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KilTar

 

Here, you can view a detailed map of Kil'Tar, and explore the varied races of this vast realm. Follow Valdieron's trail from the tiny village of Shadowvale to Thorhus, ancient city and home to King Dhoric.

 

Learn about the races that make up the inhabitants of Kil'Tar, and learn the history, back to the time of the creation of the universe.

Wondering what characters in the book look like? Refresh your memory with their descriptions, or read about the deities and prophecies of Kil'Tar.

 

 

 

 

 

 

 

 

Map of Kil'Tar

 

View the Map of Kil'Tar by clicking on the map.

 

 

 

 

 

Interactive Map

 

 

 

 

 

 

 

 

 

 

 

 

History of Kil'Tar

The First Era

Year 1 : The creation of the Multiverse. The Essence of the Universe sets about creating the planets.

2,000 - 5,000 : The Essence Lords spring to existence and begin to gather their power. They find ways to traverse the universe and begin to gather great knowledge.

5 - 12,000 : The Essence Lords find a means to manipulate the Essence, and find that only a few planets possess it in pure form. They settle on the planet of Kara'Tar, twin of Kil'Tar.

12 - 14,000 : The dynasty of Ji'Ta'Har, the family famed for their innate ability to manipulate the Essence and draw upon inner powers, begin to plot to rule the universe. Plans are made and minor conquests begun, which in turn lead to more sizeable victories. The first of the Unlife appear, and begin their decay.

14 - 16,000 : A splinter faction comes into it's own power with the help of the Dragons. They are the Dragon People, and seek to put an end to the Ji'Ta'Har's rulership of the stars. The rebellion is successful, and the first War of Ascension is formed, though the better part of the universe is destroyed or decimated.

16,001 : The war ends with the major battle between Vighor of the Ji'Ta'Har and Silmarel of the Dragon People. The remaining Ji'Ta'Har are destroyed, and some few races survive.

 

The Second Era

1 - 5,000 : The slow regeneration of the world. Some lands are lost, while planets burn out and are lost, but those remaining become more adaptable and begin to flourish. Only the hardiest of races survive, but have no civilisation, only pockets of savagery and brutality. The Dragonlords and Dragons leave the lands, knowing their destiny has been fulfilled.

5,001 - 8,000 : The Lorewielders appear, and begin to travel the world, seeking to restore it to some of it's former glory. They recruit members for their order and begin training.

8,001 - 11,000 : Civilisations grow to power. The Lorewielders create a new segment within their order, called the 'Travellers'. These people build their own guilds, and charge for services. The great smiths are born, and the greatest of magical items are forged by the mightiest. On word of the Unlife, some artefacts are made which are supposedly capable of battling the Demonic hordes, though none rival those once possessed by the Dragon Lords.

11,001 - 12,000 : The return of the Unlife, sparked by an Essence storm. Slowly the Demons are returned to the void and blocked off with seals, though with less power than they were originally made. The destruction of the 'Storm Wars' is widespread, and once more, there is a decline into savagery and brutality.

 

The Third Era

1 - 2,000 : The Lorewielders begin to try and restore the world. The races are once again brought together, though some with less success than others. There is a vigilant watch on the seals, and a careful selection criteria used for recruiting students of Essence.

2,000 - 5,000 : There is a slow lapse in duty from the Lorewielders. The seals are remained under guard, or those which are known about, but they no longer feel threatened by the dangers of past.

5117 : The Seals are breaking. The Lorewielders know not of the import, though they know what has happened in the past.

5118 : Present Day.....

 

 

 

Races of Kil'Tar

 

Humans:


The humans of Kil'Tar are made up of five distinct groups:

   North- Men, or barbarians, huge people (6'8"M / 6'3"F avg) who live in the harsh plains of the north in Urak'Hai. Though scarce, these people are hardy, and have a close relationship with their deity, the warrior- god, Kayne. They do not believe in magic, following the codes of the warriors passed down from generation to generation, even among the females, from which only the strongest find a place among the male- dominated society.
Clans dominate this warrior society, each Clan associated with some symbol of their credo, usually an animal of strength or speed. Five of the twelve clans vie for position through strength and numbers that will allow them to act as council for the people as a whole. These councillors are always the clan leaders, warriors of great strength and honour. Bloodshed is usually limited to contests of strength and speed, and open warfare between clans has not happened in twelve generations, though subterfuge and backstabbing is not uncommon.

 

   Normal Men. These are normal people (5'10"M / 5'5"F avg height), dominant in the realms of Tyr and Ariakus. They predominantly worship one god, Phaeron.

   Southerners, or Darishi, are dark- skinned plainsmen from the south of Ariakus and the north of the Empire of Zarn. They have no homes save the wandering camps of horses and wagons. They are taller (5'11"M / 5'7"F avg) and slimmer than normal men, and have more of an understanding of animals, especially horses. They have a few wizards, though most are Shamans, using their magic to change weather conditions or cure diseases or wounds to both human and animal. They have little knowledge of deities, though they are loyal to the Patron of the Elements, Jahad, and are very superstitious. Their women hold much honour among them, and fight beside the men, though only males lead the clans.

 

Darishi Hierarchy:

 

Title

Position

Equinary

Clan leader

Chieftain

Prince or first heir

First Cavalier

Second heir or kin

Horselord

Warrior Leader

Principal

 

Haita'kar

Warriors

 

 

Hara'kar

Outcasts

 

 

   Zarns, from the southern realm of this name, are dark- skinned men similar to normal men in height and weight, whose happy- go lucky attitude is widely sneered at, though a close look at these people will show a respect for morality and friendship, and one look at their beautiful cites and towns shows that their aesthetic tastes are of great importance to them. Known for their talents in the trade, commerce and shipping fields, they also are not unprepared for war, with a large military presence and several schools for magic, though their magical arts lie in martial and mentalism fields, as there are many monks from this realm. They have many deities, though they usually follow Dareth, Lael and Hraken. They also have an elite core of warriors reserved for city defence or royal guardianship, called the Redguards or Bloodguards, talented in both armed and unarmed combat with also a limited skill in magic (magical attack and healing).

 

   The Dak'marians are as close as a race to the dragon people as any. They are predominantly a warrior race, finding that life revolves around honour. Though few, they dwell in the Seven Cities of Dak'Mar, waiting for the prophecies of the past to come to fruition, when they will fight for the good of the world as their ancestors did. They are taller (6'M / 5'8"F avg) and stronger than normal men, with a darker complexion, and they are great builders, their cities both beautiful and strong. They have no magic other than that of their alchemists and armourers. They worship the memory of their ancestors, believing that the gods wiped them out aeons earlier.

 

Elves:

 

The Elves of Kil'Tar are made up of three types:

   Woodland Elves (Sylvaen) make up the bulk of the populace of Elves. Nature- oriented, they are tall (average 6' 2"M / 6'0"F), and are at home in the forests and woodlands of Kil'Tar. They are very society oriented, and their homes are places of beauty and tranquillity, ingrained with the magic of the earth and nature. Of their wizards, they range from Druids and healers to illusionists and monks, with only a few of the more devastating groups, like Magicians or Conjurers. They live predominantly in the Western realm of Loreander, but can be seen just about anywhere, as they are as adventurous as any. They worship Lael, goddess of the Earth. Most have tanned skin, a inheritance from their natural lifestyle, though their hair colours cover the whole spectrum, and their eyes are mostly grey, hazel or dark blue and green.

   Noble Elves are fairer of hair and skin than their woodland kin, preferring the live in their own cities of wonder rather than among nature. They are more scholarly, though no less capable of combat (6'4"M / 6'1"F avg height), though they are more of a magic- oriented people. They live on the Magic Isle in the city of Starhome, a place of mystical beauty. They worship the goddess of knowledge and magic, Ifrael.

   Sable Elves are dark- skinned Elves from the South- Eastern marshlands, known as the Death Marshes, place formed where once a lake and volcanic lava met, forming a harsh land where lava pools are many and the plants are misshapen and dead. Though not evil, the Sable Elves are more arcane than their brethren, though not as strong nor as powerful in magic. They do, however, fight with great skill, and their magic lies in the area of conjuration, which almost every one is taught a little from an early age. Their society is led by one Elf, of the greatest power as decided by yearly trial of combat. Though smaller than their kin (6'M / 5'10"F avg), these Elves are faster and more cunning, with a natural instinct for survival. They are also somewhat resistant to magical effects, as well as heat and fire. They have no gods.

 

Dwarves


The Dwarves of Kil'Tar dwell in the subterranean regions of Karnhein, in the North- East. Their skills lie in the finding and refining of minerals and precious materials, with great honour being bestowed upon their greater alchemists and forgers. They are hardy as a rule, and are stronger than their height ( 5'0"M / 4'8"F avg) suggests. They are excellent fighters, with amazing stamina and loyalty, though they lack magical powers not related to their craft. Their god is the god of metals, Karn.

 

 

 

Calander

Weeks:  1 week = 7 days

Months:  1 month = 30 days

Seasons: 1 season = 90 days

Years:  1 year = 360 days

Kil'Tar has two oriting moons, Quantari and Santari.

 

5118          Summer          5118

 

Qantari

Dates

Santari

Dates

Waxing Moon:

7 / 37 / 67

Waxing Moon:

75

Full Moon:

15 / 45 / 75

Full Moon:

9

Waning Moon:

23 / 53 / 82

Waning Moon:

31

New Moon:

30 / 60 / 89

New Moon:

53

 

5118         Autumn          5118

 

Qantari

Dates

Santari

Dates

Waxing Moon:

7 / 37 / 67

Waxing Moon:

73

Full Moon:

15 / 45 / 75

Full Moon:

7

Waning Moon:

23 / 53 / 82

Waning Moon:

29

New Moon:

30 / 60 / 89

New Moon:

51

 

5118          Winter          5118

 

Qantari

Dates

Santari

Dates

Waxing Moon:

7 / 37 / 67

Waxing Moon:

71

Full Moon:

15 / 45 / 75

Full Moon:

5

Waning Moon:

23 / 53 / 82

Waning Moon:

27

New Moon:

30 / 60 / 89

New Moon:

49

 

5119          Spring          5119

 

Qantari

Dates

Santari

Dates

Waxing Moon:

7 / 37 / 67

Waxing Moon:

69

Full Moon:

15 / 45 / 75

Full Moon:

3

Waning Moon:

23 / 53 / 82

Waning Moon:

25

New Moon:

30 / 60 / 89

New Moon:

47

 

5119          Summer          5119

Qantari

Dates

Santari

Dates

Waxing Moon:

7 / 37 / 67

Waxing Moon:

67

Full Moon:

15 / 45 / 75

Full Moon:

1

Waning Moon:

23 / 53 / 82

Waning Moon:

23

New Moon:

30 / 60 / 89

New Moon:

45

 

 

Deities of Kil'Tar

Phaeron: Father of the Gods

Kayne: God of Battle

Dareth: God of music and poetry.

Lael: Goddess of Nature

Hraken: God of the night.

Ifrael: Goddess of magic and knowledge.

Karn: God of Metal and the earth.

Jahad: God of Elements

Veraxea: Mistress of the dead.

Varella: Goddess of healing and emotions

 

 

Prophecies

 

 

The Chronicles of Yas, T.E. 1105,

From the blood of the noble serpents he shall rise,
born of the snow and mountains by the star- child
and raised by the wolf under the shadow of the watcher.
Washed with the blood of innocents and wielding the dragon's flame,
he shall rise from the flames and strike at the hosts of hell,
and death shall be his guide to either salvation or destruction.

 

....then the son of the Lion shall travel to the sylvan ocean,
and within find the daughter of the long-lived,
so shall they unite their people as one to follow the river of blood
that the Skymaster has ridden.

 

 

The Child's Prophecy. T.E. 2147,

 

When in the city of the ancient ones, those from the endless darkness shall step through the flaming gate, HE shall come, from the shadows of the Dragons Wing, bearing the Eye and Horn of the Dragon. The land will sing with his passing and they will know fear that oppose him, for he is the Lord of the skies and protector of the Realm.

 

 

Dak'Mar Prophecy (Unknown Author)


And he of the Sky Riders, marked by flame bearing that which was broken made whole, shall come from the land of the nine towers and marry the jewel of the North, daughter of King and Servant, and thus united, they shall battle the hosts from beyond and the land cleansed with blood shall be theirs.

 

Dak'Mar prophecy (Unknown Author)


And he who hails from the Shadow shall journey to the place of making, where the fire of heaven awaits and he shall make whole that which was destroyed.

 

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