Realm Information

Realm Information
Name Helios
Motto “The Dawn's Land”
Region The Dawnlands
Government High Court
Capital Hyperion
Races Within Human(Helian), Blood Touched, Tarun, Toten, Human(Dalecaran)
Primary Religion The Six Gods, Dalecaran Paganism
Language(s) High Helian, Low Helian, Tarun-Tak, Trade Common
Demonym Helian
Currency Utras


The Darkness (Nocturn Age)
The start of Helian history actually begins at it’s fall. A realm of warriors who faced with what they thought was the end of the world were pushed back from ancestral homelands until they resided in a handful of settlements fending off horrors day and night. This period saw little communication and even less trade between the besieged settlements. Battle and Survival became the normal. As cut off as the settlements were, they still maintained the old bonds, and the old respect as each one wished to be whole again.

Countless amounts of culture was lost, but as much was lost to time much was retained and refined. Metallurgy flourished as well as martial education which encompassed not only combat but a mind able to problem solve difficult engagements. The slow return of the Knights Valiant saw the horrors of the Helian lands forced back. This pendulum swing allowed the settlements to truly reconnect for the first time in generations.

The First Court (Rising Age)
With roads now safe enough to travel, merchants began to traverse the fledgling realm and with them the lords of the original settlements did too. The first meeting of all of the lords was as if they had never been apart even though the gathered men and women had meet before. The old customs had been drilled into them and court happened in such a practiced manor that it would have been a surprise that the realm had been so fractured before. The First Court saw the raising of the Fist Battalion and the acceptance of the 1st Company of state soldiers. It also shunted resources to the Knights Valiant as reward and incentive for their help to pull the realm free of a dark time. Infrastructure plans were made with input from the merchants that had gathered. Court ended and all of the initiatives were put in place.

As productive as this time was, the realm was still constantly in danger and the night was still fraught with terror. It would be more than a decade before many of the goals would be considered met. Major Roads between settlements were well guarded with regular patrols, the 1st Company were putting their training and weapons to good use carving out the borders of the realm from both monster and barbarian.

The Bastion(Expansion Age)
In more recent times populations have swelled with more secure farming and more able bodied people to answer threats. As such a more central location was thought to be a good idea, somewhere trade could come to, nobles could have permanent residence there and court would have a more secure location to convene. This city was called Hyperion and named for a fabled Helian city.

The construction of Hyperion was fraught with peril, orc attacks were common in the early days before the proper walls began to come up, the 1st company was tasked with defending the site and after ten years of near constant fighting the orcs withdrew into the mountains and beyond. With the active threat gone and the walls finally erected the people from the outlaying settlements began to flood into the city and thus Hyperion became the center of Helios, physically, culturally and spiritually.

The Age of Reunification
Originally known as a the Modern age, scholars have settle to call this period the Reunification Age. Vast amounts of coin were sunk into the infrastructure between the counties and into the military of the land. With wealth pouring from Agni Gold Mine and from mines across the realm it saw there was ample pay for skilled workers. This time also saw many of the first wave for permanent stone forts rise across the land. These forts, called Citadels would house permanent troops and allow for stationary points for training and defense of the realm.

This period of time also saw the arrival of the Toten people, and the Iron Moon War. The brutality of the war brought the realm together, and showed that there was little that couldn't be accomplished with the combined efforts of the Helian people. Those from many walks of life and from vast distances away provided what they could to the war effort. This cooperation would lead itself to what is considered the first ideas of Helian expansion.

Cultural Manifest Destiny
The post war time saw the Helian warriors return home and a renewed sense of pride in the realm and faithfulness to the Gods. It was this fervor that gave rise to the Helian proclamation that they would be the realm to unify all Helian people in the region. That it would truly become the Dawn's Land, unified in faith, people and culture.

View of damp forests common throughout Helios.

The defining aspect of the Helian climate is the high level of precipitation, with the realm receiving between 78 and 83 in (198 and 211 cm) of annual rainfall per year. Much of the region is therefore classified as a temperate rain forest. The mountain ranges that cut the region up do little to abate the rainfall. The higher elevations see more snowfall on average, while the lower laying and coastal regions see far more rain.

Large summer rain storms from the sea tend to happen once or twice a season, and occasionally result in damage. Winter storms from inland are fairly rare, but snow is expected throughout Helios every winter.


The vastness and danger of Helios has led to the development of midway points along a route that can offer food and shelter. Waystations are often subsidized by the local lord, but receive some coin from patrons although it is not required for someone to pay to use a way stations basic services.

Major Waystations which can house many people and tend to have a small defensive force (5-6 people) are named after legendary knights. Which Lesser Waystations are named for local heroes of their areas.

Major Waystations

  • Kalvic
  • Baldrick
  • Tybalt
  • Angmarth
  • Gradamere
  • Thorin
  • Arioch
  • Khanda


Helios is governed by a Court, which is comprised of the nobles of the Greater Houses and the Lesser Houses. The Court serves to guide the realm in a positive direction. No one entity leads the court although there have been times in far lost Helian history where a single ruler presided over the court.

Court tends to meet in full every two years although during busy times they may meet several times in a calendar year. The Primary reason for court is to allocate the court funds and materials, approve national decrees, establish national practices and appoint committees to deal with the day to day of ongoing projects.

Throughout the year the counties are expected to send a fairly large portion of accumulated wealth, known as The Devotion, to the capital where it is banked and then allocated to the realm as a whole. The Devotion is roughly 65% of accumulated yearly wealth. Which still leaves the counties plenty to operate and still profit and some of the devotion does tend to come back to the counties in the form of projects, infrastructure improvements and realm focused growth. Economy

Because the realm itself is somewhat new each county still has many internal problems to deal with and each must face them somewhat differently. This takes coin and during court denial or strife in how the court funds are used is something that leads some to bickering and some animosity between the houses.

Committee are small groups of people who are charged with overseeing the completion of a project or goal. They are often allocated funds and a deadline and are given some minor title to allow them more unilateral control and authority in their areas of operations. Committees are not just formed of nobles and often times they will have influential and knowledgeable commons on committees to help see projects through.

Example Titles

  • Master of the Bridge
  • Lord of Roads
  • Libraries Esquire
  • Keep of Keys
  • Court Senechel

Perpetual Titles belong to land holding and wealthy families that have existed for some time in Helios. These titles are handed down generation to generation. Lesser Houses are made and mandated by the high court but are controlled by the Lords on hose lands they reside. Lesser Houses may not have a title equal to that of the lords who they serve.

Noble Titles

  • Sir/Dame
    • Individual title given upon being knighted in any knightly order. (House/Knight Valiant/Knight Clairvoyant/Etc.) This Title is not hereditary.
  • Lord/Lady
    • Hereditary Title, signifies the ownership of land, command of arms and control of wealth.
  • Helvarin
    • Hereditary Title, Signifies the ability to lease land, disburse the command of arms and collection and control of wealth generated by vassals. Those Who Are Helvarin have vassal lords beneath them.
  • Vaneer
    • Hereditary Title, awarded by the court. Signifies that they have control of lands and people of a vast amount, with either a single or multiple Helvarin below them and many lords below them. This is a title that once bestowed cannot be removed.

The Faith

The Six Gods of Helios form the cornerstone in which the realm is established. The faith is the joining tie that binds all Helian's. The gods define what is right and what is just, even down to the rather legendary amounts of Helian hospitality even in rather dark times. The pantheon governs almost all aspects of Helian life, there are few events and few customs in the land that are not influenced by the faith.

The Chief god, creator of all others, so high and so powerful he doesn't even see the mortal problems. He is rarely if at all worshiped as he wouldn’t hear the prayers of mortals anyway. He is revered only as thanks for bringing life to the world.

Sister to Lorna, she is the Goddess of light, good and justice. She is frequently worshiped individually as she is known to be a protector, and a mother figure loving and forgiving all regardless of their actions.

Sister to Wenna, the goddess of darkness, evil, secrets, fertility, and justice. She is not frequently worshiped due to the sinister nature of her domains and the fact that many horrible beasts of the land came from her mind. She is prayed to to keep safe, to protect secrets, to kill traitors. Open worship of her has diminished in recent decades but there are still many who do.

The god of nature, and the wilds. Sol charged Omar with carving the earth and giving it form. He is the god that informed the good nature of Helios, teaching men hospitality, humility and self-sacrifice. Omar is the most worshiped god in Helios as he controls the weather, the growth of crops and the health of the land, but as such he has few temples and no priests.

The god of magic and knowledge. Zayl gave men written faith, language and technology along with the gift or curse of magic. Zayl is said to know all things but understand little.

The first god, although that is not true, he was the first god to be made after the creation of sentient beings. He is the god of violence, war and honor. He looks for warriors and battles that shine and are marks in history. Alkourie is well worshiped as those who wish for success in battle often pray to him.

(For more Information see Church of Wenna)

The Church of Wenna has existed since Helios was in its infancy perhaps even further back then that. The books which detail the organization of the Church have been passed down for more than a thousand years and are still used to this very day to govern the faith. There have since been several additions to the faith to further govern how churches are built, how shrines are maintained, how the Blessed are managed, and even how the new larger faith is organized.

The Church of Wenna is responsible for the maintenance of all Shrines and Churches of Wenna. Priestess who travel the lands act as teachers and healers educating populace on The Six, and providing both magical and traditional healing services. Those Priestess attached to Knight Valiant are known as Priestess Militant and are often trained in combat beyond what they would learn at Aquilla. Clerics on the other hand are often purely martial and are attached to military garrisons are leaders of faith and to provide minor battlefield healing and medical services. Those clerics who do work that would traditionally be done by Priestess are known as Cleric Advocates.

(For more detailed information see The Sect)

The Sect is a group of three former mortals who transcended the mortal shell through powerful and forbidden magic. Their quest to wield the powers of the gods, drove them to madness and the ends they went to see their goals fulfilled saw them become the monsters they sought to defeat. They commanded and created powerful monstrosities that brought Helios to it's knees and laid the foundation for the separation that would be known as the Nocturne Age. They would have killed or enslaved all of Helios had it not been for St Gabriel, the very first Knight Valiant. The Saints sacrifice saw the Sect banished, but their power and influence still spill into the mortal world.

(For more information see Scholars of Zayl)

The Scholars of Zayl is the name of the Church of Zayl. Like the Church of Wenna they serve as the larger governing body of the followers of Zayl. They govern the Libraries that serve as temples and training grounds for the priests of zayl known as Scholars. Unlike Wenna, Zayl priests are not so strictly pious like priestess and clerics. They strive for academic knowledge and magical understanding, often times without regard for others.


See (Infantry) for more detailed information

Infantry Heavy Infantry

The traditional Infantry of Helios is formed wholly of volunteers but the chance to work and train as a professional soldier is something many Helian youth aspire to do. The pay is nominal but everything is taken care of for them. Helian Infantry are known for being stoic armored combatants well versed in many weapons and are a difficult unit to turn away when they are on the march. The Infantry is broken into branches, light and heavy. Light while still armored are much more mobile and tend to favor longer ranged weapons and larger shields but are purely aggressors. Heavy infantry is in much denser armor and when deployed serve as the anvil in many military functions with the light infantry serving as the hammer.

See (Pathfinders) for more detailed information


Archers, Scouts, Trackers, Sharpshooters, the pathfinders encompass all of that. Massed archer fire isn’t often something Helians do, preferring to be pinpoint archers rather than volley. Pathfinders are the result. Pathfinders are taken from the Infantry when training. Their numbers tend to be low but each is an island of violence onto themselves. Entry into the Pathfinder Corp is seen as an honor and few retire willingly.

See (Navy) for more detailed information


The Helian Navy is a broad and robust service, while it is second to the vast Helian Infantry they are considered to be their equal in power. This is because there are few private vessels in Helios. Roughly 80% of Helian ships are owned by the state and either leased to merchants or are official state trade ships. Because of this, these ships are all manned by skilled and experienced Navy crews. Not only are the ships crewed by the Navy, but they are largely maintained by the navy as well. Much of the coin that comes into their branch is spent on maintenance and construction.

See (Marines) for more detailed information


Helian Marines are pulled from the Infantry and Pathfinder branches and cross trained to be seamen. Dedicated naval personnel exist as well but are trained independently of the other military branches. Helian Marines are often the first Helians outsiders meet as marines are the military escort for most initial foreign excursions.

See (Knights) for more detailed information

Knights of Helios are stand out soldiers, titled by a house and honored as skilled and honorable combatants. Knights are to infantry as a wolf is to a coyote. Knights are armed with enchanted weapons and armor, often are well trained to the extreme and have little else to do other than train for battle and march at the whim of their lords. Knights sometimes are awarded lands to watch over and protect as such they are able to collect tax and can amass some wealth even without noble title.

See (Knight Valiant) for more detailed information

Knight Valiant

While not truly part of the military structure, they are the reason Helios is able to flourish as it does. They are specialist monster hunters, pious and efficient. They blend magic and warfare to fell great horrors. Knight Valiant go through many magical processes that turn them into more than men, even without their magical armaments they are forces of great strength. A head taller than most men, strength that seems more than their bulk, they are an army onto themselves. As powerful as they are, they rarely if ever are employed against traditional enemies as their talents are far more effective against monstrous creatures. If an Infantryman is a Coyote, and a Knight a Wolf, a Knight Valiant is a Dire Bear.

See (Knight Clairvoyant) for more detailed information

Knight Clairvoyant

Similar to the Knights Valiant, the Knights Clairvoyant are a powerful, if not specifically formal, part of the Helian military. They are both mage and knight, with each individual a deadly force in combat. Knights Clairvoyant spend their lives in pursuit of magical knowledge for the protection of the realm. Their primary use of evocation magic causes great risk. Due to this, Knights Clairvoyant typically work in pairs, lest one become a magically disfigured horror.


for a more detailed magical description, see Magic(Helios)

Magic in Helios is derived directly from the gods. There are three schools of magic that are the most common in helios; Abjuration, which is healing and protection magic, Evocation, which is magical energy projected into element and force, and transmutation, which is the changing of energy and enhancement. Necromancy while not accepted and not openly practiced is something that plagues Helians. While other schools of magic exist their practice is no so wide spread.


See Helian Economy for a more detailed entry.

The Helian domestic economy is made up, primarily, of two institutions. The Merchant Guilds and the Artisan Guilds.

Merchant Guilds are federations of merchants that have banded together to stop the ability for non-guilded merchants to establish monopolies. Merchants Guilds are formed when the correct paperwork is submitted to the local Great House and an infinite amount of Guilds can be established. Guilded Merchants benefit from shared trading networks and contacts, better bargaining abilities between merchants and the Artisan Guilds, as well as insurance for goods and property related to trade.

Artisan Guilds are a union of master laborers that band together to leverage their abilities as workers and to also train the next generation of workers. For the formation of a Guild to occur the local Great House must be given the proper forms signed by several recognized master craftspeople and for there to not be an already existing guild for that trade. Once the Guild has been created they must then every year submit examples of innovation within the field by the Guild or else risk termination.

See below for specific documents on industries in Helios in more detail


Helios is known more for what they will not export than what they will. Weapons and Armor are some of the rarest goods to leave Helios, and when they do it is often not through official channels. Those pieces of armor that do leave Helios tend to be of a fairly low quality internally, something that wouldn't be missed, but even that low quality of construction is offset by the high quality steel and the precision in which they are made. Chain and Blades are often the only items to escape but there have been rare cases of full suits of armor and full suites of weaponry. Due to the rarity of these exports internationally it is thought these represent the highest quality of construction in the realm although visitors to Helios quickly find the opposite.

What Helios does export in some quantity is Tools and Art.

Helian tools fall into three categories; parted, finished and precision. Parted tools are just the metal ends of tools that require handles or some finishing work such as grinding. These tools are done en mass by apprentices and is the most common thing exported from Helios. Finished tools are just as the name implies, 100% completed tools, spades with handles and items that completely metal like files and chisels. Precision tools are ultra high end tools made from the best steel (often off cuts from armor) they are worked to perfect edges and precise measurements. These measurements are standard to the Helian Bank, and are consistent throughout all master craftsmen in Helios as they are distributed by the respective guilds.

Art is the next most common thing to leave Helios; paintings, books,and poetry, are all common place things to see leave Helios. While it is normal to see Helian artwork it is not always received positively, and has been cited as being the way for Helios to spread its ideology and culture to far off lands, and as a way for them to inflate their own mythos to cultures that may only see them rarely or not at all.

Common Things Exported from Helios

See Helian Currency for a more detailed entry.

The current coin of Helios has been standard since before the Nocturne Age. The word for money in High Helian is Utras, and in modern times has come to mean any type of money. The word is still blazon on the coinage to this day. Coins in Helios are used for much of the commerce in the land that isn't a direct trade. In the capital and large settlements coinage is the only means in which goods are bartered. The coins are minted by the official office of the Master of Coin and then distributed to the local communities.




See Helian Heraldry for a more detailed entry and examples of Helian Heraldry

Heraldic culture in Helios is rich and varied, as a military people battlefield recognition is part of the culture and it has bled into even non-military parts of the realm. Heraldry in Helios is varied and those who can read it can glean quite a bit from an individual.

The Aquilla

The Aquilla is a place where young Helians learn the basics of combat, for a period of years they study at the local Aquilla and are taught basic combat tactics, use of many different weapons, weapon and armor maintenance and for those who show the aptitude more advanced combat and leadership tactics. The harsh environment of Helios meant that even the young needed to understand battle if for the only reason to know how to navigate a battlefield and not be in the way of the combatants. This leads to a highly trained and effective populace who is able to bare arms to a surprisingly effective degree. The Aquilla is open some times of the year for adults to train at as to not lose their edge.

Helian Time

Each year is represented by one of The Six, and the cycle number in which they are in.

Example Sol 1, Alkourie 1, Zayl 1, Omar 1, Wenna 1, Lorna 1, Sol 2, Etc, Etc.

The Spoken and long hand written honorific for each year is;

  • Year of Our Lord Sol, ###
  • Year of Wars, ### (New Style)
    • Year of Honorable Alkourie, ### (Old Style)
  • Year of Thoughtful Zayl, ###
  • Year of Patient Omar, ###
    • Year of Wandering Omar, ### (Old Style)
  • Year of Our Deliverer Wenna, ###
  • Year of Baleful Lorna, ### (New Style)
    • Year of Whispering Lorna, ### (Old Style)
    • Year of our Beloved Lorna, ### (Honorific Style)

The written shorthand of the Helian date is (Season).(God).(Cycle)
Example Spring.Wenna.102
Example Spring.Sol.111

Noteda Dais

See Noteda Dais for a more detailed entry on the sport

Noteda Dais No-ted-a Dī-is, or as it is less formally known as Noteda, is a common game traditionally played by children but has begun to have a growing adult player base.

The driving concept of Noteda are simple, get the central flag into your opponents side of the field in an area known as the castle, the team with the post points after 30 minutes is the winner.

Teams are 7 members, 6 of which are armed with three foot lengths of birch, and the 7th member is armed with a six foot length of birch, this 7th members is limited to only the space of the castle. The flagpole may be used as weapon. Participants can strike their opponent anywhere they please. If you are knocked down you must run to your side of the field out of bounds, do a five count and then you may reenter the game. If at any time six people are downed the other team immediately scores a point. If a player is knocked out and unable to continue fighting that team is down a player for the remainder of the match, there are no substitutions. Grappling is discouraged as both players are considered to be downed if they are rolling around on the ground.

After each score the flag is reset, the team stand behind their castle and the next round begins. If the flag is thrown out of bounds then it is reset at the point where it went out of bounds. The flag may not be thrown into the castle but may be thrown out of bounds.

Around the time of The Tour adults are often seen playing. It is becoming customary for an adult team from the town the tour is visiting to play against the men at arms who accompany their knights during the tour.

Veer Cadais

See Veer Cadais for a more detailed entry on the martial art.

Veer Cadais vir Ca-dī-is, is the ancestral martial art of Helios. Only recently has the martial art been condensed into a set of core principles as almost every county has a slight variation on the practice. Because no one would agree whose style was more authentic an effort was made to condense the style into only the aspects that were shared. This style is known as Veer Cadais and is taught in most mainstream aquilla and private schools.

Veer Cadais is characterized by its emphasis on body strikes and take downs. Attacks to the head are done primarily with forearm strikes or horizontal elbow strikes across the temple or bridge of the nose. Open hand parrys of punches and kicks are of note to close distance and disengage. Grounded hard body shots are a hallmark of the style and often lead to standing grapples and take downs. The style has been described by foreigners as being too brutes attempting to break each other ribs, but the martial art has much more nuance then that and in armor is used to drop opponents and pin them in order to deliver knife strikes through weak points in the armor, or used to deliver stabbing attacks to the body with spikes across a gauntleted fist.

Regional styles are taught namely in those regions and in recent years pure practitioners of regional styles have begun to dip as the more pure style has gained popularity.

The Tour

See The Tour for a more detailed entry on the subject.

The Tour is the name given to the roaming fighting tournament that travels the realm. The Tour makes the rounds through the county capitals and generally takes a full year to make the circuit beginning and ending at Hyperion. The Industry that follows the tour provide minor economic boom every time they arrive at a capital and even as they pass through smaller towns along the way. The arrival of the tour in an area also benefits the local safety of the county as they are a large and elite force of fighters who pass through. This also means that crime tends to spike when the tour leaves and area.

The Tour itself is a collection of combat games. Only knights may participate in the tour. The standings of the tour result in prizes, and awards. The champion of the final tournament at the end of the tour gains a lot of prestige and is known as the greatest knight in the realm for that year.

Post the Iron Moon War the tour was reformatted, being now every 3 years during the Year of Sol and the year of Zayl respectively.

Helian Astrology

See Helian Astrology for a more detailed entry on the subject.

Helian Astrology has mostly to do with the gods rather than actual celestial entities, although more detailed and in depth readings are done for those who take high stock in the practice. Typically it is done for wealthy houses when a child is born, although very rural families often still partake in the practice.

The Sign a person is born under is not just determined by the month or year they are born into although those things play a good part.

Sir Solomon Guides

Sir Solomon was a Knight Valiant during the mid Nocturne Age, he was a paragon of his time, one of the few Knight Valiant who traveled to each of the major holds. This was a feat far greater than now given there were no real roads between settlements and orcs controlled the bay area that would later become Hyperion.

Sir Solomon, as plentiful as his knightly deeds were is best known for being a champion of physical fitness and what he brought to each hold and every small settlement he encountered was his considerable knowledge of physical training. He took in what the locals did and incorporated it into his own works. While he could teach others his works his greatest barrier was that once he was gone there was no way for them to correct poor form or ask questions or grow beyond the basics. That was when he spent time drawing a complete manual of all of the exercises and training routines he had used and found results and for what purposes.

This was the First Solomon Guide, known as “Sir Solomon's Guide to Physical Perfection” In his lifetime he is said to have hand drawn more than 100 copies of the guide. Now days the old Sir Solomon Guide has given way to other “Solomon Guides” of more specific nature. Smiths have their own guide, mages and fighters as well. But the original guide still serves as the basis of calisthenics throughout every Aquilla in Helios.

Bestiary & Herbiary

  • wiki/realms/helios.txt
  • Last modified: 2021/06/11 19:51
  • by thunderpony