Aer O-Erken
Magic
The few Aer O-Erken that are born with a talent for magic, are trained from early youth on, to become Shamans. As these Shamans are essential for travelling somewhat safely in the beast-infected regions and both the amount of Shaman canidates are few and the death of a clan member can happen anytime, the upbringing of new Shamans is a grave necessity. The Shamans are to safely guide their clans through the steppe and keep the clan together. In order to achieve that they ask the goods for guidance and always watch out for possible signs and warning. They also hold up the contact with the ancestors and after deadly encounters they reunite in grand ceremonies the clan with the deceased to allow for a peaceful transition. At encounters with beast from the Marauder Beastlands they try to communicate and appease it; hence the surviving of an entire clan, can depend on a single Shaman.Structure
Erkis Immortalis
The undisputed leader of all Aer O-Erken is Erkis Immortalis. He is an old man with dark, cracked skin, which is covered all over with tattoos from the deeds he has achieved for his kin. Nobody remembers his birth for he is many generations old. In times of peace he impalpably leads his clan and stays in the shadows. It is in times of war and hardship that he proves his might and if needed forms a warcamp.The Shamans
The Shamans of the Aer O-Erken are the mediators between the clan and the gods, sprits and beasts. They consult the gods for guidance, communicate with the ancestors and appease and tame beasts. Once every year close clans gather together to celebrate the festival of exchange; at the same occasion the Shamans exchange knowledge between each other and organise the upbringing of the future Shaman generation.Public Agenda
History
Origin of Humankind
The Aer O-Erken are direct descendant of the first humans created by the gods and still live just like them as nomadic hunters and gatherers. The first recording of the Aer O-Erken can be found in the earliest recordings of the rocelian elves around the 3rd century AD, where few skirmishes are recounted, but also some peaceful cultural exchanges, in where both groups exchanged goods and knowledge, are reported. Till this the day the Aer O-Erken still use and write in old elvish characters.Gift of Magic
With the beginning of the Second Age the gift of magic was distributed to all races. For the first time individuals with magical talent are born into the Aer O-Erken tribes: the Shamans. Their talent and abilities are quickly integrated into the everyday life, radically reducing the death toll of the steppe and of the beast inhabitating it, resulting in an enourmous growth in population. Triggered by the population growth, after not much more than a century, first clans started settling down forming the first human villages Andarias, which quickly grew to cities and later on kingdoms. Especially important for this epoch are the rise of the populations around the cities Jakkur at the Cudduru mountain range, Varteck that lay unto the High Peaks and the city of Lixa; the only ancient human city, which managed to last to modern days.Shifts in Power
With the strengthening of the human kingdoms in the Second Age and the expansion of Great Lixis in the Third the Aer O-Erken began globally to trek more to the south. When the wars erupted into long drawn-out battles and conflict, only a few, but massive Aer O-Erken clans where left to the north of the Marauder Bestiae; most of the Aer O-Erken population had wandered south around the World Spine. Only with the destruction of Great Lixis and the weakening of the associated kingdoms, the Aer O-Erken clans returned into the Macer Steppe and the Intepa Veld.Aer O-Erken Timeline
History of the Aer O-ErkenDemography and Population
Territories
Lapis Columnae
In the middle of the Intepa Veld lies a smaller mountain range, which onces belonged to the kingdom of Oppond and which was at these times densely populated. Many stone structures and ruins remind of this past and give an ancient distinction to the thin forests. At night dark creatures roam these ruins and nobody, who drifts around here, is seen again. The Aer O-Erken shun this area and try to avoid it under any circumstances.Nohir Vadum
A few miles east from the Nohir Cime where the river originates, stretches a large 150ft. wide natural bridge. It is one of the few possibilities to cross over the river by foot and the only one for a large herd. The passage is so important that it is known to all Aer O-Erken.Pons Sandclot
The possibilities for the Aer O-Erken to cross the river Sandclot is narrowed down to two possibilities. They can either take the path over one of the large bridges that are controlled by Calimtra and prepare themself for the following skirmishes with the local military. Or they can cross Sandclot close to the mountains between Manitara Groove and the city of Sarazen; somewhere there is ford that is shallow enough to be crossed, most times of the year at least.Vultus Erkis
At the most southern edge of the World Spine is engraved high up onto the mountain a detailled over-sized face of Erkis the Undying. At its feet is a natural swale shielded from bad weather, where traveling Aer O-Erken often make rest./*If somebody takes the effort and travels closely to the engraving, one can find in small letter the name of the mage, who created the face: Warron Salis: "Strange folk these Aer O-Erken. But they are damn strong. I've seem them once kill a sandworm just with spears and axes. Fearsome racket!"*/
Religion
Foreign Relations
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