A Wonderful World

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Testing.


"troll country" ;)
That one, :heehee

In Character


A book falls to the ground. It is large and holds a sigil of the city of Gladius on its face. It flops with a flump. Near a pile of dirt. A man looks on, his face scraggly with a wolf's beard. The plain is quite. The book flumps again. Out of it crawls a mouse. With a wizards hat on. He mumbles to himself.

"that was a certainly interesting departure." Suddenly he notices the mans. In an instant a mirage of many monsters and spectacle appeare. A beast of wild terror wields an axe menacingly and a dragon lands with a kathoom! A single star drops from the heavens before the mouse realizes that all is truly quite and the visiage of a demon god revaporates into a watchtower like perimeter. The dragon returns to its original moonlight and the mouse hrumphs.

"that probably wasn't .. well .. he shouldn't have startled me. I'm a terrible bit of a mood. Where was that world link. Wheres my book!?"



whats so funny


I try to be amusing, sometimes it comes off wrong. In between the lines its just hope and dreams. This is really just shameless self advertising. "Fearless" if you would. When my ego pops everything has a tendency to get wet.



thats not hot air!


Its boiling hot water! NoOoooo!



books


Now this is funny, "if your reading this" etc

For about three days I thought I had got myself banned, but no it was my browser and the day the server went down, and I get silly headed every now and again. BUT! I decided to "go where I dare not go" here. and "show everyone mine" Its been there the whole time, and who knows if anyone ever saw it. Have you seen it yet?

It has its own forum .. no one posts there. It has its own book, not quite finished, BUT Still For Sale!

Arconistic Astronometrics




Precursor to the Technometrics practiced by the Tolonese, Astrometrics was the art practiced by the Diplomancers. Once the Diplomancer discipline was considered to the most important and necessary facet of society. Modern Technomancers utilize ancient Astrometric terms in their nameology, but in general scoff these ancient traditions as not only nonsensical, but dire and dangerous. While Technometrics is the codified study of refined soul and mist – Astrometrics is the refined art of reweaving the web of connections that exist between the greater powers. Astrometrics was based first and foremost around the powers of the Seven Greater Isles. (Ergo..niania…. hrmph), Monteria, Taurnia, Elendria, Arconisti, Cardonia, and Tolonia. Seven isles that have taken new names in the centuries since they were categorized by the long lost Diplomancers.



All true Diplomancer schools of old have been truly and utterly lost to the ravages of both the Tree Wars and the Ascendancy. It is known that the Trees were the first teachers of Diplomancy, though their strange methods of magic are not truly Diplomancy. Leaf handed magics and blood borns sorceries are rarely constructed the same. The inversion of Bark and Blood in the Arconistic equation creates a dissonance of impractical proportions. An ancient Diplomancer saying sums the simple impossibility into a single statement. “The Trees cannot walk, and Mans cannot fly” to understand this phrase implies that you understand Arconistics well enough to have foregone the attempts to weave wyrd as a Tree would. Nonetheless the original Diplomancers’ words (“born of leaves”) were created with the Trees’ assistance.



Trees have long since foregone helping Mans or Taurn with Arconistics. The Tolonese and the Trees have concurred with no small protestation that Astrometrics is a dangerous practice. For the Blood Born Arconistics is a path fraught with peril and in all likelihood the death of not only the practitioner but anyone nearby when their lost gift returns. The Dragons claim that once this was not so. They declare calmly that the Ancient Acronistic Academy of Astrometrics and Mathmatology was the finest point of light in all blood born history … next to the accomplishments of the High Dragon Lords. In the accomplishments of Arconistic Wonder there are 8 that contend for the most miraculous. The raising of a fragment of the Bottom Lands higher even than High Skies during the first great Dragons’ Rising, of course, stands apart and above all others.



Mans’ most amazing work of Arconistics was the physical binding of the (Ergo..) and Tolonia (known as Dargonia and Tolon in modern times). Some assume that the connection of these isles is simply that of superior cord. “The Tether” that ties these two is more than a mystically enhanced metal. It is the literal manifestation of the Astrometric connection between the two isles of Mans. Once upon a time Mans and Gnome could create transitory tethers between the lesser isles and via swinging and climbing made a living and a home in the middle skies. The majestic Imperial City is commonly thought of a true wonder. Its creation was most certainly impressive, but the Tether is a far more profound and unfathomably powerful act than that broken city will ever be.



Technometrics feeds off of the breath of the gods, the mists. Astrometrics creates it. All creations of true Astometrics are infused with soul and are alive. The natural creations of nature and miracle breathe air and consume blood or water. The wondrous creations of Astometric Arconistics consume substance and breathe mist in the fashion of the gods. Technometric Arconistics inversely consume mist in order to make substance. Since the time of Ascendancy the mist reducing faculty of Technometrics has been the only grace that saves this last form of Mans Arconistics from being persecuted by the allied temples of the empire. The strange fact that the giftless Tolonese are the only Mans able to effectively manipulate their devices only lends credence to the popular belief that the discipline of Technometrics itself is the gods' gift of the Tolonese.



The Tolonese reply that the gift is not of the gods, but a phenomena occurring in regions due to the lasting impact of overused Astrometrics. The few trees that maintain Arconistic communication with modern Diplomancers are silent regarding such matters. Trees have powerful reasons for limiting how much of their knowledge they share with the hidden councils of Diplomancers. Long ago Trees told Mans the secrets of words and sealed the doom of their empire. The allied temples of Imperial City consider Leaf Weaving and Technometrics the only sacred forms of Arconistics, and are still somewhat leery of the Elder Trees of the Bottom Lands. Aquamancer Trees are welcome in the broken city, as well as Vivomancers. However, creating water and light are far from the terrors of Astromantics that only the great and powerful Elder Trees can currently wield.



Now you know what the word Astrometrics means. Forget it. Those who have never heard it, shouldn’t. Those who know it are either like yourself, or seeking to persecute those who would pursue Arconistic knowledge. Since Ascendancy the Diplomancer colleges were systematically routed and burned. Divine fire and miraculous destruction have left little for modern Diplomancers to recreate their lost discipline. The elder dragons are our most secure ally, but even they cannot be trusted with our protection. Even as you read these last words this page is fulfilling the meaning of the life that I gave it. The words are transubstantiating into flame. The paper into soot. Keep your secrets safe. Diplomancer.



:fooosh! fire flare:







OOC Walking Plants




OK, every tree, bush, and vine in the Wonderful World can walk and talk. Well in a “so to speak” and … “if you call that walking” kinda way. What is more important is that they are alive and a PC race. The average merchant Tree travels “potted” and has a number of allies assisting it with business and travel. Trees develop allies easily; it is their very nature to succor small creatures of the forest with their disciplines. In exchange the small creatures of the forests lend their eyes and voices to the trees. As a tree ages its ability to commune with other life forms grows stronger.



Some trees can literally walk. Very very ..very slowly. Quite literally more like a tottering lumbering than walking. They can bend their branches enough to whack someone hard, if slowly; and they can throw things like .. apples and acorns. A war band of trees is literally a sea of spiny wood creeping towards a city with the speed of molasses, but when the powerful wooden men reach a city gate they are an unstoppable force that can uproot walls and buildings.



Only the biggest and more powerful trees walk like this. Well the “Kraken Tree” is very mobile, walking at nearly animal speeds, but their “walk” involves no small amount of dragging themselves along the ground instead of actually stepping like the tall walking trees. Snakes are actually plants (vines) in the Wonderful World with vicious razor sharp roots that plant in living creatures and feed off their blood waters. Bushes are bustling little fellows that glide and roll amiably through the world.



The standing trees are more common than the walking trees, and they “cannot walk” but they can instantiate an ephemeral form such as a dryad communally. Similar to a lich the dryads are immune to destruction unless their secret grove is decimated. Furthermore any item or creature that has spent time in a dryad’s grove has a more potent



The flower people though, they are the real busy bodies. “Blooms and Shrooms” are the most common walking plant. They are roughly similar height as Mans and Orcnin, but their bodies are rubbery “snake like” plant matter. Bloom merchants are known for their cheap prices and their easy deals. Commerce is a pastime for a plant. Trees are known for their emmense greed, but the walking flowers are generally less concerned with their “horde” than their wooden cousins.



Pixies “the singing plants” look more like ‘Ayads, but are organically more closely related to the Blooms and Shrooms. The little plant people are often confused for Elendi largely due to the fact that they are so rare there are few who are aware of how to identify a Pixie as a plant instead of an animal.



None of the plants save the ‘Ayads and the Pixies are able to speak, and “plant sign language” is the typical trade language of the modern world. While most blood born races are able to decipher and comment in plant sign, true mastery of the language requires more digits and limbs than most Mans or Orcnin have wave around.





regarding the mists




The mists are one of the most important aspects of the Wonderful World. The mists are literally the “paradoxical presence” of the gods when they walk the face of the Wonderful World. Deities have the ability to reshape both lands and creatures, and they do so without active intention. The mists are the reflexive presence of the many eyed gods. The mists are the emanation of any powerful arconistic work. The forests of the wonderful world are misty with the minor workings of the many trees. Astrometric laboratories are full of misty fumes, and storm whales swim through the skies in miniature seas of their own mystic creation. Entire towns have been swallowed by the mists only to be returned without the inhabitants noticing. There is said to be a city in the mists, and many have claimed to have spent time there but the name of the strange shrouded port town is ever forgotten upon return.



Entering the mists intentionally is something only the mad or desperate would dare contemplate. Magic may be predictable and the gods may answer prayers, but the mists are a capricious natural phenomena that smoothes the erratic impact of the gods. Keep in mind that divine spark is relatively easy to come by, but harder to keep … and the most magnificent deities are at odds with their eternal opposition the elder dragons. The most powerful single deity in the wonderful world is the Dark Lord Jakenar. Despised foe of the elder dragons Jake has been able to gather more divine spark than any deity save for the original triune, and has even become forced to distill his divinity into obfuscated containers. These containers hide in mist filled caves throughout various locations. Other gods hide their powers from the elder dragons in similar fashions, but it was the Dark God Jakenar that first split apart his soul to hide his spark from those who would devour it.



Dragons devour creatures based on the energy value. The powers of the seven elements are intermixed with all living things, and dragons feed on that energy. To clarify, dragons do not eat meat, they ingest it and extract the elemental energies of the creature devoured. Dragons devour creatures for their energy, but elder dragons devour gods. In the first dawn of the wonderful world the triune molded mist like putty and drew pictures as with paint. The dragons were their aids, and attendants. When the speaking things came to the wonderful world of their own accord the dragons took favor in them and taught them things. When the Triune began to war over the speaking things the dragons became the protectors of the speakers. They taught the speakers how to become like the triune.



As a mortal attains divine spark they come to understand the mists that are an extension of themselves. They become manifestly aware that “Dwaren” is grey fumes that mingle in the dirt, “Elendria” is the moist and comforting “blue mist” in which Port Unknown can be found and from hence to a potentially larger cosmogony one could be bound or from. “Ogran” is the sickening fog that hangs in dark corners and blots out the former orbit of Taurn and Arconisti. Any “faces” of the triune that have ever been seen were in actuality avatars or allied lesser deities. The triune are not gods in the same manner that Jakenar is. Instead the triune are the literal substance of existence. They are the mists.



Once a deity gains the spark to see the three mists they learn their place within them. The countless lesser deities are bridges that flow the elemental energies of the universe throughout the sublime intermixing of the mists. Over time the dragons took it upon themselves to monitor and influence these bridges; building them up or burning them down as they see best fits the greater harmony of existence. The smallest of deities need worry little for elder dragons’ ire, but the more powerful a god becomes, and the more they disturb the mists … the more likely that an elder will seek out the errant deity and either set him on a path or devour the sparkling soul stuff that makes the god more than mortal.



Insomuch as game play is concerned,

The mists are meant to give you leeway. Sure that smacks of “lazy” dming but used properly it is not. In the setting of the wonderful world absolutely anything could happen with very little explanation. The divine red crested falcon could fly by and drop fireballs on the players ifn ya wanted. Stones can rearrange themselves under their own motivation, and you can never be certain a pesky plague isn’t catching a ride in your cohort. Basically… nothing is very predictable in a world that’s one part Eldritch Laser Beam, one part Bantering, and one part 1/2 elven theif mage.



The mists though, they provide “a visual” indication that the “many eyes of the gods” are present in the scene. Which god? Who knows. Spellcraft (or equivalent) can be used to analyze the mists for clues of the intruding deities intrusion. The divine casters can often see the personalities of gods they are allied or opposed to in the mists, though the reliability of such visions is circumspect. Creatures and items are swallowed by the mist and returned improved, destroyed, or eerily unmolested. People are drawn into the mists to meet with their destinies … or their fates.



Simply enough – the mists are the supra-fantastico. They are the fudge that you can use to make the wonderful even more unpredictable.

“My hometown was right here … damn mists … OH! The town moved to the other side of the mountain!” ~ Survival roll ... failed? "Oh musta been the mists." is a valid statement. Made by the gm ... or the player



Taurna


The lost Island of Taurna. Remnants of the fallen Island litter the Bottom Lands. Entire villages were destroyed by burning mountains hurtled through the three skies. Once the home of the True Taurn; the Tyrn, as the two legged “Taurn” are properly called in the Annals, believe themselves cursed with their failure to protect their native homeland. Some say that they have been doomed to the Bottom Lands, and other claim that when they have passed through the curse they will regain their original forms. This fanciful notion is not shared by the majority of the “Tyrn” who have heard it. We know that the Taurn is one people, and the silly term Tryn is almost an insult to many Taurn. At least it is not commonly used by Taurn. The Taurn have embraced the Bottom Lands as a new Taurn, but there are also many that still seek the high skies that their ancient homeland flew in. Taurn have made new homes throughout the Islands, yet none of the greater isles can match the mythical expanses of ancient Taurna. The largest Island that ever flew through the skies, Imperial war zone, and the world’s most tragic loss.



Taurna was a high sky island. Larger than both Dargonia and Tolen combined. Larger than the general expanse of the Sky Lakes. In ancient time the Imperials would lumber their grand ferries, and metal clad armies, to Taurna to do battle in a civilized fashion. The Taurn did little to stop this, they didn’t have nations on Taurna in the same fashion as the Imperial council. Representatives of the greater tribes of Taurna were welcome in the Imperial council, as were all civilized nations in the time before the Wizards War. Orcnin even sat in the council prior to the Wizard’s War, but of course the Arconistic Isle has been lost as well. “Tyrn” are welcome in council, but without a Greater Island as their homeland both Orcnin and Taurn have lost their seats in the Imperial councils. This of course was the intent of the Dark Mist. The spell that Turned Light Blue to Dark Green, and created the Dark Skies where Taurna and The Arconistic Islands once flew was most certainly meant to remove the Orcnin Hoards and the Tribes of Taurna from the politics of the overreaches of the Imperial Councils.



Pieces of the two Islands are indistinguishable when they are found in massive craters, mostly in the Pride Lands of the Bottom Lands. Some spectacular artifacts of Taurna can be found on all the greater isles of mid and low sky. A rarely seen Taurn, the (worm) lived not on the surface, nor the reverse, of Taurna, but inside the Island. These Taurn live much as the Flame Elendi of Tolen. There are many seekers that hope to find one of the “hidden chambers” of the “Burrotarun,” as Mans commonly knows the (wormtaurn). In ancient times they stored many mighty artifacts in their deep chambers. These reinforced caverns miraculously seem to remain mostly intact. More than one fortune has been made by those who have found such a remnant of Taurn. The city of Raniel *** made a fortune selling ancient Taurnin tapestries to Dargonian nobility, and more than one Bottom Lander settlement has been formed around the impromptu “castle” that the fallen (wormtaurn) cavern became when it crashed. Some of these falling fragments crushed cities and villages, and the remains of these lost Bottom Lands enclaves are also considered prizes worth searching the shifting wastes for.



Above the ridge on Taurna was said to have been mostly like the Pride Lands of the Bottom Lands. Expansive and mostly flat, there were forests and plains as far as the eye could see. The lakes of Taurna were brought by the storm whales, and Taurna never swung close to the Deluge. According to many legends the Ronians were originally of Taurna, but they were seated amongst the councils as from the moon. Since the Gnomes have overtaken the Moon, or “Ball Island” as they have renamed it, the Ronians have been without any true homeland. The Ronians have never acclimatized to the Bottom Lands the way that the Taurn have, and have mostly settled along the inner ridge of Dargonia and the outer ridges of the Sky Lakes. When Taurna still flew the Ronian net cities hung from the sides of the Island much the way the Bloom settlements color the underridges of the Greater Islands these days.



According to the reports of Imperial expeditionaries and the Taurn legends the Island was populated with an abundance of life similar to Wild Home. Fantastic creatures such as Horses and (…) were lost when the Island was knocked from the sky. The Bat, and the Taurn, are only two examples of how many of the creatures once unique to Taurn managed to survive the destruction of their native island. Bats originated from Taurna, and these cave dwelling creatures were flung across the skies and littered amongst the bottom lands. Once upon a time there were no Bats anywhere but Taurna, now, like the Taurn, Bats are found on almost every island in the skies. The valiant animals have found their way into the deepest Dwaren caves, and the flutter around the Gnomes Moon Ball. It is a curious phenomena that must have held the Bats on Taurna before the Wizards War. Just as they have over the last few centuries the Bats have migrated from Island with little trouble. They are now regular pests in the high skies (***) … when once they were an all but unheard of creature, they have become a staple food for hunters worldwide. The Bat, and the Taurn, are only two examples of how many of the creatures once unique to Taurn managed to survive the destruction of their native island.



Phurrin


The Catman, the Purrin, the Felin, the Fara. The Felintaurn are a common sight around the world. The most startling thing about them is the vast differences between one tribe of Pherthan and another. “Pherthan” itself is a recent appellation to the Cat-taurn, a sign of the times and “Tyrn’s” return to the Imperial councils. Amongst the Orcnin the Pherthan are known as the Hoc’Fara, the scions of Fara. Those who are not familiar with the church of Fara are unfortunate, and honestly rare. The Pherthan are a traveler people by nature. The Kattan, Felien, and Ocelan tribes of Tolen are the most familiar to Dargonians, but dozens of tribes of Pherthan have speckled the Greater Isles and the Bottom Lands since the time of the Mans-Tree wars. Pherthan are almost as common a sight in an imperial region as a Bloom, a Mans, or an Elendi. Those Pherthan that live amongst Mans are quite the imperials despite being Taurn. The Pherthan that live outside the bounds of the Empire are an entirely different story, and always unique amongst the Taurn.



Most Pherthan households are made up of one or two adult males, a number of females, and various other relatives of the primary family. The elders of the Pherthan are kept safe within the homes of the nomadic people along with the children. The males are expected to stay near the house while the females hunt and explore the territory around their encampment. Pherthan families that live amongst Mans will usually live much as their neighboring Mans, forsaking the nomadic lifestyle and living in a building instead of a mobile camp. Pherthan that make their homes with Mans will usually affect the clothing habits of their neighbors, but those Pherthan that live outside the cities of Mans rarely wear more than a loose harness and some form of cover against the wind such as a cape. Some tribes of Pherthan wear shoes and boots, but most Pherthan find footwear as uncomfortable as other Taurn. Specifically the Katur tribe of the Bottom Lands is known for their extraordinarily Mans-like appearance. Most Katur wear not only shoes, but pants and shirts as well.



The variety of Pherthan in the world is due, most likely, to their wandering nature. The Pherthan were the first of the Taurn to meet with Mans and Elendi. Long before Taurna was lost the Pherthan had begun settlements on Tolen, the Bottom Lands, and the Sky Lakes. Over the centuries apart the Pherthan diversified. The Katur tribe has nearly Mans feet, while the Felien tribe of Tolen has the () foot of most Taurn. Some Pherthan have thumbs, and some do not. Then there is the question of the Pherthan pelts. Brown, orange, yellow, mottled, and gray. The Pherthan are as multicolored as Mans, and at times there seems to be no rhyme or reason as to why a litter of Pherthan children will match or not match each others’ pelts. At least amongst Mans their coloration has some elemental connection, blue for water, red for fire, yellow for wind, and etc. The pattern of a Pherthan’s pelt appears to have no meaning whatsoever, other than the cosmetic value that is. Unlike most Taurn Pherthan are known to take lovers of other peoples, despite the physical complications involved, and also unlike most Taurn they are often considered attractive to Mans, Elendi, as well as other Imperial peoples. The Orcnin of course cannot stand the smell of any but another Orcnin, and most Pherthan agree that Orcnin stink.



While the Pherthan have an excellent sense of smell it pails in comparison to the olfactory abilities of most of the other Taurn, and comes nowhere near the stupendous noses Wolfen and Barkin have. Their hearing however knows no comparison, and their vision is most excellent. Most Pherthan are more than capable of operating in the dimmest light, but there is some diminished ability to discern subtle colors. Their diet is finicky, and if it changes too rapidly a Pherthan can suffer greatly. Most Pherthan eat the same meal everyday, and most Pherthan tribes eat mostly fish. Bottom Lander Pherthan, in particular, favor birds or other small game. Those tribes that cook their food will commonly mix rice or other grains with their meat, and like many of the Taurn tribes the Pherthan must eat meat. Mans may be able to eat like Elendi, but the tragic tale of Galien Felien, the “Starving Felien” is one of the oldest tales of the Mans-Tree wars. A diplomatic envoy that curiously managed to starve to death despite eating three meals a day with his hosts. In that ancient time the Taurn knew nothing of the Elendi and assumed the worst. The tragedy of Galien Felien is one of the many disasters that lead to the eventual loss of the Taurn homeland.



Pherthan, perhaps more so than the other Taurn, are flighty and eager to anger. A thousand Elendi paid in blood for the death of Galien, thousands more for other slights. Insulting a Pherthan is the same as drawing a weapon on them, and unlike most Taurn Pherthan have retractable claws – not horns. Their very hands are weapons equal to any Orcnin paws. Only the Wolfin are regarded with the same apprehension as Pherthan, and of course Wolfin have razor sharp claws as well. Despite this, or perhaps because of it, the Pherthan have always been intrigued by interacting with non-Taurn. The Pherthan tribes of Tolen consider themselves Elen, and part of the Dune Elf society. The Pherthans actually make most of the contact with the Tolenese and other Mans for the Dune Elves. The Pherthan that make their homes on the Sky Lakes have positioned themselves as a de facto policing authority that is effectively more powerful than the Imperial Dragoons. On the Bottom Lands the Pherthan are a major force both in the Pridelands, but also amongst the Silestrians and the Oceanic League (a loose confederation of water sailing Mans with strong ties to the Thalians). Wherever you go be it Orcnin or Imperial territory – you will find Pherthan keeping watch and a keen ear.



Visiting a Pherthan camp is rarely done, and the Pherthan are not known to maintain large settlements of their people. A noble may, however, find themselves in the position of requesting aid of an encamped Pherthan family, or in need of approaching a war band of Pherthan (usually the largest collection of the Pherthan at any given time). In such a situation there are a number of things to keep in mind amongst these touchy people. In their own domains they do not appreciate being looked at directly, they detest any attempts to make physical contact, they disdain those that wear clothes save for physical protection, and are usually willing to make a snap decision based off of a first impression. The key being that Pherthan do not welcome others to their homes. They will occasionally bring the lost or the wounded into their camps to heal, but most Pherthans would prefer to visit you – or meet you at a predetermined location rather than invite a retinue to their private demesne. The time that it is best to contact a Pherthan family is actually during one of their celebrations. During a birth, marriage, or coming of age Pherthan families will gather together and party louder and harder than most. The agile Pherthan will dance and “sing” for hours – even days, and all are welcome to participate. On such an occasion, however, any talk of business must wait until the end of ceremonies.



Inviting Pherthan to your household is again something that can be troublesome. Imperial Pherthan are of course an outright exception, but those Pherthan that do not ally themselves with the Imperials can be the most intractable house guests. If your pets happen to be in their diet – they may go missing, and while the Pherthan will gladly compensate you for “the meal” … trying to explain to a Pherthan why a pet is different than a free range food is simply frustrating, particularly since you know they know what a pet is, and are trying to get away with it simply because they have retractable claws. They will invariably be unable to keep the same resting schedule as the rest of the household, or at least one of them will. Even more disastrous in an Imperial household – most Taurn Pherthan will slink into as many beds as possible, try to buy or sell their or your children; often to each other. And! There are numerous reports of Pherthan “diplomatic” envoys whom have come, enticed the youngers of the house, and slipped off into the night with a dozen or more formerly Imperial citizens in chains. Or! Not in chains. The Pherthan have a strange effect on people, and due to their lack of larger ethnic government – the best advice regarding Pherthan diplomacy – is that there is no such thing.



Deer


A Hart, or an Antelope. There are many antlered beast that runs through the forests of the world. They have many names and are hunted from Bottom Lands to High Sky. They are not the most intelligent animals when set beside the Golden Dogs of Karn, nor the Squirrels that live amongst the Mans of Dargonia, but their alphas keep herds of wives and children safe from predators. The alpha of a deer heard is a formidable opponent. His head a rack of spears, and his hooves as deadly as swords. The herd will learn the layout of the territory the family lives in and use this knowledge to its advantage. Deer keep their sons and unlike lygers they keep their brothers and their wives within the herd. The mobile community that is a Deer herd will often have a white doe. This doe is a chosen similar to the chosen of the named, and is capable of elemental attacks. Hunting a herd with a white doe will bring renown to any who seek a true hunt. It is the rare explorer that finds such a herd however.


Cat


The cats that roam the wastes. Often mistaken for a brawny Pherthan the Lygers are a race of animals with powerful claws, and terribly huge jaws. Like a snake the Lyger can unhinge its jaw and eat its prey whole. They travel around a range or in a migration pattern, and a pack is made up of a single male, his wives, and their children. An adult male of age is driven from the pack by the parents and may or may not take others of his generation with him when he leaves. With his once sisters the potential alpha Lyger will forge its own territory or its own migration, its own hunting grounds. Amongst Lygers the women are the hunters, like their named cousins the Pherthan, and the male the ultimate home protector. Like their chosen brothers, the Lyger is a fearsome creature. It is powerful and more deadly than even a Troll. The Barragan Hoard of Bottom Lands keeps Lygers and uses them during their tournaments. Only a Troll or a Giant would ever look forward to fighting with a arena trained Lyger, and most consider it a death sentence.



frog

The green guest, the luck dragon, the pond guardian. Frogs are an odd little creature, and were originally of from the Lost Arconistic Isle. Before the Wizards Wars the Frog was a favored pet of the Orcnin, and in modern times the Bottom Lands are literally teeming with the friendly creatures. Generations of development on the bottom lands have changed the Frogs, and they have diversified. According to legend the original frogs were small, usually green, and able to carry the thoughts of their masters to others. Those frog breeds that have grown on the Bottom Lands have developed strange Bottom Lands abilities, and found various niches to fill in the ecology. To this day most Orcnin keep Frogs as pets, and those Orcnin that live on the Bottom Lands have been breeding the larger “Thunder Frogs” and a fire Frog they call a “Salamander” as guardian animals – much as many Mans keep Dogs or Bats.



Centaurn


A rare breed of Taurn. You find them in small settlements on Dargonia, Montara, and Wildhome (most likely). The fall of Taurna was disastrous to the Centuarn. There were very few of these hoofed runners living anywhere but Taurna itself. In ancient times they were said to be the most dominant tribes of Taurna. Their territories spanned entire valleys and mountains. The Centaurn were legendary for their speed, but the Centyrn are not the highland runners their ancestors were. The tribes that exist on Dargonia are found *north of the Elven Forests. They live in the rocky foothills between the forest line and the *southernmost area of the Old Imperial provinces. The Centryn are a simple people. The fact that their ancestors were rulers of the Lost Taurna is not reflected in their simple lifestyles. Of all the Taurn, they have taken the faith of () that says the change of Centaurn to “Centyrn” is a form of curse for failing the homeland they supposedly ruled. The Centyrn tribes of Dargonia have embraced the “Tyrn” name suggested by (), and to a greater and lesser extent so have the Centaurn of Montara. Whether the Centaurn of Wildhome are even aware of such literate constructions is unknown and unlikely.



Centaurn have an ancient and well maintained miraculous method of communication. Similar in many ways to some Elendi charms the Centaurn are able to communicate over vast distances using sacred braids made of their mane. This allowed the Centaurn to communicate across the vast plains of Taurna in antiquity, and is still used to keep close watch on their families to this day. With braided beads wives will give their husbands locks of hair, their’s, their children’s, and their family member’s. Using this charm the father in the family can keep track of his herd. Actually, the Centyrn of Dargonia no longer run in herds, and in fact have rarely see even the ridges of Dargonia. The tribes of Montara live on the surface of the Island and live a much as their ancestors did. The tribes rove the islands, slowly as Tyrn when once they ran faster than the wind. The Centaurn recognize the Dwar’s supremacy of Montara, and regularly attend the councils of the Dwar that rule the island. The Dwar care little for the upper side of the island. To date there has been no major construction or actions taken to improve the top of Montara by the Dwar that the Centaurn did not request.



The Centaurn of both Dargonia and Montara are reclusive, and other than keeping regular contact with the officials of the Empire, the Centaurn (or Centyrn) keep to themselves. They keep fields of various grains and seeds that are their primary diet. Like Elendi they eat solely plants. Unlike Elendi they prefer grains and breads, tubers, and eat sweet grass for their desserts. However they are more than able to survive on the bark of Trees and lesser grasses. Slaughtering food is actually something that Centaurn are loath to do. If, once upon a time when they ruled Taurn, the Centaurn prepared meat for their guests; they are no longer willing to do this. Perhaps it is an affection of the massive guilt they experience as a people, not just from the Loss of Taurn, but also a number of other “transgressions” as described by the () faith. Ideally the Centaurn – the bastions of Taurn – should have “driven themselves like a spear into the heart of their transgressor” – to quote the (). The fact that not only did the Centaurn fail to protect their island, but also failed to revenge the loss, has turned this once proud warrior race into indolent farmers. Most Centaurn seem to carry this burden of “why” with them constantly, though nicely in an entirely rhetorical fashion.



The () faith is not the only force amongst the Centaurn, certainly the Wildhomelander Centaurn could not have heard of it. Some of the Montaran Centaurn follow the gods of the Pride that their Taurn brethren have made contact with on the Bottom Lands, but more powerful than the Bottomlander faith is the general adherence to the Triune. Triunism recognizes the (), and the Pride Gods, and of course all deities as potentially actual Arcons. Regardless of the manifestations of the gods the Triunists amongst the Centaurn are certain that their people are not cursed for eternity. In quite dissension with the majority of the Centaurn, the Triunist Centaurn seek prophecy and omen that may bring their people back to their former glory. If they have made any progress toward this regard they have not made the knowledge public, and the ()ite Centaurn are particularly spiteful toward their hopeful brethren. They claim that the stain of failure will forever haunt the Centaurn, and that those who seek to undo the curse are dishonoring those their ancestors that died in defense of Lost Taurn. In such a dispute who can truly say what is right and what is wrong? Regardless, such things are best left to dragons and the Arcons themselves.



Any Mans that seeks to visit the Centaurn should either be prepared with their own provisions, or be ready to eat unbuttered bread. Of the Centaurn’s general fare only their coarse bread is palatable to Mans. Elendi guests, of course, find Centaurn cuisine delightfully exotic. Beyond the problems of feeding, the Centaurn are a placid people and are not very interested in pomp and circumstance. Sending heralds ahead would be considered rather overbearing, and even the standard retinue of minstrels and assorted assistants could disturb their peaceful existence. Neither the Centaurn of Dargonia or Montara hold councils, nor do they have recognized royalty. If there is an unofficial understanding of prestige or superiority amongst the various tribes of Centaurn it has been kept secret from their Imperial allies. Visiting even the most renowned of Centaurn tribes, () of Montara, is an experience far more similar to dining with an old Asperian Sheppard’s family than it is attending court. In comparison to the other breeds of Taurn the Centaurn are extremely rare, and many attribute their general apathy to their lack in numbers. Considering the legends of their majestic ancestors, Lords of Taurn – as they were called, this may be true.



It is an interesting fact that there are no known Centaurn tribes amongst the Pride Landers. Some say that the Centaurn prefer the skies, the () claim that since the Centaurn are the ones truly responsible for Lost Taurn they are not allowed the blessing of a new homeland, and yet the real answer would seem to lie with their paltry numbers. At the time of the destruction of Arconistic and Taurn the Centaurn were populous, but only on Taurn. The Centaurn that have settled on Dargonia were ferried there as survivors from Lost Taurna, and the Montaran Centaurn are the only known colony of Centaurn. Before the loss of Taurna the Taurna Centaurn considered their brethren of Montara to be a strange and starstruck collection of outcasts and dreamers. Perhaps their dreams prophesied the coming catastrophy, perhaps they were simply lucky. Regardless the few remaining Centaurn, or Centyrn, are a cautious and even timid people. Haunted by the specters of their past failures, and fraught with questions as to their place in a world without Taurna. Most scribes say that any glory to come of the Centaurn must come from the independent, and ancient, colony on Montara. The Centyrn of Dargonia, and the savage Centaurn of Wildhome, are assuredly far too complacent in their niches to resurrect the glory of the ancient Lords of Taurna.

Gnomes

Kings of the skies and masters of the Moon. The word “gnome” is actually a Dwarn term used to refer to anyone that uses arconistics. Throughout the history of the Dwar there has been more than one instance of the Dwar ejecting entire clans of “once-Dwar-now-gnome” from their Bottom Lands caverns. The Dwar that began the original colonies of Montara were once such a group. They had embraced Orcnin Arconistics and were thusly exiled. Several centuries later, during the Wizards Wars, the second largest exodus of arconistic Dwar became the people known by the rest of the world as the Gnomes. To the Bottom Lands Dwar that exiled both the Montaran and Gnomish Dwar – all Dwar from beyond the deep caverns are usually considered gnomes; that is unless they are considered Goblins. “Goblin” is the Dwarn word for Orcnin. The Dwar of Montara refuse to abandoned the name Dwar, whereas the Gnomes have embraced their separation from those that cast them out. To those that are not Dwar the linguistics of the matter may seem imposing, but: calling a Gnome a Gnome is correct, calling a Montaran Dwar a Gnome is not, and calling a Bottom Lander Dwar a Gnome is a dire insult that could very easily lead to a duel for the Dwar’s honor.



The Gnomes are Dwar in both appearance and mannerisms, and in general there is no way to distinguish them from other Dwar. The identifier is the fact that the Gnomes keep with them the trappings of Arconistics. It is strange that in an age when practitioners of Orcnin Arconistics are literally hunted and hung in many Imperial territories the Gnomish Arconistics are allowed to roam freely through most Imperial territories. The simple fact is that control of the skies is divided between the Tolenese and the Gnomes. The Dragoons of the Empire are certainly a powerful force to be reckoned with in all the skies, but they do not busy themselves with mercantile endeavors. The Gnomes, however, are extraordinarily interested in trade. With every passing season the Gnomish merchant fleet grows in size. A not-so-secret contest exists between the Tolenese and the Gnomes to dominate inter-island commerce, and the Gnomes are clearly winning. The Tolenese ships require careful upkeep and a team of Tolenese engineers to maintain their proper function. The Gnomish ships are capable of functioning with a properly trained pilot, and little else. Yearly, or even simply regular, upkeep is all that is necessary to fly a Gnomish ship. The Gnomes charge a high price for the overhaul of one of their ships, but they do offer an alternative option to some.



The Gnomish crews are a fair bargain. The crew is staffed partially with Gnomish sailors, and partially with the captain’s crew. The Gnomish crew is paid a large sum upon return to the Moon. Their “tour” of service is usually 4-8 years depending on how much money they are aiming for. Their duties are to keep the ship running, and learn about the world that they see little of from the Moon. In return the ship captain feeds and watches over them during their travels. The Gnomes only offer this to certain captain’s and the selection process is a strange, unclear, process. There is some oath involved that obfuscates the details of the full arrangement, but there are no record of captains who have petitioned for any form of retribution or grievance against the Gnomes and this arrangement. There is an entire district on the Moon dedicated to the Captains who have sailed with Gnomish crews. They are treated as Gnomes to the extent any non-Dwar could be, and the “captain’s district” is a deep well of information from around the world. Retired captains full of stories and friends from their old crews share glasses of ale and wine. A captain cannot simply “move-in” to this district – they must purchase their plot inside the Moon the same as any Gnome would. Non-Dwar living on the Moon only happens in two places. The Captain’s District and the Moon Deme, a forest being grown by the Kinder Elen on the outer surface of the Moon.



The epic comedy of the Gnomes capture of the Moon is told in taverns throughout the skies. Tanzian players have created countless valiant Gnomish adventures seeking ever higher skies for love, money, or simply wanderlust. The truth is that an exiled people made their way carefully, and with little help from any allies, to highest skies. There several clans of Gnomes first attempted to match with arconistics the miracle of Dolor. The various disparate clans of exiled Gnomes were unable to hold the pieces together, and eventually the confederacy of settlements of Gnomes in the High Skies came together in a council. They agreed to work together to reach the Moon, and within a generation they had. The Ronians controlled the Moon at that time, however the Gnomish arconistics proved more than sufficient to overpower the Ronians. Within another generation all the Ronians on the Moon had either been driven off – or eradicated. Since that time the Gnomes have been plunging the depth of the Moon and carving a symmetrically arranged series of caverns. Generations of Gnome have now labored inside the Moon, and the (), as the Gnomes call it, has not been completed. Of course, there are portions of the extant caverns that have not been inhabited yet.



Since the Gnomes overtook the Moon they took the Ronian seats on the Grand Imperial Council they have asked for little more than the rights of trade necessary to sell their ships to Imperial nobles. The Gnomes are the newest members of the Grand Imperial Council and are the only peoples that have not served a writ of war. The Gnomes seem more than content to simply remain a nation of merchants. Beyond just their ships the Gnomes also move delicacies from island to island, building materials, and a


Healer Mans

The tragic stories of the subjugation of the Healer Mans are enough to make even a Darien cry. The Healer Mans have been persecuted and literally hunted by most Imperials since the Mans-Tree wars. The Healers once had their own cities on the Sky Lakes, but during the formation of the Empire the Healer Mans refused to comply with the order to war. They sided with Trees in many occasions, and eventually a Ronian army descended from the High Skies and laid the Healer City to waste. It is believed that refugees from the Healer City made their way to the Bottom Lands with the aid of their Tree allies. From there the tales of the Healer Mans moves out of history and into legend – or fancy tale. The Healer Mans have been demonized and ostracized almost universally regardless of where they find themselves. The reason for this is their miraculous ability to steal souls.



There is no one alive that wants their soul removed from their body and used as some sort of food. This is exactly the ability the Healer Mans are born with, but unable to use save they are either killed or driven off. There are those that call them “Vampires” referencing ancient Karnian tales of soul eating monsters that can walk only at night. There are those that claim the Healers keep the arconistic arts alive and teach the secrets of arconistics in order to undermine the Empire and bring about a new Wizards War. There are those that believe the Healer Mans are a unified conspiracy dedicated to devouring the souls of every living creature in the world. Those who have met a Healer Mans find that impossible to believe. The Healers are simply a breed of Mans. They have a gift more ancient than the ones given Mans in this era, and those that condemn an individual for the powers granted them by the gods are worse than any vampire out of a Karnian fancy tale.



Those Healer Mans that survive to this day are known to travel together in secret. Families ally themselves with open minded caravans and other nomadic peoples. The Healers’ gift is powerful as well as scary. The act of removing a soul from a body allows the Healer Mans to cleanse or defile the soul. They are able to make wounds vanish from the body through manipulating the soul, and they are able to mutilate and deform as well. Tales aside most Healers spend their lifetime without so much as manipulating even one soul, and many simply save their gifts for when it is absolutely necessary. The truth of the Healer gift is that manipulating a persons soul is as dangerous to the Healer as it is to the subject. A powerful soul can override the Healer’s own mind, or a powerful wound or curse can transfer to the Healer from the subject. Those that protect the Healer Mans often misunderstand how dangerous it is for a Healer to use their gift, and many Healers have sacrificed themselves to save their protectors so that their families will be able to stay within the shelter of their adopted social group.



Societies such as the Dune Elves, The Watchers, and the Guides of Miria are all friendly toward the Healer Mans. Asking any of these groups if you could use the services of a Healer is likely to result in not only a dismissal, but also yourself being watched in case you intended the Healers any harm. The powers of the Healers are of such a nature that most consider them more frightening to imagine than the Savage Pherthan of Wildhome or a battle crazed Karnian. The reality is that for every hundred Healers that have been put to death simply for being a Healer there have only been one or two Healer Mans who actually intended to cause anyone harm or even use their abilities for anything other than healing. The Dune Elves in particular are adamant that the Healer families they protect are of no danger to their people or any else. The Healers that live with the Dune Elves are the source of the most accurate information about this scattered people, and the origin of the true tales of Healers sacrificing themselves to bring one of their adopted brothers back from the very brink of death.



The Healers of the Bottom Lands face even steeper trials. The Orcnin of the Bottom Lands actively seek out the Healer Mans families in order to force them to use their powers to benefit the Orcnin’Sa, and the Karnians have an absurd hereditary abhorrence of the Healers. Fancy tales aside, the Karn’s hatred of Healers most likely came from some form of territorial dispute dating from the first Mans-Tree wars. The destruction of the Healers’ City and the migration of the Karnian people to their current homeland could easily have happened at the same time. The details of the Karnian migration, including where they came from, is lost to history. There are some scribes who speculate an even deeper connection between the Healer Mans and the Karn. Allowing that the destruction of the Healers’ City occurred at the same time as the Karnian migration – perhaps the Karn are an offshoot of the Healer Mans breed. The powerful vivomancy that is the Healer Mans gift could have transitioned much as the Taurn did when they came adopted a new homeland on the Bottom Lands. The Karn are also similar to the Healers in that the Healers have an invariably monochromatic skin tone. Similarly the Karn are uniformly a light pinkish brown. The connection is tenuous and supported mostly by the fact that Healers (in this case called Vampires) are featured more regularly in Karnian fancy tales than in most cultures.



In some perverse twist of fate, the same Healers that are vilified worldwide are at the same time worshipped by cults of swamp born. According to legend a Healer of immense power revealed to them that a god would be born of the Healers, and that it would be through the guidance of the “true doomsayer” that this godling would be found. Since that time, the cult has spread from the southern swamps of the Bottom Lands to the Crosslands and via the Crosslands into Dargonia. The sad fact regarding this cult is that they have been significantly influenced by the Doomsayer religion of the Dariens. Only very little is known about the Healer Prophet, other than what his followers claim he said. If the Healer Prophet set out any guidelines of behavior they are most likely forgotten or replaced by the Doomsayers that consider the Healer’s Cult a subset of their own faith. The Dune Elves and the Mirians refuse to deal with Doomsayers or the Healer’s Cult, and most Healer Mans scoff at the idea – those that have foolishly put themselves forward attempting to gain the “royal treatment” from the cult have found that the secret “trials” outlined by the ancient Healer Prophet are quite deadly.



Elendi

The first of the mist blessed races. The Elendi were created from Mans before Mans truly became Mans. At least, so says most legends. The stories say that Mans came to the world without precedent. A natural occurrence that came as a surprise to the Triune. Elendria and Ogran’s reaction to the unexpected species was to collect all the Mans, split them in half between them. Elendria transformed her Mans into Elendi. A race of “Mans” both animal and plant. Mixed of both worlds and entirely dependant on neither. The greens and browns of their skin, and the yellow of their blood betrays their near plant physiology, but their form is wholly that of a Mans … with obvious subtle adjustments. Most are familiar with the Elendi and their Demes, but to review.



The vast majority of the Elendi live in what is called a Deme. The combined sacred powers of the Patriarchs and the Matriarchs create a protected region in which hostile creatures and dragons cannot enter – save in dire need or great numbers. The sacred area of a Deme grants all those that live there a communal ability to communicate with the Trees and other plants that will invariably grow strong and quick in the realm of the Elendi. In addition to averting potential predators the sacred power of a Deme encourages life and growth – ensuring all that live within the Deme (Elendi and Bloom alike) grow healthy. Blooms are the most common non-Elendi found in the Demes. The second most common non-Elendi residents of Elendi Demes are the Kinder Elen. These “gnomes” are mostly adherent to the Mother of Light Elendria, and are readily welcome at most Demes. In the skies however it is more common for the Elendi to create a smaller “lesser” Deme specifically for their Kinder Elen allies. Mans are also found in the Demes – particularly those who wish to extend their lifespans, even if only by a couple of decades.



Elendi industry and mathmatology has never truly compared to that of the other gifted races. They live long lives, but mostly under the shade of friendly Trees. Their ability to use Arcanistics is renowned in legends, but in modern times the civilized world would rather not know of such things. If the Demes harbor the remnant of the ancient Arcanistic Masters, or simply the remains of their ancient Acronistic traditions is not common knowledge. The truth is that each Deme, as each Mans nation is different. Many, particularly Bottom Lands Demes, maintain Arconistic practices that have served them since the dawn of civilization. In the skies there are Demes that never bore the Mages ill will, and perhaps harbor the remnant of the Arconistic Masters. Nonetheless speaking of such things in an Elendi Lord’s court would only be seen as the height of boorish ignorance. Sacred works are readily available to the Elendi, despite any Arconistics that may be practiced in their Demes. The Elendi are (after all) the favored, and eldest, child of Elendria and Mans.



Food and drink amongst the Elendi is provided most willingly by the Trees. Fruits are very common flavorings, but the most important part of the Elendi diet is leaves. With leaves and the sap of Trees an Elendi could survive indefinitely. Despite this simple sufficiency the Elendi also eat meat in roughly the same degree as they do fruit – mostly for the taste, and for their company. The fruits found in a Deme will be determined by the region, but the meat will most likely be dragon. The (Dargonian) Deme is famous for its small willow dragons. The docile dragon’s fur is spun into cloth, its skin makes sturdy leather, and the meat is sweat with a fruit juice diet. (Bottom Lands) Deme is famous for the rearing of large caravan dragons that not only serve to carry travelers and goods, but also provide such a surplus of meat that the (Name) Elendi are renowned for its export. Again the sacred power of the Demes makes the Elendies’ meat exports stand apart from that harvested by Mans or Taurn. The highly nutritious meat sells for nearly ten times the price of similar meats exported by other races.



Fruits are rarely exported by Elendi, as they are kept primarily to feed the Elendi live stock. Most merchants must take great pains to travel to the Demes themselves and purchase the legendary fruits of the Demes. In addition to prize meats the Elendi also export some of the finest craft work and art. The long lives of the Elendi predispose them to creating supremely intricate and detailed tapestry and sculpture, as well as some of the finest clothing and metal works available in the world. Some say only the Dwar surpass the Elendi’s craftsmanship. The Tolonese would disagree, but that contrary breed of Mans considers their technometrics a superior craft to any in the world. The weaponry and armaments of the Elendi has rarely been shared with other races. Most Elendi are given sacredly imbued swords and armor that has been handed down through the generations of their family. To give or sell such personal items is considered tantamount to selling children, a practice uncommon in modern times.



In ancient times the Elendi were second only to the Trees in maintaining “owned” servants. Armies of Mans and Orcnin were kept by the Elendi during the dawn of ancient civilization. The abolishment of the practice was simply due to the Orcnins’ refusal to allow such a practice. The hordes of short lived Orcnin were relentless for centuries. Again and again the stories say the Orcnin laid claim to the Elendi slaves, and this was no small part of the reason for the war between the two civilizations. The Orcnin claimed Ogran’s Right over all of their people, and the Elendi claimed sacred charge over all “lesser beings” in the world. An Elendi general named (Name) is classically attributed with bringing an end to the practice of Elendi owning Mans as slaves. The formation of the Empire, some 200 years later, was the result. The exact reasons (Name) freed their Mans servants is lost to legend, but most assume the Mans refused to fight for the Elendi even to the peril of their own lives. (Name) released them to their own sovereignty in order to then bargin for their aid against an attacking Orcnin horde, at that’s how most tell the tale. Since that ancient time no less than five Mans nations have claimed to be that nation formed by the Elendi.



As a commoner visiting the Elendi one has little to worry about insomuch as etiquette. Elendi are a loving and forgiving people that take pains to accommodate their visitors. Many say that Elendi are elitist and superior in attitude, and while that is often true when dealing with the nobility of Elendi – the common Elendi is far from it – at least in public. Perhaps the most pertinent facet of Elendi life is the phenomena known as Heart’s Tongue. The various Elendi languages that one might learn in a school or from an Elendi are all trade languages. The Elendi retain a special and secret language that is spoken only by native Elendi. This language is not unified, and varies greatly from Deme to Deme. The knowledge of how to speak a Deme’s Heart’s Tongue is considered sacred. Teaching anyone that is not native to the Deme (even another Elendi) is considered forbidden, and those that have betrayed that trust have historically suffered greatly. Reactions ranging from duels to imprisonment, or worse, can result. The story of Tain Ewin (a Mans scribe) who learned the Heart’s Tongue of Tala Deme – and his subsequent execution is an oft told cautionary tale.



For any Nobility that plan to make visitation to an Elendi court the first and foremost matter of concern is to ask first. Elendi hold little to be outright offensive other than presumption. Prior to the arrival of the your personage and envoy should be sent with a request of ceremonies. The long lived and easily amused Elendi will often bend over backward (literally in the tale of …) to appease their honored guests. Left to their own devices an Elendi household can become rather creative with their welcoming ceremonies, and on many occasions outright prankfull. Any renown or fame that your household claims may become a ready target of light jest, or regal production. The Elendi of the Dargonian Island are well known for creating theatrical performances honoring the guests of their ancestors. And never even attempt to speak the strange phrases of the Heart’s Tongue.


The Karn

The legends of the Karn are told worldwide. “From High Sky to Bottom Lands” as they say. These Bottom Lander Mans live in the most inhospitable region of the Bottom Lands and deserve the reputation they have as being unstoppable warriors. As the stories say, the dead walk in the Karn Lands, and the Karn settlements are in a constant state of warfare against the dead. Animals, people, everything that dies in the Karn Lands raises. The Karn destroy the bodies of their dead. This prevents the bodies from returning, but the ghosts of the Karn ancestors are a regular part of a Karn’s life. Due to the honors given to these spirits they protect the Karn cities and teach their descendants. The phenomenal luck attributed to the Karn warriors is actually the protective spirits that accompany Karn seeking adventure outside their homeland.



A visiting Karn is usually a delightful guest. The spirits that accompany him will guide and scold the warrior, and the ingrained sense of duty and honor prevent a Karn from reacting inappropriately even when they are offended. Beyond treating the warrior with respect the best way to get in good graces with the Karn is to honor the dead that accompany him. Traditionally this is done by placing a bowl of blood underneath the Karn’s chair. Another point of interest is the Karn’s golden hounds. These extremely intelligent dogs often accompany a traveling Karn, and should be treated with the same respect that is given to the Karn. These hounds are perfectly capable of understanding complicated ideas and are often smarter than the Karn. The “Karn’a’Karn” Girin is said to have brought these golden hounds from another plane of existence to be the guardians of his people before the generations of ancestor spirits had grown powerful enough to protect the Karn cities.



Visiting the Karn, other than being extraordinarily dangerous, is a treat. The society is built on respect and the weight of still present history. Ancestor spirits support the authority of the rulers, and have no qualms decrying a ruler that fails in their eyes. The ancestors and the manifest danger of their land means that Karn settlements are tight knit and generally free of internal conflicts. Visitors are treated with all the honors of family, and only outright hostility or evil intentions will change that. To truly gain the favor of the ancestors one should always make a toast to Girin before drinking, and the most respectful gift a non-Karn can give to a Karnian host is the tip of their sword. If you consider yourself a warrior breaking the tip of your sword on the hearth stone is the proper act, a noble or craftsman should have a broken tip properly prepared with hilt and handle. A warrior will receive the ceremonial blade back with hilt and handle, and be honored forever after with the title Karn.



It is important to clarify that “Karn” is the term Imperials use for the Mans that descended from Girin. The word Karn means warrior. Girin the “Karn’a’Karn” is simply “the warrior of all warriors” or “the greatest warrior” and to be called Karn is the highest honor the children of Girin can apply to an outlander.
What the hell is this thread?
What does it look like? :P
~
suffice to it is a collection of papers.

Orcnin

Doom and Woe befall anyone who would seek audience with the Orcnin. The discussion of manners amongst Ogran’s children is … tacit at best. Dominance is the only rule of behavior. Commands are the only respected form of communication, and threats are a kindness when lethal force is used wantonly. Amongst the Orcnin there is a strict racial hegemony. Unlike the Elendi or the Taurn the many breeds of Orcnin are drastically different. Goblin and Kobold, O’Sa, O’Ha, Gnoll, Troll, and more – each breed made for a purpose. Each species a component in the prophesied army of Ogran. The “Army of Ogran” is perhaps the most direct translation of the word Orcnin, at least as it is spoken amongst the Orcnin themselves. It is a Mans conceit that has stolen the word (actually) “Ogran’s” and transformed it into Orcnin.



The initial meeting with an Orcnin (of any sort) is best when full of bluster. One Orcnin has no real compunction killing and eating another Orcnin. In fact, most ‘Sa keep the teeth of Goblins as jewelry, and it would be considered outright shameful to wear the teeth of any creature you haven’t killed and eaten yourself. It is considered pathetic to back away from a fight – even one you know you will lose. Amongst the Orcnin there are a thousand subtle rules of engagement. Paramount to any attempting to integrate or gain influence in an Orcnin hoard is the recognition of the racial Hegemony. At this time the Sa, usually Orcnin’Sa, are the dominate species. How this is determined is a mystery to anyone not chosen by the Elder Dark Lord Ogran. What this means is that the Sa will always win. If a Goblin could kill a Sa – he will instead surrender. This divine mandate is the only thing keeping the Orcnin hoards intact. Without it, the internal strife would tear the Orcnin asunder and leave the world a safer and less dangerous place.



No Orcnin needs to be explained how to deal with Orcnin, but the first thing that any non-Orcnin needs to be aware of is that they are Goblins in the eyes of Orcnin. Goblins are the least of the Orcnin, the servants and messengers of the army. Goblins may not wear any teeth save those of other Goblins, or non-Orcnin. Entering into an Orcnin hoard for the purpose of business is easy. Keep your weapons sharp. Sneer at everyone, and threaten (or use) physical violence against Goblins wantonly. Assuming you properly impress the watchers – you will be lead to the Sa or their proxies. There you make your bargain, and are ideally allowed to leave unmolested. Those foolhardy enough to seek a deeper connection with the Orcnin have a more difficult task ahead of them. They must transcend their Goblin status in some manner or another. There are numerous ways and all involve death and destruction. The simplest method is to “become a Troll” though that “path” is not pleasant. To become a Troll you simply need think of nothing but food and death. Loose all sense of reason, attack first last and always, and you may be able to earn a “Troll Mark” amongst the Orcnin. That is … the Sa will give you (or more accurately allow you to keep) a Troll tooth to serve as a sign of your place in Orcnin society.



The elders of Orcnin society are eaten as a delicacy. All food is served raw or seared for flavor. Children are eaten on a regular basis, but it is a taboo to eat of your own breed save for special ceremonies. It is not uncommon for a Sa to force a Goblin to eat his own foot, and a routine punishment for failure is having one of your eyes removed and eaten in front of you. The worst place to be in Orcnin society is missing an arm or an eye. To have lost either means that you are simply waiting for your turn to be turned into stew. There are pins found in any Orcnin hoard where the doomed are kept until the time comes for them to be eaten. It is considered an honor to be allowed to make a selection from such a pin, and traditionally the chooser is allowed to keep the teeth of their chosen meal.
Kinder Elendi


The Kinder Elen are something of an anomaly in that they are not technically Elendi. They are born of Dwar, but as Gnomes they have been forsaken. Unlike those commonly called Gnomes the Kinder Elen have embraced the ways of the Elendi. The Term Kinder Elen translates the “Child Like Elendi” in classic Elendi phrase turning this means both that they are small and that they are similar to the Elendi. Most Mans are unable to tell the difference between an adult Kinder Elen and an Elendi child, particularly since the Elendi readily welcome the Kinder Elen into their Demes. Unlike the other Gnomes races born of the Wizards Wars the Kinder Elen have found peace and a place in the world that existed before the Wizards Wars. Kinder Elen have taken a true name, and in this age are born of Elendria.



Kinder Elen are most often found as guardians of Elendi households. Often Kinder Elen will masquerade as an Elendi child, or simply allow potentially hostile onlookers to consider them a child in order to better maintain the upper hand. The strange affinity that Kinder Elen have for diplomancy allows them to keep more than enough emergency provisions and weapons, and tents, and shovels, and etc other things that could be useful all while appearing unarmed and defenseless. It is a rare Kinder Elen that does not have a pair of mittens with the miraculous ability to stow a sword unseen. While others can suffer dangerous arconistic disturbances simply having a diplomancer’s bag the average Kinder Elen will have a pair of mittens, a belt, and even a diplomancer’s hat. All without generating any mist. The belt in particular is a point of interest. Similar to Mans Kinder Elen exchange an object in their marriage ceremony. The girl makes a belt, and the boy gives a hat.



As far as diplomatic relations with the Kinder Elen there are no particular rules that need to be complied with. They are a flexible and free spirited people. They are usually more concerned with your feelings, and will often vanish into their hats if they think they have offended you. Their pallets are almost identical to Mans, in that they eat fruits, meats, nuts, and vegetables. Unlike their Elendi allies whose main diet is grass and leaves. The only point where a Kinder Elen may become touchy or put out is if the discussion of what they smell like comes up. They consider their scents are very private and personal matter. This is most pertinent due to the fact that despite their taboo of speaking of it – they take great pains to smell very strongly. Again, Kinder Elen are a very affable people, and would most likely say nothings the matter should the conversation happen. They will however be extremely embarrassed, and polite hosts should avoid the topic.



Asperians are mostly familiar with Kinder Elen, and affectionately refer to them as “half elves” or “halflings” even in polite company. When making listings Asperians usually refer to them simply as Kinder, leaving off the proper Elen. What many Dargonians are not aware of is that the Kinder Elen of the Bottom Lands are warlike. These Bottom Lands half elen have a capitol deme of their own, and they maintain it in one of the most unlivable and hostile areas of the Bottom Lands. Kinder Deme, as it is simply known, is situated just to the south of Troll Country, north of the Goblin Mountains, and is on the shore of the pirate infested Inner Sea. The Kinder Elen of Kinder Deme have successfully held their city from countless assaults from their neighboring “countries” and have never sought aid from the nearest Imperial nation. In fact the people of Kinder Deme often say that they would sooner hire pirates than ask the Revalians for help. Though, despite this, the Kinder Deme representative in Imperial City have arranged for military aid from all the Cross Lands nations in the case of open warfare with the Darians.



Aquan Elendi


The Sea Born Elendi are considered the most beautiful creatures that walk the earth. Dwar, Mans, even Taurn find themselves fascinated by the lithe and agile movements of the mere-elves, as they are sometimes known. These elegant Elendi make their land locked cousins seem clumsy. Even on land the Sea Born Elendi appears to float, and in the water they fly. Their fashions are “different” than the Elendi of the land, favoring gems and worked metal jewelry in comparison to most Elendi’s preference for natural accessories such as flowers. A noble Sea Born Elendi in preparation for council is a sight to behold; brilliant eyes, a stately bearing, long strait hair cascading over a svelte sea and sun toned skin. Majestic only barely begins to describe the Sea Born Elendi, and odes have been written to their fingers. Ballads sung to their toes. Tales are told of Sea Born Elendi starting wars with one word, and those that have beheld them have no question as to this truth. The Sea Born Elendi are no fools either, and they use this irresistible allure to their advantage whenever they deal with others.



The Sea Born Elendi as a society are equally as accommodating as most Elendi. They conform to the lay of the land, or as they say “we flow with the current.” Unlike their land and sky cousins the Sea Born Elendi eat meat, mainly fish, as well as what they call “sea grass” – a strange plant that grows underwater in the Endless Sea. The carefully worked jewelry they wear is crafted under the water, and it is due to the lack of heat that gives the items their unique beauty. On land the Sea Born Elendi wear thick cloth wraps that hold water to keep their skin moist. In the water these robes are discarded and they reveal the slim skintight outfits that the Sea Born Elendi wear in their natural environment. Unlike land dwelling Elendi the Sea Born rarely have more than a couple of suits of clothing. Their apparel is necessarily more resilient than land walkers’ clothing, and most Sea Born Elendi wear the same outfit for around a fortnight before going through the process of extracting themselves from the suit – that serves a Sea Born Elendi for warmth, modesty, and no small amount of armor-like protection from the various sea dwelling beasts.



The children of the Sea Born Elendi are never seen on land. Their young lungs are not able to handle the air until they are at least a hundred or more. In the deep grottos protected by the Sea Born Elendi, hidden amongst the unfathomable space in the endless sea, schools of young Sea Born Elendi learn to fly through the water and speak the language of the sea creatures. After the young Sea Born masters the movements of water they are sent out into the endless sea to find new grottos and new homes for the Sea Born to inhabit. The Sea Born will not say how expansive their confederacy of hidden grottos is, but from rumor and tales Imperial scribes have reason to believe that the Sea Born Elendi nation may very well be the largest nation of people in the world. The Sea Born Elendi’s calm presence in even the most heated council sessions supports this belief, but the fact that they know no other nation in the Empire could make any use of their territory may be reason enough to alleviate fears that other nations would have. The Sea Born Elendi have also refused to put forward armies – even at the height of the Wizards-Wars, claiming that they have troubles in their own world.



The troubles they speak of are the curious breed of Taurn called Shaketaurn. These Taurn, if they are truly Taurn, must have dived directly into the endless sea when the Island fell – if they ever lived on Taurn at all. Regardless of where they came from the Shaketaurn, or Shakaer, are a vicious race that by all evidence has no written language, and only the barest spoken communication. When the Sea Born Elendi speak of their difficulties with the Shakaer they simply say that they have encroached on their territory, or have cost them much this last year. What the scribes have been able to gather, is that the Shakaer are actively seeking out the hidden grottos of the Sea Born and violently destroying them. What and why the Shakaer are after by attacking the Sea Born is a real mystery. The Elendi confirm that the Shakear are not using the grottos once they take them, and in one particular case the Sea Born were able to return to a lost grotto and found that not even their valuable were missing. The Shakear normally live in the shallow waters surrounding sea isles, and yet they continue to seek out these grottos and attack in mass. The always calm Sea Born Elendi say that they need no assistance from the rest of the Empire; “The seas are ours, and we will master them” they say.



Despite the Sea Born’s mastery of swimming they do have carriages that are drawn by beautiful creatures known as Sea Horses. These creatures are quite bizarre indeed. With a single bulbous head that is also their body, and no less than eight swimming arms to propel them through the water. The Sea Born train these Sea Horses to draw their carriages, though “carriage” hardly seems like the proper term. The undersea vehicles are shaped more like sleds, and are designed to be backed onto the beach or ship they will be unloaded on. With minor miracles the Sea Born are able to create air seals for the cargo that might need to stay dry, including a visiting Mans. The hidden grottos of the Sea Born are not truly hidden so much as they are secluded and nearly impossible to find. Under many circumstances the Sea Born Elendi have welcomed visitors to their homes, using what they call bubble charms to provide their air breathing guests with the ability to survive in their grottos. Trading with the Sea Born Elendi is almost entirely a matter of minerals or novelty. The food they harvest is unedible to land dwellers, and the same is true in reverse. “The sea is a bounty that will never end” is an oft quoted Sea Born saying, and leads one to wonder why they bother to trade at all.



Those that see plots and plans behind every curious question accuse the Sea Born Elendi of using trade goods to collect a hoard of crystals greater than any before. What they would do with this hoard is a serious question that has not been adequately addressed by those that accuse the Sea Born Elendi of such nefarious plots. More likely the Sea Born Elendi trade with the land dwellers because there are many crafted items that cannot be made under the sea. Steel being a prime example. Artwork and other novelties are major trade goods amongst nobility throughout the Empire, and there is no reason the Sea Born Elendi would be any different. While the bulk of the Sea Born Elendi’s exports are rare minerals that the Sea Born find readily on the bottom of the sea, the most sought after Sea Born product is their wine. It is assumed by many that the wine is made from some form of undersea grapes, but this is not the case. The wine is created from a fruit that has no land equivalent called the Luscious Darn. The wine is called Sea Born Wine, but is properly called “the Luscious Water.”



Fire El


Fire Elendi are perhaps the most unusual of all the Elen. The largest collection of their demes are found in the heart of Tolen. They are rarely seen even by the Dune Elves that live above them. The Tolenese generally avoid dealings with them because of a historical hostility of questionable origins. Most Tolenese consider the Fire Elves outright savages, and most Fire Elves consider the Tolenese woefully stupid. Admittedly through some strange circumstance the Tolenese refuse to use Arconistics or call upon miracles of any kind, but it is the opinion of this author that the Fire Elves are underestimating the miraculous nature of the Tolenese Technometrics. Luckily the Tolenese have no interest in the subterranean realms beneath them. Luckily for the Tolenese that is.



The Fire Elendi are the most hostile and warlike of all the Elendi. Their Demes are circular arrangements surrounding a large sacrificial alter, and they have long standing allegiances with dragons from the deepest heart of Tolen. The sacrificial pits are used to feed the dragons and their whelps, as well as punish those the Fire Elendi feel have offended the gods, or their honor. While not nearly as concerned with honor as most Dwarn the Fire Elendi do not allow a slight to pass easily. Blood duels and family feuds fill countless tales around their cooking fires. Despite their appellation of Fire Elendi they do not surround themselves constantly in flames or particularly worship fire in any particular way. Their immunity to the flames and their affiliation with the deities of fire mark them as Fire Elendi. The true and stark difference between the Fire Elendi and the rest of the Elendi is their cultural attitudes.



Most Elendi are never in a rush, but the Fire Elendi are constantly preoccupied with various games and sports. Sometimes wars disrupt their play, but the heart of Tolen is a quiet place. In the last four hundred years there has been one major conflict with migrating (burrotaurn) and six ascension wars. The Fire Elendi are generally a monarchy, and roughly 24 houses of noble blood rule the various demes of Tolen. Links exist between their nobility and that of the other Elendi, but the Fire Elendi are extremely secluded beneath the surface of Tolen. Most of their contact with the surface, and the rest of the world, happens through interaction with the Dune Elves. The Dwarn like jewelry that the Dune Elves sell is actually purchased from the Fire Elendi. The Fire Elendi barter their crafts with the Dune Elves for food and stories from the surface world.



A rarity in the world today – the Fire Elendi do not trade in crystal. The fact that the Tolenese are the foremost crystal traders in the world (and the mutual antagonism the Fire Elendi share with the Tolenese Mans) may have something to do with their aversion to keeping gold and silver crystals for trade. (name), a Fire Elendi king, has declared that the crystals of Tolen are obviously Arconistic. Most of the nobility have followed suit and overtly confiscated or destroyed gold or silver crystal currency. Interestingly the Fire Elendi have a form of currency that they use only amongst themselves. There is a certain blue stone that can hold the fire created by many of the Fire Elendi. This flame can be drawn out by those Fire Elendi that can sing fire, and it is said that in ancient times the dragons were the ones that taught these Elendi how to join the fire stones into statues and jewelry.



Just like the forests full of watchful trees and wise birds the Fire Elendi demes are under the careful watch of living stone statues. Most Fire Elendi patriarchs wear an earring that allows them to hear the sounds of their home from the other side of the deme. Statuettes adorn kitchens, and their blue stone eyes shine with a miraculous light when the cook wants to watch the kitchen. Fire Elendi children are taught to keep the stones with them, and many learn to control their gifts simply and naturally through using the stones. As they grow older they are taught the names that will release the powers locked in the stones. An exploding fire stone can be a nuisance or a lethal attack – depending on the Elendi who throws it. Many elders of a deme are able to use a supply of the stones to create a ring of fire in order to protect their family. The kings of the Fire Elendi are able to communicate through special fire stone statues.



Traveling through the subterranean caverns of Tolen can be confusing. A traveler knows they are getting close to Fire Elendi territory when they meet the sentries, a statue race that the Fire Elendi have created to guard the outskirts of their caverns. The sentries are carved in outlandish unnatural shapes and are brought to life via a combination of the Elendi fire stones, and dragon magics. The carved and adorned statue is lowered into the depths of the sacrificial chamber and weeks later the living stone climbs its way out of the well and joins the others. They speak the silent language of dirt and will either aid or hinder a traveler from finding the actual Demes. They have the ability to alert the Elendi kings instantaneously through the fire stone statues when hostiles are noticed. Most of the sentries spend their time standing at the crossways of the more commonly traversed cavern ways. Some are designed to blend into the cavern walls, and others appear as giant statues.



The sports and games of the Fire Elendi are no mere child’s play. Races through treacherous caverns and fighting tournaments are the most common pastimes. The elders of a deme will gamble on the performance of the participants, and the children will be given carved emblems of the contestants. The victors of the contests are rewarded with numerous honors, and, in stark contrast to similar sports amongst other Elendi, the loosers could easily die. The games the Fire Elendi play are treacherous and extreme. The most common contests are the footraces. Sentries watch warden and the strongest youths of the deme race through the underground passages, up sheer cliffs, and across deadly crevasse. They say that the deepest caverns will hold the bones of those who slipped until Tolen falls. Most likely the deep crevasses are linked in some manner to the same depths that the Fire Elendi’s shrines lead to. The dragons that live down there may feed on the failures as well as the sacrifices, and the attitude of the Fire Elendi? “Tough”



The honors of the Fire Elendi are usually fine crafted jewels, though a resplendent chambers and companionship are not uncommon prizes. Food is mostly a non-issue as the Fire Elendi eat primarily in communal meals. Daily meals are served in the center of the deme, and the established homes welcome less fortunate members of the community into their public dining chambers. Sculptors that can tame stone are highly sought after, as the Fire Elendi make their homes in the hard unyielding stone that surrounds the golden heart of Tolen. Like arboreal Elendi the Fire Elendi fit themselves into the space they live, instead of trying to force the surrounding to bend to their will. Nonetheless, stone singers are honored members of the community. When they are not rewarding contest victors the Fire Elendi stone singers are sculpting new murals into the walls of the communal chambers of the deme.



Making a diplomatic envoy to the Fire Elendi is far more complicated than simply visiting one of their demes in the course of travel. Weary subterranean explorers are welcomed so long as they pass the sentries, and given a share of the communal space and food. Visiting dignitaries and their retinues are held to a higher standard however. The most pertinent and potentially disastrous point of protocol is matter of the sacrifice. When one Fire Elendi king visits another it is consider a time for the execution of prisoners. The ritual of two lords condemning those criminals that have been held in sanction for the last season is very solemn and not to be disregarded. To make the best impression as a visiting noble, bring at least one condemned prisoner that you are willing to sacrifice to the dragon lords of the Fire Elendi. Other than that gruesome detail the rest of making a good impression amongst the Fire Elendi is fairly standard. They appreciate delicacies and tales of foreign lands, and share the general Elendi aversion to speaking with non-Elendi in or about their Heart’s Tongue.



Large scale trade with the Fire Elendi has proven impossible for Imperial envoys. Their visits usually end in some form of polite disaster according to historians. The Fire Elendi claim no serious grievances with the Imperial council, and the names of more than one of their dragon lords has been entered into the Annals. Mentioning the names of these dragons amongst the Fire Elendi is similar to speaking of their Heart’s Tongue, and should be avoided. The food that the Fire Elendi produce for themselves is mostly moss as well as a sunless breed of Heather tree. The only goods that they produce worth shipping are their enchanted jewelry, and this is readily available (at a minor markup) from the Dune Elves on the surface of Tolen. Given the simple ways and needs of the Fire Elendi, their most marketable commodity is actually a vacation location. Visiting the caverns of the Fire Elendi for the times of contest is worth hiring a cabal of Dwarn stone singers, and bringing accomplished stone singers is most likely your best bet when attempting to barter with the Fire Elendi.



crosslands


The Crosslands, Imperial Territory of the Bottom Lands. The territory is named as such due to the grand crossroads created during the original settlements of the Bottom Lands by Imperial Mans and Orcnin. Two roads were created. One leading from the Inner Sea to the Western Shores (the “Short Road”), and one leading from the Western Shores to the heart of what is now called the Pride Lands (the “Long Road”). A third grand highway (the “South Road”) was created, but it was never connected to the Long Road. The South Road was never enchanted in the same manner as the Long and Short Roads, but has served well to aid those traversing between the Goval region and the Pride Lands. The difficulty involved in connecting from the South Road to the Long Road is further complicated by the Pridelanders themselves. The region is not so much “hostile” as it is rigorously taxed.



The Long and Short Roads can be seen from most of the Mid-Sky when the Low-Skies are clear. The ancient diplomancers of the Empire worked mighty miracles and arconistic enchantments into these roads. They created an aversion to violence that protects those that travel on the roads from harm. No arcane activation is required, but those who know arconistics are able to quicken defensive and offensive magics while traveling the roads. Once Orcnin could walk these highways, and the Orcnin houses were in fact the builders of the short road. However, when the Orcnin lost their seats in the Imperial Councils the sacred power of the roads turned against the traitors to the Empire. To this day not Goblin, nor Sa, nor Troll may set foot on the roads. Trees as well back away from the roads, which is why the Long and Short roads are clearly visible from the Mid-Sky and the South road has been nearly devoured by the forests.



In the Cross lands four noble imperial families are housed and continue in a grand scheme as old as the cross roads that give the territory its name. The Bottom Lands is an expansive place. Not only is the Crosslands larger than any of the greater isles. It is larger than the three largest islands in the sky combined; Dolor, Wildhome, and Montara. Vanira, Merran, Relion, and Haaron forged an alliance of blood dating to the original campaigns of the first Mans-Tree wars. During the era of the Mans-Tree wars the house Reval was considered part of the Imperial Territory of the Crosslands, post Wizards Wars era the Imperial House of Reval declared dominion over the Goblin Forest region, and their independence of the Crosslands Councils. A representative of the Revalian house is present during Crosslands open chambers, and advising the Crosslands Councils as to Revalian interests. Any Imperial envoy to the Crosslands will find the eyes of Reval on them at all times, and unfortunately as foreign diplomats you will be invited to all the same parties.



Thankfully a commoner needs worry nothing of Revalian spycraft when visiting the Crosslands, and travel by ferry to the Crosslands is a common pastime amongst both nobles and regular imperial citizenry. Unlike the stout and rarified air of Reval or the “very Elendi” (name) city, the Crosslands are the picture of Imperial life from architecture to meal times. Ground beef, noodles, bread and cheese. Four meals a day in wood walls. Bunnies in the barn and the Dogs watching the fence. Dragoons watch the roads that are not the Long or Short, and familiar Imperial standards mark shops and inns. Then of course there is the beach, and the Crosslands major export - fish. The Western Shores have more beach than all the Sky Lakes combined, and the Endless Sea that stretches farther than the eye can conceive. The Crosslands are a beautiful place, and alive with Bottom Lands beasts of momentous size! Imagine Asper, only bigger.



The Haaron family has held the first seat in the high council for dozens of generations, and have lead the Crosslands to achieve significant progress in the realms of sea power (an odd craft) and the fortification of their Bottom Lands settlements. The security of a Bottom Lands city is no small matter. Silestrian villagers are capable of literally moving their cities over the spans of miles. One particular village, Rolling Rock Shire, moves seasonally in and out of Crosslands territory. In the summer time Rolling Rock transports itself to the Shores of Silestra and in the winter it returns to a reserved location near the cross roads itself. Miraculous land movement like this is one of the most profound differences between the Skies and the Bottom Lands. The miracle is that Mans have been able to tame the upheavals of land, and the slipping of space that is this strange island that floats on water instead of air. Other than a few villages like Rolling Rock the Crosslands has been mostly tamed, at least from the cross roads to the Western Shores.



As one travels further east from the Crossroads the leering Trees and the familiar habitation fades away. Taurn habitats and habits become apparent in the cities that lie east of the cross roads. The territorial skirmishes of the Taurn tribes that have made their new homes in the Pride Lands leave their mark on Imperial houses in the form of banners. As far as the Taurn are concerned the Pride Lands extends to the cross roads itself, the Empire sees the Crosslands as somewhat larger. Thankfully for the Imperial settlements in eastern Crosslands the Taurn are loath to drag non-Taurn into their private conflicts. They lay claim to certain regions (and the Imperials within), but the claiming is little more than the request to bare the standard of the tribe. Foolish Mans meddle with the squabbles of the Taurn war tribes and end up dead. Smart Mans smile and nod at the beast men and fly a flag, and take it down if another beast man tells them too. Only twice in the Crosslands Annals has the Haaron declared war with the Taurn of the Pride Lands; both times at the behest of the Merran, and both times due to Merran’s meddling with Taurn politics.



Strangely the Haaron have reported more difficulties dealing with the Revalian border than the Pride Landers. Mostly Orcnin incursions from the Goblin Forest, but there have been some mutterings of bad business with the house of Reval. The occasional apology for “misunderstandings near the border” has appeared in the Annals of the High Imperial Council. Those that watch the interplay of the houses see clearly that Reval’s excusing itself from the Crosslands Territorial Alliance (and the blood dept they paid to do so) was a move made to sever the sacred bonds of the Empire that would prevent them from getting away with independent councils. Reval is the only Imperial territory on the Bottom Lands that is ruled by only one noble house. At least, Reval is the only Imperial territory watched by one noble family, that has survived through all three Mans-Tree wars and the Wizards Wars. The House of Reval are of old arcanists, and most attribute their withdrawal from the Crosslands pact one of tact. The minor arconistics of one of the ancient and honored houses of the Bottom Lands campaigns (and one that has envoys in most Imperial houses throughout the skies) is of little concern to the rest of the Empire, and perhaps it should be.

Please post more! You might be insane, but I'm having an awful fun time reading all this.
I have to second that. This approach is...interesting. I'm not sure if you are insane, a genius or simply not a native english speaker ^^
Definitely inventive, and off beat. Good deal.
Wow, people who play Magical Teaparty Make-Believe Time bashing people who play Magical Live-Action Make-Believe Time? It's like I'm really on the Internet! - Rustmonster, commenting on RPGers vs. LARPers
:embarrass Hi :D :P

Bats!

In most Asperian homes there are Bats in the ceilings. The rather clever animals keep watch over the houses and families that live in them. The screech of a Bat is loud enough to wake dogs and their masters. Most Dargonian provinces train these Bats to protect their homes. They are raised amongst dogs and the family they will protect. The Bats are usually fed by leaving berries on scented paper. Some Bats are awake at night and some during the day. Both breeds are kept in Asper, though most Dargonian houses keep only one of the breeds. The Night Bats are particularly hard to handle, due to their glow. Day Bats require special care to keep as when startled they use their death curse. Despite the difficulties in caring for such dangerous and powerful animals the benefits are manifest. Night Bats light the way through gardens in the eve, and Day Bats are the most efficient guard animals. Many Imperial nobles keep a Day Bat with them at all times.


ravens

The black birds of the Bottom Lands. These rather intelligent little creatures are possibly the worst gossips in the world. They are capable of normal speech as well as the chirp speech of birds, and yet they use it sparingly and only for their advantage. Most times a Raven will simply cackle in amusement as they watch from nearby trees. Dealing with a Raven is basically dealing with the tree whom they keep their precious shiny objects, and bargaining with the black birds is a simple matter. Unless instructed to seek a specific prize by their wooden allies, all a Raven asks for is something that glitters in the light … other than gold of course.


Snakes


The common Snake is a slow predator. It is able to sit for weeks in one spot waiting for an animal to come by. The unwitting prey is captured in a single snap of the Snakes powerful jaws, and the strike of the Snake is like spring being released. The Snake’s jaw unhinges and swallows its prey whole, and the Snake is left to sit and digest its meal over the span of days. The larger Snakes are able to constrict themselves like rope around the larger prey while it slowly devours the animal. The illusion that Snakes are quick is part of their magic. Slivers of light “snake” out and away from the real Snake as it slithers slowly away from potential predators. Snakes also have a profoundly good sense of smell, and communicate more through scent than they do through the hisses and rattles they actually make to scare predators away from them. Some Snakes are poisonous, and some are fire tongues. The rare lightning Snake is found in the Sky Lakes, and certain areas on the bottom lands.


Wargs

The wild Warg is a noble creature. Like the Hound the Warg gathers in packs. They maintain a territory and generally do not attack people like Mans. If you violate their territory or appear wounded however they may become hostile. Many Warg packs have tacit alliances with nearby civilizations. Tacit in that the animal is incapable of recognizing the larger implications, and yet understands the alliance exists. The alpha male of the pack is capable of forging these connections, and the bargain is always as follows. The Wargs will come to the aid of Mans if they are allowed to hunt in peace. The rulers that the pack is allied with must enter the Wargs den and give food to the alpha male periodically. This ceremony serves several purposes, but the primary reason is to teach the younger members of the pack what a Mans is and to recite the sound that is used to summon the Wargs.


Trolls


Why anyone would even consider diplomacy with a Troll is beyond reason, however they are intelligent. They have a most cunning and ruthless intelligence, and they are capable of complicated speech and mathmatology. Though the average Troll would rarely bother. The reality is any Troll that would be invited anywhere in Imperial society will be a most unique and individual being. More importantly one should be aware of how to behave should they find themselves amongst a clutch of Trolls.



The vast majority of Trolls will be found in the care of other Orcnin, and as such treated as little more than wargs. Independent clutches of Trolls are rare, but still not uncommon on the Bottom Lands. Most often an individual Troll will live alone somewhere within a hunting range. The rare families of Trolls that exist outside of a hoard are usually a cluster of females with one male. The female Trolls will attempt to remain hidden at all times, and the male will roam the hunting territory that the clutch has claimed. If you find yourself dealing with the male simply escape or fight. If you somehow manage to find yourself face to face with the females there is one and only one “diplomatic” option that might leave you alive to bargain with the Trolls. Chop off a limb and offer it to them.



As most know Trolls can regrow limbs, and assuming you have good reason and willingly participate in their form of greeting – the females of the Troll species can lend their ability to regenerate to you. The question of will they, and why you would even bother is one best left to the insane individual that wants to talk to Trolls.



A more interesting possibility that is still nonetheless a bad idea is keeping your own Troll similar to the Orcnin’Sa. The process is simple. You must defeat the Troll, keep it in a dark place, and feed it constantly. Giving it a piece of yourself to hold onto will make it feel more comfortable.

Dolor


The Great Isle of Dolor is the most unusual Island in the skies. The Island not in the skies in the ancient times, and in fact there were no islands in low sky until Dolor was created by the Dolorian Ogres. This noble breed of Ogre was created by the Light Lords durring the Wizard Wars. Unlike the Ogres of Ogran the Dolorians are beautiful to behold and even stronger than the grotesk Ogres that maintain their alligence to their ancient Patron. Due to their reverence of Elendria the Dolorians are pacifists and will loose their gift of strength and beauty if they ever harm a living beast. They rarely leave the island home that they created.

When Taurna fell in the final confrontation of the Wizard Wars much of the gold infused debries were strewn about the low sky along with the twisted remains of the Rover Islands. This (term) sealed the Bottom Lands away from the civilizations of the mid and high skies for centuries. When the Dolorians began their search for a home the world was not willing to accept them. The Elendi could see them as nothing more than Ogres with pretty faces. The Orcnin saw them as nothing more than elves. They were like the Gnomes in their complete poverty as a people.

Amongst the Dolorian people there were powerful druids and no small amount of masterful Arconists. As they migrated from Dargonia to Tolen to the Sky Lakes they formed a plan. The greatest of the druids began collecting the debries of the fallen islands and bringing themtogether into larger and larger clumps. The center of the Dolorian capitol city is what was once the largest clump and the first one that was settled by the Dolorians. The city GreenHome began as a simple staging ground for the druids.

From GreenHome the high druids of the Dolorians were able to bring more and more clumps of fallen island together untill, many generations later, the island of Doloria was recognized as a true greater island. Doloria is idylic. It is a crafted island. Roads were grown, mountains were scultped, and each tree was brought specifically to the island. It has only been with the last few generations that the ecology of Doloria has taken a life of its own - having reached a critical mass of bugs and plants needed to support the beasts that have come to live on the Island.

The Dolorians have a distributed form of government that does not rely on noble houses. Each region has both a master druid and a circle of Arconists. Many fear to sail to the island due to the number of Arconists that live and work their arts on the island - but most of the Arconistics practiced on Doloria are kept in strict watch by the master druid and their alcolyts. The peoples of Doloria live mostly simple lives and rely on their isolation from the other civilizations of the skies to keep themselves safe. It is hard to imagine how the pacifist Ogres of Doloria would be able to withstand a invasion force considereing their gifts of Elendia.

The Pure Lands


Very little is known about the pure lands. Many believe they are a myth, but they are not. Those who have found their way to the Pure Lands find themselves in a bit of a quandary. You cannot reveal the secret of the pure lands. It is not a curse of magical prohibition - it is an understanding that you gain when you find yourself there. What can be said of the Pure Lands is that the Mans that make their home there are unlike any other in the entire world. They are short furry and nearly Taurn in appearance. They have skin of dark tan, and bright eyes.

They live simply and do not know lies or hatred or fear. There is a ceremony that the Pure Lands practices to both excise and purify their people. It is called the simply the seeker of the stone. Once a generation a child is chosen of the people to carry an artifact known as the purpose stone out of the Pure Lands and into the larger world. The mans who bears the Purpose stone at this time is known only as Pa Wah. Those that meet the seeker may learn the secret of the stone, and perhaps the secret of the Pure Lands itself.

Dariens


The Dariens are one of the most powerful peoples of the Bottom Lands. The Western swamps of the Bottom Lands are entirely controlled by the Darien Empire. Within their sphere of influence Orcnin, Naga, Elder Trees and many variety of swamp born make their homes. Discounting the loose confederation of the Elder Trees and their woodborn cousins the Darien's Empire is rivaled only by the Great Empire itself. Trade throughout the Western half of the Bottom Lands is carefully regulated by the Darien, this "many armed" people are observant and extremely calculating.

The Darien society is for the most part very similar to that familiar to most imperials. Complete with governors, councils, and officials such as sheriffs and the like. Dariens pay taxes to their government, and trade for goods and services. What may disconcert the average imperial visitor is the fashion of their construction. The Dariens make their buildings mostly from a unique fabric that special members of their species create naturally. Some wood is used for supports, but most walls are made of a flexible organic cloth of amazing durability. Some of the more wealthy imperial importers will recognize this substance, it is called silk.

The Dariens themselves are physically unique when compared to the many peoples of the world. Their skeletons are on the outside of their bodies, and their eyes are like many faceted gemstones. Most Dariens are in possession of at least one extra pair of limbs (taking Taurn, Mans, and Orcnin four limbs to be average). To the casual observer there seems to be no rhyme or reason for the number of limbs that a Darien may have. Some have the standard four, some six. The fact is that family and heritage play a large part in the number of limbs a Darien has and whether their spare limbs serve as legs or arms. Legends amongst the Dariens speak of eight limbed Dariens that are born in times of great calamity - a sign of the gods favor.

The gods of the Dariens are for a most part analogous to the gods of the Triune and the Empire, leading most to consider them simply Darien names for the great gods known to most, one diety in particular stands apart however. The Doomsayer. The Doomsayer is a deity known only through the words of her prophets. Described as a female eight limbed Darien of immense power - stories of The Doomsayer have reached imperial city by way of travelers and Tansian storytellers, but no appearance of the Doomsayer has been reported by the Imperial councils. Speculations as to whether the diety is anything more than an alternate face of Ogran, of the Triune, are rampant. Furthermore the prophets of "The Doomsayer" are known to rely on martial prowess over the use of greater miracles.

Despite this lack of manifestation by the Doomsayer deity - the faith in her philosophies are pervasive throughout Darien controlled lands. Each region of Darien controlled land maintains a temple to the Doomsayer - led by a "husband" of the Doomsayer - a male six limbed Darien claiming to be in contact with the deity. Their edicts are invariably in support of local authorities, and the cults that follow the husbands of the Doomsayer are called upon to quell uprisings or civil disputes should they occur.

Visiting a Darien controlled territory should result in no particular difficulties so long as your interests are apolitical. Dariens are as interested in trade as any people, and are willing to trade in either crystal or barter. Crystal trade is not as common in the Darien regions, and one may be forced to convert crystal into barterable goods such as forging metals or food. Silk is by far the most common export out of the Darien swamps, though Orcnin make regular trade of slaves with the Darien. Dariens that make their way into the skies are almost invariably interested in gathering slaves from the sky lands. Perhaps due to this - Gnomes rarely sell their sky ships to the Dariens. The Tolenese do not share this compunction - thusly fueling the crystal trade in the Darien Lands.

Entertaining Darien guests is a simple matter, if one that would disconcert the average Imperial pallet. Dariens feed exclusively on the blood. Cooked food is not digestible by their physiology. A simple order - draining blood being one of the standard steps for preparing food. Instead of discarding the blood simply give it to your Darien guests, and eat the meat. Similarly the Dariens seem to find it amusing that the "refuse" of blod drained meat that they generally turn into livestock feed is the staple of non-Darien visitors Diets. Despite their regular association with Orcnin the Dariens maintain no outright hostility toward their imperial visitors ... unless they are diplomatic envoys. If one intends to send diplomatic contact to the Dariens on behalf of the Empire - simply forget it. The Dariens have maintained a staunch support of the Orcnin over the Empire since the first contact with the Dariens dating back before the Wizard Wars.




Nixies


One of three breeds of the singing flowers. Nixies are perhaps the most rare of all singing flowers, and are considered by most to be "dark pixies" though this is a misunderstanding of the relationship between the breeds of singing flowers. Unlike their larger cousins the walking flowers (or blooms, buds, etc) the Nixies are capable of speech. They are also nearly indistinguishable from Kinder Elendi except for the fact that their "hair" is made not of hair at all but petals. These petals are coated with a poison - that will render most Mans or Orcnin incapacitated or dead within moments. This natural defensive ability is the source of their moniker of "Dark Pixies" despite their sharing little to no appearance similarity to the Pixie at all.

The Nixies are found mostly on the Bottom Lands, but are also native to the Sky Lakes. Tribes of Nixie are found on the WildHome Isle, and an expeditionary force of mercantile oriented Nixies make a Guild Hall their home on Gem-Ron. The Merchant House of Strenmowla is not the strongest house on Gem-Ron, but their incomparable ability to facilitate trade with the Walking Flowers and the Trees of Gem-Ron Isle ensures them a position of power that is not soon to be contested.

Nixies like most of the woodborn need little more than water and sunlight to survive and trade primarily for the adventure and interest of it. The Nixies of the Bottom Lands are known to act as protectors of regions as of yet uninhabited by Mans or Taurn. They maintain the dominion of the woodborn with a ferocity reminiscent of the beast born they resemble. Truly the Nixies is the most bestial of all woodborn. That said "the Dark pixie" are not particularly hostile without good cause. They have been known to hunt and prepare meals for visitors, and many tales tell of them coming to the aid of travelers on the Bottom Lands.

Beyond the Merchant house of Strenmowla there are no known "nations" of Nixie - instead the Nixies of the Bottom Lands make their homes amongst other woodborn glens. Acting as the heralds or ambassadors for their silent cousins. The rare traveling Nixie is unlikely to seek audience or lodging of an Imperial house - but if they should it is best to treat them as simply as you would a Bloom, though with quite a bit more conversation.




Satyrn


The two legged children of the once proud Sataurn. On the Bottom Lands these sorry and disorganized peoples are usually referred to as Satyr. There are no known Satyrn societies in the skies and even the rare collection of Satyrn of the Bottom Lands are scarce. The Satyrn are perhaps one of the saddest testaments to the loss of Great Taurna. The once proud Sataurn, the wise philosophers and guides of Taurna, were struck down harder than the Centaurn. While the descendants of the Centaurn, the Centyrn are exant on Wildhome, Montaran, and other isles - The Satyrn are found only in the outlying areas of ancient imperial settlements on the Bottom Lands.

The Satyrn have more than suffered over the centuries since the fall of Taurna. While the other Taurn have made progress in their attempts to reclaim their civility and society, the Satyrn have literally wallowed in the mud of the bottom lands. With less civility than Orcnin the only Orcnin disgrace these Taurn have not succumb to is the eating of raw meat. Of course the Satyrn are like their hoofed Taurn cousins in that they cannot eat meat. Perhaps decrying the Satyrn for their falling is too harsh - The Sataurn were steadfastly of Taurna. Unlike many of their Taurn cousins they did not make settlements off of Taurna from which to reconstitute the society.

The future of the Satyrn looks bleak - without some driving force to lead them into the future they will most likely fade into history as the arrogant Mintaurn have. Should a Satyrn find themselves in your lands - treat them as you would a Centyrn. Though expect a lack of the social graces and civility that the Centyrn cultivate.


Imperial City


The grandest city in all the world, home of the High Imperial Council, and nexus of civilization since the dawn of recorded history. Countless myths surround the creation of the grand city. Stories of the city created by the hands of gods, or demons. Tales of how the city was forged by Dragons, Mans, Elendi, or even Dwarn abound. The truth is the many myths of Imperial City's creation are the result of the failure of fact to hold more power in the mind than fancy. The history of the creation of Imperial city is writ plainly upon the walls outside the High Council chambers.

In the most ancient times, before language had become codified into words, the greatest Arconistic masters came together in an attempt to end the savage conflicts between the many peoples that sailed the skies. Mans rode dragons out from the Sky Lakes and waged war with the Ronians. Elendi rose from the bottom lands to battle the Orcnin of the Arconistic Isle. Taurn found themselves allying with either side willingly or unwillingly, and Trees played each side against the other. In that time, some 100,000 years ago, Mans had only just begun to learn (or perhaps better to say steal) the arts of Arconistics from the Orcnin. The Elendi had yet to throw off the yoke of the Trees dominion, and the Dwar had never seen the light of the skies.

In the bitterest of irony it was the Orcnin Masters that created Imperial City. To this day there are places in the great arconistic device that is Imperial city that cannot be accessed by any save Orcnin, and those places have remained unreachable for over 10,000 years. Not since before the wizard wars have Orcnin arconistic masters been allowed in Imperial City. Orcnin certainly - so long as they forswear their alliance with the dark gods of the Orcnin, but none who maintain their allegiance to Ogran or his host. This prohibition is no hollow proclamation. In ages past the streets of the city were enchanted to harm any who walked on them that were not citizens or bearing the mark of citizens. In this age those enchantments are no longer active, but those that enter attempt to enter the city with Ogran or any Arcon known to be amongst his host will suffer the ancient curse of a thousand screams with every step they take in on the streets of the city.

The ancient Orcnin acronistic masters that created the city left a pictographic record of their work upon the walls of the council antechamber. In that time before the Empire the arconistics masters came together and made a great work - powered with the sacrifice of one million Mans. The city was created a perfect circle of seven stacked disks. The centermost and highest disk was designated as the seat of the gods. () thrones were set to honor the pillars of existance and () arcons were invited to take seat upon those thrones. The intent of the arconistic masters was to gain sway over the entire world by allying with the grandest of the arcons, and thereby overpower both Trees and Dragons alike. As history must certainly show - this grand design failed terribly.

The first tragedy that struck the grand city was when the acrons refused to remain in seat upon their thrones. The great arcons were intended to remain and grant their power to the city - keeping it in the skies amongst the isles. An artificial Isle, however the arcons began to bicker amongst themselves and then all but the dark lord Jakanar abandoned the city. The magnificent disks fell from high sky and by Jakanar's will the city struck the great island known today as Dargonia. Most historians who have studied the pictographs detailing this event are certain that it was Imperial City's impact upon Dargonia that began the slow, but steady, breaking of Dargonia. A process further aggravated by the great tether that links Dargonia to Tolen.

In further disaster, when Imperial City embedded itself into the side of the great Isle of Dargonia, then known as Ronerian, it shattered in twain. Almost half of the city fell off the side of Dargonia, and landed somewhere on the Bottom Lands. The location of this lost piece of Imperial CIty is unknown to this day. The arconistic masters that survived the process thanked their respective patrons and set about to salvage what they could of their great work. To their credit the city as is is today - with greater enchantments and the docks, and the landscaping (city walks, structures, and gardens) are for the most part the same as they have been for 50,000 years. Some minuscule personalization aside - the major structures other than the temples of the 5th tier are exactly what they were when in a final comedic turn of events the Orcnin lords of Empire city were overrun by Mans and Elendi.

Using both the miracles of Tree taught Elendi and arconistics stolen from Orcnin, and army of mostly Mans overpowered the lords of the city. The former name of the city is lost - its pictographic emblem remains above many archways of the city. A six pointed star surrounded by a disk with four arrows pointing inward toward the star coming from each cardinal point of the star. The taking of Imperial City (called in some Mans legend Orcnin City) marked the official beginning of the Empire. Mans arconistic masters could control the city, and miracle working Elendi could appease the arcons. Between them Imperial City took on something of its intended purpose - as a meeting place between the representatives of the most powerful of the mortal realm - and a council of the most powerful of the arcons.



Arcons or Gods OOC


I Apologize for any confusion. Arcons .. are Gods. As I eventually intend to collate all this into a book written entirely in character and the word "god" will eventually be removed entirely (for more than one reason as I am want) in favor of the flavor term arcon. Just in case your getting confused. (hence the "don't be an acronistic" thing - acronistics is the act of ... well "acting like a god" so inherently hubristic and most often eventually resulting in the other arcons requiring you to "pony up" so to speak - usually with rather nasty soul rending implications.

This keeps blowing my mind. What are you going to do with it? :D
There is a specific couple of people that I want to work on the project with. Though any suggestions will be taken into consideration. I'm putting this stuff up (instead of keeping it to myself) as a ... erm "sneak preview" kinda stuff.

:P I'd also like to see if I can inspire some graphic artists :P
... any good setting book needs IMGs ...

Barkan


Most Imperial Mans are familiar with the Pherthan, Weran, and Dardan peoples of the Taurn. Interestingly it is the Barkan that are by far the most populous of modern Taurn. The Pherthan are a close second most populous Taurn societies. The Barkan, similar to the Pherthan, were always a traveling breed of Taurn. Unlike the Pherthan they are almost entierly nomadic. Rarely will you find a city established primarily by a group of Barkan. Barkan tend to prefer to stay on the move, and while they are without cities proper to call their own they do maintain certain hideaways. Caches of resources that they will return to periodically, or seasonally. These caches are usually stored not on a greater isle, but on a smaller orbital isle to keep random passer byes from happening upon the Barkan tribes secret storehouse. These stores of equipment are usually redundant. Not so much necessary to the Barkan family in its travels – but a resource that they can return to in times of need or loss. Many such caches remain undisturbed for generations.

Barkan are extremely family oriented. Of course all peoples are concerned with their families, but it is very rare for a Barkan to leave their family unit. Barring disaster or marriage a Barkan will remain with the family that they were born into. When there is a marriage amongst the Barkan the will come together for almost a month of feasting and celebration – at the end of which more than one union may occur. According to ancient practices of the Barkan the newely bound will depart with the family that has the least numbers. Thereby steadily growing the strength of the weaker tribes, and preventing the larger tribes from growing too large to support. When a tribe grows beyond either five families or about a hundred or so members the Barkan will begin to seek a smaller tribe in order to balance their numbers more evenly. Centuries of this practice has helped maintain the Barkan as one of the most powerful societies of Taurn – even if they have no cities to to call their own.

Physically the Barkan and the Weran share much in common, but the two peoples of Taurn could not be more different from each other. In fact the antagonism between the Weran and the Barkan is the most likely explanation of why the Barkan are rarely found on Dargonia except in Imperial City itself. The two peoples of Taurn and their vicious disputes are the stuff of legend on lost Taurna. The most notable of which is the tale of Lyangi of Weran's War. According to the legend a Barkan tribe was moving through a territory claimed by Lyangi's tribe, and Lyangi demanded an offering of respect. Such an offering is very common amongst the Weran, as well as many other Taurn tribes, but the Barkan tribe refused. They claimed that they would be gone before Lyangi would have so much as a chance to appreciate any such offering. Lyangi responded by banishing any Barkans from returning to her territory for all time. The stories continues that the Barkan decided to test this prohibition again and again. Eventually the Weran and the Barkan were in full scale war.

After a generation of conflict, according to legend, Lyangi won the war and Barkan were all but banished from their homes on Taurna. Again, according to Taurn legend – this is the reason that the Barkan were found more commonly on other islands than Taurn itself. As with most legends, particularly Taurn legends, the actuality of Lyangi and his war is unverifiable. Perhaps the Barkan simply never made much of a home on Taurn – preferring to roam the world free of the more territorial Taurn's conceits. The problem for modern researchers and determining the truth of any such legend is that Imperial records have scare information regarding the Taurn or the history of Taurna. The legends of Taurna and its peoples and histories are nearly a millennium old and passed more often through campfire tale than texts. Weran legends aside, however, the Barkan themselves tell tales of “Vicious Lyangi” as a cautionary tale regarding why the Barkan do not stay in one place for long – though their versions of the legend are told more like ghost stories than history. The Barkan's Lyangi could be everything from cannibal to terrible torturer – and vile arcanist. No amount of historical accuracy remains in the tales they tell their children.

When a Barkan tribe enters your territory the most obvious sign (other than a disturbance amongst any other Taurn) will be their most notable form of communication: the Howl. The Weran that most Imperials are familiar with will howl as part of their ritual observance, monthly. The Barkan, however, prefer to howl almost constantly. If you can get past the constant howling – then they are generally pleasant guests. Do not expect them to provide any form of “offering” or recognition of territorial authority – the Barkan have a certain disdain for those that are “bound to dirt” as they call it. The one thing they will bring is their most trade able commodity – their wine. An individual Barkan is almost always seen carrying a jug – in that jug is a wine that is being prepared. In their carts the wine ages. They will rarely part with their prized wine for free, but if you do them a great favor they will most likely pay you with the wine. This wine is one of the best anywhere in the world and prized by those who respect great wines everywhere. Barkan are meat eaters, and like many Weran are quite in favor of cooked meat.

Should you find yourself in need of the aid of a Barkan there is one thing to be primarily concerned with. The males of the tribe are in clear and uncontested dominance. Barkan are polygamous and there are usually up to five primary males. Often these males are brothers. To travel with a Barkan tribe you absolutely must swear to follow one of the primary males of the tribe as though you were their child. That said – once you have passed that hurdle of diplomacy the Barkan are welcomed without and protected as one of their own. Sadly the truth is that there are Barkan tribes that have been whipped out to the last member when they welcomed too readily someone that was all to willing to deceive the trusting Barkan.

Zombie


The dead who walk. There is not much to be said regarding the dead who walk. They are not polite dinner guests and in no way could they ever become so. They are dead. They have been reanimated by some dark force or another and there is simply nothing to do with them other than to put them down again. They are quite annoying - as they are already dead, and the only sure way to end their existence is to beat them most utterly into a pulp. The unfortunate peoples that must deal with them regularly are actually quite adept at doing so, and have one particular piece of advice: blunt objects. Blades seem to do rather allot of nothing to the pestersome beasts.

Dargonia is thankfully fairly clear of the creatures, however those that live on the bottom lands are plauged by them on a rather regular basis. Particularly the Karnian regions where any dead that is not properly inturned arrises as soon as the next dawn. Those who live too close to dark sky are also continually vexed buy the unholy creatures. Thankfully for the most part the "Zombies" are rather dull. Birds and badgers are regularly far more intelligent than the walking dead, and it is perhaps by this reason alone the creatures are more a nuesance than they are a danger.

In regions where the powers of death are great enough to generate hordes of the walking dead they are indeed a great threat, and it shows to the wisdom of those such as the Karn that they take regular precautions against such creatures. Salt is a certain protection against the zombie. The Karn lay salt in a circle around their cities in ritual fashion every night. The Revalians do so as well. Those in the skies are loath to waste a resource that, while common on the bottom lands is rare in the skies, in such a way. Thankfully the power of the churches also drives the walking dead back.

The only diplomatic advice regarding zombies that need be given is this: oft times zombies are governed not by pure dark forces alone - but by an insidious intellect as well. If such a dark arconistic practitioner is active in your region it is best to seek the aid of the nearest imperial outpost. The dragoons are adept of old at dealing with such dire arconistic practices. Attempting diplomacy of any who would raise the dead is a futile endeavor .. at best.

The Air


The elementals that are the living wind. These capricious and ephemeral beings are the most common of those known as the Sand Born. The term barely applies to the Wind Elementals. The substance that they are made of is the most non-substantial known to any and were it not for the powerful force they apply at times most would refuse to believe in it. Air elementals, like all Sand Born, are neither male nor female. They are created in a fashion inexplicable to those with blood or sap in their veins. Most presume they are eternal, however this is not so. Bizarre as it may seem even the wind can die.

An Air Elemental is immune to the strike of a sword or the swing of an axe, but there are certain arconistics and miracles that can destroy an Air Elemental utterly. In addition to mysticism, the Fire Elementals devour Air Elementals in the natural cycle of existence. Unlike the versus relationship that a blood or sap born creature would feel toward its predator the Air Elementals hold no grudge against the Fire Elementals. Perhaps the lack of family and children creates a lack of attachment to their own existence. Perhaps they are simply incapable of joy in the same sense as a blood or sap born creature.

While the Wind has no attachment to life - they still retain a certain willfulness that can be either boon or vexation to the blood and sap born. The wind may decide to rush strongly against building - rending structures to pieces that would otherwise stand strong. A Wind may decide to knock a person off their feet, or snatch a object from their hands. Conversely Air Elementals have been known to spontaneously aid a person by catching them and saving them from the long fall off an island. Many tales tell of someone that has fallen off the a ridge only to be rescued by the Wind.

Those who adhere to the Imperial Religions declare that there are two fonts of Wind. Two arcons, brothers in dire opposition, that generate the Winds in their divine forges beyond the mists. Dak'na'ule and Thamior. Dak'na'ule is the Lord of the Dark Winds of Winter, and Thamior is the Lord of the Warm Winds of Summer. Attempting to speak to the Winds regarding the brothers is pointless. The winds will only echo the words of those that they have heard, but avatars and heralds of the brothers most assuredly proclaim dominion over the Air Elementals - of one type or the other. This claim to dominion is not a hollow claim as the heralds and avatars of the brothers are readily capable of calling on the Winds to their aid - not the least of which is their ubiquitous ability to fly.

In the rare case that a Wind attempts some strange form of diplomancy, and manifests a visible or at least tangible presence in an Imperial court, they need no more hospitality than acknowledgment of their sovereignty. The Winds are the very vehicle of speech. Without their humble presence words could not make sound, and the vital energy of the arcons could not enter the bodies of the living. While Water, Fire, and Earth Elementals are far more tangible - it is the Air Elementals to whom all breathing creatures owe the debt of continued existence. It is unfathomably horrific to imagine what would happen to a city or land that drew down the ire of the Air Elementals. To have not only words but the very breath refused yourself and your peoples.

Indeed - praise the winds with every breath they deign to give you.

Aieron


When one thinks of the Ronians the image that comes to mind first is most likely an Aieron. Their feathers are as multicolored as any Mans, and they are by far the most populous of the Ronians. Their flocks are common on Dargonia, Tolen, Dolor, the Sky Lakes, and even the steps leading to Moon. Their culture is a simple on - like most Ronians they avoid lasting settlements, and do not have a formalized form of writing of their own. Aierons are mostly hunters and their ancient arts are mostly dedicated to the rights of the hunt. They worship both the arcons of the skies, and the arcons of the hunt. Unlike some of the Ronians the Aierons are generally welcome amongst Imperials, Taurn tribes, and Orcnin hordes alike.

Some say the ancients ways of Diplomancy were first created by the Aierons. If this is true they have most certainly been surpassed in this art over the centuries. They still retain the arconistic arts of the many tongues, and their wayfinding ways are stronger than the other Ronians, but in this era it is the fey, the water born, that are the true masters of Diplomancy. Even the Elendi are able to create waystones and sure paths, an art that the Aierons have either lost - or never truly had. Perhaps like most of the Ronian peoples - their legends are prone to be aggrandized, but the possibility that it was the Aierons that first created the ways of Diplomancy is very real. They may have begun what others took up and took further than the Aierons ever would have needed to.

Being free of the land - the Aierons are the very definitions of "flighty" in that most are loath to enter into bargains or agreements with them. If a situation becomes difficult or embroiled in conflict beyond the Aieron's comfort they will simply take flight and depart. This tendency prevents the tribes of Aieron's from establishing any sort of strong business or trade relationships with other societies. Hence the Aierons have remained hunters and gatherers over the long centuries. It is difficult to imagine these habits changing with the weight of centuries of history driving a wedge between Aieron culture and the larger mercantile societies of the world. That said they are still always welcome in most cities as their services, if transitory, are always in demand.

Should one be lucky enough to find themselves at the mercy of Aieron hospitality be prepared for a smorgasbord of fine foods. At least if you are a meat eating person. The Aierons are consummate hunters and use their arts to prepare and keep meat in some of the most miraculous fashions. They maintain some of the strongest alliances with the Elemental beings of any culture and can literally cook their meat while in flight. It is rather difficult to keep up with an Aieron tribe if one cannot fly, however if necessary the Aierons will call upon the Air Elementals to carry you. Some tribes, that don't have such a good relationship with the Air, or when the Tribe is flying through Dark wind, craft rope bassinets from the grasses that grow on the stepps of the high skies. Their luggage and guests are able to ride in these if necessary.

A visiting flock of Aierons, or lost Aieron in search of a flock to join, are relatively simple guests to accommodate. Unless wounded severely the Aierons will hunt and cook their own food - a point of pride amongst the Aieron peoples. It can be difficult to convince them to attend such functions as fine dinners. The fact that such events are usually held inside a roofed hall is one of the major reasons for this. A proper host to a Aieron flock would do well to have any events held outside in the open air. Aierons are meat eaters, but are able to stomach fruits and nuts. They would prefer nuts to fruits, and regardless of the sides of a meal meat should remain the primary course. This is a point of contention as their cousins the Kieron are strictly fruit eaters and many a diplomatic disaster has resulted from being unable to discern the difference between the two peoples of Ronian.


Dragon's of Light


Like most the Light Dragons are created not born. Light Dragons come from elementals of the the air or fire. During a dragon's rising an elemental will take on a more substantial shape and manifest flesh. Like all dragons each one is unique and forged by the mists with a purpose. In particular Dragons of Light are guardians of civilization. They are perhaps the most common of all dragons - most often found lounging on the walls of cities or flying regally outside of towns. They spend most of their time keeping the mists at bay, and retrieving those lost in the mists with their guiding light. Light Dragons are the friendliest to the peoples of the world and the most dire opponents of those that practice Arconistics.

While many are tempted to treat Light Dragons as friendlier than other dragons - do not fall prey to this temptation. They are as quick to anger as any dragon, and they are generally pre-occupied with their own matters. If you find yourself at ones mercy, or in need of ones aid - make your case quickly and simply and do not pressure them to aid you. Once they have made a decision they will not be swayed. Unlike most dragons there is nothing that can be brought to them as an offering as they survive off that most abundant of energy - the mists themselves.

When a Light Dragon comes to visit - feel honored. The only reason a Light Dragon will ever seek audience in an Imperial court is to barre tidings of either great calamity or wondrous fortune. It is best to accommodate them however they ask - and they should ask very little. There is no need to prepare them food or gifts, though songs and plays have been known to amuse them. Those of the Sky Lakes are regularly visited by Light Dragons - as the great wyrms seem to have some fondness for the chimes and pipes that the Sky Lakelanders make their music with.

Followed the link in your signature "Clockwork Horrors". Do you also write true horror campaigns by any chance? It seems we're a bit lacking in that department hehe.
Still slightly confused by the "clockwork horrors" reference, and sadly unable to post as often as I'd like. I started a new thread about horror, join that discussion here.

Will-o-Whisp


Creatures of pure light. Similar in many ways to Air Elementals the Will-o-Whisp is a creature of the air. They are born from the conflicts of Air and Fire and have a unique personality of their own. They draw sustenance from the attention of living beings. They need no other food, but their need to be watched provokes them to perform many odd and otherwise unfathomable deeds. The kinder and more altruistic Will-o-whisps will act as guides to those lost in the woods. Often leading animals about the wilderness for days on end eventually bringing the creature in the path of a hunter or traveler. Will-o-whisps with darker hearts will lead those that have become fascinated by their light into fell traps where they can pester their prey continuously - feeding off the subjects attention while it wastes away in a pit or tangle vine prison.

Those that befriend will-o-whisps are lucky indeed as the creatures are capable of traveling nearly anywhere and finding almost anything on short notice. All that they ask in return is to be watched for a number of hours. Watching such a creatures is, while time consuming, quite amusing. Their aerial acrobatics are beyond compare. They are also able to start small fires with their sparkling bodies. Some Will-o-whisps make their "permanent" homes outside the gates of cities in the hopes of meeting travelers in need of a guide and "flying lamp" and others have been known to ally with a noble houses in larger cities. There they serve as watchmen on the busy streets where the eyes of many can see them.

If a swarm of Will-o-whisps arrive at your palace you are in luck. They need no food, nor lodging. It is a rare treat when all a guest asks is to be watched, particularly when watching them is such an amusing experience. There is reason to be cautious however. Will-o-whisps in large groups can become somewhat vicious. A lone traveler happening upon a large enough collection of will-o-whisps is in dire danger of being contained in a circle of the light beings until they have wasted away. A very large contingent of Will-o-whisps could descend upon a city and fill it full of light for days as the citizens are slowly lulled into a waking slumber that will only end with their deaths.

The most important thing to remember about Will-o-whisps is that they are not elementals, though they share many traits with them. Will-o-whisps have needs and will do what they can to attain them. Like all living creatures some are kind, and some are cruel. Some are willing to steal the attention of their prey and some are willing to work for it. In case of need simply remember that while a Will-o-whisp is difficult to grasp - once you have gotten hold of one destroying it is as easy as snuffing a candle flame. A wash of water, a sheet of dirt of cloth, or even a strong enough blast of wind will extinguish these "lamp-o-lights" (as they are called in Imperial City).

fyi - this is my tentative checklist for the races I need to "anthropolate" or whatev'

checklist


Dragon Born
1. Sky
2. Flame
3. Earth
4. Water
5. Beast
6. Plant
7. Light
• Beast Born
1. Dwar
• Montaran Dwar
• Imperial Dwar
• Iron Wall Dwar
• Ferry Born Dwaren
• Half Dwaren
• DwarMans
• Goblion Dwari
• Goblidoran
• Elen Dwari
• Feral Dwerein
• Feathered Dwari
• Hoofed Dwarentyr
• Clawed Dwarentyr
• Flipper Dwarentyr
• CenDwaren
• MinoDwaren
• MyroDwaren
• DarinDwari
• PherthanDwar
• MereDwarel
• BarkiDwaren
• Lanalfar Dwari (star)
• Hudder Dwari (stone)
• Derro Dwari (soot)
• Lanvatier Dwari (Kinder Elentsi)
• Gnomen Dwarel
• Sky Born Gnomes
• Star Eyed Gnomes
2. Elendi
• Sky Island Elendi
• Heart Land Elendi
• Feral Elendi
• Sky Born Elani
• Stone Born Elani
• Sand Born Elani
• Sea Crystal Elani
• Malenti Elani
• Dragon Hearted
• Dolorian Elentsi
• Kinder Elentsi
3. Mans
• Vampire / Healers
• Wild Homelanders (Vanara)
• Imperial Citizens
• Tolonese Citizens
• Sky Islanders
• Wight (blues)
• Bottom Landers
• Karnian
• Thalian
• Gemron Aberrants
• Arcon Hearts
4. Orcnin
• Orcnin Sa (Bugbear)
• Orcnin Ha (orcs)
• Orcnin Ka (Kobold)
• Troll
• “Scrag” Water Troll
• Hag (female troll).
• Hobgoblin
• Grimlock
• Gnoll
• Choker
• Ogre
• Shakar
• Fiend
• “The Misshapen” (Athach and Ettin)
• Skum
5. Taurn
• Weran (wolf/kangaroo/weasel)
• Satyr (goats/sheep/emu)
• Hotyr (otter/raccoon/seal)
• Centan (horse/donkey)
• Minotan (bull/buffalo/rhino)
• Dardan (deer/antelope/camel)
• Dolphryn (porpoise/whale/hippo)
• Miryn (mouse/squirrel/rat)
• Pherthan (felines)
• Barkan (dog/fox/pig)
6. Ronian (Achaierai)
• Aieron (wind) All skies
• Keiron (light) High Skies
• Fieron (flame) Mid and Low Skies
• Volturon (stone) Mid Low and Bottom Land
• Icthyron (water) Low Sky and Bottom Land
• Emuron (forests big flightless) Land Based
• Rhearon (plains small flightless) Land Based
• Bog Born
1. Darian
• Two Legs
• Four Legs
• Doomsayers
• Sting Tails
• Araneas (dopplegangers)
• Daritaurn (Drider)
2. (alligator/crocodile) Lizardfolk
3. (mantis/grasshopper)
4. Naga
• Anknaga
• Centipedial
• Two Arms
• Many Arms
• Behirish
• Salamander
5. Formians
• Worker
• Warrior
• Taskmaster
• Myrmarch
• Queen
6. Haggan (Sauhagin)
7. Eadro (Locathah)
8. Trogdorn (lodyte?)
9. Ooze
• Black Pudding
• Gelatinous Cube
• Gray Ooze
• Ochre Jelly
• Phasm
10. Chuul? (crab)
11. Aboleth (worm)
• Green Born
1. Dirt Eaters (plants)
• Treants
• Blooms
• Buds
• Caps
• Phantoms (Phantom Fungus)
• Shrubs
• Running Trees
• Standing Trees
2. Water Eaters (Nymphs)
• Tuathan (palaces)
• Chimera (dangerous places)
• Gorgon (stones and snakes)
• Grig (little lover)
• Pixie (little sleeper)
• Nixie (little killer)
• Bogan (homes, public greens)
• Gremlin (vehicles, machines)
• Gromit (workshops, factories)
• Knockin (tunnels, mines, ore veins)
• Alseid (glens, groves, meadows)
• Auloniad (pasture, vales)
• Crinaeae (fountains, city parks)
• Dryad (forests)
• Hamadryad (trees)
• Hesperides (flowers/gardens)
• Limnades (fresh water lakes)
• Meliae (graves, battlegrounds)
• Naiads (rivers)
• Napaeae (grotto)
• Nereids (shores)
• Oceanids (deep waters)
• Oreads (mountains)
• Pagaeae (springs)
3. Salt Eaters
• Strangling Trees
• Assassin Vines
• The Plauges
• Belker’s Plauge
• Shambler (Tendriculos)
• Bees
• Worker
• Warrior
• Taskmaster
• Apoidean
• Queen
• Kraken
• Volvocales
• Mucilan
• Pinguaca
• Droseran
• Filmsholk (high skies)
• Sky Born
• Will-o-Wisp
• Belker
• Ghaele
• Stone Born
1. Arcon Born (created)
• Gargoyle
• Zombie
• Skeleton
• Mummy
• Golem
• Azera
• Homunculus (tom thumbs)
• Watchers (Invisible Stalker)
2. Sand Born (genie)
• Djinni
• Efreeti
• Janni
• Stones
• Dirt
• Sand
• The Sculpted
• Elementals
• Air Elemental
• Earth Elemental
• Fire Elemental
• Water Elemental
• Giants
• Cloud Giant
• Fire Giant
• Frost Giant
• Hill Giant
• Stone Giant
• Storm Giant
3. Dust Born (ghosts)
• Wraith
• Allip (plant ghost)
• Bodak
• Angel
• Demon
• Shadow (plant ghost)
• Spectre
• Boggy
• Barghest
• Doppelganger (plant ghost)
• Ghilan (ghoul/ghast/genie-ghost/doppelganger)
• Lich
4. Mud Born (natural)
• Mimics
• Cloaker
• Gibbering (mouther)
• Magmin
• Roper
• Thoqqua
• Stalkers (invisible).
Haggan


Masters of the endless seas. The Haggan are the reptilian rulers of the seas. Those who live on or in the endless seas know the Haggan well. Their armies control the largest swath of undersea territory of all the aquatic empires. The sheer numbers of the Haggan would make them a terrible opponent to the Empire if they were interested in land. Thankfully for the Empire the Haggan cannot live on the land and will never be a threat to the Empire. Their only opponents are those that live in the seas with them - the Aquan Elendi. The Aquan Elendi call them the Shakataurn, or sometimes the Shakear. There is some question as to whether the Haggan are in fact Taurn at all, and indeed they claim to have always lived below the waves of the endless seas. If that is true then they could not be true Taurn at all.

By most civilized standards the Haggan are vicious barbarians. Their society is brutal and simple. The majority of the population are warriors, and the few rulers of the Haggan live in relative opulence. A Haggan ruler is constantly accompanied with a harem of female Haggan that are both wives and an elite guard. As fierce as the Haggan soldiers are the four armed women of the Haggan are far more fierce. The children of an entire tribe are kept with the king and the women of the Haggan. This royal retinue of women and children rarely moves. The dominar of a Haggan tribe claims a place of calm waters within the territory of the tribe and most often remains there for the entirety of their short life. Even the longest lived Haggan rarely live to a hundred.

The soldiers of the Haggan are sent out from the calm as soon as they have learned the art of the spear or trident. In the vicious Haggan way they are left mostly to their own. They are told to gather together and seek out food or enemies of the Haggan - and capture them dead or alive. Outside of the calm that the dominar lives in the Haggan soldiers swim circles. Many never truly leave the safety of the larger swarm, and that is how the calm remains protected. The majority of the army simply gather fish and other meats for the dominar, the women, and the children. Periodically the dominar of the Haggan band will select the best hunters and give them a gift of having a chance to have children with one of the women. In times of war with other Haggan or Aquan Elendi this reward is given to the most successful warriors.

In the most absurdly remote possibility that any Haggan would ever seek audience personally with any member of the sky landers the first and foremost matter of propriety is of course the water. Haggan cannot live outside of the water for more than a couple hours at best. It is not unheard of for a Haggan diplomat (if one could be called as such) to travel in jars much as some merchant Trees travel in pots. This pot must be maintained with arconistically refreshed sea water. Fresh water, rain water, deluge water none of these will serve. There is some special property in the water of the seas that the Haggan need. It is a point of interest that you cannot drink sea water. It is extremely salty and attempting to drink it will cause uncomfortable side effects for any creature that is not accustomed to it.

Visiting a Haggan calm is something that could come to pass. The Haggan are a powerful force out in the seas and do occasionally barter with surface dwellers for goods and weapons. The Haggan do not have the arts of mining or metal working so any metal weapons they have are either scavenged from sunken ships or traded. It is important to note that Haggan "merchants" are always of the soldier class and are often willing to forgo trade and simply attack if the asking price gets too high. In the presence of the Dominar of a Haggan tribe the only rule is obsequiousness. "Do not disturb the calm" is the advice one elder Aquan Elendi diplomancer gives regarding making court with the Haggan. Quite simply - doing so will result in you becoming the next meal for the tribes children.



Orcnin Ka


Kobold, Furred Orcnin, Weasel People, or worse. The Orcnin Ka are the least of the true Orcnin. Legends say that when Ogran of the Triune created the Orcnin he made Trolls first, and found them wanting. According to legend the Trolls were too stupid to satisfy Ogran's ideals of a perfect race. Second to be created were the Orcnin Ka. These little furry Orcnin were everything the Trolls were not. Keen and cunning, and small. Where the Trolls were tall, the Ka were short. Where the Trolls were strong, the Ka were weak. Where the Trolls were scaly, the Ka were furry. As with all of elder Ogran's creations he declared the Orcnin Ka a failure and continued with his experiments. Hence the creation of the Sa and the Ha. The Ka were left to find their own way and they have.

Most Orcnin hoards have amongst them the Orcnin Ka. Those Ka that accompany the Hoards are the most brutal and powerful of the Orcnin Ka, and are by far the minority of the Orcnin Ka. Most Orcnin Ka prefer to remain separate from the hoards. Something in their creation sets them apart in mentality. Often a tribe of Orcnin Ka will avoid the hoards of the Orcnin Sa like a plauge - preferring to live in their simply and ancient ways. Most Orcnin Ka live in a very regimented and ceremonial culture. Their language, one of the oldest in the world, is pictographic as opposed to glyphic. Their subterranean halls are filled with images that tell the history of their tribe. The most common arrangement of an Orcnin Ka tribe is a cavern with three chambers. One for the men, one for the women, and one for ceremonial purposes.

Children are kept with the women until the time comes for them to learn the history of the tribe. When that time comes they are lead through a long hall that connects the chambers. Along the walls of the hall are tales of the tribe writ in pictures. The hall from the women's chambers leads to the ceremonial chambers. There the children meet the king of the Ka, and if they are women they are given to the king or one of his chosen, and then they are returned to the women's chambers to begin learning the arts of Arconistics. If they are men they are taken through the chambers, introduced to the king, and the lead through the second hall to the men's chambers. The pictographs of the hall that leads to the men's chambers are intended to teach the young man the arts of war. In a proper Orcnin Ka society the only man that learns any arts of arconistics is the king. The other men learn to fight with weapons.

In a proper Orcnin Ka society the women are never seen save for the occasional ceremony. If visitors come to the tribe the passageway to the women's chambers is covered in an arconistic fog, as well the "secrets" displayed in their murals are concealed as well. Of course these Orcnin Ka tribes have existed without change for countless centuries and their secrets are those that most Imperials could learn in a library. Things such as how to create a staff, or how to work metal. If the Orcnin Ka hold any true secrets they are kept by their mysterious womenfolk. Few have even claimed to have seen a female Orcnin Ka, and those that have are speaking of the Orcnin Ka that travel with the hoards of the Sa and Ha.

Orcnin Ka religiously avoid leaving the demesne of their tribe. They hunt and return. They fight to protect their territory, but rarely to expand it. There are two reasons an Orcnin Ka might find itself seeking audience with an Imperial house. The first is simply a lost or pariah Ka, and in such a case diplomacy is a mere afterthought. They eat their meat raw as most Orcnin. The other eventuality is that an Imperial house is encroaching on an Orcnin Ka's long held territory. Should that be the case an envoy of Orcnin Ka men will arrive with their king. The Orcnin Ka can be remarkably polite for Orcnin, if rather blunt. There will be no negotiations, there will be no need to accommodate them other than to provide them space or access to court, there will be no discussion at all. They will enter, wait for court, attend and declare the land that has been encroached upon theirs ... and then they will leave. They won't even give ultimatums. They will leave "threats" to be implied.

Visiting the Orcnin Ka can be a rare treat if your are interested in such things and not hostile to them simply for being Orcnin. They eat their meat raw and they do not allow visitors to leave the ceremonial chambers, but otherwise they can be quite considerate. Orcnin Ka that are familiar with Mans or Elendi have been known to prepare a special kind of stew they call "outlander soup" in the tongue. The stew is made of roots and tubers seasoned with bugs. Its relatively terrible, but not eating it would constitute an insult to the Orcnin Ka's hospitality. The Orcnin Ka will of course not leave you alone in their ceremonial chambers. The king and many guards will stay with you constantly, and most pleasantly - their primary pastime is singing. Their songs more ancient than the Elendi, and incomprehensible to any but themselves, are quite beautiful. Hence the Dwar saying "When lost listen for Kobold song."

Gremlin


The spirits of the mechanics. When a working machine is created the sum of its concept and components combine to create a sprite. These creature are usually invisible and mostly innocuous. For the most part they remain as they are, unawakened from their humming slumber save for the occasional knock on the machine, or a breakdown. Should the device that is their physical body breakdown they will most certainly begin to howl and wail at their "bodies" failure and those that are able to hear the speaking of the sprites will most certainly find their noisomeness disturbing. A Gremlin does not become a "true" Gremlin in its own right until the day that their vessel is destroyed.

Without their physical form to rest in the Gremlin is loosed. Many are rapidly devoured by greater spirits, but some of these wily sprites are able to slink and hide until they can find refuge in a greater machine. Once a Gremlins first form has been broken it can conjoin with another to maintain. Alternatively it can slink silently around corners simply surviving. Should the Gremlin inhabit another machine it will slowly bond with that machine's natural Gremlin until the two are one and greater than before. This more powerful Gremlin grants the machine abilities beyond the mere mechanical function of it, and the process is encouraged by machanics of many disciplines.

The cost of growing gremlins is that, while your machines become capable of wonders beyond their simple function, they are also endowed with certain quirks and attitudes a simple Gremlin would not normally possess. Something of the previous machines nature is carried over to the new and in their synergy the device can become slightly hard headed. Even so much as to refuse to function under certain circumstances. Simple teams of Gremlins are often sacrificed through burning their device when it nears its breaking point in order to prevent their Gremlins from escaping and joining with others.

Gremlins are not polite house guests. Even the greater Gremlins of many composite connections. The great walking contraptions long loosed of any masters control. The Gremlin feed off of motion. Knocks and bangs. Whistles and humms. Far from being willing to sit politely at a dinner table while others eat an adventuring Gremlin is at best in search of some mechanically talented person able to correct some design flaw or component in disrepair. It is said that the greatest of Gremlins transcend physical form and become something more like and Air elemental or genie. Such greater mysteries of the arcon dominions is beyond the scope of this treaties.

Dardan


The Dardan are Taurn of few words. More so than their fellows the Dardan are usually quite. Their eyes watch their surroundings carefully and their minds are always looking into the future for any possible eventuality. They are travelers, and have been since before the fall of Taurna. Despite being travelers they are one of the rarer breeds of Taurn. Their numbers have remained few throughout the centuries. Their tribes are most common on Dargonia and Dolor, but a fair population exists on the Bottom Lands. Of course there are Dardan on Wild Home, but as with any that live on Wild Home it is hard to say much in regards to them.

Many mistake the Dardan for the legendary Centan, but the difference is plain to see in their build and feet. Not only their build but also their cultural attitude. The Centan were the ruling breed of Taurn. They have carried the weight of that legacy for centuries. Not so with the Dardan. The quite peoples of the Dardan have remained silently on the sidelines throughout history. While the Centan seem to seek out ways of strengthening their legacy the Dardan look to the skies and watch the changing of the winds, content to travel on when change comes.

A connection to the weather marks the Dardan apart from many of the other Taurn. Something in their quiet nature perhaps grants them an understanding of the Air Elementals that others lack. Due to this connection the Dardan have escaped many calamities simply by not being there. Without cities to call their own the Dardan have no qualms about vanishing from their encampments with little or no notice. Their presence is rarely even noticed by the nobility on an area, and if anyone complains about their arrival it is the Blooms. The Dardan tend to take up the same spaces as the Blooms when they visit a city.

Should an envoy of Dardan arrive to visit your city the foremost thing to consider is space. Dardan tribes prefer room to run and play with the winds. Most likely even a full diplomatic envoy will consist of only a few members of the tribe entering the city or castle. Something in their nature shies away from the enclosures of Mans. The Dardan, unlike the Centan or the Satyr have retained their four legged nature. What that means regarding the curse of Taurn is difficult to say, but nonetheless the Dardan are nearly impossible to seat at a table. That said - chairs are not necessary for them, they will kneel and at most Imperial tables that should suffice. They have historically indicated no dietary proscriptions.

To visit the Dardan is a pleasant affair. They do not keep permanent structures, and they eat mostly nuts and fruits and certain grasses. They do hunt at times, but only for certain light meats. Mostly lizard and bird. They are a welcoming people but do not take their hospitality as foolishness. They are a watchful people. Constantly wary, one step out of line and you will find their spears at your neck. They are protective of what they have, and do not keep more than they need. Try to take what is theirs and they will fight viciously. Asking for aid of the Dardan takes no special ceremonies however.

Formians


Formians are a strange bog born race that lives only on the bottom lands. Near the lands of the Darians there is a mountain that is inhabited by a people often confused with the Darians. Like the Darians their skeletons are on the outside of their bodies, and they have an extra pair of limbs. Unlike the Darians the Formians have a consistent number of limbs. While the Darians society is ranked by number of legs, the Formian society is ranked by size. The Grand Mother of all the Formians is the largest. Her husbands the next, and their multitudes of children consecutively smaller.

The Formians are great builders. They work together with using a mental link so that they do not disturb each others work or get in each others way. The majority of the Formians are technically female. Most however are unable to become mothers. The Grand Mother gives birth to all the children on the colony. Amongst the workers and the warriors there are certain special Formains that have the potential to become a Grand Mother. These are called the taskmasters. If the Grand Mother dies the colony goes through a series of internal convulsions as the taskmasters compete for the Myrmarch's attention. When this happens all work in the colony comes to a halt.

The warriors war with each other, the workers become idle. The taskmasters bicker amongst themselves and the Myrmarchs sit back and watch the colony go through upheaval. The exact circumstance that converts Myrmarchs to the side of one taskmaster or another is difficult to determine simply by historical accounts. The three colonies of Formian that live in the swamp lands of the Darians control have not gone through upheaval recently. The details of the transition of power are obscured mainly by the abnormal nature of the Formians. Like most bog born they bear little resemblance to the beast born. Even the Darians are far more fathomable than the strange Formains.

Formians will never send a diplomatic envoy to an Imperial city. A merchant group may pass through led by taskmaster. A war band may find its way to your borders, but the Myrmarchs and the Grand Mother do not leave their colony. In the recorded history of the Darians diplomatic negotiations with the Formians have always taken place within the colonies themselves. An errant taskmaster is one such that it is difficult to anticipate their behavior. To have left the colony implies some irregularity in the taskmaster. The best that can be said is that Formains are scavengers by nature and will eat nearly anything without complaint.

Visiting a Formian colony is not advisable. The environment is bizarre. The workers and warriors are in constant motion. The majority of the colony is underground, and the to visit the Grand Mother you must be led through countless winding tunnels into a deep and dark cavern wherein the Myrmarchs entertain the Grand Mother with their songs written in clicks and hums. Even speaking to a taskmaster on the surface of a colony can be a disturbing experience. Formians are loath to trade, and far more likely to take any visitors as a form of food offering from your people. In general, avoid the Formian colonies.



Stone Elendi


The Stone Born Elendi are a rare breed. They are found on the Bottom Lands living amongst the Dwar. Deep in the earth these extremely long lived Elendi have watched the dragons rise and fall. They have watched the man-tree wars start and end. They have watched the Empire rise to its great power, and they watched the wizard wars of ascendancy nearly break the empire. They have watched the Dwar nearly destroy their own people through their fanatical sense of racial purity, and all the while the Stone Born Elendi have remained silent in the darkness. Waiting or merely watching it is hard to say.

Stone Born Elendi do not make nations. They create a safe place for themselves. Their skin is hard as stone and their eyes glimmer like gemstones. Slender like all Elendi their bones are brittle like crystal. They are almost impossible to cut, but they are susceptible to being shattered like so much glass. These Stone Born Elendi are able to heal themselves by resting in the earth, and unlike most Elendi the Stone Born do not need to breath. Hence their perpetual silence. Stone Born Elendi are able to talk, but they must make great effort to do so. Their communication is one of hand signals and understanding.

It is hard to say if the Stone Born Elendi hand language is more or less complicated than the Plant hand language. The fact that no one other than the Stone Born Elendi and some Dwar know how to speak it makes it difficult to say. On one had the Stone Born Elendi's hand sign is ancient. These Elendi live longer than most Trees, let alone the lively walking flowers. On the other hand they may not need as complicated a lingo as the merchant plants have developed. The life of the Stone Born Elendi is far simpler than that of the world traveling plants. Perhaps they simply do not have that much to talk about.

Visiting the Stone Born Elendi is nearly impossible. The best you could do is to visit a family of Stone Born Elendi. They are generally amicable, and serve fine meals of underground fare such as bugs and grubs. They keep farms of moss and mushrooms as well. Its a simple life without complications. There is not much to talk about with them, and getting them to talk is somewhat of an imposition as they do not do so naturally. More preferably they play a silent game of strategy that has no name. Attempting to win against a Stone Born is impossible. The Stone Born play their game to pass time, and the rules are so complicated that it would take a Mans lifetime to even begin. Playing for fun however, can be quite enjoyable.

On the rare and magnanimous occasion that a Stone Born Elendi will make an appearance at an Imperial Council or City be prepared to do your best. In some unfathomable way any slights turned on a Stone Born Elendi have carried with them unutterable curses. It is said amongst the Dwar that to offend a Stone Born Elendi is to offend the world itself. Those who dabble in the Arconistic arts claim that the gemstone games of these Elendi is a form of Arconistics that gives them insight into the world that they do not participate in actively. With such a quiet and unknowable people it is hard to say.



Glittering Gold Dust


A common curse.
Because = Gold floats. Its all over the place. Its worth nothing. Ha!

Lanalfar Dwar


The Star Born Dwar. These Dwar are perhaps one of the most astounding peoples of the entire world. They do not truely belong in this world. They are in fact of the worlds beyond the world. There is no way short of miracle or vile arconistics to travel to their homeland in the stars beyond the Dragon's Crown Isle. The only contact the mortal peoples of the world have with the Lanalfar is via their trading ships that descend from the heavens into the upper and mid skies. They are Dwar, their stature and their language reveals this clearly, but their eyes shine with the starlight that is their true home. Their skin glows with the energy celestial and if you touch one you can feel the heat of the realms beyond.

The Lanalfar keep the secrets of their homeland safe with them. They never speak of what their homeland is like, and are never quite clear as to why they are descending from the high realms into the world to trade goods with mortals. The fact is that they do, and are extremely good at it. Their presence is something fearful and causes merchants to react with awe. Their luminescent ships sail in a fashion unlike the Gnomish and Tolenese vessels. Few have been allowed to travel on the Lanalfar ships, but they claim that the vessels are larger on the inside than on the out. It would come as no surprise to anyone if the Lanalfar carried portals to their homelands with them on their miraculous star ships.

Speculations abound regarding the Lanalfar. They are mysterious and rarely speak. They make their transactions and move to the next port. Those that deal with them cannot say that they are not fair, and they pay almost exclusively in barter. It is not that they avoid crystal, but it seems they are more interested in moving goods from one location to another. Those that travel with them say that they do not eat. They do not sleep. They are not mortal. All these things may or may not be true. Such a mysterious people may take pains to increase the mystique of their nature. They are most certainly prone to singing together. Their songs burst from their docked ships with every dawn's light.

Visiting a Lanalfar is as simple as booking passage on their vessels. Despite countless peoples attempting to ride with them back into the stars the Lanalfar have refused to bring any with them to their homeland. They do not seem afraid of anyone. Simply certain that the peoples of the world cannot go with them back to their homeland. Many think that the reason for this is that we who live in this world are unable to survive either the transit or the arrival to the Lanalfar's homeland. The fact that none have ever seen them eat or sleep supports this theory quite strongly. While traveling with the Lanalfar be certain to be ready to prepare your own meals, as they wont.

A visiting Lanalfar crew are obsequies guests. They are quite, but not rude. They are do not eat but they will tell tales of their travels and speak of practical matters from the lands they have been to recently. There is not need to feed them as they will not eat regardless. There is no need to offer them lodging as they will return to their ship to rest. One certain way to make a good impression is to ask them to sing one of their songs. They love to sing and they have an amazing knack of being able to sing together. The language of the Lanalfar is such that while it is Dwar .. it is difficult to decipher the details of the songs. Regardless the sound is beautiful.

Ahhhh, the 31st post. Time to look back and reflect on what has come and gone while I pull strings from my brain and twine them into threads on wotc.

I should probably be a little more strait forward about "where this is going" :embarrass people have asked after all - and I responded with casual flippancy - as I find amusing. What I find funny - others might find offending, but thems the breaks eh?

Where this is going

LULU.COM/SHEA_REINKE

Its a bookstore. On this bookstore is a couple of scripts, a short story, and the appendix/outline and forwards of the book that you are here in this thread reviewing. Yes - I am serious. I am planning on turning this into something I am planning on selling. Map makers? Artists? Anyone who wants to get pro cred and (if/when by some act of fortune) MONEYS!

I am totally serious about this - not only am I so totally serious about this that not only can you lay money on the fact that the majority of what you see here is going to appear in the book titled "A Wonderful World, Bestiary" (barring death by disaster - just to be precise), I would also like to proposition those of you with some amount of editorial bent.



A decent proposal


Anyone who considers themselves good with a red marker, anyone who appreciates just how many people appear on the inside cover of published game books, and anyone who would like to get their name on a well put together and well edited sample of work,

I need some help. I can't do this all on my own. I am at this point specifically looking for editors. Anyone reading this respectfully invited to select from any of the pieces already posted and ... well ... edit them. Spelling, grammar, flow, even content editing is welcome.

If you perform any editorial tasks (even critique commentary) please include a reference as to how you should be listed in the legal section of the completed work. If you would prefer to remain publicly anonymous (here at wotc-public) please state; "leave my name off" or "use my forum name in the 'special thanks to' section" alternatively you could send me a PM with your listing info - and have it simply appear in the list of editors in the final product).

Finally,
To the writer/creators .... next sblock!



Policy regdaring submissions


I am willing to entertain concepts inspired by the work as a whole. Don't be scared to throw something out there - I might like it. I am a pretty agreeable guy. I will most likely be modified, edited, rewritten, and reworked .... buu'ut .... you should be ready for something like that to happen to your writing. If you want to be professional about it anyway.



Dragon's Home Island


The highest of the high skies. So called seat of the dragon gods. Above even the moon and the font of the deluge there is an island that none can honestly claim to have reached. There are those that claim they have been to Dragon's Home Island. Legends speak of these hearty adventurers, but surely they must lie. No one legend agrees with the other. The tale of Cinder Sailmistress claims that on the surface of Dragon's Home there is a vast city, larger even than the Imperial City. The stories of Gerna, Gnome Trader claims the opposite - not city but endless fields plowed by dragons. Many tales tell many stories, and not one of them agrees. The only way even two of the stories could be true is if Dragon's Home Island changed its face for each visitor. Such a thing would be wondrous indeed, but most likely impossible.

That which is known is that Dragon's will never speak of what is on Dragon's Home. Over the century cycles of Dragons Falling and Rising some of the dragon kind descend from the island, and some ascend to depart from the world forever. Nevertheless they will not speak of what is upon the island. They will however speak of what is above the Dragon's Home Island - the True font of the deluge. Most that sail the high skies have seen the font. A hole in the sky directly below the lowermost underpeak of Dragon's Home. There on that crag is a small shrine. Too small for a ship to land, but not too small for those with flight to reach. From this shrine a seeker may look down to the flipside of the font and see any place in the entire world save the surface of Dragon's Home or the Pure Lands themselves.

According to the Dragons the font of the deluge that is seen below the fountain shrine is a mirror of the true font. The true font, they say, is above the Dragon's Home Island. The font below is a portal that the eldest of the dragons (those more aged and powerful than the dragon elders that rule the elements and the mists of the world below the Dragon's Home Island) use to transfer the endless waters of the font where they need to go. According to the dragons the font is endless. The water that falls from the font below the shrine is carefully measured for the well being of the world. Excess waters are sent to the bottom of the world and fill the endless sea. The truth or lie of these tales is impossible to say - for who can question what comes from dragon's mouth?



revised checklist

Dragon Born
1. Sky
2. Flame
3. Earth
4. Water
5. Beast
6. Plant

• Beast Born
1. Dwar
• Montaran Dwar
• Imperial Dwar
• Iron Wall Dwar
• Ferry Born Dwaren
• Half Dwaren
• DwarMans
• Goblion Dwari
• Goblidoran
• Elen Dwari
• Feral Dwerein
• Feathered Dwari
• Hoofed Dwarentyr
• Clawed Dwarentyr
• Flipper Dwarentyr
• CenDwaren
• MinoDwaren
• MyroDwaren
• DarinDwari
• PherthanDwar
• MereDwarel
• BarkiDwaren

• Hudder Dwari (stone)
• Derro Dwari (soot)
• Lanvatier Dwari (Kinder Elentsi)

• Sky Born Gnomes
• Star Eyed Gnomes

• Sky Island Elendi
• Heart Land Elendi
• Feral Elendi
• Sky Born Elani


• Sea Crystal Elani

• Dragon Hearted
• Dolorian Elentsi

3. Mans

• Wild Homelanders (Vanara)
• Imperial Citizens
• Tolonese Citizens
• Sky Islanders
• Wight (blues)
• Bottom Landers

• Thalian
• Gemron Aberrants
• Arcon Hearts

• Orcnin Sa (Bugbear)
• Orcnin Ha (orcs)


• “Scrag” Water Troll
• Hag (female troll).
• Hobgoblin
• Grimlock
• Gnoll
• Choker
• Ogre
• Shakar
• Fiend
• “The Misshapen” (Athach and Ettin)
• Skum
5. Taurn
• Weran (wolf/kangaroo/weasel)

• Hotyr (otter/raccoon/seal)

• Minotan (bull/buffalo/rhino)

• Dolphryn (porpoise/whale/hippo)
• Miryn (mouse/squirrel/rat)


6. Ronian (Achaierai)

• Keiron (light) High Skies
• Fieron (flame) Mid and Low Skies
• Volturon (stone) Mid Low and Bottom Land
• Icthyron (water) Low Sky and Bottom Land
• Emuron (forests big flightless) Land Based
• Rhearon (plains small flightless) Land Based
• Bog Born

• Two Legs
• Four Legs
• Doomsayers
• Sting Tails
• Araneas (dopplegangers)
• Daritaurn (Drider)
2. (alligator/crocodile) Lizardfolk
3. (mantis/grasshopper)
4. Naga
• Anknaga
• Centipedial
• Two Arms
• Many Arms
• Behirish
• Salamander

• Worker
• Warrior
• Taskmaster
• Myrmarch
• Queen

7. Eadro (Locathah)
8. Trogdorn (lodyte?)
9. Ooze
• Black Pudding
• Gelatinous Cube
• Gray Ooze
• Ochre Jelly
• Phasm
10. Chuul? (crab)
11. Aboleth (worm)
• Green Born
1. Dirt Eaters (plants)
• Treants
• Blooms
• Buds
• Caps
• Phantoms (Phantom Fungus)
• Shrubs
• Running Trees
• Standing Trees
2. Water Eaters (Nymphs)
• Tuathan (palaces)
• Chimera (dangerous places)
• Gorgon (stones and snakes)
• Grig (little lover)
• Pixie (little sleeper)

• Bogan (homes, public greens)

• Gromit (workshops, factories)
• Knockin (tunnels, mines, ore veins)
• Alseid (glens, groves, meadows)
• Auloniad (pasture, vales)
• Crinaeae (fountains, city parks)
• Dryad (forests)
• Hamadryad (trees)
• Hesperides (flowers/gardens)
• Limnades (fresh water lakes)
• Meliae (graves, battlegrounds)
• Naiads (rivers)
• Napaeae (grotto)
• Nereids (shores)
• Oceanids (deep waters)
• Oreads (mountains)
• Pagaeae (springs)
3. Salt Eaters
• Strangling Trees
• Assassin Vines
• The Plauges
• Belker’s Plauge
• Shambler (Tendriculos)
• Bees
• Worker
• Warrior
• Taskmaster
• Apoidean
• Queen
• Kraken
• Volvocales
• Mucilan
• Pinguaca
• Droseran
• Filmsholk (high skies)
• Sky Born

• Belker
• Ghaele
• Stone Born
1. Arcon Born (created)
• Gargoyle

• Skeleton
• Mummy
• Golem
• Azera
• Homunculus (tom thumbs)
• Watchers (Invisible Stalker)
2. Sand Born (genie)
• Djinni
• Efreeti
• Janni
• Stones
• Dirt
• Sand
• The Sculpted
• Elementals

• Earth Elemental
• Fire Elemental
• Water Elemental
• Giants
• Cloud Giant
• Fire Giant
• Frost Giant
• Hill Giant
• Stone Giant
• Storm Giant
3. Dust Born (ghosts)
• Wraith
• Allip (plant ghost)
• Bodak
• Angel
• Demon
• Shadow (plant ghost)
• Spectre
• Boggy
• Barghest
• Doppelganger (plant ghost)
• Ghilan (ghoul/ghast/genie-ghost/doppelganger)
• Lich
4. Mud Born (natural)
• Mimics
• Cloaker
• Gibbering (mouther)
• Magmin
• Roper
• Thoqqua
• Stalkers (invisible).
Thalian


The Masters of the Sea. Oft Called Water Mans. The Thalians are the most populous Mans of the seas. Unlike Mans that live on the land and venture out into the seas the Thalians do not sail in boats. The Thalians live in a most amazing and unique form of city. Their cities are made of crystal. The famed crystal cities of the Thalians are actually alive. The cities are ever changing as the crystal grows over time. The most important profession amongst the Thalians is the art of singing crystal. Without the Crystal singers the city walls would grow uncontrolled and eventually open a vent from which water could cascade into the city and sink the entire settlement. Those born with the gift to sing crystal are given the very best the city has to offer, and are the symbolic leaders of the Thalians.

For the most part Thalian crystal cities do not interact with the surface world hardly at all. Most of their trade is done with sea born races such as the Malenti (Sea Elendi) and even some with the Haggan. The Thalian cities may sink deep into the waters to harvest goods from fallen ships. There are also deep sea cities that have attached themselves to mines on the bottom of the world. These deep sea mines are the Thalians most well protected settlements as the Haggan hoards are most interested in taking possession of ready made sources of metal. The Thalians are technically Imperials, but are rare to attend any form of Imperial councils on the bottom lands. Similar to the Malenti the Thalians see themselves as beyond the reach of the normal Imperial business. Disputes between the Thalians and the Malenti are handled differently than the way that Land and Sky dwelling Imperials handle such matters.

Thalians harvest mostly fish and sea plants for their food. They, like all Mans, are capable of eating nearly anything. The one thing that defines their diet is availability. There are certain plants that the Thalians are able to grow on the very crystal that makes up their city, but most of their vegetable and fruit are gotten through trade with the Malenti. The Malenti, like the Haggan, are mostly interested in the weapons of worked metal and crystal that the Thalians produce. When trading with the Imperial cultures that are willing to venture out to sea to meet with a Thalian crystal city when it surfaces seasonally the prize that most seek is the very crystal that makes up the city. The living crystal has one particular trait that makes it invaluable to those that travel the waters of the world. Placing a shard of the crystal inside your mouth allows you to breath water as though it were air for nearly an hour before the crystal dissolves.

Traveling to a Thalian city is far easier than attempting to visit the Malenti. Furthermore, visiting a Thalian city is most often the first step in attempting to meet with the Malenti. Thalian cities surface twice a year, depending on their city's calender. Due to ancient trading arrangements with their Imperial cousins the Thalians will always surface at the same location so that trade is made easier. Those that wish to visit a Thalian city for longer than a couple of weeks as they make trade with the surface, and enjoy the open air, are in for an extended duration. Six or seven months will pass while the Thalian city travels under the surface of the sea. Beyond that, the Thalians are remarkably Imperial. Customs and language are mostly familiar, save that the crystal singers are granted the deference that most would apply only to Kings and High Councilmen.

In the rather rare case that a retinue of Thalian nobility should attend your court the most proper thing to do is treat them as you would any other Imperial guest. The Thalians are Mans, and appreciate novelty in their dining. They live their entire life on a diet of fish and will rather enjoy whatever local delicacy your province or kingdom has to offer. Noble Thalians are as well versed in the matters of court and council as any Imperial house, and should you consider it judicious to be pointedly tactful the exploits of the Thalian houses are readily available from Imperial scribes. The most common mistake in diplomacy with the Thalians is in accidentally treating them as you would the Malenti. Thalians are most certainly Malenti - despite their common relations with them.



Mimic


The household invader. The treasure that eats you. These creatures, if they can truly be called as such, are to be found throughout the known world seemingly without rhyme or reason. What was once a common item is at some point replaced with one of these creatures. They have to date refused to be diplomatic to the point of even giving a common name for their species, and are most often referred to as "the mimics" by those that have run afoul of them. They are carnivorous, and extremely dangerous to any who come upon them. They are categorized as mud born for our purposes. Interestingly a single mimic is not single at all, but in actuality a colony of creatures. Their "hive" nature is what allows them to take on the various forms they are to be found impersonating.

The Mimic is in reality a teeming mass of small shelled creatures smaller than a firefly. The creatures that make up the mimic are so small that they are impossible to see with the unaided eye. Those that have examined the remains of a fallen mimic have noted that the remains of the creature are capable of movement and have found that barring fire or acid the colony of creatures will regroup and become a new mimic. The ecology of these tiny creatures is such that they work together to locate a an object they are able to subsume. In the process of enveloping the object they gain a small amount of sustenance, more if the object is organic such as a wooden chest or barrel and less if it is inorganic such as a statue, but their primary motivation for subsuming the object is to lure a living creature near them.

Once an object has been subsumed the mimic hive creature will wait for the arrival of a living creature. A well fed mimic will wait until the creature touches the object. Once the unsuspecting victim touches the object the mimic will expend the energy to attempt to catch hold of the creature. Some mimics must exist out in the wilderness amongst the tangler trees, but they would be hard to identify. The Mimics most speak of are those that have found their way into storehouses and treasuries. The most notable legends of mimics are told regarding that most uncommon of mimic - the ones that have taken the form of statues out in public. They benefit from the fact that people regularly approach and touch statues, but they suffer from the fact that they are easily detected if they fail to keep careful watch over who is watching when they attempt to devour their victim.

Attempting to speak with a Mimic is an exercise in futility and frustration. Most often the mimic will simply ignore you an attempt to eat you. Occasionally a especially urbane mimic will be willing to speak with you, with the sole purpose being to convince you to bring victims for it to devour. Those Mimics that do speak invariably speak in a plural "we" when referring to itself. This facet of the rare communication with the Mimic species is what lead to the discovery that the Mimic is in fact a hive being, and not a shapechanger. Those with dark hearts have been known to use Mimics and their endless appetite as a way of disposing of bodies. The Revalians, are notable examples of those that do so.

"A Mimic in your court" is a saying that comes in and out of favor over the years. Usually referring to someone masquerading as a diplomat of another nation when they are in fact a rouge. The idea of actually entertaining diplomatic negotiations with a race of creatures that seeks nothing more than to devour as much living flesh as possible is simply unconscionable. Not even the Revalians keep Mimics in a diplomatic sense. The Mimics held in the darkest dungeons of the Revalian keep are there expressly for their disposal capacity. The only "diplomacy" any other need concern themselves with is fire and acid. In one of the two lies the answer to any negotiations with Mimics.

Wraith


When a soul cannot rest, or will not. The souls of those that were not properly interred rise to haunt the area that their remains reside in. In civilized realms wraiths are almost unheard of. In the wilderness and in certain realms they are far too common. Should someone die in the wilderness for any reason they will most certainly raise as a wraith. Hence the civilized Mans natural fear of traveling through most wilderness. In some of the less civilized regions of the Empire the dead are not properly cared for and in these realms they are plagued with these angry dead. The Taurn and the Orcnin deal with wraith in a fashion that most Imperials would find repulsive, however they do so for reasons they consider adequate.

The great roads of the Bottom Lands were originally created to protect travelers from the countless wraiths that plague the expanses of the Bottom Lands. Perhaps it is the Empire's own fault as their ancient form of execution was to simply toss an offender over the ridge and allow them to fall to their death. It was these angry spirits that most thoroughly vexed the original expeditions to the Bottom Lands and provoked the ancient Imperial archonists to create the great roads and enchant them so that wraiths, as well as other creatures such as the Orcnin, could not set foot upon them.

Regions such as Reval have taken to dealing with the angry dead in much the same fashion that the Taurn and the Orcnin do. Instead of interring their dead in a proper fashion - binding their souls to the greater powers and releasing them properly from their material shell - the Taurn, the Orcnin, and some Bottom Lands Imperial houses have taken up the practice of binding the souls to service. Upon death the souls is captured in a gemstone imbued with Arconistic power. This bound souls is doomed to be a servitor to the gemstone's owner much as the Genies are. Their only hope for release being the destruction of the stone.

A wraith as a guest is unlikely. They may maraud your house but not in any fashion that resembles pleasant company. The problem most certainly stems from a wraith inability to perceive the present properly. A wraith will always recognize those around it as being those that were present when it was killed. Some shadow of recognition may glimmer in the dead soul, but not hardly enough to alter its behavior. The only types of wraith safe to keep around uncontained are those that died of simple causes such as food poisoning or accident. Those that were murdered or mauled by dire beasts are a threat to all those who come near. Those that died of accident are often still quite annoying as they are prone to wailing for unending hours.

Should you find a wraith and desire to do something about it the most simple process it to contain it within a gemstone much as the Revalians do. This fact alone is the reason that the laws allow that particular arconistic ritual to this day. Without the simple yet powerful ritual of containing wraiths in imbued stones many of the greatest Imperial houses would be haunted to this day. More difficult, yet better for the soul in the long view, is a ritualized internment. The longer the remains have been left to the elementals the more difficult it becomes to complete the ritual, but nonetheless interring the body of the wraith will at the very worst contain the wraith to the proper area of your city or village - the graveyard.



Emuron


Ronians without wings. The giant chickens of the Bottom Lands. The Emurons are perhaps the most civilized and powerful breed of Ronians in the world. Their agricultural industry is one of the most powerful on the Bottom Lands. They build cities that outshine any created by their sky born cousins. They maintain a form of communication between the Orcnin tribes, the sea faring peoples, the pridelanders, and the crosslanders. While technically Pridelanders the Emurons stand apart from the Taurn much as their sky born cousins hold themselves apart from sky lander societies.

When the Imperial expeditionary forces found themselves setting out across what would later come to be named the Pride Lands they found the Emurons waiting for them. Their cities simple yet shining examples of intelligent architecture. The Emurons offered them hospitality and served them the delicacy of their red potatoes. The first time an Imperial had ever eaten such a thing. Hard to imagine the Empire without potatoes, but they were cultivated first by the Emurons. In a classic example of Emuron diplomacy the Emurons not only aided the Imperial Expeditionary forces across the pridelands to the Goval region, but they demanded that the humble potato forever remain a symbol of their alliance with the Empire.

Emurons and other Ronians have a strange relationship. Whereas most Ronian tribes of the skies are tacitly anti-Empire, and in some cases openly hostile to the Empire, the Emurons have always defended the Empire while at the sametime never officially joining it. Perhaps it is as they say "Ronians are Ronians and nothing else" but despite their refusal to form an Imperial house and council the Emurons have never openly warred with any Imperial house. They have remained cordial relations with all the major powers of the Bottom Lands save for the Darians and Formians. The simple yet elegant people seem content to remain tucked along the shores of the Bottom Lands. Living both on the plains and in the waters of the endless sea.

Visiting Emurons are a treat. They regularly purchase travel up to the skies for the purpose of both travel and trade. While potatoes are commonplace throughout the Empire in this era there is still something unidentifiable unique about the Emuron's stock. Their potatoes are not their only trade good. They fish the seas and raise livestock as well. Emurons have as cultured and civilized a palate as any Imperial, and suffer no particular dietary restrictions worth noting. Furthermore Emurons are well versed in diplomacy, should any matter of note be important - their heralds would most certainly inform the lords of the house.

Visiting the Emurons is not as glamorous as it might sound. Their structures are elegant ... in their simplicity. Sturdy most certainly, and arranged in such a fashion that they are easily defensible from the great threats that roam the Bottom Lands. Perhaps they are comfortable to other Ronians, but they are most certainly not designed for Mans or Taurn. Those that intend to visit the Emurons should prepare as they would to visit the wilderness. Tents, furniture and the like should be brought with. The grand dining halls of the Emuron's villages are most impressive and covered with murals telling the saga of the tribe however, that at least is something to look forward to seeing.



Flipper Dwarentyr


Mer-Dwar. The sorry soggy lost dwar. Like most Dwarentyr the Flippered are not a "true dwar" as most Dwar would consider. In this case the Flippered are not in any real fashion a civilization. They have no place in Dwar societies. They have no real place in any society for that matter. Mostly they are found living on the fringes of another group such as the Shakar or the Aquan Elendi. There are usually a handful making their way amongst the Thalians, but they must make their homes on the outside of the Crystal sphere, and are thusly rather lonely. The Flippered Dwar are invariably lonely as they have no true society - only the scraps of others.




DarinDwari


Six Legged Dwar, Eyeless Dwar. The Darin Dwari are considered an anathema to the greater population of Dwar and Dwaren. DarinDwari are the result of a Dwar and Darian crossbreed. Such a thing is only possible due to the nature of the Dwar, and the result is more horrid to look upon than the Darians themselves. DarinDwari are born eyeless and with an extra pair of Darian limbs. They do not gain the webbing of the Darians, but they do gain a special affinity for manipulating it that non other than the Darians have. DarinDwari are almost exclusively found amongst the Darians. Even amongst the Darians there is some societal antagonism. The Doom Sayer religion considers them a weak detriment of the Darians interaction with other societies that will be whipped clean once the true Doomsayer returns.




Hobgoblin


The grand experiment gone wrong. Hobgoblins are the result of the Orcnin'Sa attempting to create their own breed of Orcnin. Originally intending to call this species the Orcnin'Ra the result was so far below the Sa's expectations that they named the species after the goblins. Some thing that the Hobgoblins are some half breed between the Goblins and the Sa, but that is not the case. The source of the Hobgoblin is truly the blood of the Trolls. At the same time that the Imperials were invading the Bottom Lands the Orcnin were dabbling with greater Arconistics - blending the blood of Trolls with the blood of the Taurn. The result is the nearly feral (but minimally more intelligent than a Troll) Hobgoblin.

The Hobgoblins are more intelligent than Trolls. They are not much more intelligent than Trolls, and it is debatable if they are more intelligent than Goblins. They are larger than Goblins with has placed them above the Goblin in the Orcnin pecking order. The Trolls still outrank them for sheer destructive power. Their superiors are the Ogre, named after Ogran himself. The Ogre are the successful version of the rituals that created the Hobgoblin. The stretch of history that separates the creation of the Hobgoblin from the creation of the Ogre includes the change of power amongst the Orcnin from Sa to Ha, and the massive defeat on the Bottom Lands at the hands of Mans Empire.

The Hobgoblins are fiercely loyal to their creators. They at all times favor the Orcnin'Sa over the Orcnin'Ha. Whether this facet of their sub-society in the Orcnin's is due to their creation as subservient to the Orcnin'Sa or if it is due to ingrained indoctrination is unknowable. What can be said is that where the Orcnin'Sa go the Hobgoblin will follow. They are the protectors, heralds, courtiers, and flag bearers to the old guard Orcnin. They maintain many of the traditions amongst themselves that the Orcnin'Ha have done away with at large. Most specifically the rituals wherein a Hobgoblin, or Goblin that speaks out of turn is fed its own finger. Many Hobgoblins bear Troll hand necklaces, and only those that have had their teeth removed are taught to read or write.

A Hobgoblin that arrives at your palace is not to be trusted save they have no teeth. That is not to say they are all vicious, evil, and unworthy of trust. Simply that Hobgoblins have long been used by the Orcnin'Sa as insurgents. Tales of old warn right that Hobgoblins will enter into a city seeking sanctuary from cruel masters. Full of true tales of despicable treatment, and unfathomable punishments. These creatures have nonetheless betrayed their patrons without regret or remorse on countless occasions. Let history be your guide and never trust a Hobgoblin that can still smile.

Visiting the Orcnin is always a risky venture. The Hobgoblins are rarely found without the Orcnin'Sa and thusly to visit a Hobgoblin tribe is to visit an Orcnin'Sa horde. The Orcnin'Sa are the elder tribe of the Orcnin. They follow rules of antiquity in most cases and unlike the Orcnin'Sa may be willing to break bread under the flag of Triune truce as was done of old. However such practices are also considered one of the major factors leading to the Orcnin's defeat in ancient times and as such the Triune flag of truce may or may not be respected amongst them. Worse the Orcnin'Sa may at first honor the flag only to betray its honor when the time is right for them to avenge their fallen ancestors.

Stalkers


The unseen watchers. The invisibles. These beings are mysterious to the extreme. Their society is as invisible to most as they themselves are. Many mistake them for a form of air elemental, but nothing could be further from the truth. Stalkers, or watchers as they are known by some, are simply another race that lives and loves in this wide and wonderful world. They make their settlements in the shadows and nooks of larger cities. There are a select few cities that are even aware of a the Stalker settlements that co-exist with them just around the corner and in the lee of the city walls.

Save for their invisibility Stalkers look much like hairless Barkin. An interesting point is that they are invisible to each other as well. They occasionally participate in a ceremony that reveals their appearance to each other. This rare moment is something that the Stalkers treasure and anticipate with great fervor. Marriages and coming of age ceremonies are happy occasions. Condemnations and executions are less joyous, but are also occasions when a Stalker's appearance is revealed to the community. In lieu of the ability to see each other the Stalkers must rely on their hearing and touch to interact with each other. Their language has perhaps the most explicit form of location declaration of any of the known languages of the world.

The most celebrated and famous of the Stalker settlements is the one in Imperial city. They live primarily in the 7th tier. Along with most Orcnin and races that prefer subterranean life. Stalkers are not subterranean by nature, however they find it easier to interact with those that do not utilize sight as their primary sense. The Stalkers of Imperial city are equally urbane as any, and despite the Stalkers less than illustrious reputation throughout the Empire they are respected members of society in Imperial city. The next most well known Stalker settlement is far less respected. Found in the Sky Lakes the city is known to be a haven for scum and villainy.

Stalkers are hardly a unified society. For the most part they simply find places for themselves amongst the societies they find themselves in. Sadly due to their natural gifts the Stalkers find it easy to associate themselves with the darker elements of any given area. A Stalker makes a profoundly effective thief and the guilds that organize such things are constantly seeking to bring more Stalkers into their fold. Thankfully the majority of Stalkers are simple people more interested in family and health. At this time there is no recognized nobility amongst the Stalkers. Instead they simply either swear fealty to the nearest Imperial Noble or attempt to avoid such issues entirely by remaining simple commoners.

Should a rare family of Stalkers consider itself noble and make an official reception at your court the first most important thing to consider is not their invisibility. They have no qualms regarding being spoken directly towards. In fact the occasions on record with the Imperial archives indicate that Stalkers will usually present statuary to serve as focal objects for their hosts. This practice is apparently used in the homes of the Stalkers as well. The Stalker children grow to adult hood speaking to an images of their parents created by a member of the family from the memories of their appearances that were revealed during the marriage ceremonies.



MereDwarel


The deep dark MereDwarel. The shadow Dwar. These Dwar are rarely met by those that do not live in the depths of the Bottom Lands with the Dwar themselves. On those rare occasions that a MereDwarel is found outside of the deepest of Dwaren halls they are most often mistaken for the Flipper Dwarentyr. Though they look nothing alike the MereDwarel and the Flipper Dwarentyr are similar in that they are an aquatic people. Flipper Dwarentyr are rare enough that very few know that the Flipper Dwarentyr are furred, while the MereDwarel are entirely hairless.

The MereDwarel hold a rather unusual place in Dwaren culture due to the fact that the Dwar do not consider them Dwar, and yet keep them amongst the Dwaren people. Hence the title Dwarel as opposed to the outcast Dwari. According to legend the MereDwarel were created from the Dwar by the Gnomes (one of the Dwari) in the grand conflict that seperated the Gnome from the Dwar. MereDwarel are the only one of the five types of Dwarien that were spawned by the Gnomish Wars that remains with the Dwar. The Hudder Dwari, the Derro Dwari, and the Lanvatier Dwari were cast out when the allied with the Gnomes. The MereDwarel adhered to the High Lords of the Imperial Dwar.

The MereDwarel are the only known extant Dwarel. Once long ago there was another Dwarel. According to Dwar legends it was known as the DraconDwarel, but this race of Dwarel died out long before the fall of Taurn in the Mans-Tree wars of antiquity. The nature of being Dwarel is such that the MereDwarel are allowed to participate in the larger Dwar society only in limited ways, and yet they are afforded the full protection of the Dwar armies and resources. The MereDwarel live in the deepest of the Dwar halls where waters from the endless ocean have seeped in and created underseas. They mine precious stones from the bottoms of these undeseas for the Dwar Empire and are thusly wealthy after a fashion.

The MereDwarel are not keen on house guests, and do not maintain the same kind of high ritual that the majority of the Dwar do. Visiting the average MereDwarel home is a simple occasion. You will dine on fish and squid. Perhaps turtle or other aquatic lizard. The MereDwarel are able to breath underwater but they do not generally live below the surface. Rather they make their homes on the shores. Partially in the water and partially on the land. There is always an entry portal from the water and from the land. Staying in one of their homes if nothing else a damp experience.

As far as entertaining an envoy of MereDwarel, it is simply not going to happen under any normal circumstances. There is a remote possibility that a group of MereDwarel may seek sanctuary at your keep, particularly if you are a Bottom Lands house, but such a circumstance is hardly one requiring of pomp and circumstance. While they primarily eat sea creatures such as fish and squid, the MereDwarel are not unable to eat normal fare. The fact of the matter is that the only time you will likely meet a MereDwarel is in the company of a larger Imperial Dwar reception. Beyond that occasion is probably better to forget they even exist, as most of the Dwar do.



Orcnin Sa


The Elder Orcnin. The once great Sa. These are the second born race of Ogran. After Ogran found the Trolls wanting for lack of any form of real intelligence the great and hoary elder god decided to create a beast race. The Trolls thought like Trees, slow and simple. The first and greatest lord of the dark decided he needed a race capable of thinking faster than the Elendi. In his "wisdom" Ogran gathered together a collection of the beasts that he considered most powerful and dire - the Owl, the Bear, and the Crocodile. These three beasts were warped and wrapped together to create the creature first known as the Orcnin. In their own language they are called Sa.

For century upon century Ogran guided the Sa directly. The Sa ruled the Arconistic isle and they were the first true Arconists. Their great arts emulated the true Arcons in that most sacred act - the creation of new peoples. The Goblin, the Hobgoblin, and others called Orcnin. The nomenclature of the Orcnin clarifies what was created by Sa and that which was created by Ogran. The Orcnin'Ha and the Orcnin'Ka were created by Ogran. The rest, save for the Trolls, were the creation of the Sa. The Sa ruled the Orcnin empires for centuries until their great failure durring the Wizard Wars. When Arconistic Ilse was lost they were cursed by Ogran and cast aside.

The curse of Ogran on the Sa was as such; where once every Sa had the ability to commune with Ogran directly the cursed Sa cannot hear the words of Ogran. Also the cursed Sa are hairless. In ancient times the Sa were covered head to toe with luxurious long hair. It was a point of pride and vanity amongst the Sa. Orcnin'Ka were kept mostly to preen and brush the Sa. Those who follow the Arconistic drama point to this flaw as that which led to the Orcnin'Sa's ultimate downfall. Their interests being focused more on their own appearance than the success or failure of their strategies. The Orcnin'Ha are most certainly not beautiful to behold as the ancient Orcnin'Sa were.

The Orcnin'Sa are surprisingly civil, for Orcnin. They are an elder race and as such comply with the ancient tenants of the Triune faith. So long as once visits on the proper holidays or under the proper circumstances the Sa are most hospitable. They will cook food for you, and even speak in you language. This was the way of the ancients. It was the Sa that taught the ancient Elen and Mans the ways of Arconistics. Before the loss of Arconistic Isle Mans, Elendi, and even Dwar were allowed to attend the schools of Arconistics that the Sa kept on their Isle. Some say that it was this honor, not their vanity, that angered Ogran. For, certainly the Orcnin'Ha have none.

Should an Orcnin'Sa seek audience with an Imperial court the moon has most likely fallen into the endless sea, the deluge has dried up, and Taurn risen back into the sky. While the Sa will gladly offer the hospitality of the proper Triune holidays to their ancient enemies - they are proud in such a manner that they rarely, if ever, seek the hospitality of others. Rather than beg the graces of an Imperial house they will forage in the woods for game. Even after their curse and fall from rulership of the Orcnin peoples the Sa will never forget that for untold ages they were the chosen of Ogran. Of course the only people that care for such matters are the Orcnin themselves.



Trogdorn


The strange and misshappen shore dwellers of the bottom lands. Sometimes called MereMans. These creatures, though a people after a fashion, are perhaps the barest example of such in the known world. Their intelligence mocks the term. On average there are smarter beasts roaming the world than these hairless near Mans. Those that study such things ponder that perhaps when the gods first made Mans they made instead the Trogdorn. Then seeing what a dreadful mistake the Trogdorn were they cast them down to the Bottom Lands to survive or expire with the rest of their unwanted creations. If that is the case it is a miracle that this simple people has survived for so long.

The Trogdorn live on the shores of the inner sea of the bottom lands. They hunt and fish and generally live simply. The only thing that separates them from the beasts is their rituals, and of course their hands. They create art. This art is crude by comparison to that created by any other people in the world, but it is art nonetheless. Statues of their ancestors and their gods. Though in their simple society it is hard to be sure that their ancestors and their gods are not one and the same. They do not domesticate animals so much as there are a number of animal species that have taken a kindness to them. Crocodiles and some birds live amongst the Trogdorn and the beast kings will often aid the Trogdorn in their hunts.

The Trogdorn are able to breath underwater for a short period of time, but live on the land. If they stray too far from water their skin will dry and they will suffer for it. They are a most perilously created people in that it seems the only place for them to survive at all is exactly where they are. Just near the shores edge where they can fish, but close enough to woodlands to hunt other game for the furr they make their clothing out of. Their weapons are made of simple bone or wood. Even stone spear heads are something only one Trogdorn craftsman out of a thousand ever happens upon. Metal wepons occasionally come into their possession from other peoples, but does not take long for such a wondrous item to rust in the hands of a simple Trogdorn.

Visiting the Trogdorn can be a retreat from the wearisome civility of Imperial life. Much like visiting some Taurn settlements living amongst the Trogdorn the world seems to slow down. So long as a meal is ready and the store houses are stocked for the coming weeks there is nothing to worry about. The miracle workers of the Trogdorn are more intent on monitoring their children than defending the marshy stretch of the Bottom Lands that they claim. If there is one thing that can be respected of the Trogdorn is their focus on family. Entire tribes will create rituals and songs that can be sung in mass during marriage ceremonies. These rituals are most marvelous to behold, and will always occur in the spring.

The likelihood that the Trogdorn will visit is rare. It has happened that an envoy of young Trogdorn will set out to learn something of the larger world, but they have rarely gotten farther than the Darien or the Crosslands. The Kinder Elentsi are the people that know the most about the Trogdorn visitors as they are the closest nation to the stretch of shore that has been left to the Trogdorn. According to the Kinder Elentsi entertaining the Trogdorn is easier than falling off a log. Anything, literally anything, other than the simple shore life they are used to is wondrous and astounding to them. The only thing to remember is that the Trogdorn skin need constant moisture. Other than that they should be fine.



Tolonese


The masters of technometrics. The Tolonese Mans are the most powerful nation in the Empire. Their arts of technometrics have taken the place of ancient arconistics in almost every facet of society throughout the Empire. For centuries the Tolonese Mans were little more than nomadic ascetics that inhabited the deserts of Tolon, but in since the Wizard Wars and the fall of Taurn the Tolonese have developed their once simple technometrics into the phenomenal power that it is today. Before the rise of the Tolonese Mans the Gnomes were the undisputed masters of the sky sailing. Today the majority of ships that sail the skies are of Tolonese make.

While the Tolonese are the number one manufacturer of sky ships the Tolonese Mans themselves are rarely found sailing the sky lines. When they do they prefer to sail in ships that are as large as small cities. Entire families of Tolonese Mans are known to travel together on the Tolonese cruisers. The ships that the Tolonese make for themselves are both larger and faster than any of the models that are sold to non-Tolonese. The Tolonese battleships are also special models that the Tolonese refuse to sell to the non-Tolonese. These battleships are tiny in comparison to most of the sky ships, and yet are armed to the teeth with Tolonese lightning guns, and wind force battering rams.

To date none have attempted to attack the Tolonese, and for good reason. Not only do they have the most advanced sky ships both of merchant and war, but they are also the pillar of modern economy. The vast majority of trade in the world must eventually profit the Tolonese. The modern economy is often called the Tolonese economy or the the crystal economy due to this fact. The explanation is of course the Tolonese crystals. Created with technometrics; the gold, silver, red, and blue crystals that most of the world use for merchant trade are created in Tolon City One. To most of us the crystals have little use other than trade, but to the Tolonese the crystals are the miraculous source of energy that they use to power their technometric devices.

Visiting the Tolonese is a bland if unique experience. The Tolonese do not have ceremonies the same way that other nations do. They are extremely ascetic, and the best you can hope for is a short audience with the grand engineer or a private meeting with the grand financier. Visiting a Tolonese machine city is amusing for its novelty, but the food is perhaps the blandest in the known world. If you wish to attempt to pass unnoticed you will have to shave yourself completely as the Tolonese do.

A visiting group of Tolonese engineers are the most pleasant and obsequies guests in the world. They will rarely speak, they will refrain from interacting with others in the court, and they will request only grain for food. Any invitations to enjoy events will be seen as an insult, and any attempt to cajole them to participate in seasonal festivals will be considered even more insulting. The best thing to do is leave them alone, pay them their wage in crystal, and allow them to complete whatever technometric wonder they have come to install into your palace or city.

Ghilan


The Shackled Dead. The Embodied Ghost. The Ghilan are actually a class of ghost that refers to several different types of dead. Ghouls are Ghilan that come from Mans, Ghasts Ghilan that come from Elendi, and Ghilan proper are actually the dead souls of the Genies. There is a fourth type of Ghilan most often called the Doppelganger that comes from dead plants. The Doppelganger is sufficiently different from other Ghilan that it will be covered in its own entry. The Ghilan are often mistaken for undead due to the fact that they have physical bodies unlike most ghosts, but unlike the undead a Ghilan will reform its body some days after being destroyed.

They key element that defines whether a dead soul raises as a Ghilan as opposed to a Wraith is in the amount of arconistic power that the body is invested with at the moment of death. Genies of course always become Ghilan due to the vast amounts of arconistic power they collect naturally, but Ghouls and Ghasts are created from the death of an arconistic master. Despite any knowledge or power collected by the Ghilan in life the Ghilan of Mans, Elendi, and Genie are all mostly alike. They are near mindless beings that differ from zombies only in their sturdier nature and their ability to reform when destroyed.

Many consider battling a Ghilan less unsettling than battling a being such as a Wraith or Spectre. Most ghosts are bodiless and extremely difficult to defeat. It requires a powerful force of presence to defeat a bodiless ghost, but a Ghilan can be beaten into submission through simple force. They can be destroyed, at least for a while, through the same means that one destroys any opponent. One can usually tell whether a Ghilan has been defeated once before as the newly risen Ghilan will often retain the clothing and equipment they carried in life. Whereas as Ghilan that has been defeated a number of times will usually be dressed in the remnants of rags or nothing at all.

Ghilan are unlike most ghosts in that they are not bound to the location of their death. Instead they wander aimlessly throughout the world. Should they be destroyed they will reform in the place of their original death, and in that way they are connected to the place of their death. Most commonly the Ghilan will attempt to attack and devour any living beast they come across. What exactly motivates them to do so is somewhat obscure as the Ghilan needs no food to live. It is presumed that the remnants of intelligence that remain in the dead vessel motivate the Ghilan to reenact the most basic activity of the living which is to feed.

There are those that have attempted to put a Ghilan to rest by seeking out its original place of death and setting the reforming body of the Ghilan in a proper burial. This act is pointless. Even a properly interred Ghilan will simply claw its way out of its grave and continue its mindless attempts to feed on living flesh. The Genie are the only people that have a reasonable method of getting rid of the Ghilan. As all Genie that die become Ghilan it was incumbent upon them to find a way to deal with the phenomena. The arconistically adroit Genie simply open a portal directly into the darkest of the shadow planes of existence. They place the Ghilan there and leave it to wander for eternity.




Shadow


The fallen ghost. The Shadows are the ghosts of Trees. The long lived Trees grow ever taller throughout life, and their shadows ever longer. Until one day the Tree must fall, and when it does its long shadow is loosed. Few would be able to guess that the Shadows are the spirits of dead Trees. The reason being that a Shadow will always mimic the shadow shape of those that it is attacking. This of course means little once you understand this fact. Shadows are perhaps one of the most dire of the ghosts because of their unwavering drive to create more of their kind. Shadows do not attack the Trees to make more Shadows, instead they plant their seeds of death in Mans and Elendi.

When a Shadow attacks its touch chills the living to their core. If they are not driven off the touch of the Shadow will freeze your blood, and you will die. Once you have been driven to death by the Shadow the dead Tree will plant a seed into the soul of the Wraith that would normally form from your untimely death. Instead of becoming a Wraith, doomed to haunt the place of your death, a Shadow spirit will devour your soul and unleash a new shadow upon the world. All told, perhaps more Shadows have never lived than were once Trees.

Shadows are by far the most common dust born in the world. Not only are they created by the death of Trees, but they are able to create more of their kind from the beast races. Unlike Spectres and Wraiths they are impossible to contain in gemstone prisons, and like most dust born they are able to reform mere days after being banished or beaten. It is possible to disperse a Shadow through sheer force of presence, but doing so will only slow the spread of the dreadful Shadows. Only the brightest of lights can protect one from the Shadows.

While Trees know that they create Shadows upon their death, they seem unconcerned. The only race the Shadows do not attack are the Trees, and it is most likely the Trees final ploy in the long past Mans-Trees wars. For every Tree felled Mans brought a being perhaps even more dire into the world. The Trees have no direct control over the Shadows, and the ghosts are not intelligent in the least, but they are nigh unstoppable. In the end, some 100 centuries after the end of the Mans-Tree wars the Trees may yet win with their dead.

There are those that know how to destroy the Shadows. These being are known as the Healers, and were it not for their undeserved reputation amongst the majority of the Empire they would possibly be able to stop the menace that is the Shadow. The Healers (sometimes called Vampires) are able to bring the Shadows into their soul and are somehow immune to the chilling touch of the ghosts. The Healers have been known to do this for some Imperial provinces, but more often the tales of Healers saving travelers from Shadows have simply made their way into the archives.



Spectre


The bound soul. The guardians. The Spectre is perhaps the most unfortunate of all the dead. While a Wraith is a spirit that was not properly interred and thusly doomed to haunt the place of its death for nigh on eternity the Spectre is the soul of one that has been intentionally transformed into a ghost. Instead of not being interred the Spectre is intentionally turned into a guardian spirit by the priests when interring another. Often the being that is to become the Spectre is alive up until the burial process is finished. The practice of creating Spectres is one that was much more common in the ancient times, but is still practiced in some Imperial provinces to this day.

The process of creating a Spectre is one that was learned from the Plants. During the Mans-Tree wars the Trees would take the souls of their fallen foes and use them as weapons against the Mans. Those arconistic masters that allied with Mans Empire learned how to duplicate the process, if not perfectly, and the result was the Spectres. Unlike the wrathful ghosts created by the Trees arconistics the Spectres are as equally tethered to a specific location as the Wraiths are. Unlike the wrathful ghosts created by the plants a Spectre retains much of what it knew in life. Those that are able to communicate with the dead can learn much from a Spectre.

Most often the Spectres were created to be guardians of a crypt. When a noble is interred the family will take a number of the slaves owned by the recently deceased and bind their souls to the crypt for eternity. Sometimes the slaves are willing, and other times they are not. Their attitude toward their fate has little to do with how they will behave once they have become Spectres. The nature of the ritual creates a compulsion in the dead soul that forces it to protect the area it has been bound to. There are a handful of Imperial provinces that use Spectres not only to protect their gravesites, but also to protect their city walls.

The most well known Imperial province to use the Spectres publicly is Revalia. Traveling to the Imperial Province of Reval is a frightening experience in the first place, but arriving at their city gates is nearly soul shaking. To those that can see them the Spectres of Reval's fallen enemies and publicly executed circle the city gates furiously. The eyes of the beings glow with the power of those that they have most recently devoured. Passing through the gate is chilling, and making your way through the city almost as bad. The Spectres make for powerful defenders of the city, but at what cost? Simple enough to say that Reval city is safe for any law abiding Revalian.

Spectres cannot leave their stations once bound, unless they are captured in crystal. Similar to wraiths the spirit may be contained in a properly arconistically treated gemstone. Revalians sell captured Spectres as a commodity, and indeed the guardians are effective at protecting your treasures. Should you allow the Spectre escape containment however ... it will become what is known as a Boggy. The Boggy are a dreadful nuisance that will be covered in their own section of this tome. Needless to say it is best to attempt to prevent a Spectre from escaping its crystal containment.



Allip


The souls of the mad. The wrathful ghosts. These spirits are created when a living being is driven to madness and death. When the soul is escaping the mortal coil it has been weakened so much that plant arconistics are able to capture and put the spirit to task. The result of the strange plant arconistics is the gibbering Allip. These ghosts are unbound in that they are not tied to a particular location. Instead they roam the world seeking that which drove them to madness in life. Unfortunately for the Allip their spirit is equally as mad in death as they were when they died. Their never ending quest for vengeance cannot be accomplished, and even if it was the Allip would have no way of knowing that justice had been served.

An Allip could have equally as easily become a restless wraith, bound to its place of death. Both Wraiths and Allips share the fate of not being properly interred. The difference is found in the plant arconistics that are enacted at the moment of the creatures death. In ancient times the Allip was one of the plant peoples most potent weapons against the Mans Empire. The Allip was terrifying to Mans because it shared in part the soul of Mans or Elendi. As such it is able to pass through certain protections that plant spirits cannot. Furthermore the Allip is a wrathful ghost with a dire compulsion to punish those that made it suffer in life. This violent nature is perhaps the most potent aspect of the Allip as a weapon of war.

Allips have become less common in the years since the Mans-Trees wars came to an end. Most of the Allips that roam the world to this day are the remnant of those created in the ancient times. There are still Trees that consider it their duty to create Allips when a Mans or Elendi makes it way into their grove to die. Not all dying Mans or Elendi are able to be turned into Allip. The subject must be mad from suffering. Those that die content are immune to the ritual that creates an Allip, and those that are interred properly by clergy are of course safe from such a fate despite their sanity or lack there of.

Seeking out an Allip is difficult at best. The Allip roam far and wide in their futile quest to avenge the suffering they experienced in life. They rarely roam together, but the occasional pair of Allip have been found. Sometimes the Allip travel with arconistic masters. These Allip have been captured with arconistic arts, and bound to serve their masters. Doing such a thing is possibly one of the most detestable acts one can think of. Those that have the power to contain and command an Allip must also have the power to release the soul to its natural place.

If an Allip finds its way to your protectorate it is best to seek out any aid possible to be rid of the thing. Miracle workers or arconistic masters either one. The Allip are dire beings that are capable of inflicting their madness upon you population. There is no reasoning with them - one must have them bound or banished. The only way to truly be rid of an Allip is to unleash the spell of containment wrapped around it by the plants that originally caught the soul. Few miracle workers are adept at such a process, and thusly one must consider relying on an arconistic master for such a thing an unsavory but necessary reality.




Boggy


The free spirit. The homeless ghost. The Boggy are created, most often, when someone who has purchased a Spectre fails to keep the containment crystal safe. The Boggy can also be created when a Wraith is released from a containment crystal as well. Once released from containment the Boggy is no longer bound to any location or to follow the orders of any master. The Boggy is free to roam, and maraud, the world as it pleases. To a greater or lesser extent the Boggy may or may not remember its life, what happened to it, or what is happening around it at the moment. As a dead soul its connection to the living world is tenuous at best.

Some consider it an act of piety to obtain the soul gems sold by Imperial provinces such as Revalia and release the souls by destroying the gems. Many of these well intentioned individuals are thereupon destroyed shorty. Serving only to bring another Wraith into the world. A Wraith or Spectre that has been through death and binding may retain little of it once life, not to mention many of those transformed into Spectres are murderers or villains of some sort. In Revalia being transformed into a Spectre is no form of honoring the dead. Wraiths have often been lost for centuries before their binding, and the longer a Wraith is disconnected from the time it lived the more confused it can become.

There are rare, powerful, Wraiths and Spectres that are able to retain much of their personality. These beings invariably had undeniably powerful presences in life, and this attribute carried over into their ghost. This sense of self does not make them safe, only aware of themselves. Where some newly released Boggy are scarcely able to recognize that they are dead, those occasional powerful souls are very aware of the fact and may attack without compunction. It is the rare Boggy that will be both self aware and still capable of enough compassion to thank the one that releases it.

Boggy are an unpredictable type of dust born. Due to the fact that they invariably come from the some form of containment they are wary of being captured again. Those that are able to understand what happened to them are wary at least. There are many Boggy that might as well be misplaced Wraiths. Without the presence of self to understand what has transpired, or the ability to recognize the difference of the location, they will return to their original haunting behavior. Those that were originally Spectres will often seek to return to their place of birth for some attempt at rest, or seek to return to their place of death to exact revenge on the arconist that damned them.

Some of the grandest advisers in history have been Boggys. Those powerful souls that retain their sense of self, and the ability to recognize their surroundings have been known to find a place for themselves in an Imperial household as a source of knowledge. Not only knowledge, but as a nearly invisible spy and sleepless guardian. It requires quite a special being to have both a sterling sense of self and the piety to wish to aid others after the horrors they have suffered. More often when a Boggy comes to your keep it desires to drown your children in its death aura while they sleep in retribution for the act of binding it. Being prepared with Revalian crystal traps is the most effective form of defense against such a happenstance.

I have been reading your posts over the past two days or so, and find them very astounding.

Interested, I downloaded the 78 pages you have published on the site, and started reading them about 45 minutes ago. I am now on page 25 (not very far in).

I love it. It is good to the point where I almost don't feel right reading it. Personally, I think you have hit home with this book.

I am good with a red pen, and would be honored if you would allow me to even correct spelling and grammatical errors.

I have also been know to squeeze out a good map or two (only by hand though, computer programs are too inefficient for map-making).;)
I would send you the pdf but ... its free on lulu.
This might be of interest though (particularly the map)

Elen Dwari


Those once known as Gnome. Not Kinder Elentsi. The Elen Dwari are often mistook for the Kinder Elentsi in that they are almost identical in appearance. The difference is that Kinder Elentsi are a completely separate people created by the wizards during the wizard wars, and the Elen Dwari are the result of a Dwar female mating with an Elen. These Dwari are thinner and less hairy than most Dwar, and are much longer lived as well. Like most Dwari they are rare, and considered unacceptable by Dwar society. The only place for an Elen Dwari is with the Elen. They are a part of the Elendi houses, and while there has never been a noble house of Elen Dwari, they have served Elendi houses with great honor.

Elen Dwari are more Dwar than Elen. They must consume at least some meat to maintain a healthy diet, and that puts them in an odd place amongst the herbavoracious Elendi. Elen Dwari are often the beast keepers of the Elen. Which means that visitors to an Elendi settlement have a disproportionate amount of contact with the Elen Dwari. When Mans, Taurn, or Orcnin visit the Elendi the nobility will often employ an Elen Dwari to prepare meals for the meat eaters. Elen Dwari are also employed regularly to act as guides and diplomancers for those that are unfamiliar with Elendi society. Due to the fact that they hold such an unusual place in that society.



Feral Dwerein


The lost Dwar. The outcast. The strange result of a Dwar that has grown of age without connection to any of the rituals of the Dwar. These beings are difficult to communicate with, and do not have a culture per se. More properly they are the result of a Dwar reaching maturity without any culture. Even those Dwar raised by Mans or Elendi achieve a measure of civility, but a Dwar that matures outside of the watchful eye of a society become something more bestial than say an Elendi that matures outside of a Deme. The power of blood connection that Dwar posses is the cause of this strange aberration of what most would consider normal.

The blood of the Dwar is perhaps the oldest extant blood of the known peoples. Some argue that Trolls or perhaps Elendi, or even Mans, is more ancient, but the Feral Dwerein are a case example of the argument for the Dwar blood being more ancient. Something in the nature of Dwar blood connects over strongly with that of the Dragon. The Feral Dwerein develops scales that are similar to the Dragon. They grow talons and fangs. Their legs are more powerfully developed, and many are known to develop draconic gifts such as the breath. Many who encounter a Feral Dwerein believe they have met a Dwar Dragon crossbread. This is not the case.

Those who study the Peoples of the world know for a fact that any pure blood Dwar raised without the rituals of maturity practiced by Dwar societies will develop these draconic traits. The Dwar themselves will sooner destroy the Dwerein than attempt to bring them into their society. Their legends tell of great calamities in times past caused by Dwerein. Some Dwerein have found a place amongst the Dragons themselves, while most seek either solitude or the company of Mans. Those Dwerein that have civilized have most often done so amongst the Imperial Mans. Numerous Dwerein have gained much prestige in the Dragoon orders. Their connection to the Dragons gives them an unparalleled knack for handling the less intelligent of the great beasts.

Feral Dwerein do not have noble houses. They are accidents each and everyone. In the cases where two Dwerein have had offspring the children have matured as normal Dwar. Feral Dwerein is the strange result of a Dwar child rearing itself outside of the confines of any civilization. It is a credit to the power of the Dwar blood. Most Mans or even Taurn children would be completely incapable of rearing themselves. It is also an indication of the potential callousness of the Dwar society that so many Dwerein have been known to exist. Some have even suggested that there is some sort of regular practice amongst the noble Dwar that intentionally creates these outcasts. It is a strange phenomena.

When the Dwerein come to visit or to stay the foremost question is whether they have achieved language. Those Dwerein that have achieved some civility are generally as amenable as any Dwar or Mans. Individuals to the last of course, having no real society of their own. When one finds a truly Feral Dwerein however the most important issue is to treat it as you would a Dragon. Offer food. Meat preferably. The risks to one's person are real, but the rewards of adding one of the powerful Dwerein to your roster of Dragoons is manifest. And! Unlike training a battle Dragon, a trained Dwerein is actually fully intelligent an capable of normal speech.



Feathered Dwari


The Sky Dwar. The noble Dwar of the High Skies. These Feathered Dwar consider themselves equal or greater to the Dwar of the Bottom Lands. Without any authority other than the Dwar themselves one cannot say which is more ancient. The Feathered Dwar of the High Skies are certainly less populace. They are primarily found on the Isle of Wild Home. A number of settlements exist on larger islets throughout the High Skies, and the Feathered Dwar are a common sight on the Isle of Gem-Ron. Unlike the Dwar of the Bottom Lands the Feathered Dwar are not nearly as antagonistic against the Dwari such as the Gnome. The Feathered Dwar are perhaps the most civilized of the inhabitants of Wild Home.

Feathered Dwar do not have the ability to fly as is commonly held by many Dargonians. The only physical difference between the Dwar of the Bottom Lands and the Feathered Dwar is in the fact that they have feathers instead of hair. Other than that detail they are remarkably similar physically. Socially however they are almost the opposite. Where Dwar strenuously refuse to deal with any of the Dwari, all the peoples of Dwar are welcome in the halls of the Feathered Dwari. Feathered Dwari have worked with the Empire during the colonization and mining of the Gem-Ron isle. The architecture of the Feathered Dwari is definitely reminiscent of the Bottom Lands Dwar, but differs greatly in that the Feathered Dwari create standing structure instead of burrowing into the ground.

The noble houses of the Feathered Dwari have been invited to join the Empire on a number of occasions and they have each time politely refused. They do seem to favor alliance with the Empire over dealing with the Orcnin, or even the Taurn tribes. Despite cordial relations the Feathered Dwari have remained separate from the Empire, and the reason may have more to do with the Dwar than the Empire. The Dwar are officially part of the Empire, and have been since the initial expeditions to the Bottom Lands. Some suggest the Feathered Dwari are supporting the Empire by refusing to join the Imperial councils. There is a distinct possibility that the Bottom Lands Dwar would withdraw from the Empire should they be forced to deal with Dwari on a council level.

Visiting the Feathered Dwari is a dangerous proposition. The High Skies are perilous. If you can survive the journey you will be rewarded with some of the finest sights and pleasures to be found in all the world. Feathered Dwar are fond of music and arts. In their bright halls they put on regular performances, and they have delicacies that can only be found in Feathered Dwari halls. Their unique access to the isle of Wild Home means that their game, and their fruits, are unlike anything to be found in all the skies. Those Feathered Dwari that oversee passage to the Gem-Ron are sterner than their higher sky dwelling cousins. Their place near the breach in Dark Sky means that their settlements must be made of sterner stuff, and are interestingly more reminiscent of Bottom Lands Dwar construction than that of their relatives.

Visiting nobles of the Feathered Dwari are to be treated much the same as one would the Bottom Lands Dwar. Similar requirements of food and accommodations apply. The necessity of keeping any Dwari scare however is entirely unnecessary. In fact the Feathered Dwari quite fond of the other Dwari and Dwarentyr. The only Dwar they seem to come into conflict with are the Dwerein and the Half Dwaren. This has more to do with the unpredictable nature of these two rare Dwar than something strictly to do with the Feathered Dwari themselves. The Feral Dwerein generally prefer their solitude anyhow. All in all the Feathered Dwari are a treat to have in your castle or keep. One can only dream of the day they officially join the Empire and our relations increase in frequency.



Hoofed Dwarentyr


Centan Dwari. Running Dwarentyr. These Dwarentyr are the result of the crossbreeding between Centyrn and and Dwar. They are for all intents and purposes Centyrn. These crossbreeds, as with all Centyrn are raised by the father's family as the Dwar will treat them as Dwari. They are stouter than the Centyrn, and their faces are decidedly more Dwar than Taurn. Their furry legs are thicker and more powerful than the average Centyrn, but they are decidedly slower. Interestingly the Hoofed Dwarentyr do not have the same hoofed fingers that the Centyrn. This allows them to create finer and more intricate works of art than the rest of their hoof handed tribesmen.



Clawed Dwarentyr


Weran Dwari. Worg Dwarentyr. These Dwarentyr are the result of the crossbreeding between Weran and and Dwar. They are for all intents and purposes Weran. These crossbreeds, as with all Weran are raised by the father's family as the Dwar will treat them as Dwari. They are decidedly stouter and more powerful than their Weran brothers. The mixture of Weran and Dwar blood makes their connection to the after realms even stronger, and a Clawed Dwarentyr are often found as the speaker for the dead amongst a Weran tribe that has one amongst them. Other than being shorter and stouter most could not tell the difference between the Clawed Dwarentyr and the rest of the Weran.

I'm doing the NanoWrimo this month, I'll pick this back up in December.
Great ideas - the setting is very imaginative and you play with and subvert cliches wonderfully. But due to your somewhat unclear writing style and the lack of any organization all I've been able to glean is a series of interesting, clever and apparently unconnected ideas. I would suggest that before posting anything else you edit and re-organize your posts to make the world a little more cohesive.
Great ideas - the setting is very imaginative and you play with and subvert cliches wonderfully. But due to your somewhat unclear writing style and the lack of any organization all I've been able to glean is a series of interesting, clever and apparently unconnected ideas. I would suggest that before posting anything else you edit and re-organize your posts to make the world a little more cohesive.

Did you read the book at lulu? That should clarrify the "organization" intended.

This should help as well. "A field guide for the modern adventurer and socially elite." Written in character by three characters. "Testing..." ;) AND! what say you unclear!!

:P example!
Imperial Crosslands


Of the fifteen houses of note that rule the bulk of the Imperial Realm of the Bottom Land Isle. (1), (2), and (3) are of but little import, and the rest not at all save for their allegiance and role in regards to the affairs of the House of Lou. Founded by Lounawn of Asper. A commoner by all respects. Lounawn was the surviving enlisted commander of the Imperial beach head on the Bottom Land Isle. The commonly called Crosslands are the colony that grew from that original claim of territory. Won through one of the most terrible uses of force against the Trees that was ever perpetuated by the empire.

Claiming the golbin coast of the Bottom Lands was a conflagration of fire and Arconistic powers. The ships that sailed there were all lost. Every noble born died within days. It was the ground forces that survived through the fires that they had themselves started. Lounawn was the ranking Imperial military commander and his house has stood as noble as any or greater. As of this year the Supreme Commander of the Dragoons of the Bottom Land Isle is a descendant of Lounawn. Fornu Loun, Lord Regent Commander Supreme of the Forces of the Supreme Imperial Council of Bottom Lands. His favorite dish is Cake, preferably lemon or orange.

Visiting the Crosslands in Retinue is a everything that is to be expected here in Asper or anywhere upon Old Ragonia. Visitors from Ragonia or even the Ferry Rover are celebrated with great vigor. The Ferry Rover stops in the Crosslands once a year. During the Festival of Lands Down. In honer of the original Landing. It is quite a site to see, Ferry Rover Isle blotting out the sky with the Blooms waving at the Statue of Lounwan. Bottom Lands Imperials are of a slightly darker hue. The deep reds and blues of the Bottom Landers make the Ragonians of Asper look as pastel as an Elendi.

There are True Elendi that visit the Crosslands. The Elendi's Isle floats on the Endless Sea just goval of the Bottom Lands Isle. Sailing in a sea ship around the Pridelands and the Iron Wall is actually fairly pleasant. Traveling through the Crosslands to the Elendi Isle is something that most Noble Ragonians decide to do during their search. The high priestess of Miria may tell you if your stone is a purpose stone, but one must sail in a sea ship with her further goval than even the Thalians sail. There by the light of the Sea Sun alone she may tell you. It is a long journey, but a pleasant one. Ride Ferry Rover to the Bottom Lands, stay in the Crosslands in comfort for a season. Sail the Endless Sea to the Elendi's Isle of Trees.

There is a ponderousness amount of material readily available in any Ragonian Library regarding the Houses and day to day affairs of the Crosslands. High Council is held regularly with all Imperial Houses, save for the dreadful (t) Houses. Reval, the nearest regency to the Lou's, is (t). The hold High council with none save the Crosslands unless necessary, and only them at High Season. Revalia's Hunts are best avoided by those that have no business there. It is best to stay within the wings of House Lou. If somewhat provincial by Ragonian standards, House (2) has made for various arrangements from the Tolonese. And of course House (1) holds the land guarding the gates to the Long Road, important for those who would have dealings with the Taurn of the Pride Lands.