The Blossom

Welcome to Anarand'aris

A dying world. A murdered immortal. A conspiracy of silence.

Story World Showcase • By
Picture of Boris Khan
Boris Khan

Amidst the endless expanse of Chaos, like a lotus upon a dark lake, rises the Blossom, within whose Core pulses the energy of Creation. With each pulse, countless new petals are born, while many aging ones, dying, fall away and are lost forever into the depths of Chaos. Each petal in the Blossom is an entire world, with its own natural laws, and sometimes even its own civilization of sentient beings.

In one such dying world—Anarand’aris—magic and technology intertwine, forming the foundation of a unique society. Built upon the ruins of a once-great civilization, dozens of new Realms exist as vassals to the imperial capital Last Hope and its immortal lords, known as the Ran’a’shan. For four thousand years, the only thing that has protected this world from merging irreversibly with the realms of Chaos and total annihilation is a powerful artifact called the Heart of Anarand.

The Universe of Niamaru

The Universe where Anarand’aris exists is like no other. Explore how it’s structured below to learn about the incredible Blossom and its infinite worlds.

Cosmology

Elements of Creation

The Elements of Creation are the building blocks of the Universe—the energy from which all possible matter is created. Each element corresponds to a fundamental aspect, and when combined, they create increasingly complex aspects. At the highest level, these are the components that construct reality.

Tol’vaaso • The Great Infinity

Nothing is known about what lies beyond Niamaru and the Chaos that besieges it. Neither the race of the Et’eliani nor the Lords of Chaos have ever managed to leave these bounds or even glimpse what exists outside them, yet over time this hypothetical place has been given the name Tol’vaaso—the Great Infinity. For the inhabitants of Aartókh-Dággaras, the commonly accepted truth is that the Chaos simply continues endlessly, ever growing with each petal it consumes from the Blossom. Among the Et’eliani, there are many different theories, but the most popular one asserts that beyond the confines of their Universe, there are countless other Blossoms, each with its own natural laws and perhaps even some that do not suffer from the infection that is Chaos.

In any case, Moritán, being the very consciousness of Chaos, alone knows what Tol’vaaso truly is.

Void
The Blossom Close Up

Niamaru • The Blossom

Everything that has ever existed or will exist in the future arises in one of the countless worlds of Niamaru—the Blossom. According to the legends of the Et’eliani, once, before the beginning of time, in the Great Infinity, a wondrous Seed was conceived. Some claim that it was the result of the deliberate actions of an unimaginable Creator, who imbued it with their own essence and then ceased to exist in their previous form. Others say that it appeared as a result of a natural process within the incomprehensible structure of Tol’vaaso, thereby creating the premise for a new, parallel Universe with its own laws.

Once it had arisen, the Seed found its place in the Great Infinity. Nourished by the free energy around it, it ripened, sprouted, and from it emerged the Blossom. Countless petals appeared in the first moment of Creation, thus giving rise to something new. The roots of Niamaru forever remained connected to Tol’vaaso, from where they continue to draw vital energy to nourish the Core.

Elianno • The Core

At the center of Niamaru lies the concentrated energy of Creation. This is the Core, also known as Elianno, and from its very inception, it pulses with a steady rhythm. A full pulse of Elianno is called a Cycle, whose duration spans across dozens of generations for most mortal races in the worlds of Niamaru. Even now, countless Cycles after the Blossom’s blooming, the energy within the Core shows no signs of depleting or even weakening.

Elianno is the primal source and the eternal home of the immortal race of the Et’eliani.

The Core

Adarisi • The Petals

With the conclusion of each Cycle from Elianno, a powerful surge of Creation energy is unleashed. From this surge, a varying number of new petals, known as Adarisi, are born. Each Adaris on Niamaru is, in essence, an entire world, governed by its own often alien and peculiar natural laws, and sometimes even home to its own civilization of intelligent beings. These separate worlds never touch, but where two or more draw close enough, thin Membranes of varying sizes always form. These are irregularly mirrored and distorted pseudo-worlds, directly connected to the adjacent Adarisi.

There are Cycles where not a single Adaris is born, and others where dozens emerge simultaneously, pushing the older ones toward the base of the Blossom. Reaching that point, the oldest petals wither and die, sinking forever into the depths of Chaos, where they become an inseparable part of it. The number of existing Adarisi is considered infinite, as no one has ever managed to explore even a fraction of them. For this reason, the Et’eliani often speak of the “countless worlds” of Niamaru.

Moritán • The Chaos

It remains unknown whether the periodic death of the oldest Adarisi was the initial cause of the creation of the Chaos, or if the Chaos arrived from the Great Infinity with the intent to consume Niamaru, patiently withering it petal by petal. Even the oldest members of the Et’eliani race do not recall when exactly the Chaos appeared, but now it exists everywhere beneath Niamaru, like the surface of a bottomless black lake. Its interior is an amalgamation of chaotically connected fragments of countless shattered and slowly decaying worlds, constantly growing and changing. Within it dwell various intelligent and non-intelligent creatures of all kinds. This place is called Aartókh-Dággaras.

The Chaos itself and everything within it is ruled by an exceedingly powerful being known as Moritán. It is believed that Moritán originates from the very essence of Chaos—a consciousness born from the decaying energy within, with the two unable to exist separately. No one is certain what Moritán truly is or what its real form might be.

The Chaos
Spirit World

Arna’heen • The Spirit World

Parallel to the Adarisi and Elianno lies another dimension, a refuge for the liberated souls of all living beings. This Spirit World, known as Arna’heen, remains inaccessible by any means other than the natural process of death.

In Anarand’aris lore, this place is also called Kalit’s Domain and the Mistress of Death is considered the sole ruler over its endless expanse.

Magic Weaving

What is referred to as magic is the various effects from the purposeful manipulation of the energy of Creation. The process itself is called Magic Weaving and it can be studied and mastered by gifted individuals. Through this process, one can achieve all manner of effects—many of them astonishing and seemingly beyond the natural order. However, just like handling precise and delicate instruments, Magic Weaving requires immense skill from its practitioner. For the Et’eliani, this skill is an inherent part of their nature, but relatively few mortal Amni possess the ability to see, let alone manipulate the Elements.

Though magic appears boundless in its potential, in reality, it is not. Certain things that do not align with the nature of the Blossom cannot be achieved, regardless of skill, imagination, or power applied.

Magic Weaving

The Immortal Races

The Et’eliani

With the emergence of the first mortal races, the Amni, a select few individuals were born with a much deeper connection to the Core of the Blossom. Unlike the Amni, these beings were not bound to Nerah’amenor, to a specific Adaris, or even to a singular body. While they were initially born as regular mortals, their true essence was revealed upon their death and in the moment they entered the Spirit World for the first time. From that point forward they awake as children of Elianno—Et’eliani.

When Et’eliani die, their souls, much like that of the Amni, ascend into Arna’heen. However, each Et’eliano can re-enter the living world of an Adaris and thus be resurrected. For this purpose they require a new body—either the last body they inhabited once its remains are sufficiently regenerated, or a newborn body bound to the Nerah’amenor. Both methods take a long time to complete, sometimes even centuries. But soon some Et’eliani discovered an alternative method for rebirth. They could consume a soul residing within a living Amno outside the Spirit World and through it be instantly transported into the now vacant body. It later became evident that such a destruction of a soul, as an inherently vile act against Niamaru, leaves an impure residue within the Et’eliano—one that cannot be removed and accumulates over time. Thus, they came to call this phenomenon the Corruption.

Although Et’eliani are individuals, originating from countless races, cultures, and worlds, as a group, they all belong to the same fundamental ethnicity that arose with the appearance of the first members of their kind. Since the beginning of time, there is an ancient Et’eliani culture that spans all of Niamaru. The names of the Et’eliani are considered sacred, are always unique, and reflect the individuality of each being. An Et’eliano receives their name from an older Et’eliano upon their awakening.

The Lords of Chaos

Within the infinite realms of Chaos, countless sentient races and civilizations arise, thrive, decline, and die in a never ending cycle. The most powerful, influential, and intelligent individuals among them are blessed by Moritán, granting them immortality, a new form, and enhanced abilities. This blessing bestows upon them the right to bear the title of “Lord of Chaos”. When one of them dies, they can later reform again inside the Chaos and retain any memory or skill they previously had. The outcome of this depends solely on Moritán and how pleased or displeased he is with that particular Lord of Chaos.

Since the Lords of Chaos originate from diverse backgrounds, and Moritán’s blessing transforms them in unpredictable ways, each one is unique in their essence, appearance, skills, and powers. The only commonality among them is their mastery of Chaos magic. Over time, they have constructed a highly advanced, interwoven civilization and undisputedly dominate all other beings within the realms of Chaos, collectively known as Aartókh-Dággaras.

The Lords of Chaos are engaged in eternal rivalry with one another, competing for the attention and favor of Moritán. Alliances between them are short-lived and often end in betrayal or hostility.

The names of the Lords of Chaos depend on the House to which they belong. Since only one parent typically plays an active role in the life of a nokhdar-seagr—a Chaos-born individual of the ruling caste, the personal name is given by that parent, and the House name is attached to it.

The Heart of Anarand Saga

Genre: Epic Dark Fantasy / Arcanepunk • The Setting: Anarand’aris, a dying world of ancient magic and magitech, floating like a fragile petal in a sea of infinite Chaos

Each individual is ephemeral.
Each civilization is a fleeting breath.
Each world is doomed to the encroaching Chaos.
Yet, is all resistance truly fated for naught but suffering and anguish?

Four thousand years ago, a desperate gambit by the Overlords tore Anarand’aris from the grasping tendrils of advancing Chaos. They wielded a stolen power—the formidable artifact that would come to be known as the Heart of Anarand—unleashing its cosmic energies to seal the abyssal rifts, halt the invasion of Moritán and his countless legions, and shield their beloved world from his all-consuming hunger.

But four millennia is a vast expanse of time. The Overlords are long departed, and the once-glorious empire of Lir’Anarand has crumbled to dust and fading memory. Driven by an insatiable thirst for understanding, Seekers of Knowledge delve into the shadowed ruins, hunting for secrets of a bygone age—secrets as wondrous as they are perilous. Such potent lore inevitably attracts the grasping hands of Anarand’s power-hungry elite, who spill blood and weave treachery to claim these ancient marvels for their own dark designs. Yet, they are not the only players in this deadly game; the Lords of Chaos, ever patient, are meticulously gathering the very keys that could unlock Anarand’aris to Moritán’s eternal dominion.

The Pillars of Anarand’aris tremble on the brink of collapse. The ancient war for the world’s very soul is poised to erupt anew. For millennia, immortal powers have clashed in a timeless battle for supremacy, but now, the emergence of a singular, new individual threatens to shatter the long-held balance. Whose side he will choose, and how he will sway the scales of fate, only the unfolding currents of time will reveal.

Soundtrack: The Fracture • Recommended: Listen while reading

Key Figures

Daeron / Kael Vorat • Adventurer, Seeker of Knowledge, Prime Lord

"Antiquity and all secrets related to it interest me keenly ever since I learned to read."

Lord Kael Vorat is the first-born son in the Noble Vorat Family and destined to inherit his father’s title. His heritage is unique, however, with a mother, who hailed from beyond Anarand’aris. From his earliest years, Kael is captivated by adventure and the ancient history of Anarand, dedicating himself to mastering combat and survival for exploring its wildest frontiers. Though extensively educated in governance and warfare as befits a noble heir, he spent nearly twenty-five years pursuing his passion for exploration before his father’s death recalled him to duties he loathed. Now, having ruled D’al Vorat for a decade, he performs his role capably, yet the ingrained responsibility of his bloodline wars with his enduring desire for the freedom of adventure and the allure of forgotten secrets. This makes him a man constantly torn between solemn duty and the untamed call of the unknown.

Identity:
Prime Lord of the Vorat Family
Personality traits:
Curious, adventurous, brave, impulsive
Favorite pastime:
Searching for ancient secrets, even if they hide grave danger
Most passionate about:
Finding, acquiring, and researching new artifacts
Secret ambition:
To escape, even temporary, his duties and return to life of adventure
Current occupation:
Entwined in an ancient plot for the fate of the world
Favorite drink:
Expensive quality di’erae, but will settle for a good r’ush in informal situations
Style of dress:
Elegant, yet still practical, with preference for white and gold colors

Ra'maen • Predator, Masked Enigma, The Scarlet Queen

"You will owe me a favor and one day when you grow old and start thinking that it was all a nightmare, I am going to claim it."

Ra’maen is an ancient Et’eliana, an immortal being whose life spans unknown millennia, originating from a world that no longer exists. Her immense power and achievements have secured her the prestigious 13th rank in Elian’karras, the Divine Hierarchy. Indulging in life’s pleasures often to excess, Ra’maen operates without scruples or inhibitions, largely indifferent to the feelings or fates of others, especially mortals. Yet, beneath her featureless white mask lies a profound torment that scarred her soul and ravaged her once-perfect face countless Cycles ago. This hidden wound fuels a potential for berserk rage and an unyielding, all-consuming ambition to reclaim her lost beauty and purge the very stain of Corruption from Niamaru. She remains a major force, driven in her relentless quest for even greater magical might by ancient pain and inscrutable, centuries-spanning plans.

Identity:
The Scarlet Queen of Erod’Sarahoos, 13th in Elian’karras
Personality traits:
Ambitious, vengeful, coquettish, decadent
Favorite pastime:
Peeking into the dreams of others
Most passionate about:
Toying with people, who actually intrigue her
Secret ambition:
To remove the stain of Corruption from Niamaru and restore her face
Current occupation:
Persuing a long-term plan involving subterfuge, manipulation, and a satisfying amount of deaths
Favorite drink:
Life essence, preferably from healthy and young individuals, mixed with high-quality liquor
Style of dress:
Stylish, chic, and mostly scarlet clothes with a slight accent of artistry

Kuor-Adamarant • Scientist, Warlord, Lord of Chaos

“At the end of Time, that is just who I am and will remain—a descendant of Moritán.”

Kuor-Adamarant is one of the very first Lords of Chaos to ever be created and who still survives to the present day. In fact, he is Moritán’s Third Son—an origin and position that place him among the most powerful and influential figures in Aartókh-Dággaras. Kuor has existed for countless Cycles and has been many things during that time—a warrior, a general, an assassin, a teacher, a doctor, an administrator, but at heart he is and remains a scientist. His greatest passion, his singular drive to keep existing is the potential to experiment, test, analyze, and witness new things unfold. Kuor is loyal, consistent, unrelenting, and fearless. But he is also an extremely intelligent, creative, and profound schemer with a well-hidden rebellious streak. He is willing to risk everything for the sake of knowledge.

Identity:
Moritán’s Third Son, Head of House Adamarant
Personality traits:
Intelligent, creative, unrelenting, scheming
Favorite pastime:
Working on his multitude of ongoing scientific projects
Most passionate about:
Testing his hypothesis and discovering new knowledge
Secret ambition:
To create something new that the Universe has never seen before
Current occupation:
Attempting to breach into Anarand’aris in any way possible
Favorite drink:
Essence of decay, flavored according to his mood
Style of dress:
When in humanoid form, comfortable scientific clothing or heavy wicked armor

The Chronicles

Planned to span for several volumes, the Saga chronicles the fall and rise of Kael Vorat / Daeron. What begins as a search for a missing brother evolves into a war for reality itself, as the protagonist is forced to stand between the crumbling Order of the Blossom and the infinite hunger of Chaos.

The volumes so far:

BOOK I: AN ECHO OF SCARLET SONG
(Completed) A Political Thriller of Intrigue and Betrayal
BOOK II: A VOW OF SHATTERED MEMORIES
(Completed) A Supernatural Mystery of Rebirth and Revelation
BOOK III: THE FINAL ARGUMENT OF SOULS
(Completed) An Epic Quest of Pursuit and Infiltration
BOOK IV: THE VILE TASTE OF BETRAYAL
(In Development) A Tale of Deceit and an Ultimate Sacrifice

The World of Anarand

Anarand’aris may be one among countless petals of Niamaru, but its continuing existence in defiance to natural order is a thorn in Moritán’s eye. Here you can learn more about this wondrous world.

Chronology

The history of Anarand’aris, according to modern understanding, encompasses three distinct Ages: the Faithless Age (FA), the Age of Lir’Anarand (ALA), and the Age of Last Hope (ALH). It spans the events of the Amni’s entire existence in this wondrous world, beginning with the arrival of the Lords, followed by the creation, flourishing, grandeur, and eventual fall of ancient Lir’Anarand under the invasion of Chaos. This is succeeded by the victory over the Chaos, the rise of Last Hope, the departure of the Overlords, the dominion of the Twelve Ran’a’shan over the newly established Modern Empire of Anarand, and the creation of its Enlightened Realms.

Much of the knowledge and historical facts from the past were lost during and after the prolonged War for Anarand’aris against the invaders from the Chaos. Nevertheless, some of the more significant events have remained in the consciousness of contemporary people thanks to legends and traditions, the doctrines of the Clergy, the memories of the Ran’a’shan, and the rare surviving written artifacts from bygone millennia.

Years in Anarand’aris are counted based on the Age they were in. Thus, three different scales are used in contemporary history:

  • Before the arrival of the Overlords: From the birth of the world to the 1st year of the Faithless Age (notation: 000.1 FA). Years are counted downwards to year one.
  • After the arrival of the Overlords and the creation of Lir’Anarand: From the 1st year to the 14827th year of the Age of Lir’Anarand (notation: 0.001 to 14.827 ALA). Years are counted upwards from year one.
  • After the founding of Last Hope as the World’s Capital: From the 1st year to the end of the world in the Age of Last Hope (notation: 0.001 ALH). Years are counted upwards from year one.

The dot in the year represents the direction of change.

Historical Events

Below is the timeline with the most important historical events in the long history of Anarand’aris. With time more will be revealed.

008.6 FA

The Arrival of the Overlords

 

When the six Et’eliani, later called the Overlords by the Amni of Anarand’aris, arrive in the world, the three different mortal races are just emerging from the darkness of the ancient era. The technological level is early agricultural, and the various tribes have distinct cultures, languages, and beliefs. Among them, no Et’eliano has been born yet, and the concept of immortality is thus unknown.

ALA

000.1 FA / 0.001 ALA

The Creation of Lir’Anarand

 

The Overlords take on the role of leaders and creators of the new civilization of Anarand’aris. They unite a large portion of the Amni tribes and lay the foundation of the First Empire, Lir’Anarand. Those tribes that refuse to accept the Overlords as their Gods are called the Faithless and are mercilessly driven far to the edges of the world, and over the millennia, beyond it, into the inhospitable Faithless Lands.

2.450 ALA

The First Emergence of Et’eliano

 

The first Et’eliano originating from Anarand’aris is a renowned and well-liked warlord from the lost race. While his original name is lost to history, he is named Urion and his mentor becomes Mistress Kiyar.

14.346 ALA

The Appearance of Do’gaar Portal

 

The first Rifts open in the world, heralding the coming of the Chaos. As they grow in subsequent years, unknown and terrifying creatures begin to invade Anarand’aris, whose sole purpose seems to be destruction and death. People call them by the general name der’amni (non-humans) and the Rifts themselves are ominously named Do’gaar (harbinger of doom).

14.349 ALA

The War for Anarand’aris

 

The Do’gaar Portal opens wide enough around the world’s periphery to allow for a large-scale invasion from the Chaos. The bloody and destructive War for Anarand’aris begins, lasting nearly five hundred years and turning the wondrous Lir’Anarand into ruins. The Overlords do everything possible to stop the invasion of the Lords of Chaos and their endless legions, but the inexhaustible resources of Moritán prove to be an insurmountable challenge.

14.766 ALA

The Founding of Last Hope

 

The city of Last Hope is created as the final bastion of the Amni races against the advancing Chaos. Less than half a percent of the once-great civilization’s inhabitants survive, most of whom are crammed behind the fortress walls. Lir’Anarand no longer exists, and the remaining once-great cities are only painful memories.

14.827 ALA

The Closing of Do’gaar Portal

 

In a final desperate move, the Overlords decide to use the Heart of Anarand to halt the invasion of Moritán. With the power of the artifact, they seal Anarand’aris and effectively end the War, but by doing so they forfeit its power forever. The remaining Chaos legions on that side of the Do’gaar Portal are hunted down and exterminated.

14.835 ALA

The Departure of the Overlords

 

The Pillars of Anarand’aris are completed, the surviving inhabitants of the First Empire are no longer in direct danger, and the young Et’eliani in service to the Overlords have proven themselves as capable leaders over the past centuries. The Overlords decide to leave the world in the care of the Twelve immortals, later called the Ran’a’shan by the Amni, and depart from Anarand’aris in search of new means to combat the Chaos. They are aware that the Pillars might not last forever while Moritán’s patience is limitless.

ALH

14.836 ALA / 0.001 ALH

The Rise of Last Hope

 

The bastion of Last Hope is the only place in Anarand’aris where remnants of civilization still exist, and the Ran’a’shan are its immortal rulers by the will of the Overlords. From this small seed arises the Modern Empire of Anarand. In many ways, it is based on the values of the ancient Lir’Anarand, but it also contains something unknown before the War—the influence of the Chaos. As the population grows and repopulates the habitable areas of the world, the once-unified inhabitants of Anarand’aris gradually divide into separate semi-autonomous Realms. Religion transforms from reality into theology, and the names of the Overlords become abstract words, uttered mostly out of tradition.

4.208 ALH

The Arrival of Ra’maen in Anarand’aris

 

Ra’maen, one of the most powerful Et’eliani, arrives in Anarand’aris with a strange girl named Elania to conclude her grand plan. This story is told in the “Ra’maen’s Plan” short story.

4.262 ALH

The Birth of Kael Vorat

 

In the Realm of Kiriador in the Modern Empire of Anarand, Elania Vorat gives birth to a boy. He is the firstborn son of Lord Aret Vorat and they name him Kael.

4.310 ALH

The Fall of the Pillar of Life

 

The Heart of Anarand Saga begins. This story is told in a series of books starting with “An Echo of Crimson Song”.

World Regions

Modern Anarand Empire

The Modern Anarand Empire is the spiritual successor to the ancient Lir’Anarand, founded shortly after the War for Anarand’aris. It was created as a last desperate attempt by the Ran’a’shan to preserve the remnants of the destroyed civilization of Anarand’aris and contain the increasing internecine conflicts between the newly emerging warlords, cults, and theocratic sects.

Today, Anarand is a loose confederation of thirty-six geopolitical regions called the Enlightened Realms. For the most part, the Realms are self-governing, ruled by an Archduke as the royal body, with minimal interference from the Empire. All realms are required to follow the Anarandian Sacred Laws, with the right to supplement and adapt them to a degree to local needs. In all realms, there is an established presence of the Tribunal—the judiciary body of the Empire—which by law hears all important legal cases and disputes, and can intervene in any judicial case at its discretion.

The Wastes and the Border

The Wastes are the collective name for the vast territories that lie between the Enlightened Realms and the Faithless Lands. These are the remnants of the incomplete fusion between Anarand’aris and Aartókh-Dággaras, which, even after four millennia, remain largely uninhabited. The Wastes are littered with ancient ruins, shattered cities, and long-forgotten sites from the once great civilization of Lir’Anarand. Bands of Faithless often roam the ravaged lands in search of old booty and passage to the bountiful lands of Modern Anarand. Mutated creatures spawned by the corrupted land are another common danger to travelers and residents of the borderlands.

These are some of the reasons for the eternal vigil along the Border with the Wastes. A vigil that is maintained by border towers that surround the entirety of Anarand. The towers are three hundred meters tall and were created with Magic in the years after the War for Anarand’aris. Each tower is equipped with a signal crystal whose light is strong enough to signal approaching danger to neighboring towers. Also, located on top is a powerful weapon called the terr’a’rashan, capable of incinerating any target within a five kilometer radius.

The Faithless Lands

Where Anarand’aris ends in the east, south, west, north-east, and north-west, the Faithless Lands begin. They were named so back in the time of Lir’Anarand because their inhabitants—the Faithless—refused to recognize the divinity of the Overlords and accept the new Anarand religion. Since then, the Faithless have been sworn enemies of the people of Anarand, and use every opportunity for brutal raids during which they kill and plunder indiscriminately. Even now that they have to cross the Wastes and sneak past the border towers, they continue to be a serious threat to the Enlightened Realms.

Little is known about how large the Faithless Lands are and what exactly is within them. If maps or books on the subject exist, they are owned by discrete individuals who have no interest in sharing them. The more educated inhabitants of Anarand know that somewhere beyond the Faithless Lands there are other different worlds, but no one has ever reached them or returned from there alive.

The Overlords

The six Overlords of Anarand’aris are, in fact, members of the Et’eliani race. They are ancient and exceptionally powerful individuals who share similar principles, moral perspectives, and long-term goals. For this reason, they have formed a long-standing cabal and often act as a unified group, with the Lir’Anarand civilization being their most recent and significant project. That project led them to the discovery of the unique artifact, the Heart of Anarand, which sparked new hope in them to find a way to resist the Chaos.

The Overlords are the only deities the people of Anarand’aris believe in. The existence of the Et’eliani as a race is not widely known, except to a handful of Seekers of Knowledge who have managed to uncover rare and one-of-a-kind sources of information.

In Anarand’s religion and lore, the six Overlords preside over the six elements of creation—fire, water, air, earth, life, and death. Indeed, the distinctive t’iari of these six Et’eliani can quite easily be associated with these fundamental natural forces. In fact, when the Overlords created the Lir’Anarand religion, each chose to represent one of their primary aspects and link it to the myth of creation. Accordingly, they named themselves as divinities with the associated word in the Et’el language.

Kalit • Mistress of Death

Her true name is Ylirien and she is one of the most powerful Et’eliani ever to exist in Niamaru. The aspects of her power are closely related to the concepts of death, entropy, cold, oblivion, and darkness. She normally behaves in a calm, composed, cold, and even haughty manner. In lore, she rules unchallenged over the Spirit World—Arna’heen—which the people of Anarand also tend to call Kalit’s Domain. Also in lore, she has a sacred union with Azur, with whom she controls the Cycle of Life and Death, which is a simplified, localized version of the Nerah’amenor.

In daily life, the people of Anarand’aris tend to invoke her divine name in various related contexts, with some example phrases being: by Kalit’s final mercy, by Kalit’s oblivion, by Kalit’s frozen heart, and others. They also pray to her when a loved one dies, when they want to ensure a soul is watched over, when a situation promises to be deadly, or when they survive death by a miracle.

In the Anarandian religion, her symbol is a ghastly silver skull, somewhat similar to a ghost visage.

Azur • Master of Life

He is named Anestion and is also among the most powerful of the Et’eliani. His power’s aspects are related to the concepts of life, evolution, rebirth, energy, and light. He normally behaves in a warm, kind, calm, and contemplative manner. In lore, he is the creator of all life in Anarand’aris and watches over all beings from their birth until their death. He has a sacred union with Kalit, with whom he controls the Cycle of Life and Death, which is a simplified, localized version of the Nerah’amenor.

In daily life, the people of Anarand’aris tend to invoke his divine name in various related contexts, with some example phrases being: by Azur’s name (which refers to life), by Azur’s graceful mercy, by Azur’s light, and others. They pray to him as well when a new baby is born, when people are married, when someone is healed or is sick and needs to recover, or when they wish for longevity and health.

In the Anarandian religion, his symbol is a seven-leafed clover representing eternal life.

Rashan • Master of Fire

His true name is Litalon and he holds considerable power among the Et’eliani, although not nearly as much as Azur or Kalit. The aspects of his power are related to the concepts of natural fire, heat, unbound energy, wildness, wisdom, and secret knowledge. His behavior is often brash, unyielding, and straightforward. He is also easy to anger and enter into a fury, but can also be a very motivated and wise teacher. In lore, he is the Master of all flames and keeper of all Knowledge. Thus, many Seekers of Knowledge in Anarand tend to worship him as their patron. Due to his destructive element, fury, and wildness, Rashan is also popular with some warriors.

In daily life, the people of Anarand’aris tend to invoke his divine name in various related contexts, with some example phrases being: by Rashan’s searing touch, by Rashan’s wisdom, by Rashan’s unbound fury, and others. They pray to him when they need wisdom and guidance in difficult situations, when they study and learn, and when they need insight, but also when they want to unleash their fury, to defy uneven odds, and to bring destruction to established structures or their enemies.

Kiyar • Mistress of Earth

She is named Hakren, the Mother of All, and she is nearly as powerful as Rashan. Her aspects are closely related to the concepts of birth and sprouting, motherhood, sex, passion, soil and stone, and warmth. She is usually cheerful and hearty, warm, caring, but also seductive, wilful, and playful. Hakren tends to enjoy and cherish all aspects of life, especially if they are in the context of sex or motherhood. Because of this, she is the patron of choice for pregnant women and mothers, but also for lovers, sex workers, and those who seek forbidden passion. In lore, she is known as the Great Mother, and some subcultures of Anarand still refer to her with that title.

In daily life, the people of Anarand’aris tend to invoke her divine name in various related contexts, with some example phrases being: by Kiyar’s warmth, by Kiyar’s passion, and others. They pray to her when a birth is about to come or has happened successfully, when they wish for love, when they want their child to be protected, when they seek fortune, and when they simply want to express joy with their love-partner.

Moira • Mistress of Water

Her true name is N’estien and she was once, many Cycles ago, a close friend of Ra’maen, sharing in her aspirations and ideals. Thus, N’estien is the only one of the Overlords who suffers from Corruption due to her past actions. Under the influence of Ylirien and Anestion, she slowly changed her views and much later became a part of their close-knit alliance. This is one of the reasons Ra’maen hates Ylirien so much—for stealing her friend and companion.

In power, N’estien is somewhat below Hakren, though she is still counted among the top Et’eliani. Her aspects are related to the concepts of grace, tenderness, serenity, water, depth, but also cold wrath, murder, and vengeance. She is always composed, serene, and pleasant, whether attending a ball or dismembering an enemy with a calm precision. In lore, she is the unpredictable Mistress of illusions and deception. She is often worshiped as a patron by thieves and assassins, but also by people who suffered injustice and want vengeance.

In daily life, the people of Anarand’aris tend to invoke her divine name in various related contexts, with some example phrases being: by Moira’s tender touch, by Moira’s serene grace, by Moira’s invisible web, and others. They pray to her when they want to deliver vengeance, when they need to remain unnoticed, when they need serenity of mind and body, and when they want to express desire to kill an enemy.

Lanat • Master of Air

He is named Orion and is the least powerful of the six Overlords. In general Et’eliani terms, however, he is very close to the top even if not quite there yet. His aspects are closely related to the concepts of wit, cunning, cleverness, air, freedom, dreams, and unboundedness. He is usually the heart of the company—witty, funny, carefree, and somewhat disconnected from reality. In lore, he is the Dreamer who can carry away and trap any consciousness he chooses. He is often worshiped by free souls, dreamers, adventurers, and travelers.

In daily life, the people of Anarand’aris tend to invoke his divine name in various related contexts, with some example phrases being: by Lanat’s cunning, by Lanat’s sobering glare, by Lanat’s free spirit, and others. They pray to him when they yearn or fight for freedom, when a clever scheme needs to succeed, when they go on a long journey, or when they have bad dreams or nightmares.

Astronomy

On Anarand’aris, the day-night cycle has 16 partitions, equally split between day and night. One partition is equal to a little more than one Terran hour and comprises 8 segments. Each segment comprises 16 minutes, which are just over half the length of the Terran ones. The minute is the smallest unit of time used in modern Anarand.

Anarand’aris is a world with two suns—Niatema, a white giant, and Kalys, a small red dwarf. Besides them, there are also two large moons—the twins Ria and Tot. Ria is also called the bright moon because it emits its own cold, albeit faint, silvery light. Unlike her sister, Tot is called the black moon, as she has the unusual ability to absorb all natural light from the world.

In Anarand’aris, there is no true sunrise and sunset of the celestial bodies, as they are not physical moving objects, but natural phenomena specific to the Blossom. Instead, they appear and disappear from the sky in accordance with certain natural laws in a spectacular way. Therefore, in common speech the appearance of Niatema, Kalys, and Ria is referred to as “blooming”, while the disappearance as “withering”. For Tot, however, the used terminology is “opening” and “closing” respectively. These verbs reflect closely the visual artefacts created in the sky by the celestial bodies.

Measuring Time

The day in Anarand’aris begins with the 1st and ends with the 8th partition, but in reality Niatema begins to bloom approximately one segment later and begins to wither just as early. Kalys, by contrast, is in the sky for more than ten partitions, blooming sometime between the middle of the 15th and the beginning of the 16th partition, depending on the season, and withering somewhere between the end of the 9th and the middle of the 10th partition. Nevertheless, its light is so weak in itself that the period from the 9th to the 16th partition inclusively is considered night time.

Ria is in the sky throughout the night, but like the white sun, it appears one segment later and disappears one segment earlier. For two full segments, the only visible celestial body is Kalys, and Anarand’aris is plunged into a crimson twilight caused by its dim red light, called Blood Dusk and Blood Dawn. Tot, in turn, opens in the sky during the 12th and 13th partitions of the night, and then the world is plunged into a pitch darkness. This period is called the Dark, and until Tot has closed, the inhabitants of Anarand usually avoid doing anything in the open, because even artificial light seems many times weaker.

Calendar

A year on Anarand’aris follows a perpetual cycle that has remained unchanged since the creation of the world. It comprises 384 days spread over 24 months, with each month including exactly 16 days. The months are grouped into 8 seasons according to the weather they carry with them. The year begins on the first day of the month of Kanitat and is called Year’s Break. This is a celebration that marks the beginning of yet another cycle in which the world continues to exist despite the efforts of the Chaos, and that is what people celebrate on this day.

In the cycle of a year, Kalys is the only one of the Anarand’aris celestial bodies that changes its appearance and behavior. During the two Sunny Seasons, the small red sun nearly doubles in brightness and during these periods its face visibly enlarges. Then the temperatures in Anarand’aris rise noticeably. The opposite effect is observed during the significantly shorter Icy Season, when Kalys’s reduced brightness turns it into a small red star in the sky, and for a time Niatema remains the only active sun on this otherwise warm world.

The Anarandian Language

The so-called Anarandian language originates directly from the Et’el tongue, used by the race of the Overlords—the Et’eliani—who introduced it to the mortal races upon their arrival in Anarand’aris and the founding of the Lir’Anarand Empire. For a very long time, nearly fifteen millennia, the language did not change at all, as it was preserved in its original form by the immortal Overlords. After their departure at the end of the 15th millennium, however, Anarandian, like any other spoken mortal tongue, underwent significant changes in the Age of Last Hope. Thus, the form of Anarandian used in the Enlightened Realms during the time of The Heart of Anarand Saga (circa 4.300 ALH) differs greatly from the original form of the same language, which was still widely spoken during the War for Anarand’aris (circa 14.350 ALA). This second form is commonly referred to as Ancient Anarandian and is extremely close to the original Et’el tongue. While the inhabitants of Modern Anarand might recognize individual words, phrases, and occasionally even sentences from the ancient language, only those who have truly studied it are capable of translating or understanding the full meaning of entire texts.

Here are few examples to showcase how the Anarandian language works:

dan liadaros tir sana k’alano , ru sal radianoni’mii ke’vileno o atri sorono galati eleda esied’iradanno
(Come, beloved, and gaze into my eyes for they hold the color of a sapphire sky.)

siggrol suda bregu mer’reenio rin norrtu’mina , ru paalano suda aur mer’reenio sal asuna’mina
(Let Vengeance be the falcon on my shoulder, and Justice be the sword in my hand!)

tao amno’rastao obeerid’taro ira’enno
(Every individual is ephemeral.)

Emphasis on stressed syllables is achieved by raising the pitch of the voice, with the primary stress always being higher in pitch than secondary ones. In Anarandian, stress always falls on a vowel or a semivowel, and its position can vary from word to word. In essence, it sounds more like a song or a chant rather than traditional speech.

You have seen the threads, but the tapestry is far grander. The world of Anarand’aris is vast, dangerous, and alive. I invite you to step beyond the veil and discover the true depth of the Niamaru Universe. The Heart of Anarand awaits.