'''''PLEASE NOTE:''''' ''This wiki is very much a'' '''''WORK IN PROGRESS''''' ''and should not be considered the final product yet. More will be added as time goes on and collaboration continues. Thank you for your time.'' -JSC
'''''PLEASE NOTE:''''' ''This wiki is very much a'' '''''WORK IN PROGRESS''''' ''and should not be considered the final product yet. More will be added as time goes on and collaboration continues. Thank you for your time.'' -JSC
'''''UPDATE 12-22-11:''''' ''The wiki has been greatly reorganized by region, and a bestiary section has been added.'' -JSC
=Introduction=
=Introduction=
'''''Tabula Gloria''''' (butchered pseudo-Latin sort of meaning ''Glorious Slate'' or ''Slate of Glory''; that and it bears the initials TG for obvious reasons) is a collaborated setting which started in a thread made by an '''El Falcatero''' on 28 Novermber 2011 called ''Bestiary in /tg/''. The thread itself was simply created to be a thought exercise: the first person posted a picture of a monster; the next would fluff the monster and post another picture; so forth and so on. Somewhere along the line, people were starting to fluff the same picture, and in some instances, some of them combined the different descriptions into a more cohesive whole. This in turn encouraged some of the writers to make the fluff of later creatures go with previously established fluff, slowly building the setting merely from the lore about the bestiary.
'''''Tabula Gloria''''' (butchered pseudo-Latin sort of meaning ''Glorious Slate'' or ''Slate of Glory''; that and it bears the initials TG for obvious reasons) is a collaborated setting which started in a thread made by an '''El Falcatero''' on 28 November 2011 called ''Bestiary in /tg/''. The thread itself was simply created to be a thought exercise: the first person posted a picture of a monster; the next would fluff the monster and post another picture; so forth and so on. Somewhere along the line, people were starting to fluff the same picture, and in some instances, some of them combined the different descriptions into a more cohesive whole. This in turn encouraged some of the writers to make the fluff of later creatures go with previously established fluff, slowly building the setting merely from the lore about the bestiary.
Two threads later, and the setting was becoming more and more developed and the bestiary thought exercise expanded into landscapes, people, and phenomena. This wiki is an attempt at editing all of the fluff that was collected in these threads and beyond, to make them fit seamlessly into a playable setting which can be adapted into your system of choice. Heck, in one of the threads, someone suggested that it could make for a [[Magic_the_gathering|Magic: the Gathering]] block, which would be interesting in and of itself.
Two threads later, and the setting was becoming more and more developed and the bestiary thought exercise expanded into landscapes, people, and phenomena. This wiki is an attempt at editing all of the fluff that was collected in these threads and beyond, to make them fit seamlessly into a playable setting which can be adapted into your system of choice. Heck, in one of the threads, someone suggested that it could make for a [[Magic: the Gathering]] block, which would be interesting in and of itself.
The original threads can be found [http://suptg.thisisnotatrueending.com/archive/17051756/ here], [http://suptg.thisisnotatrueending.com/archive/17066065/ here], [http://suptg.thisisnotatrueending.com/archive/17098851/ here], and [http://suptg.thisisnotatrueending.com/archive/17179837/ here].
=The World=
=The World=
[[File:Tabula Gloria Map.png|200px|thumb|right]]As it stands, the world of Tabula Gloria is an Earth-like place set in a high fantasy setting. Magic and technology stand side by side, sometimes intermingling. The Empire is surrounded by various peoples, both friendly and antagonistic. Great ruins from former empires and feel creatures to slay are plentiful. The world has a feel of high adventure and a bounty of opportunity for those who wish to reach out for it. It also contains a generous deal of political and social intrigue within, allowing for campaigns to range from classic dungeon raids to plots to take over the Empire.
[[File:Tabula Gloria Map.png|200px|thumb|right]]As it stands, the world of Tabula Gloria is an Earth-like place set in a high fantasy setting. Magic and technology stand side by side, sometimes intermingling. The Empire is surrounded by various peoples, both friendly and antagonistic. Great ruins from former empires and fell creatures to slay are plentiful. The world has a feel of high adventure and a bounty of opportunity for those who wish to reach out for it. It also contains a generous deal of political and social intrigue within, allowing for campaigns to range from classic dungeon raids to plots to take over the Empire.
The world itself is basically divided into two continents, the Western and Eastern Continents. The '''Empire of For’Channar''', in which the capital of Tabula Gloria stands, is located on the Western Continent. It is located in the relative center of the Continent, serving as a hub of sorts for peoples coming from and going to other locales. To the north of the Empire is the '''Northern Sea''', a dangerous place ruled by the god-like '''Lord of the Tempest'''. To the east are the '''Drakonid Highlands''', the stronghold of a native people who have been driven out of the Empire’s lands. To the south is the '''Garvenus Steppe''', a bastion of wildlife and savagery protected by the titanic '''Sky Devourer'''. To the west is the '''Phrennoack Forest''', a wooded land of competing tribes harnessing the powers of life and death.
The world itself is basically divided into two continents, the Western and Eastern Continents. The '''Empire of For’Channar''', in which the capital of Tabula Gloria stands, is located on the Western Continent. It is located in the relative center of the Continent, serving as a hub of sorts for peoples coming from and going to other locales. To the north of the Empire is the '''Northern Sea''', a dangerous place ruled by the god-like '''Lord of the Tempest'''. To the east are the '''Drakonid Highlands''', the stronghold of a native people who have been driven out of the Empire’s lands. To the south is the '''Garvenus Steppe''', a bastion of wildlife and savagery protected by the titanic '''Sky Devourer'''. To the west is the '''Phrennoack Forest''', a wooded land of competing tribes harnessing the powers of life and death.
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For the purposes of the wiki, the lore is divided by the region in which the majority of the lore takes place in. Note that sometimes lore may take place in multiple regions, and the possible ramifications of the lore may be far-reaching, depending on the campaign and the person running it.
For the purposes of the wiki, the lore is divided by the region in which the majority of the lore takes place in. Note that sometimes lore may take place in multiple regions, and the possible ramifications of the lore may be far-reaching, depending on the campaign and the person running it.
==Cosmology==
==The Pure Existences==
<tt>Memo from Worley Barlan, Master Researcher at the Imperial Library</tt>
<blockquote>
There has been something that has been baffling me for quite a while now. The myriad of religions in this world are somewhat concurrent with each other, despite the different cultures they came from. At first, I passed this off as a possibility of cultural mixing over a period of time. However I have recently come across an ancient text dated before even the founding of Benalor which describes the world as part of a larger, self contained world. It took me some time to translate it, as the language was something before anything produced by the Old Empires, from a people we know as the '''Temratu'''.
There has been something that has been baffling me for quite a while now. The myriad of religions in this world are somewhat concurrent with each other, despite the different cultures they came from. At first, I passed this off as a possibility of cultural mixing over a period of time. However I have recently come across an ancient text dated before even the founding of Benalor which describes the world as part of a larger, self contained world. It took me some time to translate it, as the language was something before anything produced by the Old Empires, from a people we know as the '''Temratu'''.
</blockquote>
<blockquote>
We already know that the Temratu were the first to accurately figure out how time flows in our world by their model of the twenty-six hour day, as well as the fine tuning of the seasonal calendar. They managed to figure that out with primitive tools at the time, but what I didn't know until now was the extent of the research they did at their legendary observatory in present-day Vashial. In this text, the ''Study on the Nature of the Cycle,'' its author made a rather interesting theory about the world's place on a larger scale.
We already know that the Temratu were the first to accurately figure out how time flows in our world by their model of the twenty-six hour day, as well as the fine tuning of the seasonal calendar. They managed to figure that out with primitive tools at the time, but what I didn't know until now was the extent of the research they did at their legendary observatory in present-day Vashial. In this text, the ''Study on the Nature of the Cycle,'' its author made a rather interesting theory about the world's place on a larger scale.
</blockquote>
[[Image:Tabula Gloria Loop Cosmology.jpg|200px|left]]Cup your hands and hold them apart from each other. Think of these hands as two forms of existence, the physical and the ethereal. Both of these existences are boundless and, for the most part, dead without the other. Now put them together. Where your fingers meet and thumbs meet are two junctions of a loop originating from these two opposite existences. One of these junctions is our world, the greatly physical world with the inalienable influence of mana. Following this logic, the world of the other junction must be an abstract world made of mana, but with physical constraints upon it. But at these junctions, the opposite forces feed on each other, bringing forth life and activity.
<blockquote>
[[Image:Tabula Gloria Loop Cosmology.jpg|200px|left]]Cup your hands and hold them apart from each other. Think of these hands as two forms of existence, the physical and the ethereal. Both of these existences are boundless and, for the most part, dead without the other. Now put them together. Where your fingers meet and thumbs meet are two junctions of a loop originating from these two opposite existences. One of these junctions is our world, the greatly physical world with the inalienable influence of '''Mana''', the source of all things magical. Following this logic, the world of the other junction must be an abstract world made of Mana, but with physical constraints upon it. But at these junctions, the opposite forces feed on each other, bringing forth life and activity.
</blockquote>
<blockquote>
This idea correlates well with much of the god-like beings that we have here. Beings like the '''Sky Devourer''' are summoned from an alternate plane of existence. The '''Lord of the Tempest''' rages against the people of the world for seemingly no good reason. Then there the stories of the fell creatures of the '''Depths Below''' which feed more on fear than physical meat as the '''Wight''' of the '''Heavens Above''' foretold a terrible fate upon Benalor. For purposes of this argument, we will call our world the '''World Itself.''' Both the Heavens and the Depths are the parts of the loop closest and most observable to us from the World Itself. The further out we go in the Heavens and the deeper in the Depths we go, the stranger the mechanics of gravity and physics, so it would make sense that things are being distilled into these pure forms of existence the further away from the World Itself one goes.
This idea correlates well with much of the god-like beings that we have here. Beings like the '''Sky Devourer''' are summoned from an alternate plane of existence. The '''Lord of the Tempest''' rages against the people of the world for seemingly no good reason. Then there the stories of the fell creatures of the '''Depths Below''' which feed more on fear than physical meat as the '''Wight''' of the '''Heavens Above''' foretold a terrible fate upon Benalor. For purposes of this argument, we will call our world the '''World Itself.''' Both the Heavens and the Depths are the parts of the loop closest and most observable to us from the World Itself. The further out we go in the Heavens and the deeper in the Depths we go, the stranger the mechanics of gravity and physics, so it would make sense that things are being distilled into these pure forms of existence the further away from the World Itself one goes.
</blockquote>
The theory can explain how mana seems to never be in short supply for all the magic that is cast in the world, as well as how some people can overcome their own barriers to perform great physical feats of strength and agility. The mana likely comes from the pure ethereal existence into our world as willpower may come from the pure physical existence on the other side.
<blockquote>
The theory can explain how Mana seems to never be in short supply for all the magic that is cast in the world, as well as how some people can overcome their own barriers to perform great physical feats of strength and agility. The Mana likely comes from the Pure Ethereal existence into our world as '''Will''' - the source of tremendous physical feats - may come from the pure physical existence on the other side.
</blockquote>
Given how the theory is stated, it wouldn't be any surprise that there is also another world on the other end of the circle, quite possibly a world of gods and their ilk, beings of immense magical power who are somehow constrained by simple physical barriers in which the beings of the World Itself - beings such as ourselves - could manage with little effort. Perhaps this would explain how, as people, we find it difficult to cast as the complexity and mana required increases, but we can summon god-like beings here with relatively little effort, as in the case of the dreaded Obsidian Leviathan, which is summoned when such an act is botched. Also, if you ask a mage to describe how the process of summoning is done, the usual response begins with the mage having a "talk" with the creature in which is supposed to be summoned. So how can a channel of communication, much less a channel of travel, exist between two worlds separated by barriers which are more or less inpenetrable by the denizens of said worlds?
<blockquote>
Given how the theory is stated, it wouldn't be any surprise that there is also another world on the other end of the circle, quite possibly a world of gods and their ilk, beings of immense magical power who are somehow constrained by simple physical barriers in which the beings of the World Itself - beings such as ourselves - could manage with little effort. Perhaps this would explain how, as people, we find it difficult to cast as the complexity and Mana required increases, but we can summon god-like beings here with relatively little effort, as in the case of the dreaded Obsidian Leviathan, which is summoned when such an act is botched. Also, if you ask a mage to describe how the process of summoning is done, the usual response begins with the mage having a "talk" with the creature in which is supposed to be summoned. So how can a channel of communication, much less a channel of travel, exist between two worlds separated by barriers which are more or less impenetrable by the denizens of said worlds?
</blockquote>
If you kept your hands cupped, you can see that there is a space inside the circle. The author couldn't quite describe what could lie in that space - perhaps nothing at all - but the idea is that creatures from both worlds can travel back and forth through this space to bypass the pure existences on either side of the circle. This is the basic principle of summoning according to the author, facilitated by the concentration of mana which serves both an amplifier for the summoner's thoughts through the '''Empty Space''', as well as a beacon to the god-like creature on the '''Other World'''. Perhaps the principle can also work in reverse, with the god-like being collecting some of the physical components in the Other World, creating a concrete image in a person's mind in which he or she can see and communicate with.
<blockquote>
If you kept your hands cupped, you can see that there is a space inside the circle. The author couldn't quite describe what could lie in that space - perhaps nothing at all - but the idea is that creatures from both worlds can travel back and forth through this space to bypass the pure existences on either side of the circle. This is the basic principle of summoning according to the author, facilitated by the concentration of Mana which serves both an amplifier for the summoner's thoughts through the '''Empty Space''', as well as a beacon to the god-like creature on the '''Other World'''. Perhaps the principle can also work in reverse, with the god-like being collecting some of the physical components in the Other World, creating a concrete image in a person's mind in which he or she can see and communicate with.
</blockquote>
<blockquote>
Though these ideas could make sense, more research needs to be done. While my associates will continue poring through the Library in search for more on the subject, I will tackle this theory directly. I know of a summoner who can teach me the ropes. Perhaps I can experience this communication myself and get more information from the beings on the Other World. They might know more than even the Temratu did about our place in the greater scheme of things.
Though these ideas could make sense, more research needs to be done. While my associates will continue poring through the Library in search for more on the subject, I will tackle this theory directly. I know of a summoner who can teach me the ropes. Perhaps I can experience this communication myself and get more information from the beings on the Other World. They might know more than even the Temratu did about our place in the greater scheme of things.
</blockquote>
<tt>Memo from Worley Barlan, Master Researcher at the Imperial Library</tt>
===The Manifestation of Thought and Instinct===
It can be said that the Pure Ethereal is the embodiment of sentience. The processes of thought and conceptualization reside in the lofty expanses of this Existence, brought to the World Itself by a mind capable of making it its own. The direct link to these processes lie in a resource known as Mana. As such, it is no surprise that Mana tends to coalesce in areas in which there are large numbers of capable minds to pull it forth from the Ethereal. As such, some of the most famous thinkers throughout history have dubbed Mana as "the foremost gift of civilization unto the world." Be said civilization For'Channar, the Nation of Animar to the east, the Old Empires, or even the tribal peoples of the wilds, it is no surprise that Mana is to be abundant there.
Whereas the Pure Ethereal is the source of Mana, it can equally be said that the Pure Physical is the realm in which things become noticeable. Instinct, action, and focus course through the splendor of this Existence. These qualities manifest themselves in creatures subconsciously through Will. Unlike Mana which is the domain of sentient beings, almost any creature can use Will to perform great physical feats otherwise considered unlikely or downright impossible. As it is a subconscious process however, it comes in sparks, mostly whenever times are dire and the odds are stacked against something. But the truly strong and creative can sometimes create circumstances in which they take tremendous risk and gain great reward through a surge of Will from the Pure Physical.
===The Catalyst Within===
<blockquote>
I was pondering the meaning of the Temratu's findings on our world - the World Itself - and its place in a larger system of realms and worlds. According to them, we are somehow connected to two realms of Pure Existence, that of the Ethereal and of the Physical. Beyond there, the Pure Existences connect to another world - the "Other Worlds - in which godlike beings reside. The theory explains that Mana trickles in from the Pure Ethereal and Will comes from the Pure Physical. But while the mages of this world are able to quantify Mana, even detail areas which are rich and poor in it, there is really no way to quantify this Will the Temratu speak of. Sure, there have been figures throughout history who have shown great courage and fortitude despite lacking the gift of magic, but such qualities only arise in certain individuals, instead of spread over a large area to be tapped into.
</blockquote>
<blockquote>
I am being led to believe that the World Itself can draw forth Mana from the Pure Ethereal, but it is the domain of living creatures in which Will is derived from the Pure Physical. But even then, that is not true - throughout the whole of history there have been similarly significant figures and creatures which harbor incredible magical ability, despite how Mana-thin or Mana-rich the area in which they were located. So perhaps the truth behind both Mana and Will are actually connected. This further leads me to believe that in most living creatures lies a catalyst, or perhaps a magnet of sorts, which harvests both Mana and Will from their respective Existences.
</blockquote>
<blockquote>
For simplicity's sake, I will call this catalyst '''Spirit'''.
</blockquote>
<blockquote>
Though the Temratu theory by itself can certainly explain the heroes of history, about how they stand above the rest, but what about the common man, the innocuous beast? Certainly, some of them have magical ability of varying degrees. Surely, they have the ability to persist in the face of varying difficulties. The entirety of Vashial may have been taught the gift of magic, but surely there were those who were unable to make the cut. Not all of the men of Weylos could be considered as heroic figures of martial excellence. And certainly, the Shapers and machinists of Benalor seemed to have found a balance between the magical and the physical.
</blockquote>
<blockquote>
So, how does the spirit work? That much I do not know yet. I have been trying to acquire funding and a blessing from the Emperor as to how to handle this. I would like to enlist populations from both the Empire and from Animar (perhaps some from the Eltyain if they are willing). They would then be evaluated in their current magical and physical skills by the College of Magical Arts and the Knightly Orders, respectively. From there, they would be sorted by their worst attributes, as their advantages would be highlighted and, were we to go by this theory, the affinity of their Spirit would be discovered - Mana or Will. From there, I would send them to the College if they are lacking in magical skill, and to the Orders if they are lacking in martial skill. If they indeed harbor spirit, then they should be able to change the affinity of it, for the more notable creatures and people were able to adapt and overcome their challenges, building their Spirit through growth and experience, according to the various folk lore throughout the ages.
</blockquote>
<blockquote>
If they are able to do this, it would prove the commonality and mutability of the Spirit, though I would have to devise another means of actually quantifying it. But at least the existence of it would be a bit clearer.
</blockquote>
<tt>Memo from Worley Barlan, Master Researcher at the Imperial Library</tt>
It can be said that Spirit is the sum of one's growth and experience, of one's ability to adapt to changing situations and overcome challenges. It influences one's ability to harness both Mana and Will, acting as a transformer to make those energies into something more tangible, be it a magical spell or a physical feat. Throughout one's lifetime, he may devote himself to learning how to tackle challenges through magical methods, physical approaches, or a combination of the two. As such, it can also be said that Spirit is the sum of one's magical and physical ability.
=The Empire of For'Channar=
==[[Tabula Gloria/For'Channar|The Empire of For'Channar]]==
==A Brief History==
Located in approximately the center of the Eastern Continent, the lands in which the Empire of For’Channar exists have been historically coveted. For the majority of the recorded history of the world, the '''Central Lands''' have been a difficult place to gain, but with incredible strategic importance. Now-extinct tribes have lived on these lands for as long as anyone could remember, surprisingly resistant to the takeover attempts of the three Old Empires surrounding it. In due time though, one of the Empires managed to break the stalemate and take the Central Lands for themselves.
[[File:Tabula Gloria Empire Key.jpg|200px|thumb|right|Locations within the Empire]]Located in approximately the center of the Eastern Continent, the lands in which the Empire of For’Channar exists have been historically coveted. For the majority of the recorded history of the world, the '''Central Lands''' have been a difficult place to gain, but with incredible strategic importance. Now-extinct tribes have lived on these lands for as long as anyone could remember, surprisingly resistant to the takeover attempts of the three Old Empires surrounding it. In due time though, one of the Empires managed to break the stalemate and take the Central Lands for themselves.
Though the story of exactly which of the Old Empires first took over the Central Lands depends on whichever source it is found in, what is agreed on is that the occupation of the Central Lands sparked the terrible '''Three-Way War'''. The War was fought over generations, weakening the Old Empires until they destroyed themselves. One gave up on the war and sought to conquer the heavens instead, with disastrous results. Another partook in mass ritual suicide out of shame until there was no one left. The third became divided, fighting each other until they dragged their realm down with them.
==The Western Wilderness==
Of course, the Empire does not take up the entirety of the Western Continent. The Continent is comprised of many other peoples and places. There are friendly, antagonistic, and neutral peoples to be encountered. There are the plentiful ruins of the Old Empires to be explored. There are even other budding civilizations out there. As they say at the College of Antiquities, "To stay within the Empire's realm for all of one's life is a truly un-Imperial act."
Despite all the bloodshed, what remained in their wake were the seeds of the next age in the history of the world. During the Three-Way War, people from the Old Empires migrated to the Central Lands, mingling with the few remaining tribal folk remaining. After the War ended with the destruction of the Empires, the Central Lands became peaceful once more. A new society was slowly brewing in the melting pot that ensued, eschewing the worship of the gods of the Old Empires and replacing it with a devotion to the survival of the people through service. Time marched on and the new society continued to develop until a man codified the goals of this new society.
*'''[[Tabula Gloria/Phrennoack|The Phrennoack Forest]]''': Pleasant forests to the west of the Empire, known for peoples divergent but reverent in their views of life and death.
*'''[[Tabula Gloria/Uralaya|The Uralaya Forest]]''': Dense forests to the southwest of the Empire, known as a dangerous place in which the trees themselves rule all life.
*'''[[Tabula Gloria/Garvenus|The Garvenus Steppe]]''': Hilly grasslands to the south of the Empire, known as a place in which the survival of the fittest is in full display.
*'''[[Tabula Gloria/Drakonid Highlands|The Drakonid Highlands]]''': Craggy foothills to the east of the Empire, known for the hostile Drakonids which seek to reclaim their lands from the Empire.
*'''[[Tabula Gloria/Iotold|The Iotold Homelands]]''': Brisk woods to the northeast of the Empire, known as a home to both a former civilization and a budding town simultaneously.
*'''[[Tabula Gloria/Aeva|The Aeva Archipelago]]''': Frigid tundra to the northwest of the Empire, known as the home of the warlike and pirating culture of the nefarious Raptorlords.
*'''[[Tabula Gloria/Vosagar|The Vosagar Caldera]]''': Active volcanoes to the southwest of the Empire, known for a barbaric, plundering people waiting for the call of holy war.
This man came to be known as '''Margurim par’Channar''', the honored Founder of what would come to be the Empire of For’Channar. He would rise to lead the new society with his code, later called the '''Founder’s Legacy''', in hand. Slowly, the structure of the society came to resemble that of the Old Empires, departmentalizing the functions of government but still keeping the spirit of the Founder’s service-oriented philosophy. However, For’Channar would prove not to be the idyllic utopia Emperor Margurim I envisioned it to be from his lofty throne at the capital of Tabula Gloria. The Empire would inevitably expand. Wars would be fought. Alliances would be made. Obstacles would have to be overcome. But thus far, the Empire is largely successful. It still exists today.
==The Old Empires==
The Western Continent is also rife with remnants from old civilizations which thrived before the formation of the Empire of For'Channar. In some of the places, semblances of civilization still exist, making these places relevant to the Imperial worldview. The three most notable of these civilizations surrounded the Central Lands in which the Empire stands today.
==The Emperor==
*'''[[Tabula Gloria/Benalor|The Mechanical Empire of Benalor]]''': The first of the Old Empires spanning from the north of the Benalor Mountains to the Rustwater Delta to the south, renowned for its technological advances still studied by people today.
Ever since Margurim founded the Empire, rule has been passed down through his bloodline. The heir to the throne is usually the eldest son of the current Emperor, then the next brother down if the eldest dies before ascension. If there is not a direct heir as such, then the first male next-of-kin proven to be of the par'Channar line will become the heir. If neither are possible, than the Emperor-appointed leader of the House of Servitude shall be the heir. In the extremely unlikely case that none of those are possible, then the Chancellor of the Imperial University would take the throne. Currently, only a number of Emperors have been detailed thus far. They are as follows, including the key events of their reigns.
*'''[[Tabula Gloria/Vashial|The Magical Empire of Vashial]]''': The second of the Old Empires sprawling from the present-day Aeva Archipelago to the Narsum Cas'shren just south of the Shiallan Mountains, known for its magical prowess and feared for its horrors today.
*'''[[Tabula Gloria/Weylos|The Martial Empire of Weylos]]''': The last of the Old Empires stretching from the Shiallan Mountains in the west to just before the Rustwater Delta in the east, remembered for its elite warrior culture and lack of reliance on magic.
*'''Margurim I''': Founder of the Empire and creator of the Founder's Legacy; founded the '''Imperial House of Servitude''' to act as both lesser legislature and governmental archive for the people; founded the capital of Tabula Gloria as well as the village of '''Rausclef''' at the northern border of the Garvenus Steppe
==The Eastern Continent==
*'''Margurim II''': Founder of the '''Imperial University''' which serves as both a school as well as a research facility; also founded the '''Imperial House of Justice''' to keep order in the Empire into the future; peacefully made a treaty with the '''Eltyain''' of Phrennoack to expand westward to the forest's edge, founding the village of '''Twaunae''' on the banks of '''Crenskaw Creek''' as well as '''Fort Deeanday'''
Though most Imperials associate the Eastern Continent with the long-standing and stable Nation of Animar, the continent is very much a wild and dangerous place. Whether it is an isolated tribal people seeking revenge on the Nation, a seafaring people roaming the seas around the continent, or the untamed and unexplored wilderness of the eastern part of the continent, there is much adventure to be had here.
*'''Margurim III''': Sought eastward expansion and led the charge to the Benaloran ruins which are now '''Fort Minnamack''', founding the '''Knights of the Goldenstar''' and driving back Drakonid occupiers; also founded the villages of '''Nechbaer''' and '''Kelebrae''' in the process; founded the '''College of Truthseekers''' at the Imperial University to investigate serious crimes against the Empire; also founded the '''Ministry of Inquiry''' within the Imperial House of Justice in order to investigate lesser crimes of the people; died without a direct heir and his brother took over the throne
*'''Alexius I''': Brother of Margurim III; aggressive Emperor who initiated the Empire's second expansion eastwards to the Draknoid ancestral home of '''Drakonhelm'''; expanded south into the Garvenus Steppe, founding '''Fort Thagaisa''' on Stormlord territory as well as the '''Knights of the Southwind'''
*'''Alexius II''': Sought peace with neighbors and willing to concede Thagaisa to the Stormlords; commissioned the '''Eternal Bridge''' at the mouth of the '''Eternal Flow''' in Phrennoack
*'''Margurim IV''': Son of Alexius II; completed the Eternal Bridge; resumed the Empire's aggressive expansionist policies, but had to put them on hold in order to deal with the first coming of the '''Lord of the Tempest''' who sought to ravage the Empire
*'''Margurim V''':
*'''Margurim VI''': Successfully drove back the Lord of the Tempest a second time, though the battle was lengthy and ended up taking the Emperor's life in the process; thus the shortest reign of any of the Emperors thus far
*'''Margurim VII''':
*'''Margurim VIII''':
*'''Margurim IX''': Handily drove back the Lord of the Tempest a third time; sent out an invasion force to decimate the Lord's allies, the '''Raptorlord''' people, only to fail miserably; put on trial by the College of Truthseekers for the failure and its casualties
*'''Margurim X''': Reformed the Imperial House of Servitude to operate more efficiently; sought to build ties with recently-discovered Animar; voluntarily abdicated throne to pursue that goal
*'''Margurim XI''': Continued Margurim X's diplomatic pursuits; commissioned the '''Embassy of Animar''' in Tabula Gloria; commissioned the '''Monument of the Tempest-Breakers''' to commemorate the three battles with the Lord of the Tempest
*'''Margurim XII''': The current Emperor; too early in reign to have any notable events yet
==The Imperial House of Servitude==
*'''[[Tabula Gloria/Animar|The Nation of Animar]]''': A league of individual Kingdoms under economic and political cooperation, the Nation is a vital trading partner of the Empire in the current day.
Considered the cornerstone of the Imperial government, the Imperial House of Servitude was designed as a means for the government to "be in touch with the Imperial people both now and into the future." It serves as a council-type government, with the different areas of the Empire being represented by one person appointed to each post by its area's leader. It also houses an almost complete collection of older governmental documents, such as laws, tax records, judicial rulings, and the like.
*'''[[Tabula Gloria/Chaktar|The Chaktar Peninsula]]''': The last remaining bastion of the formerly nomadic and thieving Chaktari people, driven back to the south of the Nation by the unified Animari armies.
*'''[[Tabula Gloria/Espartum|The Island of Espartum]]''': A large island home to the City-State of Bythene, a seafaring and magically-attuned people, among a variety of tribal peoples at peace with the Bythenians.
*'''The Eastern Wilderness''': An uncharted and untamed land beyond the heights of the Earth's Cry, unknown to most other than the most intrepid of adventurers.
===The Chamber of Decree===
=The Bestiary=
This is the legislative component of the House of Servitude. Originally, the Chamber convened in one of the House's many rooms, back when there were only five representatives: one for the gentry, one for the commoners, one for the military, one for the merchants, and one for the village of Rausclef. With the growth of the Empire came more representatives, and it showed throughout the Chamber's history. Its meetings were moved from one room to the next, trying to find more and more space with more people discussing matters, as well as more of the public becoming involved in the meetings. Eventually, the growth of the Chamber, as well as the growth of the government's records, forced the Chamber's meetings to convene at the Imperial University while a team of Shapermages created underground space for the archives. Two years later and the Chamber moved back in, the entirety of the original building now their own, archive access now in the much more spacious basement levels.
The following is a sample of creatures to be encountered in one's adventures in the World Within. They are arranged alphabetically, by region.
Despite the brief interruption of archival during the creation of the Archive's current underground space, its collection of governmental records is unrivaled in the world, even among the older Nation of Animar. Even more wondrous than the Archive's holdings is the staff which maintains the records, able to recall where just about anything is at a moment's notice. Both of these features have made the Archive the first place anyone would want to go before embarking on an expedition or an adventure. Of course, the Archive itself is an adventure of its own. Labyrinthine in structure and guarded with a specialized combat force for protection, those seeking to unlawfully take information from the Archive has quite the task ahead.
==The Imperial House of Justice==
==Aeva Archipelago==
Founded by Margurim II in the middle of his reign, the Imperial House of Justice was set up to avoid an administrative mishap by his father, the Founder. As much as the Founder believed in service to the people, he had somehow forgotten to set up a system in which the people would be held accountable for deeds against the Empire. As such the Imperial House of Justice was formed to handle that aspect of the government.
*'''Alkyr Sprite'''
*'''Hagraven'''
==Animar==
*'''Conchran Servant Homunculus'''
==Ataryft==
*'''Walking Nuun, The'''
==Benalor==
*'''Aethergear'''
====Ambulatory Mana Refinery (AMaR)====
===The Royal Judiciary===
The Ambulatory Mana Refinery (or AMaR for short), colloquially known as the "Factory Man" is considered by some to be a "sign of the times" and a herald of the death of a nature-centric worldview in these changing times. The Benaloran Alchemist Engineer Mikhail Miranus however sought a more peaceful purpose with his creations. These hulking beings were very much like the golems we are acquainted with, but without a soul. Their movements and processes were entirely automatic and controlled by the engineers without fail.
The first order of business was to establish a body of arbitrators to decide on common disputes and non-serious criminal cases. The Royal Judiciary consists of men appointed by the leaders of each representational area, as is the process of appointees being put into the Chamber of Decree. At the Head of the Judiciary would stand the second-in-line to the throne, who would serve alongside the appointed members, but ultimately decide on particularly contentious cases which would have the appointed members divided in opinion. The Judiciary would also assume authority over the local law enforcement groups which vary in makeup and their mode of operation in the various parts of the Empire into the future.
===The Ministry of Inquiry===
The truth, in fact, is much more complex. According to what fragmented reports there are, it came to being sometime around 4E year 562 coinciding with the death of renowned Alchemist Engineer, Mikhail "Madman" Miranus. Scattered newsrolls leading up to the event mention of Miranus' promise of of an invention to, and I quote, "Revolutionize our burgeoning industry while, at the same time, allowing the common folk to still maintain their touch with nature." His death by a chemical explosion which obliterated his laboratory, along with any remains of the good doctor, his country manor and several wooded acres around his property, was the end of the situation. From then on the scattered reports of "Factory man" began to surface. The creature, despite its reported size, has not yet been verified nor witnessed in any official account, but there is much evidence to its existence: massive footprints, brass casings and bits found near eyewitness locations, and uprooted trees that have been seemingly devoured are well known. As stated before, no official accounts exist and the beast, if that is what it is, is considered a cryptid.
A later addition to the House of Justice under the reign of Margurim III, the Ministry of Inquiry serves as a fact-finding and verifying body for a wide variety of cases. The Ministry is geared towards those wishing to enter the world as independent detectives and prosecutor, people who are skilled in finding information that cannot be found in either the Empire's libraries or even the Archive of the Ages. Investigators in the Ministry are known for intense and tenacious investigative work. However, the Ministry is not without controversy. It had once accused Emperor Margurim IX himself with responsibility for sending an Imperial invasion force to their doom when they were dispatched to eliminate the Raptorlords of the Northern Sea. Though the Emperor ended up avoiding conviction, the proceedings in the Royal Judiciary divided the people in the duration. Investigators today toe a very fine line between acceptance and controversy for the sake of justice as a result of that investigation, sometimes making them more feared than even the military within the Empire.
====The Department of Detection====
In his annals, the great explorer Ezel Carbane mentions his travels into the mysterious eastern lands of Benalor. In his time, it has been rumored that it once housed a great empire of steel and smoke, an empire whose ruins would inspire the devious minds of Vashial magi to construct their Dreadnoughts centuries later.
The Department serves as the first phase of an investigation. The Detectives of the Department use a variety of methods to scrounge up information, including detailed searches for physical evidence, interrogation of witnesses and other people of interest, and deductive reasoning to tie the two together. They also work with other institutions to accomplish this task. They have been known to request official findings from the policing forces to determine collusion of testimony, as well as bringing evidence to the College of Magical Arts to pick up magical signatures which may lead the Detectives to a suspect.
====The Department of Prosecution====
But Carbane and his crew came across a peculiar AMaR ruin which apparently took in too much mana for its specifications to manage. However, it wasn't destroyed, but rather gained a degree of sentience and was very much alive. His daughter Prifa, who traveled with her father and would become the Chancellor of the Imperial University upon his death, fearlessly approached the AMaR, who insisted on being called "Rusty" for some reason. They struck a friendship which allowed Carbane and company to have it accompany them on the voyage back to the University, a truly wonderful asset to have in our stock!
The Department serves as the liaison between the accuser and the Royal Judiciary. The Prosecutors of the Department compile the findings of the Detectives to present a case to the Judiciary. As the Detectives find information, it is up to the Prosecutors to find the truth in them. They do this by getting to know the people involved in the case, including the victims, the suspect, the witnesses, and experts if the case has precedent. They also have a mastery of the Imperial language, which they use to convey their case. Their job is a psychological one, trying to glean more information from the people involved and then trying to convince the Judiciary of their correctness in the matter.
==The Imperial University==
Of note is one eyewitness account by a Miranda Rivernell who said she met the being up close and described it as looking "cute" and "huge and really nice, but a bit sad-looking." It should be noted that the girl was 5 years old at the time, so her descriptions could be written off as a child's fanciful imagination.
Also founded by Margurim II in the middle of his reign, the Imperial University was founded to be a public school for the Empire's people of all ages and levels of knowledge as well as a research facility for various disciplines. It soon became an integral institution of the Empire, eventually taking on the role as the center of Imperial foreign policy.
===The Chancellor===
*'''Bolruk, Elemental of Earth'''
The leader of the University is called the Chancellor. Traditionally, the Chancellor has not only directed the University under the Emperor's good graces, but also has served as the Emperor's personal adviser. The Chancellor is also fifth-in-line to the throne, behind the Emperor, his direct heirs, eligible heirs of the par'Channar bloodline, and the leader of the House of Servitude. As such, a Chancellor has yet to ascend to the throne thus far. However, there have been instances in Channarian history in which the Chancellor has taken on governmental duties during an Emperor's reign. For instance, '''Prifa Carbane''', daughter of the famed explorer '''Ezel Carbane''' and an adept mage, served as Chancellor of the University under the reign of '''Alexius I'''. While she held the office, she led a military campaign against the Drakonid peoples to the east of the Empire. Though she ended up dying on the battlefield, the Empire drove them back and greatly expanded their territory.
*'''Frostman, The'''
*'''Limmian'''
====Philosopher, The====
===The College of Antiquities===
The Philosopher is a construct of incredible power, comparable to actual godhood. Mysterious in age and origin, the Philosopher fosters scientific cults around the world, devoted to understanding the secrets of the natural world. These cultists serve as the inventors, engineers, physicians, and natural philosophers of many kingdoms. The ultimate goal of the religion is to attain complete understanding of the natural order, cracking all the mysteries of their "god."
The University hosts expeditions into neighboring and faraway lands alike, a responsibility currently under the College of Antiquities. While the College has originally been created to archive and work with the many antiquities and ruins scattered about the Continent, it also has since opened up an official exploration arm in order to ensure that the relics found by the College is handled by the College's own standards. There has been grievous instances in the past in which independent adventurers the College has contracted would damage or even steal some of the more fragile and valuable relics they were supposed to study. In the current age, the College plays largely in assisting military units with the scouting of otherwise uncharted areas, oddly enough giving the College substantial political clout.
The current Master of Antiquities is '''Arrin Vola'''.
Some suspect that the Philosopher encourages these worshippers as a form of reproduction. Eventually, its mortal scientists will become learned enough to build another Philosopher.
====The Department of Exploration====
*'''Scab Pillar, The'''
This is the aforementioned exploration arm of the College. It runs in a standardized apprenticeship format, choosing eligible students studying at the University and inviting them into its apprenticeship program. After learning the basics of exploration, an apprentice becomes a journeyman, in which he or she will partake in an independent study of an area outside of the Empire's borders of his or her choice. Upon approval of the Head Explorer, the journeyman is graduated to become a master, in which he or she can either become an independent explorer or join the ranks of the University as an Assistant Explorer.
*'''Siege Turtle'''
*'''World Engine, The'''
==Depths Below==
*'''Bone Keeper'''
====Cornerstone of Creation, The====
The current Head Explorer is '''P. Reig Corvinoth'''.
The Cornerstone of Creation is a lesser known god who supposedly had a hand in the creation of Tabula Gloria. Despite his apparent disdain for mortals, he recognizes their importance in the universe. He claims that many gods have been going missing, and his only clue as to why is that some mortals have been accumulating power to the point of being omnipotent. He is omnipotent, omnipresent, and omniscient, but he focuses most of his power into monitoring the Depths Below, as some of the denizens there know some secrets regarding the process of gaining omnipotence.
====The Department of History====
*'''Depth Grotesque'''
Though exploration is important to the College and the Empire as a whole, the relics found are of little use unless meaning can be gleaned from them. This is where the Historians come in. In this Department, students are taught to use a myriad of scientific and magical means to date relics and place them into various cultures. They are also taught to use an inferred thought process to determine what relics could have been used for during their time. Sometimes they are able to carefully deconstruct a relic to see its inner workings. Sometimes they have to rely on previous texts and accounts of the relic's time and place of origin to figure out what it did. Most importantly, they are taught to determine what meaning the relic has on the world's history at large. When students graduate from the Department, they become an Assistant Historian to work alongside other Historians. When they gain enough clout, they can start working on independent projects thereafter.
====Shuthum, The====
The current Head Historian is unknown.
In the very darkest places, where nobody has ever lived, where nobody has ever traveled, where nobody would dare journey, there lies the ruin of a city, which nobody will ever see,carved from the living rock itself. Many of the cave-like buildings have collapsed, and nearly every one of them is marked with scorch marks from blasts of an entirely indiscernible origin. If one were to inspect the city, which of course nobody ever will, they would discover the remains of the buildings are arranged in several hundred concentric circles, and at the center lies half of a massive, blackened obelisk, the faces of which are marked with millions of seemingly random slash marks. If one were to climb to the now flattened top, the likes of which is astronomically unlikely, they might see, sitting in the center, the Shuthum, a creature unique in its construction, and, just before they were rendered unable to return, though the likelihood of them having reached the spot even once are unknowably slim, they might wonder if the writhing, ooze soaked tentacles had marked the obelisk. They might notice a certain heat emanating from the creature's mas, which, if they have any sense, they might imagine would create scorch marks on stone buildings. And then they, the one who was exploring a place they never should, nor could, have uncovered, will have their mistake erased in a manner that nobody will ever again witness.
===The College of Magical Arts===
*'''Slype Hound'''
The University is also a growing power when it comes to the manipulation of '''mana''', the effects of which are commonly referred to as '''magic'''. In this world, mages have identified many forms of mana, each having their own ranges of existence, properties, and possible magical effects. With the variety of mana and magic the world has to offer, the College was created as an effort to organize the findings of Imperial mages, as well as to instruct future generations about the detailed knowledge behind them. It also houses mages of different disciplines who can be commissioned for various functions of the Empire, be it a regiment of '''Battlemages''' into a conflict, or a crew of '''Shapermages''' to help construct or maintain a landmark.
The current Master of Magical Arts is unknown.
==Drakonid Highlands==
====BloodWarg (Vampire Warg)====
====The Department of Battle Magic====
The Bloodwarg, also known as the Vampire Warg for its oddly shaped nose, is an alpine predator, distinguishing itself from other, similar creatures via two things. It's amazing sense of smell, and it's reclusive nature. Unlike other species of Warg, the Bloodwarg is not a pack creature, preferring to hunt alone, and meeting others of its kind once a year to breed.
The Department serves not only as the place to be instructed on offensive and defensive magics, but also trains them to be of use on a battlefield where there are non-magical combatants as well. As such, the products of the Department are considered some of the world's most elite soldiers, able to handle the chaos and constant change of the battlefield. They are called upon for a variety of tasks, be they soldiers in a war or simply a retinue to help protect a crew from the Department of Exploration.
The current Head Battlemage is unknown.
The Bloodwarg tends to hunt smaller animals such as goats and sheep in the foothills it lives in, and occasionally attacks lone travelers. However, most Bloodwargs shy away from large groups and caravans, which makes most major routes through the mountains safe enough.
====The Department of Shaper Magic====
*'''Bold'''
The Department serves in the capacity of a magical public works force as well as teaching the arts of constructive and destructive magic. Though most projects can stand to be without a shapermage, the larger ones will likely employ a number of them to avoid having to hire or conscript a larger number of people to work on it, as well as to save time in the long run.
The current Head Shapermage is unknown.
====Brown Mud Strider====
====The Department of Mender Magic====
The Brown Mud Strider are solitary scavenger from the mud lakes. With his long legs and slow pace, roam searching any dead creature in 20 miles around, thanks to his powerful sense of smell.
The Department serves as a medical triage within the city, while sending many of their ranks out into the field during expeditions and wars to heal the wounded. Though most mendermages practice in a healing capacity, there are those who use its principles to limit or to extinguish one's life altogether, as well as reanimate that which has already died. Though such practitioners are important to the Empire, the ethics of doing so ride a fine line between a necessary evil and an abomination to the natural order.
The current Head Mendermage is unknown.
If any predator try to attack one, the mud strider will try to scare it with a great degree of noise, releasing an horrendous sting or spite a digestive acid to the attacker and try to blind it, because doesn't have any other natural defense.
===The College of Truthseekers===
With patience and lot's of carrion it's possible to train one of these creatures to detect the appreciated tubercles and roots from the mud pool.
Amended into the University under Margurim III, this College is the only one within the University directly created and headed by the Emperor rather than the usual structure of heads, masters, and the Chancellor. The College teaches people wishing to investigate cases of the '''transmundane''', cases of special interest which may alter the very path of the Empire if left unchecked. Known subjects that are classified as transmundane include the flesh magic of Vashialian mutants, the bio magic of some of the Stormlord dissidents, as well as unscrupulous study into Benaloran technology and Weylosian tactics and smithing techniques.
The current Master of Truthseekers is the Emperor himself, '''Margurim XII'''.
*'''Cave Dritch, Greater'''
*'''Cave Dritch, Lesser'''
====The Department of Curiosities====
====Firecrawler====
The Department acts as both a research and surveillance arm in all matters transmundane. Most students who graduate from the College's teaching program usually find themselves in this Department, honing their skills in identifying and building knowledge of the transmundane. They work in a multidisciplinary manner, working with other Colleges within the University as well as other archival and law institutions throughout the Empire and beyond. Active transmundane investigators tap into this Department to gain valuable intelligence about whatever case they are working on. Usually though, said investigators are usually within the College itself, as independent investigators are held up to intense scrutiny and possible prosecution from the Empire for meddling in such matters.
====The Department of Inquaestors====
The Firecrawler is a strange amalgam creature formed under a very specific, and thankfully rare, set of circumstances.
The Department acts as the policing force, judiciary, and possibly the executioner in serious transmundane cases. Margurim III knew from the growing collection of history surrounding the Old Empires that the common bond between the different Empires and their eventual destruction was a case of unbridled ambition and unchecked progress. He was not willing to let For'Channar end in a similar way if he could help it. To stem both of those factors, the Ministry was created to look into matters such as forbidden magical and technological research, as well as the rise of public figures whose messages deviated too far from official Imperial policy. The members of the Ministry, the '''Inquaestors''', act covertly and report directly to the Emperor and his immediate counsel until an investigation and subsequent resolution is complete. To retain the secrecy of the organization, the Inquaestors are hand-picked based on the case in which they are to be assigned. They are then given the opportunity to dismiss themselves from the Ministry afterwards to prevent any possibility of those holding a grudge against the Ministry from finding out more about them. Voluntary dismissal also allows the former Inquaestors to publicly announce their former position (at their own risk, of course), a position which may hold them in high regard if they wish to enter the Judiciary or the various law enforcement groups in the Empire later in their careers. Many Inquaestors however choose to stay in the Department, resuming their clandestine investigations into the deepest mysteries of the transmundane.
First, a cave goblin needs to die. Specifically, from a wound that shatters its skull. Then, if it died in an appropriate biome, a Firespore mushroom must take root in its head, feeding on the brain matter. The effects of Firespores on necrotic brain tissue is well documented, as it causes the corpses to spasm uncontrollably and sporadically breathe small jets of flame. The movement and heat from a seemingly prone target attracts the attention of a Corpse Crawler, which feeds on a corpse from the leg within while using it to travel further under an admittedly poor disguise.
However, if both of these seemingly unrelated scavengers of minor magical power ever infest the same body, something remarkable happens. The body wakes up, completely conscious, intelligent enough to use simple tactics and weapons, capable of breathing fire with some degree of control, and possessed only of the desire to create more bodies for infestation. There are several hypotheses as to why this occurs, but the most commonly accepted one is that the magical energy both creatures project into the body is enhanced when they intersect.
The Department does not appoint a Head Inquaestor, as they report directly to the Emperor.
*'''Firespore Mushroom'''
*'''Goblin'''
*'''Mountain Owl'''
==Earth's Cry==
*'''Glav'''
*'''Mother-Beast'''
==For'Channar==
====Cindershade====
===The Imperial Library===
Cinder Shades are the results of a burn victim dying in sorrow and agony without being given a proper memorial or burial.
The Imperial Library is a massive repository of information and relics collected throughout the existence of the Empire. Located in the center of the University, the Library is a facility used by all the Colleges, as well as by the public. Given the sensitivity of some of the information and the fragility of some of the relics housed in the complex, the public only gets limited access to the materials within, only able to speak to a Librarian to ask to see said information. They would go into the Library and pull the requested item from there, and bring it to the lobby for the requester to see. To actually go inside of the Library proper and research the information yourself, you must be a member of the University and have the necessary clearance as determined by the Librarians. Though this policy has prevented a possibly widespread theft and resale of some of the more valuable information and relics on the black market, there are some scholars and philosophers who do not belong to the University who see it as discriminatory against independent thinkers at large.
The current Head of Librarians is unknown.
Normally cinder shades haunt the places they were burned giving an added element of danger to charred ruins. However sometimes they will leave their haunts and seek victims elsewhere subjecting them to the same pain and torment they suffered in the last moments of their life. Normally they appear to be little more than humans of blackened flesh and ash until they spot a victim wherein they flare up into a dazzling light and flame display that reveals the truth of their nature. Cases of spontaneous combustion have been linked to these creatures and survivors of their attacks often describe being hypnotized by the wondrous play of light surrounding the creatures before being awoken by the smell of their own flesh cooking off their bones.
==Places of Interest==
Usually the only way to deal with these creatures is to bless the area in which they were killed with holy water and incense. Failing that holy weapons can touch their usually intangible flesh but this method is extremely difficult as the heat they can produce is strong enough to melt steel into slag.
===The Imperial Capital of Tabula Gloria===
*'''Cloacamera'''
''Welcome to the glory of Tabula Gloria, the Imperial Capital of For'Channar, here you can find the wonders of the world...''
''Read the accounts of the wandering adventurer's of the Traveler's Guild, and all of the strange creatures, odd and terrible that they have encountered...''
====Conductor Mite====
''Or visit the great Bazaar and meet the teeming masses of the Imperial City, although you may wish to visit a more relaxed and refined repast. Perhaps, if you wish to see a display of might, visit Fort Kay, near the Mercantile District. Or if the mysteries of the east appeal to you, visit the Embassy of Animar.''
In recent years, Wizards have come to expect more and more from their familiars and servants. Whereas the old guard would be more than happy with a gray-whiskered cat that spoke in cryptic riddles, the mages of today have no time for such archaic practices, and find themselves in need of more practical uses.
Well, THE most practical thing for a mage. Power.
Conductor Mites, nicknamed Battery Bugs, have come to be a common sight in the halls of more upscale universities, shuttling a little extra juice hither and thither at the command of their masters, who are frequently found wanting.
Being nothing more than a shaped homunculus with an energy crystal slapped on their back, they have little in the way of personal needs or maintenance, and have been heralded as a significant boon to the magical community.
''See all that the Imperial City has to offer, and be welcome!''
====Davreus Packrat====
<tt>Pamphlet from the Merchant and Trader's Guild, advertising the attractions of the Imperial City.</tt>
The Darevus packrat is often seen less as a monster or vermin and more of a small-sized lesser race. Being only half the size of a gnome, each of them is usually equipped with enough supplies to make it just about anywhere a rat can. They have an innate ability to find and appraise magical items, writing and artifacts. An ability passed down from their progenitor, a very powerful familiar.
The city of Tabula Gloria on the west bank of the '''Ripari Gloria''' serves as the seat of the Imperial government. It can be best described as a growing sprawl, with the highest buildings being in the north-center of the city, known as the '''Old City'''. Here you can find both the '''Imperial District''', where the functions of government are housed, as well as the '''Historical District''', which has a number of museums, many of the guilds, as well as homes of the city's elite. To the east and southeast of the Old City, along the Ripari Gloria, is the '''Mercantile District''', housing both the quays of the Imperial Port as well as the crowded tents and booths of the Bazaar. Radiating to the west, southwest, and south of the Old city are the various quarters of the '''Residential District'''. In general, the homes closest to the Old City and the north end of the city tend to be those of the wealthier citizens. The entirety of the city is walled off with a variety of towers staffed with soldiers, looking on. The soldiers within the city, for the most part, are incredibly helpful to those who aren't acquainted with the city as they are, pointing lost tourists in the right direction.
They usually work with other creatures who collect things meticulously. A sorcerer or wizard with a clan of them normally will have a very large and very well stocked library or collection of casting materials.
====The Imperial District====
In the field, they often employ themselves as trapsmiths, dungeoneers, and sometimes archaeologists. With their intense curiosity and ability to squeeze through collapsed ruins to get to hard, nay impossible to reach places, packrats are often seen as a boon to many adventurers.
There is no question of where you are whenever you visit the Imperial District. Mighty stone and gilded buildings tower over you as you work your way closer to the Royal Palace. Along the main street leading to the tall spire which is the Palace lies both the House of Servitude and the Imperial University, incredible buildings of their own right. Between these two buildings and the Palace lies the Embassy of Animar, a markedly different building than the others given the colorful and unorthodox style of classical Animari architecture.
====The Historical District====
Just don't shirk them on their pay or share of the spoils from the dig... a swarm of them using their tools can tear a man in full armor apart within moments.
As you leave the lofty towers and mighty monuments of the Imperial District, you will find antique houses and palaces. The full array of early Imperial architecture and culture is on full display as you travel throughout the Historical District. Many of these old buildings have been renovated and turned into various museums, each one dedicated to a particular facet of Imperial history and life. There are still some of these buildings which still house the Imperial elite to this day, many of them opening their homes to the public during certain festivals in the city.
A relatively new addition to the Historical District are the guilds. Starting with the '''Traveler's Guild''', which opened during the reign of '''Margurim IX''', the guilds render their services to the public, as well as non-governmental training in their represented disciplines. However, the maximum levels of training in which the guilds can offer is limited, as per Imperial law. As such, guilds tend to be a great place for a novice to learn more about a discipline before applying to the Imperial University for formal schooling. Ever since the opening of the Traveler's Guild, many other have opened, including the '''Magician's Guild''', the '''Merchant and Trader's Guild''', and the '''Lawman's Guild'''.
The center of worship on the Garvenus Steppe is that of the stormlord religion. They revere a god known only as the Sky Devourer. A super colossal beast of legend often seen in the wizardly scholar community as the product of an "animate object" spell gone horribly out of proportion. The Devourer is the stormlords' benevolent protector and provider.
In times of war or when something beyond their ken is about to attack the region, the Devourer takes to the sky to protect its people, wracking the enemy army or offender with storms of ice and lightning.
The famous conqueror and elder wurm, Parseconuthix, once tried to oust the creature and was summarily consumed for his trouble, right along with the armies he had at his back. So far, the Stormlords have been content to live upon their mountain home and keep the peace with their god.
====Spotted Behemoth====
"Did you see THAT!? How could something so huge come out of nowhere, that fast!?"
The tourists always have that reaction when they see the spotted behemoth in action. I suppose that after watching them for so long, they're more of a demonstration of grace than anything else. Sure, they're ugly as all sin, with their blocky faces and their seemingly perpetual snarl, but they manage to move their immense bodies like a sharp wind, all until it cuts through its prey. And fortunately for today's astounded visitor and myself, the behemoth prefers meals of the large variety.
Today, it's a hapless elephant who strayed from his herd. Its gurgled death-trumpet echoed through the grasslands and into the nearby rain forest. I'm sure the behemoth wasn't hoping for that - there is incredible competition in these lands, and with the death knell scavengers will surely follow to sneak away the behemoth's kill until there is no more left for the victorious hunter. So the savoring of the meal will have to wait and the behemoth starts the laborious task of dragging its prey away beyond the treeline to fend off the majority of those who would otherwise share her meal.
By this time, the poor tourist is regaining his senses and we're driving away. No need to stick around for the majestic mountain hawks, or even the packs of smaller rumble hounds that prowl around for a free meal. Unlike the spotted behemoth, THOSE critters don't mind taking what they can get - which includes folks like us.
====Steppe Giant====
In the Garvenus Steppe, it's about the laws of nature, the laws of predation, and the laws of survival. For the most part, almost everything fits in a cycle - everything has a food source, and everything can be eaten by something else. All except for one creature, the steppe giant. An insectoid creature evolved to take on tree- and plant-like characteristics, the steppe giant combines the hardiness of a tree, the regeneration of a plant, and the resilience of an insect, all in one package. Even the mighty spotted behemoth won't go near a steppe giant for fear of being trampled. Save for those gifted enough in fighting and magical ability, and the Sky Devourer itself, the steppe giant is nigh invincible in the wild.
In its path to becoming an apex specimen, the steppe giant had lost the need to reproduce given its survivability and exceptionally long lifespan. Should something come along and kill a steppe giant, it would drastically alter the Garvenus ecosystem, for better or for worse. Fortunately for it, the Stormlord peoples have launched major efforts to preserve this wonder of their world, an oddity among a people who would rather let nature's devices manage the world.
==Heavens Above==
*'''Solid Photonic'''
*'''Wight'''
==Iotold Homelands==
The seafaring nation of Iotold was one of great magical and engineering prowess. Legendary were there immense city-ships, which bore their nomadic nation around the world in pursuit of trade and fishing, pulled by giant whales bound to the will of their mages. When the apocalypse dried the oceans of the world, leaving only small lakes and watercourses, the magi were forced to make some modifications.
*'''Eilenja'''
==Multiple Locations==
===Caves===
====Chaerim Witch====
Chaerim witches are a gruesome aberrations formed via a lifelong bond between a witch and a familiar from beyond the outer planes. A number of witches are not aware of the origins of the power their familiar grants them and may not realize as they slowly begin to change to suit the form and ideals not understood by mortals.
Chaerim witches eventually wander far deep into the underground, as though following a call to the beings deep within the earth.
====Glowbach (Gloreba'cchi)====
The Glowbach as it is known to For'Chanin explorers of the /Traveler's Guild/, or Gloreba'chhi in the native tongue of the region, is a semi-subterranean creature, favoring areas around the mouths of large cave systems.
A large creature with thick legs, and a body encased in a chitinous shell, what immediately attracts attention are the large glow orbs that sprout in profusion from it's back.
The Glowbach has the ability to extinguish these orbs at any time, should they feel threatened, thus going from a bright source of light to pitch darkness in less than a second.
Shy creatures, they form herds of varying sizes, and graze around the entrances to lowland caves, which they form dens in.
The sight of a large, fully lit up Glowbach herd on clear nights has been compared to that of the stars themselves.
While Glowbach's cannot provide meat, due to the toxic nature of the orbs, they are quite loyal when tamed and are kept as pets or minor beasts of burden, as well as light sources. The wide utility of the creatures is quite amazing.
I myself have seen Glowbachs used as watch animals due to their tendency to black out if startled, the village in question using the black out to quietly ready themselves for trouble in the dark.
====Golemkin====
Called the Golemkin, these lonely creatures are the result of failed attempts to create 'living' constructs that are effectively immortal, in order to solve the issues of normal Golems having issues with power sources running down and eventually becoming inert. The unfortunate truth behind the Golemkin is that, while they retain a certain amount of mindless animalism based on their 'stock' animal, they are also brought to a higher level of consciousness, resulting in a tortured existence that alternates between bestial instinct and mournful contemplation.
Almost universally shunned as failures, the Golemkin vary widely in their appearance. This one in particular was the result of altering a Rabbit. It has since been spotted in a nearby cave, wherein it has made it's home. During the daytime hours, the cave is inaccessible due to a large series of boulders, however at night the Golemkin will emerge and attempt to find children to play with. It has the ability to use it's tentacled appendages to bring life to normally inert clumps of dirt and clay, to create friendlier looking avatars, which it uses to play with any child whom it happens to encounter, though playtime is inevitably ended when the child spots the creature controlling these animated clay children, ending in tears and screams as the child runs away, leaving the Golemkin to drag itself back to its lonely existence.
====Sluglight====
Sluglights are strange old things- seemingly completely docile, barely moving 10 feet a day, they seem to be at a severe disadvantage, to say nothing of the fact that they light up at night.
Of course, anything that thinks they would make a good meal- and they probably wouldn't, I mean look at them- ends up in immobilised agony thanks to the poison the Sluglight coats itself in, and then ends up a desiccated husk as it sucks all its lifeforce out.
===Civilized Areas===
====Aerian Stinger====
The Aerian Stingers are a rare, playful beast. Through his aspect it's scary, this creature feed only carrion, cereals and fruits. Has a long live (some of the reported have been in existence for some centuries),a carapace more strong than steel and the ability to expel his "stings" from the back to the air, hooking and trapping any thing most big than a swallow in 50 meters up. But the most intriguing and renowned features it's the kindness who display to the humans kids, protecting them from any predator and peril, and playing with an incredible patience with them. So if any of these beast is in sight, the people try to catch and adopt one. Some people say, though, than when these beast are protecting the children some girls disappear, never seen again, but how the rest of kids can grew healthy, the matter it's forgotten and buried.
The source of many ill-themed myths, such as the doppelganger, these creatures are the origin of an ambient field that causes varying psychological effects to those unfortunate enough to experience them. They seem capable of influencing the specific effects, to the point that one can easily fool a person into thinking they are talking with their mother, who has been dead for a decade.
Despite this obvious flaw in their preference for picking an assumed form, the field they project also causes the victim to lose the ability the recollect more specific events surrounding that person. As an example, a man might encounter a creature posing as his father who died in a tragic accident fifteen years prior, but not remember the event. As a result, he converses with the creature as if his father had never died.
Interestingly, the creature is objectively unable to communicate, yet victims recall that they were definitely able to engage the hallucinogenic phantom of their loved one in conversation. Whether the Doppelganger is capable of communicating via this method, or if it is simply a side-effect of the field, remains unknown.
Perhaps you would be in the need of some fresh air after traveling through the Historical District. Go east and you'll run into the Mercantile District, which lies on the bank of the Ripari Gloria. The fresh, crisp air coming in from the Northern Sea is sure to clean out whatever stuffiness you may have had wandering through the museums and guilds. Immediately, you can see the tall ships pulling in and out of the '''Imperial Port''', the masts and sails as towering as the spires of the Imperial District. Gulls and other critters swarm about the Port in hopes of a shipment of foodstuffs coming in, or perhaps a garbage ship waiting to sail out, so it's best to watch your step if you're wanting to go near the edge of the promenade.
Further south along the Ripari you will run into the legendary '''Bazaar'''. Rows upon rows of tents and booths, filled with people from the various Imperial villages, friendly tribes, and even those from faraway Animar. The atmosphere here is chaotic, at best, as barkers and merchants peddle their wares to the passing populace. Lacing their way through the tightly packed rows are bound to be pickpockets, rogues, and other such vagabonds looking for a quick coin, baubles, or worse. Fortunately though, there has been an increased military presence in the Bazaar, filtering out many of the less savory folks on the more busy market days.
The most sinister aspect of these creatures, however, is their ultimate purpose behind these deceptive encounters. After settling into the life of the victim, moving into their house and freely using it as a new hideaway, they will slowly drain the victim of their will to live, gradually wearing them down until they finally commit suicide, whether of conscious choice or not. One person might hurl themselves from a bridge, another might 'stumble' into the path of an oncoming vehicle. Once dead, the Doppelganger resides in the home until the stroke of midnight on that day, before departing to find a new victim.
====The Residential District====
*'''Glutmouth'''
Once you're done with the markets, the afternoon presents a great opportunity to stroll the various quarters of the city. With smaller buildings and more open air than the other Districts, the Residential District is a great way to wind down from the business of the early day. Though it is not officially mandated to be as such, the District is divided by the various ethnic groups which constitute the citizenry. Though they are all considered Imperials, the citizens will be quick to note their ancestries, finding a sense of something in between belonging and individuality in such identity. Despite the calamities which consumed the Old Empires, there are still those who claim them as their ancestry. Many of the residents also hail from tribal ancestry, including '''Eltyain''', '''Alkhani''', and even a few who claim '''Iotold''' ancestry. Then there is the rising population of the magic-less '''Triolites''' near the city wall, more than willing to tell a story or three to a passerby. There are even some who moved to the city permanently from Animar, brightening up the otherwise drab surroundings.
*'''Gods' Ink'''
====Fort Kay====
====Monch S'rrtep====
Throughout it all, you will likely see a particularly unique landmark in the general direction of the Mercantile District. The main tower of the city's wall, Fort Kay, is said to have been one of the first forts built in the Empire, and the only of the originals which still stand to this day. Today it does not act as the mighty military fortification it once served as. Rather, it acts threefold. On the topmost level of the fort lies the headquarters of the '''City Guard''', where a regiment still watches over the Port and the immediate surroundings. In the middle levels is the '''War Museum''', exhibiting the great victories and heroes of the Empire. On the bottom level is the '''Imperial Arena''', which is home to the various sports played for the people's entertainment - including gladiatorial blood sports, which seem to be a great hit with the populace.
====Valdenar Cove====
The Monch-S'rrtep are a race of simple, swamp-dwelling creatures that use a form of echolocation and radio signals to communicate. They are very docile and quite playful at times.
When you are done exploring the city proper, there are still other places nearby which may pique your interest. Exiting the Residential District through the '''Lunar Gate''' at the city's northwest, you can slowly climb a growing cliff to see some of the natural splendor preserved by the Empire. As you ascend the cliff, you can see '''Valdenar Cove''' to the west. Named after one of the first explorers in Imperial history, the cove is strictly off-limits to boats and other vessels, but open to the public to explore and to appreciate. The waters of the cove are some of the clearest this close to the capital, excellent for a quick excursion during the height of summer if you need a quick cooling off.
Also at the cove is another Imperial landmark. To the cove's northeast is a small, craggy island with what seems to be a lighthouse. Though it is not functional anymore and since been replaced, '''Watchguard Keep''' used to serve as both a navigational landmark for boats coming in and out of the city, as well as the first line of detection and defense for threats coming in from the sea. Be they raucous pirates, violent storms, or even one of the visits from the powerful '''Lord of the Tempest''', the guards at the Keep kept a close eye on the seas and usually was the difference between a successful defense and a tragic defeat.
They are androgynous, and they do not have a caste system. They always work as a group, as they do not have a sense of individuality. Monch-S'rrtep that have been separated from their pack will sometimes follow humans around and bond with them, however, they often will misinterpret commands.
====Northeclyff====
Monch-S'rrtep hierarchies are simple. Whoever has red coloration is the leader. Red Monch-S'rrtep are no different from the standard blue, but the rest of the group seems to believe that they are trustworthy.
Keep climbing and you'll eventually reach the top of the '''Northeclyff'''. At each end of the escarpment are two colossal statues, with another exactly between them. These are depictions of the three Emperors - Margurim IV, Margurim VI, and Margurim IX - who successfully drove the Lord of the Tempest back when he tried to wipe out the city in his stormy rage. Commissioned by Margurim XI and completed by sculptor '''Sharlonne Prekarion''', the '''Monument of the Tempest-Breakers''' is a marvel of the Imperial world and a hit with Animari tourists to this day. More importantly, it has slowly become a place of worship among many of the Empire-faithful. As a matter of fact, the current Emperor, Margurim XII, was seen paying some sort of tribute to the Monument, perhaps starting a tradition which will continue into the future.
===Fort Deeanday===
*'''Red Tumor'''
To the west of Valdenar Cove on the coast, right at the treeline of the Phrennoack Forest lies the first of the Empire's three current-day forts, Deeanday. The forces stationed there are mostly trained to deal with the errant wildlife escaping out of the Forest and into Imperial lands, their patrols ranging from the fort itself at the north and the village of Twaunae on the Crenskaw Creek at the south. Early in the fort's existence, it was locally ruled over by a Duke of the par'Channar bloodline. Legend has it that a terrible plague struck the fort in its early days, reaching the Duke despite his attempts to isolate himself from it. Not wishing to die from the debilitating disease, he cast himself off of the balcony of the garrison into the Northern Sea instead. He survived though, and with the plague cured from himself. Professing the waters to be the cause of the cure, he led those who were still living into the waters and, surprisingly enough, his claims were true, ridding the infirm of the disease with the powers of the morning tide.
====Rot Thief====
Though the Duke's name is lost to history and even to the meticulous Archives, what is known is that after his experience he founded the '''Knights of the Morningtide'''. Originally formed with the ranks of those destined to become physicians, the Knights soon took in people of multiple disciplines. All of those wishing to become a Knight are trained in both combat and medicine, bringing aid to those in need and wrath to their enemies. Once they graduate, they enter the illustrious and enigmatic ranks of the Morningtide, donning coats and hoods of black and the beaked mask of the plague doctor. Though effective, their practices are strange. They clean themselves with running water every morning and night to purify themselves. As for their healing practices, they employ a mixture of conventional medicine and faith healing, sometimes striking the wrong tone with some of the more skeptical among those living in their area of influence.
The Rot Thief is a six-limbed terror only vaguely related to the vampire. Like its undead cousin it cannot stand light, and takes refuge underground. It feeds off the brain-fluids of living creatures.
It is even said that if you stick around long enough during their cleansing ritual, you may even hear the name of the founding Duke muttered in their litany of blessings under the roar of the running water. Though if you stick around that long, they will likely eliminate you for ruining their purification.
The body of the Rot Thief is mutable, able to split its main limbs into smaller, more flexible extensions, usually by splitting at the elbow or knee. This gives the creature greater mobility in confined spaces, as well as making it a fearsome grappler, able to pin two or more man-sized beings at once.
But not all the soldiers of Deeanday aspire to ascend to the enigmatic Knighthood. There are also those who are simply there to defend the Empire. Though not a Knight order of its own, the '''Watch''' as it is simply called consists of hardy men from very rough backgrounds, especially the farmers of Rausclef and the foresters of Twaunae. A good way to see the difference between the Knights and the Watch is to see its drill sergeant in action. '''Berthold Maertz''' of the Second Watch Regiment is a very no-nonsense guy who brings that attitude and confidence to the forefront when training new recruits. His armor is clunky, his language is salty, and his gaze is downright crushing, but Maertz is a man who not only commands respect, but a man who earns it. Members of the Watch are tough as nails, but are taught the virtues of brotherhood, helping each other and those they serve. They are also knowledgeable in their own right, many of them augmenting their armors with enchantments of various magics as well as mutagens which more naturally strengthen their shells.
Rot Thieves take up residence below old houses, often haunting the basements or root cellars, emerging when the occupants are at their weakest. During the dark hours it injects them with a paralyzing poison that leaves them awake and cognizant, before spinning them in a cocoon from the ceiling; the Rot Thief then waits for the blood to rush to the victim's head before feasting. The target is left alive long enough to feel the pain as their skull is cracked open and their precious grey matter is sucked out from their skulls. With careful feedings a victim can live for days like this before their death.
Suffice it to say, it is assumed that there is an application for Knighthood floating somewhere in the Chamber of Decree to make the Watch a formal order.
*'''Vile Slime'''
===Cold Areas===
====Ice Hag====
===Fort Minnamack===
Ice Hags are a constant threat to those living in the colder reaches of the world. Their mere presence causes the air around them for several yards to drop to -70 degrees Celsius. All liquids in the human body will freeze solid after a few moments of exposure to this temperature. In addition, these creatures can congregate and magnify the effect; it's been measured as far out as thirty miles from their largest known gathering.
To the far east of the Empire at the foothills of the Drakonid Highlands stands an old Benaloran ruin which served as a fort in their day. During the first eastward expansion of Margurim III, his forces overwhelmed the Drakonid occupiers there, taking over the ruin for themselves and eventually renovated it enough to function as a fort to maintain forces in that area of the Empire. Soon enough, a town grew around the ruin, the soldiers at the fort strong enough to secure the area to spawn a fishing village to the west of the fort as well. But the Empire found not only security and a strategic position in taking Minnamack. They also found a stockpile of unused Benaloran weaponry and relics, attracting the military's top brass as well as researchers from the capital.
One type of relic in particular caught the eyes of '''Duke Toreas''', who ruled over the fort. Shimmering suits of golden and brass armor graced one of the inner halls of the fort. They seemed to be constructed of not only unnatural materials, but also of small machines built right into the suits themselves. Experts in Benaloran technology were soon summoned to the fort, slowly decoding the mystery of the armors. Each mana-powered machine was discovered to have a purpose in enhancing the wearer's natural abilities, able to make a super-soldier out of an ordinary man. Once study was complete, a regiment of soldiers were trained to operate these complex suits, soon forming the '''Knights of the Goldenstar'''. They have become a special forces of sorts, dispatched to particularly troublesome areas to eliminate targets of great value and to help turn the tide of a desperate battle in the favor of the Empire.
Ice Hags are attracted to heat and motion. Travelers can minimize their chances of encountering these horrors by dressing in camouflage patterns and by using insulative clothing. Should one attack you, do NOT attempt to flee; they move far faster than any human. It must be killed as quickly as possible, or its cold-aura effect will quickly incapacitate you.
===Fort Thagaisa===
====Kunackman====
To the south of the Imperial lands, pushing into the lands of the Garvenus Steppe beyond the village of Rausclef, lies Fort Thagaisa. Unlike the other forts, Thagaisa started as a mere outpost and grew from there. Also unlike the other forts, Thagaisa came with a group of knights, the '''Knights of the Southwind''', which served as a force to keep the Steppe's wildlife in check as well as a reserve force for expeditionary retinues in peacetime, and as a swift and savage infantry in wartime. As the town grew, more people claiming to be of Weylosian descent appeared in the town, a rich heritage which would soon be incorporated into the ranks of the Knights, for better or for worse.
The Knuackman is an aquatic creature of old folklore... pale as a corpse and giving off an eerie glow, he is only seen in the dead of winter under the frozen lakes and rivers' ice. The most recognizable feature is the pair of antlers that crown his head, framing the dead eyes and pallid skin.
Also during that time, one particular man of such descent known as '''Carpalos of Steelheart''' emerged from his beginnings as a blacksmith, as was his father and the father of his father. Back then, the '''Stormlords''' of the Steppe were far less peaceful as they are now, having united under the banner of the god-like '''Sky Devourer''' for the first time in Imperial history, threatening the well-being of Thagaisa. They would ride into the outpost town, raiding and murdering what they could before they rode back out into the night. On one such raid, Carpalos' wife became a casualty, leaving Carpalos to raise their new son alone. This triggered the otherwise humble blacksmith to harbor a need for revenge. Putting his skills to use, he forged the finest armors and weapons since the days of Weylos itself, forming a civilian army of his own, as the Knights would not traverse deeper into Stormlord territory. Soon enough, they marched deep into the Steppe with Carpalos' own child in tow, slaughtering through the Stormlords as if they were warm butter. They would only return to Thagaisa to resupply and rest before resuming their bloody campaign.
The Knuackman is unnaturally thin, boney and possessed of red palms, which the stories say are stained with the blood of victims he dragged under the water for his meals.
In due time though, the campaign came to an end and an aging Carpalos had come to forgive the Stormlord elder as his lust for revenge finally waned. Ashamed of his savagery and seeing himself as unneeded in Thagaisa any longer, Carpalos finished raising his son until he could hold his own. The blacksmith then donned his armor and sword one last time and wandered into the wilderness, reportedly to find a foe worth ending his life. Since then, a tradition began among the Steelheart clan. Once a son of Carpalos finishes raising his next son, he would take into the wilderness to never be seen again. Perhaps it would be to find a foe worthy of killing him, as was the case of Carpalos himself. Perhaps it would be to seek greater wisdom in the lands of Carpalos' original enemy. This tradition continues to this day, in which Margurim XI officially created the '''Knights of the Steelheart''' to serve as an elite fighting force for the Empire against invaders.
They say that if you are near the water, and hear an otherwordly wail, like that of a pained deer but not, that the Knuackman is near, and hunting for his prey... and all wise travelers would best find shelter for that night, lest they never return to their own homes.
Suffice it to say, there is tension between the Imperial Stormwinds and the Weylosian-descended Steelhearts, a feud which is still known in Thagaisa today.
===Dead Areas===
*'''Arch Guardian'''
*'''Gravebeast'''
*'''Schröded Man'''
===Deserts===
*'''Attarosa'''
===The Village of Rausclef===
====Guardian Machine====
Located on the former southern border of the Empire, along the northern edge of the Garvenus Steppe, the village of Rausclef was the first founded in the Empire. It serves today as it served upon its inception as a center of agriculture. The sprawling farms of the village provide the Empire the food it needs to survive, as well as a great place for people to study about agriculture and the wilderness in general. To this day, it is still the only village dedicated to farming, which may endanger it soon given the Empire's rapid expansion - and thus more mouths to feed over greater distances. Regardless, the innovations in agriculture created at Rausclef will possibly spurn other villages to invest in agriculture of their own whilst maintaining their current economies, allowing for a more diverse economic and sustenance profile for the Empire as a whole.
===The Village of Twaunae===
Found rarely under the desert sands, Guardian Machines are highly prized by those who can reactivate them. Doing so requires either advanced (and mostly lost) engineering knowledge, or enough magical power to bypass most of its systems and golem the whole thing.
Later in his reign, Margurim II had wanted to know about the neighboring forest of Phrennoack. If the Empire would have to expand, it would very likely have to take resources from the nearby forest. Fortunately, the Emperor knew of the Eltyain peoples living in the forest through folk lore and historical accounts from before the Founding of the Empire. He sent out a diplomatic expedition within to seek contact with the tribal people. The expedition lasted many years, given both the language and cultural barriers which separated Imperial and Eltyain. But it turned out to be time well spent. The head of the expedition '''Hobarth Twaun''' had reached an agreement with the Eltyain elders. The Eltyain would recognize the Empire's right to exist and would not harass them if they were to enter the forest. However, they would not be subject to Imperial law and there would be yearly limits of resources which the Empire can take from the forest's rim and surrounding areas.
Soon after the expedition returned, work got underway for building the foresting village of Twaunae in the Empire's southwest, along the Crenskaw Creek. It started as a sleepy little village and then grew as its workers started to work through the younger wood at the forest's rim, as per the agreement. Steadily, the town grew and grew, all until that limit threatened to be reached. Though the blessing of the Eltyain was important to the Empire as a whole, there were people who were settling in the new village who were concerned about the economic downturn which would almost inevitably happen were they to reach their treaty-bound limit. Many resigned to that fact, as the military was willing to enforce it, but there were some with stronger ambitions than that, sneaking into the forest to seek better wood before the limit was reached. Others even waited until the limit was reached and then went in to get their share without any competiton.
If reactivated properly, the machine attunes itself to the first sentient which touches it, protecting it whenever possible with powerful field generators and rear-mounted energy projectors.
It just so happens that the Eltyain were also keeping tabs on the consumption themselves, as well as those who were transgressing the treaty, especially those who overconsume the forest's resources and those who push further than the approved zone of the treaty. Not subject to Imperial laws, the Eltyain (who had learned enough Imperial by now to get by) made it clear to the earlier trespassers that they would take their lives if they would not respect the stipulations of the treaty. And true to their word, certain people have gone missing from the village when they would not heed the first warning, never to be seen again.
The system is relatively semi-intelligent and occasionally even shows a modicum of initiative and tactics, but reactivating it as a golem limits its capabilities to direct orders received from its master, and it must even be ordered in order to recharge its field and weapon charge.
Life in Twaunae has become a tense, but profitable life, the treaty keeping consumption at a limit to where the forest can regrow it without the assistance of Eltya, a fact that still keeps the Eltyain-Imperial alliance strong to this day.
*'''Sar'vek'''
===The Village of Nechbaer===
====Death Djinn====
Situated on the west bank of '''Nechbaer's Tears''' is the village of the same name. Founded during Margurim III's reign, Nechbaer is a fishing town with what many would consider some of the bravest men outside of the Imperial military and the Knight orders. It is not because of accolades in combat or public service, but rather a sometimes foolish disregard for one's own safety, if it means the survival of the village. Rather than the armored vessels of the Imperial Fleet, villagers cast out on dinghies, right into the incredibly dangerous Northern Sea in hopes of coming up with a sizable catch. Not only do they have to contend with the often churning waves and sudden storms which appear on the waters, but also the various servants of the Lord of the Tempest, including the dreadful '''stormrays''' and members of the '''Raptorlord''' people, both of which seemingly bent on the fishermen's destruction. Though casualties have been had, many among their ranks come back alive, though sometimes missing a limb or their vessel afterwards.
Their success with dealing with the terrors of the Northern Sea have recently prompted the Admiral of the Imperial Fleet '''Ridoor Wrendash''' to study both the fishermen's vessels as well as sailing techniques, data which may be useful to developing new vessels of the Fleet's own which may be able to better survive the wrath of the denizens of the Sea.
Spoken of only in whispers and written about only by madmen in dark tomes the forgotten race of genies known by mortals as the Death Djinn is more real than any sane man would want to admit.
===The Village of Kelebrae===
Long ago when the world was young the race of genies had its own malcontents and miscreants who took to consorting with dark powers and demonic forces. While many of the djinn were happy to represent the aspects of the desert that represented the wildness of the wind and its people, the hospitality and relief of an oasis, or the fierceness of its predators, the Death Djinn embraced the parts of the desert that existed only to oppress and destroy. From the venom of the scorpion to the desiccating rays of the ever hating sun the death djinn embraced all that was evil of the desert and drank the power unleashed in the taking of lives. Their fellow djinn were happy to ignore them until they called upon the dark god Set to give them power over darkness as well as light and conquer all deserts and thus have power over all Djinn.
The trading village of Kelebrae is an interesting one, the only place actually within the Empire's lands which has the legal right to its own sovereignty. Granted, their independence is only contained within the village's walls, but it is something that is cherished by its people. Instead of the Imperial government, an oligarchy made up of various noble houses rules over the village, only paying tribute to the Empire for protection from threats in which the town itself cannot handle. Situated on '''Lake Goldenstar''', Kelebrae serves as a very successful regional trading hub for the surrounding areas of Nechbaer to the north, Fort Minnamack to the east, Fort Thagaisa to the south, and Rausclef to the west. Perhaps it is this success in which the oligarchy wishes to keep their independence from the Imperial government in place - no need to lose much of their riches to the Empire in the form of taxes, after all.
The oligarchy itself is made up of noble houses which have something of importance to offer to the community at large. At least, that is the theory as the number of houses represented in the oligarchy fluctuate with every passing year. There are three mainstays though: the merchants of '''House Gordan'''; the craftsmen of '''House Brellan'''; and the scholars of '''House Shierl'''. It is said that these three houses make the true decisions for the village, the other houses appearing in the oligarchy for show to the villagers, for the illusion that their government is working for them. If that is indeed true, than the illusion doesn't hold up well, as many of them will very openly - and sometimes very fondly - make assertions of the corruption in their government as well as the militia which watches over the village's interior. It's something that they have come to accept and even incorporate into the feel and flavor of their village, slowly becoming an accepted part of their culture. If nothing else, it gives people a reason to strive for membership into those houses, as well as the lesser houses which strive to become a mainstay in the Kelebrean oligarchy as well.
Finally realizing the danger they posed the Djinn went to war with their own kind and imprisoned many of the Death Djinn in deep caskets buried under the desert sands where they remain today. While in those days the genies could easily afford to place guards or wards over these caskets to ward off all but the most powerful and determined of prison breakers time has caused the race to dwindle and now the djinn rely almost entirely upon the secrecy of the caskets and the ignorance of mortals to keep them safe. However some hapless mortals have accidentally opened the caskets hoping to be granted wishes or gain the treasure from lost tomb. All they find within is the bleakness of death and the skin flaying wind of the sandstorm. The lucky ones die quickly. The unlucky ones are poisoned or maimed and left to crawl through the desert as the now free Death Djinn makes up for lost time by torturing there would be rescuer for days even weeks until boredom makes the Djinn slowly twist all the water out of the poor victim and spilling it on the sand to be lost forever.
===The Temple of Passing===
===Dreams===
Despite the sharp and almost perfect enforcement of the treaty of the Eltyain people which allowed the establishment of Fort Deeanday and the village of Twaunae, there were still ambitious Imperials who wished to tame the deep woods for their own. One such attempt was by one of Tabula Gloria's elite, a certain '''Lord Credault''', who wished to make a summer home along the wild beauty of '''Alboniset Lake''', deep within the forest. He gathered himself a retinue of battlemages and shapermages and proceeded to venture into the forest, making it all the way to the lake, where they started to clear a lot along the lake and then start work on building a mansion that would make even the richest noble in the capital blush. Instead of delivering swift justice upon the trespassers, the Eltyain just watched the foolhardy nobleman from a safe distance. The reason for their distance was soon founded after construction was complete. The dreaded aquatic creatures, the '''echoes''' struck them with their devastating sonic weaponry, killing everyone in the surprise assault and causing much damage to the mansion.
*'''Dream Ripper'''
Considered as one of the few areas in which the Eltyain do not openly war with the echoes, the mansion now known to the Eltyain as the Temple of Passing is used for a variety of rituals, especially those in which they hand the dead over to the Phrennoack Stags to deliver their souls into the next life.
====Stygian Deer====
===Rennington Manor===
The Stygian Deer it's a creature with a lot of weird legends about them. Dream eaters, killers of luck, bearers of blasphemies and pestilences, nightmare producers, ghost shepherds, death eaters and so on.
Though the history of Rennington Manor, at the northern tip of the Phrennoack Forest along the coast of the Northern Sea, has it originally built as a fort in the style of Deeanday and Thagaisa, the records found in the Archive has had the Emperor for which it was built redacted. Given the tale of the Rennington clan, the redaction is rather justified. In its days as a fort, Rennington was of great strategic importance in the combat of pirates and mutants from the Wastes of Vashial, as well as serving as an advance guard against the hordes of Raptorlords which would come the Empire's way. It worked well though, as the pirates and mutants took their aggression elsewhere and the Raptorlords changed their strategy and attack vectors. As such, Rennington was decommissioned and turned over to its owner, '''Lord Rennington''' to serve as his home away from Tabula Gloria. With him he brought his wife '''Lady Rennington''' as well as their seven children soon after the decommissioning to enjoy a lovely spring vacation on the relatively peaceful waters of their part of the Northern Sea.
Or so they thought. Soon after their arrival, a plague struck the family, as well as the northern reaches of neighboring Phrennoack. Fortunately for the Lady, a retinue of Morningtides were dispatched from Deeanday quick enough to help heal her, though the rest of her family were unable to overcome the illness. It was bad enough that the Lady became a widow in what seemed like the blink of an eye, but things were going to get much worse. Be it due to a woeful overlook by the Morningtides, a magical occurrence which took advantage of the plague, or the purported study into forbidden magics to revive her departed family, the Lady took on a terrible parasite unto her spirit. It harbored an awful hunger of human flesh, for which it bartered to preserve her soul from being devoured itself. She would fulfill her part of the deal by going into the towns and using her stunning good looks to seduce unwitting men into her trap.
The truth it's than this scavenger has some potent forms of psychic powers, like the ability to make dizzy any creature around 10 m or to blind with a eye to eye look. Alas, for some reason, the spirits like to eat the aura of these creatures, who has a very dark colour. Perhaps some legends are true.
To this day, Rennington Manor is officially off-limits to the public and the travelers of the world are oft warned about the dangers of the the Lady in Red.
*'''Tsune'''
===Forests===
*'''Dendric Colossus'''
*'''Greenman'''
*'''Sly'vek'''
===Godless===
*'''Fake Duchess of Aspiration and the Stewardess of Ambition, The'''
*'''Fickle Lady of Wealth and the Artisan of Opulence, The'''
*'''Ivory Lord of Revenge and the Judge of Perdition, The'''
*'''Pale Baroness of Deceit and the Escort of Corpulence, The'''
===Heights===
*'''Cliff Wyvern'''
*'''Hagharpy'''
*'''Tevinian Drake'''
===Magical Areas===
*'''Ghost Warg'''
===Multiple Areas===
===The Eternal Bridge===
====Leeorgah====
During the apologetic reign of Alexius II, the Emperor became known for two things. On one hand, he was loathed as seeking appeasement with the various peoples who wished to see the Empire's demise. The Drakonids to the east were given a well-timed reprieve from the constant war set against them. There was rumor that he was secretly working with the Stormlords in order to cede their old lands back, including Thagaisa and the rest of the lands south of Rausclef. There were even wild speculations that he was willing to negotiate a treaty with the dreaded Raptorlords of the north. On the other hand, perhaps as a result of the Emperor's candid belief that the Empire was entering a period of contraction and decline, he began to build a variety of monuments to the existence of the Empire for future peoples to discover were the Empire to end altogether. Despite the awful reasoning behind it, some of the people found a sense of pride in the Empire having monuments outside the walls of Tabula Gloria.
It was the latter half of the Emperor's personality which spawned an ambitious project at the mouth of the '''Eternal Flow''', the river which pours forth from Alboniset Lake within the Phrennoack Forest, all the way to the northern cliffs of the area to pour in a mighty waterfall off of the edge. The Emperor commissioned the greatest civil works project of the time there - a bridge which would connect the Empire to the western Phrennoack Forest and beyond into the Wastes of Vashial. Beforehand, the best route was to take a boat from Twaunae and travel down Crenskaw Creek and through Alboniset Lake to the western bank, then trek through the dangerous western Phrennoack and then into the Wastes around the '''Ruins at Elbornet''' along the forest's edge, which was also home to the titanic '''Forest Harvester'''. With the greatest team of manual laborers and shapermages ever to be assembled at the time, the bridge would be built over a span of seventy years.
An insect like creature filled with volatile and poisonous gasses, stored in a large flexible gland which takes up a majority of it's body. An odd form of parasite, it often latches itself onto much larger beings and pumps them full said gases which usually results in an explosion. These creatures around the size of an average human head.
Unfortunately for the Emperor though, he would not live to see the bridge to completion, that honor going to his son Margurim IV who would have it completed if only for strategic reasons. At the center of the bridge also stands a building of its own, the '''Flame Cathedral''', a testament to the long-lasting alliance between the Empire and the Eltyain, to serve as both a house of worship for the tribal folk of the forest as well as an outpost for researchers and armies seeking to go further west into Vashial.
*'''Ripper'''
===Port Endeavor===
====Walking Continent====
Named after the launch of the '''New Endeavor''', the Empire's first and terribly ill-fated attempt to reach the Nation of Animar, Port Endeavor has grown from very humble beginnings. Immediately west of the Rustwater Delta, the Port straddles the Eastern and Southern Seas, an incredibly dangerous place given the wildlife from both Weylos and Benalor, as well as threads from the Seas and beyond. At the same time though, it is a great position in a relatively comfortable part of the continent, with a comfortable climate and predictable weather. Given its remote location though, the people who choose to live at the Port tend to harbor an independent spirit, something that usually benefits the Empire with their hard work, though there has been whispers of an uprising against the authority of the faraway capital.
They are only whispers given the sheer volume of traffic that goes through the otherwise sleepy Port. Primarily, the traffic is between incoming Imperial shipments coming through the '''Emperor's Road''' along the foothills of the Benalor Mountains and through the forest between the Wastes of Weylos and the Delta, and incoming ships coming from the Nation of Animar across the dangerous Eastern Sea. However, there are other uses for the Port, especially for those wishing to travel throughout the Southern Sea and into the Eastern Continent at places other than Animar, including the city of '''Bythene''' on Espartum as well as those seeking advice from the hermit '''Kadast''' of the continent's untamed east.
The origin of the ancient myths regarding gargantuan turtles carrying large masses of land on their backs originated with these creatures, which have been named as many times as they have variations.
=The Wilderness of the Western Continent=
Commonly referred to as 'Walking Continents', or other more specific terms such as 'Walking Forests', they come in many different breeds. These creatures exist by finding a large parcel of land that is relatively isolated, whereupon they settle down and enter an extremely long hibernative state. During this period, they influence the ecosystem surrounding them, changing a barren desert to a thriving forest, or a large mountain to a massive series of caves.
Likened to certain insects who emerge only during a certain time of the year to briefly mate and then die, these creatures sleep for decades, changing and warping the landscape until they waken, whereupon they give birth to a new creature. Oddly their specific 'breed' is not passed genetically, as a Forest variant may give birth to a Cave-Dweller, or a Sporeback to an Abyssal.
[[File:Tabula Gloria PhreUral Key.jpg|200px|thumb|right|Locations in the Phrennoack and Uralaya Forests]]
===The Eltyain People===
*'''Wretch of Ya'soniya'''
===Skies===
====Heart of Darkness, The====
===The Yatoka People===
The Heart of Darkness floats in the Storm of Dust and Ash as it makes its way across the celestial skies. Those who are enveloped by the storm find themselves dragged by buffeting winds to the center, where the Heart awaits with tentacles that burn flesh and staring eyes that burn minds. Those who fall in battle to the Heart are said to meet a fate worse than damnation.
===Alboniset Lake===
====Nudibranch Dragon====
===Crenskaw Creek===
A colossal floating creature, the nudibranch dragon is a nudibranch who has ingested a lung dragon and copied their ability to fly and breathe air, as well as some others. Nudibranchs are small invertebrates who live in coral reefs and a few other places. But the nudibranch can also copy the DNA of its devoured prey. This had led some nudibranchs to develop photosynthetic organs much like a plant. It drew sustenance from this, and did not need to eat. Some nudibranchs are cannibalistic, and will copy the DNA of other nudibranchs. Because of this practice, and odd inbreeding, sometimes a nudibranch can become very large, up to 10 feet long. This sort of nudibranch would have to ambush an oceanic lung near a reef, and then swallow it whole. It then develops the dragon's control over water, its intellect, immunities and resistances, breath weapon, flight capabilities, and even its age. Most nudibranchs captured in this way are oceanic lung-eaters, so their breath attack, if any, will likely be lightning or cold. Nudibranchs do not grow more limbs, though. The nudibranch dragon is much less dangerous than a real dragon for this reason. However, the nudibranch can still swallow a man whole, then breathe.
===The Eternal Flow===
===Swamps===
*'''Flesh Wraith'''
===The Village of Caladuon===
====Treelunk====
===The Village of Skawnesco===
Treelunks are an incredibly social, yet simple species. Small in stature and quite fragile, they make up for this by banding together in packs ranging from dozens to hundreds. Their usual method of habitation is hollowing out a tree, which functions as a sort of hive for them. They separate the tree from its roots, furthering the hive's usefulness for them. The tree even changes shape overtime to become more functional for the treelunk clan that resides in it.
==Uralaya Forest==
Treelunks are likely to be found in old forests, especially around the drier areas near swamps. They mainly function as scavengers, leading to a very nomadic lifestyle for individuals and their clan. This, yet again, builds upon the usefulness of their portable fortress they call a home.
===The Alkhani People===
===Waters===
*'''Besarian Titan'''
*'''Glass Eel'''
*'''Umisea'''
*'''Umiqua'''
==Northern Sea==
*'''Aetriul, Elemental of Water'''
==The Garvenus Steppe==
====Aquabane Dragon====
===The Stormlord People===
Though the Lord of the Tempest had created terrible creatures to protect what is left of his domain, his penultimate creation was actually borne of the tumultuous skies above rather than the frigid waters below. The aquabane dragons serve as the Lord's personal guard, their terror known the world over. Though they seem to be incapable of breath weaponry, a factor common to most other draconic beings, their amphibious nature as well as their unnatural speed and agility makes them fearsome all the more, making them into an apex predator even in the domain they inhabit.
==The Iotold Homelands==
Lately, they have begun to serve as the Lord's advance force into the Imperial lands, as the Lord is starting to weaken more and more rapidly. Though the Imperial forces find it more difficult to deal with the dragons, they still manage to keep them relatively at bay. But as the Lord grows weaker, the dragons seem to get stronger with each battle. Is the Lord of the Tempest merely transferring his power to his dragons?...
[[File:Tabula Gloria IotoDrak Key.jpg|200px|thumb|right|Locations in the Iotold Homelands and the Drakonid Highlands]]
===The Ruins at Iotold===
*'''Dandelion Crawler'''
*'''Dreamchild'''
*'''Hadalfolk'''
===The Port Town of Winterlight===
====Jörmungandr====
====The Ashkeep====
The mythical Jörmungandr is a creature of titanic proportions, and the terror of all sailors of the north sea.
====The Fort at Giant's Barrow====
While it is possible to encounter Jörmungandr without upset, most often sailors only see him as the gaping maw opens beneath their vessel, before thundering shut on them.
==The Drakonid Highlands==
Few survive an attack by this creature and of those that do, far less survive the frigid waters of the cold north sea.
===The Ancestral Capital of Drakonhelm===
No one is quite sure if Jörmungandr is a lone creature, if there are more than one, or how many there are, for after it sates itself, it retreats back to the inky depths from which it came.
=The Old Empires=
The /Traveler's Guild/ recommends that the North Sea be traveled carefully, and that a couple of spells of flight and resist chill be kept on hand.
The world of Tabula Gloria is rife with remnants from old civilizations which thrived before the formation of the Empire of For'Channar. In some of the places, semblances of civilization still exist, making these places still relevant to the Imperial way of life.
====Lord of the Tempest, The====
==Benalor==
The Lord of the Tempest watches over the rapidly dwindling Northern Sea. He was responsible for driving out the Iotold peoples and their cetacean brethren when they started to magically augment them. He is also responsible for the various leviathans which roam the waters now, including the fearsome Stormrays. He is however not the cause of the dreaded Obsidian Leviathan , as some scholars suggest, but rather a force trying to keep it at bay. Though the occasional wizard with lofty aspirations of otherworldly power momentarily breaks those bonds before the Lord can reseal the beast in the cold deep of the Sea.
[[File:Tabula Gloria Benalor Key.jpg|200px|thumb|right|Locations in the former Empire of Benalor]]It is said that the first King of Benalor was forged in the mighty metals of the mountains in which the Empire called home. While that is certainly not the case, the greatest contribution of the Benaloran people was their mechanical creations. The mountains made for an extremely difficult place for people to live, but they have always were one step ahead throughout their history. They are theorized to be the first people to learn how to make and use tools, as well as learning how to improve upon them. This rich history of ingenuity eventually became ingrained into their very culture. With this tradition, it wouldn’t be too much to assume that they were the first of the Old Empires to form.
The first King of Benalor, '''Copal''', was known to be an ever-busy man, always looking for new ways to solve problems. He came to power as the people had to band together under duress, fell creatures overflowing from the steppe to the east and the forests of the north and south were making their way into their precious mountains. Their rock and bone weapons could not last against the incessant waves of the monstrous horde besieged upon them. It was Copal who figured out how to forge weapons in the metals of the mountain, formerly relegated only as a decorative material. With these new, longer lasting arms, the Benalorans were able to drive the creatures back to the foothills of the mountains.
Even worse is that the weakening Lord is trying to encroach upon the northern reaches of the Imperial lands, trying to reestablish his watery territory. Only its finest warriors and its greatest battlemages are recruited to keep the Lord at bay. Though the difficulty seems insurmountable at times, and though there are grave losses upon the battles with the Lord, the Empire somehow manages to eke out a victory each time. Perhaps the prolonged fighting and continued efforts to manage his shrinking domain are beginning to wear him down more and more. Though the Lord's aggression needs to be tamed, perhaps too much of this will bring the Sea, and the rest of the world, into a catastrophic decline...
From there, the advances were rapid. The metals were also used to fortify homes and buildings upon the mountains. Further advances were made into making these metal weapons and constructs more durable. Then there was crude, man-powered machinery, the lever and pulley. Once that happened, the machinery only got more complex and more efficient. By this time, many Benalorans were starting to understand the mysteries of mana and using it to create magical effects. This was unsurprisingly applied to the machinery, advancing it into mind-boggling creations run without man or beast of burden. They soon became a feared power, holding sway over the developing Weylosians to the southwest and becoming a powerhouse in trade, able to retain that position for a while due to their distance from the powerful Vashialian people to the far west.
====Obsidian Leviathan, The====
But things would not go in the Benalorans’ favor. First there was the Weylosian betrayal, in which the former ally sent spies to learn about their higher technologies so they could make them their own. Now at war with the Weylosians, they sought entry into the Central Lands to increase their holdings and to gain a strategic advantage. In due time, this dragged Benalor into the dreaded Three-Way War. After suffering insurmountable losses in the Central Lands, Benalor became the first of the Old Empires to back out of the war, the pride of the Empire in shambles. During this recession of power, there were attempts to bring Benalor back into prominence. The largest of these attempts was the '''World Engine of Bjalfi''', animated by '''Nytherio Siev''' to become a walking mountain. It however went rogue and was eventually reprogrammed to wander in an unpopulated part of the Empire.
Now class, this slide illustrates something you will likely never want to see in your lifetime, much less be the cause of. Yes folks, the existence of the obsidian leviathan is very real.
In a last ditch effort to rekindle their status as the first and the best Empire, Benalor launched the '''Heavenrider Program''' under '''King Esteg III''' to seek possibly greater gains in the '''Heavens Above'''. They built magnificent technology to accomplish this task, the likes of which never seen or imagined even by the technologically savvy laymen of the Empire. The launch of the Heavenriders towards the sky was successful, that in and of itself sending the Empire into a delirious celebration. Over time though, the gifted Heavenriders would never return, bringing immense political pressure unto the Benaloran government. But then one of them came back, falling to the ground like a shooting star blazing through the night sky. Though it was indeed the body of a Heavenrider, even in its signature uniform, the voice was of a denizen of the Heavens Above foretelling the Empire’s doom for trying to escape their place on the world.
This image, taken a mere thirty summers past, is the result of a difficult summoning ritual gone wrong. Now class, any volunteers to suggest what sort of error would make this poor sod summon the obsidian leviathan rather than.. oh... the Aqus Dominii.
The stories of Benalor’s end vary only in what the creature, the '''Wight''', told the witnesses of his fall to the mountains. Though the words conveyed by the creature could be interpreted differently, the meaning is all the same. A brilliant bolt of light shot down from the Heavens Above, piercing through the Imperial Seat, causing a fireball that shot back towards the Heavens as if in protest. All of this was followed by a deafening boom which rang through the ancient mountains, the sonic blast followed by a maelstrom of debris and fire in every direction.
You, Randall, in the back. Now that I have your undivided attention, what is the major component in summoning the gold-gilded aquawurm into our plane?
The only survivors of the catastrophe were those who had evacuated to '''the Gate''', a shelter and escape ship they had built during the development of the Heavenrider Program for the slight possibility that something like this would happen. However, the refugees had only locked themselves inside the massive machine, unable to go back out after the dust settled. They too would die, but with a whimper. Dehydration, starvation, and madness gripped those unfortunate enough to have escaped the blast, leaving them inside their massive coffin. And such was the end of the First Empire. First to exist. First to fade away.
Gold shavings from the mines of Alinstrad? Sadly, you would have just summoned the obsidian leviathan yourself!
===The Ebony Tower===
You see class, this is a wonderful example of why you need to research your components, research your methodologies, and ESPECIALLY pay attention when you're taking all this in. Randall, I will be seeing you after class.
===The Canis Falls===
Now, with that aside, what exactly IS the obsidian leviathan? Think of it as the physical manifestation of a wizard's doubt, his fear, his uncertainty. It is mostly thought of as a result of a wizard's weakness. It is the only creature that a wizard can summon that is not of any of the other known planes. Some believe that it is a construct of a wizard's mind real enough to come into existence. Others take a more divine angle, the beast something that culls the weak wizards, keeping our kind in check. I personally believe that it's a more sinister being, something of more incomprehensible power that is the result of a wizard who thinks too highly of himself, another weakness we can have, especially into our later years.
===The World Engine===
So I implore you... especially Randall back there... never forget that there are more fearsome things out there than you will ever be, no matter how much power you gain. There will be a slip up when your mind is fogged as such, and the obsidian leviathan lies in wait for such a moment.
===The Gate===
*'''Stormray'''
==Phrennoack Forest==
====Echo====
===The Scab Pillar===
Of course, pale maws aren't the only threat in the forests of Phrennoack. As the forests near Alboniset Lake, the trees slowly sink into the wet ground surrounding the lake. While the lake itself is pristine, these bordering swamps house what the locals call "Echoes". Naturally, they are skilled fishers, able to use the power of their voices like bullets through the water to stun their prey. Some of them even managed a way to project their bombastic voices through the water's surface and attack land-based or aerial prey that wander too close to their waters, including wayward adventurers.
===The Grand Mountain Zeigurr===
Though the quickest way through Phrennoack's forests go through Alboniset Lake, please exercise caution and vigilance when passing through the area.
===The Rustwater Delta===
*'''Eltya, of Life's Eternal Flame'''
*'''Eltyain Geist'''
*'''Falserjack'''
===The Lost City of Sri'eire Latib===
====Forest Harvester, The====
==Vashial==
At the furthest western edge of the forests of Phrennoack, bordering the vile wastes of Vashial, lies an interesting creature. Docile in nature but voracious in hunger, the forest harvester is both the biggest threat to the forest's survival, but also its greatest hope in maintaining the growth bordering the encroachment of the toxic wastes. The harvester is a colossal slug-like creature which can consume up to 250-300 acres of the vast forest every month. However, the waste material it produces proves to be an excellent fertilizer which helps regrow the forest it ate at a surprisingly quick pace. As long as the harvester maintains this precarious balance between consumption and fertilizer production, the forest should maintain its growth levels in the western reaches indefinitely.
[[File:Tabula Gloria Vashial Key.jpg|x200px|thumb|right|Locations in the former Empire of Vashial]]While Benalor was rapidly growing in the east of the Continent, a consortium of mystics were convening in the western Shiallan Mountains. A war had just been fought among various tribes, an event which had almost spilled into the entire Continent. A truce had been made as those who could commune with the flowing mana came together upon one of the northern peaks of the mountains, a neutral place in which its ancestral name has been forgotten to history. The '''Congress of the Magi''' as it would be called had the task of permanently ending the strife which was going to tear not only themselves apart, but the world around them as well.
It was during these meetings that the Congress formed the '''Realm of Vashial''', a place which would include all of the tribes of the war, both the winners and the losers. The slate would be wiped clean and the people, '''Shialar''' and '''Anshial''', '''Elborn''' and '''Alhamuur''', would have a chance to start over, absolved of their crimes. Though in this configuration, the oligarchy of the Congress put itself into a tremendous position of power. Their collective mystic power concentrated, they would be very much able to demand just about anything with the threat of imminent destruction if they had wished. Fortunately for those beneath them, that would not be the case.
There is a problem though.
Under the charter the Congress had drawn up, the gift of magic was to be taught to each and every Vashialian, to never allow one to become more powerful than the rest. The proliferation of magic made what was once a potent tool of war into a commonplace tool of peace. Of course, there were to be cases in which this ideal would not come to pass, as some were simply incapable of communing with the mana, and others were exceptionally gifted at it. That problem would eventually work itself out over time and life would go on, the majority of the Vashialian population adept at performing magic to some degree. This was important because by the time this was achieved, the last of the oligarchs had died upon the Vashialian peak two hundred years after the formation of the Realm.
The Shialar also see the value in the harvester's fertilizer, combining it with the hardy seeds of the harrukhs to start regrowing what was once plentiful forests in the old Vashial lands. Now it's a battle against time to restore the precarious balance between the harvester's feeding and regeneration of the western Phrennoack forests, or to start losing the forest over time while the Shialar regrow their own lands, and perhaps rise again to a renewed glory.
The final clause of the charter was put into place for this eventuality. It had put the Realm of Vashial into the people’s hands, now that they had spent time with each other, learning the ways of magic and becoming a generally more cohesive people because of it. At this point, the people would have to figure out the fate of the young nation amongst themselves, now that all their wise men were gone. A mother of three would soon come into the spotlight during this debate.
*'''Horn of Eltya'''
====Pale Maw (Lamprey Wraith)====
'''Tarekh al-Anshial''' was a middle-aged woman, unassuming in stature but spoke in a compelling way, reminiscent of the departed oligarchs. She would come to convince her fellow Vashialians that the ultimate gift of the oligarchs was not that of the magical arts, but rather the unification of the people, the chosen people. The ability overcome rivalries and wars spanning beyond their memory has certainly made them a cut above the others out there waiting to be taken into the Vashialian fold. Under her banner of assimilation, Tarekh would become the first ruler of the renamed Empire of Vashial.
So, why are the forests of Phrennoack in need of the benevolence of its god Eltya and his Stags? Unsurprisingly, there are many malicious beings which reside in the forests along with the peaceful Eltyain people and the wild creatures within.
The Vashialians would campaign to the west, all the way to the coast. They then conquered the lands as far south as the marsh of '''Narsum Cas’shren''' and as far east as '''Alboniset Lake''' and the '''Eternal Flow'''. After securing their natural borders, they then began to march their magical armies to the southeast, towards a fledgling nation of tribes known as Weylos. They believed that the Weylosians were very much like them in their infancy – a collection of warring peoples forced to unite under difficult times. But unlike the Vashialians, these savages knew not of the power of magic. This led them to assume that conquest was inevitable. However, they ran first into a martial prowess unheard of, and then into the mechanical wonders of the Benaloran reinforcements.
One such creature is the Lamprey Wraiths, commonly known as Pale Maw or the uncommon names of Pond Wraiths or Drowned Mouths. They are pallid of skin, they lack eyes, nose, or any visible means of detecting prey. Their body is odd, the skin stretched and warped, while the arms dangle uselessly unless being thrashed about. They have great mouths featuring a number of sharp teeth, through which they issue a ghastly, wet, gurgling moaning or wailing as they wander about.
With the failure at Weylos, the slowly aging Queen Tarekh would bring her forces eastwards, towards the Central Lands beyond Phrennoack to gain an advantage over their worthy Weylosian foes. However, they would be stymied by Eltya and his Stags, powerful spiritual forces which greatly hindered their advance. By the time they had ended up taking the sea route into the north of the Central Lands, Queen Tarekh had died despite her efforts to extend her life further at 322 years of age. Her daughter and successor '''Jentha''' would vow to continue upon her mother’s campaign into the Central Lands.
While the Stags appear with the death of human inhabitants and travelers in the forests, the Pale Maws seem to have adapted to the presence of those who do not respect the ways of the forest. You see, with the encroachment of civilized humans upon the forests, flora and fauna has been slain and, quite frankly, wasted in many occasions. The Pale Maw is able to take on the disguise of a decaying creature, its slightly foul stench somehow able to attract curious prey.
Though the story of who made it to the Central Lands first varies from source to source, there are a number of sources which seem to agree that Vashial got there first. However, there is record that their stay there wasn’t without hardship, especially given the '''Stormlords'''’ dislike of their presence in the wild lands. Though the Stormlords couldn’t hold them off themselves, they did have an ally of their own – a stronger, more unified Weylos, free of Benaloran influence, as well as the mighty Sky Devourer at their disposal. Regardless of the Weylosian situation, Benalor still entered the fray, also seeking retribution against Weylos. Vashial and Benalor could have allied with each other to decimate Weylos if they had wished. Unfortunately for them, the glory-seeking Jentha did not even consider it.
Suffice it to say, it strikes when you come close to it. While the Pale Maws is physically strong, they are unintelligent and easily dispatched from range. However Pale Maws balk in the presence of the Stags, which making them only a minor threat but of some danger. This perhaps lend to the belief that their presence is indeed a good omen for travelers through the forests of Phrennoack.
The Three-Way War would ensue, with Vashial pushing Benalor back through sheer attrition. But their weakened mage warriors could not stand up to the combined forces of Weylos and the Stormlords, forcing their retreat back to the north of the Central Lands and back to Vashial in defeat. Back home, the defeat ate at the hearts and minds of the Vashialians, splitting them into three camps. The first was those loyal to Jentha, advocating that they lick their wounds and try to retake the Central Lands later. Another was an angry mob seeking to remove Jentha from the throne and install a better leader there. The third however saw the gift of magic as a curse and relocated themselves into the mana-thin western coast, becoming the '''Triolites'''.
-From the Libraries of the /Traveler's Guild/ of Imperial For'Chan.
Civil war broke out, skirmishes across the land splitting communities apart, devouring the very Empire into its own war with each other. Magic was turned against each other, the clashing of mana building up as the combatants tried to one-up each other. This was all until Jentha, who had become known as '''the Progenitor''' due to the large family she had spawned, unleashed the most hellish magic imaginable. The very life force of the Empire was drawn into her. Flora, fauna, and people alike suffered her wrath, no matter the association they had. The Empire of Vashial became Jentha’s in its entirety, a surge of power which drove her dead with madness. The residual magical radiation said to be coming from her corpse still taints the Wastes they left behind to this day.
====Phrennoack Stag====
===The Ruined Cities===
The Phrennoack Stag is a psychopomp. A guide to the dead, of the Eltyain region. No one is sure how the creature first arrived, or when, but they are very, very respectful of it.
A passive, peaceful creature, it shows up at the end of funerary rituals, and allows the deceased's shade one last goodbye before it takes them to the afterlife.
It can also be seen tending to old graveyards, ruined cemeteries and the like. If spotted by lone travelers it will incline its head and then fade into the nearest mist or shadows.
This is actually seen as a good omen, a sign of luck on their journeys ahead.
====The Vashialian Necropolis====
==Rustwater Delta==
*'''Golden Salmon'''
*'''Red Bear'''
==Uralaya Forest==
*'''Bushwalker'''
*'''Durzh'''
====The Guardian Spire====
====Ingwey====
====The Fortress City of Am-Alhamuur====
There are quite a few villages in the world that fear their nearby forests and woodlands. Few of them thankfully have to deal with a massive treant population. When one is cut down or their trees are bothered, they send the Ingwey to cut down just as many humans.
====The Scholarly City of Elbornet====
Being large insects grown to the size of a man, each one of them has been outfitted with armor of living wood that changes to match their surroundings. They ambush woodsmen and are trained cut them into chunks in the same way as men cut firewood and lumber. The treefolk's pets are legion in some areas, often destroying whole unaware settlements and towns. They've been described by survivors as cutting the people into pieces and using them as fertilizer. Harvesting them in a manner that most have been harvesting trees for years.
====The Engineered City of Anshial====
====Narfelch====
The Narfelch are in reality a symbiotic pairing of two organisms, the Narfelch itself, and a plant similar to the Venus flytrap that roots itself in the cracks of the Narfelch's hard, carapace-like armor. While the Narfelch is primarily an omnivorous scavenger, the murky swamps where it lives is often deprived of carcasses or other smaller prey for it to consume, so the flytrap-like extensions on its back instead provide a way for it to collect and extract nutrients from the dense population of insects that swarm around the area.
===The School of Ibn-Alwhari===
The plant part of the symbiotic pairing in turn gets a form of transportation to have access to a wider area and a greater number quantity of insects to feed on.
===The Coastal Village of Triolas===
*'''Order of the Patch'''
*'''Thrusk (Giant Green Whistler)'''
*'''Uralaya Titan'''
==Vashial==
*'''Bane'''
*'''Dolgem'''
====Dreadnought====
===The Narsum Cas'shren===
The Vashial were a talented people in the ways of magic, but their hubris and reckless spellcasting led to the destruction of their civilization. While other peoples came and went, the Vashial cities were left buried under the sands of the wasteland created by the cataclysm of their own making.
==Weylos==
However, they were not gone. When archaeologists of the Imperial University came to investigate the strange spires jutting from the wastes, they accidentally released the war machines the ancient Vashial used to conquer great swathes of land. These primeval constructs, known now as Vashial Dreadnaughts, are nearly unstoppable engines of destruction, still following directives given by long-dead masters.
[[File:Tabula Gloria Weylos Key.jpg|200px|thumb|right|Locations in the former Empire of Weylos]]Very much like Vashial, Weylos was originally a group of tribes. Unlike Vashial however, the tribes were generally at peace, for they had more to worry about than each other. Their land was one with some of the most dangerous wildlife imaginable, a land they shared with the Stormlords. Back in the ages in which the fauna was the only threat they had to contend with, the tribes worked well as they were. But then came two foes in which they had never experienced before. First was Benalor, a mechanical powerhouse to the east. Then came Vashial to the west, a magical juggernaut. To the tribes, having lived out the law of natural selection for so long, had to unite in the case that the new powers would try to take them over.
It was natural that the tribes headed south to '''Askanderre''', the territory of the tribe with whom they held in the highest regard. The tribes’ collective concerns were brought to attention and they allied under the banner of Weylos, the Askanderian tortoise god of survival and the wild. From here, they had set along a path of combining the best qualities of each tribe into a unified combat force. The '''Ponbans''' of the western forests brought their skills of guerilla warfare. The '''Falmars''' of the central plains contributed their expertise of ranged weaponry. The '''Sedhors''' of the eastern highlands showed how to cultivate their many herbs. And finally the '''Askands''' applied their leadership to the myriad of disciplines in this new united force.
====Flesh Mage====
For generations, the Weylosians honed their skills and formed a bond with each other which was truly special. They were determined to keep their world under the natural order, to ward off those with ambitions so lofty as to bring the world to any other order. In the meantime, they took all the resources it could from the land in order to accomplish this task. Under the providence of the '''Great Tortoise''', the Weylosians would come out victorious and they could restore the wilds afterwards. If Weylos is to be damned however, then they will give their lives before it is pulled under the thrall of an unnatural order, leaving the victors without spoils. They knew a war was coming, though they would not know of its outcome. And a war they got, a war which would end up beyond even their lengthy preparations, preparations which included entering an alliance with the less-aggressive Benalorans.
While most of the Shialar have either renounced the ways off their ancestors or simply are too far along to remember such ways, some of the Vashial's ways have managed to continue among some of the more unscrupulous clans, even today. Flesh Magic is among one of the more horrific of their traditions still in practice. What began as the manipulation of life forces for healing purposes became an obsession with some pursuing transformation, extended longevity, among other, more sinister ends.
The opening salvo came from the magi of Vashial, marching across the cut-down '''Forests of Ponbanair'''. In the thick stumps of the former forests was where the Weylosians made their first stand, slowing down an overconfident Vashialian advance. However, their magic would easily wipe them about before advancing towards the dying grasses of the '''Falmarch Plains'''. It was there where the Benaloran allies had installed the mighty machines of the '''Ansal Corps''', decimating their magical abilities with the mysterious devices on the Ansals. Together , the alliance was able to push the Vashialians back to their lands and the two nations celebrated heartily at Askanderre for days to come.
The basic principle of life-force manipulation remains the same, but in Flesh Magic, said life-force is used to graft foreign body parts unto the magic's target. What many would consider merely an organ transplant can quickly turn into a tale of horror once the flesh mage turns the magical scalpel upon himself. More often than not, those who try this sort of magic upon themselves usually die in varying degrees of painful and horrible ways, but for those who are successful in their craft resemble eldritch evils with a hodgepodge of body parts stitched and grafted unto themselves, making an entirely new creature. Despite the patchwork of organs and the way they look unusable, they all end up serving a purpose, making the mage stronger, faster, more sensitive, more efficient, and so on. Maybe some even have other functions borrowed from other creatures to make them even deadlier than before. Contact with a flesh mage is strictly forbidden under University protocol, the sight of which is to be reported to the College of Battlemages immediately for extermination.
However, the Weylosian elders knew of Benalor’s threat still. Though the Ansals were instrumental in defeating the Vashialians at Falmarch, they were sure that Benalor was a host to even more advanced technology which could wipe them out more easily. By now, the elders were led by the master tactician '''Tremaine Laurense of Sedhorane''', a man who suggested the use of espionage against the Benalorans while they still officially were allied. The Weylosians who were taught how to operate the Ansals were becoming more and more mechanically adept in the process, and Laurense knew that if they had information as to how to build their own battle machines, that this new breed of warrior would ensure a Weylosian victory across the board.
Some odd and humorous examples of botched flesh magic exist though, mainly as children stories. One is of a man who wished to know himself inside and out intimately, who ended up with his head lodged up his bottom. Another is of a man who wished to become a pig, but ended up performing the magic wrong and ended up with a pig's head on his groin.
Unfortunately for Laurense though, the spies were caught at the '''College of Shapers''' at the '''Ebony Tower''', looking in places in which they had no clearance. It was only a matter of time until the Benalorans would figure out the Weylosian ruse. Also by now, Vashialian forces were gathering to the far north in the Central Lands and the Stormlords have sent an emissary of their own to Askanderre. They would have to shift alliances now, quietly letting Benalor execute the spies without formally accepting responsibility for the matter, a political move which was intended to buy them enough time to fend off the second Vashialian offensive before they can refocus on Benalor.
====Harrukh====
What Laurense would never have guessed was that Benalor had also remotely deactivated the Ansals, rendering them inoperable. They would have to fight the Vashialians without this advantage, something the Stormlords were very unhappy with. They had heard of their might with the battle machines they had learned to master. Suffice it to say, the fight claimed the lives of many Weylosians and Stormlords alike, forcing the Garvenite natives to summon forth their powerful guardian, the Sky Devourer for the first time in their history. While the Sky Devourer ultimately ravaged the steppe irreparably, it clenched the victory for the new alliance, driving the Vashialians back home for the last time.
The Shialar, descendants of long-fallen Vashial, have dwelled at the blighted borders of the Wastes for centuries. While mutated monsters and threats from outside nations have always been a problem for them, these resilient people have managed to tame some of the bizarre creatures that have appeared, such as the harrukh.
Though it was a victory, it was an expensive one, a fact which infuriated the Stormlord commander, '''Crenskaw of the Rushing River'''. In his rage, he commanded the remainder of his retinue to eliminate the Weylosian troops, the warriors massacring the exhausted warriors. Soon enough, Weylos would be invaded from the north by Crenskaw and a furious Stormlord army, with the Sky Devourer amidst them. Weylos’ doom was to be handed to them not by their unnatural enemies to the east and west, but to their primal brethren of the north. Unable to accept this fate, the vast majority of the Weylosian people kept true to the last part of their vow to the Great Tortoise, to give their lives as one last act of defiance. People dropped left and right as they dealt their own final blows to themselves, the last of which was Laurense, the man who brought all this to pass.
Harrukhs are lumbering omnivores with an unusual symbiotic relationship with a plant known simply as a 'harrukh-tree', often seen growing from the creature's back. As the harrukh walks, it dribbles forth a stream of the plant's hard, nutty seeds, helping propagate the plant. Shialar often use the seeds for food as well as the beasts themselves for mounts and beasts of burden. When one of the creatures dies, its body is used for meat, its hide for armour and tent fabric, and the wood from the harrukh-tree for tools and tent frames.
The blood of the Weylosians soak into the dead land around them, the transformation to the Wastes they are now already having started. From the parched land rose a mighty beast rivaling the might of even the Sky Devourer. Other than the rise of the Great Tortoise, recorded by one of the few Weylosians not to kill themselves, there is no other surviving record of the battle that must have ensued. But the result was just as the Weylosians planned – there would be no spoils for the victors. Whether the Stormlords and the Sky Devourer won or not is up for debate, but there are no Stormlords in the Weylosian Wastes today, so one can simply assume.
It would not be incorrect to call the harrukh the lifeline of the modern Shialar.
===The Ruined Cities===
====Linen-Bound====
====The Capital City of Askanderre====
Called the Linen-Bound by most, superstitious people believe they are individuals who were sentenced to death by hanging for a crime they were wrongly accused. The linen wrappings that bind their head and the tattered strings criss-crossing their body in angry streaks represent the masks put over the head of those who encounter the noose.
====The Fortress City of Falmarch====
These creatures manifest at exactly one minute to midnight on the day their previous bodies are killed, appearing suddenly in the graveyard their body is interred at. Once manifest, they wander the nearby lands aimlessly, unable to see where they are going. Their movements are sporadic and jerky, as if their muscles have trouble operating, which indeed might be the case.
===The Ponbanair Catacombs===
The townsfolk who bear witness to these creatures have tried countless methods to dispatch them, as the Linen-Bound become a severe issue if more than one exists in the same town, or if they happen to wander too close to another person. If a Linen-Bound ever approaches closer than a meter to another living human, that person will also become Linen-Bound after their death. Strangely these unfortunate people die within hours of their meeting, from completely indeterminate means.
===The Tomb of Sacrifice===
If two or more Linen-Bound exist in the same township, originating from the same graveyard, they will inevitably be drawn to one-another. Upon meeting their counterpart, they will begin writhing against one-another, causing the threads criss-crossing their bodies to tangle. As this happens, their very flesh also seems to meld, until they become a creature that can only be described as hideously terrifying. After the merge has completed, the creature becomes infinitely aware of all it's surroundings, as well as murderously vengeful. It seems to know where all people are, at all times, and will seek any living person nearby with the intent of strangling them to death.
===The Plinths of the Great Tortoise===
The most unfortunate of these victims are forcefully integrated into the creature, adding yet another set of limbs to the beast, making it far harder to kill. The oldest of these on record is the Ten-Thousand Limbs, which roams a wasteland consisting of some twenty previous towns.
=The Eastern Continent=
To date, none have succeeded in dissuading it from seeking out other towns. The only way it can be slowed seems to be sacrificing people to allow others to escape.
[[File:Tabula Gloria EastCont Key.jpg|200px|thumb|right|Locations in the Eastern Continent]]'''''THIS SECTION NEEDS WORK! PLEASE CONTRIBUTE!'''''
Long has the Nation of Animar stood on the western coast of the Eastern Continent, said to have existed from the time of the Old Empires on the Western Continent. From its turbulent beginnings as a collection of fiercely independent Kingdoms to the relatively harmonious political and economic cooperative it is today, Animar has become the epitome of civilization on the Eastern Continent. Despite its long and powerful standing, they have kept their success to themselves, only ever acting in the capacity of an observer of Western affairs during the time of the Old Empires.
The Vashial Wastelands are a dangerous place. Never mind the occasional roving Dreadnaught, the unchecked energies coursing throughout this blighted desert have led to countless aberrant creatures appearing. One of the most common is a creature known as a Mauler. Roughly human-sized, but gangly and with a gaping maw and two long claws, these misshapen creatures are pack hunters, working together in groups of up to ten individuals to take down large creatures. Since the Empire has taken an interest in Vashial ruins, Maulers have become a considerable danger to researchers in the field, though they can be fended off by well-trained soldiers.
As such, Animar has built up an impressive collection of history from a relatively unbiased third-person perspective, something that was found to be immensely valuable to the Imperial College of Antiquities when an expedition team of theirs made For’Channar’s first contact with the Nation. In turn, this attracted the attention of the Emperor at the time, '''Margurim X''', who funded expedition after expedition, almost bringing his government to financial ruin in the process. Under public and internal pressure, the Emperor became the only one to voluntarily abdicate his throne, going to Animar himself to learn more about them until the end of his life. His son and successor, '''Margurim XI''', would commission and open the '''Embassy of Animar''' in Tabula Gloria in the meanwhile.
*'''Olakhaigur (Babbler Worm)'''
*'''Order of the Grigori'''
Since Animar became more of an active world power due to the opening of the Embassy, the people of the Western Continent have come to learn more about the Animari people and their way of life. At the root of all this is their federalized form of government. During the formation of the Nation, the many Kingdoms were in heated debate about maintaining their identity. Sure, the political and economic situation would certainly improve upon the Nation’s founding, but the Kingdoms were worried that they would be absorbed into a single culture based on the dominant Kingdom at the time, '''Paserna'''.
====Pale Mother====
To alleviate these fears, the committee in charge of structuring the new National government decided to keep the Kingdoms the way they were, including their own individual governmental systems. This preserved the royal lines of the Kingdoms instead of abolishing their authority. However, the rulers of the Kingdoms would in turn elect a King and Queen to rule over a new entity, the '''Grand House''', which would rule over the Kingdoms in major matters of political disputes, economic troubles, and matters of security. Of course, the Grand House would be located in Paserna per the charter that was drawn up, but it would be strictly forbidden to meddle in affairs of a Kingdom which are not expected to directly affect other Kingdoms in the Nation.
From the journals of Arrin Vola, Master of Antiquities
Another of the monstrosities dwelling in the Vashial wastes, Pale Mothers are all the more disturbing for their humanlike forms. The modern descendants of the Vashial people, still dwelling in the borderlands around the wastes, refer to them only in whispers. They claim Pale Mothers are cursed women who are drawn to the wastes where they are mutated by the loose energies into the horrors seen today.
For the most part, the system worked better than expected to this point. They managed to subdue and even drive back the ever-present threat of the '''Chaktari''' natives to their south, forcing them to close themselves off to the southwestern peninsula of the Continent. When the Kingdoms weren’t united, they all had different methods of dealing with the tribal folk, all with varying degrees of success. If one Kingdom proved to be less effective than a neighbor, the Chaktari would go there instead. But with a unified approach to the Kingdoms’ collective security, they could all utilize the best strategy and utterly overwhelm the natives back to the peninsula.
Solitary creatures, they are dangerous but rarely aggressive, instead calling with wailing cries from their distended maws that echo throughout the rocky canyons of their home. The presence of Pale Mothers have been a severe detriment to morale, especially amongst our Shialar guides, and the guides have blamed a few recent disappearances and the deaths of horses on the creatures.
On the other side of the coin however, there are some difficulties of seeking a majority opinion on other matters. It is common knowledge now that the Earth’s Cry, the massive mountain range to the east of Animar which spans through the center of the Continent, is indescribably dangerous to travel over. The seas to the north and south of the Continent are equally as difficult to traverse. These geographic obstacles have long prevented the Animari from expanding east into new territories and to gain new resources. Figuring out how to tackle this task has been debated for a long time with one point becoming downright impossible to overcome – the costs of the endeavor to the different Kingdoms. While by now trade has been simplified by the creation of a common currency, some Kingdoms which weren’t interested in eastward expansion feared they would have to unnecessarily pay into the project. In this case, a private explorer by the name of '''Zannawa Rosen''' undertook the task and recently completed the underground '''Rosen Passage''' which connects Animar to the southeastern part of the Continent.
*'''Progenitor, The'''
*'''Ruby-headed Foxling'''
*'''Shan Hound'''
The Animari experiment is still a work in progress, however long it has taken thus far. But their long road is still a point of pride among the Animari people, as well as a point of admiration among the Imperial people of For’Channar.
====Solar Float====
===The Kingdoms===
Though the remnants of the fallen Vashial are usually of a bizarre and dangerous nature, the "solar floats" are one of the more agreeable creatures left over from their glory days. Initially developed as a means to carry Vashialian ships through the air, these creatures were one of the magical regime's only creations not entirely dependent on the flow of mana. Instead, it had to be more reliable, especially if it went into lands in which the mana was being consumed by ghost wargs. So instead, these floats were outfitted with organic solar panels which gave it the energy it needed to make longer flights than their mana-based machines.
====Paserna====
Upon the fall of the Vashial, the floats were much like abandoned dogs in temperament, scared and increasingly feral. Though they didn't have aggressive tendencies due to the way they were created and raised, they were still capable of thrashing about when spooked, which could cause considerable damage when it ran into something hard enough to rupture. Given all the flammable gases welled up in their ballasts, the floats would explode enough to light up the area even in the darkest of nights.
====Conchra====
Nowadays, the floats have been regarded to as guardian creatures by the descendant Shialar people, serving as navigational guides as well as mounts in those lucky enough to ensnare one without accidentally rupturing its ballasts. Though not as important as the hardy and symbiotic harrukhs, the floats have made a place for themselves in the post-Vashial world.
====Aradis====
*'''Vashialian Elite Officer, The'''
*'''Vioshru, Elemental of Fire'''
==Vosagar==
*'''Elkel'''
==Weylos==
*'''Ansal'''
*'''Bramblefolk'''
====Cemetery Drake====
====Odamei====
Cemetery drakes are considered among many necromantic circles to be the pinnacle of the corpse raising art.
==The Earth's Cry==
Starting with the bones of an ancient dragon killed by violence the necromancer stretches the flesh of no less then fifty occultists over the frame utilizing there sharpened bones as needles to stitch the sinew together and to pin the flesh into place.
===The Onalia Wilderness===
Once this gruesome task is down the necromancer must then take the creation to a place of potent necromantic energies typically a large unblessed cemetery, a haunted house, an ancient battlefield or someplace else where the energies of death are particularly potent.
===The Rosen Passage===
What follows is a ghastly ritual wherein the necromancer sacrifices a living child and anoints the corpse in its hearts blood creating a conduit between the energies of the place and the corpse that floods the body and animates it into a fearsome creature known as the cemetery drake. Cemetery drakes can sometimes be identified by the kind of terrain pulled into themselves by the animation process (such as tombstones, rusted weaponry, or old furniture).
==The Chaktar Peninsula==
The resulting creature is as powerful as many old dragons having the strength of the bones behind it and the magical potency of the many spellcasters used in its construction. The unfortunate fact is that this despicable and horrific creature also has a dark will of its own and an unwary creator might easily find his flesh ripped from his bones and added to the creatures own if not properly controlled.
===The Capital of Igwatan===
====Creeperclaw====
===The Derelict Town of Skeleton Shore===
The Creeperclaw. Often categorized as an undead thanks to it's rotting smell and moaning yells, is actually much more sinister. It's a fungal life form that has entirely infected a humanoid host. A lone specimen often never kills someone, preferring instead to rush a victim and slash them repeatedly with its claws. Thus it ends up spreading its fungal spores in the creature's bloodstream and skin. Within hours, they are incapacitated and then the creeping spread of fungal tendrils begins to creep over the skin and throughout the body. The victim is overcome within days and becomes another Creeperclaw. Bones reset within the hands and the jaw protrude outward as a white layer of flesh overgrows on the original creature's body.
==The Eastern Wilds==
Once there are at least a dozen of them, a lair is established and then the real hunting begins. Soon, forms further up on their life cycle begin to grow from this base form. And an infestation of even worse Creep creatures will be seen
==The Island of Espartum==
====Dead Hands====
===The City-State of Bythene===
Simply put, the Dead Hands are the things that shouldn't be.
When the living beings were made, everything from men to giants to dragons to whales to octopi, there were bits left over. Things that didn't make any sense.
Lying on the banks of the '''Falgun River''' Bythene is a thriving maritime city-state, home to the mages of the '''Magician's Guild''', the merchants, artists and sailors of the '''Port''' and the guildsmen and garrison that reside in the '''Citadel''', a marble fort covered with protective incantations that looks over the '''Port'''.
Apparently, they were all just dunked in the same corner of time and space until....whatever the hell made us decided to come back for them.
Bythene is in a strategic position - it provides maritimes access to the eastern part of the Eastern Continent and serves as a connection to the southern shores of the Western Continent, as well as the '''Southern Isles'''. Bythenians excel at naval travel and they serve as privateers around the world, such as '''Catherine Laurentze'''.
Well, it never did. But someone else did. Musta been a Deathworker, because he didn't see a pile of rejects, Mother no. He saw parts.
In charge of the '''Citadel''' are the '''Wardens''', men who have completed the '''Military Academy''' or have shown great prowess in battle. Among the many duties of a Warden are tracking down pirates, monster-hunting and exterminating the '''Aqueans'''. The Citadel itself was built two hundred years ago from funds provided by the Guild so as to protect the ever-growing city. Only two Wardens have been selected for their feats in battle during the history of the Citadel - '''Linus''' and '''Proteus''', scourges of the Aqueans.
====Death Colossus====
====The Military Academy====
The Death Colossus is seen as the worst form of collective wartime sorcery imaginable. Taking traits of an outer body comprised of reformed undead flesh and musculature and a skeletal form made of metal, it's physically imposing even to a dragon. The mind driving it is a cacophony of screaming souls of soldiers were the broken survivors of some of the ancient wars' worst battles.
Located in the '''Citadel''' the Military Academy is where all the children of rich Bythenians go to. A lot of them cannot stand the rigor of the Academy and most leave around half-way through the curriculum to instead go to a Guild School. The select few that finish the school have enough theory drilled into them that they easily serve as officers around Bythene. The best of the best become Wardens, perhaps the most powerful position in Bythene.
====The Magician's Guild====
The creature's temperament is like that of a mad dog with an edge of unmatched cruelty, an irrational beast that feeds on flesh that can and will toy with it's victims. It is attracted to active battlefields, undead outbreaks, and iron mines.
The greatest blunder of their creators is the beast's unchecked level of growth and raw physical power. The older they get and more they eat, the bigger and more dangerous these amalgamated monstrosities become. And when they become large enough, a tumor forms of the flesh, metal, and a few of the more irrational minds within the whole will split off to form a new colossus, eagerly looking for trouble in a world wholly unprepared for the carnage it will bring.
*'''Fusion of Loalle Merlonza and Gravebeast'''
*'''Great Tortoise, The'''
*'''Guthrie'''
====Sculptor, The====
====The Aquean People====
From the journal of Arrin Vola, Master of Antiquities
In all my travels, I have yet to encounter a creature as bizarre as what I've come to call the "Sculptor." Dwelling in a cavern lit by luminous lichen in the far southern continent, this being--apparently formed from grey clay--lives a solitary existence sculpting clay into crude humanlike forms.
A race of fish-men, the Aqueans are aggressive pirates that are a blight on the seas and on Bythene. They will surely attack any lone ship they spot, as well as any unfortunate enough to stumble on their lairs. They are physically strong and can breathe underwater.
It seemed friendly, despite its bizarre and monstrous appearance, and I spoke with it for a time. It told me that it once was a mighty ruler over an entire civilization, and the dozens of clay figures lying limply about its cavern or skewered upon its back were echoes of its subjects. It seemed mournful as it told me its story, and asked that I not record the details.
The Aqueans were created by Otto Lupitter, a chancellor of the Magician's Guild who was exiled due to political infighting, his vast knowledge of anatomy used as an excuse to banish him. Finding refuge in the sewers and canals of Bythene and surviving on fish and whatever he could find in the sewers he hatched a plan. He would use Bythenian corpses, local marine life and his own biological sorcery to create the Aqueans, strong fish-men that could breathe underwater.
As I left the cavern, I noticed the form it was sculpting bore a distinct resemblance to myself. I dared not ask why, nor why he was pressing fragments of glass through the effigy's head, but as I write now I find my thoughts filled with greater clarity.
Testing out the Aqueans on local pirate ships (whose loss would go unnoticed) Otto Lupitter found one particularly savage Aquean - '''Fedelmid'''. Through his sheer aggression Fedelmid became the alpha of the Aqueans and a lieutenant to Lupitter.
I shall endeavor to encounter and commune with the being again one day.
With his Aqueans ready Lupitter launched his invasion from the depths of the sea at the Port, easily overwhelming the few defenders there. This sparked panic in the city and the populace fled to the Citadel. When all hope was lost, two warriors, '''Linus''' and '''Proteus''' charged the Aqueans, slaying many. The Bythenians followed their example and rushed the Aqueans. A bloody and confusing battle ensued until Linus and Proteus met '''Lupitter''' and '''Fedelmid'''. The mounts of the Bythenian warriors were struck down by Fedelmid but not before Linus threw a spear at Lupitter, mortally wounding him. Lupitter's death spread panic among the Aqueans, drving them back to the sea. It is for this feat that Linus and Proteus were made wardens. Bythene now stands ever-vigilant against the Aqueans, the '''Port''' now heavily fortified.
*'''Seashard'''
*'''Shadowshaper'''
*'''Tyllia, Elemental of Air'''
====Winged Death, The====
===The Tribal Villages===
Aye, I remember being on the Expedition Crew in my youth, back when we were trying to deal with those damned Dreadnoughts the University unleashed from the Vashial ruins. It so happened that one of them managed to eke its way all the way to the wastes of Weylos, in the south of the world. You know what thrives down there? Death Colossi.
=Other Civilizations=
Being in the Crew, I've already seen a Dreadnought in action. It decimated most of my regiment before the University's Arcane Corps came in and used some sort of crazy magic they dug up from their archives to subdue the machine long enough for us to seal it. Well, think about the sheer, raw power of a Dreadnought, and think of a pack of Death Colossi bringing it down. Sure, it didn't 'die', per se, but they did something I thought wasn't possible. They assimilated it along with themselves into an even MORE freakish thing. We ended up calling it the Winged Death.
Fortunately for us, the result was imperfect in that the mechanical bits of the Dreadnought fastened it to the ground, but I'm sure that it's only a matter of time when the transformation will be complete and it will leave the wastes of Weylos. I wouldn't doubt that it can also go through Garvenus, even able to ascend higher than the Sky Devourer.
==The Cloudwhalers of the Iotold==
And that's why we need to figure out a way to defend ourselves now, instead of pursuing the little fries. See what happened to Loalle Merlonza? Damned guy was given free rein in his studies and ended up wasting his valuable mind in an experiment that killed him! Don't you go that way either!
==The Holy Warriors of the Wodamen==
Here's my journal from my days on the Crew. I think you'll find it handy... I managed to get some notes down on both the Dreadnoughts and the Death Colossus. Maybe it's just a matter of figuring out which parts of each made it into the Winged Death...
PLEASE NOTE:This wiki is very much aWORK IN PROGRESSand should not be considered the final product yet. More will be added as time goes on and collaboration continues. Thank you for your time. -JSC
UPDATE 12-22-11:The wiki has been greatly reorganized by region, and a bestiary section has been added. -JSC
Tabula Gloria (butchered pseudo-Latin sort of meaning Glorious Slate or Slate of Glory; that and it bears the initials TG for obvious reasons) is a collaborated setting which started in a thread made by an El Falcatero on 28 November 2011 called Bestiary in /tg/. The thread itself was simply created to be a thought exercise: the first person posted a picture of a monster; the next would fluff the monster and post another picture; so forth and so on. Somewhere along the line, people were starting to fluff the same picture, and in some instances, some of them combined the different descriptions into a more cohesive whole. This in turn encouraged some of the writers to make the fluff of later creatures go with previously established fluff, slowly building the setting merely from the lore about the bestiary.
Two threads later, and the setting was becoming more and more developed and the bestiary thought exercise expanded into landscapes, people, and phenomena. This wiki is an attempt at editing all of the fluff that was collected in these threads and beyond, to make them fit seamlessly into a playable setting which can be adapted into your system of choice. Heck, in one of the threads, someone suggested that it could make for a Magic: the Gathering block, which would be interesting in and of itself.
As it stands, the world of Tabula Gloria is an Earth-like place set in a high fantasy setting. Magic and technology stand side by side, sometimes intermingling. The Empire is surrounded by various peoples, both friendly and antagonistic. Great ruins from former empires and fell creatures to slay are plentiful. The world has a feel of high adventure and a bounty of opportunity for those who wish to reach out for it. It also contains a generous deal of political and social intrigue within, allowing for campaigns to range from classic dungeon raids to plots to take over the Empire.
The world itself is basically divided into two continents, the Western and Eastern Continents. The Empire of For’Channar, in which the capital of Tabula Gloria stands, is located on the Western Continent. It is located in the relative center of the Continent, serving as a hub of sorts for peoples coming from and going to other locales. To the north of the Empire is the Northern Sea, a dangerous place ruled by the god-like Lord of the Tempest. To the east are the Drakonid Highlands, the stronghold of a native people who have been driven out of the Empire’s lands. To the south is the Garvenus Steppe, a bastion of wildlife and savagery protected by the titanic Sky Devourer. To the west is the Phrennoack Forest, a wooded land of competing tribes harnessing the powers of life and death.
At the extremes of the Continent lie more places to explore. To the north are the Iotold Homelands, a rough and cursed place haunted with the memory of its former inhabitants and on the opposite side of the Northern Sea, the isles of Aeva, a cold and bitter place home to the brutal Raptorlord raiders. To the east are the Benalor Mountains and the Rustwater Delta, home to an old empire which excelled in technology. To the south, there are the Wastes of Weylos, a great desert which was the former home of a militaristic people. To the west are both the Wastes of Vashial and the Shiallan Mountains, a barren and dangerous land still rife with the magics of its former inhabitants. To the south of Vashial is the mysterious tribal land of Vosagar, home to a people seeking holy war against the civilized world.
There are great wonders to be found on the Eastern Continent as well. Along the western coast of the Continent lies the Nation of Animar, a long-standing place existing from the time of the old empires of the Western Continent. To the east of Animar is the Earth’s Cry, a tremendous mountain range effectively isolating the civilized west of the Continent from the pristine wilderness of the east. South of the mainland of the Eastern Continent lies the large island of Espartum, home to various native villages as well as the sea-faring civilization of Bythene.
For the purposes of the wiki, the lore is divided by the region in which the majority of the lore takes place in. Note that sometimes lore may take place in multiple regions, and the possible ramifications of the lore may be far-reaching, depending on the campaign and the person running it.
There has been something that has been baffling me for quite a while now. The myriad of religions in this world are somewhat concurrent with each other, despite the different cultures they came from. At first, I passed this off as a possibility of cultural mixing over a period of time. However I have recently come across an ancient text dated before even the founding of Benalor which describes the world as part of a larger, self contained world. It took me some time to translate it, as the language was something before anything produced by the Old Empires, from a people we know as the Temratu.
We already know that the Temratu were the first to accurately figure out how time flows in our world by their model of the twenty-six hour day, as well as the fine tuning of the seasonal calendar. They managed to figure that out with primitive tools at the time, but what I didn't know until now was the extent of the research they did at their legendary observatory in present-day Vashial. In this text, the Study on the Nature of the Cycle, its author made a rather interesting theory about the world's place on a larger scale.
Cup your hands and hold them apart from each other. Think of these hands as two forms of existence, the physical and the ethereal. Both of these existences are boundless and, for the most part, dead without the other. Now put them together. Where your fingers meet and thumbs meet are two junctions of a loop originating from these two opposite existences. One of these junctions is our world, the greatly physical world with the inalienable influence of Mana, the source of all things magical. Following this logic, the world of the other junction must be an abstract world made of Mana, but with physical constraints upon it. But at these junctions, the opposite forces feed on each other, bringing forth life and activity.
This idea correlates well with much of the god-like beings that we have here. Beings like the Sky Devourer are summoned from an alternate plane of existence. The Lord of the Tempest rages against the people of the world for seemingly no good reason. Then there the stories of the fell creatures of the Depths Below which feed more on fear than physical meat as the Wight of the Heavens Above foretold a terrible fate upon Benalor. For purposes of this argument, we will call our world the World Itself. Both the Heavens and the Depths are the parts of the loop closest and most observable to us from the World Itself. The further out we go in the Heavens and the deeper in the Depths we go, the stranger the mechanics of gravity and physics, so it would make sense that things are being distilled into these pure forms of existence the further away from the World Itself one goes.
The theory can explain how Mana seems to never be in short supply for all the magic that is cast in the world, as well as how some people can overcome their own barriers to perform great physical feats of strength and agility. The Mana likely comes from the Pure Ethereal existence into our world as Will - the source of tremendous physical feats - may come from the pure physical existence on the other side.
Given how the theory is stated, it wouldn't be any surprise that there is also another world on the other end of the circle, quite possibly a world of gods and their ilk, beings of immense magical power who are somehow constrained by simple physical barriers in which the beings of the World Itself - beings such as ourselves - could manage with little effort. Perhaps this would explain how, as people, we find it difficult to cast as the complexity and Mana required increases, but we can summon god-like beings here with relatively little effort, as in the case of the dreaded Obsidian Leviathan, which is summoned when such an act is botched. Also, if you ask a mage to describe how the process of summoning is done, the usual response begins with the mage having a "talk" with the creature in which is supposed to be summoned. So how can a channel of communication, much less a channel of travel, exist between two worlds separated by barriers which are more or less impenetrable by the denizens of said worlds?
If you kept your hands cupped, you can see that there is a space inside the circle. The author couldn't quite describe what could lie in that space - perhaps nothing at all - but the idea is that creatures from both worlds can travel back and forth through this space to bypass the pure existences on either side of the circle. This is the basic principle of summoning according to the author, facilitated by the concentration of Mana which serves both an amplifier for the summoner's thoughts through the Empty Space, as well as a beacon to the god-like creature on the Other World. Perhaps the principle can also work in reverse, with the god-like being collecting some of the physical components in the Other World, creating a concrete image in a person's mind in which he or she can see and communicate with.
Though these ideas could make sense, more research needs to be done. While my associates will continue poring through the Library in search for more on the subject, I will tackle this theory directly. I know of a summoner who can teach me the ropes. Perhaps I can experience this communication myself and get more information from the beings on the Other World. They might know more than even the Temratu did about our place in the greater scheme of things.
Memo from Worley Barlan, Master Researcher at the Imperial Library
The Manifestation of Thought and Instinct[edit | edit source]
It can be said that the Pure Ethereal is the embodiment of sentience. The processes of thought and conceptualization reside in the lofty expanses of this Existence, brought to the World Itself by a mind capable of making it its own. The direct link to these processes lie in a resource known as Mana. As such, it is no surprise that Mana tends to coalesce in areas in which there are large numbers of capable minds to pull it forth from the Ethereal. As such, some of the most famous thinkers throughout history have dubbed Mana as "the foremost gift of civilization unto the world." Be said civilization For'Channar, the Nation of Animar to the east, the Old Empires, or even the tribal peoples of the wilds, it is no surprise that Mana is to be abundant there.
Whereas the Pure Ethereal is the source of Mana, it can equally be said that the Pure Physical is the realm in which things become noticeable. Instinct, action, and focus course through the splendor of this Existence. These qualities manifest themselves in creatures subconsciously through Will. Unlike Mana which is the domain of sentient beings, almost any creature can use Will to perform great physical feats otherwise considered unlikely or downright impossible. As it is a subconscious process however, it comes in sparks, mostly whenever times are dire and the odds are stacked against something. But the truly strong and creative can sometimes create circumstances in which they take tremendous risk and gain great reward through a surge of Will from the Pure Physical.
I was pondering the meaning of the Temratu's findings on our world - the World Itself - and its place in a larger system of realms and worlds. According to them, we are somehow connected to two realms of Pure Existence, that of the Ethereal and of the Physical. Beyond there, the Pure Existences connect to another world - the "Other Worlds - in which godlike beings reside. The theory explains that Mana trickles in from the Pure Ethereal and Will comes from the Pure Physical. But while the mages of this world are able to quantify Mana, even detail areas which are rich and poor in it, there is really no way to quantify this Will the Temratu speak of. Sure, there have been figures throughout history who have shown great courage and fortitude despite lacking the gift of magic, but such qualities only arise in certain individuals, instead of spread over a large area to be tapped into.
I am being led to believe that the World Itself can draw forth Mana from the Pure Ethereal, but it is the domain of living creatures in which Will is derived from the Pure Physical. But even then, that is not true - throughout the whole of history there have been similarly significant figures and creatures which harbor incredible magical ability, despite how Mana-thin or Mana-rich the area in which they were located. So perhaps the truth behind both Mana and Will are actually connected. This further leads me to believe that in most living creatures lies a catalyst, or perhaps a magnet of sorts, which harvests both Mana and Will from their respective Existences.
For simplicity's sake, I will call this catalyst Spirit.
Though the Temratu theory by itself can certainly explain the heroes of history, about how they stand above the rest, but what about the common man, the innocuous beast? Certainly, some of them have magical ability of varying degrees. Surely, they have the ability to persist in the face of varying difficulties. The entirety of Vashial may have been taught the gift of magic, but surely there were those who were unable to make the cut. Not all of the men of Weylos could be considered as heroic figures of martial excellence. And certainly, the Shapers and machinists of Benalor seemed to have found a balance between the magical and the physical.
So, how does the spirit work? That much I do not know yet. I have been trying to acquire funding and a blessing from the Emperor as to how to handle this. I would like to enlist populations from both the Empire and from Animar (perhaps some from the Eltyain if they are willing). They would then be evaluated in their current magical and physical skills by the College of Magical Arts and the Knightly Orders, respectively. From there, they would be sorted by their worst attributes, as their advantages would be highlighted and, were we to go by this theory, the affinity of their Spirit would be discovered - Mana or Will. From there, I would send them to the College if they are lacking in magical skill, and to the Orders if they are lacking in martial skill. If they indeed harbor spirit, then they should be able to change the affinity of it, for the more notable creatures and people were able to adapt and overcome their challenges, building their Spirit through growth and experience, according to the various folk lore throughout the ages.
If they are able to do this, it would prove the commonality and mutability of the Spirit, though I would have to devise another means of actually quantifying it. But at least the existence of it would be a bit clearer.
Memo from Worley Barlan, Master Researcher at the Imperial Library
It can be said that Spirit is the sum of one's growth and experience, of one's ability to adapt to changing situations and overcome challenges. It influences one's ability to harness both Mana and Will, acting as a transformer to make those energies into something more tangible, be it a magical spell or a physical feat. Throughout one's lifetime, he may devote himself to learning how to tackle challenges through magical methods, physical approaches, or a combination of the two. As such, it can also be said that Spirit is the sum of one's magical and physical ability.
Located in approximately the center of the Eastern Continent, the lands in which the Empire of For’Channar exists have been historically coveted. For the majority of the recorded history of the world, the Central Lands have been a difficult place to gain, but with incredible strategic importance. Now-extinct tribes have lived on these lands for as long as anyone could remember, surprisingly resistant to the takeover attempts of the three Old Empires surrounding it. In due time though, one of the Empires managed to break the stalemate and take the Central Lands for themselves.
Of course, the Empire does not take up the entirety of the Western Continent. The Continent is comprised of many other peoples and places. There are friendly, antagonistic, and neutral peoples to be encountered. There are the plentiful ruins of the Old Empires to be explored. There are even other budding civilizations out there. As they say at the College of Antiquities, "To stay within the Empire's realm for all of one's life is a truly un-Imperial act."
The Phrennoack Forest: Pleasant forests to the west of the Empire, known for peoples divergent but reverent in their views of life and death.
The Uralaya Forest: Dense forests to the southwest of the Empire, known as a dangerous place in which the trees themselves rule all life.
The Garvenus Steppe: Hilly grasslands to the south of the Empire, known as a place in which the survival of the fittest is in full display.
The Drakonid Highlands: Craggy foothills to the east of the Empire, known for the hostile Drakonids which seek to reclaim their lands from the Empire.
The Iotold Homelands: Brisk woods to the northeast of the Empire, known as a home to both a former civilization and a budding town simultaneously.
The Aeva Archipelago: Frigid tundra to the northwest of the Empire, known as the home of the warlike and pirating culture of the nefarious Raptorlords.
The Vosagar Caldera: Active volcanoes to the southwest of the Empire, known for a barbaric, plundering people waiting for the call of holy war.
The Western Continent is also rife with remnants from old civilizations which thrived before the formation of the Empire of For'Channar. In some of the places, semblances of civilization still exist, making these places relevant to the Imperial worldview. The three most notable of these civilizations surrounded the Central Lands in which the Empire stands today.
The Mechanical Empire of Benalor: The first of the Old Empires spanning from the north of the Benalor Mountains to the Rustwater Delta to the south, renowned for its technological advances still studied by people today.
The Magical Empire of Vashial: The second of the Old Empires sprawling from the present-day Aeva Archipelago to the Narsum Cas'shren just south of the Shiallan Mountains, known for its magical prowess and feared for its horrors today.
The Martial Empire of Weylos: The last of the Old Empires stretching from the Shiallan Mountains in the west to just before the Rustwater Delta in the east, remembered for its elite warrior culture and lack of reliance on magic.
Though most Imperials associate the Eastern Continent with the long-standing and stable Nation of Animar, the continent is very much a wild and dangerous place. Whether it is an isolated tribal people seeking revenge on the Nation, a seafaring people roaming the seas around the continent, or the untamed and unexplored wilderness of the eastern part of the continent, there is much adventure to be had here.
The Nation of Animar: A league of individual Kingdoms under economic and political cooperation, the Nation is a vital trading partner of the Empire in the current day.
The Chaktar Peninsula: The last remaining bastion of the formerly nomadic and thieving Chaktari people, driven back to the south of the Nation by the unified Animari armies.
The Island of Espartum: A large island home to the City-State of Bythene, a seafaring and magically-attuned people, among a variety of tribal peoples at peace with the Bythenians.
The Eastern Wilderness: An uncharted and untamed land beyond the heights of the Earth's Cry, unknown to most other than the most intrepid of adventurers.
The Ambulatory Mana Refinery (or AMaR for short), colloquially known as the "Factory Man" is considered by some to be a "sign of the times" and a herald of the death of a nature-centric worldview in these changing times. The Benaloran Alchemist Engineer Mikhail Miranus however sought a more peaceful purpose with his creations. These hulking beings were very much like the golems we are acquainted with, but without a soul. Their movements and processes were entirely automatic and controlled by the engineers without fail.
The truth, in fact, is much more complex. According to what fragmented reports there are, it came to being sometime around 4E year 562 coinciding with the death of renowned Alchemist Engineer, Mikhail "Madman" Miranus. Scattered newsrolls leading up to the event mention of Miranus' promise of of an invention to, and I quote, "Revolutionize our burgeoning industry while, at the same time, allowing the common folk to still maintain their touch with nature." His death by a chemical explosion which obliterated his laboratory, along with any remains of the good doctor, his country manor and several wooded acres around his property, was the end of the situation. From then on the scattered reports of "Factory man" began to surface. The creature, despite its reported size, has not yet been verified nor witnessed in any official account, but there is much evidence to its existence: massive footprints, brass casings and bits found near eyewitness locations, and uprooted trees that have been seemingly devoured are well known. As stated before, no official accounts exist and the beast, if that is what it is, is considered a cryptid.
In his annals, the great explorer Ezel Carbane mentions his travels into the mysterious eastern lands of Benalor. In his time, it has been rumored that it once housed a great empire of steel and smoke, an empire whose ruins would inspire the devious minds of Vashial magi to construct their Dreadnoughts centuries later.
But Carbane and his crew came across a peculiar AMaR ruin which apparently took in too much mana for its specifications to manage. However, it wasn't destroyed, but rather gained a degree of sentience and was very much alive. His daughter Prifa, who traveled with her father and would become the Chancellor of the Imperial University upon his death, fearlessly approached the AMaR, who insisted on being called "Rusty" for some reason. They struck a friendship which allowed Carbane and company to have it accompany them on the voyage back to the University, a truly wonderful asset to have in our stock!
Of note is one eyewitness account by a Miranda Rivernell who said she met the being up close and described it as looking "cute" and "huge and really nice, but a bit sad-looking." It should be noted that the girl was 5 years old at the time, so her descriptions could be written off as a child's fanciful imagination.
The Philosopher is a construct of incredible power, comparable to actual godhood. Mysterious in age and origin, the Philosopher fosters scientific cults around the world, devoted to understanding the secrets of the natural world. These cultists serve as the inventors, engineers, physicians, and natural philosophers of many kingdoms. The ultimate goal of the religion is to attain complete understanding of the natural order, cracking all the mysteries of their "god."
Some suspect that the Philosopher encourages these worshippers as a form of reproduction. Eventually, its mortal scientists will become learned enough to build another Philosopher.
The Cornerstone of Creation is a lesser known god who supposedly had a hand in the creation of Tabula Gloria. Despite his apparent disdain for mortals, he recognizes their importance in the universe. He claims that many gods have been going missing, and his only clue as to why is that some mortals have been accumulating power to the point of being omnipotent. He is omnipotent, omnipresent, and omniscient, but he focuses most of his power into monitoring the Depths Below, as some of the denizens there know some secrets regarding the process of gaining omnipotence.
In the very darkest places, where nobody has ever lived, where nobody has ever traveled, where nobody would dare journey, there lies the ruin of a city, which nobody will ever see,carved from the living rock itself. Many of the cave-like buildings have collapsed, and nearly every one of them is marked with scorch marks from blasts of an entirely indiscernible origin. If one were to inspect the city, which of course nobody ever will, they would discover the remains of the buildings are arranged in several hundred concentric circles, and at the center lies half of a massive, blackened obelisk, the faces of which are marked with millions of seemingly random slash marks. If one were to climb to the now flattened top, the likes of which is astronomically unlikely, they might see, sitting in the center, the Shuthum, a creature unique in its construction, and, just before they were rendered unable to return, though the likelihood of them having reached the spot even once are unknowably slim, they might wonder if the writhing, ooze soaked tentacles had marked the obelisk. They might notice a certain heat emanating from the creature's mas, which, if they have any sense, they might imagine would create scorch marks on stone buildings. And then they, the one who was exploring a place they never should, nor could, have uncovered, will have their mistake erased in a manner that nobody will ever again witness.
The Bloodwarg, also known as the Vampire Warg for its oddly shaped nose, is an alpine predator, distinguishing itself from other, similar creatures via two things. It's amazing sense of smell, and it's reclusive nature. Unlike other species of Warg, the Bloodwarg is not a pack creature, preferring to hunt alone, and meeting others of its kind once a year to breed.
The Bloodwarg tends to hunt smaller animals such as goats and sheep in the foothills it lives in, and occasionally attacks lone travelers. However, most Bloodwargs shy away from large groups and caravans, which makes most major routes through the mountains safe enough.
The Brown Mud Strider are solitary scavenger from the mud lakes. With his long legs and slow pace, roam searching any dead creature in 20 miles around, thanks to his powerful sense of smell.
If any predator try to attack one, the mud strider will try to scare it with a great degree of noise, releasing an horrendous sting or spite a digestive acid to the attacker and try to blind it, because doesn't have any other natural defense.
With patience and lot's of carrion it's possible to train one of these creatures to detect the appreciated tubercles and roots from the mud pool.
The Firecrawler is a strange amalgam creature formed under a very specific, and thankfully rare, set of circumstances.
First, a cave goblin needs to die. Specifically, from a wound that shatters its skull. Then, if it died in an appropriate biome, a Firespore mushroom must take root in its head, feeding on the brain matter. The effects of Firespores on necrotic brain tissue is well documented, as it causes the corpses to spasm uncontrollably and sporadically breathe small jets of flame. The movement and heat from a seemingly prone target attracts the attention of a Corpse Crawler, which feeds on a corpse from the leg within while using it to travel further under an admittedly poor disguise.
However, if both of these seemingly unrelated scavengers of minor magical power ever infest the same body, something remarkable happens. The body wakes up, completely conscious, intelligent enough to use simple tactics and weapons, capable of breathing fire with some degree of control, and possessed only of the desire to create more bodies for infestation. There are several hypotheses as to why this occurs, but the most commonly accepted one is that the magical energy both creatures project into the body is enhanced when they intersect.
Cinder Shades are the results of a burn victim dying in sorrow and agony without being given a proper memorial or burial.
Normally cinder shades haunt the places they were burned giving an added element of danger to charred ruins. However sometimes they will leave their haunts and seek victims elsewhere subjecting them to the same pain and torment they suffered in the last moments of their life. Normally they appear to be little more than humans of blackened flesh and ash until they spot a victim wherein they flare up into a dazzling light and flame display that reveals the truth of their nature. Cases of spontaneous combustion have been linked to these creatures and survivors of their attacks often describe being hypnotized by the wondrous play of light surrounding the creatures before being awoken by the smell of their own flesh cooking off their bones.
Usually the only way to deal with these creatures is to bless the area in which they were killed with holy water and incense. Failing that holy weapons can touch their usually intangible flesh but this method is extremely difficult as the heat they can produce is strong enough to melt steel into slag.
In recent years, Wizards have come to expect more and more from their familiars and servants. Whereas the old guard would be more than happy with a gray-whiskered cat that spoke in cryptic riddles, the mages of today have no time for such archaic practices, and find themselves in need of more practical uses.
Well, THE most practical thing for a mage. Power.
Conductor Mites, nicknamed Battery Bugs, have come to be a common sight in the halls of more upscale universities, shuttling a little extra juice hither and thither at the command of their masters, who are frequently found wanting.
Being nothing more than a shaped homunculus with an energy crystal slapped on their back, they have little in the way of personal needs or maintenance, and have been heralded as a significant boon to the magical community.
The Darevus packrat is often seen less as a monster or vermin and more of a small-sized lesser race. Being only half the size of a gnome, each of them is usually equipped with enough supplies to make it just about anywhere a rat can. They have an innate ability to find and appraise magical items, writing and artifacts. An ability passed down from their progenitor, a very powerful familiar.
They usually work with other creatures who collect things meticulously. A sorcerer or wizard with a clan of them normally will have a very large and very well stocked library or collection of casting materials.
In the field, they often employ themselves as trapsmiths, dungeoneers, and sometimes archaeologists. With their intense curiosity and ability to squeeze through collapsed ruins to get to hard, nay impossible to reach places, packrats are often seen as a boon to many adventurers.
Just don't shirk them on their pay or share of the spoils from the dig... a swarm of them using their tools can tear a man in full armor apart within moments.
The center of worship on the Garvenus Steppe is that of the stormlord religion. They revere a god known only as the Sky Devourer. A super colossal beast of legend often seen in the wizardly scholar community as the product of an "animate object" spell gone horribly out of proportion. The Devourer is the stormlords' benevolent protector and provider.
In times of war or when something beyond their ken is about to attack the region, the Devourer takes to the sky to protect its people, wracking the enemy army or offender with storms of ice and lightning.
The famous conqueror and elder wurm, Parseconuthix, once tried to oust the creature and was summarily consumed for his trouble, right along with the armies he had at his back. So far, the Stormlords have been content to live upon their mountain home and keep the peace with their god.
"Did you see THAT!? How could something so huge come out of nowhere, that fast!?"
The tourists always have that reaction when they see the spotted behemoth in action. I suppose that after watching them for so long, they're more of a demonstration of grace than anything else. Sure, they're ugly as all sin, with their blocky faces and their seemingly perpetual snarl, but they manage to move their immense bodies like a sharp wind, all until it cuts through its prey. And fortunately for today's astounded visitor and myself, the behemoth prefers meals of the large variety.
Today, it's a hapless elephant who strayed from his herd. Its gurgled death-trumpet echoed through the grasslands and into the nearby rain forest. I'm sure the behemoth wasn't hoping for that - there is incredible competition in these lands, and with the death knell scavengers will surely follow to sneak away the behemoth's kill until there is no more left for the victorious hunter. So the savoring of the meal will have to wait and the behemoth starts the laborious task of dragging its prey away beyond the treeline to fend off the majority of those who would otherwise share her meal.
By this time, the poor tourist is regaining his senses and we're driving away. No need to stick around for the majestic mountain hawks, or even the packs of smaller rumble hounds that prowl around for a free meal. Unlike the spotted behemoth, THOSE critters don't mind taking what they can get - which includes folks like us.
In the Garvenus Steppe, it's about the laws of nature, the laws of predation, and the laws of survival. For the most part, almost everything fits in a cycle - everything has a food source, and everything can be eaten by something else. All except for one creature, the steppe giant. An insectoid creature evolved to take on tree- and plant-like characteristics, the steppe giant combines the hardiness of a tree, the regeneration of a plant, and the resilience of an insect, all in one package. Even the mighty spotted behemoth won't go near a steppe giant for fear of being trampled. Save for those gifted enough in fighting and magical ability, and the Sky Devourer itself, the steppe giant is nigh invincible in the wild.
In its path to becoming an apex specimen, the steppe giant had lost the need to reproduce given its survivability and exceptionally long lifespan. Should something come along and kill a steppe giant, it would drastically alter the Garvenus ecosystem, for better or for worse. Fortunately for it, the Stormlord peoples have launched major efforts to preserve this wonder of their world, an oddity among a people who would rather let nature's devices manage the world.
The seafaring nation of Iotold was one of great magical and engineering prowess. Legendary were there immense city-ships, which bore their nomadic nation around the world in pursuit of trade and fishing, pulled by giant whales bound to the will of their mages. When the apocalypse dried the oceans of the world, leaving only small lakes and watercourses, the magi were forced to make some modifications.
Chaerim witches are a gruesome aberrations formed via a lifelong bond between a witch and a familiar from beyond the outer planes. A number of witches are not aware of the origins of the power their familiar grants them and may not realize as they slowly begin to change to suit the form and ideals not understood by mortals.
Chaerim witches eventually wander far deep into the underground, as though following a call to the beings deep within the earth.
The Glowbach as it is known to For'Chanin explorers of the /Traveler's Guild/, or Gloreba'chhi in the native tongue of the region, is a semi-subterranean creature, favoring areas around the mouths of large cave systems.
A large creature with thick legs, and a body encased in a chitinous shell, what immediately attracts attention are the large glow orbs that sprout in profusion from it's back.
The Glowbach has the ability to extinguish these orbs at any time, should they feel threatened, thus going from a bright source of light to pitch darkness in less than a second.
Shy creatures, they form herds of varying sizes, and graze around the entrances to lowland caves, which they form dens in.
The sight of a large, fully lit up Glowbach herd on clear nights has been compared to that of the stars themselves.
While Glowbach's cannot provide meat, due to the toxic nature of the orbs, they are quite loyal when tamed and are kept as pets or minor beasts of burden, as well as light sources. The wide utility of the creatures is quite amazing.
I myself have seen Glowbachs used as watch animals due to their tendency to black out if startled, the village in question using the black out to quietly ready themselves for trouble in the dark.
Called the Golemkin, these lonely creatures are the result of failed attempts to create 'living' constructs that are effectively immortal, in order to solve the issues of normal Golems having issues with power sources running down and eventually becoming inert. The unfortunate truth behind the Golemkin is that, while they retain a certain amount of mindless animalism based on their 'stock' animal, they are also brought to a higher level of consciousness, resulting in a tortured existence that alternates between bestial instinct and mournful contemplation.
Almost universally shunned as failures, the Golemkin vary widely in their appearance. This one in particular was the result of altering a Rabbit. It has since been spotted in a nearby cave, wherein it has made it's home. During the daytime hours, the cave is inaccessible due to a large series of boulders, however at night the Golemkin will emerge and attempt to find children to play with. It has the ability to use it's tentacled appendages to bring life to normally inert clumps of dirt and clay, to create friendlier looking avatars, which it uses to play with any child whom it happens to encounter, though playtime is inevitably ended when the child spots the creature controlling these animated clay children, ending in tears and screams as the child runs away, leaving the Golemkin to drag itself back to its lonely existence.
Sluglights are strange old things- seemingly completely docile, barely moving 10 feet a day, they seem to be at a severe disadvantage, to say nothing of the fact that they light up at night.
Of course, anything that thinks they would make a good meal- and they probably wouldn't, I mean look at them- ends up in immobilised agony thanks to the poison the Sluglight coats itself in, and then ends up a desiccated husk as it sucks all its lifeforce out.
The Aerian Stingers are a rare, playful beast. Through his aspect it's scary, this creature feed only carrion, cereals and fruits. Has a long live (some of the reported have been in existence for some centuries),a carapace more strong than steel and the ability to expel his "stings" from the back to the air, hooking and trapping any thing most big than a swallow in 50 meters up. But the most intriguing and renowned features it's the kindness who display to the humans kids, protecting them from any predator and peril, and playing with an incredible patience with them. So if any of these beast is in sight, the people try to catch and adopt one. Some people say, though, than when these beast are protecting the children some girls disappear, never seen again, but how the rest of kids can grew healthy, the matter it's forgotten and buried.
The source of many ill-themed myths, such as the doppelganger, these creatures are the origin of an ambient field that causes varying psychological effects to those unfortunate enough to experience them. They seem capable of influencing the specific effects, to the point that one can easily fool a person into thinking they are talking with their mother, who has been dead for a decade.
Despite this obvious flaw in their preference for picking an assumed form, the field they project also causes the victim to lose the ability the recollect more specific events surrounding that person. As an example, a man might encounter a creature posing as his father who died in a tragic accident fifteen years prior, but not remember the event. As a result, he converses with the creature as if his father had never died.
Interestingly, the creature is objectively unable to communicate, yet victims recall that they were definitely able to engage the hallucinogenic phantom of their loved one in conversation. Whether the Doppelganger is capable of communicating via this method, or if it is simply a side-effect of the field, remains unknown.
The most sinister aspect of these creatures, however, is their ultimate purpose behind these deceptive encounters. After settling into the life of the victim, moving into their house and freely using it as a new hideaway, they will slowly drain the victim of their will to live, gradually wearing them down until they finally commit suicide, whether of conscious choice or not. One person might hurl themselves from a bridge, another might 'stumble' into the path of an oncoming vehicle. Once dead, the Doppelganger resides in the home until the stroke of midnight on that day, before departing to find a new victim.
The Monch-S'rrtep are a race of simple, swamp-dwelling creatures that use a form of echolocation and radio signals to communicate. They are very docile and quite playful at times.
They are androgynous, and they do not have a caste system. They always work as a group, as they do not have a sense of individuality. Monch-S'rrtep that have been separated from their pack will sometimes follow humans around and bond with them, however, they often will misinterpret commands.
Monch-S'rrtep hierarchies are simple. Whoever has red coloration is the leader. Red Monch-S'rrtep are no different from the standard blue, but the rest of the group seems to believe that they are trustworthy.
The Rot Thief is a six-limbed terror only vaguely related to the vampire. Like its undead cousin it cannot stand light, and takes refuge underground. It feeds off the brain-fluids of living creatures.
The body of the Rot Thief is mutable, able to split its main limbs into smaller, more flexible extensions, usually by splitting at the elbow or knee. This gives the creature greater mobility in confined spaces, as well as making it a fearsome grappler, able to pin two or more man-sized beings at once.
Rot Thieves take up residence below old houses, often haunting the basements or root cellars, emerging when the occupants are at their weakest. During the dark hours it injects them with a paralyzing poison that leaves them awake and cognizant, before spinning them in a cocoon from the ceiling; the Rot Thief then waits for the blood to rush to the victim's head before feasting. The target is left alive long enough to feel the pain as their skull is cracked open and their precious grey matter is sucked out from their skulls. With careful feedings a victim can live for days like this before their death.
Ice Hags are a constant threat to those living in the colder reaches of the world. Their mere presence causes the air around them for several yards to drop to -70 degrees Celsius. All liquids in the human body will freeze solid after a few moments of exposure to this temperature. In addition, these creatures can congregate and magnify the effect; it's been measured as far out as thirty miles from their largest known gathering.
Ice Hags are attracted to heat and motion. Travelers can minimize their chances of encountering these horrors by dressing in camouflage patterns and by using insulative clothing. Should one attack you, do NOT attempt to flee; they move far faster than any human. It must be killed as quickly as possible, or its cold-aura effect will quickly incapacitate you.
The Knuackman is an aquatic creature of old folklore... pale as a corpse and giving off an eerie glow, he is only seen in the dead of winter under the frozen lakes and rivers' ice. The most recognizable feature is the pair of antlers that crown his head, framing the dead eyes and pallid skin.
The Knuackman is unnaturally thin, boney and possessed of red palms, which the stories say are stained with the blood of victims he dragged under the water for his meals.
They say that if you are near the water, and hear an otherwordly wail, like that of a pained deer but not, that the Knuackman is near, and hunting for his prey... and all wise travelers would best find shelter for that night, lest they never return to their own homes.
Found rarely under the desert sands, Guardian Machines are highly prized by those who can reactivate them. Doing so requires either advanced (and mostly lost) engineering knowledge, or enough magical power to bypass most of its systems and golem the whole thing.
If reactivated properly, the machine attunes itself to the first sentient which touches it, protecting it whenever possible with powerful field generators and rear-mounted energy projectors.
The system is relatively semi-intelligent and occasionally even shows a modicum of initiative and tactics, but reactivating it as a golem limits its capabilities to direct orders received from its master, and it must even be ordered in order to recharge its field and weapon charge.
Spoken of only in whispers and written about only by madmen in dark tomes the forgotten race of genies known by mortals as the Death Djinn is more real than any sane man would want to admit.
Long ago when the world was young the race of genies had its own malcontents and miscreants who took to consorting with dark powers and demonic forces. While many of the djinn were happy to represent the aspects of the desert that represented the wildness of the wind and its people, the hospitality and relief of an oasis, or the fierceness of its predators, the Death Djinn embraced the parts of the desert that existed only to oppress and destroy. From the venom of the scorpion to the desiccating rays of the ever hating sun the death djinn embraced all that was evil of the desert and drank the power unleashed in the taking of lives. Their fellow djinn were happy to ignore them until they called upon the dark god Set to give them power over darkness as well as light and conquer all deserts and thus have power over all Djinn.
Finally realizing the danger they posed the Djinn went to war with their own kind and imprisoned many of the Death Djinn in deep caskets buried under the desert sands where they remain today. While in those days the genies could easily afford to place guards or wards over these caskets to ward off all but the most powerful and determined of prison breakers time has caused the race to dwindle and now the djinn rely almost entirely upon the secrecy of the caskets and the ignorance of mortals to keep them safe. However some hapless mortals have accidentally opened the caskets hoping to be granted wishes or gain the treasure from lost tomb. All they find within is the bleakness of death and the skin flaying wind of the sandstorm. The lucky ones die quickly. The unlucky ones are poisoned or maimed and left to crawl through the desert as the now free Death Djinn makes up for lost time by torturing there would be rescuer for days even weeks until boredom makes the Djinn slowly twist all the water out of the poor victim and spilling it on the sand to be lost forever.
The Stygian Deer it's a creature with a lot of weird legends about them. Dream eaters, killers of luck, bearers of blasphemies and pestilences, nightmare producers, ghost shepherds, death eaters and so on.
The truth it's than this scavenger has some potent forms of psychic powers, like the ability to make dizzy any creature around 10 m or to blind with a eye to eye look. Alas, for some reason, the spirits like to eat the aura of these creatures, who has a very dark colour. Perhaps some legends are true.
An insect like creature filled with volatile and poisonous gasses, stored in a large flexible gland which takes up a majority of it's body. An odd form of parasite, it often latches itself onto much larger beings and pumps them full said gases which usually results in an explosion. These creatures around the size of an average human head.
The origin of the ancient myths regarding gargantuan turtles carrying large masses of land on their backs originated with these creatures, which have been named as many times as they have variations.
Commonly referred to as 'Walking Continents', or other more specific terms such as 'Walking Forests', they come in many different breeds. These creatures exist by finding a large parcel of land that is relatively isolated, whereupon they settle down and enter an extremely long hibernative state. During this period, they influence the ecosystem surrounding them, changing a barren desert to a thriving forest, or a large mountain to a massive series of caves.
Likened to certain insects who emerge only during a certain time of the year to briefly mate and then die, these creatures sleep for decades, changing and warping the landscape until they waken, whereupon they give birth to a new creature. Oddly their specific 'breed' is not passed genetically, as a Forest variant may give birth to a Cave-Dweller, or a Sporeback to an Abyssal.
The Heart of Darkness floats in the Storm of Dust and Ash as it makes its way across the celestial skies. Those who are enveloped by the storm find themselves dragged by buffeting winds to the center, where the Heart awaits with tentacles that burn flesh and staring eyes that burn minds. Those who fall in battle to the Heart are said to meet a fate worse than damnation.
A colossal floating creature, the nudibranch dragon is a nudibranch who has ingested a lung dragon and copied their ability to fly and breathe air, as well as some others. Nudibranchs are small invertebrates who live in coral reefs and a few other places. But the nudibranch can also copy the DNA of its devoured prey. This had led some nudibranchs to develop photosynthetic organs much like a plant. It drew sustenance from this, and did not need to eat. Some nudibranchs are cannibalistic, and will copy the DNA of other nudibranchs. Because of this practice, and odd inbreeding, sometimes a nudibranch can become very large, up to 10 feet long. This sort of nudibranch would have to ambush an oceanic lung near a reef, and then swallow it whole. It then develops the dragon's control over water, its intellect, immunities and resistances, breath weapon, flight capabilities, and even its age. Most nudibranchs captured in this way are oceanic lung-eaters, so their breath attack, if any, will likely be lightning or cold. Nudibranchs do not grow more limbs, though. The nudibranch dragon is much less dangerous than a real dragon for this reason. However, the nudibranch can still swallow a man whole, then breathe.
Treelunks are an incredibly social, yet simple species. Small in stature and quite fragile, they make up for this by banding together in packs ranging from dozens to hundreds. Their usual method of habitation is hollowing out a tree, which functions as a sort of hive for them. They separate the tree from its roots, furthering the hive's usefulness for them. The tree even changes shape overtime to become more functional for the treelunk clan that resides in it.
Treelunks are likely to be found in old forests, especially around the drier areas near swamps. They mainly function as scavengers, leading to a very nomadic lifestyle for individuals and their clan. This, yet again, builds upon the usefulness of their portable fortress they call a home.
Though the Lord of the Tempest had created terrible creatures to protect what is left of his domain, his penultimate creation was actually borne of the tumultuous skies above rather than the frigid waters below. The aquabane dragons serve as the Lord's personal guard, their terror known the world over. Though they seem to be incapable of breath weaponry, a factor common to most other draconic beings, their amphibious nature as well as their unnatural speed and agility makes them fearsome all the more, making them into an apex predator even in the domain they inhabit.
Lately, they have begun to serve as the Lord's advance force into the Imperial lands, as the Lord is starting to weaken more and more rapidly. Though the Imperial forces find it more difficult to deal with the dragons, they still manage to keep them relatively at bay. But as the Lord grows weaker, the dragons seem to get stronger with each battle. Is the Lord of the Tempest merely transferring his power to his dragons?...
The mythical Jörmungandr is a creature of titanic proportions, and the terror of all sailors of the north sea.
While it is possible to encounter Jörmungandr without upset, most often sailors only see him as the gaping maw opens beneath their vessel, before thundering shut on them.
Few survive an attack by this creature and of those that do, far less survive the frigid waters of the cold north sea.
No one is quite sure if Jörmungandr is a lone creature, if there are more than one, or how many there are, for after it sates itself, it retreats back to the inky depths from which it came.
The /Traveler's Guild/ recommends that the North Sea be traveled carefully, and that a couple of spells of flight and resist chill be kept on hand.
The Lord of the Tempest watches over the rapidly dwindling Northern Sea. He was responsible for driving out the Iotold peoples and their cetacean brethren when they started to magically augment them. He is also responsible for the various leviathans which roam the waters now, including the fearsome Stormrays. He is however not the cause of the dreaded Obsidian Leviathan , as some scholars suggest, but rather a force trying to keep it at bay. Though the occasional wizard with lofty aspirations of otherworldly power momentarily breaks those bonds before the Lord can reseal the beast in the cold deep of the Sea.
Even worse is that the weakening Lord is trying to encroach upon the northern reaches of the Imperial lands, trying to reestablish his watery territory. Only its finest warriors and its greatest battlemages are recruited to keep the Lord at bay. Though the difficulty seems insurmountable at times, and though there are grave losses upon the battles with the Lord, the Empire somehow manages to eke out a victory each time. Perhaps the prolonged fighting and continued efforts to manage his shrinking domain are beginning to wear him down more and more. Though the Lord's aggression needs to be tamed, perhaps too much of this will bring the Sea, and the rest of the world, into a catastrophic decline...
Now class, this slide illustrates something you will likely never want to see in your lifetime, much less be the cause of. Yes folks, the existence of the obsidian leviathan is very real.
This image, taken a mere thirty summers past, is the result of a difficult summoning ritual gone wrong. Now class, any volunteers to suggest what sort of error would make this poor sod summon the obsidian leviathan rather than.. oh... the Aqus Dominii.
You, Randall, in the back. Now that I have your undivided attention, what is the major component in summoning the gold-gilded aquawurm into our plane?
Gold shavings from the mines of Alinstrad? Sadly, you would have just summoned the obsidian leviathan yourself!
You see class, this is a wonderful example of why you need to research your components, research your methodologies, and ESPECIALLY pay attention when you're taking all this in. Randall, I will be seeing you after class.
Now, with that aside, what exactly IS the obsidian leviathan? Think of it as the physical manifestation of a wizard's doubt, his fear, his uncertainty. It is mostly thought of as a result of a wizard's weakness. It is the only creature that a wizard can summon that is not of any of the other known planes. Some believe that it is a construct of a wizard's mind real enough to come into existence. Others take a more divine angle, the beast something that culls the weak wizards, keeping our kind in check. I personally believe that it's a more sinister being, something of more incomprehensible power that is the result of a wizard who thinks too highly of himself, another weakness we can have, especially into our later years.
So I implore you... especially Randall back there... never forget that there are more fearsome things out there than you will ever be, no matter how much power you gain. There will be a slip up when your mind is fogged as such, and the obsidian leviathan lies in wait for such a moment.
Of course, pale maws aren't the only threat in the forests of Phrennoack. As the forests near Alboniset Lake, the trees slowly sink into the wet ground surrounding the lake. While the lake itself is pristine, these bordering swamps house what the locals call "Echoes". Naturally, they are skilled fishers, able to use the power of their voices like bullets through the water to stun their prey. Some of them even managed a way to project their bombastic voices through the water's surface and attack land-based or aerial prey that wander too close to their waters, including wayward adventurers.
Though the quickest way through Phrennoack's forests go through Alboniset Lake, please exercise caution and vigilance when passing through the area.
At the furthest western edge of the forests of Phrennoack, bordering the vile wastes of Vashial, lies an interesting creature. Docile in nature but voracious in hunger, the forest harvester is both the biggest threat to the forest's survival, but also its greatest hope in maintaining the growth bordering the encroachment of the toxic wastes. The harvester is a colossal slug-like creature which can consume up to 250-300 acres of the vast forest every month. However, the waste material it produces proves to be an excellent fertilizer which helps regrow the forest it ate at a surprisingly quick pace. As long as the harvester maintains this precarious balance between consumption and fertilizer production, the forest should maintain its growth levels in the western reaches indefinitely.
There is a problem though.
The Shialar also see the value in the harvester's fertilizer, combining it with the hardy seeds of the harrukhs to start regrowing what was once plentiful forests in the old Vashial lands. Now it's a battle against time to restore the precarious balance between the harvester's feeding and regeneration of the western Phrennoack forests, or to start losing the forest over time while the Shialar regrow their own lands, and perhaps rise again to a renewed glory.
So, why are the forests of Phrennoack in need of the benevolence of its god Eltya and his Stags? Unsurprisingly, there are many malicious beings which reside in the forests along with the peaceful Eltyain people and the wild creatures within.
One such creature is the Lamprey Wraiths, commonly known as Pale Maw or the uncommon names of Pond Wraiths or Drowned Mouths. They are pallid of skin, they lack eyes, nose, or any visible means of detecting prey. Their body is odd, the skin stretched and warped, while the arms dangle uselessly unless being thrashed about. They have great mouths featuring a number of sharp teeth, through which they issue a ghastly, wet, gurgling moaning or wailing as they wander about.
While the Stags appear with the death of human inhabitants and travelers in the forests, the Pale Maws seem to have adapted to the presence of those who do not respect the ways of the forest. You see, with the encroachment of civilized humans upon the forests, flora and fauna has been slain and, quite frankly, wasted in many occasions. The Pale Maw is able to take on the disguise of a decaying creature, its slightly foul stench somehow able to attract curious prey.
Suffice it to say, it strikes when you come close to it. While the Pale Maws is physically strong, they are unintelligent and easily dispatched from range. However Pale Maws balk in the presence of the Stags, which making them only a minor threat but of some danger. This perhaps lend to the belief that their presence is indeed a good omen for travelers through the forests of Phrennoack.
-From the Libraries of the /Traveler's Guild/ of Imperial For'Chan.
The Phrennoack Stag is a psychopomp. A guide to the dead, of the Eltyain region. No one is sure how the creature first arrived, or when, but they are very, very respectful of it.
A passive, peaceful creature, it shows up at the end of funerary rituals, and allows the deceased's shade one last goodbye before it takes them to the afterlife.
It can also be seen tending to old graveyards, ruined cemeteries and the like. If spotted by lone travelers it will incline its head and then fade into the nearest mist or shadows.
This is actually seen as a good omen, a sign of luck on their journeys ahead.
There are quite a few villages in the world that fear their nearby forests and woodlands. Few of them thankfully have to deal with a massive treant population. When one is cut down or their trees are bothered, they send the Ingwey to cut down just as many humans.
Being large insects grown to the size of a man, each one of them has been outfitted with armor of living wood that changes to match their surroundings. They ambush woodsmen and are trained cut them into chunks in the same way as men cut firewood and lumber. The treefolk's pets are legion in some areas, often destroying whole unaware settlements and towns. They've been described by survivors as cutting the people into pieces and using them as fertilizer. Harvesting them in a manner that most have been harvesting trees for years.
The Narfelch are in reality a symbiotic pairing of two organisms, the Narfelch itself, and a plant similar to the Venus flytrap that roots itself in the cracks of the Narfelch's hard, carapace-like armor. While the Narfelch is primarily an omnivorous scavenger, the murky swamps where it lives is often deprived of carcasses or other smaller prey for it to consume, so the flytrap-like extensions on its back instead provide a way for it to collect and extract nutrients from the dense population of insects that swarm around the area.
The plant part of the symbiotic pairing in turn gets a form of transportation to have access to a wider area and a greater number quantity of insects to feed on.
The Vashial were a talented people in the ways of magic, but their hubris and reckless spellcasting led to the destruction of their civilization. While other peoples came and went, the Vashial cities were left buried under the sands of the wasteland created by the cataclysm of their own making.
However, they were not gone. When archaeologists of the Imperial University came to investigate the strange spires jutting from the wastes, they accidentally released the war machines the ancient Vashial used to conquer great swathes of land. These primeval constructs, known now as Vashial Dreadnaughts, are nearly unstoppable engines of destruction, still following directives given by long-dead masters.
While most of the Shialar have either renounced the ways off their ancestors or simply are too far along to remember such ways, some of the Vashial's ways have managed to continue among some of the more unscrupulous clans, even today. Flesh Magic is among one of the more horrific of their traditions still in practice. What began as the manipulation of life forces for healing purposes became an obsession with some pursuing transformation, extended longevity, among other, more sinister ends.
The basic principle of life-force manipulation remains the same, but in Flesh Magic, said life-force is used to graft foreign body parts unto the magic's target. What many would consider merely an organ transplant can quickly turn into a tale of horror once the flesh mage turns the magical scalpel upon himself. More often than not, those who try this sort of magic upon themselves usually die in varying degrees of painful and horrible ways, but for those who are successful in their craft resemble eldritch evils with a hodgepodge of body parts stitched and grafted unto themselves, making an entirely new creature. Despite the patchwork of organs and the way they look unusable, they all end up serving a purpose, making the mage stronger, faster, more sensitive, more efficient, and so on. Maybe some even have other functions borrowed from other creatures to make them even deadlier than before. Contact with a flesh mage is strictly forbidden under University protocol, the sight of which is to be reported to the College of Battlemages immediately for extermination.
Some odd and humorous examples of botched flesh magic exist though, mainly as children stories. One is of a man who wished to know himself inside and out intimately, who ended up with his head lodged up his bottom. Another is of a man who wished to become a pig, but ended up performing the magic wrong and ended up with a pig's head on his groin.
The Shialar, descendants of long-fallen Vashial, have dwelled at the blighted borders of the Wastes for centuries. While mutated monsters and threats from outside nations have always been a problem for them, these resilient people have managed to tame some of the bizarre creatures that have appeared, such as the harrukh.
Harrukhs are lumbering omnivores with an unusual symbiotic relationship with a plant known simply as a 'harrukh-tree', often seen growing from the creature's back. As the harrukh walks, it dribbles forth a stream of the plant's hard, nutty seeds, helping propagate the plant. Shialar often use the seeds for food as well as the beasts themselves for mounts and beasts of burden. When one of the creatures dies, its body is used for meat, its hide for armour and tent fabric, and the wood from the harrukh-tree for tools and tent frames.
It would not be incorrect to call the harrukh the lifeline of the modern Shialar.
Called the Linen-Bound by most, superstitious people believe they are individuals who were sentenced to death by hanging for a crime they were wrongly accused. The linen wrappings that bind their head and the tattered strings criss-crossing their body in angry streaks represent the masks put over the head of those who encounter the noose.
These creatures manifest at exactly one minute to midnight on the day their previous bodies are killed, appearing suddenly in the graveyard their body is interred at. Once manifest, they wander the nearby lands aimlessly, unable to see where they are going. Their movements are sporadic and jerky, as if their muscles have trouble operating, which indeed might be the case.
The townsfolk who bear witness to these creatures have tried countless methods to dispatch them, as the Linen-Bound become a severe issue if more than one exists in the same town, or if they happen to wander too close to another person. If a Linen-Bound ever approaches closer than a meter to another living human, that person will also become Linen-Bound after their death. Strangely these unfortunate people die within hours of their meeting, from completely indeterminate means.
If two or more Linen-Bound exist in the same township, originating from the same graveyard, they will inevitably be drawn to one-another. Upon meeting their counterpart, they will begin writhing against one-another, causing the threads criss-crossing their bodies to tangle. As this happens, their very flesh also seems to meld, until they become a creature that can only be described as hideously terrifying. After the merge has completed, the creature becomes infinitely aware of all it's surroundings, as well as murderously vengeful. It seems to know where all people are, at all times, and will seek any living person nearby with the intent of strangling them to death.
The most unfortunate of these victims are forcefully integrated into the creature, adding yet another set of limbs to the beast, making it far harder to kill. The oldest of these on record is the Ten-Thousand Limbs, which roams a wasteland consisting of some twenty previous towns.
To date, none have succeeded in dissuading it from seeking out other towns. The only way it can be slowed seems to be sacrificing people to allow others to escape.
The Vashial Wastelands are a dangerous place. Never mind the occasional roving Dreadnaught, the unchecked energies coursing throughout this blighted desert have led to countless aberrant creatures appearing. One of the most common is a creature known as a Mauler. Roughly human-sized, but gangly and with a gaping maw and two long claws, these misshapen creatures are pack hunters, working together in groups of up to ten individuals to take down large creatures. Since the Empire has taken an interest in Vashial ruins, Maulers have become a considerable danger to researchers in the field, though they can be fended off by well-trained soldiers.
From the journals of Arrin Vola, Master of Antiquities
Another of the monstrosities dwelling in the Vashial wastes, Pale Mothers are all the more disturbing for their humanlike forms. The modern descendants of the Vashial people, still dwelling in the borderlands around the wastes, refer to them only in whispers. They claim Pale Mothers are cursed women who are drawn to the wastes where they are mutated by the loose energies into the horrors seen today.
Solitary creatures, they are dangerous but rarely aggressive, instead calling with wailing cries from their distended maws that echo throughout the rocky canyons of their home. The presence of Pale Mothers have been a severe detriment to morale, especially amongst our Shialar guides, and the guides have blamed a few recent disappearances and the deaths of horses on the creatures.
Though the remnants of the fallen Vashial are usually of a bizarre and dangerous nature, the "solar floats" are one of the more agreeable creatures left over from their glory days. Initially developed as a means to carry Vashialian ships through the air, these creatures were one of the magical regime's only creations not entirely dependent on the flow of mana. Instead, it had to be more reliable, especially if it went into lands in which the mana was being consumed by ghost wargs. So instead, these floats were outfitted with organic solar panels which gave it the energy it needed to make longer flights than their mana-based machines.
Upon the fall of the Vashial, the floats were much like abandoned dogs in temperament, scared and increasingly feral. Though they didn't have aggressive tendencies due to the way they were created and raised, they were still capable of thrashing about when spooked, which could cause considerable damage when it ran into something hard enough to rupture. Given all the flammable gases welled up in their ballasts, the floats would explode enough to light up the area even in the darkest of nights.
Nowadays, the floats have been regarded to as guardian creatures by the descendant Shialar people, serving as navigational guides as well as mounts in those lucky enough to ensnare one without accidentally rupturing its ballasts. Though not as important as the hardy and symbiotic harrukhs, the floats have made a place for themselves in the post-Vashial world.
Cemetery drakes are considered among many necromantic circles to be the pinnacle of the corpse raising art.
Starting with the bones of an ancient dragon killed by violence the necromancer stretches the flesh of no less then fifty occultists over the frame utilizing there sharpened bones as needles to stitch the sinew together and to pin the flesh into place.
Once this gruesome task is down the necromancer must then take the creation to a place of potent necromantic energies typically a large unblessed cemetery, a haunted house, an ancient battlefield or someplace else where the energies of death are particularly potent.
What follows is a ghastly ritual wherein the necromancer sacrifices a living child and anoints the corpse in its hearts blood creating a conduit between the energies of the place and the corpse that floods the body and animates it into a fearsome creature known as the cemetery drake. Cemetery drakes can sometimes be identified by the kind of terrain pulled into themselves by the animation process (such as tombstones, rusted weaponry, or old furniture).
The resulting creature is as powerful as many old dragons having the strength of the bones behind it and the magical potency of the many spellcasters used in its construction. The unfortunate fact is that this despicable and horrific creature also has a dark will of its own and an unwary creator might easily find his flesh ripped from his bones and added to the creatures own if not properly controlled.
The Creeperclaw. Often categorized as an undead thanks to it's rotting smell and moaning yells, is actually much more sinister. It's a fungal life form that has entirely infected a humanoid host. A lone specimen often never kills someone, preferring instead to rush a victim and slash them repeatedly with its claws. Thus it ends up spreading its fungal spores in the creature's bloodstream and skin. Within hours, they are incapacitated and then the creeping spread of fungal tendrils begins to creep over the skin and throughout the body. The victim is overcome within days and becomes another Creeperclaw. Bones reset within the hands and the jaw protrude outward as a white layer of flesh overgrows on the original creature's body.
Once there are at least a dozen of them, a lair is established and then the real hunting begins. Soon, forms further up on their life cycle begin to grow from this base form. And an infestation of even worse Creep creatures will be seen
Simply put, the Dead Hands are the things that shouldn't be.
When the living beings were made, everything from men to giants to dragons to whales to octopi, there were bits left over. Things that didn't make any sense.
Apparently, they were all just dunked in the same corner of time and space until....whatever the hell made us decided to come back for them.
Well, it never did. But someone else did. Musta been a Deathworker, because he didn't see a pile of rejects, Mother no. He saw parts.
The Death Colossus is seen as the worst form of collective wartime sorcery imaginable. Taking traits of an outer body comprised of reformed undead flesh and musculature and a skeletal form made of metal, it's physically imposing even to a dragon. The mind driving it is a cacophony of screaming souls of soldiers were the broken survivors of some of the ancient wars' worst battles.
The creature's temperament is like that of a mad dog with an edge of unmatched cruelty, an irrational beast that feeds on flesh that can and will toy with it's victims. It is attracted to active battlefields, undead outbreaks, and iron mines.
The greatest blunder of their creators is the beast's unchecked level of growth and raw physical power. The older they get and more they eat, the bigger and more dangerous these amalgamated monstrosities become. And when they become large enough, a tumor forms of the flesh, metal, and a few of the more irrational minds within the whole will split off to form a new colossus, eagerly looking for trouble in a world wholly unprepared for the carnage it will bring.
From the journal of Arrin Vola, Master of Antiquities
In all my travels, I have yet to encounter a creature as bizarre as what I've come to call the "Sculptor." Dwelling in a cavern lit by luminous lichen in the far southern continent, this being--apparently formed from grey clay--lives a solitary existence sculpting clay into crude humanlike forms.
It seemed friendly, despite its bizarre and monstrous appearance, and I spoke with it for a time. It told me that it once was a mighty ruler over an entire civilization, and the dozens of clay figures lying limply about its cavern or skewered upon its back were echoes of its subjects. It seemed mournful as it told me its story, and asked that I not record the details.
As I left the cavern, I noticed the form it was sculpting bore a distinct resemblance to myself. I dared not ask why, nor why he was pressing fragments of glass through the effigy's head, but as I write now I find my thoughts filled with greater clarity.
I shall endeavor to encounter and commune with the being again one day.
Aye, I remember being on the Expedition Crew in my youth, back when we were trying to deal with those damned Dreadnoughts the University unleashed from the Vashial ruins. It so happened that one of them managed to eke its way all the way to the wastes of Weylos, in the south of the world. You know what thrives down there? Death Colossi.
Being in the Crew, I've already seen a Dreadnought in action. It decimated most of my regiment before the University's Arcane Corps came in and used some sort of crazy magic they dug up from their archives to subdue the machine long enough for us to seal it. Well, think about the sheer, raw power of a Dreadnought, and think of a pack of Death Colossi bringing it down. Sure, it didn't 'die', per se, but they did something I thought wasn't possible. They assimilated it along with themselves into an even MORE freakish thing. We ended up calling it the Winged Death.
Fortunately for us, the result was imperfect in that the mechanical bits of the Dreadnought fastened it to the ground, but I'm sure that it's only a matter of time when the transformation will be complete and it will leave the wastes of Weylos. I wouldn't doubt that it can also go through Garvenus, even able to ascend higher than the Sky Devourer.
And that's why we need to figure out a way to defend ourselves now, instead of pursuing the little fries. See what happened to Loalle Merlonza? Damned guy was given free rein in his studies and ended up wasting his valuable mind in an experiment that killed him! Don't you go that way either!
Here's my journal from my days on the Crew. I think you'll find it handy... I managed to get some notes down on both the Dreadnoughts and the Death Colossus. Maybe it's just a matter of figuring out which parts of each made it into the Winged Death...