History, Legends and Tales of Zarta, compendium by ‘LIV Archivist of the Library of Alexandria’.
The preface states ‘"There are more things between the sky and the earth than you can imagine".
There are four eras described in the book of LIV, how much truth there is we cannot know.
Age of Myths
In the distant past, legend has it that Zarta was created by the motions of the universe, soon after, those we now call Primordial Deities were born to administer it.
After centuries of life, one of these deities was killed by one of his kind, such a grave sin was condemned with imprisonment in the centre of our planet and the erasure of his name from history.
At that time, the surface was contested by the Giants and the Arcanes, the first inhabitants of Zarta, matter and concepts coming to life, respectively.
Victory was claimed by the Giants, whose few survivors moved to the islands in the sky, the defeated moved to the dimension now referred to by magicians as the ‘World of Dreams’.
The Age of Dragons
Life continued to develop on Zarta and many other creatures made their appearance.
The sons of the Aleph (elves, dwarves, tau and humans), the Great Beasts and new Arcanes appeared, who unlike the first of their kind were born without the gift of travelling between the dimensional realms.
The Aleph are a myth within a myth, divine dolls created in the likeness of gods, this is said, but seems like no one has ever seen them.
The advent of the second era was marked by a meteor shower that brought magic and magic abilities to Zarta, thanks to a mysterious mineral, the Giurgiu.
But those who think this mineral brought only good, are mistaken, for embedded in the great rocks of Giurgiu, were dangerous creatures, Dragons.
As if that were not enough, the offspring of the unnamable locked in the depths, the ravenous Havoc and the Exfert, began to pour onto the surface of Zarta.
A fierce war began between beings so powerful that the gods had to intervene to prevent total destruction.
Some of them were not punished, however, but welcomed into their realm.
The Age of the Great Witches
This era began with rumours of creatures called Fairies appearing in every corner of the world; (I often hear of them as legendary creatures, now extinct, but evidently they have never been in the White Forest).
The great spread and influence of the Church of the Fisherman led to some kingdoms being branded as heretical because they practised magic, some of them even got their hands on jewels in which the power of the Primordial Exferts was infused.
The study of magic had made great progress and the new doctrines were frowned upon by the population under the control of the Church of the Fisherman, witches and sorcerers was their appellation.
Yet again, for a change, a shadow of death fell over Zarta, with the numerous kingdoms this time going to war, a magical cataclysm was unleashed that swept over and destroyed a large part of one of the continents; All that remained was a sinkhole from which a multitude of Havoc and Exferts are said to still be leaking out today, and continue to spread across the globe.
After several years of destruction, the remaining kingdoms entered into a pact of
non-belligerence, and the supply of the Giurgiu was interrupted, which put an end to the third era.
The last act was the appearance of the Second Moon in the sky.
The Contemporary Era
The historic pact of non-belligerence was broken, a large amount of Giurgiu was taken by an unknown faction, and as a result many kingdoms mobilised, almost as if they were waiting for nothing else, after all, the war will never leave Zarta.
The existence of this faction was confirmed a few years after the beginning of the fourth era.
The advance of the horde led to the birth of many legends and reawakened fear of necromancy.
No one dares to approach the long lines of caravans trailed by undead steeds; in the night, the flames of the torches accompanying them terrify the onlookers, appearing like a march of Ignis Fatuus.
Necromancy is a heretical art whose origins, like many of its teachings, have been lost to time.
With this magical art it is possible to cast mortal spells and reanimate the fallen.
During the second era, the Deities established the Ephemerals, creatures capable of collecting souls when they leave the bodies and placing them into the Void to make them inaccessible to such heresies.
Modern necromancy therefore exploits the traces of the soul, known as memories, left on the body, to create a dull copy of the soul, sufficient to animate a corpse.
Many necromancers captivated by Umbra Noctis' charisma and skill have decided to perform a blood ritual and swear eternal loyalty to him.
A strip of land connecting the continents Lorn and Dorn, called the Moor for several ages, now inhabited only by the Vermillions.
These are creatures that under the extended influence of mana have mutated, generating a new species.
Vermillion are extremely instinctive creatures and attack to devour anything they can catch.
Despite this, long ago the moor was a strategic trading area due to its safe paths, the kingdoms on its borders became very rich thanks to the customs duties.
During the third era, however, the last remaining of the Dark Djins, the Hinn, found refuge here, finding it a place similar to his homeland.
Thanks to his magical nature, he quickly took control of the Vermillion and waged war on the neighbouring kingdoms, which were destroyed; only the wisest who abandoned their possessions were saved.
Numerous attempts were made to regain the lost lands, but all were in vain.
It is said that at that time two maidens began to be seen on the battlefield wandering among the Vermillion, as if they were at one with them, it is also said that they carried a golden chest with them.
For this reason the rumour arose on the Moor of Darkness, in the dwelling of the Djin is kept a treasure, and whoever possesses it will have no rival.
Zarta's most heated region, rich in active volcanoes and their many phenomena, is inaccessible to most creatures due to the noxious fumes and high temperatures, which make the waters that wash its shores boiling hot.
It is inhabited by the Afarit (Djin of flames) and the Nari.
The nari, arcanes of fire, are the very manifestations of flames and embody every facet of them;
However, it is not unusual for their bodies to have volcanic rocks in addition to flames.
The Djin, arcanes of magic, are very ancient entities, and are thought to have appeared during the second era with the spread of magic on Zarta.
It is said that there used to be many tribes, each dominating an element, but there was a terrible fratricidal war, the Djin realised that their life had a finite end and began absorbing each other's life energy to extend it.
The Djin in recent eras have learnt a very powerful technique, by binding their vital and magical essence to an object, they manage to greatly extend their life expectancy.
Thus spread the legend of the wishes granted to those who free a Djin, but beware of asking for their help, their nature is anything but benevolent, and they may deceive you if they get annoyed.
Located in the north of the Dorn continent, Homa enjoys flourishing flora, many lakes and rivers, and is adorned by high coastlines.
The birth of the kingdom is recent, following the magical cataclysm, which destroyed a large part of the Dorn continent leaving nothing but the Chasm and the monsters that emerged from it, many kingdoms fell and the few survivors divided into clans as in ancient times.
Unification took place during the transition from the third to the fourth era, at the hands of Wthyr, led by the wise Emrys, who defeated the threat of the Exfert led by the white sow Newenh.
A noble military system was established, which took the name of the Round Table, the place where the meetings take place, a table where everyone is at the same distance from the centre and therefore on an equal footing; each clan had its own place at the table.
The population of Homa consists almost entirely of humans, the most prolific of the Aleph children, so that you can find them all over the globe.
In recent years, the kingdom started the preparations for "the great war" by developing the Hodra, dragon-like creatures created by magic, outside the borders they are called "the weapons of Homa".
Among the oldest known kingdoms.
Its birth is said to originate from the fall of meteors, the Giurgiu merged with the forest and led to the birth of its inhabitants, the Ents.
These creatures of wood and white rock coexist with the Dryads, fairies of the forest, who together guard and care for the forest.
There are few who approach the forest and many stories of people who have never returned after venturing in.
The amount of Giurgiu in the domain is such that it is second only to the deposits recovered during the age of dragons, so much so that the density of mana in the environment is well above the planet's average.
This leads to two particular events:
-The fruits of the forest are so full of magic that a single bite can be fatal for those unaccustomed to magical practices, and it is said that once every thousand years, one comes out that is so special that it can perform a miracle, no one knows of what kind.
-Because of this strong magical field the souls that leave the bodies of the inhabitants of the forest, become Ignis Fatuus and escape the Ephemerals and remain there for a long time.
Those few who have witnessed one speak of it as an unparalleled sight.
It is said that in the lands north of Lorn a terrible disease has struck down a few kingdoms.
Many chatter that it is the punishment of the plague deity towards the inhabitants of a kingdom whose greed had no equal.
And so the tales speak of rats and mice carrying a black disease that leaves no escape, it only takes one bite.
Every possession is infected or lost in their passage, wheat fields, water sources, even they seem to devour gold and jewellery.
They arrive silently in the night without anyone noticing, a few at a time, until they fill the streets and no one can then save themselves.
One thing is now certain though, they are heading for the White Forest, a first contingent was spotted near it, but never returned.
Cloaked in mystery, it is rumoured to be run by the Council, the greatest researchers united in the study of Alchemy.
Each member of the seat heads a field of alchemy research.
The alchemy is a relatively young art developed by Paracelsus when he stumbled upon the Ether at the end of the third era, he said it was the matter of which gods are made.
Through his study, a new method of manipulating energy was developed that aims to reshape matter, which is mainly realised with alchemical circles.
Over time, alchemy was enriched with many branches, such as the creation of automatons or special potions.
Although Paracelsus is the founder of the lodge and is said to have gained eternal life, he is said to have locked himself away in the dungeons of the main headquarters, delegating his duties to the council.
This group acts in the shadows by infiltrating many kingdoms to find artifacts and information needed for their research, and to do so, they exploit one of the most notorious weaknesses of human beings, their greed.
They provide the kingdoms with gold and raw materials that are hard to obtain except through the use of alchemy.
Find out more information and interesting facts about these kingdoms and their inhabitants in Booklet Lore!