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Setting, Additional Info (Optional Reading)

Posted by Dungeon MasterFor group 0
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Setting, Additional Info (Optional Reading)


Additional Info


This thread is for those of you who love to delve into the lore and workings of a world. Here I've offered a bit of insight into some of the other species and races spread around the continent of Eos.

If you would rather not read this thread, that is perfectly fine. That is why it's labeled as 'optional reading'. However, those of you who wish to proceed are more than welcome to do so. That said, do not use what you learn here in-game, unless it's something directly related to your character. Meta-gaming will not be tolerated.

For those of you who believe your character would know their home territory quite well, feel free to study up on that particular section.

Note: I've listed quite a few creatures in this thread, but there may be others that I come up with over the course of the story and wish to add to the game. So, this is just a basic starting point with plenty of room to grow.

This message was last edited by the GM at 11:32, Wed 24 Nov 2021.
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Setting, Additional Info (Optional Reading)


Denizens of the Dire


Countless creatures call the Dire home, but the majority of them are less than sentient and are very primal in their ways. However, there are several species within the forest that are much more... nuanced in their dealings with other denizens of the Dire, as well as those who choose to venture into it.

Earthbound Elves:

While these elves are not the strongest or most terrifying creatures in the Dire, they do have strength in numbers. When they choose to do so, they can amass an army of tens of thousands to march on their enemies. They prefer the company of animal and plant life to that of each other, or other sentient creatures, making them a very independent faction. They do not rely on each other or other nations for help, unless absolutely necessary.



Shifters & Werebeasts:

There is a clear distinction between Shifters and Werebeasts- Weres for short. Shifters are beasts who are able to shift into humans, via the use of inherent abilities or ancient magics stumbled upon in their beast form. Some of these creatures are born with the ability and learn quickly, while some spend over half their life as a beast before acquiring the ability to shift. The latter can cause a lot of confusion, as the Shifter is trying to adjust to their newfound power. Weres, on the other hand, are humans or elves who are able to shift into a beast form. In general, this is either forced on them by some curse or intentionally through the use of magic.

Many shifters are quite feral, having only recently learned to shift and not knowing the ways of civilization or how to speak the common tongue. That said, most are quite defensive, skittish and tend to avoid society. However, shifters who are versed in their skills after years of use and learning can often be seen hanging around other sentient creatures. Regardless of their inclinations driving them toward or away from others, they tend to be very protective of those they care for. They guard them like a mother wolf would guard her pups, or even how a dragon would guard its hoard.

After being cursed or learning the magic needed for shifting, those who turn into werebeasts are drawn to the Dire. The Earth Magic flowing through their veins draws them ever closer to the Earth Primal. Mistakenly thinking they can deal with whatever consequences that come with taking a beast's form, these poor souls become slaves to their own primal urges- most often losing themselves in a haze of bloodlust and hunger. Those who try to use such magic without the proper skill or knowledge to follow through are often stuck mid-shift, resulting in a monstrous amalgamation of man and beast. These men and women turned beast are tales of caution to anyone who wishes to change their true nature, turning away from what fate has in store for them.



Centaurs & Satyrs:

Though centaurs and satyrs are a separate breed, they do mingle together in one societal structure. These two peoples are referred to as Beastmen by the rest of the world. While the elves are the strong arm of the Dire, these Beastmen are the creative mind. With a rich culture and religion, as well as many traditions that must be adhered to by outsiders who wish to visit -such as the offering of a gift upon one's arrival- they have always drawn the curiosity of humans and elves alike.

Centaurs are large, half-elf/half-horse hybrids. Their bodies consist of the head and torso of an elf, often with the antlers or horns to match, and the lower half of a horse. Satyrs are similar, but they are quite a bit smaller in size- though some of them tend to be tall when compared to humans or elves. Satyrs are half-elf/half-goat hybrids with furry legs, a tail and hooves, as well as the torso of an elf and either antlers or horns adorning their head.

These 'Beastmen' can often be seen in their various camps spread throughout the Dire, immersed in painting or singing or dancing. Every now and then they allow a few trusted humans or elves to join in their merriment, but it isn't often.

In times of war, the centaurs are considered the 'muscle' of the Beastmen, while the Satyrs tend to be more scholarly. However, some Satyrs are capable of casting powerful Earth Magic when they are inclined to do so.

In their religion, they worship a creature known only as 'The Stag,' which is said to be the god of the wood.



Dryads & Druids:

Dryads and Druids walk hand in hand, many of them wed-locked. The natural magic of the Dryad and the intricate, deep seated connection to nature of the Druid often attract one another. Despite their connection, there is very little societal structure among the two species. Most prefer to live in forgotten groves outside of the influence of the elves and other creatures of the Dire.

Dryads, or tree nymphs, are magical beings who are connected to one or many trees within the magical forest that they inhabit. Protecting these trees as if their lives depend on it, because they do, they tend to become quite violent when hostile magics, fire or axes are brought near the wood. Though Dryads are generally seen as peaceful creatures, they are quick to anger when provoked.

Druids are some of the few humans who are welcomed within the Dire, due to their mostly pacifistic ways and undying love for all things living. Many Druids migrate from human civilization to the Dire, to get away from the death and pestilence that plagues humankind. The earth magic flowing through their veins is much more potent when in the Dire, due to the Earth Primal being so close. Druids within the Dire tend to attract wildlife. Whether it be a Dire Wolf pup or a full grown Basilisk, the creatures of the wood seem to gravitate toward these skilled earth mages. Much like the Dryads, the Druids tend to have fiery tempers when one threatens the forest or the wildlife within. They're not afraid to resort to violence if need be, but they do prefer peaceful solutions to any altercations.



Naga & Arachne:

As some of the more... creepy-crawly denizens of the Dire, Naga and Arachne tend to avoid the elven city and the other small societies spread throughout the forest. Whether this is due to independence or if it is to avoid the wary looks of others is up for debate. Regardless, Naga, or snake people, tend to live in ancient ruins deep within the forest, rarely seen by any who stick to the beaten path. On the other hand, Arachne, or spider people, prefer dark and damp caves.

Naga appear as mostly human from the waste up, while having a serpentine tail from the waist down. The male of the species appears almost entirely human on the upper half, but the females have snakelike strands of hair that seem to move and act independent of the Naga's wishes. Though the male is simply referred to as Naga, some have chosen to call the females Gorgons- a moniker they don't appreciate, thinking it derogatory in nature. There isn't much of a societal structure among these creatures, but there is a hierarchy to be respected. Queen Medusa, ruler of the Naga, lives with her underlings in a long forgotten elven temple, dedicated to the Startouched. Many secrets lost to the ages lie within the temple, and any adventurer ignorant enough to come searching for them is never seen again.

Arachne appear as human from the waist up, and as spider from the waist down. With eight strong legs and the ability to spin webs, these creatures are capable of building their own homes, rather than living in abandoned ruins as the Naga do. That said, they tend to stick to damp caves, laced with dangerous traps for those who choose to trespass. The Queen, or Broodmother, of the Arachne changes often- many challenging the current ruler and taking her place. These shifts in power happen frequently enough (every few years or so) that even the other denizens of the forest are unaware of who the current monarch is.

While both of these species have males and females, the males are often short lived, devoured by their mates after breeding. It is a gruesome spectacle to behold, but it is a tradition that has not wavered in thousands of years.



Ogres & Trolls:

Excluding rumors of one ancient slumbering beast, Ogres and Trolls are by far the most dangerous sentient creatures in the Dire. These creatures choose to dine on other denizens of the forest, even though they can think and act of their own volition rather than feeding their primal urges. It is a preference in taste, one would assume. While most creatures in the wood protect one another from outsiders, these beasts have never fallen into line at the behest of the elves or any of the other peoples of the Dire.

Lacking any kind of societal structure, these massive creatures tend to wander the forest either on their own or with a mate, in search of their next meal. Due to their size, most wildlife in the forest does not fill their stomachs, unless they are lucky enough to stumble upon a herd of deer in their travels. Ravenous in their hunger and violent in their manner, they are avoided at all cost by the other sentient creatures within the Dire.

Most ogres tend to have tall, lanky bodies with disproportionate heads, and an unruly head of hair. Some carry clubs or fallen trees, which they use as weapons on any unlucky enough to stumble onto their path. Despite how other creatures view them, ogres do tend to show some aspects of civility when approached by their mate or even other ogres or trolls. Ogre on ogre violence is almost nonexistent within the wood.

Trolls tend to be much larger than ogres- most standing at least fifteen to twenty feet taller, and boasting a much more defined musculature. Many even see them as a cousin species to the ogre. If ogres are the brains of the outfit, trolls are the brawn. Having been studied by those who dare get close enough to observe their ways, trolls have been shown to be less intelligent than ogres. Despite their less than average intellect, these beasts are fierce hunters. They have been proven capable of setting traps, or even patiently lying in wait for days at a time until some unlucky beast moves within range.

Both of these species are capable of speech, but they seem to speak their own language -one shared among ogre and troll alike- rather than the common tongue used by the rest of the world. Some have even learned a bit of the common tongue, but few have shown the capacity to become fluent in another language.



Earth Dragons:

While Earth Dragons once called the Dire home, many have migrated with their kin to the lands of Duren. However, one is rumored to still live within the depths of the forest, protecting the Earth Primal. The Queen of the Earth Dragons, much larger than any of her children, is believed to be caught in a deep slumber in some long forgotten grove deep within the Dire. Whether this grove is known to any of the denizens of the forest is up for debate, but none would risk giving away its location, even if they were aware. If any are privy to her existence and even her whereabouts, they clearly prefer death to angering the ancient Queen of the Dire, or Alvaerelle as she is called- a name given by the elves long ago.



Miscellaneous:

Mooncrazed elves do travel through the Dire from time to time. Charged with protecting the Primal Sources, some remain within the wood at ancient locations and temples dedicated to the Earth primal, watching for any threat to their charge.


Notable Wildlife Of The Dire


Dire Wolf:

Dire Wolves are, essentially, large wolves. Most of which stand several feet taller than the average human. Boasting thick fur and an even thicker hide, as well as razor sharp fang and claw, it is unwise to tangle with these beasts. Most Dire Wolves have been claimed by the elves of the forest, and are used in their 'coming of age' traditions.



Giant Spider:

As their name suggests, Giant spiders are, in fact... giant spiders. Much larger than your average arachnid, these eight legged monstrosities can range anywhere from the size of a small dog to the size of a horse-drawn carriage. While they are dangerous when encountered, most of these only come out at night- excluding a few here and there.



Basilisk:

Basilisks are massive snakes, who tend to stick to lakes and rivers of the Dire. Although, some do venture out into the wood every once in a while. Basilisks boast nearly impenetrable scales and a speed that is unexpected of creatures of their size. Most denizens of the wood, sentient or otherwise, tend to avoid the Basilisks when possible- and for good reason.



This message was last edited by the GM at 13:10, Wed 24 Nov 2021.
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Setting, Additional Info (Optional Reading)


Denizens of The Reach


Heavensent Elves:

Much like the Earthbound elves of the Dire, the Heavensent are not the strongest creatures in their territory; however, they are the strongest in number. Despite their inherent weaknesses, they tend to flourish up in their floating city.



Dwarves & Orcs:

Dwarves and Orcs share a close-knit society much like elves and humans. They are also quite similar in appearance to those races. Although, dwarves tend to be short and stocky, while orcs tend to be tall and heavily muscled. Both of these races are known quite well for their skills in smithing and craftsmanship.

Though both of these races are small in number, their shared home -the town of Kal'Hirol- is one of the most heavily defended settlements in the Reach.



Goblins:

Goblins are small, most standing no taller than four feet. They are humanoid creatures who have a societal structure similar to that of humans and elves. However, these creatures treat humans, elves and any other species on two legs as natural enemies. Outsiders are not welcome among the goblins, and they are often put to death if they choose to trespass on goblin territory.

The Goblin King rules from deep within the mountains, maintaining a network of tunnels that snake throughout the territory. These tunnels and the few surface villages ruled by goblins are very primitive in their design. It is rumored that there is a massive hoard of gold and treasures, guarded by the Goblin King himself deep within the tunnels.



Giants:

Giants are some of the most terrifying and cruel creatures on the continent of Eos. Living deep in the mountain ranges, and even on the coast at times, these monstrous humanoids strike fear in all that pass through the territory. Though they seem to have some loose knit society among them, their language is quite different from the common tongue, and those who get close enough to study the creatures often wind up dead. These beasts seem to care very little for human or elf life, but they do find some sick kind of joy in toying with them when they trespass.



Sky Dragons:

Most of the sky dragons that still live to this day flocked to the Kingdom of Duren long ago, but at least two remain in the Reach. Queen Zubeia and King Avizandum, the rulers and progenitors of the sky dragons, remain in the territory, and can be spotted easily high above the mountain ranges. These two massive dragons guard their home and the Sky Primal jealously.




Notable Wildlife of The Reach


Wyvern:

Wyverns are the smaller, non-sentient cousin species to dragons. They are a fraction of the size of dragons, but they do share similar appearances to some drakes. The main difference, other than the size, is the lack of limbs on the front of their bodies. Where a dragon has its two front legs, a Wyvern has wings instead.

While Wyverns do share a similar appearance to some dragons, that is all they share. They are unable to use the elements as dragons do, and their skin is much easier to pierce. Overall, they are much weaker than their cousin species.



Harpy:

Harpies are small, somewhat humanoid creatures, but they are nothing like humans or elves in appearance or action. These creatures, often hunting in pairs or even small flocks, feast on those unlucky enough to lose their way in the mountains.



Griffin:

While they are not nearly as common as horses, Griffins are the primary mount for humans and other sentient creatures living in the Reach. They are most commonly used by those who wish to either visit the sky elf cities, or even combat wyverns or harpies. Most of these creatures have been tamed by the people living in the territory, but there is the odd wild griffin or two that can be spotted flying in the clouds high above or resting atop a cliff along one of the many pathways through the mountains.



Roc:

Rocs are enormous birds of prey, or raptors as they are referred to. They are massive hawks, eagles, falcons, etc. That said, they vary in appearance, shape and size. But, they all have one thing in common- a taste for fresh meat. These massive birds hunt solo, but they are not afraid to swoop down on a traveling party and snatch one or two of its members before flying off to feast, or even feed its chicks.



This message was last edited by the GM at 13:19, Wed 24 Nov 2021.
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Setting, Additional Info (Optional Reading)


Denizens of The Vale


Snowladen Elves:

The Snowladen boast the largest population of the Vale, surpassing the Mooncrazed and Keshar easily. These elves protect the southern border of the territory from humans who wish to trespass. However, they do allow a select few through, most of which are affiliated with the Merchant's Guild in some way. Although, some slip through the cracks, if they have a good enough excuse for wanting to visit the Vale, such as official business on behalf of an important House or Kingdom, for example.



Mooncrazed Elves:

Though the Mooncrazed don't have any particular home, the Vale does have the largest concentration of these elves. They are tasked with protecting the two Primal Sources within the territory's border, guarding them jealously even from other elves when need be. They do not take their job lightly. While the Mooncrazed are not native to the north, and they are certainly effected by the cold and weather, they persist and press on regardless of their discomfort- as any good soldier would do.



Keshar:

The Keshar are humanoid in shape, but animalistic in appearance. They share the appearances and characters of many of the animals on Eos- such as wolves, leopards, bears, foxes or even deer. This race is hardy enough to easily survive the dangers of the Vale, making them one of the strongest in the territories.

The Keshar have a similar societal structure to that of humans and elves, often sharing and trading with the snow elves of the Vale, and even the Merchant's Guild on occasion.



Snow Leopards:

Snow Leopards are sentient creatures, who can speak to others telepathically, by utilizing an intricate connection to the Primal Sources. Unlike the Wolves of the Dire who stand by their elven masters, these Leopards are the friends and companions of the Keshar, their two legged brethren, but they are free to choose their own path- whether it lead them into battle, far away from the Keshar or even to a life of peace as a pampered house cat. These creatures are beautiful and almost regal in the way they move and speak.



Ice Dragons:

Unlike most of their draconic species, not all of the Ice Dragons fled to Duren in ancient times, though some of them did. There are still several of these creatures in the north, but they are rarely seen near any kind of civilization. They generally prefer the solitude of their icy caves, the company of their own species or even their duty to protect the Ice Primal. The Ice Dragon Queen, Lethhonel, is spotted every few centuries- her massive shadow blocking out the sun as she flies over her territory.



Cosmic Dragons:

While it is not known if they truly exist, these cosmic beings are rumored to have been spotted up in the void of space, when the northern lights shine brightest. Once or twice a year, elves of various territories travel to the north to watch the lights with their snowy brethren, in hopes of observing such creatures.

If these Cosmic Dragons are, in fact, real, then they are beings who live far above the world, likely disinterested and uncaring of the mortals that seek them. If rumors are to be believed, the sheer size of these dragons would crack the earth if they ever chose to descend from their place in the heavens.

Most believe these beasts to be a trick of the mind and the lights, or even that they are simply constellations brought to life in the imagination of the elves. But, many believe they exist, that they could even be the creators of the universe, the titans that spawned their elven gods- the Startouched.




Notable Wildlife of The Vale


Greyling Bear:

Though they are quite rare, these massive bears -giants in their own right- are by far the most terrifying beasts in the Vale. While packs of Winter Wolves have been known to challenge these bears for territory on occasion, there is no known case of the wolves succeeding in their endeavor.

These beasts, larger even than a house, are not to be trifled with. Though most avoid civilization, there has been the rare incident where a Greyling Bear has torn an entire elven settlement apart with tooth and claw.

With nearly impenetrable skin paired with their sheer size and monstrous strength, these beasts are quite difficult to take down. However, they do share the same weakness as most, if not all, creatures of the north. Fire.



Winter Wolf:

Winter Wolves travel and hunt in packs. Unlike their mundane counterparts, these wolves are massive in size and somehow seem to make the area around them even colder, due to their connection to the Ice Primal- which can be fatal to some. While this doesn't effect the Snowladen, it is fatal to most other creatures who don't handle the cold as well. On top of this inherent ability, their fangs and claws are sharp enough to cut through steel, making them formidable beasts indeed, and often the death of those who get lost out in the tempests of the north.



Snow Owl:

The owls of the Vale are massive in size, often standing several feet taller than even the tallest elf or human. Despite their size, they seem to be gentle giants, preferring solitude in the few wooded areas of the north, but they have been known to nest near Snowladen cities on occasion. Some wretched beings hunt and poach these beautiful creatures for their talons and feathers, which are important in some human spells.



Yeti:

The Yeti are large ape-like creatures that live far to the north, even further than most of the known snow elf settlements and outposts. Their thick fur and inherent connection to the Ice Primal seems to make them impervious to the cold, some believing that they actually prefer it to heat. These creatures, though they are mostly docile, will attack if provoked.



Cosmic Beasts:

Creatures who wander too close to the Cosmic Primal seem to be tainted, or blessed depending on your outlook, by the radioactive magical energies emanating from the place. These creatures take on aspects of the Startouched, such as a spattering of star-like spots across their fur. Whether they are capable of some sort of connection to Cosmic magic after being exposed is unknown, and these creatures are often much more skittish than their mundane counterparts, making it quite difficult to get close enough to examine them.



This message was last edited by the GM at 12:41, Wed 24 Nov 2021.
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Setting, Additional Info (Optional Reading)


Denizens of No Man's Land


Sunforged Elves:

As one of the largest and strongest population of elves, the Sunforged are known well for their prowess in battle, as well as their general fortitude. Having chosen long ago to make the volcanic island their home, they have always held their responsibilities to the Sun Primal dear.

Unlike the other more peaceful elves, the Sunforged often clash with the humans- the Gallicans specifically. Though they look on humans and outsiders with suspicion, that distrust has been earned several times over by the outside world.

Though they are quick to take up arms against the Gallicans, they are even quicker to offer aid to an ally in need, and will not hesitate to lay down their lives to protect the other elves and Primal Sources if need be.



Dragonborn:

The Dragonborn are reptilian humanoids who earned their name from their appearance. Despite the name, these creatures are not born of or related to dragons in any manner whatsoever. They do, however, often share some of the same characteristics as Sun Dragons, such as the thick scaly hide, resistance to fire and the elongated nose (snout?) and mouth filled with razor sharp teeth.

In spite of their intimidating appearance, most of the Dragonborn are quite friendly to other species, are accepting of outsiders and they mingle well with the Sunforged elves in their shared societies.



Sun Dragons:

While most of the Sun Dragons migrated to Duren long ago, several still call the island their home, and are often seen flying in the clouds above or resting on cliffs. Though many of the queens rest or hide from civilization, the Sun Dragon Queen is easy to spot, jealously guarding the lava fields that are the only way in to the cave where the Sun Primal rests. Despite their shared connection to the Source, the Queen has been known to burn Sunforged elves to a crisp or even devour them whole, if they venture too close to her territory.




Notable Wildlife of No Man's Land


Phoenix:

This creature, often thought of as the only one of its species, has been sought after for centuries. It is the only creature, sentient or otherwise, who has been shown to have the ability of resurrecting itself after death- a power sought after by human and elf alike, though the elves handle the situation much more delicately.

Despite its large stature and glowing red, fiery form, the Phoenix has never been caught, and has been known to hide and fall into a deep slumber for centuries at a time. The rare sighting of the creature is seen as a good omen by the Sunscorched elves and the Dragonborn.



Salamander:

Salamanders are distant cousins of the Sun Dragons, even more distant than wyverns. The only similarity that the two species share, really, is the ability to breathe fire and a somewhat lizard-like appearance. These creatures are impervious to heat and are quite resistant to flame and lava, many of them making their home in the depths of the volcano.



Fire Giant:

Fire Giants are rare and powerful creatures, but they are easily manipulated by those with magic. This weakness tends to drive others to see them in the same light as golems. While these creatures do have a mind of their own, their will is almost nonexistent. Fire giants are mostly docile, or even dormant for decades or centuries, but they do attack those that pass near their homes or wake them from their slumber.



This message was last edited by the GM at 12:47, Wed 24 Nov 2021.
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Setting, Additional Info (Optional Reading)


Denizens of Valeria


Miscellaneous:

Valeria is very well known for its diversity. While the kingdom is heavily populated with humans, there are at least a few members of the other races living within the borders. This includes the Elven offshoots, Shifters, Werebeasts, Orcs, Dwarves, Keshar, Human Druids and Mages, Dragonborn, Vampires, Gnomes, Halflings, a few Satyrs and Centaurs, and even the rare Snow Leopard (though most of them tend to stick to the Vale).

Thanks to the open borders, many elves call Valeria home. There are even quite a few Bloodcursed who call the nation home- as it is one of the few that actually accept them with open arms, unlike the varied elven territories.

Valeria is home to the largest society of vampires on Eos, but they are heavily regulated by the ruling body. The taking of blood without express permission is highly illegal. To mitigate such acts, there are several locations set up in each of the major and minor cities which host regular blood drives, where understanding humans come and donate their own blood to help feed the vampires of Valeria. While there are some vamps who prefer the thrill of the hunt, many have found a good life waiting for them in Valeria, if they choose to settle down and show restraint, rather than hunt to kill.




Notable Wildlife of Valeria


Miscellaneous:

Much like its citizens, the wildlife of Valeria varies. While there are no known mythical or magical creatures native specifically to this kingdom, it does act as a central hub of the continent. Creatures trickle in from other territories, making for an odd amalgamation of beasts, sentient or otherwise. These creatures, however, are not nearly as numerous as they are in their home territories, Regardless, any number of magical beasts can be seen wandering the wilds of Valeria- from the giant spiders of the Dire to the wyverns or griffins of the Reach, and even the rare dragon flying high above the clouds.

This message was last edited by the GM at 13:03, Wed 26 Jan 2022.
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Setting, Additional Info (Optional Reading)


Denizens of Xadia


Miscellaneous:

Much like Valeria, Xadia's borders are open to most who wish to enter the territory. However, those without the coin to pay the tolls are turned away. That said, the kingdom is fairly diverse in species. While humans are the most numerous beings in the kingdom, that does not mean they are the ones with all of the power. The Merchant's Guild and the Xadian government are run by those with the money to buy a seat at the table, regardless of species.


Notable Wildlife of Xadia


Owlbear:

Owlbears, creatures with the head of an owl and the body of a bear, have only ever been found in Xadia. These fearsome creatures have thick hide like a bear and the 360 degree vision of an owl, making them formidable opponents. Connected to the Moon Primal, in some manner, these creatures become even stronger under the light of the moon.



Moonstrider:

Moonstriders are slender canine creatures with elongated, grey snouts, which stand tall above an average person. Their black and dark grey pelt appears sleek and significantly thicker around their neck, covering all body parts except for the ears, elbows, and tail, which resemble turquoise feathers. Their tails are long enough to lie on the ground. Luminescent, turquoise freckles spread across legs and cheeks, which match the color of their eyes. Two long, slightly bent horns grow on their head, which are marked by light, glowing stripes. Additionally, they feature sharp teeth, a black dog-like nose, and a grey-purplish tongue. These beasts are intrinsically connected to the Moon Primal and can push their bodies past their limits when in the light of the full moon. The Moon Primal is rumored to rest somewhere in Xadia, though after centuries and centuries of scouring the lands, the humans have yet to find it.



This message was last edited by the GM at 12:56, Wed 24 Nov 2021.
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Setting, Additional Info (Optional Reading)


Denizens of Duren


Humans:

The humans of Duren are ruled, mostly, by the namesake of the kingdom- the House of Duren. While there are plenty of normal humans in the nation, many empowered humans -wizards, mages, sorcerers, enchanters, spell slingers, what have you- flock to Duren, due to its open door policy. Unlike the elves who are tied to one of each of the Primal Sources and can only utilize magics relating to that source, humans are not tied to any particular source. This is seen as a strength as well as a weakness.

While humans are able to use magics from any of the sources, excluding Cosmic, if they put in the time and effort to learn it, their magic is seen as less potent than that of the elves. A human illusionist would never be able to progress in that particular magical field nearly as far as an elven Moon Mage could, given their Primal affinity.

The more closely connected one is to a source, the stronger they become in that particular magic. Likewise, the further they are from the source, the more likely they'll be able to tap into the other sources. Given these strengths and weaknesses, many human mages spend their entire lives attempting to master all of the sources, but none have ever succeeded. Most tend to focus on one or two, maybe even three sources as their specialties, while learning a few utility spells from other sources.

The strongest of these magic users are known as Archmages, and most tend to be old and grey. They are often seen in positions of power within the political spectrum of the kingdom.



Gnomes:

Gnomes are, by far, the most technologically advanced race on Eos, utilizing their inherent magics to fuel their mechanical creations and flourish as a society. Though their numbers are few, and most of these creatures live in Duren, their machinations are well known throughout the other territories. These skilled craftsmen are one of the few groups who do not work with the Merchants Guild or Artisan's Guild to get a leg up in the market. Their wares essentially sell themselves, without the need for assistance in that area.

These creatures are small human-like people with short arms and legs, and most tend to have pale skin and large noses. Gnomes age slowly, but they are not immortal or ageless like the elves. Many of the elder Gnomes tend to have long white beards that often hang down to their feet. To keep their beards out of the way while working, they are often either braided, or simply slung over the Gnome's shoulder and pushed out of the way.

While most Gnomes are peaceful creatures, who prefer to tinker with their creations rather than deal with others, some are skilled warriors and mages who join the armies of Duren or even strike out on their own in hopes of finding adventure.



Djinn:

Djinn, or Genies as some refer to them, are exceedingly rare creatures. Summoned from an alternate dimension long ago by a mage who believed he could control them, these near-omnipotent beings are gods in their own right. However, caught unawares in a new world by the odd ways of a strange civilization, these Djinn were quickly bound to the offending mage. Despite his death having come swiftly at the hands of his newly acquired servants, the Djinn are still bound to the realm several thousand years later. They are trapped in a strange land and tattooed with archaic magical etchings, marking them as slaves of the old kingdom were marked long ago. Slavery has died out in the many centuries since their arrival, but the Djinn are unable to rid themselves of the wretched markings.

These blue markings spread across their forms in various patterns are paired with one more defining feature, a skull mask seemingly tattooed on the face of each of the Djinn. This skull only shows when the Djinn is peering at a reflective surface, such as a mirror, however. This skull, in ancient times, was the mark of an unruly slave, one who had acted out violently against their master in some way or  another.

Though the markings etched onto their skin were put there to show their 'place' in society long ago, they were also put there for a different and much more important reason- to keep these godlike beings from reaching their full potential. The magic laced into the markings ties the Djinn to Eos, and drains their powers heavily if they attempt to strike out against others. While they can easily take on several opponents without breaking a sweat, if they were to become bold enough to attack a kingdom, or even a city for that matter, the markings would drain their powers and leave them defenseless, if the markings didn't simply kill the Djinn outright. If one of the more... vengeful Djinn were to ever break their bonds, Eos and its inhabitants would likely face cosmic retribution for past wrongdoings.

Despite their ties to Eos, the Djinn have always shared a common goal- going home. While some have struck out against the humans in the past for the mage's transgressions, most, it seems, just wish to be released from the chains that bind them to this alien realm.

While the Djinn are no longer slaves, these rare creatures are most often seen (if they are seen at all) in communion with the most powerful mages in the kingdom of Duren, or even set on their heels as exceedingly well paid bodyguards. Though the Djinn are limited in their powers, they are not beings to trifle with. Many who have witnessed their powers speak of blue lights emanating from the Djinn, melting skin from bone and nearly disintegrating any who are foolish enough to offend or assault the ancients.

Although they are powerful, many of the Djinn summoned to the realm have died in past centuries. They are strong, but they are able to be killed, and their powers do have their limits.

It is rumored, however, that when at full strength, the Djinn are capable of granting wishes with a simple snap of the fingers. While many creatures on Eos are powerful, none have ever shown the capacity to bend reality to fit their whims. Many believe this rumor to be a fairy tale, but others have their suspicions that it might be true. Some have spent decades trying to find a way to release them from their bindings, in hopes of having their wishes granted in return for their services.



Faeries:

Faeries, much like the Djinn, are born of an alternate realm and summoned to Eos through the use of magic. However, these creatures tend to come over willingly and are rarely trapped. Fae will often grant humans a boost to their magical strength and reserves, in exchange for large sums of gold and silver. These transactions are referred to as 'faerie deals,' and are sought by many mages in the kingdom of Duren. But, few ever get the chance to follow through. It is unknown what the fae do with the accepted payment, as it seems to disappear as soon as the terms are agreed upon. However, it is assumed that they use it in their home realm for something. Perhaps they simply hoard it, or maybe it's something more clever or even sinister.

The appearance of faeries ranges wildly, depending on the species summoned. From Sidhe to Brownie, these creatures differ in size, appearance, beauty, and some even have wings.

While the fae often visit Duren on business, there are very few that have made it their home. Those that attempt to do so seem to lose their powers over time, as the connection to whatever source that feeds their magic slowly fades. Most tend to return to their own realm swiftly, after a deal has been made, but some do stay for a bit to see the sights.



Doppelgangers:

Doppelgangers are humans born with the inherent ability to shift their form. Differing from shifters and werebeasts, these beings are only able to shift into other human appearances. While many look on these creatures with suspicion, due to their ability to steal someone's identity in an instant, most Doppelgangers are quite docile and rarely cause trouble. On the other end of the spectrum, there have been some Doppelgangers, or Dopplers if you prefer their nickname, who have used their special skills to steal from others or sneak into places where they are not meant to be. Unlike the magic of an Illusionist, the shifting of a Doppler is physical rather than magical, meaning it won't trip any magical warding- which is a boon in most cases.



Demons:

As seems to be commonplace within the borders of Duren, some mages tend to toy with forces beyond their control. Demons, much like the Fae and Djinn, are from another dimension. These creatures, like the Fae, often come willingly seeking deals. While the Fae deal in gold and favors, Demons deal in souls, possessions and forbidden magics. While one could strike a deal with a demon and come out on top, it is a very rare occurrence. Demon deals are not to be taken lightly. Faeries will offer a boost to a mage's power for payment in gold, while demons will offer power to rival even the strongest mages in the world, or even to cut down one's enemies. These great gifts are given in exchange for a simple little soul to be delivered to the demon, once the one making the deal dies.

While demons are rare and exceedingly powerful in their own right, they do not have physical forms in the realm of Eos. However, demons have been known to possess those who summon them if a deal is not struck, using the summoner's body to move freely throughout the territories. They often wreak havoc wherever they go, until their vessel is destroyed. The few demons who have been captured and questioned about their actions describe the chaos and destruction they sew as 'unimaginable fun'.

These creatures are rare and exceedingly difficult to summon, often requiring payment in blood and a large pool of magic to be spent on the ritual. The requirements alone make it impossible for most beyond Duren's borders to follow through with such a dark endeavor, but there are several in the magical kingdom that toy with these dark forces.



Cambions:

Cambions are the offspring of a demon-possessed human and a normal human, or some other humanoid- making them half-demons. These creatures vary in appearance, often inheriting some characteristics such as horns or wings from their demonic parent. However, they do share many similarities with humans- some can even pass for human easily enough.

Much like the Bloodcursed, these half-breeds are seen as outcasts. Unlike the Bloodcursed, however, Cambions within Duren's border are executed on sight- any dealings with demons being strictly forbidden by the ruling House. These beings are treated with extreme prejudice due to the dark powers they often inherit from their demonic parent- which tend to taint Cambions and drive them to acts of violence.

While many Cambions do take a dark turn at some point, some have been known to live a full life without giving into their urges. Though it is quite difficult, it can be done.

Cambions, much like their Demonic ancestors, don't tend to appear in many other places. Most of these rare creatures hide within Duren's borders.



Elementals:

Elementals are exceedingly powerful creatures, pure physical manifestations of the varied elemental sources. Some Elementals are more common than others (Sky, Earth, Sea), while some are quite rare (Sun, Moon, Ice) and other types have never been seen at all (Cosmic, Blood). Though these creatures are sentient and possess a will of their own, it is clear to any who cross them that they have a natural compulsion to protect anything related to their primal source- including other sentient beings sharing the same primal affiliation.



Dragons:

All kinds of Dragons, excluding Cosmic if they exist, call Duren home, due to a deal struck between the Dragon Queens and the House of Duren long ago. Though Dragons are rarely spotted throughout most of the territories, they are a fairly common sight within the borders of this kingdom. While she is only seen on very rare and important occasions, the Moon Dragon Queen does nest somewhere in Duren- though her lair is hidden either by magic or her own cunning.




Notable Wildlife of Duren


Undead:

Along with other types of 'dark magic,' Necromancy is strictly forbidden by the ruling body of Duren. However, it is still a fairly common practice among outlaw mage. This, of course, makes ghosts, wraiths, ghouls, revenants and zombies a common nuisance for the authorities and those who choose to venture out into the wilds. While most of these creatures have little substance, due to lack of necromantic skill when summoning them, there are some out there that are much tougher to deal with. The strongest of these undead are summoned by mages well versed in the ways of Necromancy, known as Liches. These mages, having tainted their bodies with dark and evil magics, change over time to appear as if they are rotting corpses, each spell acting as a catalyst.



Golem:

Golems are structures born of magic and controlled by mages. Often made of clay, rock or some kind of amalgamation of metal or minerals, they are generally quite sturdy and useful in battle. While they do have uses in combat, many mages tend to use them for utility and heavy lifting- Golems often being used as their creator's pack mule. These constructs have no mind of their own, so they are controlled by a mage who splits their consciousness in two, and casts it into the form of the Golem. That said, most mages prefer to stick to one Golem at a time. Each additional construct requires another piece of their consciousness, which leaves their own physical body weakened and slowed. Dazed and quite vulnerable even, if they split too many times. Mages who push themselves too far, trying to control too many constructs at once, can even fracture. Those who fracture become broken mentally, and are never able to piece themselves together again.



Animal Familiar:

A Familiar is a mage's companion, their partner in crime, often appearing in the shape of a small beast or bird. Not all mages have a familiar, and not all familiars have mages. Familiars are really spirits and can appear however the choose to, but most take on the appearance of a non-threatening animal to avoid suspicion or aggression from others. These spirits are magical in nature and generally quite intelligent in the ways of the arcane. They are able to help their mage companions with certain arcane tasks by forcing their forms to become corporeal for short bursts of time. The act of becoming corporeal is quite draining if done for more than a couple of minutes. As spirits, these Familiars cannot be killed. But, they can be banished by certain Sun magic and are able to be controlled by those who dabble in necromancy.



Chimera:

Throughout history many mages have attempted to magically splice creatures together, to create even stronger beasts in hopes of using them as weapons or guardians of a sort. Such experiments are now outlawed in Duren, as the practice falls under the umbrella of necromancy. But, that doesn't fix the mistakes of the past, nor does it keep those who care little for the laws from meddling in such affairs. Chimeras, the creatures borne of these vile experiments, are odd amalgamations of various bits and pieces taken from different species of animals, and then sewn together with magical threads. These monstrosities are fierce creatures indeed, and tend to keep even the strongest of mages from wandering the wilds alone. Chimeras vary in appearance, as do their mix of species, and all of them are difficult to put down. Though doing so is seen as an act of kindness- putting the frankensteinian beasts out of their misery.




This message was last edited by the GM at 14:03, Wed 24 Nov 2021.
Dungeon Master
GM, 29 posts
Keeper of Secrets,
Teller of Stories
Mon 21 Sep 2020
at 14:12
  • msg #9

Setting, Additional Info (Optional Reading)


Denizens of Gallica


Humans:

The humans of Gallica are a hardy people, having grown used to living on what little resources they have and to fight for what they want or need. While many other people consider them to be savages, the Gallicans are actually quite peaceful in their ways, within their borders. The rumors of savagery generally only come into play when a non-human is found trying to enter the territory, or if one is caught living and hiding in plain sight, in a Gallican city.

Despite the general disdain and condescension cast at the Gallicans, the Kingdom of Gallica easily has the largest human army, and its warriors are trained quite well in the ways of combating nonhumans. Generals of the Gallican army earn their place through merit. Some of them have even been deemed Dragon Slayers in past decades, due to their efforts in hunting the mythical beasts. While the other territories and kingdoms may look down on the Gallicans due to their blatant prejudice toward nonhumans, it is no secret that the Galls have strength in numbers as well as the skill to match.




Notable Wildlife of Gallica


None. The Gallicans have gone out of their way to hunt down and slaughter any type of mythical or magical creature within their borders- draining the magic and life from their own lands in the process.

This message was last edited by the GM at 12:59, Wed 24 Nov 2021.
Dungeon Master
GM, 30 posts
Keeper of Secrets,
Teller of Stories
Mon 21 Sep 2020
at 14:12
  • msg #10

Setting, Additional Info (Optional Reading)


Denizens of The Sea


Seascorned Elves:

The Seascorned, or sea elves, boast the largest population of any one species in the watery realm that is the sea. Known to be the protectors of the Sea Primal that supposedly lies beneath the city of Atlantis, the Seascorned are confident in their purpose and place in the world.



Sirens:

Sirens are one of the only sentient, predatory species native to the sea. While they do have a very loose societal structure, many of these creatures prefer independence. Sirens are known to live on islands, where they draw sailors to their watery deaths against jagged rocks or hidden reefs. They do so by utilizing their natural talent for singing and the magic they lace into their voice. The Sirens then feast on the sunken sailors, and repeat the process each time a ship comes near their shore.

Many sirens share features with the creatures of the sea, such as tentacles, fins or even tails like the merfolk. While there are males, siren society and customs are much like those of the Naga and Arachne- the females devour the male after breeding.



Merfolk:

Merfolk are similar to some Seascorned elves in appearance, but they do have one major difference- a tail. While the sea elves can move onto the land whenever they choose, the merfolk are sea-locked, unable to move out of water. Much like the sea elves, these creatures call Atlantis home, and are often seen working alongside the Seascorned military to protect the city and its inhabitants.



Fomorians:

The Fomorians are not just one species, but are instead an amalgamation of creatures cast out from other sea-faring civilizations. As the outlaws and outcasts of the sea, the Fomor are often depicted as pirates, murderers and thieves in text.



Sea Dragons:

Unlike many of the other dragons, most Sea Dragons did not swarm to Duren in their time of crisis many years prior. There are quite a few dragons that still call the sea home, and are tasked with protecting their Queen. Although, due to her sheer size and power, it is unlikely that she needs protection.

While these dragons are certainly not the largest creatures in the sea, they have been known to tangle with leviathan, kraken and the like, and generally come out on top, when such creatures venture too close to Atlantis.




Notable Wildlife of The Sea


Giant Crab:

As the name suggests, these crabs are much larger than the average crustacean. Though they are largely docile, they are considered a delicacy and are hunted for their meat. This, in turn, has driven them to be quite defensive and territorial in recent years. While they generally will not attack unless provoked, the sheer crushing power of their claws can cut through the strongest of armor as if it were paper.



Leviathan:

Named for their size, Leviathan are easily the largest sea dwelling creatures known to modern civilization (excluding Jormungandr). Spoken of in sea elf society as the 'monster under the bed,' parents often warn their children that if they wander too far from their home, a Leviathan will eat them up.



Kraken:

Kraken are large octopus-like creatures, with a taste for blood and a penchant for being extremely territorial and aggressive to those who trespass.



Hydra:

Hydras are large, five headed serpentine creatures, who are most often found lurking in caves on islands out at sea- though they are able to live underwater indefinitely if they so choose. These creatures have an impressive healing factor, and a terrifying ability that tends to send most aggressors running. The only way to kill a hydra is through decapitation; however, you have to choose your head wisely. If you cut off the wrong head, two more will grow in its place. Some of the new heads are able to spit acid or even fire, though the original heads are not capable of such things. While most hydras have between five to ten heads, depending on past interactions with adventurers and sailors, there are some out there with hundreds. As these beasts grow new heads, their bodies grow to accommodate the extra weight. The eldest of these beasts can grow to the size of an island, making them nearly impossible to kill.



Sea Monsters:

'Sea Monster' is a catch all term for any unknown and unnamed creature lurking beneath the waves. The sea is massive and much of it has yet to be explored. With unknown territory comes unknown dangers. Sailors have told many tales of massive monstrosities and sea serpents tearing apart their ships and devouring their crews with ease.




This message was last edited by the GM at 13:09, Wed 24 Nov 2021.
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