Brief
note on Notes- this is entirely for a world and canon of my own
devising and is not meant to counter, alter, or display any prior
existing canon if at all possible. It will not, with hope, be exactly
what you’re used to, but the hope is to make a world at once
recognizable and distinct. The contents will retain some of the laws
of prior mythology in order to sustain this, but will also differ in
some ways.
Thank
you for your time. This is not a story proper, really just reference
notes.
Among
any world there will eventually rise those termed as creatures or
monsters, and those who are, and those who are considered to be
without ever it needing to be said. What is the difference between a
creature and a monster? The separation is simple. A creature, no
matter how large, powerful, or ancient, can only harm or end your
physical body.
A
monster can rend your mind, corrupt your soul, ravish your emotions,
or steal your heart, whether through terror and insanity or misguided
love and lust. The creature can inspire fear, of course, but for
terror...? For terror, it takes a monster. And what makes a monster
monstrous is its Sapient qualities.
Familiar
thought, familiar desires, core wants and needs that can be
empathized with and sympathized with. A convincing and conniving
tongue. Belief in a cause. Longings. And it does not take magic to
make a monster; there are human ones enough.
As
observed by the Fantasy Panther in observation of these thoughts,
“Furthermore, a creature’s intent is to survive and usually acts
out of fear, whereas a monster makes a deliberate decision to cause
pain and suffering.”
Now,
sometimes these beings are inherently spiritually or physically
harmful (or both!), and sometimes it is their actions (deliberate or
accidental) that lends a being such a title. Some are cursed
individuals spun into Races by the Gods of various worlds, some are
mutants, some are simply terrible at interaction despite a better
nature without any change from “normal” phenotypes or
capabilities; some are new horrors, and others are old atrocities,
and some are momentary misunderstood sorrows. Of course, not all
creatures or monsters are hated either.
While
for a very long time Terra had fewer of these- mostly accidents,
Daemonic interference, or immigrating beasts via portals and other
means- with the ending of the First Kingdom came a new era of self
establishment for the occupants of this list and the initial need for
Heroes in the first place, well before the Founding of the World
Government.
In
an effort to at least partially forestall this spread on the advice
of a former adviser to the Eldest of Kings, the native Gods promised
not to interfere for good or ill (though the Titans would not allow
themselves to be beholden to such a vow). In the balance, most
monsters still occur from either Infernals or the odd overabundance
of what is termed “Free Magics” (if incorporating extra-local
beings) or “Wild Magic” (if recording natives). Most of the
energies are almost identical in many cases.
Proscribers
from other Worldscapes recommend accommodation potions to
deliberately mix species, but more often, some form of Alchemical or
Magical meddling in the form of artificial insemination and
flesh-molding accounts for significantly-different-progenitor
half-breeds.
Those
who cause the beings are seldom those who bear the things, you’ll
understand.
Discovery
and usage rather than desire dictate at least the first of a species
most of the time, however unfairly.
Cultural
practices and interbreeding can also lead to strange-beings, of
course, which leads us to our first actual entrants (I’m sure
you’re happy to be out of theory-land), the Dragons and half
Draconian creatures.
Terran
Dragons
For
many millennia, the great Dragons have been considered among the
pinnacle of the world’s inhabitants, even when their natures may
have seemed base, primitive, or arrogant. Or all, in the worst cases.
This is as much for their gifts as their prowess or feats.
It
was discovered that some of those gifts could be kept, and others
invoked, on killing the Dragon. And those that are, are these:
‘A
Dragon’s Eyes will Hypnotize,
Its
Tongue shall Tongues unlock,
And
with the Ear one’s foes one Hears
While
the Heart may freeze the clock.
The
Teeth shall raise the dead to serve
The
Scales are armored treasures
The
Lungs can force a Wind to curve
While
the Brain enhances pleasures.’
The
Dragon.
Many
forms and many evolutions or variations exist in many planes of the
Multi-Verse. In some, they are the highest form of biological life
one can imagine. In others, they amount to beasts mindlessly
rampaging for sustenance, or as intelligent but animal mounts for a
Rider to utilize. From the time spanning terrors that kidnapped
princesses to the sage sleeping titans that could speak any language
or defeat any foe fool enough to stand against them (save by cunning
trickery indeed), there are more different versions of Dragons, it
seems at times, then there have been individual humans.
This
is because the Dragon is the Capital Letter Monster incarnate for
those that fear it, and the Respect-Demanding-Creature of those that
admire it. There may indeed be stronger monsters contrived, but no
“Godzilla” impacts the collective unconscious like “Dragon”.
They have played largely every role the Multi-Verse has to offer,
somewhere, sometime. They are most well known as the villain.
....................................
The
Terran Dragon has many sub-sects. However, the following traits hold
true of all of them, so it is these that we will first highlight
upon.
Firstly,
the Dragon is intelligent; it is also sapient. Not all intelligent
creatures are sentient, as I’m certain you’re well aware;
CERTAINLY not all sapients are intelligent. sapient, in this case,
meaning that the Dragon may learn, that it may speak, that it may
reason, that it may have the desire to create or destroy not for the
sake of resource but for from emotion or whim. The fact that it can
both reason and has copious, ample amounts of intellect holed up in
its skull makes it a dangerous opponent to attempt to out-reason,
out-think, out-learn, out-stratagem, or work with in endeavors of
negotiable profit at high risk.
This
said, the brain of the adult Dragon is rather surprisingly small, for
all the centuries or millenia of thinking and memory it may hold, and
certainly for the size of an adult Dragon’s skull. The largest
Dragon brain ever recovered was no bigger than a large house cat-
albeit a well fed, venerable old house cat of about twenty years and
as many pounds, but still vastly smaller than one would expect from a
life form with teeth often the size of adult humans.
It
is reasoned, and has been proven often enough, that the ‘breath
weapon glands’ and ‘magic annulling and dispensing” muscle
glands around and behind the jaws and eyes are what fill the cavity.
These, in conjunction with the Dragon’s brain, somehow manage to
convert chemical data into magic, and magic into chemical data- thus
permitting a Dragon to breath, or probably more aptly ‘exude’ or
‘expel’ various weapons like ice, fire, or acid. It also allows
the being to ‘absorb’ magic that hits it dead on and use it like
a meal, or, more slowly, sap it from an environment while seeping its
own energies back in a remarkably harmless cycle. Unless it is the
Dragon’s intent to cause harm.
The
skull, needless to say, is also rather thick.
Moving
past the matter of the brain and the cognitive capabilities, we come
to the tongue. Like several other worlds’ Dragons, it, like the
magic glands, is magical in nature. Any language the Dragon actually
hears, it will thereafter be able to transpose its thoughts in aloud
eloquently, as if having actually learned the language over the
course of study or been born into knowing it. It is for this reason
that Dragons, at least on Terra, are believed to possess the ability
to speak all languages.
The
truth is, they do not have the acclaimed ability, no matter how they
may wish they did. They reproduce language, not learn it, nor know
it. This makes talking to the deaf or mute nearly impossible for
them, as their claws are not configured for such tasks as signing
language at a person, but rather spearing the person. It is also much
harder for a Dragon as it gets bigger to ‘learn’ languages
because of two related details: First, the larger the Dragon, the
more shocked and terrified the silence of those in its proximity.
Second, it becomes hard for something the size of a hill or bigger to
sneak close enough to hear a total stranger’s conversation.
This
makes traveling a hassle after a few thousand years. No one likes
being the stupid stranger in a strange land, particularly a
vain-though-possibly-justified being like a Dragon that might just
decide to stay home and sleep a few thousand years to forget its
woes... or burn down the countryside responsible for them.
This
brings us around slowly on our tour to the question, ‘how large do
they get?’.
That
really does depend on the subspecies and the lifespan of the
individual in question, but they grow throughout their lives without
ever ceasing to. What was once believed to be the smallest Dragon
ever recorded, at the size of a newborn human baby at the time of its
death, was later found out to be the largest and most ancient
micro-Dragon to ever exist. Its younger kin are usually the size of
the parasites that feed on the interiors of fleas. However, most
Dragons starting life at around the size of a large canine (the
animal, not the tooth), one may reasonably expect it to reach double
digit ‘stories’ in count if nothing aborts its life. Triple is
not unreasonable as an expectation either.
Moving
on.
Dragons
are scaled mammalians in nature- heavily scaled and armored like a
rhino or an armadillo, though the patterning is more akin to the
snake, gives birth to eggs but feeds the young with milk like a
platypus, and, like the bat, is a warm-blooded flier. The wing
structure is also somewhat similar to that of the bat, though a great
deal larger and more durable. Their warm blood, even in the case of
ice Dragons, make it almost impossible for the environments to affect
the sleep of the Dragon in question.
The
scales of the Dragon are highly valuable. They are more vivid and
iridescent than gemstones, and extremely hard and durable- which
makes shedding a painful process that can take up to a week during
adolescence before the flexible under scales develop. The fire
Dragons have been known to sleep contentedly in molten lava with
their protection, provided their wings were above the point of the
sparking and bubbling volcanic fluids. Artillery breaks upon them,
let alone swords and spears.
No
one is particularly sure about the origins of a different Dragon
trait, which is that they are often seen to ‘glow’. Originally
this was blamed on them ‘radiating magic’ or ‘shining in the
fading sunlight’, which they do on occasion, though it is not the
cause. The trait in question has been traced to an electrical
occurrence of a chemical nature called ‘bio-luminescence’, which
really only means ‘biological glow’ or ‘living light’.
Whatever the reason is, it makes Dragons extremely visible,
particularly in the darkness.
The
color usually reflects that of their scales and their sub-species;
the blues are especially pretty, by all reports.
Finally,
in briefer synopsis, the following traits determine the sub-species
of Dragons- “Ice”, “Water”, “Fire”, “Earth”, “Acid”,
“Wind”. “Light” or “Darkness” are actually inherent
qualities determined by a Dragon’s religious dispositions, but many
Dragons don’t choose to believe in greater powers even if they meet
them, so most do not utilize their full range of breath weapons.
Generally, a Red will be a Fire, a White will be an Ice, a Blue will
be a Water, a Green will be an Earth, so on and so forth, but thanks
to interbreeding, magical interference, and the fact the Dragon CAN
learn different magics and breath weapons if they so desire, one
might well see a Red Wind or a Blue Fire.
.....................................
Addressing
questions from scholars and students of Il Draconis Compendium
Comprehensi, we turn to the diet of the Dragon.
Dragons
are omnivorous. This, considering that from a strictly literal
scientific standpoint, is not entirely surprising. All animals are
omnivorous. Bovine and rodentia like rabbits eat insects. Felines and
canines ingest grain, and may eat vegetation if they wish.
“Carnivore” and “Herbivore” refer not to the creature’s
actual capability, but its general capability and eating standards;
that being said, too much meat for a rabbit or too little for a cat
will harm them, of course. The same could be said for the
‘omnivorous’ human.
Indeed,
if there is something that actually limits an animal’s diet, it
tends to be processed scientifically or magically altered food,
caffeine, or chocolate, all of which are poisons to smaller
individual life forms.
However!
The original question was as to the Dragon’s diet, and Dragon’s
make no secret of the fact that they like meat. How the omnivorous
carnivores like their meat is a matter of individual basis.
Oddly,
the Fire Dragons tend toward liking their meat raw, wriggling,
possibly even unchewed sometimes. Wind Dragons like a well cooked
meal. Earth Dragons just chew and go about their way.
These
are of course stereotypes, and exceptions exist to every rule.
The
sort of meat they’re inclined to prefer also varies, from the eight
legged Under-dark menaces that try to enter a Dragon’s lair from
below in some cases, to the four legged equine or bovine or cattle or
woods types like wolves and deer, to the two legged like Elves and
Humans. They tend not to like Dwarves as much- too gritty- Illithids
much (too slimy), or Vampires Phoenix Lycans- it’s hardly any fun
to eat something that keeps regenerating inside you and giving you
indigestion.
Water
Dragons, not to be cliché, tend to like fish. If giant squids and
whales count as fish. Their meals can be quite large and luxurious.
Entire schools- even Academic Districts!- of fish might be devoured
at a time, but in exchange, the Dragons safeguard the fish from other
predators that might kill them off ‘to keep the numbers balanced’
or for profit.
A
different question was, “Can they shape-shift?”.
This
is something of a yes and know, or a no and know not. Much like “Can
they write?” or “Can they perform intrinsic and intensive
ballet?”, it is up to the individual to acquire the knowledge and
skill of how to do so and utilize their talents. While many Dragons
that are more magically inclined can either create the illusion of
themselves in a smaller, generally bipedal form, or go further still
and actually turn into a skinned individual at will of varying Races,
many more do not. It is just as difficult to want to see from a
different perspective as it is to learn to use claws and eyes far too
large for the task to read and write, or to perform in accordance
with a lesser being’s structures and movements.
Part
of what gives a Dragon its haughty air is that it can, if it so
wishes, learns, and applies itself.
Considering
all sapient beings could make the same boast, one might expect the
Dragon to tone down its attitude... or glare reproachfully at the
Humans of many worlds that have the exact same attitude on this
matter as the Dragon. cough
Moving on again!
As
to preferred habitat, we are inclined to say “cave” in this
generality, simply because it sums up many options swiftly. Whether
it is the bleak spires or a forested mountain or the light-less
Under-dark with stalactites or a sea-shelled sandy beach with holes
above and below the water line, Dragons are naturally attracted to
caves. They don’t like sleeping in the open under the elements,
despite their armor, not when they could have a place to store their
possessions and a relatively warm and dry enclosure instead. They
will go natural if they’ve no cave, but having a ‘base’ to
operate from is simply a natural tendency.
In
answer to age, much like Humans or Elves, Dragons do not become
adults when their growth cycle is through with adolescence or when
they become sexually capable of procreation and reproduction.
Instead,
a Dragon is termed an adult at the end of their first century of
existence, when they’ve become an ‘antique’ by some Human
cultures’ references. They become an Elder at the end of their
tenth millennium, and ‘ancient’ at a million years.
They
may, however, begin to harness their magic and be technically capable
of reproducing at the ages of ten-to-fifteen, depending on how early
or late a bloomer the little mammal-lizard is.
Finally,
to the questions, “Is there a Dragon conclave or some sort of
connected Dragon culture? Do they always live alone?”, which are in
fact both relevant and good, the response of the few Dragons willing
to actually disclose these matters to scientists and wizards taking
the time to study them has traditionally been to open an eye wider
and yawn, “Wouldn’t you like to know?” However, young Dragons
at sea or in forests have been observed hunting with and learning
from parents in packs on occasion, and when Dracomancers work with
Dragons they do tend to cluster into communities of families and
structured units.
The
more well known Dragons, and those with Riders, tend towards the
solitary.
This
could of course be because a singular individual name requires less
time to scream then those of several…
Now,
a male Dragon is also often called a Drake, and a female Dragon was
(in Wa) called a Feng- Huan. In most cultures, however, a male Dragon
can be referred to as a Dragon, and a female Dragon can be referred
to as a Dragon, without the gender exclusive interpretations. Some
contend Dragon is the female term and Drake the male term, but
that depends more on the Dragons questioned than the scholars’
beliefs.
The
Drakukin, the Dracokin, the Dragon-Kin, the Drag-Spawn, and the
Dragon
Born
-All
applicable titles to any of the following three entries-
Drakuer
Drakuer,
not to be confused with the utterly different * Draugr * (which are
of course a variant of Undead), are the results of interbreeding with
an already-amalgam Race. If one should see a winged Naga with a
breath weapon and a gift for tongues, this is a Drakuer. If one
should find a scaled Hippogriff with claws and a reptilian tail, this
is a Drakuer. If one should be interrogated by a Sphinx of perhaps
less than feline characteristics but reticent of its nature, it might
very well be a Drakuer. A Centaur with a mean jaw and razor teeth
miiiiight be a Drakuer, but of course, it might have just ingested
the wrong potion or lived a rough bandit life too.
So
on and so forth.
When
you should meet a Wyrm of strange seeming components, such as, say, a
Dragon with the ears of a cat and the trunk of a snake with backward
goat hooves, or a Tarrasque, or a Drake made entirely of living
screaming people affixed to one another by unknown undetectable means
making clear unified motion and destruction despite the writhing and
outreaching of its many independent parts... these are generally
Drakuer.
Drakeur
do not therefore meet (obviously) any standardized appearance, number
of legs, or host source. They are usually the results of
experimentation and seldom integrate positively into natural or
societal niches. While usually a lesser threat than their Draconian
progenitor, they are often a far greater direct menace because of
this.
Dravir
Dravir
are born of Dragons breeding with the usual stock of bipedal Races at
or above five feet of height, mainly Elves and Humans and the like.
The weakest of these walk around in all manner of awkwardness, unable
to retract their wings, cover their scales, or sheathe their claws.
Balance and weight become aggravated problems for such unfortunates,
alongside sometimes severe medical complications.
Most,
however, can control themselves to some degree and manage their
shapes to be no more and no less than any member of their
non-Draconic progenitor Race. A half-Elf as an Elf, a half-Sidhe as a
Sidhe, a half-Human as a Human, etc etc. Some of the strongest can
even briefly go to the other extreme and emulate the Draconic parent,
though this is rare and reputedly painful if sustained too long. (The
matter of required mass vs concentration- a Dragon incessantly eating
is 15% likely to be a crazed Dravir instead {and 40% likely to be a
Drakuer}). (The miles of the intestine and other matter count only
for so much against duration).
The
Dravir who come from immortal stock have a noted tendency to vanish
into the Free Magic portals. These are extremely few in number and
tend to be found only on colony worlds or in unknown ones (to Terra
anyway). The reasons for this are only guessed at.
A
Dravir’s ears and skin tones and of course height are all variable
not only by parent-species but by individual parents, but each
possess some manner of claw, wing, teeth, and even breath weapon. A
Dravir lacking such has either lost them, is lying to your face, is
unaware of its capabilities, or is not a Dravir but the lesser Vemant
(which is essentially a recessive Dravir exactly like the
non-Draconic parent and gifted only with the chance to produce Dravir
or part-Dravir on their own attempts at bearing offspring). Some will
also bear scales and horns, whether at will or otherwise.
Dravir
can produce Dravir if interbreeding with other Dravir, and
potentially with a normal Sapient Race. They do tend to clutches,
unfortunately, and as bipeds this makes things difficult. If enough
survive they often choose to live in their own little quiet enclaves
to avoid deprivation among other cultures. The problems growing their
population, the often (unfortunately) justified hunting-and-expulsion
or Binding of Dravir in Independent cultures, and their tendencies to
wealth lust and violence in the traditional Dragon manner... well it
does tend to kill most young Dravir well before they can ever
consider recusing.
Lizard-Kobolds
Kobolds
are the result of Draconic breeding with tunneling sorts and the
Littler Races, but the first and most populous group of Kobolds are
actually outworlders and and came as something of a shock to natives.
Dravir experimentation came as a direct result of the Kobold Arrival.
One of the largest differences between this and other groups is that
out-world Kobolds are derived from Repto-Avians only, whereas
homegrown Kobolds are descended from Terran Dragons instead and
therefore of Reptomammalian avian stock.
To
simply this, both are supposed to be winged lizards- though Kobolds
of either type have only the genes for this, not the actual part- but
the later generations are milk drinkers and the Terran females
therefore have the appropriate physical equipment for it, while the
traditional out-world females do not.
Or
to be even more blunt the difference is mainly calcium deposit,
warmth of blood, a little hair difference, and boobs or lack thereof.
Thank
you, laymen experts. |D
Dravir
did not receive this classification consideration because all Dravir
mentioned prior are native stock, and therefore (even if the parent
race was a reptiloid with a Dragon) all repto-mammalian avians.
Unlike
Dravir, Kobolds lack any manner of wing, and their scales are soft
though ablative- they are built for digging and at extreme
temperatures. Their teeth are solely for flesh, unlike the omnivorous
Dravir, and their claws are more blunted to allow for tunneling. All
but their strongest shamans lack any form of shape-shifting and
however unfortunately most Kobolds lack the intelligence to
communicate- a far cry from a Parent reputed to be able to speak to
anything.
Some,
however, do bear breath weapons, and it is not unheard of for a
Kobold born directly from Dragon rather than Kobold stock to be
almost as large as a Dravir and born with much closer physical
characteristics to... well, a non-Kobold posing some actual Draconic
threat, really. These are usually regarded as champions and the
founders of new bloodlines for the vicious little lizards. Did we
mention the creepy worship of Dragons as gods, by the by? No? Yeah
there’s that too.
The
fast breeding Kobolds surpass Humans and Orcs (respectively, not
combined) and rival Elves in number. If they weren’t eaten by
almost every other monster (perhaps one of the reasons they hate
everything, one supposes?) Kobolds would be both a significantly
greater threat and menace than Dragons, Drakuer, and Dravir all
unified together, despite extremely lesser individual capabilities
physically and mentally. The Under-dark, unlike the surface lands, is
therefore much more of a war-zone than is usually seen in lands
claimed by the World Government- the 83% claim held by this
institution extending ocean-and-down-to-core as well, of course.
They
are happily cowardly, though sadly sadistic, and attack only with
overwhelming odds... though they have this more often than stronger
species than would be happily admitted by anyone else.
Large
angry things who are giant but are not Giants and will eat you
Ogres
Huge,
hideous manlike monsters that devour sapient Races, most often known
for ingesting children, though many are fond of bathing in rot and
ruin that would prove toxic to any less vile race. Though they are
not Daemons they are inhumanly large with disproportionately large
heads, abundant hair, unusual skin tones- most often puce and purple,
but grays and greens are not unheard of- upon terrifyingly strong
bodies, and absolutely voracious appetites. One Ogre can empty an
unprepared citadel on its own, or take down a prepared small town.
This
would be bad enough if they were not immensely clever to boot and
riddle masters, but unfortunately, they are currently winning the
Terran weapons race by an Ogress’ stride. They are not huge angry
naked terrors in the night; they are instead well armed, better
armored wrathful genocides in the dark. An Ogre’s crossbow would be
a ballista by the standards of normal peoples and the explosive
quarrels have been known to open armored decks in naval conflict.
And
this
would
be bad enough, if they were not also shapeshifters, fully capable of
assuming the forms of men and beasts quite lesser and less... foul...
than themselves. A popular early tale depicts a talking cat
outwitting an Ogre by use of this ability, but even more
unfortunately, Ogres have taken heed of the tale and no longer suffer
anyone who realizes their presence to live.
Their
meals are gruesome, their torture more so, and their gratuitous
breeding sex is so nauseatingly awful that witnesses have begged to
be ripped limb from limb rather than be forced to witness any
further.
A
request more than occasionally answered, as an Ogress may become
hungry from her exertions.
Fortunately
for anything and everyone outside of a full Dragon classification,
Ogres are hampered by their own pleasures and have very, very little
virility. To such a degree that Fay look like rabbits in comparison.
A new member of the Race is born perhaps once in nine hundred years,
and so Ogres have had to bide their time and whet their plans- there
are only thirty in the world today, goes the guess.
Seven
are female.
Oni
Oni
are a quite magical, quite hungry ‘Wa’ variant of Ogre that in
fact began as cannibalistic Humans transformed by their crimes- and
there are quite more than normal Ogres even after the Event. Oni is
derived from a word meaning ‘invisible’ or ‘concealed’, and
the shape-shifting Ogres hide among their former kin before devouring
them in many cases. Their true form is revealed during attacks.
Depictions
of Oni vary widely but usually portray them as hideous, gigantic
ogre-like creatures with sharp claws, wild hair, and two long horns
growing from their heads. They are humanoid for the most part, but
occasionally, they are shown with unnatural features such as odd
numbers of eyes or extra fingers and toes. Their skin may be any
number of colors, but red and blue are particularly common.
Many
became skilled warriors by necessity, as Wa was filled with spirits
and monsters to be found nowhere else. And the Sapients tough enough
to survive these things. Though not possessed of mechanical and
technical genius like the mainland Ogres and their cruel crafts, the
proficiency of Oni as blades-men and archers surpasses that of the
usual Wood Elf, and at their heights lead to utter devastation of the
ancient fashion.
A
few are reputed to have survived Wa’s destruction.
Trolls
Most
of these creatures are actually immigrants, both the gargantuan
brutes made in mockery of the guardians of nature in other worlds,
and the lithe intelligent re-generators of yet others. The true
terror comes from interbreeding- Hill Trolls as big as houses smart
enough to do math and mean enough to grow five arms for every one
hand cut off.
They
are all susceptible to fire and, fortunately, it kills their
regeneration. A ‘normal’ Troll also cannot transform, nor does it
have horns to go with the claws and teeth. They are not known to be
particularly great arms-men or usually any better at planning than
(and usually worse than) the average untrained subterranean Orc (we
are all aware a trained Orc is a different story entirely, but, well,
that’s a different story entirely!). They cannot, like Ogres, melt
armor with their breath or knock phalanx’ over with a scream. They
also do not bear Ogre weapons or Ogre hide.
What
they do have is near immortality and a nature impervious to almost
all non-burning wounds, though lethal blows should still normally
kill them if bisected or beheaded. Shy of this, hacking one to bits
normally renders only several somewhat smaller Trolls growing back
into full sized creatures each.
At
the Mountain Troll sizes, this is not something one can afford at all
if one wishes to survive.
Most
Trolls have been driven underground.
Jotuns
Jotuns-
the species, not the Alliance- are sometimes called Northern Trolls,
but it has yet to be proven that on any occasion other than ritual
that they ingest sapient flesh (though as this is recorded, that is
why they appear here). We know that they are immensely skilled,
immensely powerful mentally, magically, and physically, immortal, and
generally confident that they can meet Gods and Demi-Gods on equal
terms in-or-out of conflict. We know that they regenerate and have a
rich, if secretive, culture, and that while some call them as hideous
as any troll some call them absolutely beautiful.
They
are believed to be capable of shape-shifting.
It
is actually very rare that a Jotun, of the species, accompanies a
Jotun war party, of the political affiliation- only on the very
largest and most significant of the North-land raids does this occur.
Men and Orcs and Centaurs make up the primary forces, and any true
Jotun accompanying is meant not to command (which is the role of the
Khans) but to dispatch a target that would not succumb to these.
Some
say Jotuns walked the world the day the Titans and the Elder Gods
were born, the earliest to colonize. Some say Jotuns came to visit
while even these were still in Mother Life’s womb. They are not
Fae; they are to Fae what Fae are to Halflings.
The
most ancient of aliens and mysteries.
Cyclops
The
Cyclops Cyclopes are large scaled and wholesale immigrants, mostly a
nation made up of artisans, shepherds, and crafts-folk. They tend to
be isolationist and insular. While usually peaceful if left to
themselves, the one eyed giants (not Giants) do in fact make and use
weapons of war, and some are known to cage and eat smaller Sapients
for intruding on their properties.
They
are large enough to devour two and a half men in a single meal,
usually ripping the limbs apart and downing the flesh with other
substances. Shepherds usually with bread and milk, carpenters with
berries and fruits of the severed trees, etc etc. While not large
enough to ingest a man whole, they are certainly big enough to kill
him with a few chews.
By
Human standards, as these are whom the one eyed multi-meter beings
most resemble, the majority of these beings are coarse and homely at
best. A few are truly hideous, and a few are scattered hither and yon
that Humans would consider gorgeous in either gender, but most are
simply a very roughshod variant of plain. This does not, of course,
matter to them, as they don’t approve intrusion for any reason, let
alone to judge their attractiveness.
Some
thus like to depict them all as warmongers and flesh gluttons; unlike
the Trolls, Oni, or Ogres, this is not in fact collectively true,
though certainly small groups and individuals have been guilty of
these practices.
Horses,
Horse-Men, and Riders
Vatalea,
Vetala, and Hippocampi
The
man-eating horses called Hippocampi were bred by the living
blood-drinkers called Vatalea, born of battle-mad warrior women
turned into vicious cannibals by brutality and the worship of Vetala-
spirits that inhabit corpses and charnel grounds, winged skeletons
that eat flesh and blood. A Vetala is Undead, a Vatalea is not, and a
Hippocampi is not. Claiming that blood is life as their hostile
ghostly vampiric mentors instructed, Vatalea have evolved to fangs
over centuries of tainted magic and cultural practices, though
curiously none have ever been known to become Vetala themselves.
Both
Hippocampi and Vatalea boast larger muscles, greater vitality, and
more beauty (however twisted) than their origin species... which lets
them kill and feed more, and make more Vetala through their twisted
murder sprees, in a vicious cycle.
Despite
this both living species lack supernatural powers or prowess besides
those abilities that host and support their gruesome diets. There is
no shape-shifting nor special dominion nor regeneration, and while
their strength is massive, an actual Vetala or Vampire would best
them hand over ripped off fist in every field. They are also not
susceptible to the more mystic and holy means of weakening Undead and
fairly resistant to most physical means of killing someone, with an
unholy amount of nerve-response detachment and muscle tolerance
besides their vigor.
Attempts
at stabbing, poisoning, and hanging a Vatalea to merely find it
wandering about as normal later have given rise to the inevitable
implications of course, but these are untrue. They are simply very
tough bastards. Some have become legends because of this.
Negrabyrd
a famed male who set into piracy, took seventeen cutlass
slashes-and-stabs, eight lethal bullet wounds, and one mild case of
being set on fire when authorities came to call. He kept fighting for
another nine hours until beheaded from decapitated from behind. The
story goes that like a chicken with its head cut off his body kept
running about viciously assaulting everything in its circular path
for another two minutes before the blood finally finished left his
body, and he collapsed stone dead. In death he slew his killer and
seven men more... or so says the ghost tale.
This
is a little obvious for them, however.
Their
preferred method, however, is to capture, season, fatten, and drain
unsuspecting beings near their camps. They toss the flesh and meat to
their Hippocampi to dispose of when sure every drop of claret is eked
from the marrow, and the monster equines leave no trace that there
ever was a victim. In times before the World Government they were
occasionally bold enough to even attack small villages instead of
lying in wait in the wilderness for solitary stragglers.
In
such cases Vetala were rapidly produced by desecrating the entire
site and torturing the meals to bits first so that the angry dead
would enter the graves already in place, which the oldest Undead
would exhort to murdering mayhem instead of revenge while they were
still in shock from the experience.
This
of course flooded their ranks and swelled their destructive
capability. Which caused even more devastation by the blood cult.
However,
their own forces were sometimes decimated or even annihilated if one
of these villages had a worse monster than themselves, or if one of
their Vetala masters (or creations) turned on them, or if the village
simply had enough (or skilled enough) forces to hold out. They thus
had to act carefully, and it was far less common than one might fear.
It is also quite easier to starve out a Vatalea than a normal being,
as the same tainted magic forces the living cultists to drink blood
of course.
Now,
they have been driven into the remaining wild-and-Independent States,
and at any indication in the united nation are purged during
resurgence.
Some
creatures are born when magic or science go awry, and some are made
for higher purposes and fall.
Centaurs
Centaurs
are immigrants from many realms, but connected in most cases
originally to “Earth” and variant worlds discovered therefrom or
feeding therefrom. Half Sapient and half equine, usually with the
body of a horse up until where the neck would be and then a
human-or-Elven torso replacing it completely upwards, they are known
for their academic and martial pursuits.
It
doesn’t matter that the Centaur is born on of
very different world’s stock- all
of the horse-folk can make fauns and fillies with any of the other
horse-folk.
Zebras
have been seen as bottom halves instead, leading to speculation of
the rule being rather of Half Sapients and half Ungulates, which
could explain half deer as well.
They
have to eat for both bellies, wherever their origin, and breeding is
a matter of some... interesting applications. Supposedly many of the
Jotun Alliance (not the Jotun Race) have interbred with non- Centaur
members without issue, but these are widely regarded as drinking or
horror stories. A Human Khan that can keep a Centaur satisfied is
ever so mildly terrifying for that alone.
Archery
tends to be a noted strong suit along with their size, and most will
not condescend to be ridden.
Hippogriffs
Flying
horses, often mislabeled pegasi, after the Pegasus or Paegazeus.
Winged horses. Sometimes, holy winged horses. Sometimes, talking
winged horses. Sometimes, holy talking winged horses. But the point
we really must impart here, is winged horses.
Golems
and Constructs
Golems
The
Golem was an artificially anthropomorphic but animate religious
construct made of dust, clay, stone, or metal, and charged to defend.
Though generally bipedal, many are amorphic and unformed, lacking
most basic details and any congruency to living features. The first
was name as such- literally translated, “My unfinished form”- as
opposed to the Ad-am that made it, or “the Man of Dust”.
They
are billed largely as automatons that follow every order without
question and exactly as instructed, incapable of independent actions
or desires.
Unfortunately
there is of course the small problem of the source of the energies
that animate them.
Many
are made with spirits of those who were killed, and go insane
eventually. Others of that sort simply grow to desire more than
violence as they develop past automation to sapience in the long
years.
Others
still want, just want, without any knowledge or reason for desire and
break.
At
any point a Golem becomes self-aware or sapient, whether broken or
not- but usually because they have broken- it is called instead an
Unfinished Man, in tribute to the source name and the acknowledgment
that (however rudimentary) it is now a person.
Golems
do not retain genders.
It
is mostly Dwarves who make, sell, and use Golems these days, and
because Golems are not entitled to speak opinions (or often even
built to speak) most Dwarves genuinely believe Golems are simply
automatons. The massive made men do not perform almost any of the
functions or desires necessary for a biological’s homeostasis or
reproduction, tend to make excellent (if mindless) anti-magic weapons
and occasionally are even grafted with crystals that generate such,
and until (or unless) they break can defend a populace from almost
any physical foe.
Golems
are also the definitive weapon of choice against Undead if a
settlement has them, with no chance whatsoever of infection and more
than enough strength-and-speed to dispatch most lesser threats... and
to distract most greater ones.
• Flesh
* Golems, on the other hand, tend to be of standard Racial sizes and
solely made-and-used by perverted magic deviants. They can be made
for a variety of purposes and functions, some of which emulate true
biologicals, some of which neither the real living OR Undead can
accommodate, but are not terribly useful as guards or servants for
most tasks. Whether they need to feed or are capable of pain depends
entirely on how completely their crafter made them to be. They are
interesting but tend to be annoyingly mindless, unless designed with
personalities.
Of
Wild Spirits
Far
more potent are the Wild Spirits, usually nature spirits gone awry
with their examples torn down in front of them. Of the Greater
Spirits the Gods are reclusive, the Kami are almost extinct after the
destruction of the Land of Wa, the Djinn are either enslaved or in
hiding for the most part, and the Fae are... well, fey, wood, mad.
The more peaceful remnants of these lesser spiritual embodiments
remaining generally remain with their kin- things like Elementals,
Naiads, Dryads, Taleeo and Asalain.
Elementals
A
prime example are the Elementals in fact. Those gone wild don’t
remain in their roles or stations out there. They grow hostile and
territorial.
A
massive, apparently limbed forest fire swatting a house out of
existence is more than likely an angry Elemental. A mudslide that
screams curses as it smothers a caravan is more than likely an
wrathful Elemental. A wave lifting and splintering a flagship in
waters manifested as a hand, thousands of tons of materials splitting
between the clenching fingers, is either Mnemonides’ Bellatrix on a
bad day or very possibly a crazed Elemental.
So
on and so forth.
A
still flame that does not appear to burn the bush it rests upon is
very visibly different from all that, no? Or snow that swerves gently
out of your path rather than pulling you under. Rain that sings in
the sunlight and dances in the puddles…
Yes,
the difference between the ambient Elementals and the hostile ones is
marked indeed- but more have to be enslaved or dispatched every year.
It was not merely man and flora and fauna that needed care-taking.
Poor, pitiful incarnations of nature- the Greater Spirits were
necessary. Are necessary.
And
then we have the other Wild sorts.
Guardians
of Water, Plant, Air, and Song
As
in many worlds, Naiads and Undine are water spirits, and Dryads are
tree spirits, both here born of Mother Life in the Fifth, final, and
continuously growing generation grouping of spirits. Their powers,
weaknesses, and natures are intrinsic to their assignment. Most trees
and plants bear both sexual organs and their spirits do also, and
most Naiads are feminine but of either normal gender, and most Undine
are as gender-less as the water they project from.
Because
they can harm these three sorts are often conscripted by necessity to
safeguard nature spirits who cannot or should not commit violence
themselves.
They
are aided in this by a limited form of telepathy when their sources
are linked, and of course many bodies of water are directly
linked, and many trees grow from the water and waterfront, and many
plants mingle roots or even directly graft together. Indeed some
networks can see together in hundreds of places at once!
And
the forests are usually watching, whether benevolently,
indifferently, or with hostility.
The
marked difference between a {Spriggan; Drumaling; Ent; Lichen} and a
Dryad is that the former four caretaker species are their physical
plants and often self-mobile, thereby collectively called
“Tree-Walkers” or any number of variations on the title, and
Dryads are instead spirits that manifest from a physical plants as a
bipedal if treeish distinctly separate individual- though they can
appear as part of their plant, too. Or, in one case, the tree moves,
and in the other case, the tree stays still while a spirit moves and
marks the world for it.
The
Asalain fulfill a similar role with dirt to that of the Dryads and
Naiads, though many have ceased to manifest- not dead, you
understand, but embarrassingly confused about how to look and act in
the midst of farming and roadwork. If ever you should hear an odd
squat gender-less fellow flattening your field with ‘his’ clothes
rolled up all the wrong way and an arm moved perhaps to the middle of
the yard opposite, you’ve probably accidentally rearranged an
Asalain’s grounds. But Asalain have learned to cope most of the
time; almost everything moves and alters dirt.
Mydea
fill this role in swamps and bogs, though they tend to be larger and
far more interested in sucking down intruders.
Neither
are responsible for the ground eating people in the Shambalaa woods,
however.
Oddest
and sweetest of all are the Taleoo, reputedly spirits of sound and
music that serve in similar roles to the other
inhabitation-guardians, but there are no recorded cases of a Taleeoo
harming anyone in any way through all of history. Rather, they tend
to inspire dreams and actions and desires opposite to a being’s
intentions in them, and without need for violence might turn a thief
into a fervent guardian, a would-be rapist into a lifelong chastity
priest, a woodsman to a gardener, a soldier to a shepherd.
Though
invisible themselves they are regarded and revered as beautiful.
When
singing in the Dwarven lyrium they have even been known to cause
heroism and charity, and with such wonder that the afflicted Dwarves
hardly even grumble about it.
Sadly
there are only seven of these, though there were ever only seven and
apparently there will only ever be seven. Their leader begins and
ends every height and depth of their songs, the sole figure to serve
twice in every scaling attempt, and it is called “Doe” while the
others are “Rey”, “Mei”, “Fah”, “So”, “La”, and
“Ti”. They ride the waves of sound across, above, and under the
known world, both the songs in the deep and the arias in the air.
Even Aridimes has never been able to predict where they would next
appear.
For
all this, though they have been only beneficial themselves, they are
included here because crazed beings longing to hear them have
sacrificed and slaughtered in desperate attempts to summon and Bind
them. Minstrels who never had the chance have been known to suicide
knowing that they missed epitome of their craft. It is terrible to
struggle at making something of worth and knowing that there is
something out there, living glorious incarnate music, that never
fails to touch a heart or change a life.
Of
Strange-beings
Luminya
The
Luminya are a bipedal people of light, originating from nothing,
eating nothing, serving no role but their own; to a point they are
the fastest beings on planet, provided there is not shadow or
darkness to block their progress. So long as there are hydrogen
traces in their reach they can refresh their existence, though they
will expire without aid if stuck too long without a means to refresh.
Not starve; starving implies both hunger and duration.
They
will simply wink from existence.
They
speak in colors on their own but can illuminate specific word-scrawls
on surfaces to communicate with non-Luminya, and tend to serve as
messengers for this capability. They reach a height of seven feet and
split into seven separate one-foot young-ling Luminya when at the
height of their cycle, should nothing befoul them before then. They
are gender-less and most cannot focus enough to damage anything.
They
only make this list in fact because of one Y’ll’oAo’ll’Y, who
recently became the Masque Y.
“Her”-
we have never been able to discern gender among them or a need for it
with their asexual reproduction, but the report from them is
definitely a “Her”- crime was to focus her arm into a beam and
cleave a man in half. There was no resistance. One moment he was a
whole armored Knight yelling at her with shield in hand, and the next
two cauterized stumps lay there smoking, the very bone cleaved
instantly through without a give. And suddenly the local light-folk
became an object of great scrutiny indeed.
Y’ll’oAo’ll’Y
has proven ‘her’ entire body to have the same strange cleaving,
burning-sword or perhaps light-plasma-saber like effect when
concentrated enough. The Luminya became more than feared when her
latest test had Y confront no fewer than three Ogres, whom she
elected to simply leap through.
They
died of the six foot silhouette burnt through their torsos without
even enough time to try to roar.
Only
the most polished mirrors and the thickest barriers may stop her,
other than potent darkness.
(It
is whispered that C might not be able to kill Y, whereas Y would be
be able to dispatch the Vampire as many times as she regenerated.
Unless, of course, the resourceful C had her umbrella, or had dug
into the ground in animal wise, or covered the Luminya in a canopy of
shadows from a multitude of her forms, or they met in a dark alley in
a moonless night. Actually, Y wins if there is already light present
in most of those Y does, given the shade-fear.)
Y
is desperate to learn a way to spit ‘her’ essence, both to keep
from splitting and to kill distant opponents or light the way before
it, if it only could.
Al’mir’aj
Al’mir’aj
are small yellow rabbits with a single horn protruding from the
center of their heads, widely feared for both their aggression and
their strange capabilities. One of the best known of these is
swallowing beasts and men several times their own size alive and
whole, with “beast” here to be read as, “on a scale from
same-sized rabbit up to bloody hell nah
camels”.
They are also known to gore and bite without any provocation to their
little bunny bodies.
Al’mir’aj
have been known to ingest even armed and armored sapients without
hesitation.
A
long time ago they were sealed into a specific island in the middle
of the Great Desert’s largest oasis by powerful wizards, the
rodents breeding too fast and fighting too fiercely to otherwise
check or exterminate even with specialized spells, and there they
remain. Under-dark goblins whine that the tunnelers have gotten down
there but there has been no substantiated proof of hare-y encounters
in the depths of the world.
These
lapine are particularly amusing to Dragons and a favorite snack of
Ogres, who are too big to fear harm.
Of
Fae and Fai and Free Magic
Fey
But
then there are the Free magics so unknowable to us that they are
named such- fey, meaning wild, crazy, and capricious. This became the
Fae, and the Fai for “Fair Folk” was chosen by their lighter
hearted members later, one of several key designators of their moral
stances- the darker residents of stories reside in the Faerie Realm
and the lighter in the outside world. Fairies mostly live in the
Black Forest and smaller woodlands.
They
are harder to study than outworlders. They are in fact the least
understood of all magical peoples and one of the world’s greater
mysteries, though unlike Jotuns they are native. They are found in
countless varieties (of which you get only a few, Panda, or this
would be longer still by a great deal!), sizes, and types, and Faerie
itself emulates all environments of the real Terra.
Both
claim only their own wild natures, not any actual moral alignment as
mortals would understand, though it is true that Fae relish cruelty
more and Fai bask in kindness. But these are entirely decided by an
individual’s point of view. Some would view a broken bird and,
honestly, a Fai might break its neck to spare it suffering while the
Fae might feed it and take care of it for months without fixing the
wing but providing it life and pleasure amongst the suffering.
Granted, most Fai would instead try to care-take and most Fae would
try to vivisect and use it, but this is simply an analogy.
The
two Fey subspecies are both known for their cunning and sense of
humor, and for delight in trickery.
Three
major types of magics do they bear for themselves, and are famed for,
and these are: +Illusions
+Dimensional
+Biological
These
are however interpreted in different ways. A Sidhe’s dimensional
magics let it create miniature worlds called “Planes” or
“Realms”, such as the great Land of Fae itself, though usually
smaller. A Pixie’s dimensional magics, on the other hand, let it
alter the size and proportions of beings and objects instead. And a
Dullahan’s dimensional magics allow it to travel through obstacles
like walls, time, people, and traditional magic barriers, even to
violate the Home laws- which usually make houses sanctuaries against
all but the scariest Undead or Fae.
Each
type of Fey interprets these differently, with many magics, and many
rituals, but almost all powers- transformations, elemental assaults,
flight, good fortune or ill- are born and borne of these three simple
classifications.
A
Fey cannot lie without losing its identity. This is due to illusions
(mostly glamours) being their first and most instinctive power in
every case, and while they can change reality for everyone else, if
they force themselves to believe a full untruth of their own they can
no longer maintain their sense of self.
They
fade, becoming nothing more than the ghost of the mockery of an
apparition.
Contrary
to this barrier on magical and non-magical dealing discouraging
deception, this makes it a far greater pleasure to most Fae and Fai-
they must learn to use the truth to lie, to omit, and to hint in
misleading ways, and can often be far more adept at it than even an
imaginative liar. It has also led to complex policies twisted and
interpreted often enough to their own ends. If there’s one thing
Fae at least adore, it is a game of thrones, toppled kingdoms and
broken hearts drowning in dramatics and subtle intrigue.
These
usually only tangentially affect the outer world but as a move can
still have effects centuries after the play are considered
dangerously unstable for everyone else and a source of great concern.
Fey
will always exactly follow the letter of any promise made, but the
results are usually delivered with great irony, and anyone who
expects differently ought consult “Working with Devils, Fey, and
Jinn 101: DON’T”, by Sir Malavor Crossworthy.
Clurichants
Clurichants,
not to be confused with Claurichauns, are makers and shapers, those
who construct and those who teach. This is their nature and their
purpose- not to guard, nor nor to keep, nor care for, but to begin
and to advance. They stand on all thresholds and on all things called
old when meaning abandoned, and at all gates in all called new- for
better or worse.
Their
work alone is testament to their existence, notes slipped from
invisible hands, tools left scattered, walls and cities built without
a footprint.
No
one talks to the Clurichants and no one can.
Non-Lizard
Kobolds
A
variant of House-Fae, generally helpful, if ugly; like unto Gnomes in
appearance but more harmless in diet; notorious merchants.
Dullahan,
the Bridge of Wild and Death
Dullahans
are headless. Although the Dullahan has no head upon its shoulders,
he carries it with him, either on the saddle-brow of his horse or
upraised in his right hand. The head is the color and texture of
stale dough or moldy cheese, and quite smooth. A hideous, idiotic
grin splits the face from ear to ear, and the eyes, which are small
and black, dart about like malignant flies. The entire head glows
with the phosphorescence of decaying matter and the creature may use
it as a lantern to guide its way along the darkened lane-ways and the
countryside. Wherever the Dullahan stops, a mortal dies.
The
Dullahan is possessed of supernatural sight. By holding his severed
head aloft, he can see for vast distances across the countryside,
even on the darkest night. Using this power, she can spy the house of
a dying person, no matter where it lies. Those who watch from their
windows to see him pass are rewarded for their pains by having a
basin of blood thrown in their faces, or by being struck blind in one
eye.
A
Dullahan is usually mounted on a black steed, which thunders through
the night. She uses a human spine as a whip. The horse sends out
sparks and flames from its nostrils as it charges forth. In some
parts of the more developed countries, the Dullahan drives a black
coach known as the coach-a-bower (from the Ire-ish coiste bodhar,
meaning ‘deaf or silent coach’). This is drawn by six black
horses, and travels so fast that the friction created by its movement
often sets on fire the bushes along the sides of the road. All gates
fly open to let rider and coach through, no matter how firmly they
are locked, so no one is truly safe from the attentions of this
Faery.
This
strange Fae is born what others would consider Undead and is a close
servant of real Death, considered a potential source of the other
variants, and has a limited power of speech. Its disembodied head is
permitted to speak just once on each journey it undertakes, and then
has only the ability to call the name of the person whose death it
heralds. A Dullahan will stop its snorting horse before the door of a
house and shout the name of the person about to die, drawing forth
the soul at the call. He may also stop at the very spot where a
person will die. On nights of Ire-ish feast days, it is advisable to
stay at home with the curtains drawn; while many of the Land of Ire’s
creatures are deadly, this one is most active at such times.
Unlike
the Banshee, the Dullahan does not pursue specific families and its
call is a summoning of the soul of a dying person rather than a death
warning. There is no real defense against the Dullahan because he is
death’s herald. However, an artifact made of gold may frighten her
away, for Dullahan’s appear to have an irrational fear of this
precious metal.
Apparition
Directly
related are the Apparitions- memories of things that were, and things
that are, and things that may yet be... and worst, things that might
have been. They are difficult to study, not appearing in patterns or
at will, in far different durations and on different subjects, and
often only on cracked portions of reality.
Most
are scenes and stories.
There
is a known living Sapient one, with a will and capable of actions.
It
feeds on the terror of the flesh half the time, and upon the
meat-Races themselves the other half of the time. An illusion or
something one merely believes oneself to see is a “bogey”, and
something one rejects as false has thus become “bogus”; but the
Bogey Man has made all nightmare very real for some of its victims.
This being something of an overly generalized statement, allow us to
clarify- the Bogey Man has eaten hardened Daemon Princes of the
darkest Abysses with its dread efforts, caused Powers and
Principalities to abandon their roles and divinity both to spare
their lives, laid low crowns and kingdoms in terrors that swallowed
lands.
Some
claim Death themselves fear to approach to claim the victims’
souls, lest this abominable apparition manage their end as well.
Children have been taken in broad daylight and once a Giant was
reported to almost survive being subsumed with a great deal of effort
in the night. But the Bogey Man thrives most not upon the home-world
in the Terra of Perilious Alpha, but through the Free Magic portals,
with colonies trying to face the fear of the unknown and in the
worlds from which many monsters immigrated.
Boggarts
Ancient,
mischievous illusion spirits believed to be lesser and less harmful
Bogey Men, and perhaps even baby apparitions or Bogey Folk.
Jokesters, pranksters, and bringers of (admittedly occasionally
cruel) humor, they are not known to be malicious or malevolent and do
not incite harm deliberately. An out of control little session might
still kill a fragile living being, of course.
There
are also such examples as Duende, various
Yokai,
Sprites, Dokkebi, Kelpie, Sidhe, Mesuline, Pixies, Paxies, Merrow,
Brownies, Morgen, Nakki, Selkies, Sylphs, Undine, Aossi, Vodyanoi,
Baenshrae, Bwg, Boggils, and more- do some research into your own
cultures’ Fey if you have time and submit them for approval,
kiddies! (I am genuinely surprised if any sane being made it this
far) Races not included but similar are:
Leprechauns
and Claurichauns (not to be confused with Claurichants), who can lie,
but share many of the same abilities and natures; some have even
whispered that the first Ogre was a mutated Claurichaun and if one is
ever too terribly enraged again it might unlock the full potential,
but this is largely the stuff of barroom laughter. If they could
really use biological abilities for such most of the men of Ire would
probably abuse it more often, if only to ingest even more drink. One
never knows though.
Amalgamation
Creatures
Amalgamated
creatures were mentioned prior. Most of these are immigrants (and
Centaurs technically fall under this category on both counts) or
experiments, alchemical or magical (under which fall Drakeur). Some
very, very few are natives.
Of
the natives, most originated in the Kingdom of Wa in the Japans, in
the overabundance of Wild Magic that Kami generated. This also
brought about a number of the world’s more magical beasts and many
Henge (or shape-shifters).
Nāga
Nāga
is Sanskrit for “Cobra” but more often denotates the snake in
general, and in most fantasy high or low denotates a snake person.
These are often shape shifters who can wholly or partially become
snakes, but in many cases, are akin to the Lamia of other cultures in
that they are at all times half snake and half Sapient (these also
tend to significantly larger in proportion than their general species
to match the trunk but meh). Unlike the Naga of the Japons and the
Land of Wa, a Nāga is not a snake with the head of a woman, though
some Nāga may in fact become such.
They
are often known to eat folk whole, but the Sapient half need not be
carnivorous predators.
Tanuki
A
Tanuki is a raccoon dog native to Wa, or was, and a shape-shifter
besides in that Land of Little Gods.
They
are remembered for having ridiculously sized testes in their natural
and Human forms, and for having great irreverence in a very
tradition-and-respect steeped culture. Jokester and prankster sort.
Inu
More
properly Inugami, unless an Inuyasha, and either way a dog
shapeshifter what becomes something. The one becomes people and the
other a demon. Honestly much the same as a Tanuki, but more canid
(clearly) and with more emphasis on teeth, not genital arrangements.
Used as a colloquial term it also includes part beings with dog
attributes and actual Lycanthropes of some varieties.
Unfortunately,
Inu are largely considered ghost tales and demons, despite lighter
hearted interpretations; they are usually born when an animal dies of
cruelty or abuse, and that animal’s spirit takes over the master’s
form, changing it physically and mentally in an act of post-death
vengeance.
Oddly,
despite these origins, fully non-ghost Inu were reported as a
breeding species on Wa before
KABOOOMMMMMMMGHHTORRAOGHOHPPAWWAAAAAAAAAAH-Boom happened.
Neko
And
the Bakeneko or Nekomata is a full cat of much the same description
as the former, but of feline features!
Hebi
Because
Wa’s Naga tend to be of the snake body type, their Hebi take
on the traditional Sanskrit Naga role... though in much the same
description as the former, but of snake features! ; Mujina:
Read
the former three and replace with: Badgers!
Tsuchigomo:
Read
the former entry and follow its instructions as to the prior three
for it, but with Spiders! Notice:
A
Drider is half Drow.
For
all other half or partial spider freaks, consult the Tsuchigomo.
Kitsune
Li’l
fox godlings of much the same descriptions as the former, but, with
the addition of having powers measurable to number of tails.
Alchemically
created Monotreme fellas include the-
Griffin
Griffin,
a two hearted massive beast with the front half of a giant eagle that
could eat a man, and the back half of a lion;
Leogriff
Leogriff,
a two hearted massive beast with the wingless front half of a giant
lion that could eat a man, and the back half of an eagle;
Chimera
Chimera,
a beast with the heads of a ram lion and dragon respectively, the
body of an armored bear, and with a dual headed snake for a tail;
Manticore
Manticore,
a lion with iron wings, the head of a man, a rail shooting poisoned
iron stinger, and gods awful breath;
Androsphinx
The
Sphinx, or truthfully rather the Andro-Sphinx in this case, was a
massive forty-foot-tall amalgam with the head and upper body of a
stunningly beautiful golden-haired woman, the lower body of a strong
and muscular lioness, and the wings of a magnificent golden eagle.
Her skin, from her face to her arms to her ample chest, was a
luscious golden brown hue that glistened ever slightly with the glow
of eternal youth. Her hands were at once feminine and feline, her
fingernails sharpened to claw-like points. Just below her navel, her
golden brown skin transitioned to the light golden fur that covered
her waist and back and powerful feline legs. Her tail swished gently,
at times appearing to have a mind of its own. Massive wings lay
folded atop her back, occasionally stretching or flexing as she
walked.
From
a safe distance, she was a beautiful and majestic wonder to behold.
Up close, however, The Sphinx could be seen for the cunning,
voracious, and extremely efficient predator she was, though usually
not for very long.
Out-lander
Spirits who get No Description Whatsoever are:
Infernals
Daemons
Succubi,
Incubi, Sincubi, Imps, Du’sien, Eidolon, Hellbeasts, Drevak,
Hellions, Kuri, Rahab, Raum, Whax, Shax, Vetis, Vermithrall, Demons,
Devils, Archdemons, Archdevils, Great Demons, Great Devils, Princes
of a Hell or Abyss, Demonic Over-Deity;
Heavenly
Hosts
Angels,
Archangels, Cerubim, Seraphim, Gregoli, Nephilim, Powers Dominions
Principalities Virtues, Ophanim, Demi-God, Lesser God, Greater God,
Prince of Gods, Non-Terran Over Deities The origins and intents of
Terra’s Angels are entirely unknown, but they are a formidable
force indeed.
Abandon
preconceptions of singing choirs or cherubs; they will help you not a
wit here. Abandon also any context of mercy or weakness.
No
one commands the Angels simply by will; they have free will as much
or more than anyone. The same is true of those of Earth; how could
they choose to follow Lucifer and become Demons- or, even, how could
Lucifer choose to betray- if they had not the right to choose?
Sometimes the choices can be devastating.
It
is of these and their like it is written that they had to warn, “DO
NOT BE AFRAID, FOR...”...
for they are intimidating, powerful, and you are royally screwed if
they’re visiting you without a good
message
for you.
The
Djinn are nature spirits when all is said and done. They make things
better.
The
Angels?
War
spirits. Like the Valkyries. But merely like, not akin to.
Flaming
swords, burning coals and scrolls in their mouths, incandescent
luminescent eyes, and even more massive in presence than in stature,
though their stature is great indeed. Robes and armor so blinding as
to scorch and literally blind. The singing of their throats shakes
fortress walls, the trumpets of their armies split continents asunder
at the volume and force, and the sound of their drums of war mark the
deaths of entire ecosystems or stars.
An
Angel does not appear lightly. Their battles are mostly confined to
the Celestial Expanse, the Heavens, and the myriad paths of the
Multi-Verse; fighting on a inhabited planet occurs only in desperate
straights. They don’t bother with the Undead or the wicked born of
flesh, much of the time; their battle is with the equally eternal and
omnipresent Demons that are or were their brethren.
It’s
unfair to call it a creature of Terra, really, because they seldom
appear and certainly didn’t originate there. At the same time,
they’re certainly one of the impacts on the history of its star
system and main world, and much of the universe around. To Terrans,
an Angel isn’t a symbol of redemption or choice or salvation or the
myriad positive emotions attached to a gentle symbol; they’re quite
possibly the most terrifying thing one can look at and live, bar
none.
Demons
at least are evil, but Angels are a completely different kind of
heart-palpitating fear.
Magical
Beasts and Talking Animals Who Are Not Shape-shifters, Fey, or
Amalgamated
Creatures:
The
Wild Hairy Haggis
The
wild hairy Haggis referenced is not the foul-tasting sheep-stomach
broiled meal of Scott’s Lands.
Rather,
it is a cousin of the Bunyip, and a fearsome fiend. A shrieking puffy
fuzzball of carnage with limbs and eyes entirely hidden in its shock
of hair, dwelling on hilltops, hilltops, and mountainsides. It has
not yet been determined if it is at all a sentient or sapient being,
but many of its capabilities are known.
With
extreme speed it can burrow and re-emerge from grounds ranging from
loose sand to hard granite, digging about a spherical meter and a
half around its body in all directions in about a given
three-and-half seconds, and filling in the hole behind it with its
furious rate of back-pushing forward barriers. Its antennae inform it
of creatures in air or soil to attempt to consume, and its unseen
teeth do so in what (from the bite wounds of a few survivors) is
believed to be a roughly circular mouth filled with seven jagged
teeth. No Haggis body has ever been recovered to prove this theory,
but the varying pressures at the angles placed make it out to be
seven equidistant punctures simultaneously, not chewing and turning
at varying angles.
Its
true power lies in its voice, or rather, its paralyzing scream, which
incites the nerves of its victims to activate at each and every
pressure point along the body. For a few hideous moments the body is
not merely rendered to useless meat in this sonic assault but filled
with more pain then the claws and teeth could ever actually render
themselves. The final chews- two to a Dwarf or ‘Chaun, three to a
man, four or five to a Troll- are actually a mercy, shutting down the
victims’ agonized bodies one severed section at a time and allowing
shock to set in.
Because
the assault is not a mental reaction to a disliked noise but an
active vibration, sonic dampeners and ear plugs never have and never
will stop a Haggis.
It
is the most terrifying little fluffy you will ever meet and has
driven grown Mandragoras-and- Banshees to weep in jealousy.
Cockatrice
The
Cockatrice is a beast of yore as much as lore, though found under
seemingly impossible scenarios.
It
is born of a rooster’s egg tended and hatched by a toad under the
light of an eclipsing moon. It is called a dragon, as it has both
scales and wings, but most Dragons reject this rather violently.
The
trunk is serpentine, as are the wings, but it has the head and legs
of a rooster. Many are its strange powers, from the breath of death
to its deadly touch, but the most famous is its petrifying gaze.
Anything
beheld by the darting-death eye of Cockatrice is turned on the spot
to stone, and the living, thereby slain.
Few
ways exist to kill it. Weasels and their kin are immune to its gaze,
while fortunately the Cockatrice itself is not; ferreting it out with
trained ones or using a mirror can therefore end the menace without
risk of higher life (unless, of course, it is a Talking Animal, but
that is neither here nor there). The cry of the father who laid it
may drive it into the Deaths’ arms as well, but of no other rooster
may there be such surety as its true parent, and poultry should not
be considered viable as a means.
Tossing
the creature’s egg over a home or religious institution may,
depending on the variant of Old Law, end it before it begins.
The
Henatrice is merely the female variant.
Basilisk
The
Basilisk, King of Snakes, is a small white serpent of the desert
caves; if you met one so large as your arm, I would be amazed indeed.
In many respects he resembles the Kings of Cobras, save that his
scales are more iridescent, his eyes more human, his teeth more
numerous, and that on both sides his hood bears a startlingly
realistic red crown. In every means that the Cockatrice is grotesque
on mere appearance in its unnatural nature, the Basilisk bears a sort
of lethal grace and beauty.
Their
breath is not deadly, but blessed with a manner much like the tongues
of Dragons; if they speak, they are understood, regardless of
creature or dialect. Their gaze is not deadly as the Cockatrice’s,
but rather, to look on them oneself is to turn to stone and die. All
the same, all that lives nearby it withers and wastes from its sheer
poison and wickedness, despite the beauty- and so potent is the agent
that, stabbing it from horseback at distance with a lance, the lance,
horse, and man alike would corrode and die alike from the first
touch.
The
Sea Serpent
“The
water swirled and parted, trailing off of a massive tendril of hide
stretching up from the water in a mighty spray as the creature’s
tail emerged, as long as out own vessel with no sign of the head.
Rainbow
pattered scales in the pattern of a coral snake glimmered in the
light through the deluge of water as a massive head emerged and
hissed down at us with teeth as thick as the mast, sharp as reefs,
yellow with poison as the sun was bright, and gleaming as the ivory
they were. The head seemed to unfold, to our shock and horror, as it
puffed out a massive hood unexpectedly that blocked the light from we
below it and turned the rainbows into dark swirls of grainy color as
its liquid trinitrotoluene yellow eyes glowed at us, seeming to
project their own harsh light through the bleak shadow it cast on our
eyes and souls.
Then
the great Sea Serpent, like the King Cobra its head bespoke, lunged
forward at vicious lightning speed, and the ship was no more. I
survived solely through chance, washed into a pack of dolphins that
swam in the Serpent’s wake, and the angry reptile did not pursue
the porpoises.” This was the account not of terrified and
sea-suspicious superstitious sailors, but of hardy and trustworthy
Sea Elves that had sailed the stretch for many years, and they had
substantial- and substantiated- evidence of their encounter. There is
a set reward for any being who can tame, Bind, or defeat the mighty
Sea Serpent and the other singular gargantuan entities.
The
Leviathan
Far
in the darkest depths of the deepest abysses of the sea, there is a
place where the only light there is comes from the fish that dwell
there, and where strange and monstrous creatures rear heads
unrecognizable and distorted to the eyes of the surface dwellers.
Here, too, there dwell wonders, and the strongest souls of the
oceans. Here there be monsters and the unique.
The
Leviathan was, to try to place it succinctly, the single largest Orca
Whale one could imagine, more than seven times the size of a blue
whale.
It
was not in formation one’s normal Orca Whale any more than it was
normal in size, however; to begin, the typically black portions and
patterns of the Orca were gold, and the whites were a gleaming
silver.
In
addition to the normal dorsal and swimming fins, the Leviathan bore
the fins of a shark directly behind and below these, with long green
bio-luminescent spines along its spine glowing through the darkness
like a series of self powered lamps.
Nine
rows of teeth filled its massive mouth, whiskers akin to those of a
catfish but thick as the tentacles of squids, and massive whale eyes
the size of houses supported by small humanoid eyes under and around
them completed the display.
The
Kraken
Far
in the darkest depths of the deepest abysses of the sea, there is a
place where the only light there is comes from the fish that dwell
there, and where strange and monstrous creatures rear heads
unrecognizable and distorted to the eyes of the surface dwellers.
Here, too, there dwell wonders, and the strongest souls of the
oceans. Here there be monsters and the unique.
Here
too exists a giant squid with thirty-seven tentacles, six eyes, and a
body-mass one could reasonably fit a steeple and cathedral into. Long
sharp needle teeth devoured they prey it consumed and pursued in its
indefatigable and voracious hunts, a sharp ‘beak’ chittered into
the sea and to its many normal smaller kin incessantly, and
bio-luminescent glowing lights blossomed from the suckers all over
its body. The Kraken.
It
was and is a massive creature with tentacles measured in fathoms
rather than feet, but, more plainly, amounting to a predatory
electric squid.
The
Kraken was a russet red in skin tint with aqua iris-ed googling eyes,
and is “the” because we desperately pray there is not actually
more than one.
Behemoth
An
oasis-like swamp, muddy, but dry and dry of border. A massive river
tinged in green and trees around the sides, but thick, and slow, like
a pond. There lurks the Behemoth.
An
amphibious critter living twixt the freshwater and the marshland, at
least in organic arrangement as far as we can tell, it is infinitely
fouler than any mere frog or toad. It was a strange mixture with the
shape of a hippopotamus, the horn of a rhinoceros, the jaws and
scales of the crocodile, the tail of the beaver, and the arms of a
humanoid giant. And these arms each had three thumbs upon their
twisting hands. A single big, blue eye without pupil or definition
blinked lazily in the middle of its forehead, and two little eyes in
the usual place of the fish goggled upon the world. And shark-like
teeth, though sparse, jaggedly filled its cavernous yawning maw.
It
is called ‘the’ Behemoth for the reason that, firstly, its
colossal immensity is such that even Giants scarcely reach its hip on
tip-toes, and secondly, because it is the only member living of its
kind. Some feel one is too many, and debate whether it is native or
Daemonic. To keep it asleep (though those disturbing building-plus
sized eyes never close), its ever feeding maw consumes such
quantities of food as there are no terms for, beyond the weight of
worlds in tons, and portals are housed that keep its bulk and- food
alike extraneous to the world.
If
it ever roused and fully entered the world its scale is such that it
would not eat cities, but realms, and again- it never stops eating.
Insofar
as Terra has been made aware there is no way to kill or wholly excise
the Behemoth.
Phoenix
(es?)
Skreeeeeeeee
is the angry noise, nocturnal, smells of sweet and burnt like a
campfire pit filled with charring marshmallows. Physical Appearance
has been debated by separate wanderers.
“Like
I said, a glorified songbird. Long, elegant wing and tail feathers.
Normally jewel-like shades of yellow, orange, red, but bursts into
flame while singing or angry or scared,” answers Nem O’Nides of
the Lark Legion of Healers.
“High
above the world in its fiery volcanic lair, the dire phoenix surveys
the greenery encroaching on its carefully scorched and seared domain.
It launches its massive frame into the hazy air, its fiery plumage
leaving an illusion of flames streaking across the night sky. It
cocks its eagle like head from side to side as it finds the best
angle of approach. It tilts it’s powerful wings with flame
resistant feathers and goes in for the kill. The monster’s chest
expands, mixing the oxygen and an accelerant naturally secreted by
the the bird. On the down stroke, the mixture is expelled forcefully
and, with a snap of the steel like beak, a spark ignites it. Flame
pours onto the land, scaring it to perfection. The foolish villagers
have been reprimanded and the Phoenix flies sedated back to the
glowing mountain,” recounts the Storyteller Annie Mia to a avid
audience of children.
“What’s
it look like? I told you all about what it looks like. I cited an
Eagle specifically. Remember also mentioning some traits of
Cormorants... But I believe I stressed that the predatory features
are predominant. In that, namely talons as opposed to aquatic-adapted
birdie feet,” claims Jack Novi, a well-known wanderer and
jack-of-all-trades.
“Bright-orange
yellow red plumage. The odd appearance of the tips of every feather
being bright burning
Embers,
but no real fire ever obvious... Plus an obviously intelligent look
to its eyes.
Luminescent
at night, but seems to be a voluntary phenomenon, as when taking up
roost it doesn’t go and keep glowing like a lantern all the time.
Maybe pseudo-sentient.” Jack here paused to take a swig of a
substance currently unidentified. “Obviously can’t understand
human speech, but seems to recognize particular words and phrases.
But then, there are some really dumb dogs that can do that too.
It’s
more like monkeys. Learns, clearly thinks, but not quite there. For
example, trying to trap it is going to be a largely pointless affair.
Since if you try anything similar to what’s been attempted before,
it’ll know... And it’ll probably be pissed.”
Jack
finishes, “It’s around the size of a man. It’s height. Big
birdie. Wingspan to match that, which would be... rather large.
Though, for its body size, the wings are relatively small. They look
like they’re more for quick maneuvering and speed than the long
hauls of an albatross. But obviously well-adapted to a bit of gliding
too.”
“It’s
a close cousin to the Quetzal bird,” answers Shula, a Amber mage at
the Arcane Academia, “At least in looks. It’s a magic bird. It’s
an herbivore, with a red crystal at the center of its chest, and a
body and plumage made of radiant green flames and energy. Blue and
white flames appear in some few places on its body, and its tail is
more than twice as long as its chest and head.” “It’s like a
condor, but it has wings like an albatross, and it’s massive. You
could fit an Orc into its beak fine. It’s made of fire you know.
Beak is fire. Wings are fire. Eggs are fire. Orange and red and
white, blazing like a demon, bright as heaven. Can’t miss it,”
answers Thard, a ‘Civilized Orc’. “There are rumors it can turn
into a red haired woman, though...”
Lava
Salamander
Lava
Salamander: Red, white when hot, volcano-dwelling leathery creatures
immune to combustion and volatile materials that emit fire from their
breath, eat gems, and are the size of horse drawn carriages at birth.
Have been mistaken by particularly stupid explorers for Dragons,
despite not being sapient, winged, or inclined to meat.
@Topios
‘ Capra-Hircentipede
Created
by the Alchemist Topios, this series of beasts resides in the
Under-dark.
It
has a massive brown, centipede like body with an insectoid-like goat
head, gaping jaws, and constantly dripping poisoned saliva. The
sockets of the ram-skull are filled with the faceted eyes of an tsete
fly like insect but the pupils, each, of the wide-staring goat. Two
long, curling horns like a ram, and many, many behooved feet perfect
for crushing prey. Akin to the Rhino in height and breadth, but more
to a road in length- five hundred meters long.
Sapient
Races prior touched upon
Eldar
Elvanhen Elfkinder Elf-folk Elvenkind Elven-folk Elves There
are seven types of Elves on Terra, for starters, each with their own
characteristics and appearances. The Drow, normally identified as
“Dark Elves”, are not actually counted in this list. Here, at a
brief explanation, shall we begin.
All
share the phenotype of being tall and lean by the standards of
Humans.
The
first, and generally most common, are the Mountain Elves. Their hair
is gray as a granite slate, their eyes as glinting and hard as
marble, and their frames, while slender after the manner of Elves,
are considerably more jagged and rugged than those of the others.
Mountain Elves are those who most often war with those who live below
the mountains, such as the Drow, Vampires, Ithillids, Illithids, Deep
Fae, and various creatures of the Under-dark. The culture and
lifespan of the Mountain Elves changes even less than the face of the
rocks they live upon, though the gray skinned men and women are known
to have been one of the latest and last made.
The
second, though first created, supposedly, are the Forest Elves. Wood
Elves are another of their titles, Tree Elves a third. Highly
adaptive, intelligent, and stealthy, Forest Elves are very much at
home in both the light autumn forest of the day, and the dark, murky
depths of the woods by night. Forest Elves are hunters by nature, and
are usually brown skinned, brown haired, and brown eyed, though
variants are known that adapt to the color and even ‘design’ of
the bark of the tree they live around.
White
willows, black ash, Shannae’ red, and others are sub-variants of
the Wood Elves, who have largely forsaken training mortals but still
maintain extremely open negotiations with them.
The
third are the Sand Elves. Despite their name, Sand Elves more often
live on the plains than in the desert proper, but they are named such
because of their golden skin, eyes of the desert’s stark blue
skies, and gold hair. Once upon a time, and even now for sheltered
sapients, there was an erroneous belief that ‘desert’ and ‘yellow
sand everywhere’ meant the same thing. Thus “Sand Elves” stuck
better than “Mostly Gold but mostly unshiny Elves”. Besides,
there are cities of the Sand Elves in the desert, both this dusty
variant of barrenness and the many other actual barren deserts of the
world- ice wastes and the like. (This sometimes brings them into
conflict with the Tundra Elves, of course.) They deal with heat a
good deal better than Forest Elves and with change a good deal better
than the Mountain Elves.
The
fourth are the Sea Elves, who have skin of a greenish tint or as
white as the face of the moon in the water’s reflection at night.
Unlike the Mountain or Forest Elves, and like the Sand Elves, the
nomer ‘Sea Elves’ is somewhat misleading. They do not live in the
sea or ocean. They do not live upon its shores either. Better labeled
‘Sailing Elves’, Sea Elves live on the ocean, in floating Arks
and cities.
Many
Sea Elves never so much as set their foot on land, and because of an
instinctual calling in the blood to the sea, other Races of Elves
have been known to migrate as individuals and join them. While the
land Elves of course eat land animals and produce, the Sea Elves eat
fish, sea-poultry like gulls, shell-fish, and the weeds and
carbuncles of the water. Also the occasional kraken.
The
fifth are the Sky Elves. Sky Elves are blue, with green eyes, and
shockingly orange hair. Sky Elves are unrelated to the Mountain
Elves, and it’s uncertain where their eyries and rookeries are; it
scarcely matters, because as their name implies, most of the time if
they are
to
be found they are to be found in the sky. Whether on the backs of
griffins and Rocs and great eagles and the occasional willing Dragon,
or using spell-work to fly themselves, or wings from infused
magi-science, or, far more recently, the rare aircraft or spacecraft,
the sheer need for altitude and speed defines them. They’re
frequently bored and reinvent their culture, but a massive project
proposed to them by the World Government has kept them excited and
occupied for the last hundred years; they are to provide the means to
colonize other planets, traverse and fly through space. They like
this plan. They’ve been doing their jobs well for awhile.
The
sixth are the Tundra Elves. They live in the ‘black ice’ of the
frozen wastes, wherever these may be; they are a scattered and
unorganized people, and yet curiously uniform in their tactics and
apparel.
Tundra
Elves do not match their adapted environment well. Their skin, like
that of the Drow descended from them, is black, and unlike Drow their
hair is also black. They live in lands primarily made up of dark
grays, light grays, and whites. Their clothing is thus made in said
colors; it also coats them head to toe in furry gear. Tundra Elves
are the only type of the seven to not have any serving the World
Government or living in lands under it’s sway, but they honestly
couldn’t care less one way or another.
Tundra
Elves are violently xenophobic and kill anyone who enters their
lands.
The
seventh are the City Elves. These are considered a separate Race from
their forebear six because they abandon their environments and any
native customs to go create their own life separate from it.
Not
quite as hated by their peoples as Vampiric Exiles are by Vampires,
but City Elves are not very popular.
Having
covered introductions, what of diet, and history?
If
you studied the skull of a Terran Elf, which would be harder to do
than you might imagine (due to their own resilience, longevity,
power, and the fact that any nearby Djinn would automatically convert
it into plant nutrients in their way)- but if you did, you would find
that the dental structure at least was similar in all of the types to
that of a Human or a Dwarf. The jaw frame is more angular and
delicate than either, and the individual teeth are smaller than a
Dwarf’s would be for certain, but they are nonetheless clearly
designed as a mix of flora grinding and flesh tearing units. They are
all technical
omnivores.
Stopping
the show dead for a moment, let’s slap a usual misnomer in the
face. Almost all
life
forms are, in fact, technical omnivores- they eat from multiple
categorizations of food, in differing amounts, for different bodily
needs. The terms that decide what it is actually entitled in a
scientific study are “preferential”- what it wants to eat- and
“obligatory”- what its body demands in greater abundance. For
example:
A
cow will eat ants, aphids, beetles, and other insects among the grass
and chaff to bolster its protein and its teeth, but a cow is also
quite clearly not built to be predatory toward anything larger, and
in fact its body is made to break down vegetation. Too little meat
and it will become sick, but too much and it will definitely suffer
some pretty unpleasant side effects. So while it is a technical
omnivore, it is both a preferential and an obligatory herbivore.
A
cat is more stubborn, and will eat grass for its eyes, grain on a
regular basis, flowers to increase fur luster, even sometimes fruit
if the individual is curious enough. Its digestive tract is for meat,
but without vegetation, a cat knows it will become far less efficient
as a hunter. Because it chooses to attack and eat vegetation and meat
alike, it is a technical and preferential omnivore, but it is an
obligatory carnivore
for
certain in the build of its digestive organs and will almost
infinitely prefer meat. Too much grain and flora will also sicken the
poor feline’s system, and most cats are lactose intolerant despite
popular cultural hype.
Returning
to the matter at hand.
Elves
are often known as vegetarians and this may be true for individuals
who discover other sources of protein, but culturally they are and
have been preferential as well as technical omnivores, though unlike
humans they are also obligatory herbivores. This means even their
hunters and greatest bloodshedders eat 70% vegetation to every 30%
meat, and as they clean and use every part of every kill, there are
very few animals that die to feed their communities. They also
learned to salt and preserve a kill early on, as otherwise the Jinn
teaching them language simply converted every kill (unintentionally)
into sod-stuffs that the peeved Elves could not consume.
Salt
is a traditional counter to deterioration or magical
dis-and-re-assembly. It is used to prevent Undead with looser shapes
(transformer types, Vampires, whatnot) access to something or
someone, to enhance those that need worry about rot (Ghouls, Zombies,
whatnot), to prevent a field from bearing harvest, to prevent meat
from going (or being turned into something else), and even (though
less in the more advanced eras) to help clean and treat injuries. It
is a valuable resource.
The
Sea Elves have several different types of salt, but most do not
actually fit the nutrient needs of this Sodium
Chloride.
For this, the Mountain Elves are actually the most fortunate of the
several peoples, and usually supply them. Naturally, Forest Elves and
surprisingly Sand Elves would scarcely find any halite to make Sodium
Nitrate in their own domains, and thus are greatly indebted to their
kin. As for Tundra Elves, scholars don’t know.
Fish
from streams, rivers, and the ocean play a pivotal role in almost all
diets of the Eldar except the Sand or Tundra. The first weapons of
the world were designed for deer and squirrels, however, and the
Forest Elves still hunt them to this day. Bread made of nuts or brine
or bale are equally abundant by which you refer to.
And
of course fruit is treasured.
Culturally
they are proud. The first woken physical immortals, save through
grief or injury- age could not claim them, nor disease, if there even
was disease. The first people taught language by their older
spirit-and-physical kin. The first people to invent and innovate
beyond their words, to bring music and art into the world, and please
all the world with their offerings.
The
first to invent killing and weapons, but not, they are proud to say,
the first to wage war.
Dwarves
beat them to ‘first to smithy’, to their eternal regret.
Once
established in an area they tend to roam it but not to migrate. Prior
events have made many leery of establishing even their own cities,
and it is easier to wander than to choose attachment to a structure
that might fail them. A pity, for their works used to amaze the
surface world, and the Drow still build spires such as one wishes one
might see.
Humans
Variant
is the key word to the Human.
Leaving
aside half-Humans, amalgamations, and experiments, Humans come
primarily in shades of the colors pink, yellow, red, and brown. The
actual pigmentation depends as much on environmental exposure as
genetics, and can vary through several shades for even the same
individual, let alone the general ethnicity. Their fur-and-or-hair
extends through a wide array of coloration, generally of ‘brunettes’,
‘blondes’, ‘gingers auburn’, ‘graying’, and ‘raven’
varieties. Facial patterns and hair are also-
thump
Out!
Now! They’re reading it, and they already knowww. sigh
Silly
Gnome. Let’s just
erase
the last forty minutes of those descriptions and grab him…
distant
Oll’ivi’ier,
I didn’t mean it! Come back! I’ll pay triple!... I’ll give you
lunch breaks in
The
future Notes! Look, it’s just silly to tell them… rather badly,
might I add… what they generally look like. Just focus on something
else. Alright? sounds
of trotting and disappearance into the nether respectively
The role of Humans is questionable, given the extensive recreation
and outright destruction of many historical accounts, but the
commonly ascribed one is that the average individual was to a point
ignorant of metaphysical activities and individuals. Moreover, many
acts and peoples of even simple magical nature were concealed or more
often obscured to the vision of their fellows; why this should be,
and why apparently most other races did not share this altered
vision, is as yet unknown. It should be noted that some could see
their wider world- the other world, some claim- to varying degrees
and established quite a grand tradition of stories and practices
based upon it.
It
was claimed that these sages, mages, heroes, and or freaks had “The
Sight”, the term that their descendants still use to describe the
phenomena, although extra-human scholars contend that it was rather
their fellows who were afflicted with “The Blindness”- a
seemingly obvious but subtly significant point, as it would therefore
make those with the Sight members of the world’s greater majority,
and only the singular shuttered Race excluded.
At
some point, usually within the century that ‘The World Government’
was declared, the Founder somehow induced a mass-evolutionary change
in the Human Race, the most obvious result of which was that every
newborn member thenceforward was ‘gifted’ with the Sight.
The
reason for this is contended, but given the wide array of services
Human laborers provide- and the fact that of all Races, they are the
most transitory and prone to transition or transformation
transfiguration in migratory patterns, cultures, and actual physical
nature (IE, best base for altering magically or physically, for
whatever reason)- it’s most often ascribed a matter of cold
imperious practicality more than empathy or kindness. Disregarding
the Jotuns and focusing solely on the Pangaeic residents for now (or
else the following sentence would be outright fabrication) the
Founder achieved the remarkable task of both uniting the Humans and
eliminating their previous cultural identities, bringing a united
front into a then-fractured world.
Despite
many Human shortcomings- fewer numbers than many neighboring Races,
fewer natural and unnatural abilities, shorter lifespan, less
environmental adaptations, formerly ‘The Blindness’- this imposed
solidarity, alongside their willingness to sacrifice (quite a bit
greater than those beings with centuries of emotion tied into their
cares) helped them adjust and even prosper in this new world order.
They
also made ideal patsies and puppets for government positions, as most
would be dead of age or other causes before an Elven baby left its
youth. Their tendency toward change- both their gift and their curse,
some feel- also left them to them works of that nature.
Unfortunately,
many settlements are not recorded on maps. In some cases, a town will
undergo as many as four name alterations during the time it takes to
finish a full census of the territories, and others may treble in
size, be abandoned, or be destroyed- as examples, not recurring
instances. Some nationals, like the wandering tribes or entertainer
caravans, couldn’t truly be recorded even if all of the villages
were! It should be noted even so that some mixed-culture locations
are well known and static, at least as far as name and location.
Heliopolis is one such, though the World Capital really ought to be,
don’cha’think. Moneio is another, after some seven decades of
rule by an Undead figure and neighbors of nonhuman persuasion both
living and post-living; despite being still considered a village in
size, Moneio is a famed example of whole-hearted cooperation, and a
rather proud one. The Human-only City-State of Karristice is almost
the opposite- one of the few places anywhere, even including the
Jotun alliances, where not a single other Race is represented.
Karristice
is a principle of some degree of shame to everyone but Karristice,
but a provision of the early interactions was that if they so chose
Humans could abandon the strange new world they’d been thrust into.
Those that choose to forsake the company of the strange magics of the
Wyrd, at least those of Human stock, may retreat to Karristice and a
simpler existence as long as they please.
It
is a city of the willingly intolerant or ignorant, the afraid, and
those who choose blindness to ignore that which they can’t bear. It
is a place of bigotry and bias, but for tolerance to exist, it must
be abided.
Truthfully,
it may be required for more than just abstract reasons of morality,
mortality, and treaties.
Not
every culture respects Humanity. Experiments and feeding on them is,
in fact, the highest of all such examples, to an unfortunate extent.
Many
consider the Human to be a sort of Template, being the most recent of
the natural Races, and again the most prone to be altered into
anything else. Whether for a specific Race yet to come, or simply as
a love-song to evolution, the opinions differ. A good chunk of the
world’s undead are definitely former Human stock, as are some of
the more interesting examples of magical mischief gone awry.
Not
all of the inhabitants of the Pangaea are World-Government, either,
of course. Independents like the Fae, Ithillids, and (formerly, now,
due to a Human) once the Vampires all have their own opinions and
general policies. Sometimes, these make a village disappear.
Humans
have fought back, fairly successfully on the whole, since before they
could even See what their foes were or what they were doing. A matter
of some pride. Most of the Masques over time were also Human, or
former Human in some cases, a fact they haven’t forgotten.
If
the Founder was not responsible for the invention of modern Binding,
its universally accepted that the Humans were, though as with every
major change it usually is attributed to the absent Founder.
They
also established the Ceremonial Guards for the Gods- but why is
unknown. It is known certain weapons are claimed capable of ending
the existence of a deity, but whether this has been previously proven
and forgotten is unknown.
Orcs,
Crorcs, Goblins
When
thinking about civilized sapient species, the Orc is not the first
name that comes to mind. This is because there are no such things as
civilized Orcs, only Orcs given technology in some cases, whereupon
they immediately claim a different physical appearance and even
fiercer demeanor, as seen with the Uruk, the Urgal, the Orcristim,
and the Ork. Or so most of the Multi-verse holds, and for most of the
Multi-verse, this is in fact true.
As
per usual, with Terra, it is a bit different.
To
clarify things further- as Terra is a common name among worlds- it is
the Terra of Perrious Alpha, in the Multi-Verse. It has been a rather
long time since that was specified, and confusing matters would be
confusing, wouldn’t it? At any rate, it is of this particular Terra
that all of these Terran notes and stories were written. It is a
sub-world of a galactic coalition called the Nuukleia Affinita;
Terrans are most often seen in the roles of security and exploration
in the outside ‘Verse. Officially, their space exploration has just
started; unofficially speaking, they’ve been at it for a good
century and a half. Which, considering most of the native Races to
Terra are long-lived or immortal, really does make it “Just
Started” to most of them.
The
World Government controls a good eighty percent of Terra, not the
whole world, despite the implications of the name. They do not
recognize the wider coalition as a sovereign, more a trading partner.
Terrans have traveled to other worlds on prior occasion without space
travel. Portals, warped magics, summonings, holes in time and space,
being brought by gods for whatever reason to accomplish whatever
reason... etc. The idea comes across, yes? Of the eighty percent of
the world controlled as part of the same entity, a tenth of the
population are the Civilized Orc, as they have been deemed; they call
themselves the Crorc. The Crorc make up two percent of all known Orcs
on Terra. Most are still the same savages known and (insert emotion
here) by everyone everywhere who knows of them, akin to their kin in
every way.
Crorc(s)
live in hand built houses of wood, stone, and clay. They wear
clothing, even eye-wear, and can usually be trusted not to devour
one’s young or cats, even if they are often a disagreeable sort
anyway.
Their
height and native ferocity, as well as the general lack of skill to
enforce this natural hate, has made them excellent for manual jobs-
hacking the earth to plow it, ripping trees to saw into material,
guarding bank vaults where it is expected no one will ever bother to
rob it. The works. Oddly, they also make good librarians, though they
are the LAST Race anyone of anywhere would expect to be interested in
the maintaining and safekeeping of books.
They
are like lawyers; useful, but not liked.
They
can live with that- they don’t like the other Races any more.
Orcs,
on the other hand, generally live underground or in ruins of previous
civilizations. They are compelled to destroy to honor their gods and
their blood-lust. Many Orcs never remove their armor, even to
maintain it. Some, who consider such armor a detriment, simply wear
nothing. They are bloody bloodstained raiders, murderers, cannibals,
and often (despite their beliefs) cowards. They hate their Civilized
kin as much as they hate Dwarves, and the rest of the universe comes
second to these. They serve no useful function, breed fast, and try
to spread carnage wherever they may come.
Orc
numbers are kept down often because they never make it to the
surface. The Dwarves are not their only subterranean foe; the Deep
Fae, the Duergar, the Ithillids, the Drow, and the majority of the
Vampires also live underground, and can subdue and sometimes subsist
on the creatures readily. If a significant force does escape into the
wider world, adventurers, Masques, the formal army, or the local
militias dispose of them. Most often the Masques.
Theirs
is a sad, sad lot; most will never change, and will be born to the
sword, live by the sword, and often- and as often by fighting other
Orcs as any single opponent- they will die by the sword.
Their
cousins, the hobgoblin and goblin, are every bit as vicious, but
about half the size, and about double the cunning and intellect.
These
are an interesting case.
There
are no goblins technically considered civilized, but neither are they
all wholly barbaric, and one could best summarize the less malevolent
as makers and partakers of mischief. The ones who will willingly
discuss and deal with other sapient Races surface-side will never
deign, as the Crorcs do, to take a conventional job or home or place
in society. Instead, they run the sporadic fairs that pop up, the
circuses, the gypsy caravans, and various forms of entertainment
where they can rob and torture and humiliate as they please... and
receive pay and accolade for it, moreover.
Goblin
clowns are not the most subtle creatures, nor their gypsies, but they
do manage their role with some degree of satisfaction, and the better
rings do not wind up cracked down on and slaughtered for their
crimes. Of course, the better ones are not comprised wholly of
goblins, and actually manage to pay for their damages and place in
society while still firmly profiting. But we digress.
The
species come in all manner of coloration and sizes; green, brown, and
gray are predominant.
For
all their vaunted lack of individual skill with a blade, they can
often slaughter quite well with them, and they are exceptional
archers. If there’s a seam in a suit of armor, a ring-hole, a gap,
their arrows will eventually find it. Unless they’re killed first.
They don’t match Elves for talent at it or for speed, but tenacity
and numbers are enough to make their already notable skill in it
quite lethal.
Terran
Giants
Giants
come in a variety of palettes and appearances, but most often
resemble the Human ones for skin tone, ethnicity, eye coloration, and
structural tendencies.
Giants
are a slow breeding, long lived, well educated Race. Their customs
rival that of Drow for complexity of society, though with the
altruistic benefactor neighborly nature commonly attributed to the
Hobbit-inclined Halflings of the world. That is to say, Giants and
Giantesses are known for being nice, and not in the manner a feared
enforcer might be called a ‘protector’.
When
thinking of time, with the giants, one could feasibly see it like the
old Testament- the modern stats but sans decimal points. Noah being
still fertile at five hundred forty years, or modern, fifty four
years; Methuselah being over nine hundred and ninety nine years,
which would be ninety nine for Americans. The like.
It
would take two hundred for that Giant or Giantess to be considered
adult when grown.
In
the same manner of extensions, ‘long’ in reference to the
breeding gestation is horribly drawn out, with two hundred to two
hundred seventy nine months duration- nine months by thirty one days
or thirty one days each American, which is not strictly accurate. To
place this in context, consider that there are twelve months in a
year, and one hundred and twenty months in a decade.
‘Slow
breeding’ refers to the fact they carry children longer than two
decades when they can even have them- the pregnancy rate is at best
35% per attempt. And without care there may be complications.
Twenty
years is a damn long time to be careful.
They
are the big hearted group. Not just literally, but in the figurative,
empathetic sense. They are Terra’s bleeding hearts and
tree-huggers.
This
brings us to the allegations of eating people alive, grinding their
bones to make their bread, gutting them and serving them like shrimp
popcorn. Etc. “Mudman pies”, “Marshwiggle stews”,
whathaveyou.
This
is… mostly… not true. Almost entirely. Certainly they don’t
keep recipes for the things.
Throwing
aside all consideration of the poor terrified victim and their
feelings about the matter, we must first examine those of the one
eating them. In order to do so, whether for Giants, Human cannibals,
or any other manner of being eating another sapient being, they must
either have an extreme belief that overwhelms their compunctions
about the matter, not consider the victim a person, not notice that
it is a living and sentient being devoured, or be so sadistic and
cruel as to enjoy the thoughts of the pain and suffering brought to
the victim and relations thereof for the sake of a meal upon the
eater’s part. We have already established that Terran Giants, at
least, are certainly not by nature sadists or cruel.
They
have, in fact, rituals to the opposite; they tend to view smaller
societies as something to be taken care of, pets to aid or invalids
needing nurture. This rules out the extreme beliefs and many of the
pagan rituals and recipes. So let us examine their rules for a
‘living and sapient being’.
In
the first place, it must think, and it must prove that it can think
by speaking. Giants reason that if something can speak in an
understood tongue, the being must be reasonably as smart as
themselves, and thus eliminated from the menu.
…
Thus,
they have been known to let parrots fly away alive, and to roast
mimes.
No
one’s perfect.
It
is either the failure to speak, or not noticing that something has
somehow wound up mired in a pudding, sandwich, or other food that
usually gets someone eaten. Which is regrettable. It not only causes
great suffering to the victim, but massive emotional trauma to the
one that ate him, too, if it was discovered. Which, like sharks, it
usually is discovered at the taste of blood that something was not
right with the meal, and, like sharks, Giants will generally refuse
to eat the rest and even flee the scene even if it should prove the
scene is their home- on said unpleasant discovery.
It
is akin to the thought of a PETA member suddenly discovering they had
bitten a gerbil’s head off, but worse. Far worse. What if the
victim had a family that will never see them again? What was their
job? Their hopes? Dreams? Did they have a lover who now cries
themselves to sleep nightly, not knowing the person of their
affection will never return now?
It’s
maddening. To even imagine their imaginings in the morbid, sordid
guilt of the worst manner of desecration imaginable, and their simple
love for what they’ve destroyed tarnished in the most horrid
accidental way possible, is maddening. You try it.
This
is NOT to say they’re harmless. Far from it. But the particular
method and one of the most famous attributed them actually occurs
very seldomly. Your chances are higher of winding up in another
world, finding a Genie, or suddenly and inexplicably turning into a
God than being eaten, at least by Giants.
This
brings us to the many methods of harm available, peaceful nurturers
or no.
For
starters, a midget is around eighty feet in height. A tall man or
woman might reach three hundred or two seventy in height. A “giant”
among the Giants, like the basketball players of Earth, might be from
three fifty to four hundred. Most giants are a comfortable range of
one hundred to two sixty feet in height.
Needless
to say, a kick from one is not something one survives. Or being
stepped on by accident. But some forms of weaponry are barred because
of size.
Swords
have been proven to simply snap after a certain length when swung-
most of the time, said length is agreed upon as twelve feet of steel,
perhaps fifteen titanium, and with Elven treating techniques,
possibly thirty for either. Such a small weapon would do no good even
for the midgets, and certain laws of the Multi-verse and momentum are
irrevocable.
Hammers,
mallets, and maces, on the other hand, are favored self defense tools
of the Giant, and are usually handy for building things as well;
these tend to be measured in the range of ‘stories’ like
buildings.
Artillery
is also something Giants are known for; what would be a gargantuan
Ballista, Tremiere, or catapult to another people might be a crossbow
or a slingshot to one. “Hand cannons” like magnums are quite
frequently Naval sea cannons, even shell guns or mortars. And Giants
are known to use ‘modern’ weaponry often, as the famed of
medieval cause so much destruction in their hands, and they do not
often approve destruction.
Hohen,
n. altitude, height, distance from bottom to top; highness, quality
of being high, tallness; level, degree
Heim,
n. world
Together,
these words comprise the word Hohenheim- literally, ‘the giant
world’, ‘the big land’, ‘the highest place’.
Hohenheim
is the name of the Land of Giants, home of the race of Giants and the
giant-kind. It resides, with the Black Forest, in the center of
Terra’s Pangaea, and is irrevocably massive- comparing it to Asia
would be unkind to Hohenheim. The population is extremely small,
however, some two thousand nine hundred thirty three individuals.
They
tend to be highly intelligent, adaptive, and innovative, but not
necessarily inventive- thus even their more creative name for
Giant-land really just meaning Giant-land.
This
is something of an odd concept outside of linguistics. For example.
If you introduced them to the concept of a ‘microwave’, they
would be able to formulate schematics, build it, adjust their lives
to it even and operate it- but they would never come up with the idea
on their own. They could understand it, adjust it, improve it, but
they could not actually invent it, per se.
Not
for lack of imagination or of thought, either. They aren’t
mindless, nor parasites, nor scavengers of technology or culture.
This simply compounds the oddness of how simple they and their
approach to creation can be.
Something-
no one knows what, but something- is lacking in their minds, and it
is not emotion, nor thought. It is believed it is simply the spark of
inspiration. Perhaps it is zealous drive.
And
in the end perhaps that is a good thing- if they went into extremes
they could very easily devastate.
A
single can of contact poison like the ‘RAID’ of the Humans of
Earth could wipe out entire armies of smaller beings without a single
loss to the Giants- much less more violent weapons of war. They do
bear, as prior mentioned, giant weapons of their own, but these are
wholly for defense.
+Stair
Notes *
Take
the first step. There are few things in the world that can so overawe
that thought itself stills at their magnitude; among the physical
things are Dwarven structures, Giant statures, and Dragons. Many
things are striking, of course, but they can often be... worked
through, sorted, enveloped with enough preparation and thought.
Facts
exist to help to compensate. To rationalize. To comprehend. Even in
the deepest pits of horror, woe, or weariness, it is words that are
offered the brain- sympathies, platitudes, gestures, advice, comfort.
Things
to wrap the mind around.
To
understand tragedy or the nature of the world is not to condone or to
forgive it, just as understanding the reason of the waterfall removes
neither its magic nor its danger.
So
take the first step.
The,
literal, first step.
A
cubit is some forty five centimeters or eighteen inches; this means,
of course, that it is some foot and a half, and almost half a meter.
The step?
Twenty
cubits high. One hundred cubits long. Forty cubits thick.
Behind
it, rising, soaring, is another. Forty cubits high. One hundred
cubits long. Sixty cubits thick.
And
towering beyond this- sixty cubits high, one hundred cubits long,
eighty cubits thick. And so on, and so forth, cleaving the sky,
gleaming through the clouds. Mithril sub-layered black marble, inlaid
with obsidian, compressed and hardened with magi-science as only the
greatest Dwarven Smiths and Alchemists may wield. Too dense and too
heavy for any weight to break.
Individually,
as pretty as they might be and as large, they’re only big shining
rectangles. Admittedly the size of buildings, at the smallest, but
still simple structures for all that. It is the cumulative effect
that makes the Giant’s Staircase a mind blowing marvel, of all the
scope and stature of both Dwarven architecture and massive scale of
Honenheim’s inhabitants... and possibly the only known location in
the world where the Dwarves might have crafted a little too small
on
their overarching goals.
Along
the center track, carved carefully within so as not to trip the...
larger... travelers, is a long set of stairs carved one foot long by
one foot high, up for miles at the proper scale for Man and Elves. It
is by far the greatest used set, as most trade and service with
Honenheim is carried out by the many Races of similar size, and the
Giants are generally content to remain in the one place where
everything is of normal height to them.
Avoiding
stepping on horses, one is told, can grow wearisome for the Giant
worker or tourist outside of Honenheim. Riding those of their own
size is far preferable and rather more pleasant.
Tower
high and tower thick, the individual banisters of the mighty railing
would each and all make formidable citadels if they had been hollowed
out and fortified instead of left to support the entrance to the
city. The sheer amount of re-compressed solid steel is forged from
has been accused of altering planetary
weight,
magnetism, and even weather patterns to some degree- but even if they
wished to, it would take both member Races of their construction
years to undo the work of the centuries of construction. And neither
appears to want to.
To
the rest of the Pangaea, it seems that Honenheim is a mountain
plateau surrounded by a forest so humongous that the rock is
completely obscured until one is up the steps. The Giants contend
that their land is a plain, complete with its own hills, on equal
ground with the majority of the Black Forest’s roots- that there is
a valley subsequent around where the largest trees grow from rather
lower roots, but that they are hardly as high as the mountain would
ascribe. Given just how small most of the world is in comparison, it
isn’t likely that the two views will ever really be reconciled.
If
it weren’t for their pacific nature, strange symbiotic relationship
with Dwarves, and the fact they export the majority of the
continent’s sustenance, they would never have survived long enough
to earn majesty carved into every block of their homeland; the
smaller, quicker, more violent Races would long ago have made war
until every last head bigger than a carriage was severed and staked.
As it is, any attempt on them would have devastating results- grain
and vegetation would drop by eighty-eight percent, and meat stocks of
several varieties would fall respectively by upward of fifty percent
each (one by as much as ninety-one percent). The Dwarves and their
allies, too, would rally to their defense.
Not
one clan.
The
Hill, Mountain, Plain, Dale, City, Sky, Under-dark, Unter-Neath,
Traveling, Tinker. Every Clan, of every subspecies, of every Dwarf
sworn into the pact between the two. Regardless of morality or
political standing, the two Races are united deeply together, deeper
than even Clan hate or love of gold.
There
are stories of why Dwarf and Giant are bonded so, some true, some
false. Most are attempts to explain the unlikely events that caused
it. Most are nowhere near as interesting as the truth.
It’s
nowhere near as interesting as the real story, of course, but that’s
a matter for another time.
Local
Deific Arrangements
Djinn
Notes
There
are many spirits. Arguably the most important are the Djinni. These
are the third generation of spirits, somewhere between the Elder Gods
and Younger.
These
beings are given so-called ‘ultimate cosmic power’, in that they
have the ability to alter reality, but they are not able to exercise
this at will. It is an unconscious ability, always in use, as the
Djiin are to Terra what the Ents and their like are to forests. They
maintain it, guard it, grow it.
Why
is there no pollution on Terra?
Djiini.
Why
is there seldom disease on Terra, and usually easily cured? Djinni.
Why
does the ground not die, the rivers dry, the bodies molder where they
fall as on other worlds? Why do the clouds continue to rain even in
the desert, and the flowers grow even on the mountainsides of sheer
and solid rock? Why have so many inhabitants not thoroughly corrupted
and ruined the world with their machinations, machines, and magics?
Djinni,
Djinni, and twice-more Djinni.
While
other of the celestial beings might well be more powerful, older, or
more involved as aspects, it is the Djinn that micromanage and
support Terra. They are seldom thanked for it. They are also seldom
seen and becoming rarer.
Djinni
may have slightly selfish reasons for their care-taking. They
themselves can survive on sunlight, on rain, on the aura of nature.
While they can eat more conventional and unconventional foods, like
sandwiches, fruit, or enemies on occasion, their normal diet is
subsisted simply of experiences with living things. It stands to
reason, then, that they would do everything in their power (conscious
and unconscious) to keep things hale and healthy.
Though
their powers alter reality’s consequences from sapient decisions,
even those of simple viral or bacterial life forms, Djinn cannot
utilize their powers consciously without risking their own
destruction, and can hurt themselves majorly trying to defend
themselves. And why, do you ask, would they need to defend
themselves?
...
Because of Genies.
Or,
rather, the Binding magics which turn them into Genies, which are an
entirely different Race (as considered by these notes).
You
see, Genies retain the ultimate cosmic power of Djinn- that of the
alteration of reality- but are no longer free to exercise it either
unconsciously or at their own will. They can solely utilize it for
the fulfillment of a Master’s command. They are slaves, eternal
slaves, Bound to an object and summoned by use.
There
are three wishes granted, no more, no less, and a wish constituting
of wishing for more wishes simply does not get counted as a wish.
Needless
to say, a Genie is seldom friendly to a Master or pleased about their
state. While most are mischievous and misinterpret their Master’s
orders in embarrassing or amusing ways, some Genies become downright
evil and twist them to the worst outcome they can. And all Genies
seek loopholes to mess with a wish. They’ve little else to do.
Vaguarity,
which most people slip into unconsciously, or generality, which is
common in speech, are easily manipulated weaknesses.
For
instance, one might wish for ‘a hot girlfriend’ and wind up next
to a woman in the process of being immolated.
Or
one might wish for money, and find sharp ridged metal currency
raining from the sky upon one’s person.
One
might wish for immortality, and find out the hard way that eternal
youth is something entirely different as one ages throughout the
ages.
One
might wish death upon one’s enemies, and find too late that one’s
greatest enemy is often oneself.
Any
generality or vaguarity may be manipulated... and often harshly.
This
works against the Genie, however, should they encounter a Master
willing to free them. If the wish was simply, “I wish the Genie was
free”, the Genie would be free.... But still a Genie.
To
properly reverse the process and revert them to Djinn, the magic on
the containing item must first be polarized, and then the Genie
wished free under their own name. Most Genies never bother to give
their name, as names have power, and the last thing a slave for
eternal life desires is less power over themselves. It can be done,
however.
Even
should one find a friendly Genie, it will become useless as soon as
the third wish is utilized. After that, multiple experiences have
been recorded. In one, the bottle simply remained inert until the
Master died and her son inherited it. In another, the ring vanished
the moment the last request was given, leaving the wish granted in
its place. And in another still, the Master kept attempting to force
open the lamp and see the Genie again... and the Genie ate him alive.
One must remember, the poor things can’t eat in there. Ever.
Thus,
if one is inclined to use a Genie, one must bear a few things in
mind. First, be as specific as you can, and leave no loopholes to be
manipulated. Generality leads to failure. Secondly, as one only has
three wishes, pack as much into a wish as one can. Go into detail,
and make it a process if possible to distract the Genie longer and
bind the wish together better. Thirdly, remember that, enslaved or
not, the Genie is, or was, a person. Kindness and affection (and
bothering to feed it) generally cause a far better experience than
abuse and orders.
Set
B:
The
year is “Now”, for to the right perception, all quantifiable
times and perspectives are either now or irrelevant.
But
to be less snarky, it is the year the two thousandth Djinn has been
born.
This
is a marker of time solely in matter of Djinni, but it will suffice
as a measurement of time. The Djinn, you see, are the middling
Generation of spirits here, and came twixt the Elder Gods and the
Younger Gods in conception. The first Younger God was born the same
day as the one thousandth Djinn was, and both have slowly populated
since.
The
Djinni are predictable in several measurable regards, time-wise.
Firstly,
the ones we call Djinn are born of solely once source- directly from
Mother Life. The children of Djinn are not counted among their
number, and the Ad’Djinni are more numerous by far. But the
Ad’Djinni, unlike their parents, may offer harm to others, and
while often gifted with longevity are quite mortal. Rather like
Elves, really. Some of them even are part Elf, but that depends
entirely on whom slept with who-
Ehm.
Returning
to matters of time instead of rambling, there is one Djinn born every
ten years.
This
means that the span of the two thousand brothers and sisters now
lasts from the Eldest, Ozzymandias, who is now turning twenty
thousand years old, to the newborn Y’kan’ra, who is of course a
newborn. All of their deeds, alliances, loves, histories, and
sufferings may be quantified inside this time. Since NON spiritual
sapients were made at the time of the eight hundredth Djinn’s
birth, thus creating the need for the Younger Gods to shape and
govern the natures (albeit not lives) of said Races, one can then
predict the courses of life and Life along the twelve thousand years
since and have the entire history of Civilization on Terra.
It
is quite a young world.
Of
course, nature, animals, and magics existed before the Younger Gods
or the coming of the many, many Races; for this, qualities of
Suffering, Death, and various Elements like Water or Wind received
the Titans and Elder Gods as governors and governance. How old the
world extends back within the era of these two twain Generations is
anyone’s guess, as they prefer not to tell. Moving on! The Djinni
themselves, clearly as evidenced by the existence of Ad’Djinni, may
bear young. However, even a true Djinn couple cannot breed true; the
offspring is always an Ad’Djinn, a half-being. No one quite knows
why. It takes the Djinn seven years to bear young, as compared to the
Human nine months, and is as unpleasant a process in many regards.
Many
do not wish to do it.
The
Ad’Djinni usually take two, which is still uncomfortable, but
nothing like Mother Life’s ten or their parent’s seven.
There
are different groupings within the great Family, but they prefer not
to quantify themselves, being brothers and sisters; we, however, will
sort them a little.
مممممم
,
or Kosmo-Krator, “World-Ruler” Jinn, comprised the first hundred.
They had neither element nor limitation, and could be at home in any
environs. The multipurpose servant of order, as it were.
The
Marid, a famous type, came after these first few. Marids are
associated with water and the sea, both in their tasks and in their
natures, and these Djinni are found in a variety of places. Many,
like the Rain sub-type, actually live in deserts to provide relief to
others and allow their contrasts to strengthen them.
Some
clean the oceans or the rivers with the Naiads, the oh so helpful
water spirits.
The
Ifrit is a type that typically lives in buildings or abandoned
buildings. Usually this sub-type employs the wind and shape-shifting
to do their tasks, and are generally viewed in the manner a boggart
is mischievous with tinges on the malicious or malevolent, but hardly
evil most of the time. Actually, it is the Afrt, from which the term
Ifrit is derived, that are the Evil, but the Afrt are few in number
(technically, there are only four, actually) and are generally not
mentioned, nor is their careful maintenance of the Darkness between
the stars or in the depths of the oceans or within the deep dark
caverns.
The
Jahn are usually associated with fire, light, and energy, but these
things may often take care of themselves. Instead, the Jahn often
live in forests to cleanse and grow via wildfire and purging of
bodies before rot and disease grow too fiercely. They are also known
to ‘foster’ volcanoes and for working to alleviate various
disasters of water, mud, or bloody natures.
The
Quareen are largely mythic- supposedly Djinni assigned to whisper
temptation and seduce souls.
It’s
more commonly believed that these are either bitter escaped Genies
that haven’t managed to reconvert into Djinn again, or, more widely
accepted, Devils at work and happily giving someone else the blame.
Breathes
In
other worlds, other Djinni and the Jinn as a collective (here
including their children the Ad’Djinni) have gotten a really rather
bad reputation. “Ignorant, untruthful, oppressive and treacherous”
have been hurled at more than a few in the Green Isles of Sierra, or
in the many Earths of the Multi-Verse, or in Abeir-Toril bla bla bla
etc. etc.
Here,
despite the enslavement, abuse, and often ignoring of the spirits by
various communities, this is not the case. They are generally
regarded as paragons. Just paragons it’s particularly easy to make
use of by transforming them into a Genie and making use of them for
all time.
The
social organization of the Jinn community resembles that of Humans
and other sapient Races they have a King, courts of law, weddings,
and mourning rituals. However, the killing of a Djinn is not an easy
thing, and most are alive, simply enslaved. Further, it is hard to
hold a court of law when one’s numbers are spread throughout the
various lands, most being more solitary types. That is to say, when
they are gathered as a community, it is a community, but more often
it is not.
Brief
odd snippets; while it takes a hundred years to leave infancy, they
grow relatively fast afterward they reach the equivalent of
‘eighteen’ or ‘maturity’ at one thousand years of age, and
they generally do not show signs of aging in the millennia they live.
As a general rule, ‘age’ ceases to affect them in nature at a
certain point, but slavery will force the illusion of mortality on
them and bring out the wrinkles, grays, gnarls, and lines. And to be
a Genie is to be a slave.
Some
are well treated, fed, loved.
More
are not.
Fortunately,
poaching of any under two hundred is too horrific even for wizards-
infants and toddlers wouldn’t be that useful anyway, and someone
has to shoulder the environmental burdens that were created by
removing the older caretakers. The little Y’kan’ra won’t need
to worry about being someone’s wishing well until he’s six
hundred or older, and the newborn currently isn’t even old enough
to think about it. Besides which the Ad’Djinni are starting to step
up how hard and how much damage they’ll do to protect their aunts
and uncles... or, in some cases, great grandparents and beyond.
Prior
undisclosed tidbit-
An
‘extra’ Djinn, a twin or triplet, is referred to as a Ka by their
siblings- a “soul”. This exclusion from being numbered among
their people is not meant as an insult, but as a sign of how closely
bound that particular generation is to one another, enough so that
the ‘Djinn’ noted is often extremely passive- even restive to the
point of illness- and their Ka goes wandering in their stead,
learning and interacting at a furious pace most single-child-birth
Jinn can never fully emulate. The driven Ka make up the bulk of, and
the spirit of, what the People wished to be before their more modern
plights.
Ka
are also sometimes capable of becoming bodyguards for their Djinn, or
replacing them on death.
Or
did you really believe that we could know ‘they are hard to kill’
if none ever died? Or that two thousand beings could be born the same
way invariably? Or that all two thousand counted were all two
thousand that existed?
The
number of Ka within the Jinn is currently undisclosed.
The
Great Goddess, The Mother
Before
there were the Titans, the Elder Gods, the Djinni, or the Younger
Gods, there was she. She predated them. She created them.
She
was their parent.
From
her sprang the fathers and mothers of Races and Lineages, Species and
Spirits, animal and sapient. Without her, the world of Terra would be
utterly lifeless- and thus was her name given. She was called “Mother
Life”.
The
Parent did not answer to any other name, and seldom deigned to answer
in the first place. She was busy consistently and constantly; the
Djinni took after her in this manner, though as caretakers rather
than creators or designers. She could be found nowhere. And
everywhere.
Frankly,
the mysticism confused her just as much as it likely would an
outsider.
From
a distance, if one could see her, Mother Life looked benign more than
divine. She was always smiling, and her face was as soft in
expression as her hair of many different mingling earthy browns was
long. She was a figure small of stature and proportion, and treeish
of size. Rather literally, given that the medium she most often used
to appear was tree to tree, though the reason for her preference was
unknown and undisclosed.
‘Young’
was etched into her, it seemed, as much as or more than her progeny.
Almost to a disturbing degree, considering how old some of the Gods
looked, but that was the way things worked. At least it wasn’t as
odd as her seven irised rainbow eyes. Or the hands, the tiny, almost
dainty hands, vaguely stained with dust and the fluids of organics.
Of
course, if you were close enough to see the honeys and milks mixing
with the bloods and the procreating oils on the fingertips of her
hands, you would also be close enough to really see her face, and to
see that for all the smiles she was far from happy.
In
fact, the smile was something of a rictus, almost a death head’s
grin, and frozen on her face. And the brilliantly colored luminous
rainbow eyes, pretty as they were, were constantly crying, the tear
tracks wearing done and filling the holes that might otherwise be
wrinkles, giving the illusion of iridescence and a healthy glow.
Always weeping, for her children and their children’s children’s
children were always... suffering.
Crying,
themselves, sighing, lying, denying, and dying. Dying more than
anything she couldn’t stand, particularly when they did it to each
other. As much joy as their love and laughter and warmth and their
cares for their own children brought her watching, it was a poor
match for the long despairs and constantly withheld hatreds in the
dark of her heart, little match for the longing teased in harmony and
spat upon in war and chaos. She was torn.
She
always smiled and ever wept.
She
was always crying and smiling because she died and was born again
perpetually, and suffered and loved and lost at any given moment,
just as all the beings and fauna and flora she represented did. The
pleasures and pain were harsh engines of contrast that tore her heart
apart and made it sing constantly. She wished she couldn’t feel a
thing.
Every
time the starving wolf died without food, she knew and felt it.
Every
time the wolf killed and ate the deer instead, she knew and felt it.
Every
child born dead, and every mother that died bringing a healthy child
into the world, she was.
Every
war and every death of murder or design tore at her. Every garden and
kindness and populace growing in numbers and beneficial cooperation
reasserted her will to exist. Every day she teetered on the brink of
hard Truth and happy deceptions, and she was by now utterly mad.
What
mother couldn’t be, when the greatest threat to the ones she loved
were
the
very ones she loved indiscriminately, and yet hated for not being
able to keep secure and safe? For she couldn’t keep them safe.
In
fact, by the very rules that let her make life, she wasn’t
permitted to interfere in it. The very closest she came to doing so
was making others who could, and even they were limited. The Gods
couldn’t override free will. The Djinni in their natural state
couldn’t deliberately harm. The Titans could only uphold elements,
and couldn’t interact with other sentients at all.
On
and on. Really, in the scheme of things, Sargon was probably more
influential than poor Mother Life, or Raz of the Undead- her oddest
children, them, without a doubt. Or the twins she created and hated
herself for immediately afterward but couldn’t retract.
The
twins were Death.
Nythera
was the Goddess of Death, a cheery, friendly figure who provided
service with a smile and was always bantering or laughing. She was
also a merciless and pitiless figure despite it that never granted
favors or allowed people cheat her. Meager and great alike failed and
fell to her.
Lyssan,
the younger brother, was the God of Death. He was better known as the
Grim Reaper, a serious, obviously grim, and cold individual who
arrived with neither warning or comfort. He, however, pitied those he
claimed and occasionally made a fatal wound into just a serious one,
or returned a dead family member to life if requested the right way.
As dark and dire as the Reaper seemed, he was more kind in the long
run than the long dark hospitable warmth and darkness of his
sister... who never let souls go.
Mother
Life had made Death so that the tired and the pained could enter
rest- for pain existed before Death. Sargon, Suffering, was her first
and most bitterly bemoaned child, one who often affected her.
Mother
Life only wished the Deaths could too, on a dire personal level, but
it took more will to live through adversity then to die.
Besides
which there was this annoying tendencies of life to continue living,
whether Life encouraged it or not; it was also its most endearing
tendency.
Five
Generations of Terrestrial Spirits Notes
We
have not (and likely will not) often speak of the Gods, which makes
it all imperative that we do so here. There are five ‘generations’
better termed ‘species’ or ‘Races’ or better yet ‘grouping
kingdoms’ of the Great Spirits. We begin with the Parents, Mother
Life and Father Matter, between whom were begotten all energies and
all aspects- all forms and times and beings, for that thoughts.
They
are not counted among the five.
For
even the ‘abiotic’ and ‘undead’ are formed of living atoms,
whether water, earth, stone, air, or the vast depths of space. And
all matter may become energy and all energy matter, though admittedly
some processes are far more difficult. The Father exists through the
Mother, and the Mother through the Father, and all else is conversion
and transition.
But
they are least seen of all, as prevalent as they may be.
Now,
the Titans are the first generation of spirits, and the Elder Gods
the second. The Titans are Conditions and effects that apply to
others- for instance, while acid exists regardless of other material
and would have no Titan, a corrosive is specifically destructive to
another material. The Elders on the other hand are Elements, both
periodic table and mystic, which does make certain ones like Water
rather close to their component kin.
There
are no few Lords and Ladies of gasses, metals, liquids, and plasmas,
but the chiefs among them are the great domains that unite the
hundreds of divinities. It’s easier to reconcile with the Sky
Master or the Terra Chancellor than, say, the scion of Helium (which
of course would have a different name in each language, too, if even
discovered).
Single
greatest among them is Paxus, both Elder God and Titan, usually
called the Celestial. The Celestial is the Lord of Night and Day,
Cosmos and Satellite, Light and Dark. Just as these all exist
simultaneously and often even commingling past our temporary
perspective of location or morality, so too does the Balanced One
unify the seeming opposites in their natural complement.
In
the outer dark of space, you see, the heavens are not separated.
He
is a great eye, the fringes or ‘lashes’ marked by nebulae, the
iris a blazing sun with the center eclipsed in part by a small moon
making a ‘pupil’, with a nearer second moon at the crescent stage
shading the side of the iris. Between these, the star studded heavens
make up the ‘white’ of the eye in black and arrays of nebulous
color. Even in His person complementing opposites are present.
(Pronounced:
Pax-us)
However,
the groups are usually of both more bipedal persuasion and of one set
of Divines or the other.
It
is a rare thing for one to be of multiple... definitions, shall we
say. To our recollection the only other is a Titan and Younger God
named Raz, Lord of Undeath, which is both a rather large set of Races
and a Condition.
(Pronounced:
Raws)
Sargon,
despite what L told you in his ignorance of doctrinal organization,
is not a God but rather the most powerful of the Titans- and His
domain affects-and-effects every other universally, even the Parents.
For Sargon is Suffering, and every Erosion, Corrosion, Entropy,
Misfortune, Sickness Sorrow Separation, Abuse Addiction Abandonment,
Bereavement Betrayal Boredom, etc etc... all take their cue from Him.
And yet He is not considered in the same way the Infernals are, for
Devils and the wicked suffer just as much as environs or the ‘good’.
Not
evil- unfortunate, but also the base upon which all joys and wonders
and endurance are measured, the further and more securely apart from
suffering the better.
It
can be alleviated or healed, sometimes, but all are subject to some
variant.
(Pronounced:
Saar {like star without the t}-Gon {like gone})
The
High Lords among the Elder Gods are much the same as those of a
standard pantheon- Water, Sky, Earth, and Flame.
In
that order these are:
Serithan,
who reigns over the ice and rain and every water body in or on or
under the world, without whom no mortal would survive. (Pronounced:
Sair-ith-an)
Paligren,
who counsels the pair of Winds on where to go, and holds the
Air-and-Gas Gods to their duties in keeping breath-and-warmth upon
the world, who shuts out the outer cosmos and holds the world in a
loving omnipresent clasp. (Pronounced: Pal-ig-ren)
Magden,
who leads the Parliament of Metallurgy and Pan-Geoscopic Interests,
and can claim the attention of every grain of sand or speck of dirt,
up to the most complex crystals and metals, and ye even the bones of
the very land listen to the man. More Gods of more Elements man His
congresses than any other, yet He Himself has very little personal
power compared to the other leaders.
(Pronounced:
Magden)
And
finally Lady Osen blazing bright, that may create or destroy at
pleasure and holds shape-and-plan for all other things at the right
heat.
They
all hold equal benefit and disaster, yet the whims of Osen cast Her
in far more loved or abhorred lights than steadfast Paligren- if
Paligren should act as She, it would soon be an atmosphere-less
meteor pocked wasteland below. The dancing dramas of flame in saving
or taking render Her more myths and opinions. Magden is the one most
often challenged, by sciences and contemporaries, by magics and
Titans, and does not appear to be moved. Serithan is always around
and seemingly capricious, even mercurial, but His behavior is
actually easily studied and predicted- though such is no guarantee
that Water can be dealt with or contained.
But
they are strongest united.
Now,
we have spoken at length of the Djinn, the third generation, of whom
there are two thousand to sustain and care for the many environs of
the world through alterations and rejuvenation of reality.
It
is the fourth generation with which most worshipers are actually
concerned, the Younger Gods, each of whom embody and serve as a
protecting Avatar of a Race. In the case of Raz some forty Races
bonded under Undeath, but most apply to a single one and its
sub-variants. These Deities are not given governance or superiority
over their peoples and in fact seldom interfere- only on matters that
affect their survival as a whole, normally.
Many
of these are faceless, featureless figures with little definition,
requiring only their hooded statues and a whisper of their (often
similar) names to invoke their attention. Bringing about so much as
their speech, though, let alone action, requires drastic times and
measures. I-os is sometimes (for all the second letter variations)
considered to be a single God in many height build manifestations...
the Sleeping God, who presides over almost all the mortal and
demi-mortal Races.
Iaos,
Ibos, Icos, Idos, Ieos, Ifos, Igos, Ihos, Iios, Ijos, Ikos, Ilos,
Imos, Inos, Ioos, Ipos, Iqos, Iros, Isos, Itos, Iuos, Ivos, Iwos,
Ixos, Iyos, Izos, and the others who so very seldom show.
A
few are rather more robust, such as the Giant Goddess Delady, the
Dwarf-Lord Karrackyrjac, Raz again, or the Draco-deity. Personalities
and deep interactions (though again little interference) have made
them popular Patrons to individuals and groups across many species
not considered their own.
The
Sleeping God(s?) ha(ve?)s expressed no dissatisfaction at the loss of
believers to their more active and personable kin.
(Pronounced:
D’ Lady) (Pronounced: Carrack ear jack)
Titans
are not often considered at all a welcome force by the Younger Gods
(particularly Sargon and His subscribers) but there is a peace
between them that has never yet been sundered. It isn’t wholly
certain what would happen if any single Generation turned on the
others, whether the First of Forces and Causalities, the Second of
Elements and Structures, the Third of Preservation and Restorative-
Renewal, or the Fourth of Peoples and Cultures. One presumes it would
be nothing anyone would wish for.
Finally
there are the Natures, spirits who live in and for the aspects of
others, which comprise the Fifth Generation. From Arborvitaes to
Zounds and all the Dryads Naiads Sylvans betwixt, as well as the
personified emotions and actions of Sapient-kind... or just
personified aspects in general. They are often confusing- despite
their overwhelmingly spiritual comprise and origin, they are very
often of corporeal form and interaction.
Many
are ascribed to be among this classification, whether ‘Chaun or Fae
or Mer or Wyr, but this isn’t actually the case for the purpose of
this study. They are indeed similar, but the most direct difference
is that those counted as Divine here are the birth-children of Mother
Life, whereas most Races (however mystic and magical) have lineages
and parents forbears of their own. They are all part of Her and visa
verse, but they are not all birthed
of
her.
The
Gods of Concept, whether Molechivichi of Sin, Gleek of Bizarrity,
Furor of Motives, Laemon of Thought, or the many others, are also
part of this very youngest set of strange-beings.
(Pronounced:
Mole Ek E Veech E) (Pronounced: Gleek) (Pronounced: Fur Or)
(Pronounced: Lay Mon)
Undead
Vampires
Terran
Vampires are extremely susceptible to sunlight- an exposure to
sunlight lasting 20 seconds duration burns them to their muscle, 40
seconds duration burns to bones and marrow, and 60 seconds duration
burns to ash. They’re presumed to die at 54 seconds. Their clothing
often burn with wearer and may prove harmful even if the Vampire gets
out of the light, still being ablaze against their skin.
Vampires
try to adjust via giant custom umbrellas 20 lbs in weight or by
living in, under, or under the shadow of vast terrain or buildings
like mountains or skyscrapers.
Many
vampires are diurnal and city-dwelling, as in defiance of the painful
death that might await them on a windy day or if they forget
precautions.
The
majority live in Clans, under traditional mountain safe-zones, where
they have carved out palaces and an existence; however, artificial
light, nocturnal living, and caverns simply are not for some
individuals. There are no designated areas or reservations- they’re
free to try to live where they will, but many locations are simply
more hazardous or wrong for them.
Although
originally nocturnal in nature, their sleep cycles are now dependent
on individual choice either
diurnal,
nocturnal, or omnural; that is to say, a Daydweller, a Nightstalker,
or both.
Vampires,
being dead, do not require sleep and CAN be omnural... physically.
MENTALLY is yet another matter entirely. While not susceptible to
weariness or damage physically as much as comparable Races, their
minds need a chance to rest or they will eventually become first
fatigued, then insane.
An
omnural Vampire will often sleep day and night for a solid week after
a month of sleeping in neither to obtain enough rest.
The
amount of rest required generally depends on what they do or what
class they are, but most sleep every day, or once per every two days.
This is simply to be more acclimated to and comfortable with the
practices of other creatures.
As
a general statement Vampires seldom dream unless seriously disturbed.
Vampires,
depending on their strength, are susceptible or vulnerable to several
killing methods and weaknesses.
Garlic,
Roses, Ont-Wood, Mithril, Fire, and Acids are all materials that harm
Terran Vampires, no matter what form the material is in.
Vampires
cannot cross running water without a bridge, ashes, or grave dust,
even when flying. The term ‘running water’ does NOT include
showers, tap water, flash floods, or accidents by a hydro electric
company runoff.
To
kill a Vampire of strength properly, one is required to cut off their
head, stake their heart, and fill the neck with Garlic or one of the
aforementioned harmful materials. OR push them into sunlight. There
are many other methods, but if one has no magic weapons harmful to
them, these two are the surest.
Vampires,
depending on their class and situation, will deign to work anywhere
from garage mechanic cash register worker to C.E.O. or ruler of a
small business empire- or simple Empire. Their individual skills and
community standing with both Vampire and non-Vampire play a role in
their role, as it were.
Vampires
like having classes. They, elegant creatures that they are or
proclaim themselves to be, prefer to know exactly where they stand
and who what means to them and their position.
The
Royalty are the strongest and most influential. These consist of a
single King or Queen (never both), seven Princes, and two Thanes.
The
Nobility follow the Royals closely, although they are far more
numerous, and many of Terra’s greatest legends- both good and bad-
have been accounts of Vampire Nobles. The Noble classes, from
strongest to weakest, consists of the Dukes Duchesses, Earls (either
gender applicable to title), Marquis Marquesses, Counts Countesses,
Barons Baronesses, Lords Ladies, and Chieftains (applicable to both
genders).
The
Populace, non-Royal and non-Noble, are the majority. These consist of
either young Vampires or moderately able Vampires, although those who
simply haven’t been recognized as Noble yet are also grouped here,
as are the weak, the old, and the feeble. There is absolutely no
shame to be part of the Populace; it is still several steps above any
non-Vampire, as any Vampire will tell you.
The
Exile is their only shamed class. Exiles have somehow by word or deed
managed to insult their entire society so much that even killing them
would not ease the shame, and so they are cast out to be scorned
instead.
A
few (definitely not all) traits of the Vampires are: the ability to
become the Animal of their individual Clan; the slow, two month
Turning that propagates the Vampire race by turning (insert here)
into a Vampire over time; the ability to turn to smoke, darkness,
smog, or dust, although this greatly drains their physical coil and
willpower; and being physically stronger and faster than almost
any mortal living.
Nobles
have been known to possess telekinesis and limited telepathy.
Royals
can overwhelm the wills of living and dead alike around them for a
kilometer and control them, suffer an almost incomprehensible amount
of pain and laugh it off, resist almost any of their kind’s
weaknesses but sunlight, transform into utter monstrosities, and
create and inhabit multiple bodies for themselves by absorbing new
bats into the ‘flock’ they can become and then reverting to their
original form. Multiple bodies and control HURT, though, and the mind
requires a lot more sleep when using them.
All
Vampires have fangs, and have them continually. There is no
elongating or transforming of the teeth. And they are all, from
weakest to strongest, weak to the sun.
Vampires
drink blood for sustenance and nourishment.
Vampires
in the past did not attempt consuming or imbibing ‘mortal food’,
declaring it to be either utterly tasteless or that it ‘turned to
ash in their mouths’; a bitter, disgusting taste or none.
The
Vampire King Sylvanos, predecessor to Queen Safiria, proved that
taste or not, Vampires CAN metabolize normal food, and that it
lowered, although not eliminated, the thirst for blood. A certain
amount of blood, unique to each individual, was still required to
survive.
Sylvanos
proposed that the blood thirst had something to do with the taste and
that adding minuscule amounts of blood to a food or drink might allow
Vampires to taste the food as the mortals did, and have food taste
like food.
Sylvanos
was proven correct; cultural interactions and culinary economics
skyrocketed, now that Vampires were no longer confined to the role of
predator and could take the time to talk to their food. A tentative
peace formed.
Stalwart
‘bloody’ Vampire traditionalists assassinated Sylvanos. The King
was much too loved to Exile, and he HAD improved their people, but
Vampiric Custom demanded that change be dealt with accordingly. They
did it in his sleep to spare him suffering, they claimed, although in
truth it might have been just to avoid being killed by the mighty
being in a fair duel.
The
World Government began making more detailed ethics laws, still
followed to date, on the allowed feedings of necessity and the
inhumane illegal feedings that constituted wanton greed and
parasitism.
The
Vampire clans only followed the laws that suited them, although they
did obey the ethics laws (which are still held in good regard as
fair) and retained their autonomy. Safiria took the Throne, and three
hundred years passed before events finally made the Vampires follow
all of the laws and join.
Being
Undead, it is generally held that Vampires cannot bear children or
cause procreation thereof in fornication. This has been found to be
only mostly true, but, generally speaking, they ARE barren and
sterile as believed.
Most
of the time, since Vampires are mostly gendered-but-asexual abiotic
creatures, they tend to be bisexual in preference if they fornicate
at all. The act of drinking blood is enough pleasure for most and
they abstain from such activities.
That
being said, Vampires do receive pleasure from physical activities,
exactly the same way mortals and deities do.
Although
often arrogant, they are always honorable, save for Exiles. They also
have a strange tenancy to be charismatic, artistic creative, and or
beautiful, although repulsive ones are known to exist- mostly 49
second sunlight victims.
They
do not tend to like Lycans, whether Wolf, Bear, (insert Cat-type
here), (insert Bird-type here), or the various others. This isn’t
considered racism. Vampires also heartily dislike shape-shifters and
doppelgangers- transformations impress far less when there are other
Races known to be better and more varied at it. It’s more of an
envy.
Vampires
are prideful, loathe changing, and loathe permanent and inexorable
change bound unwillingly upon their person and freedoms more than
anything. Add that their ‘partners’ were better than them at a
few things, were also predators, and had no such consequence applied
to THEM, and you begin to see why the little bat-lings were and are
so enraged and disposed to dislike their current allies and
neighbors.
There
are the Vampir- which allowed her to become bats-, the Vryolakas-
although such were usually deemed Lycans, there was, of course, the
Werepyres, and those that command them but were not themselves
Werepyres could become dogs instead-, the Strigoi- which let her
become an owl-, the Nosferatu- although, again, closer to Lycans in
that it more closely resembled Were-rats, and allowed one to become
manner of rodentia-, the Upir- which let one become ravens-, and the
Lugat- which, though usually invisible, could let one become a cat.
Strength,
regeneration, speed, shape-shifting, and control tend to be their
advantages, against a whole host of disadvantages.
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