| magic summaries | world description | Arrona description | game proposal |


The campaign is going to rotate around the kingdom of Arrona, a major Altak power.
During this period, the Etter culture developed dissolution healing, refined their written script and spread beyond the Pale / Eel Sea littoral to dominate the coastlines as far as Troutfall. Never cohesively united - most of their wars were fought among themselves - they dominated by trade, emigration and cultural exports. At their peak, somewhere from a thousand to eight hundred years ago, they developed dissolution of craft. They periodically raided the inland regions, and sometimes set up short-lived inland kingdoms.
| Era (Years Ago) | Notable Events |
| Prehistory | Dissolution of Life Karmacy Malediction |
| 12000 ~ 2000 | Olgad culture build first cities |
| 5000 ~ 1700 | Olgad invent microgating Olgad conquer known world |
| 1600 | Unobtainium mines failing; Olgad culture in slow collapse |
| 1500 | Etter culture emerges Invention of healing by dissolution |
| 1200 | Etter culture dominant across its current range |
| 1000-800 | Golden age of Etter; many incursions into Altak territory dissolution of craft invented |
| 752-726 | Investigating the dissolution of optical devices, Andan Utning (Yellow) and Rhea Parnoi (Blue) lay foundations of heumonics in Etter state of Wriddish |
| 726 | Utning dies |
| 712 | Accused of various improprieties, Rhea Parnoi flees Wriddish with about twenty heumonicists |
| 707 | Heumonics University founded near independent Altak village of Surboir |
| 700 | Etter population peaks; fish stocks depleted Many internal Etter conflicts Altak tribes begin forming into nations |
| 689 | Small force of heumonicists and local allies defeat three of the Twenty Herds in a pitched battle outside Surboir |
| 665 | Gartand demands tribute from Heumonics University; the University responds with a document proclaiming sovereignty over Surboir and eight other villages |
| 662-604 | Ribeau leads a series of wars against Etter states, destroying many cities completely |
| 630 | Edri Thanad manifests as the first White Mage |
| 626 | Ribeaunais forces attack Institute, claiming it is an Etter colony; roundly defeated |
| 611 | Alu Thriban, first Black Mage, begins eight-day rampage across University; by the time she is defeated, three-quarters of the Institute are dead or permanently blind, including Thanad |
| 600 | Etter culture collapses under famine, internal conflict and Altak attacks |
| 583 | Heumonics Academy established to train heumonicists under 17 |
| 433 | Arrona founded under Curvale-Broome dynasty |
| 408 | The First Ecumenical Gathering fails to reach consensus on several doctrinal points; Altak monotheism splits three ways, and many minor conflicts spring up |
| 379 | Marc Hunias, second Black Mage, assumes Regency (and effective control) of Cephron; localised Ribeau-Cephron war escalates rapidly. |
| 354 | Hunias, belaboured by Ribeau, the Twenty Herds, the Institute and Arrona, vanishes; Cephron's lands carved up between Ribeau and the Herds. Cause of disappearance never established |
| 310 | Covenant of the Hood founded |
| 296 | Second White Mage manifests; dedicates career to stamping out curses and ending conflicts spun off from the Cephronian Wars |
| ~ 250 | Shadow Guard founded by Lord Rothacaul, ostensibly to protect the Queen's person |
| 235 | Twenty Herds war-chief Abrudal mysteriously assassinated, leading to seventy years of Herds infighting; generally considered the end of the Herds' eastern dominance |
| 200 | Ribeau, Catela and Arrona now the dominant Altak nations Adant family replaces Curvale; Dunar-Adant dynasty begins rule over Arrona |
| 150 | (third White Mage in here somewhere) |
| 100 | Modern form of psychometry arises |
| 60-15 | Foundling War (Arrona-Catela plus tributaries) |
| 32 | Twenty-three Shadow Guards tried and executed for treason; Guard disbanded |
Etter respect all races, but are deeply contemptuous of 'barbarism' - anyone who can't handle a sea-going boat, read or fight is a barbarian. The Etter have very strong opinions on gender, too - women are chattels, and anyone who thinks otherwise is certainly a barbarian.
Etter city-states are generally composed of a central city and a scattering of dependent villages. Beyond these, the population is more scattered and social organisation goes no further than the village level. Rule takes various forms, although all share a strong distrust of anyone who is a politician first.
Literacy rates are lower than they used to be, but are still higher than anywhere but the great Altak cities. Etter typically worship a personal or family god, as well as gods responsible for individual city-states or bodies of water.
The most common form of government is a monarchy, steered by strong aristocrats. The Altak peoples share a belief that men should rule in warfare, women in issues of peace; various political structures have evolved to try to implement this.
[This next highly provisional.] They have always been monotheistic, but there are many local disagreements about theology; most also worship a tribal hero (often an ancestor). The Altak god has been slowly changing from a highly sexualised figure (male in some regions, hermpaphroditic in others) to a genderless, abstract figure.
The old Altak strategy used to involve a mad charge by warriors pumped up by dissolution of life; big nasty animals like bears were preferred. This routinely collapsed against Etter bowmen boosted by fast, accurate animals. Current strategy is a lot more varied, but still generally relies on the heavy infantry charge - though the sacrifice of faster animals predominates over big bruisers.
Fortified positions are fairly uncommon; before the collapse of the Etter, the Altak were too dispersed and disorganised to build large forts. An obvious fortification is easily circumvented with magical stratagems; stone castles are slow and costly to build, and too easy to knock down. Fortifications are generally put up as aids to a field battle; stakes, wooden walls, ditches, moats and traps are standard, but are usually kept light enough to avoid impeding the defender's manouvres; dense woods, hills and marshes are cultivated to control enemy movements and play to the locals' strengths. (Menageries are built of stone, usually at the central defensive point.
Naval warfare is still dominated by Etter technology, which hasn't advanced much in the past two hundred years.
| magic summaries | world description | Arrona description | game proposal |