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        <title>Nourosi Krónikák - English stories and contents</title>
        <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/</link>
        <description>Nourosi Krónikák - English stories and contents</description>
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                <title>Island of Ithris</title>
                <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/params/post/4325660/island-of-ithris</link>
                <pubDate>Sun, 30 Jul 2023 18:12:00 +0000</pubDate>
                <description>&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;The island of Ithris lies off the west coast of Enerith, opposite the Ashlands. It is an almost completely closed bankocratic state. Ithris acts as a financial institution for all of Enerith. They communicate with outsiders through emissaries, and they only show themselves in the rarest of cases. They are not allies to any, give money to anyone who meets their criteria, and often support both sides in wars.&lt;/i&gt;&lt;/div&gt;&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;Their way of thinking is based on logic to the extreme, similarly to the ideas of the Zhilars. They are cold, mysterious, calculating. Some say, that the Empire itself garrisons all of Ithris. According to others, an ancient race believed to be lost make up their ruling class. There is no evidence for these rumors since the bankers, when they do appear, hide their faces behind masks cast in ornate gold, and wear long gold brocade and silk dresses to flaunt their wealth.&lt;/i&gt;&lt;/div&gt;&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;&lt;br&gt;&lt;/i&gt;&lt;/div&gt;&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;When someone on either side of the Ocean of Light is in need of money, they turn to Ithris for a loan. They do this with an uncomfortable feeling in their guts. The bankers know everything about their customers; if someone doesn&#039;t pay in time, firstly, they get a warning. If the client remains in debt, he or she can expect the worst kinds of blackmails, harm and loss. The bankers have a closed and widely infamous enforcement squad: the Golden Blades. They are the executors of the bankers&#039; will, although they do not usually abuse the non-paying customers &lt;i style=&quot;text-align: justify;&quot;&gt;physically,&lt;/i&gt;&amp;nbsp;no one wants to cross them.&lt;/i&gt;&lt;/div&gt;&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;&lt;br&gt;&lt;/i&gt;&lt;/div&gt;&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;Ithris is a seemingly passive, but very significant player on Nouros. Their island is heavily defended by soldiers and mages, so i&lt;i style=&quot;text-align: justify;&quot;&gt;t is impossible to enter&lt;/i&gt;. They have a permanent observer place in the Maeron Grand Council.&lt;/i&gt;&lt;/div&gt;</description>
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                <title>The cycle of life: Death, mortality and the afterlife</title>
                <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/params/post/4325490/the-cycle-of-life-death-mortality-and-the-afterlife</link>
                <pubDate>Sun, 30 Jul 2023 08:54:00 +0000</pubDate>
                <description>&lt;div&gt;Magic is life itself, the life energy of the planet. It is the creator of all life. Therefore, there is a cycle that the death of living beings strengthens nature, since the flow of life inherent in them practically flows back into the planet. Some cultures may refer to this as giving your life back to the Stream of Life. For them, life after death is a return to the seas of mana. In certain magic, powerful entities can charge the planet&#039;s energy. In practice, this means that they give back their own life energy of their own accord. This strengthens the planet, but weakens the body. Not many choose this, but dragons do. When they retire to the caves for many years, they spend the stream of life, at the cost of weakening their own power.&lt;/div&gt;&lt;div&gt;Since certain forces, such as the priests of Rawadar, are able to bring back the dead, this proves that the soul itself is not taken away, since it is one of the life-giving elements itself. The body is practically completely destroyed, as the constituent elements flow back. The Death Gods and their Anointed are skilled at creating an open connection with the Life Stream or the Sea of Spheres and the souls that float within, whichever one we are talking about. They speak to and help the souls to the afterlife, but sometimes the soul does not melt in immediately, it does not disappear on its own. Due to this, the universe is not an evil force, but a force that is necessary for Life to survive. It is unclear whether there is a possibility for the soul to return or reincarnate. Certain cultures believe in it.&lt;/div&gt;&lt;div&gt;The same applies to the Immortals, although with them the disappearance of the body is a much slower process, and with them the soul does not separate from the body so clearly, since the ether is not made up of elements. It can also happen that an embittered immortal can simply end his existence, simply giving back the ether that lives within him.&lt;/div&gt;&lt;div&gt;Death and decay have countless servants and messengers. In fact, even in the Age of Legends, it was taboo to talk about them. Yet their presence has crept into the tales and customs of every culture. They can only be seen when the winds of passing sweep across the landscape where something has died or is destined to die. They come under the cover of night, with soft, silent footsteps. Their faces are beautiful, smiling and sad at the same time. Like a mask. A death mask. In which the dying man thinks he discovers his own features. They adapt their bodies to the environment: the decaying acorns and leaves in the forest, dead shells and corals in the sea, the bare rock. They never say anything, they just come and go, quietly. But they always take someone or people with them. They are not evil, just like humans. They are dull, sad, comforting. They are called differently everywhere, bad children are often scolded with them. Only a few people know their real names, only the oldest of the ancestors. They are the harbingers of the passing away, the draúrs.&lt;/div&gt;&lt;div&gt;A kind of silent wraiths who can still be found in places close to nature. But today they are only seen among those who are still strongly connected to the Life Stream, near the progenitors, during the death throes of a powerful mage. After all, they are interested in one thing: death. And where there is little life flow returned in large quantities, the passing of many can only make up for it.&lt;/div&gt;</description>
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                <title>Obscure plain</title>
                <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/params/post/4324786/obsure-plane</link>
                <pubDate>Fri, 28 Jul 2023 11:11:00 +0000</pubDate>
                <description>&lt;p style=&quot;&quot;&gt;&lt;/p&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;The &quot;&lt;i&gt;Obscure P&lt;/i&gt;lain&quot;, what it is colloquially called, refers to the intermediate &lt;i&gt;&lt;i&gt;P&lt;/i&gt;lain&lt;/i&gt; connecting the Lower and Upper Plains. There are very few who truly know the true nature of this ghostly place.&amp;nbsp;&lt;/i&gt;&lt;i style=&quot;&quot;&gt;The Intermediate Plain&amp;nbsp;is nothing but an endless horizon, &lt;i style=&quot;&quot;&gt;connecting the mortal and immortal plains. It is&amp;nbsp;&lt;/i&gt;always shrouded in darkness and fog, and life does not exist there in any natural form. The plain&#039;s&amp;nbsp;territorial extent is unknown, since there are no maps that would provide any reference points for orientation in this realm of eternal dusk.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;Entering and exiting the Obscure &lt;i&gt;Plain&lt;/i&gt; is only possible by breaking the fabric of the plain&amp;nbsp;with magic, and thus opening the gates between the plains. Almost no one, except the mages of the Zhilar Empire have had enough power to do such a thing. During the War of the Worlds, the Zhilar sorcerers created many gates through which they could pass into the Obscure Plain, but &lt;i&gt;except for some few,&amp;nbsp;&lt;/i&gt;these were closed at the end of the war. The remaining gates are now guarded by the Bluecloaks, the mages of Yrannon.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;At certain intervals, however, it happens that the fabric of the plain&amp;nbsp;breaks - whether by itself or as a result of some external force, no one knows for sure. These passages are open for shorter or longer periods, and are called &quot;wild gates&quot;. The exact places where wild gates may appear is unpredictable. They typically open in higher areas, sometimes on the top of hills, or even mountains. The light they radiate can be seen from far away, so the news spreads quickly among people.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;&lt;i&gt;The Intermediate Plain is&lt;/i&gt;&amp;nbsp;a strange and dangerous place. Despite this, countless fortune hunters turn up on these occasions to cross the gate and go through the gloom in search of Zhilar gates or wild gates. Some may lead to the ruins of the Upper Plains. The promise of the wonders of the Upper Plain, which broke into pieces during the Great War, is a reward that is worth risking even their lives for.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;The Intermediate &lt;i&gt;Plain&lt;/i&gt; is not uninhabited. Though&lt;i&gt;&amp;nbsp;forms of life usual for people are not present on it, i&lt;/i&gt;t is inhabited by a multitude of nameless creatures that lurk under the cover of mists, waiting for their unwary victims. These beings are outside the laws of mortal existence. They usually feed on mana and ether, the energies of the plains&amp;nbsp;in general, but which are scarce on the Intermediate &lt;i&gt;Plain&lt;/i&gt;. For these creatures, the inhabitants of the Lower and Upper &lt;i&gt;Plain&lt;/i&gt; almost brightly glow in the dark because of these energies, so anyone who is not careful enough can very easily become prey here.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;In this cursed land, the inhabitants of the dark are not the only threat. The outcasts of the immortals also live here, &lt;i&gt;who have shriveled up over the centuries&lt;/i&gt;. In the endless catatonia of the Obscure Plains, these distorted creatures have long since lost their former self and wander alone in the labyrinth of madness. They no longer desire to live or die, their actions are not guided by logic or emotion. They are the servants of Nothing. Although there are not many of them, they can appear anywhere on the Obscure Plain, and their actions are just as unpredictable. Sometimes,&lt;i&gt;&amp;nbsp;&lt;/i&gt;they come alive &lt;i&gt;&lt;i&gt;&lt;i&gt;from the living darkness for&lt;/i&gt;&lt;/i&gt;&lt;/i&gt;&amp;nbsp;just a glimpse&lt;i&gt;&lt;i&gt;,&lt;/i&gt;&lt;/i&gt;&amp;nbsp;only to retreat back just as quickly. Other times, they fly into a rage at the sight of outsiders and unleash their destructive power upon them.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;For a mortal, surviving &lt;i&gt;on the Obscure Plain&amp;nbsp;&lt;/i&gt;for more than a few days is an impossible mission. The fact that some nevertheless reach one of the passages emerging from the fog is only thanks to the &lt;i&gt;Plainswalkers&lt;/i&gt;.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;These mysterious, nomadic creatures, most similar to the Bedouin peoples of the desert regions, are the only inhabitants of the Obscure Plain who are not guided by their survival instincts. These ancient people know all the terrifying secrets of the Obscure Plains, just as they know every path which leads through the mist. At the appearance of their caravans, the shadow dwellers retreat immediately, and even the distorted immortals rarely confront them.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;These speechless and wise creatures shine as a torch for the forces of order in the fog of chaos. Secret societies of scientists whisper that the &lt;i&gt;Plainswalkers&lt;/i&gt; once walked the land of men in the first ages after the creation of the world. Why they left their old homeland and retreated to the miasmatic lands of the Intermediate Plain, is, however, unknown.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;Their caravans are long and tortuous. The chariots are carved from the most tree-like plants of the Obscure Plain, which glow with a ghostly light, and are pulled by their faithful yoked animals, the skhúlas. The skhúlas are legless, flying creatures which resemble terrestrial dragon lizards, but their bodies are translucent and always surrounded by a pale light. The few who have asked the &lt;i&gt;&lt;i&gt;Plainswalkers&lt;/i&gt;&lt;/i&gt; about these strange creatures, and actually have received answers from members of the silent folk, tell that the skhúlas are the descendants of an ancient and forgotten dragon prince. They have left the human realm together with the &lt;i&gt;&lt;i&gt;Plainswalkers, and live in an alliance with them&lt;/i&gt;&lt;/i&gt;&amp;nbsp;ever since.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;&quot;&gt;&lt;i&gt;The &lt;i&gt;&lt;i&gt;Plainswalkers&lt;/i&gt;&lt;/i&gt; do not desire the treasures of humans. It still happens nevertheless, that they accept the gifts offered to them as payment for accompanying wanderers to one of the gates, which lead to the Mosaic Worlds.&lt;/i&gt;&lt;/div&gt;&lt;p&gt;&lt;/p&gt;</description>
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                <title>Tharras</title>
                <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/params/post/4317047/tharras</link>
                <pubDate>Mon, 10 Jul 2023 09:20:00 +0000</pubDate>
                <description>&lt;p&gt;&lt;/p&gt;&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;Contrary to popular belief, the Western Continent – as the homeland of the Zhilar Empire is called throughout Enerith, which stretches beyond the Ocean of Lights – was not depopulated by the departure of the inhabitants of the Empire.&lt;/i&gt;&lt;/div&gt;&lt;i&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;The misconception could have arisen because the land is still haunted by an unfriendly, mysterious aura, which for thousands of years always prevented the Enerithi peoples, who consider themselves more privileged, to cross the ocean in significant numbers with their ships and try their luck in the region of Tharras.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;There is an old saying about the continent: &quot;as unfriendly as the people of Tharras and their lands&quot;. And in fact, there is some truth in both of these statements.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Back in the golden age of the Zhilars, when the different realms of the continent were united under the flag of the empire, foreign ships were usually not allowed to enter the eastern ports. Even if they they were, they had to go through a series of strict checks before the sailors could even leave the deck.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;The contact was usually limited to diplomatic or commercial matters. The extremely suspicious nature of the Tharrasians towards strangers, and their harsh, impolite behavior scared off the friendly peoples of Enerith, who were used to honeyed words. And even those few who somehow managed to settle in this territory laden with secrets, quickly realized that the regions of the western continent were at least as barren and unfriendly as the inhabitants of the land themselves.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;In the heyday of the Zhilar, Tharras was a proud stronghold of the human race, who lived proudly on the land assigned to them despite the adversities of the environment.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Leaving the fortified port cities of the eastern coast, travelers soon found themselves facing thousands of small and large lakes, where the roads wound like a labyrinth along the shores of the endless, dark waters, and where without an experienced guide, one could very easily lose the path. The crossing was not without danger in the marshy areas. Settlements were rarely found, and usually at considerable distances from each other. Therefore, in such cases, the journey could easily end in tragedy.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;In this harsh region, the only large cities were built along the higher areas and hills. The people living here were typically engaged in the cultivation of plants, especially the various types of rice, or the processing of ores transported in large quantities from the mountains. Almost without exception, these settlements were inhabited by people belonging to the lowest caste, who were controlled by small military garrisons.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Moving further west, the lakes slowly disappeared to give way to a barren region stretching across a vast area full of canyons and gorges, which the local people call the Borderlands. During the time of the Zhilars, mainly crowded mining colonies were settled here, since there were only a few forested areas throughout Tharras, and thus workable wood was quite a rarity. The buildings of the settlements were built from the bright red stones of the region, or in many cases the justly famous it was built from Zhilari steel. Men and women who could handle strenuous physical work for a long time were transported to the colonies from all corners of the united empire, so soon the countryside became accustomed to hard work. Thus, it was filled with people who despised weakness more than anything else. Most of the smelters and refineries were also built in the Border Region. These gigantic steel monsters looked like mountains, and broke the otherwise somewhat monotonous image of the area.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Going even further from the Borderlands, travelers could reach the largest and cruelest part on the continent: the Tharrasi Mountains, or, as the locals call it, the Basilisk Mountains. The aborigines gave this name to these wild lands, where tens of thousands of red rock peaks rise menacingly towards the sky, creating an effect just like the thorn forest covering the scaly backs of the beasts of prey that frequent the region, the basilisks.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;The Great Mountains are like Tharras itself, grim in majesty, vast, and full of secrets. In the belly of the mountains, the extraction of rich ores and precious metal wealth has been taking place for thousands of years, and as a result, a continuous system of passages stretching all the way under the mountain range has been built over time. The tunnels are also connected to the most remote lands of the Border Region, ensuring a continuous and efficient transport of metals. The Belly of the Basilisk - as this mountainous empire is often referred to - is home not only to an endless series of mines and passages, but also to several cities of significant size, and as work and mining progressed deeper and deeper into the mountains over the centuries, the people living here have settled for the underground way of life for generations.&lt;/div&gt;&lt;/span&gt;&lt;/i&gt;&lt;p&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;Tharras, on the other hand,&amp;nbsp;&lt;i style=&quot;text-align: justify;&quot;&gt;had its own beauties and wonders, despite&lt;/i&gt;&amp;nbsp;its climate and geography being unfavorable to the creation of the rich city-states so often found on Enerith, with magnificent works of architecture.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;In the north-eastern tip of the continent, where the heart of the Zhilar Empire beat, huge city monsters, home to tens or even hundreds of thousands of people, real metropolises were created, which simultaneously served as the military centers of the empire&#039;s unsurpassed military power, as well as the largest strongholds of science and advanced magic too.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;These city giants, full of sizable stone and steel buildings and a multitude of towers reaching into the sky, were equally not lacking in beauty, although perhaps to the eyes accustomed to the luxury of Enerith, everything here might have seemed too simple and practical. Countless statues and monuments proclaimed the glory of human greatness, and although the Zhilar were slowly forced to abandon the cities, as the inexhaustible mana they used made the countryside around the cities more and more unlivable, even today they could be worthy counterparts of the magnificent cities of Enerith.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;However, the most incredible and magnificent legacies of the Zhilar Empire were undoubtedly the cloud cities modeled after their first cities, raised far above the surface of the earth with the help of the most powerful and complex magic. Built on massive steel plinths, these settlements are glorious reminders of the mighty Zhilar Empire, and although these as well stand uninhabited now, the giant mana collectors still power the deep lords&#039; intricate levitation magic that keeps the cities aloft.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;Most cloud cities are still patiently waiting for the return of their former builders, though they had been waiting for a century. The graceful towers made of dark steel, the multitude of bridges stretching between them, and the architectural creations masterfully mixing angular and streamlined forms with their cold beauty, silently look down on the battered lands of Tharras, and the central areas of the empire. It is no coincidence that Tharrasians often refer to these ruins as the Ghost Cities.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;In ancient times – and still today – it is true that when moving south on Tharras, the character of the typically gloomy countryside begins to change suddenly, and as if the travelers would suddenly fall into another world. Nature is becoming more and more alive and abundant here, and the barren landscapes are slowly giving way to lush vegetation and wild rainforests. This apparently rich and lively region is the &quot;stain of shame&quot; of Tharras&quot;. Here existed the only country that the Zhilars could not subdue.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;For many centuries, the Guayara rainforests and the people living here with the same name have been nettling the empire and their deep-dwelling masters. It is said that the Guayaras are all &quot;favored by the gods&quot;, and since the Zhilars absolutely rejected all contact with the Immortals of the Upper Plains, their relationship has been poisoned by this strong ideological contrast from the beginning.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;i&gt;There are many theories as to why the Zhilars did not just wipe out the Guayaras despite their obvious military and magical superiority. The most widely accepted of these is that the empire simply wasn&#039;t interested enough in the fate of the Guayaras&amp;nbsp;&lt;i style=&quot;text-align: justify;&quot;&gt;to waste valuable resources on breaking them&lt;/i&gt;, since they lived in isolation. Also, by then, the idea of a much bigger and holier plan had been implanted in the heads of their leaders by the Abyss Lords&#039; continuous whisper. Whatever is the truth, to this day, this southern region is the real gem of Tharras, although it is no less dangerous or mysterious than the rest of the continent.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;</description>
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                <title>Geography of Enerith</title>
                <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/params/post/4316376/geography-of-enerith</link>
                <pubDate>Sat, 08 Jul 2023 13:13:00 +0000</pubDate>
                <description>&lt;p style=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;i&gt;Geographically, the continent paints a very diverse picture. In accordance with the huge distances, one can come across mountains with snowy peaks, coastal areas with icy waters, areas with lush vegetation, and hot and dry deserts too.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;i&gt;&lt;span class=&quot;moze-tiny&quot;&gt;The waves of the Ocean of Light break from the west on the shores of the harbor cities based on fishing and water trade, which can be found on the coasts from the northernmost tip of the continent to the southernmost regions.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;The two highest empires in the northern hemisphere, Yrannon led by the mage lords, and the provinces of the League ruled by the Kalmár princes, are characterized by often weirder weather. The area called zhilarbarát is in stark contrast to the other countries of Enerith, but the people who live here are proud of their centuries-old friendship with the Tharrasian state giant.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;As we move south from them, the Immortal Lands follow, the sister states of Neiralis and Athreia. All of them were built on the ruins of long-fallen empires, and stretching from the ocean to the sky-high peaks of the Eastern Highlands, Wyrrania, they proclaim the eternal ideals of order and peace, acting as a final fortress to the north for the other countries as well. The climate of these lands is already milder, their rich pastures and gently sloping hills provide an excellent basis for flourishing agriculture. Both countries are characterized by a series of huge cities and austere fortifications, politically and culturally they can be considered the strongholds of the classical Enerith civilization.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;To the south of them stretches the loose alliance of dwarf states that unconditionally support the two great empires, are smaller in terms of territory and influence, and are quite diverse in terms of economy and culture, known as the Principalities of Maeron. The confederation takes its name from the Maeron, a huge river that flows through most of the region, which starts in the mountains of Wyrrania and swells before flowing into the ocean. The river is surrounded by hundreds of smaller lakes, making the duchies fairly protected from a military point of view, but making farming difficult for the peoples living here. Not a duchy is headed by immortals who seize the reigns for themselves. The annual Maeroni Council, which usually discusses the most important political and military affairs of the northern and southern countries, is also held here, where the ambassadors of the continent&#039;s leading powers all pay their respects, regardless of political affiliation.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;The central part of the continent is a barren and dangerous region, since it is here that the Ashlands, which became a barren wasteland as a result of the war between the Zhilar Empire and the Immortals, and now serves as the home of outlaws, and to the east of it Uldur, which is seething due to the continuous raids of wild hordes. Major trade routes cross the border of the two areas, a no-man&#039;s land, and only the best-equipped and best-protected caravans have a chance of safely passing through areas dominated by marauding bands.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;Further south, the countryside takes on a friendlier image again, and the traveler soon reaches the lands of the Vailan Republic, a melting pot of sorts for the peoples and cultures of Enerith. The monarchy that ruled until then was abolished in the country more than a century ago, and thus, as the continent&#039;s only empire with a truly democratic system, it really attracts crowds of people who have traveled from other countries, who are trying to start a new life in the bustling, diverse whirlwind of the republic. Far from the huge city-states, at the southeastern tip of the country, is the austere monastic fortress of the legendary Knights of Rór, about whose inhabitants many incredible stories circulate throughout Enerith.&amp;nbsp;Beyond the eastern borders of Vailan and south of Uldur lies the Ashama Empire, the continent&#039;s only vast desert area. Leaving the western and northern regions dominated by the rich caliphates, the traveler will soon encounter an endless row of sand dunes. The weather around here is becoming more and more merciless, so it is no coincidence that the area known as Sand Deep is now inhabited only by the outcasts of the empire, who have nowhere to go but the cruel countryside. This is a land full of mystery and miracles, and although the people who live here seem to treat all strangers extremely friendly, the Ashar rarely let outsiders in on their innermost secrets.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;To the south of Vailan lies perhaps the continent&#039;s most closed country, Rawadar, headed by the son of their former god, a true-blooded immortal. Rawadar is a strong ally of the northern sister states in the southern hemisphere, although the relationship now mostly boils down to the mutual and regular reception of a few delegations. There have indeed been many examples throughout history that if the northern empires needed strong military assistance, Rawadar was immediately at their disposal, so the friendship between the countries has survived to this day. For outsiders, this is a culture full of strange customs, the influence of the immortals is perhaps stronger here than in any other country, since all the customs of the empire were shaped by their ruler to his own liking.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;East from Rawadar to the Wyrrania Mountains are the territories of the Eastern Nomads, they rarely leave their lands, so their traditions and customs are actually known to very few. They have a reputation for being a savage and cruel people, whose society is defined by the constant pursuit of strength and power. Horror stories about their secret rites and their warriors who have gained demigod powers are whispered in the surrounding realms, so anyone who can, avoids the nomads&#039; territories as far as possible.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;The southernmost state of the continent is the Principality of Darelon, this large country - which has absorbed many smaller empires over the past centuries - is famous far and wide for its exotic fruits, excellent wines, and the tough and proud nature of the people who live here. This is a real paradise for artists, but all foreigners must be careful not to get involved in one of the duels that are considered everyday in the life of the duchy, because most of the best brawlers come from Dalaran, and they like to flash their skills when they get the chance.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;The interior areas of Enerith are separated from the eastern coast by the high mountain range, Wyrrania, which serves as the highest point of the continent, whose mountain ranges cross the entire continent from north to south. There are many different peoples living in the mountains, but not all of them are as friendly and hospitable as the typically peaceful tribes of mountain people who settled in the gentler parts. The real masters of Wyrrania are the dragons and their followers, the wyrr, who live in their cities built on the highest slopes and in cave systems deep in the mountains, quite isolated from the world. Very little is known about their culture, because they do not really seek contact with the other peoples of the continent, moreover, after learning about their strange and terrifying customs, they do not really want the company of the wyrr.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;On the eastern side of the Nagyhegység, surrounded by the mountains and the ocean, the settlements of an ancient people, the Siilas, are lined up, barely disturbed by the outside world. When and how they got there, and how long they have been worshiping the mighty gods of the sea, no one knows anymore, but the wise believe that their origins probably go back to the Age of Legends. Strangers rarely get here, with the exception of one captain and his sailors bravely riding the wild waters, and if they do land on the lands of the Siila, they typically don&#039;t stay long either, because even though the peoples who live here are basically friendly with newcomers from other countries, their peculiar culture, and because of their frighteningly close relationship with the deep-dwelling creatures of the sea, all foreigners soon feel uncomfortable around them.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;moze-tiny&quot;&gt;The group of islands lying in the icy waters of the ocean to the south of Enerith is called Tharghual, which in the Southern Tin language means Fangs of Frost. The freezing cold, snow- and ice-covered regions of the islands are sparsely inhabited by Enerith settlers, and only the farmsteads on the northern shores are colonies formed by a few merchant families, who mainly trade in the furs, skins and other usable parts of the rare animals here. The innermost areas of the Fangs are inhabited by only a few secretive aboriginal tribes, with whom a sane person avoids contact if possible, because according to the evil tongues, they are cursed by the ancient gods themselves.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description>
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                <title>Enerith</title>
                <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/params/post/4316371/enerith</link>
                <pubDate>Sat, 08 Jul 2023 13:07:00 +0000</pubDate>
                <description>&lt;p&gt;&lt;/p&gt;&lt;div class=&quot;moze-justify&quot;&gt;&lt;i&gt;Of the two vast expanses of land on Nouros, &lt;i style=&quot;text-align: justify;&quot;&gt;Enerith is the easterly one&lt;/i&gt;. Many people just call it the Green Continent. As the name suggests, the continent is indeed abounding in verdant forests, hills and emerald green pastures that stretch for hundreds of miles. Nevertheless, the face of the continent can be said to be pretty diverse. The frequent rains, and the clear waters of rivers and lakes make the lands of Enerith excellent for farming and animal husbandry.&lt;/i&gt;&lt;/div&gt;&lt;i&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Already in the Age of Legends, this region was the cradle of flourishing civilizations. Many a nation was born and ultimately fell during the past millennia, but the traces of old empires can still be found all over the continent. T&lt;i&gt;&lt;span style=&quot;text-align: justify; float: none;&quot;&gt;he abandoned ruins, sanctuaries and crypts&lt;/span&gt;&lt;/i&gt; provide a unique opportunity for historians and fortune hunters.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;In contrast to its western neighbor Tharras, Enerith has always been greatly influenced by the dominant religions. Since the beginning of time, there are records of the peoples living here making sacrifices to their idols or gods. The fate of the continent has always been closely intertwined with the fate of the immortals of the Upper Plane. Despite the many different beliefs emerging here over the course of the millennia, the Guardians and the people of Enerith have always lived in close symbiosis with each other.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Religion played a major role in the formation of cultures on Enerith, providing them with a strict moral code. In the strongest empires, the chivalric ideals&lt;i&gt;&lt;span style=&quot;text-align: justify; float: none;&quot;&gt;&amp;nbsp;still&amp;nbsp;&lt;/span&gt;&lt;/i&gt;flourish to this day, combining faith with the praising of courage and strength.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;The appearance of the immortals in the human realms affected Enerith the most, precisely because of this. The surviving refugees of the Upper Planes appeared in huge numbers in some empires on the Eastern Continent. Although the people&#039;s reaction to the incarnation of their gods was quite mixed, the immortals were able to fit in relatively easily in these countries. Over time, they have formed important political cliques in those empires.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Since most cultures on&amp;nbsp;&lt;i&gt;&lt;span style=&quot;text-align: justify; float: none;&quot;&gt;Enerith&amp;nbsp;&lt;/span&gt;&lt;/i&gt;revered the Guardians as gods, it is not surprising that after the departure of the Old Gods, also their descendants were held in high esteem. In some countries, such as Athreia, Neiralis, Rawadar or the Ashama Empire, the immortals directly became the official rulers of said countries. In other lands, although the power remained in the hands of the humans, the prefects of the immortals gained serious political weight, holding high positions, or founding their own organizations. Even in the less developed, tribal cultures,&amp;nbsp;&lt;i&gt;&lt;span style=&quot;text-align: justify; float: none;&quot;&gt;such as the tribes of Uldur or the nomads of the eastern mountains,&lt;/span&gt;&lt;/i&gt;&amp;nbsp;their influence has become enormous.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Some peoples did not embrace the powerful newcomers. Both Yrannon, which has long been an ally of the elites on Tharras, and the League, which controls a significant part of trade, stood up openly against the immortals and still stands up to this day. The background of this is obviously the strong Zhilar influence.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;In other states, such as the Vailan Republic or the Duchy of Darelon, people turned away from the Immortals, their former gods. Their appearance shattered the cherished image of perfect, almighty beings. The disappointment in their gods led to people being doubtful, distrustful, and keeping their distance.&lt;/div&gt;&lt;/span&gt;&lt;span class=&quot;moze-tiny&quot;&gt;&lt;div class=&quot;moze-justify&quot;&gt;Despite all this, it is safe to say that the Enerith of today is still under the influence of the immortals. They have initiated huge changes in the past centuries, as well as rewriting the existing power structure between countries. Today, those who call themselves proud inhabitants of the Green Continent, are,&amp;nbsp;&lt;i style=&quot;text-align: justify;&quot;&gt;&lt;span style=&quot;text-align: justify; float: none;&quot;&gt;even in their worst mood,&lt;/span&gt;&lt;/i&gt;&amp;nbsp;accepting of those of immortal blood, and acknowledge their inevitable role in shaping the world.&lt;/div&gt;&lt;/span&gt;&lt;/i&gt;&lt;p&gt;&lt;/p&gt;</description>
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                    <item>
                <title>Immortals</title>
                <link>http://halhatatlanok-magazin.mozellosite.com/english-stories-and-contents/params/post/4316368/</link>
                <pubDate>Sat, 08 Jul 2023 13:05:00 +0000</pubDate>
                <description>&lt;p class=&quot;moze-justify&quot;&gt;&lt;i&gt;&lt;span class=&quot;moze-small&quot;&gt;Humans have always wanted to ascend among the gods.&amp;nbsp;Since immemorial have we admired and feared &lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;them.&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&amp;nbsp;They are our shepherds and judges, for whom our lifespans are but moments. In their eyes, birth and death are not at all different, as both are grains of sand in the endless hourglass of time. The sublimity of their being attracts us, as the candlelight in the night attracts the bugs. Though we will never be able to understand the secrets of their existence, we want to be part of the miracle too, which they, themselves are. Since they are perfect. They are the Immortals.&lt;/span&gt;&lt;span class=&quot;moze-small&quot;&gt;&lt;br class=&quot;Apple-interchange-newline&quot;&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;i&gt;&lt;span class=&quot;moze-small&quot;&gt;Once upon a time, a nation was born in a distant, unknown land; a nation, which did not settle for admiring the realm of the Great Beings from far away. A fire ignited in their heart and soul, such a magnificent fire, as never before in the breast of mortals. This inferno has burnt down everything in its way. By their unquenchable thirst for knowledge and power, they&amp;nbsp;grabbed what, until then, every human has been longing for: unlimited power.&amp;nbsp;Thereafter, they opened the sealed gates of the Upper Plains, to stand before their former protectors as conquerors.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;i&gt;&lt;span class=&quot;moze-small&quot;&gt;Then, the so-called War of Worlds was raging for long-long years, having left behind but mindless destruction. In the end, the texture of the Higher Plains broke into a million pieces, and so were the Mosaicworlds created. The Time of Chaos came to Nouros.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;&lt;p class=&quot;moze-justify&quot;&gt;&lt;i&gt;&lt;span class=&quot;moze-small&quot;&gt;What happens if those, who we believed were our almighty guardians, out of the blue stand on our doorsteps as poor and miserable creatures?&amp;nbsp;The remaining Immortals fled to the Lower Plains, to the continents of Nouros. Doubt has spread amongst the people. Although their power fades with time, the Immortals are still our companions, brothers, and sometimes our leaders or tyrants.  We will see what time brings, but one thing is certain: the bright eyed lords are among us now, and we, humans continue to awe and envy them.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;</description>
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