Partie 2: Twilight of the Gods





Thymea - a legendary realm, home of the Gods, given to humankind as a fief. A hundred suns ago or more King Walterius II., better known as Walterius the Bear, subjugated all the peoples of Thymea and replaced their rulers with his own creatures, viceregents with no other loyalties than to their king and master Walterius, who ruled with little mercy and all dissent was crushed with sword and spear. After twenty suns and two Walterius the Bear died by the hand of an assassin, whose identity and principal was never brought to light. But was it just by chance that Nacariel, a Lord of the King's High Council, stood ready to take his chance and claim the throne for himself. His first act of law was to give most of the old rights back to the fiefdoms and reinstate all those Lords and Princess who had backed his ascent to power. Not many asked questions which means he had used to take hold of the crown, as Narcariel turned out to be a wise and just King indeed and under his reign the realm prospered. Those who refused to give up the old more barbaric wise were not put to death but instead exiled to Nevith, a peninsula in the far east of Thymea, about which but little was known on the mainland. 


Years passed and Thymea prospered until one day an old woman appeared at a court festivity. Her garb was dirty and her hair was in disarray. Allthough the hall was well guarded nobody had seen her enter or taken any notice of her at all until she suddenly stood before the King and spoke dark and ugly words in a language no one understood but sent chills down the spines of everyone who was close enough to hear. When the guards apprehended her, she cut one of them with a knife she had swiftly produced from somewhere beneath her rags and although the cut was but shallow and did not bleed the man fell down like someone felled by lightning. In the same instant the King lost consciousness, no doubt bewitched by the horrible words the woman had directed towards him and he has not awoken ever since. The woman took her life in a cell soon after ere she could be questioned and thus nobody knows which spell she cast and what could be done to awaken the King from his unnatural sleep. 


Meanwhile messengers arrive from all corners of Thymea, reporting about hordes of beastlings and bandits terrorizing the countryside and threatening the cities as if someone had called them all to arms now that the Realm is without its leader. 


The Gods:


There are eight gods in the thymean pantheon. Those gods are all equal in rank although  each of them may have a different opinion on this matter and most of the peoples and tribes of Thymea have their own favourite amongst the divine eight and just like the tribes quarrel and strive within the realm, so do the gods amongst themselves. 




The priests of all eight gods regard the magical arts as heretical and condemn those who pursue these arts as prideful blasphemers who in their fully try to mimic the powers of the gods and in the end wish to put themselves in their place. Magicians are shunned by all godly people, not just the priests alone, and in recent times reports of lynchings have become commonplace. Thus the magical arts are not widely known and those who study them try to keep amongst themselves.


Gamemaster's Message


In this scenario of OLYMPIA: THE AGE OF GODS there is no official goal or victory condition. The backstory of the nations are a suggestion which the player can follow or discard as they see fit and each player is free to choose their own goals and courses of action. Treason and turncoating is allowed but contact between factions that have not met each other in game is forbidden.


Nation 1: Thymea


The core region of the Thymean empire stretches along the western coast of the continent. The Thymeans are an ancient people and refined many arts to a degree not found anywhere else in the known world. Their capital Thymea boasts the most impressive architecture ever built by mortal men, yet some say their style tends to prefer monumentality over beauty. In recent times many of the old families have succumbed to decadence and their blood lines have come to an end, the last heirs falling prey to strange sicknesses, or having lost interest in public office, leading reclusive lives dedicating their leisure to excentric past times. Yet from time to time the Thymean bloodlines are still capable of producing outstanding minds, such as the Emperor himself.


The main deity of the Thymeans is Kireus, who often takes the appearance of a blacksmith or a mason. The old families trace their lineage back to Kireus and the mortal woman Thymea.


Nation 2: Esarion the Island Kingdom


The Island Kingdom is a group of small islands situated amidst the Dark Ocean: Xyst, Vlyyg and the main island of Vrahl which hosts the capital and harbour town Shikuya. The Esarians are a seafaring people and allthough most of them like to style themselves as traders, they have been known to turn to more violent means of acquiring wealth whenever they happen on a chance to do so (i.e. a potential victim). The Esarians are a dark skinned people, although whether by birth or due to the exposion to the seathing sun light of the high seas, is not quite certain. Amongst the common folk the seafarers are known as Storm Men, or Storm Woman for women and girls are often found amongst Esarian crews although never as captains of officers. Mainland Tyhmea never quite managed to establish power over the islands and it's proud people and their is no clear hierarchy amongst them. Usually one of the more powerful captains will assume leadership during a raid or maybe an entire raiding season but none of them has managed to established themselves as a more permanent leader. As one would expect Eres, the God of the Sea and the Winds is held in high esteem by all Storm Folk and they are seldom seen worshipping in every other deity's temple. A golden idol of Eres can often be seen on an Esarian ship's prow. The Esarians often find themselves in competing with the Xoca family on trade routes, seldom in open conflict and sometimes Esarian captains will even sell their services to Xoca patrons.


Nation 3: Tribes of Khaz


The Tribes of Khaz live in the north, their home are the Faryur Mountains. Their capital is called Ogre Fortress although whether it was built by Ogers or against them nobody knows. For the Faryur Mountains are an old country and the buildings and fortresses have been there for as long men can think and they have not been built by the Khaz themselves, who are small folk for the most part, wearing their blond beards and hair in braids. They do not like to talk to strangers and distrust anyone who does not speak their own language. But most of all they hate the wood folk, the Dayn, with whom they have leaved in open conflict for many generations. 


The Khaz are organized in a primitive tribal system. They are very skilled miners and what little wealth they possess comes from mining ore in the depths of the mountains and selling it to the other realms. The Khaz live in deep spiritual connection with Anteus, the God of Fire and Earth.  


Nation 4: The Teogie Nomads.


In ancient times the Teogie were a nomad people who travelled all the realms of the continent without owning houses or land. Now most of them live in the east of the Empire and they are farmers and artisans like all the other Thymeans, nomads only in name. They even founded a city, Dogoro, where the Great Hall of the Teogie stands and the Council of Elders comes together. 


The Teogie have mastered the art of shadow walking and whenever someone is in need of doing away with an advisery secretly he would be well advised to seek the help of a Teogie assassin. Rumour has it that Walterius the Bear himself was killed by a Teogie shadow walker (a story which the Teogie themselves are fond of telling with pride).


In the east the realm of the Teogie lies the Nevith peninsula where the worst criminals of all Thymea live in exile. Recently that border has been overrun by the Vellath, a mysterious warrior caste. The Teogie are preparing for war and have sent messengers to all their neighbours asking for help in the battles to come.


The main deity of the Teogie is Domingo, often referred to as "The Shadow" or "The Hidden One". There are many underground sanctuaries all over the country were the Teogie sacrifice bulls just like their forefathers did when they were still nomad herdsmen.


Nation 5: Xoca Dynasty


The Xoca Dynasty is one of the the richest families of the Empire, some even say none match the wealth of their vaults except the Emperor's himself. The Xocas are known for their colourful gowns made only from the most expensive fabrics and the leathers of rare beasts. Some might say their preference for huge gems and glittering jewelry are in bad taste but is that not what the jealous always tell each other? The Xoca family's main stronghold is the old market town Byzetria found in the south of Thymea. The Xocas may not command a huge army, yet they have been able to withstand the attacks of the Esarians time and time again, relying on the services of mercaneries from all over the Empire. The local God of Byzetria and family Deity of the Xocas is Ham, the golden tongued fool.


Nation 6: House Dayn


The Dayn of the Nelaeryn forest strive to live in harmony with all living beings. They are said to be privy to the secret tongues of the animals by the grace of teir god Dol who in the legends of old is often known as "The Beastmaster". Their powerful healing potions and ointments are famous all over the Empire and beyond.


The Dayn are organized in large families who are all deemed to be closely related to each other. They live in a matriarchal society and the oldest woman of the Dayn is held in great honour as the Great Mother of all Dayn, the Taanyth.


Because their northern neighbours, the Khaz, often enter the holy forest of the Dayn unbidden and unwelcomed to cut down trees and to haul the sacred wood back into their mountains, the Dayn live in eternal conflict with the Khaz and the imperial archives speak of frequent border skirmishes in those parts. Towards the south, the Nelaeryn forest gives way to vast steppes of the Teogie nomads. In the east both the forest and the realm of the Dayn end at the gates of Byzetria, the ancient city of the Xoca dynasty.


In the very heart of the holy forest lies hidden the capital of the Dayn, Nevasari, seat of the Taanyth, the revered matriarch of the clans. Nevasari is the embodiement of Dayn philosophy and belief and leaves every visitor with the conviction that mother nature itself provides the dwellings for her beloved children, for all the houses are not built with timber or stone but are formed by the living trees of the forest themselves, ever growing and changing. Few outsiders have ever been granted access to this mysterious and ancient city, for the Dayn prefer to keep to their own devices and do not seek business with people other than their own relatives. In recent history they have denied the Teogie nomads' request to aid them in fending off the incursions of the Vellath.


Nation 7: House Arynn

House Arynn came into existence when one of the ancient Dayn families found itself at odds with the strict laws and customs of the Dayn religion. Unlike the other families the Arynns found within their hearts a love for making fine works of art out of wood and started felling trees for their purposes, a severe crime in the eyes of the Dayn matriarchs. Thus the Arynns were expelled from the holy forest by decree of the Great Mother of the Dayn. They packed their belongings and journeyed many weeks towards the southwest where they finally found a new home in the Crirem Woods. This happened many hundreds of suns ago and House Arynn has since given up on the old matriarchal traditions of their forefathers and mothers. They are now ruled by the oldest head of family, the Efnir. The Arynn still tell the story of their flight from the evil witches of the Dayn so many years ago, but the two realms are so far apart that there is hardly ever an encounter between Dayn and Arryn members and there hasnt been any bloodshed between the two for many generations. 


The main settlement of the Arynn is Illmthyr. Those who have seen it praise it as one of the great wonders of Thymea and the entire town seems like a single wooden scultpure.



Nation 8: The Vellath

The Vellath are the outcasts of Thymea. They live on a peninsula in the east of the continent about which very little is known except the name: Nevith. Many legends are being told about that country, but no one who ever went to find out what it is actually like has ever returned. When a man or a woman is found guilty of murder or treason they are brought to the border gate and told to keep walking east and never to return. An imperial guard was stationed on the short border stretch between the two seas but recently the regular reports from the guard's captain have ceased to find their way to the Imperial Court. Instead we hear that the Teogie nomads have been fighting Vellath forces, who are said to be fearsome in battle, clad in dark armour and their faces covered with dark runes. It is said that the God Halon himself trained the Vellath warriors and bestowed them with supernatural powers to take revenge on Thymea and take the capital and the throne.


Nation 9: The Twilight Order


Little is known about the Twilight order. It is said that many of its members are living on an island far out in the ocean, hidden in a grey mist. Some say the Order is an enemy of the Gods as they see religion as an obstacle and danger for the wellfare of all realms. Instead they trust in the powers of their own arts and they are said to be experts in all schools of magic. By these means they strive to gain as much power as the Gods themselves and end the era of divine rule. Thus it is no surprise that priests of all religions are their sworn enemies. Others say that the god Tor in his envy has commanded the Order to fight the servants of the other gods so that he himself might seat himself on the celestial throne and do away with his divine brothers and sisters.



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