
As the Dragon rises,
so the Republic will fall.
Welcome to the Paramount
The Paramount is a fictional fantasy world which comprises short stories, novellas and novels. Though a fantasy world, the focus is not on magic or fantastic creatures. The writings look at absolutism, republicanism and anarchy as forms of government and how relationships form around them. A generation before the start of the book gunpowder, cannons and musket technology have made their way into warfare. Fantasy and historical fiction are bound to create the main theme which will be developed over the course of the Dark Revolution Trilogy.
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The continent of The Paramount that has been developed is the backdrop to the Dark Revolution Trilogy and the short stories These Are the King’s Men and The Realm of Marvels. The first book in the trilogy, The Demon-on-Stilts, is due to be released in the spring of 2025, with the second book in 2026 and the last in 2027. Three standalone books about the Revolutionary Wars, House Gotharus and House Enguerran are planned between 2028 and 2029. The second trilogy From Beyond the Frayed Sea is expected to be released in 2030. Sprinkled here and there will be other short stories and a few novellas.
The Lands
​The Centerlands
For three centuries it was ruled by House Gotharus until the noble family was exiled at the end of the Third Revolutionary War. Predominantly flat with large rivers and lakes making travel and cultivation easy. Once a land of city states, it coalesced into the kingdom of the Centerlands hundreds of years ago.
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The Northern Lands of Ulfurum
It is governed by the young House Ulfurum but ample freedom is given to its vassal, the Duchy of Kall. The Southern portion is habitable, and it is possible to cultivate though winters are harsh.
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The Southern Lands of Cor
Governed for nearly two centuries by the House Quental. North of the Stark mountains it is dry but quite habitable. It is possible to cultivate though the summers are very hot. South of the Stark mountains life in the Torrefy Desert is extremely harsh for the tribes. Limited cultivation is possible only on the banks of the river during the winter months.
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The Eastern Lands of Enguerran
The oldest kingdom and had been ruled without interruption by House Enguerran for seven hundred years. A century before the Dark Revolution Trilogy it was reduced vassal state after the conquest of House Gotharus. A mountainous land of rivers, it is home to mountain people and the Kedath-Har.
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Pashtin
Goverend by the old House Njalviyush discontinuously for four centuries. The Westernmost land of the continent is rich and varied, though poor governance has it risking a coup d’état and conquest by the United Kingdom of Ehad-Sandé.
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Ehad-Sandé
The giant island nation united three generations ago under House Ghiath, the first family to rule the entire island. It is prosperous and the most tolerant of the Lands regarding culture, language and religion.
Peoples
Man
Close enough to humans.
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Giants
A race from the North with a foul temper. About three times the height of man, immensely strong, slow-witted and governed by handlers.
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Kedath-Har
A race that lives high up in the Har Mountains in areas that man cannot access. They rarely engage with the other races and generally only for trade.
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The Quarbatàn
The gnomes are the keepers of ancient knowledge about the origin of The Paramount. They reside in the Oak Forests in the Centerlands but are rarely seen because of their mastery of Veiling. They have a mastery of magic far beyond the abilities of man.
Cults
The Church of the Whole
The state religion of the Centerlands and the only one tolerated. It is severe and holds the aspiration to dominate all lands. The church is intertwined with House Gotharus and a high priest acts as chief advisor to the king. The upper echelons are reserved to priests who can Accede to the Realm of Magic and practice Despair.
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The Temple of The Shimmering Goddesses
The five demanding goddesses of the Southern Lands of Cor. The all-female clergy is led by the Empyrean Priestess, a practitioner of Clarity and Despair. Her politics are guided by the Council of Five, priestesses of the highest order. The upper echelons are reserved for women who can Accede to the Realm of Magic and practice Despair and Clarity.
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The Church of the Illuminated Soul
The benign religion of Pashtin. The many gods are believed to create temporary saints, illuminating the soul of a man or woman to perform good deeds. The church has little formality and is led by monks.
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The God of the Perpetual Sun
The state religion of the Island Ehad-Sandé. Believers claim the god is the bringer of light, warmth and life. According to its followers, the god stands on the shoulders of all other gods. The temples are presided over by a highly educated priest class.
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The Northern God Odric
The warrior god of the Northern Lands, the Kall Islands and venerated in some areas of the Northern Mountain regions of the Eastern Lands of Enguerran. Shaman practice rites of war and conquest in the villages.
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The Mountain Gods
Scholars believe they are the oldest gods and are still maintained by the Kedath-Har and the mountain people of the Eastern Lands of Enguerran. These are the gods of mountains, rain, lakes, forests and vales and are venerated with small carvings in rock or wood. Each village venerates the gods according to its traditions.
Languages
Noblesse
The language of the ruling classes, cults and educated men and women. The language is spoken in all the courts and houses of worship across The Paramount. Archaic Noblesse is still spoken by the Church of the Whole while the privileged classes and those with advanced education speak modern Noblesse.
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Centerlands Common
Derivative of the Eastern Common tongue and is the most widely spoken language in The Paramount. Many people in other Lands have learned the language of what was once the richest and most powerful kingdom in The Paramount. It has few dialects, relegated to the borders with the other Lands.
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Eastern Common
The parent language of Centerlands Common and mutually comprehensible in the cities of the two Lands. The dialects of the Mountain Eastern Common are unintelligible for the Centerlands Common speakers, and often difficult for their own native Eastern Common speakers of the cities.
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Northern Common
Related to the Eastern Mountain Common and thus intelligible enough for many village Easterners, difficult for the Easter city dwellers and incompressible for the Centerlands Common speakers. The most important dialect is that of the Kall Islands.
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Thando
The most spoken language of the Southern Lands of Cor and used predominately North of the Stark Mountain Range. It is a distinct language from the South.
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​Duzele
The second most important language of the Southern Lands of Cor and used predominately South of the Stark Mountain Range.
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Pashtin languages
Domiri is the language of the capital city Smoldyn and surrounding areas. The Western Lands are home to dozens of dialects and languages. The languages in the North and South of Pashtin are distinct, thus the native speakers in the Western Lands cannot understand each other. Many people and traders have adopted Centerlands Common or the Guild Tongue to communicate.
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Ehaden
The primary language of the Northern duchy of the United Kingdom of Ehad-Sandé. There are numerous dialects, some quite distant from the language spoken in the capital.
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Sandé
The primary language of the Southern duchy of the United Kingdom of Ehad-Sandé. It has fewer dialects than Ehaden.
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Hathi
The language and proper name of the Kedath-Har. Virtually unspoken outside of the Har Mountains.
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Guild Tongue
A greatly limited pidgin language developed centuries ago by the Poppy Guild for trade in the various Lands.
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Quarbatàn
The oldest written and spoken language that has existed before the dawn of man. Very few people outside of Sages, Warlocks, Enchantresses and translators have any knowledge of the complex language, and few have any degree of fluency.
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Written Languages
The alphabet predominantly used in The Paramount is Archaic Noblesse. It has been adopted by many churches, nobles, scholars and writers of the three Common languages. Pashtin, Cor and Ehad-Sandé have separate alphabets for their languages and dialects. Hathi has no written language and is transcribed in Archaic Noblesse by the few scholars who have written histories about them. Quarbatàn is an immensely complicated language with tens of thousands of characters that requires a lifetime of study.
Great Houses
House Gotharus
Once the most powerful noble house, it ruled the Kingdom Centerlands for three hundred years and governed The Empire of The Centerlands and Eastern Provinces for nearly a century before its fall to the Just Republic. Along with the Church of the Whole, House Gotharus is the main antagonist of the Dark Revolution trilogy and short stories. The coat of arms is a red dragon on a black background.
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House Quental
The ruling house of the Southern Lands of Cor. The ruling house officially uses the name of the Southern Lands and is thus referred to as House Cor-Quental. It is exploiting the chaos of the Three Revolutionary Wars to further its hold in the South of the Centerlands. The coat of arms is an orange sand drake on a tan colored background.
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House Ulfurum
The ruling house of the North, currently allied with House Gotharus, though in the recent past there have been violent disputes between the Houses along the border. The coat of arms is a white bear on a blue background.
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House Njalviyush
The ruling house of Pashtin, the Westernmost land of the continent. Under severe pressure from Ehad-Sandé and risks collapse. The coat of arms is a blue war galleon on a white and red background.
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House Ghiath
The ruling house of the United Kingdom of Ehad-Sandé, the large island nation across the Ashlan straits. House Ghiath seeks to subjugate Pashtin and is fomenting rebellion in the annexed Southern peninsula. The coat of arms is three red tulips on a white background.
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House Enguerran
The oldest of the houses and once the rulers of the Eastern Lands of Enguerran. The dismantling of the Order of Warlocks by King Gustav the Wise five hundred years ago is a source of pride and lore for the people. The coat of arms is a golden owl on a blue and green background.
Magic
The Realm of Magic
Few people are born with the ability to Accede to the Realm and encounter their Provider. The Provider transfers abilities to the person even if untrained or without understanding of what he or she sees in his/her mind. The ability to accede normally corresponds with a child reaching puberty.
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Clarity
The magic of positive suggestions and the opposite of Despair. This is generally the magic of the Sages, and is used to relax, calm, gives courage and allows a person to speak freely. If the practitioner is strong enough, he or she can stop a violent act with a single word. The use of the voice is not needed but speaking with a melody is more effective and normally necessary for a novice. A practitioner can understand a person’s emotions by applying Clarity but cannot read thoughts.
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Despair
The magic of negative suggestions and the opposite of Clarity. This is generally the magic of Warlocks or those who seek power or practice violence. It can be used to cause fear, doubt, nausea and a skilled practitioner can instill rage. The use of the voice is not needed but speaking with a dissonant chorus is more effective and normally necessary for a novice. A practitioner can understand a person’s emotions by applying Despair but cannot read thoughts.
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Veiling
The magic of making oneself or an object difficult to note. It is not disappearance, but rather near total camouflage into the surroundings. It is the most ancient of the magical arts and the most difficult to learn. Only the Gnomes have mastered it though Great Sages and Warlocks have some ability with it. This is generally self-taught when one reaches the abilities of a Great Sage or Warlock.
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Binding
Magic used to hold a person fast. Though easy to learn it is not easy to apply as it requires great concentration and energy to maintain a hold. The greatest strength to bind is through the use of a person’s Realm Name. This is the name that a person identifies with the appellation resides in the Realm of magic. It is also possible to bind using his or her blood or hair, but the effect is not as strong.
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Alchemy
Can be used to power lights, create distractions, harden materials, transmutation of metals and in rare cases transmutation of man.
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Elixirs
Generally healing potions, though their misuse can create powerful and latent poisons. The most extraordinary and forbidden elixir is used to extend life.
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Alchemical Salts
Rare alchemical salts that require powerful magic to create them. When applied to bodies, the salts deform but give great strength, flexibility and long life. In rare cases the alchemical salts can be applied to steel through a complicated forging process.
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Necromancy
Thought to be impossible but searched after by the Warlocks.
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The College of Sages
Keepers of knowledge and history, they consider themselves to be the guardians of all races but do not directly intervene in events. Instructed as healers, scholars, and practitioners of Clarity. The colleges are male dominated but equally permit women.
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The Emerald Enchantresses
A loosely bound group of female healers and practitioners of Clarity. They once studied with the Sages but chose a different path outside of the rigid order of the colleges. Their wisdom is to preserve, protect and enhance the body and the mind.
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The Order of Warlocks
The order was forcibly disbanded by Gustav the Wise of House Enguerran five hundred years ago. Since then, they have practiced secretly under the protection of The Church of the Whole.
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The Order of Shrikes
A mysterious order of all-female Warlocks rumored to have existed alongside the Order of the Warlocks. It disappeared during the purge of Gustav the Wise, though it is thought that a small order still practices in secret..
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The Labyrinth Monks
The monasteries largely disappeared from the Centerlands after the dismantling of The Order of the Warlocks. The order predates most cults and is thought to have originated alongside the Church of The Whole. It is rumored to have continued its warrior training in secret.
The Just Republic
The first republic to be established in the Lands of absolute monarchs.
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The first republic to be established in the Lands of absolute monarchs. A year of popular revolts followed by ten years of noble and guild instigated revolutions toppled House Gotharus and established The Just Republic. Briefly led by an interim military government before the single party elections brought Poppy Guild bankers to power. Currently in disarray and risking reconquest by the reactionary House Gotharus at the start of the novel The Demon-on-Stilts. The coat of arms is two hands reaching for each other with palms facing upwards. Above them is a coin with a set of scales.