingdom.

Cyroan builds five towers surrounding the main keep, all made of granite and marble. The massive towers are tipped with silver and gold so that anyone in his kingdom can look up and see his citadel and have hope. He calls his fortress "Sheyaur".

During the building of his stronghold, he orders the plateau cleared of any bush or tree to give his men a clear killing field. He realizes that archers are one of his best defenses and he trains them extremely well. He also manages to improve the bows and arrows they use. Cyroan passes on his knowledge and dream to his successors. His followers continue to improve and refine his basic strategies and tactics.

ca. 11690 b.S.
to 9550 b.S.
The Kingdom of Towers: Kyrania
During all these years of the Kingdom of Towers (almost 1400 years), the Kyranians grow, live in relative peace with their neighbours, the "Horsemen" (later on called the Centoraurians), the Caltharians and Erpheronians, who had come along with them from the north and settled near their borders. They are to their west and northwest. The Caltharians settle up in the northern and northeastern Fores. The Erpheronians settle east and northeast of them. However, as is inevitable, peace is a fleeting thing. Border disputes, mineral rights and grazing rights arise in the course of time. Grazing disputes are most common with the Horsemen and mineral rights with the Erpheronian and Caltharian kingdoms.

(YEARS 10.000 B.S. - 9.500 B.S.)
ca. 9550 b.S. The Scions of Thromgolin I: Gilden "Gil" Thromgolin
Gil is a master builder and concentrates on fortifications and tactics for defense of those fortifications. He develops a stronger bow for his archers and he names it the "Bolt Bow" as it doesn't shoot an arrow but a metal bolt. It doesn't have the distance that a regular bow has, but the bolt can pierce heavy armor. Gil also builds windows inside the outside walls of the fortress where arrows can be shot out of but nearly impossible for arrows to go through from the outside.

Gil also improves upon an idea of the trench and surrounds his castle with it. In the beginning this trench is built wide enough so horses cannot jump it. Then he builds it deep enough to hold sharpened logs. Eventually he fills the trench with water, with oil on the wall so that it can be poured into the trench and set on fire if needed. He camouflages the stakes in the trench with weeds that are connected to the stakes. Finally Gil develops or refines the only access to the castle, a wooden bridge he calls the "Foot" which at first is lowered and raised by thick ropes and chains later on.
The Scions of Thromgolin II: Senren "Ren" Thromgolin
Ren refines infantry tactics in the open field against cavalry, archers and other infantrymen. He designs rounded shields with centers that are thicker and stronger to protect his men from archers. Ren also develops tactics against cavalry charges such as using sharpened sticks between a phlange of men and shields. He develops and builds an axe he calls the "Sengren".
The Scions of Thromgolin III: Cyrobaltt "Cyro" Thromgolin
Cyro, the youngest of the three Thromgolin brothers, develops new ways for old infantry tactics such as: concealment, hand to hand combat, sword play, and techniques for wielding the sengren, pike and spear. He conditions his men to run long distances without tiring. In fact the Kyranian men's long distance running and speed becomes legendary. He uses the mountains as defense as well as offense, learning how to disturb the earth enough to create traps. Unfortunately even with the best of designs he cannot control all of the traps and unsuspecting people are killed accidentally by landslides and pitfalls. Gil, the oldest and king, gives his two brothers the rest of the land which they call "Abarona", from which we get the name "Baron".
(YEARS 9.500 B.S. - 8.500 B.S.)
ca. 9500 b.S.
to 9023 b.S.
The War of the Chosen
The splendour of the Kyranian kingdom, as well as all of the other kingdoms in Southern Sarvonia, is almost completely destroyed. Only a few survivors of this terrible war begin anew. The Kyranian history then begins over after centuries of darkness and healing. Once again the Kyranians become an important cog in the history of Southern Sarvonia.

ca. 8850 b.S. The Eyelian Attack on the Sheyaur
Eyelians attack the Kyranian Fortress of Sheyaur, now in the possession of of one of Cyroan Thromgolin's kin. The Eyelians succeed and destroy most of it. Farmers use the ruins as a quarry and the stones of the Sheyaur for homes and walls.

(YEARS 1.655 B.S. - 822 B.S.)
1406 b.S.
to 1224 b.S.
The Rise and Fall of the Wargriders
After a time, the Kyranian people grow tired of killing the wargs, which seemingly appeared in the years after the War of the Chosen, that kill their people and the whole thing seems pointless. Many attempt to domesticate the beasts and when one attempt succeeds, a solution is found. Rastaar 'Rast' Lawett, a Pathfinder, trains the first domestic warg pup. After that others try and a Wargrider unit is created within the ranks of the Pathfinders. After the deaths of a few of their men in the first year (Rast included in that count), the officers decide to use only pups that are born in captivity to parents that are captured and 'trained' or parents that are born in captivity.

This works for a while and the Wargriders of the Pathfinders grow. Near the end a single Wargrider unit of sixty-seven men develops in the army. Nobles also seek these beasts for hunting animals and for a time the arrangements work. However, when nobles begin to breed their own wargs and neglect the pups things change. When the death count becomes too high over the years, the animals are once more targeted for execution as they are deemed unsafe.

1239 b.S.
to 1223 b.S.
The Exiled Hero Garawn Drett
The first and only unit of Wargriders within the army is active for fifteen years and the riders are all volunteers. The captain, Garawn "Gar" Drett, is only nineteen when he volunteers for the position. Sixty-seven men are part of the unit that is victorious the first and only time they join a real battle. When the casualties due to warg attacks become too high the King orders the death of all wargs used in the military and those within his cities.

Gar refuses to allow the King's executioner to do the task and ends the life of his warg himself. The rest of the men in his unit follow him, leading them to dishonourable discharges for not following orders. Gar himself is exiled and escorted to the borders, but his name is found among notes and records after his exile, leading people to believe he will return to his home.

963 b.S. The Visions of the Kyranian Caldar Eywing
A prophecy said to be given by Arvins, the God of the Hunt, to a boy named Caldar Eywing spreads throughout the Kyranian villages. The prophecy states that the Kyranian kingdom will once again rise if only they will erect an altar at the ruins of the ancient Sheyaur castle, once erected by Cyroan Thromgolin. Thousands of Kyranians follow the young Caldar to the ancient ruins of Sheyaur on top of the Ilian Plateau and erect twelve pillars and in the center they build an altar and pray for days to Arvins.

On the twelfth night, Caldar, who is treated as a saviour of the Kyranian kingdom, sees a white stag in a forest near the plateau. Interpreting this as a sign from Arvins he hunts and shoots the stag through its heart. Upon bringing the body of the stag back to the altar some of its blood touches the altar. As soon as this happens Caldar falls in trance and later claims to have seen an apparition appearing to him that prophesied that the Kyranian nation would once again prosper when it follows the ways of nature.
963 b.S.
to 823 b.S.
The Rebirth of Kyrania: The Kingdom of the Pillars
Caldar Eywing
Caldar, heeding the prophecy he has witnessed on the pillars of the ancient Kyranian fortress of Sheyaur, builds a palace on a hill adjacent to the woods where he shot the stag overseeing the Steppe of Kruswik. He declares the woods sacred and erects a pillar with the runes of Arvins blessing those woods. His followers seeing the faith and belief of Caldar build these same pillars and erect them at all of the crossings of roads and in the center of their hamlets worshipping Arvins. Soon the kingdom is rebuilt with the youth Caldar named as king. The Kyranians align themselves with nature and with Arvins following the codes of hunting, farming and warfare. During these years the Kyranians leave their mountain strongholds and repopulate the Steppe of Kruswik with their herds of cattle and sheep and build several important towns.

As was prophesied the Kyranian kingdom prospers with the kingdom full of holy woods, growing hamlets, towns, unusually large yields of crops and animals, even after the curse of the Dereswungen blood line.

933 b.S.
to 806 b.S.
Kyranian Corruption: The Kingdom of Betrayal
One of the most ambitious followers of Caldar named Narinos "Naios" Dereswungen also claims to have received a divine vision. In his vision he sees a huge fortress overseeing the Windbay. He and his followers head south. Finding a hill near Windbay, just like the one that Caldar has built his castle on, he interprets these sights as a sign and he builds a fortified town he names "Naios," the "Fortress of the Whispering Voices". It is named that way because at night when the wind blows from the bay over the hill it sounds like whispering voices.

In the center of the fortress Narinos erects an altar, but in his arrogance he sacrifices a sheep instead of a hunted stag. Lore tells us that as he did that Arvin spoke a curse on his bloodline and his kingdom for desecrating the altar.

823 b.S. Jalttren 'Jaltt' Dereswungen King of Kyrania
Another arrogant descendant of the "cursed" Narinos named Jalttren Dereswungen is crowned king of Kyrania.

(YEARS 822 B.S. - 50 B.S.)
822 b.S. 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.

819 b.S. The Coronation of the Kyranian Gorm
The coronation of Gorm takes place at the Bay of Skies in the former El'Dorash which is now called Caelum. The urgent petitions of the elves to return the holy blood of Maengolth are answered with the execution of their messengers, which are ordered by the leader of the Kyranian tribe, Jalttren Dereswungen, because he knows of the importance of giving the different tribes of the humans one single enemy. After Gorm drinks the blood of Maengolth ritually in front of his people Gorm is entitled fully "Unrestricted Human King of the Westcoast".

The first action the young king takes - advised by Jalttren - is the fortification of El'Dorash and the gathering of an enormous army to challenge the elves. Elving and Saloh are heavily fortified in order to be prepared for the expected confrontations.

811 b.S. The Assassination of King Gorm
A Quaelhoirhim sent assassin manages to sneak into the king's palace and to lay fire on the bedchamber of the king. Just like Caein hundreds of years before him Gorm suffers a terrible death for his unceasable will to gain power.

The assassination of Gorm by elves to avenge the theft of Maengolth's blood eventually triggers the First Sarvonian War of men against elves. The humans are led into battle by the Kyranian successor of Gorm, Jalttren Dereswungen. The Erpheronians will play a key role in the upcoming battles.
The Coronation of Jaltt
After the assassination of Gorm by an elven assassin Jalttren Deresvungen is crowned "King of the Westcoast". Rumor has it that Jaltt was the one who helped the assassin kill Gorm for he wanted to be king himself. Gorm though, ruthless in his ascension to power, was an innocent pawn in Jaltt's rise to power.

806 b.S. The Fall of Kyrania
Jaltt, under the pretext of revenge for the death of Gorm, attacks the elven capitol of the Zeiphyrian Forest, Elving. During this war Jaltt is killed and the Kyranian kingdom falls. The Arvins prophecy is finally fulfilled.

800 b.S. The Goltherrhim Ag'rán Tacunija utters the Curse of Fire
The heir to the Goltherrhim regency, the Ag'rán Tacunija, is murdered by Kyranian rogues on the foothills of the Hèckra volcano, while travelling from the Goltherlon to the Vontron. As he dies, Tacunija curses his killers and their people always to fight among each other and to be rewarded for the crime by fire. He is quoted: "May my blood haunt you and your children, until Avá's Dream is over. No peace will ever reign you and your people and always will you fight among each other but never will you get rid of yourselves. And let fire be my witness and your reward for thy crime."

These dramatic words should become the "Curse of Fire", sealed by three sudden explosions erupting from the Hèckra. This is said to symbolize that the Curse would be fulfilled three times. Bromir, a small Kyranian boy, witnesses the whole event and relates the curse to those that would hear.
Kyranians become "Helcrani"
The massacre against the peace-loving elf Tacunija and his men triggers a series of retaliatory elven attacks against the Helcrani, who burn their villages and turn to the Eastern Fores Mountains for salvation after two of their settlements are destroyed. The Curse is fulfilled for the first time.

The dwarves, who live there, welcome the Helcrani, because they are enemies with the elves. There they build five villages: Sostra, Heleroth, Ahaiwana, Menegula and Codomma. The area was named Helcrah ("Firedamn") and they take the name Helcrani ("Firedamned").

618 b.S. Renevor's Alliance of the Red and Punitive Expedition against Milkengrad
Renevor, the king of Erpheronia, irritated by the Helcrani merchant fleet and his failure to conquer Centorauria a decade ago, forms an alliance with the Kyranians, the rebel Centoraurians and the Stratanians against Milkengrad. Many mercenaries from the Ashmarian lands came to offer their service to Renevor.

580 b.S.
to 565 b.S.
Centorauria annexes Lands
Centorauria annexes the island of Midlanir from Erpheronia, Helcrah from Caltharia and the Kyranian territories between the Aurelian Lakes and Hèckra.

531 b.S. The Aetryam Naval Battle
After the naval battle for Parda the Centoraurians build a new fleet. Eleven years later Carrion comes to take revenge. His ships are loaded with Erpheronian and Kyranian troops and his objective is to escort them to the besieged Antiragon. On his way the elven fleet attacks him at the Aetryam Sea. Although the humans are outnumbered he can not abandon the transports. He strengthenes the sides of his fleet and finally manages to encircle the elves and to accomplish a glorious victory.

482 b.S. Foundation and Expansion of Tharania
Thar, the strongest Erpheronian king so far, manages to eventually unite all four northernmost tribes of the southern Sarvonian continent - the Erpheronians, the Centoraurians, the Kyranians and the Caltharians. The main reason for the willingness of the tribes to subdue themselves to the powerful Erpheronians peacefully was the urging need for support concerning the reconstruction of their destroyed lands. A new era has begun, a major cornerstone to what later on should become the United Realms of Santharia, stretching over the whole of the southern Sarvonian continent.

(YEARS 50 B.S. - 172 A.S.)
79 Mantheros retreats towards the Hèckra Volcano
As the usurper's army marches north through Caltharian lands to conquer the eastern harbours, which are supporting his enemy's supply lines, the Centoraurians with their army march east to block Mantheros' retreat, while the Kyranians advance from the south. Mantheros cannot afford a battle before his Goltherrhim reinforments arrive, so he retreats southwest towards the Hèckra volcano. Outnumbered and encircled, Mantheros is in deep trouble.


 Date of last edit 13th Fallen Leaf 1668 a.S.

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