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== '''General Info''' == Firearms in the world are similar to firearms from the mid 16th to mid 17th century. They are useful against armour, but like in real life, very heavy or strong armour can stop firearms. There are no Bayonets yet in this world, and many states have adopted firearms to different degrees, with even some states ignoring them internally. Firearms are very common in central states like Sneed, who used them great effect against Aesaneria in their war, while Alkor has made them the main range tool of their armies. Magic and Firearms can work together, usually in the form of special powder and enchanted rounds. There's more, but the point is that each nation uses different magic on their firearms, with some being very enthusiastic about them while others aren't. This world is heavily based on sea-bound trade because of the hostility of the interior, and therefore ports are the most important places in the world. The most dominant power in the maritime sector is the Empire of Alkor, having colonial holding over a very large distance. Some states try to form trade blocks to benefit a region. For example, the Gravlind Sister system that almost completely collapsed after the Iron Crown - Rig'Nood war was a victim of such a trade block. The Union is one of the more successful federations that have also established regional trade power. Despite all of this naval power however, most combat during wars are still land based, with all states having a connection to the mainland. Birds are not used as couriers in this world. This is due to a deadly contagious disease known as Smelter Disease that can easily infect birds and thus infect the soldiers. Instead, a species of dog-sized but docile spiders immune to the Smelter Disease are bred and trained specifically to bring messages across the lands. The species were gifted by the grasshopper people (Eritroans). Cameras are a recent and incredibly rare invention. Only four have so far been built, and two of these are owned by the Alkor Global Press newspaper company. The AGP uses these to document images of lesser known incidents and cultures around the world. Raw photographs are colourless and fuzzy, so the AGP usually hires artists and mages to edit the photographs unless it's very urgent. For reasons that vary wildly across cultures, horses are generally viewed as sinister creatures across all known cultures. They are not wrong. ===Explanation on the Diversity of Races and Cultures=== Portals everywhere: There are many alternate dimensions, and occasionally large groups are able to migrate from one dimension to another ====Outsiders==== Outsiders: Refers to groups that migrated in from other worlds and dimensions far away. Most came by portal, but a few came by spaceship (Alprobe, High Magitek). Basically a catch-all group for those that don't fit in elsewhere. Some have been partially absorbed into other cultures, but most are isolationist, leading to small isolated nations that don't resemble their neighbors in any way, or marauding bands of monsters lacking a homeland. Includes; orcs, eritroans, hiisi, dragons, kobolds, dwarves, mindflayers, kangoos, snake people of deep desert, dreeght, akasa-prabuharu, mousterians, xiklik, pengu, the amazon tribes, and humans (though humans are so dominate they generally don't have the same isolationist traits as the other outsiders). Outsiders rarely remember that they came from another dimension, and instead assume the gods simply created them the way they are. ====Spirit Worlders==== Spirit Worlders: Refers to groups from dimensions that are "close" to this one, allowing for fairly frequent trips between dimensions. Generally categorized as fey, dead souls, and demons, though some cultures don't make any distinctions at all, simply treating them all as spirits. Fey: Generally known for their wild magic and strange ways of thinking. Some groups like several of the elven races, goblins, and ogres have spent so much time in this dimension that they have lost their ties with the fey dimensions and spend all their time in this dimension. The elves, goblins, and ogres once ruled large empires, but these eventually collapsed, creating an opening for the rise of human cultures. Races include elves (sartyrian elves, drow, fairie elves, valkyrie elves, drow, and lapus elves), goblins, ogres, several types of giant, harpies, hags, ents, gepids, oni, spirit animals, and most of the aquatic races. Dead Souls: Restless souls either trapped, or who deliberately linger on the edges of this dimension. They have no nations of their own, though they are more active in some areas than others. Certain magic users can either bind them to their will, or banish them from the area, such magic is particularly common in ercaenmedi, yr, and unkor. Demons: Wildly considered evil, and fortunately unable to exist long in this dimension without being bound to something. Certain cultures like yr, aesanaeria, hagarta, the unravellers, the bridge tribes, hags, and certain Emerald Isles tribes have learned how to bind demons into inanimate objects or living beings to anchor them to this dimension. ====Humanity==== Humanity: Humanity arrived in several waves from different places, at different times, but together have been the dominant culture of this world for many centuries now. Nantic humans: Belkor, Belkan, Ercaenmedi (culturally), Westphallica, Gabaet, Hagarta, Falconhead, Republic of Free Men, Skyr-nada, the Puppet-Clans, Alkor, Harlbourg, Hoogivs, Unkor (partially), Tavern Woods, Nantes, and Yr. European-type humans that specialize in mundane technology and mixing technology and magic, leading to a steampunk-ish culture. Many similarities between nations, but also many differences in terms of accent, language, fashion, religion, etc. as a result of centuries of cultural drift. Have also partially absorbed certain other races like the Ercaenmedi, gnomes, and the northern dwarves. Some isolated Nantic colonies have regressed technologically like Skyr-nada, Desolate Isle, and the Puppet Clans. Jinsanic humans: The Union, Freedom Coalition, Union Puppet, The Iron Crown, Rig'Nood, An, Napan, Shahdom, Four Sisters, Temple Isle, Bridge Tribes, Gib'Dunes, San'Barg, Ercaenmedi (racially). Asian-type humans with little in common besides shared ancestry and history. The southern nations are technologically backwards due to their small populations, isolationism, and skill at magic, while The Union is fairly advanced technologically, but militantly anti-magic. The Shahdom and Napan are somewhat between these two extremes. The appearance of Jinsanic humans varies by region due to intermixing with other races, exposure to magic, and environmental conditions. Some other races have been absorbed into Jinsanic cultures, like the goblins and Nantic humans found in the northern parts of The Union. Likewise, the Ercaenmedians are believed to be in some way related to the inhabitants of Napan, but their culture is heavily influenced by Nantic culture. Eldrian Remnants: Shore Mages, Taur Tribes, Sneed, Brazilistan, Luver, Ander City, The Unravellers, Second Empire, Pumkin Kingdom, Kornheiseria, Persquaria, Unkor (partially), Alana, Duckers, Eldr, Northern Wastes, Rust Desert, Underwater Ruins. Extremely diverse set of nations with little in common aside from having to live in the fallout zone of what was once the Eldrian Empire. No one really remembers what the Eldrians looked like, or if they were even human, though many powerful magic users in the area are believed to have some Eldrian blood. Humans in the area seem to have been taken from all the other human races present on this world at the time of the Eldrian Empire, though racial mixing is surprisingly rare. Also present are the many strange races created by the Eldrians for their amusement, including the pumkin, duckers, taur tribes, and horsemen. The Eldrian cultures that haven't regressed into barbarism shun technology and magi-tech, and instead favor their own magic traditions. Sorgos humans: Soukos, Voluntas Pact, Aesanaeria, Brazilistan. Mediterranian type humans. Once had colonies along the coast of southern Rinolsol, and southwestern Autia, but their Autian colonies were taken over by the Nantic and Eldrian Empires. Shun technology and prefer magic. Although the dwarves of Brazilistan are widely believed to descend from ancient Sorgos colonies, no one remembers the reason for the physical differences between them and other Sorgos peoples. Shaobon humans: Miqdaad, Second Empire (Flickfowl component), Fantal Islands. Dark skinned humans who have inhabited Flickfowl and the Emerald Isles for ages. Some nations are fairly advanced in terms of technology and magic, others have become primitive and isolationist. Malsolia humans: Group of dark skinned humans isekai'd to the cold continent of Lapus. Scholars believe their appearance is due to magical radiation IBRU humans: Group of humans from Russia and Brazil recently teleported to the cold continent of Krraurah. Other cultures are only vaguely aware they even exist. ===Other Miscellaneous Facts=== ====The Ancient Orgrillon-Sartyrian War==== The Orgrillons consider all of the north western land to be their home, and consider themselves the natural and rightful inhabitants of it. In far ancient days, a time nearly primordial to the race of men, they found themselves to be nearly the most powerful civilization in existence. From a fractured and tribal state, they had unified and militarized, becoming mighty, strict, and structured. The pride from their power led them to ambition, and over many generations they set forth subjugating vast swaths of lands to the south. Early humans were one of many races that served under their heavy fists and massive boots. Disciplined and powerful legions of the hulking Orgrillons crushed all opposition, and they ruled for an era without challenge. That was until they met a foe that came north from a land they had little knowledge of. The Sartyrians of Ignis were the first enemy that the Orgrillon could not simply crush with sheer force. Ageless and endlessly skilled, the elves were powerful. More powerful than the any opponent the Orgrillon Empire had faced. Many Krolgar were ecstatic at this new found threat. Glory, bloodshed, and conquest could be theirs. Others were less convinced. The first landings and fights with the elves had gone poorly, and they only won a decisive victory after a string of sudden and surprising defeats. The Orgrillon had managed to secure the southern coast of Autia and were busy with fortifying it in their usual manner of massive and unbreakable fortresses in order to repel anymore attacks from the south, but it wasn't finished in time. The true might if the Sartyrians was unleashed. Their forces struck the southern coast with a fury. A wave of destruction the Orgrillonnhad never been on the receiving end of. The Sartyrians were a force of nature. They swept across the southern coast like a series of hurricanes, leveling entire strongholds and executing the sitting Gorkargin. The Sartyrians pushed north, taking nearly the southern third of Autia before the war ground to a standstill. For nearly 500 hundred years the battle lines moved little, both empires gaining and losing ground at sporadic intervals. But what was several generations of war for the Orgrillon was but a single short conflict for the Elves. The chaos and turmoil of the war had a detrimental effect on the Orgrillon hierarchy. Numerous Gorkargins were found to be lacking, and nearly as many were killed in battle. The Krolgar were struggling to unify, always blaming each other for failures and claiming each others victories. The tides seemed to turn when a new Gorkargin, Grozt Or, had a serious of stunning victories and some felt they could finally retake lands that had been long lost to the Sartyrians. This would not be, as a bitter Krolgar challenged him for the position of Overlord, and killed him in single combat. A ritual that was meant to strengthen their people backfired, for while the upstart was a ferocious fighter, he was not anywhere near the strategist that Grozt Or was, and all of the now dead Gorkargin's victories and advancements were quickly undone. This set in motion the true collapse of their empire. Defeat after defeat caused their domain to crumble. A war of attrition ground them down, pushing them farther and farther northward. In only another two hundred years they would be pushed all the way back to their frigid home. From here they dwindled. No longer do they elect Gorkargin, and they don't even have the numbers to hold the entirety of their native land. "We were powerful. We were very powerful. A long time ago..." ====Undead Outbreak==== A recent curse has begun to struck the land. The dead began to rise all around the continent. Weirdly though, they do not interact with the living. It appears they can see and hear only people of their own kind and the world around them, though somewhat influenced by memories of their time. At first it was inconvenient as the rotten skeleton of a farmer who passed away three generations ago would plow your field in the middle of the day. or walk into your home and sit by the fire cooking something it cannot eat. Then those who have died during battle have begun to rise up. At firt they were fighting each other, then they soon began to think that the living were enemy soldiers. While at first the curse happened on occasions during specific time of the year, its occurences have grown more and more to the dismay of the population. A group of mages who have been atempting to make contact with them have had limited success (at least with those who arent soldiers) ====Gods With Widespread Followings==== ''Though not necessarily popular anywhere...'' '''Zmugtazu the Black Hearted One''': An ancient pagan jungle god said to steal away young brides out of jealousy if no virgins are sacrificed to him upon every new moon of the year. In the ancient past many rituals were attributed to him, but this practice stopped when he got sick of it and manifested materially to clear the air. It turns out he's actually a pretty chill dude and now runs a non-profit charity for misrepresented gods. '''Grumpypoo, the God that Hates Being Worshipped''': Is ironically quite popular in a number of nations. He is worshipped in Napan as the God of Hermits, in Harlbourg as the God of Spinsters, by harpies as the God of Cuteness, and strangely enough is considered the Consumer of Souls by certain goblin tribes. Several more secular cultures consider him a good luck charm, and bronze statues of him are common throughout the continent. '''Gaelhalla, Goddess of Lust''': Obviously a quite popular figure, she is worshipped in many forms in many lands. In the west she is depicted wearing a round green hat which is considered extremely pornographic by locals. In Napan she is Go-Hana, the Five-Flower Goddess, Mother of Beasts. All five races of Amazon consider her to be their matron Goddess. Oddly, in Hoogivs, she is only a minor Goddess associated with tea flowers. '''Itch-Monger, God of Minor Irritation''': A highly obscure god, Itch-Monger started out as a Plague God associated with unusually high concentrations of whale lice among whalefolk. Eventually his worship travelled inland, where he is occasionally worshipped by social outcasts who hope he will give those they are envious of lice or genital crabs. '''Ballsack and Sackball''': A pair of anthropomorphic raccoons who delight in tea bagging strangers with their massive testicles. They are numbers 69 and 96 on The List of 666 Minor Demons of Napan assembled by famous scholar Chibi the Pendant. '''Deadicorn, Harbinger of the Rainbow Zombie Apocalypse''': One of the most hated of all Gods, Deadicorn was said to have been created from the merged essence of several Evil Gods who sought to destroy all creation (plus Bob the Unicorn God who was convinced it was a good idea while he was high on god dust). Deadicorn is worshipped by anarchists, rapists, murders, insane magic users, necromancers, evil fairies, hags, as well as misguided youth who think he is "cool" and "edgy". He grants his followers power over undeath as well as the ability to shoot rainbow death rays. ====The Incoming War==== The world is on the brink of a world war, with several nation strenghtening their armies and tensions running high, one of the many wars being fought is about to escalate into a larger conflict. ====Maritime Law==== The Autian Port Federation is, technically, not a real country. It has no language, no religion, no ethnicity, no culture. Covering nearly all of Autia's massive coastline, the A.P.F. is a judicial and legal organization run by and dedicated to mariners. Any region seemingly blocked off by it still has full access to and control of their coastal territory. The Autian Port Federation operates and maintains inns, taverns, marketplaces, docks and courthouses all across the coasts of this mighty continent, relying on locals to run it all. Their main focus is standardizing laws involving the high seas- which is legally under the total jurisdicition of the A.P.F. No matter where one is on the high seas, a dispute between any number of parties can be settled anywhere along the coast of Autia at a courthouse. If a sailor from Belka and The Union get in a fight off the coast of Halem, or an Eritroan and an Ercaenmedian argue over prices down in Pumkin Kingdom; the Autian Port Federation is there to provide a safe place for everything to get worked out without dragging entire nations into diplomatic and military disputes. They are, unfortunately, not very well off finanically and are infamously corrupt, taking bribes and handing over mariners to local law enforcement with little hesitation. This is due to the fact they are a nonprofit, dumping literally all of their funds into maintaining their buildings and fleet of rescue vessels, as well as paying their workers. The nation they border ultimately has full control over what happens on their coastline, and the level of influence they exert over the A.P.F differs wildly from nation to nation. Some run everything themselves, only using the A.P.F.'s name; while others take a very laid back approach, letting the coastline act as its own autonomous region. Despite the local issues of control and legality , a sailor in Autia can generally expect food, shelter and safety no matter where they go. ====The Guild of Undead Swordsmen==== On occasion in Autia a god may choose to bring a servant back from the grave, equip them with a magic sword and start them on a heroic journey that only once completed will they finally be permitted rest. The Guild of Undead Swordsmen is a support group for these at times reluctant heroes, offering them suggestions for other ways to fulfill their oaths or for mercenary companies they can find work in. Because while the ability to not die is often tempting at first, gods can be very impatient and will inflict curses on their champions if they feel that they are lacking motivation. In Amazon run territories the Guild of Immortal Swordswomen holds sway, with the two guilds holding a bitter rivalry, and operates several offices. Pictured are three Swordsmen who have joined into an adventuring group to aid each other on their quests. ====Economics==== Commoner wealth is based on a mix of agricultural land owned, size of house, possessions owned, and access to magic, so it is somewhat biased against nomadic people and fey Elite wealth includes both the wealth of the elites, but also the size of the elite class in relation to the rest of the population Total national wealth is total, not per capita, so biased against nations with small populations Belkan: Medium, Medium, High Ercaenmedi: Medium, Medium, High Republic of Free Men: Low, Low, Low Falconhead: Low, Medium, Low Westphallica: High, Extremely High, High Gabaet: Medium, High, Low Hagarta: Very Low, Very Low, Very Low Srechund: Very Low, Very Low, Very Low Orkistan: Very Low, Very Low, Very Low Hiisikunta: Very Low, Very Low, Very Low Sparticia: Very Low, Low, Very Low Afrozil: Low, High, Medium Voluntas Pact: Low, High, Medium Kingdom of Eritroans: Low, Medium, Medium Alkor: Medium, High, High Harlbourg: Medium, Medium, High Hoogivs: Medium, Low, Low Unkor: Low, Low, Low Persquaria: Low, Low, Very Low Halem: Very Low, Very Low, Very Low Tavern Woold: Low, Low, Very Low Wolf-Kin Band: Very Low, Very Low, Very Low Soulwood: Very Low, Very Low, Very Low Fleshmolders: Low, High, Very Low Pirate Haven: Low, Medium, Very Low Nantes: Low, High, Medium Yr: Low, High, Medium Fluffwood: Low, Medium, Low Northern Wastes: Very Low, Very Low, Very Low Freedom Coalition: Very Low, Medium, Low Union: Very Low, Medium, High Puppet State: Very Low, Medium, Very Low Iron Crown: Very Low, Very Low, Very Low Napan: Medium, Very High, Medium Shahdom: Low, Medium, Medium Rig'Nood: Very Low, Low, Very Low Gib'Dunes: Very Low, Low, Very Low Alprobes: High, High, Very Low Bridge Tribes: Very Low, Low, Very Low Four Sisters: Very Low, Medium, Low Kornheiseria: Low, Medium, Medium Pumkins: Low, Low, Low Temple Isle: Low, High, Low San'Barg: Very Low, Low, Very Low Second Empire: Low, High, High Unravelers: Low, Very High, Low Alana: Very Low, Low, Very Low Forgotten Place: NIL Brazilistan: Low, High, Medium Sneed: Medium, Medium, Medium Ogre Clans: Very Low, Very Low, Very Low Ander City: Medium, High, Low Luver: Medium, High, Low Wizard Coast: Medium, High, Medium Taur Tribes: Very Low, Low, Low Aesanaeria: Low, Medium, Medium Poole Harbor (Harpies): Very Low, Very Low, Very Low Sartyrian: High, High, High IBRU: Low, Medium, Low Afrolia: Low, High, Medium Fantel Islands: Low, Medium, Low Crescent Islands: Low, Medium, Very Low Tortle Realms: Medium, Very High, High Duckers: Low, Medium, Low Peaks of the Heavens: Low, Medium, Low Copper Plains: NIL Deep Desert: Very Low, Low, Low Sultanate: Medium, High, High Kangoo Tribes: Very Low, Low, Low Puppet Clans: Low, Medium, Low Nicsenor Collective: High, High, High Pengu Empire: Very Low, Low, Low Khurultai: Medium, Medium, Medium Ar-Haugthra: Very Low, Low, Low Sheeple Folk: Low, Low, Low Dun Costa: Medium, Medium, Medium Dalavchtai Khanate: Low, Medium, High Skvoenbard: NIL Crocida: Very Low, Low, Low Crocuba: Low, Very Low, Low Jade Empire: Low, High, High Shattered Edge: NIL Illician Isles: Low, Medium, Low Utopia: Low, Medium, Low East Alkor: Medium, Medium, Low Vespins/Karelia/Mordiven: Medium, Medium, Medium Malsolia: Very Low, Medium, Low East Union Company: Low, Medium, Low Bloodsap Forest: Medium, High, Medium Mousterians: Medium, Medium, Low Dright: Very Low, High, Medium Lepre Khans: Low, High, Low Lindgrub: Low, Medium, Low Ogrillons: Very Low, Medium, Low Belkan Arktikos: Low, Medium, Low Ercaenadhorn: Low, Medium, Low Land of Frost Giants: Low, Medium, Low Skyr-nada: Low, Low, Low Belkor: Medium, Medium, Medium Soukos: Medium, High, High ====Dragons==== While Sartyrian and Nicsenor hold the largest amount of the creatures alongside the largest specimens their dragons are not the most well known of the species due to the vast distance between the southern elves and most races. In most continents dragons are a rarer breed having gone extinct in western Autia altogether following the Chromatic Dragons in Srechund going extinct with only wyverns remaining but the aforementioned Storm Dragons do exist in regions like Napan and the Iron Crown where in rare circumstances they assist an army in battle. Other lesser subraces of dragon found throughout the world include the wyrms and lindworms belonging to the Puppet Clans alongside feral variants inhabiting The Dead Man's Hand, Lapus and Krraurah where races like the Orgrillons sometimes make use of them. Meanwhile the population of wyverns are the greatest in Rinolsol, specifically the mountains in Ercaenepolis while the population of drakes is greatest in Flickfowl where they are used by the armies of the Second Empire and the Sultanate while the golems have sentient metal variants. Rinolsol is also home to a few more subspecies such as their hydras and their drakons which resemble giant versions of wyrms more than actual dragons. Tismo also has a few subspecies such as the Black Dragons who are similar to Storm Dragons in nature but with breath of fire and a black appearance instead of the blue one belonging to the Storm Dragons and are used in many different forms by the Khanate. Additionally the lizardfolk nations of Tismo possess with them, alongside the dinosaurs inhabiting their rainforests which they use to great effect in repelling Sostenfielian and gnome assaults on their land a race of great winged serpents called ampitheres. These creatures are seen as bringers of good harvests by the lizards whenever one is spotted and as such they commonly try to find the eggs of one and raise them. Ampitheres are by far the fastest out of all dragon subspecies outspeeding even the fastest purebred Ercaenmedian wyvern and are among the most deadly tools the lizards use to defend themselves mounting their greatest heroes and mages atop them and outfitting them with ancient magical gear said to be crafted by their froglike elders and mysterious god Kek. It is because of this these creatures they successfully managed to hold a lightning fast raid on a fleet of Sostenfielian airships alongside many companies of pterosaur riders headed their way smashing the mechanisms keeping the aerial battleship the fleet brought with them making it crash to the ground. Because of this and another similar failed attempted with a few smaller ships being destroyed that time the Sostenfielians have given up with sending airships into the communist lizards territory as they're busy sending most of their airships into more important endeavors and having planes bomb Union facilities manufacturing anti-magic weapons for the upcoming war. I've gotten extremely sidetracked but the final dragons and dragon subspecies I have to list are the ones belonging to the southern elves. I've already mentioned their dragons which still are the most numerous and largest among their species but the southern elves do have other subspecies such as the great wyverns and drakes they have living in their mountains. The lizards and southern elves do have merwyrms too. Krraurah probably has a few icy dragons with wings of literal ice or something like that with the Pengu taking some eggs and raising them up until the dragons grow older at which point they leave to find a mate. This is because I'm not sure if the Pengu have the magical capacity to make a dragon obey them or the manpower with enough strength to break one into submission like the others I mentioned here do. If they do have good magic or just commission their snow elf neighbors to make some magical headdress to make the dragon obey them then they keep it. Living in a similarly icy area as the Nicsenoreans they probably grow pretty big too from the conditions and fighting other predators. Not sure if there is enough of them for the Pengu to have more than a handful though as Krraurah is large and they're probably dispersed throughout it with enough distance between them to make finding a mate to breed with difficult. ====Concerning Half-Elves==== Many elves are distant creatures, far from human contact. This has led to the elves either becoming very isolationist and primitive in the case of the Jhazai and Arctic Elves or the belief of inherent superiority to humans through superior skill, magic and monsters as shown by elder southern elven dragons essentially being walking nukes. This belief is echoed in the southern elves, the Sartyrians and Nicsenoreans with the fire elves being far more up front about it while the snow elves act polite to humans but constantly act superior and harbor a sense of disdain for them in the back of their minds. The Drow also count in this category as most with the exception of a few Autian Drow cities see men as in more than livestock to capture. The fairy elves just hate everyone. Middle ground does exist however with many elven tribes being more open minded to men as a result of merely having longer lifespans instead of immortality and living closer to them. The Lapus elves, Desert elves of Flickfowl, Valkyrie elves, Autian elves and Sun elves dispersed throughout Tismo on a lifelong pilgrimage count in this category. Even then most of these races still remain quite aloof when around non-elves but in some cases, mostly from the rather plain elves of Autia and the Lapus Elves some gain close companionship with a human. Knowing the powerful emotions possessed by elves this relationship will most likely lead into a child being bore and should the birth be successful a half-elf is created. These halfbloods are very strange creatures and are quite free willed compared to the strict traditions and noble houses who’ve lasted for centuries that elven society is made up of. They are quite rare even by the standards of the elusive elven race with 1 existing for every 3 elves from any given tribe and usually end up nonaligned to any particular tribe. This rarity does not mean that half-elves are harder to find than pure elves however, rather the exact opposite. Most elven population centers are too far away from most men and have enough magic wards for them to not even think of being able to enter. Because of this you’re far more likely to meet a half-elf as a byproduct of their adventurous nature meaning they travel far from home. It’s far easier for halfbloods to get along well with humans during these encounters as a byproduct of their human side giving them a far more down-to-earth look on things compared to the whimsical and confusing nature of their pureblooded kin with their elven blood granting them a beautiful appearance only adding to their sociable demeanor. This is about where their elven heritage ends however as the only real separating traits from a half-elf and a man are their pointy ears and a slightly increased rate at which they learn things. They possess none of the inherent magic elves have or their inhuman reflexes leading to many elves seeing them more as weaker cousins rather than kin or as repulsive pretender elves and in the case of the mercenary Desert elves, fools who adventure for fun instead of coin. The issues don’t end there however as the wanderlust of half-elves can lead to many choosing to work in professions that are not considered perfectly legal such as thievery just for the thrill of it. No matter how fast they rise up the ranks of their newfound unsavory friends a spot of bad luck can lead to their activities being caught on to. Because of these impulsive desires it’s quite common to see at least one half-elf jailed in the gaols of larger cities leading to a negative stigma against half-elves from those of higher social standing. ====Concerning Drow==== Each individual city-state of the Drow can muster tens of thousands of forces used for both self-defense as their cities serve as fortresses and aboveground raids. Their individual armies typically comprise of several hordes of slaves sent in first to be shredded down and occupy the attention of enemy forces while their main regiments await to strike. Their proper forces are comprised of free Drow using weapons like spears, advanced crossbows and swords with each of these weapons being coated in poison. These regiments are deployed extremely quickly as their mages part the earth and allow them to come out from the ground to flank their opponents. These forces are led by nobles each with decades of combat experiences or priestesses, their term for their mages using shadow and blood magic in rituals to drive their forces and themselves into a murderous frenzy. Additionally they hire Mind Flayers and the tortured creatures that strange race produces as mercenaries. Lastly, they make use of many underground monsters such as giant spiders and lizards, both of which are also ridden as cavalry, great bats and rarest of all the strange wingless wyrms that dwell underground which are smaller versions of Soukan drakons with deadly poisonous fangs as warbeasts. ====Concerning Mole-men==== Ubiquitous with the world below, the L'rrrrrglrn mole people are widespread throughout the myriad caves and tunnels. Having been here since before the rise of civilization itself, the mole men may very well be native to the dark depths. They wander far and wide, being found anywhere peoples gather and even some places they don't. Many of them make their lives as traders and travelling merchants. Nearly every city in the under dark sees them pass from time to time. Few civilizations know the full extent of the mazes and hidden places beneath the world quite like the L'rrrrrglrn, save perhaps the dwarves. They are generally peaceful in nature, but quite strong when threatened, if not a little slow. They love wonderous technology and items from the surface are astounding to them, resulting often in eager trades for these good that may not even benefit the mole. While they are ever present below the surface, they have two centers of civilization that act as their homes in the dark. The Nest of Princes below northern Flick Fowl, where 100 noble moles rule a patchwork of tunnels and hollows. Under the Union in eastern Autia lies the Queen's Hold, a a maze of tight corridors and caverns that sprawl mindlessly in every direction with a grand chamber in the very center shared by seven joint queens of their race. The moles see themselves as one people and the distinctions between their leaders and homes mean little, with many traveling between the two places regularly. They are a favored slave of the crueler drow and the fear to wander too close to the Xiklik in eastern Tismo. ====Concerning Harpies==== One of the most widespread and diverse races, harpies can be found on almost every continent, generally near coast lines or mountainous areas. Although believed to have ties to the fey, much like the elves, ogres, and goblins, most have been living in this world for so many generations they have lost much of their innate magic and ability to travel at will between worlds. Harpy cultures vary greatly, as do their relations with other races. For example, harpies in Ercaenmedi, Hoogivs, Harlbourg, and Napan have become fully integrated into the local cultures, while harpies in Falconhead, Hagarta, Soukos, Sparticia, and Gabaet are treated with caution by locals due to their wild and semi-feral nature, but are also sometimes greatly respected by rural folk, particularly harpies with a strong grasp of magic. Unfortunately in other areas, harpy populations remain feral, or in some cases worship evil gods. Harpies in the coastal regions of of a number of regions like Aesanaeria, Orkistan, Hiisikunta, Yr, and the Emerald Isles are notorious kidnappers, rapists, and in some cases cannibals. Much like Amazons, almost all harpy subraces are female only, and must mate with males of other species. Depending on the region, courtship may be romantic, transactional, or under magical duress. Despite the fact that most harpy subraces lack hands, they are surprisingly agile with their leg claws and some become skilled artisans. There are limitations to their range of motion though and many harpies find clothing to be a nuisance. Feral tribes rarely bother with anything more complicated than a necklace, while those who live alongside humans are generally expected to wear clothes, though they often rely on kin and partners to help dress. Most harpies have lost their innate fey magic, but some still retain a great deal of potential, and practice a shamanistic form of magic that varies by region. Some even learn the local human schools of magic. Harpies aren't particularly religious, though they generally credit Gaelhalla (or a local variant) as their creators. Harpies in Napan, Hoogivs, and Ercaenmedi find it assuming to also worship obscure gods like Grumpypoo and Itch-Monger. Some feral harpy clans worship demon lords like Deadicorn, Grumm, the Brass Lord, Gogotha, Althazar, Wyrna, and Shaleheart in return for dark magic. ====Rough Timeline==== History: - 66 million years ago, a Space ship crashes into the north pole of Autia. Travveling at a fraction of the speed of light at the moment of impact, wiping out the global Saurian civilization. - Khimere Empire and Tortle Realms formed - Khirmere Empire destroys itself in civil war - Ogrillons dominate much of the world, but are then destroyed by the Sartyrians, who then collapse thanks to Smelter's disease - Jinsan Empire founded, date unclear - 700 years ago, Jinsan Empire collapses - 600 years ago, the Nantic Empire forms rapidly, but goes into decline. - 400 years ago, Eldrian Empire reaches its peak, Soukos Republic falls into a major civil war and loses touch with its colonies, Eldrian Empire collapses due to magical mishaps - 300 years ago, collapse of the Nantic Empire, Persquaria begins its war with the raw magical forces of Eldr, the Second Empire is founded - 200 years ago, Soukos Republic reestablishes trade with its former colonies, the Belkan War/The War in the North/Northern War - 129 years ago, Belkor becomes a separate nation - 127 years ago, an island disappears in the Emerald Isles under mysterious circumstances - 100 years ago, Harlbourg separates from Alkor
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