'''''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.
Line 19:
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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>
=The Empire of For'Channar=
<tt>Memo from Worley Barlan, Master Researcher at the Imperial Library</tt>
==A Brief History==
[[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 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.
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.
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.
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 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>
==The Emperor==
<blockquote>
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.
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>
*'''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
<blockquote>
*'''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'''
For simplicity's sake, I will call this catalyst '''Spirit'''.
*'''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
</blockquote>
*'''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==
<blockquote>
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.
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>
===The Chamber of Decree===
<blockquote>
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.
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>
===The Archive of the Ages===
<blockquote>
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.
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>
==The Imperial House of Justice==
<tt>Memo from Worley Barlan, Master Researcher at the Imperial Library</tt>
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.
===The Royal Judiciary===
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 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===
==[[Tabula Gloria/For'Channar|The Empire of For'Channar]]==
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.
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.
====The Department of Detection====
==The Western Wilderness==
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.
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 Department of Prosecution====
*'''[[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.
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.
*'''[[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.
==The Imperial University==
==The Old Empires==
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 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 Chancellor===
*'''[[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.
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.
*'''[[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.
===The College of Antiquities===
==The Eastern Continent==
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.
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 current Master of Antiquities is '''Arrin Vola'''.
*'''[[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.
*'''[[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 Department of Exploration====
=The Bestiary=
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.
The following is a sample of creatures to be encountered in one's adventures in the World Within. They are arranged alphabetically, by region.
The current Head Explorer is '''P. Reig Corvinoth'''.
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.
*'''Alkyr Sprite'''
*'''Hagraven'''
==Animar==
*'''Conchran Servant Homunculus'''
==Ataryft==
*'''Walking Nuun, The'''
==Benalor==
*'''Aethergear'''
====Ambulatory Mana Refinery (AMaR)====
The current Head Historian is unknown.
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 College of Magical Arts===
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.
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.
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 of Battle Magic====
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 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.
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 Department of Shaper Magic====
*'''Bolruk, Elemental of Earth'''
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.
*'''Frostman, The'''
*'''Limmian'''
====Philosopher, The====
The current Head Shapermage is unknown.
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 Department of Mender Magic====
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 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.
*'''Scab Pillar, The'''
*'''Siege Turtle'''
*'''World Engine, The'''
==Depths Below==
*'''Bone Keeper'''
====Cornerstone of Creation, The====
===The College of Truthseekers===
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.
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'''.
*'''Depth Grotesque'''
====Shuthum, The====
====The Department of Curiosities====
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 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====
*'''Slype Hound'''
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.
The Department does not appoint a Head Inquaestor, as they report directly to the Emperor.
==Drakonid Highlands==
====BloodWarg (Vampire Warg)====
===The Imperial Library===
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 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.
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.
==Places of Interest==
*'''Bold'''
===The Imperial Capital of Tabula Gloria===
====Brown Mud Strider====
''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...''
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.
''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.''
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.
''See all that the Imperial City has to offer, and be welcome!''
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.
<tt>Pamphlet from the Merchant and Trader's Guild, advertising the attractions of the Imperial City.</tt>
*'''Cave Dritch, Greater'''
*'''Cave Dritch, Lesser'''
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.
====Firecrawler====
====The Imperial District====
The Firecrawler is a strange amalgam creature formed under a very specific, and thankfully rare, set of circumstances.
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.
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 Historical District====
*'''Firespore Mushroom'''
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.
*'''Goblin'''
*'''Mountain Owl'''
==Earth's Cry==
*'''Glav'''
*'''Mother-Beast'''
==For'Channar==
====Cindershade====
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'''.
Cinder Shades are the results of a burn victim dying in sorrow and agony without being given a proper memorial or burial.
=====The Traveler's Guild=====
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.
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.
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.
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.
====Davreus Packrat====
====The Residential District====
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.
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.
====Fort Kay====
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.
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====
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.
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.
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.
====Northeclyff====
*'''Founder, The'''
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.
*'''Ichtyquus'''
*'''Imperial Squathound'''
*'''Watcher'''
==Garvenus Steppe==
*'''Biomage'''
*'''Cannonfly'''
*'''Elephant'''
*'''Mountain Hawk'''
*'''Rumble Hound'''
===Fort Deeanday===
====Sky Devourer, The====
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.
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 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.
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.
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.
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.
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.
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.
====Spotted Behemoth====
===Fort Minnamack===
"Did you see THAT!? How could something so huge come out of nowhere, that fast!?"
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.
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.
===Fort Thagaisa===
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.
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.
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.
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 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.
====Steppe Giant====
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.
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.
===The Village of Rausclef===
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.
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===
==Heavens Above==
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.
*'''Solid Photonic'''
*'''Wight'''
==Iotold Homelands==
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.
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.
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.
*'''Eilenja'''
==Multiple Locations==
===Caves===
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.
====Chaerim Witch====
===The Village of Nechbaer===
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.
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.
Chaerim witches eventually wander far deep into the underground, as though following a call to the beings deep within the earth.
===The Village of Kelebrae===
====Glowbach (Gloreba'cchi)====
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.
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.
===The Temple of Passing===
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.
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.
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.
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.
===Rennington Manor===
Shy creatures, they form herds of varying sizes, and graze around the entrances to lowland caves, which they form dens in.
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 sight of a large, fully lit up Glowbach herd on clear nights has been compared to that of the stars themselves.
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.
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.
===The Eternal Bridge===
====Golemkin====
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.
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.
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.
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.
===Port Endeavor===
====Sluglight====
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.
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 Wilderness of the Western Continent=
===Civilized Areas===
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 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.
==Phrennoack Forest==
====Doppelganger====
[[File:Tabula Gloria PhreUral Key.jpg|200px|thumb|right|Locations in the Phrennoack and Uralaya Forests]]Despite the constant flux of the various cultures and civilizations throughout the world's history, the Phrennoack Forest has always been a mainstay. A very wild and beautiful land, the Forest is home to divergent cultures and diverse wildlife.
===The Eltyain People===
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.
The Eltyain people have been friendly with the Empire since the reign of '''Margurim II''', whose diplomats made a treaty with them to allow for westward expansion to the Forest's treeline, as well as limited resources from the forest itself. Though the Eltyain are swift to punish Imperials who violate the treaty, they are also benevolent to those who wish to abide by it. Imperials have a lasting presence in the central village of '''Caladuon''', protected them from the vile creatures as they traveled through '''Crenskaw Creek''' and '''Alboniset Lake''' to the western side of the Forest, and have graced them with their blessing as Emperor '''Alexius II''' and his son '''Marguirm IV''' built the '''Eternal Bridge''' at the mouth of the '''Eternal Flow'''. Despite this friendship, sometimes bordering on alliance, there are some facets of Eltyain society which still baffle Imperials.
====Eltya of Life's Eternal Flame====
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.
Whereas the Imperials worship no god and follow the Founder's Legacy as a rubric for their civilization, the Eltyain pay homage to a god of fertility and benevolence. '''Eltya''', as their god is called, is often depicted as a stag with sprawling antlers, each of which tipped with an ever-burning flame. This burning crown frames an eerily humanoid face, eyes set as deep as can be and with a somewhat concerned expression at all times. Though almost every Eltyain knows of the existence of their god, not many are able to see Him, much less understand His message. This fact is how the tribe's elders are chosen. It is said that Eltya would peer through the perpetually dense fog of the Forest unto those He deems worthy and capable of translating His message to the people. Those who have been graced by Him will come back to the current elder, his forehead graced with the holy wax of His antlers.
Though the cabal who commune with Eltya Himself is extremely small, the majority of people, Eltyain and otherwise, know of His existence through his servants, the '''Phrennoack Stags'''. Borne of the holy wax shed from His antlers, the psychopomps usually appear before someone who has become recently deceased, their primary function is to shepherd its soul back unto Eltya's flame. If for whatever reason that something or someone else gets a hold of that soul before a Stag can reclaim it, there are known to be dire consequences. If there are not souls to be harvested, the Stags usually appear in areas of the Forest in the balance of life and death is disrupted, driving back whichever force has too much of an advantage. As such, their presence is usually considered a good omen for humble travelers venturing into otherwise dangerous lands.
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 Balance of Life and Death====
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 symbology behind Eltya may embody the positive qualities of life, one has to bear in mind that life wouldn't be life without death. It would simply be a mere existence otherwise. This duality is something that the Eltyain know well of, the balance of which must be preserved in order for not just the Forest, but for the whole world to continue. It is already known that the Stags maintain the circulation of souls between Eltya's flame and the World Itself, as well as the fact that the Stags are also dispatched to deal with areas of the Forest in which there is an unnatural spread of death and disease as well as an uncanny proliferation of life. The Forest has others alongside the Stags which help in this daunting task, including the '''Pale Maws''' which attract and prey on the particularly ambitious folk wishing to exploit the Forest for their personal gain. The aquatic '''Echoes''' of Alboniset Lake do much the same with those wishing to disrupt the fragile marsh which surrounds it. There are also stories of the colossal '''Forest Harvester''' which maintains the limited growth of the Forest itself, preventing it from losing too much territory, but also from gaining too much.
===The Yatoka People===
*'''Glutmouth'''
Of course, there are those who are tempted by the ever-burning flames of Eltya's antlers which flicker through the deepest fog of death. There are those who wish to seize the flames for themselves, to chain it and to live forever. There are those who see eternal life not as a mere soulless existence, but as the ultimate goal of all life. One such people are the Yatoka, a sect of the Eltyain who has split from them due to such differences in philosophy. They ended up moving to the western Forest, more dangerous than the eastern Forest but not nearly as populated either, in order to pursue their agenda.
*'''Gods' Ink'''
====The Great Blasphemy====
====Monch S'rrtep====
The Yatoka see Eltya as not their benevolent shepherd of life and death. Rather, they see Him as an oppressor, claiming the flame of life as His alone, as an enemy of the very life in which He looks over. They exhibit this outlook on life in some of the most radical ways imaginable. For one, the magically attuned members of the tribe actively seek out the dead and dying, waiting for the right time before he strip the souls from their dead bodies and chain them into the ancient trees of the Forest. These '''Horns of Eltya''' (ironically named, likewise meant to be named as such) are then forced to serve their Yatoka masters. They also barter with the predatory '''Falserjacks''', which mimic the Stags but offer a stay of life to the dying, in which those who agree find their heads ripped off of their bodies for the foul creatures' collection, soul still intact within the removed head. They breed the living abominations of the '''Wretches of Ya'soniya''', chimeric creatures made of human and animal parts and souls, to become cattle, warbeasts, and worse.
There are also signs that the Yatoka are beginning to push their presence back towards the eastern Forest. The Echoes of Alboniset Lake, for instance, seem to be growing more and more ferocious towards anything that moves, suggesting that an alliance has been made between the two. Strange creatures have been seen entering the eastern Forest as well, creatures much like the Wretches but larger and more dangerous, suggesting among scholars the work of the ancient Vashialian '''Fleshmages'''. Perhaps the Yatoka has gained knowledge of their terrible arts. There is also the occasional rumor among the more fearful Eltyain about the Yatoka somehow corrupting the mighty Forest Harvester and attempting to turn it into a siege beast to finish off the Eltyain and their guardians once and for all.
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.
====The Uneasy Truce====
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.
That last rumor would seem to be mere hearsay though. Though the Yatoka are hostile towards almost any and all civilized peoples, ''especially'' Imperials who intrude upon their territory, they stay their hand upon the very Eltyain they loathe and split from so long ago. There is no real reason why they do not attack their more traditional kin. Perhaps they are still not ready to wage a full-out war with them out of tactics or a lack of power. Perhaps they are still ultimately connected to Eltya, though on different sides of philosophy. No one can tell for certain, but at least the Eltyain can pass through the western Forest without too much a risk of harm yet.
===Alboniset Lake===
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.
At the heart of the Phrennoack Forest lies Alboniset Lake, a place of both undeniable, natural splendor and palpable, overwhelming danger. The shimmering waters of the lake is surrounded by dense marshland, an unusual combination of environments but understandable given the lake's seasonal floods. Of course, this is not the only reason for which settlements that were established by the lake ceased to be. There is the story of the [[Tabula Gloria#The Temple of Passing|mansion]] built by the Imperial Lord Credault which was overrun by an invasion of Echoes, the ruins used as a ceremonial place of worship.
There is also the story of the budding Eltyain village of '''Skawnesco''' (Imperial name, the tribal name lost to history). Before the establishment of the village, tribesmen had to venture from their inland villages to the lake, an arduous trip in and of itself, in order to fish. Though the tribesmen knew of the dangers of the lake, one particular member got the idea to establish a village there. He had hoped that the permanent presence of Eltyain there would help ease some of these dangers down, as well as to make for an easier life for the fishermen. However, the establishment of the village coincided with the increased flooding and subsequent deterioration of the coast into the marsh that it is today. It is also said that during this time was when the Echoes began to venture from within the lake to the coast in search of new prey.
*'''Red Tumor'''
====Rot Thief====
Suffice to say, the fishermen packed up and left the village, leaving it as a testament of the power of the lake as both a boon to life, but also as a danger to it, all at the same time.
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.
===Crenskaw Creek===
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.
Though it was named by an Imperial who noted it by the homelands of an ancient Stormlord commander from the neighboring Garvenus Steppe, Crenskaw Creek flows mostly through the Forest, emptying into Alboniset Lake. The creek is also the home of the Imperial foresting village of Twaunae, right at the Forest's edge. In the early days of the Empire, just as lumber production at Twaunae hit its zenith due to the logging restrictions of the '''Treaty of the Eltyain''', the village's elders promoted the creek as an easy way to get into the forest to help boost travel in and out of the village. Though it was indeed a reliable route to Alboniset Lake and the Eternal Flow which spawned forth from it, travelers going further west would have to disembark upon the west coast of the lake and venture through the perilous Yatoka-ruled western Forest to reach the Wastes of Vashial and beyond.
Once the Eternal Bridge was completed during the reign of Margurim IV, Crenskaw Creek became just about unused to this day. Perhaps the elders at Twaunae can come up with another use for it...
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.
===The Eternal Flow===
*'''Vile Slime'''
Alboniset Lake funnels into one of the fastest and widest rivers in all of the Western Continent, known as the Eternal Flow. Channeling all of the energy from the rivers and creeks which feed into the lake, the Flow is an incredibly dangerous river to cross (hence why most Imperials used Crenskaw Creek in its early days). Due to the height of the land on which the Forest sits, the waters of the river careen off of a cliff into a waterfall descending into the Northern Sea. It wasn't only impassable by Imperials, but also by both the Eltyain and the Yatoka. Of course, that was until Alexius II commissioned the Eternal Bridge at the mouth of the Flow. Because the location of the Bridge would be at the Flow's widest point, the task would carry some significant difficulty and a staggering number of casualties. Seventy-years and a new Emperor later, the Bridge would open, along with the Flame Cathedral at the center.
===Cold Areas===
====Ice Hag====
===The Village of Caladuon===
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.
Located roughly halfway between Fort Deeanday and Alboniset Lake, the village of Caladuon started much like any humble Eltyain village - as a place of worship upon one of the strongest presences of Eltya they could find. Imagine the tribesmen's initial apprehension when a small group of Imperial diplomats made their way into the village, given their belief that the stronger the presence of Eltya is, the easier it is to ward off those who wish the Eltyain harm. That belief helped ease their apprehension to a more palatable level of trust; if these foreigners could enter hallowed land, then Eltya must approve of it. A couple years later and the Treaty of the Eltyain was signed, allowing for Caladuon to emerge as a prominent village.
These days, Caladuon serves as a traveler's village, harboring a crude but effective hospitality industry. Adventurers and researchers from the Empire still pass through the village for supplies and rest before going ever westward, but the less adventurous Imperials also see Caladuon as a growing resort town as well, a fact which has had the tribesmen in heated debate lately.
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.
==Uralaya Forest==
====Kunackman====
Unlike the relatively peaceful Phrennoack Forest (the hostile and resentful Yatoka people notwithstanding), the Uralaya Forest is a far more savage place. Trees are gnarled, twisted, and tangled. Jagged roots and cracked earth replace the soft dead leaves of Phrennoack on its floor. Creatures retain their prehistoric qualities. Even the magics which weave through the Forest are unforgiving, even to its inhabitants. Civilizations throughout their histories have tried to impose their will on the Forest, but in the end, the Forest wins above all. Even those native to the forest, the '''Alkhani''', are susceptible to the Forest, forever a race of nomads unable to appreciate and worship the Forest in the vein of the Phrennoack peoples. Other than the tribesmen dwelling within the Forest, there are other threats, the most notable of which is the large yet nimble '''Ingwey''', tree-like insects which maintain the balance of the Forest by killing however many people fell the equal number of trees in the Forest. There are also '''Durzhes''', amphibious creatures which stalk the Uralay and Shial rivers through the Forest looking for trespassers, as well as '''Narfelches''', symbiotic plant-beasts which roam throughout the thicker areas of the forest in search of insect-based threats to the Forest.
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 Alkhani People===
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.
Perhaps the most insular of the tribal peoples encountered by the Empire, the Alkhani are inexorably tied to the Forest in which they do not live out of admiration or worship, but only serve out of fear and respect. It is through this fear in which the Alkhani have learned how to communicate with the trees of the Forest, to glean knowledge of the unwritten and convoluted laws in which it abides by. Only through this ability has the Alkhani managed to remain one step ahead of the vengeful woodland spirits of the Forest which can and will extinguish their existence at any given moment. Believing this to be a rare act of mercy by the Forest, the Alkhani in turn are active protectors which take care of its more cunning threats as thanks for such mercy.
====The Currency of Blood====
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.
So just how do the Alkhani manage to communicate with the very Forest in which they fear? A tribesman makes a visceral pact with the tree in which they seek knowledge from by first carving out a small piece of the tree and extracting some of its sap. He then ingests the sap and experiences a vivid hallucination, describing a threat whose blood the tree desires. At this point, the tribesman goes out and takes care of the threat and returns with the blood in question. Splashing the crimson nectar upon the tree's roots, the sap-drinking ritual is repeated, this time accompanied by a vision which details the knowledge desired by the tribesman. Afterwards, the tribesman chews up some wood into pulp, filling the hole which was bored into the tree as an apology for the wound it caused for the ritual.
Of course, the targets in question varies by both the tree as well as the type of information requested. It may be as simple as culling a number of species growing too large in population. It may be as difficult as slaying one's own progeny to fulfill an ancient grudge the tribesman has never been a part of. But the rewards are usually worth the cost, as the Alkhani are able to evade the paths of the more dangerous fare, such as the aptly-named '''Uralaya Titans''' as well as the reptilian, constantly hunting '''Thrusks'''.
===Dead Areas===
*'''Arch Guardian'''
*'''Gravebeast'''
*'''Schröded Man'''
===Deserts===
*'''Attarosa'''
====In Service of the Forest====
====Guardian Machine====
In the end, the Alkhani not only find relief in their survival, but a sense of happiness in serving the Forest. Throughout their lives and the many hunts in which they partake, the tribesmen learn much about the wonder the Forest has to offer, as well as the various threats which assault upon the surprisingly fragile balance in which it holds. This dedication to service has also led the Alkhani as a whole to have immense pride in themselves, though structurally they are divided into clans based upon the trees in which their ancestors served. Even when their leafy masters order different clans to war against each other, perhaps due to a member of one clan cutting down a tree belonging to another clan, both sides mourn each other's dead, retaining their racial unity despite the orders.
Another thing which unifies the Alkhani in their service is their lack of attachment to outsiders. It is not uncommon to find bands of Alkhani stalking the eastern Wastes of Vashial, the western Garvenus Steppe, the southern reaches of the Phrennoack Forest, or even the southwestern plains of the Empire itself in search of quarry assigned to them by their trees. It is also not uncommon when the occasional Shialar nomad of the Wastes, Stormlord of the Steppe, Eltyain or Yatoka of Phrennoack, or an Imperial of the Empire is abducted into the Forest, never to be seen again. As such, it is usually advised by the Empire to avoid the distinct Alkhani altogether.
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.
====Maintaining the Natural Order====
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.
Once in a while though, there will be an errant tribesman who will try to break forth from the shackles of the Forest, to eke out an independent life. More often than not, the Forest will take care of them, sending out its various creatures and other clans of the Alkhani to consume the erroneous tribesman and return the essence of his life back into the Forest. For one who makes it outside of the Forest, they are spared its wrath and can further pursue independence, though others' prejudice against his kind will likely do him in anyway. But woe be to the detractor whose aspirations are found out by his own tribe. He is dragged through the unforgiving Forest southward, to the edge bordering the Wastes of Weylos. This is arguably where the bulk of the Forest's magics reside, coalescing with the lingering souls of Weylosian militants. The Forest harnesses this combination of magics and souls to make the traitorous tribesman into its own image, creating what is only known as a '''Greenman'''.
Those who become Greenmen are violently stripped of their human souls, consumed by the Forest. However, their bodies remain as mere husks in which the Forest infiltrates, growing itself into it until the sheer power and will of the Forest combines with the flexibility and cunning of the tribesman, creating the perfect hunter for which the Forest can pursue its enemies. It is also the perfect ambassador and ally of those wishing to protect the Forest. Such deviance from service will not be tolerated, even if the Forest has to blot it out itself.
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.
====Moments of Reprieve====
*'''Sar'vek'''
Despite their service to the Forest, the Alkhani do have their moments to shine. Among their kind they possess keen astronomers, capable of climbing atop the highest trees (with the trees' permission, of course) and gazing into the heavens, mapping the stars of sheets of slate and recording celestial events with intense interest. For each solar eclipse is an event to be remembered. The land slumbers, the trees fall into deep sleeps, and their servants close their eyes to rest. This is the one time when the Alkhani are unshackled and the Forest loses all of its danger. When the moon covers the sun, the Alkhani become the rulers of Uralaya and gather in a massive festival in the dark heart of the Forest. The revelers illuminate the Forest with fire and douse the land with pilfered alcohol, filling their bellies with food and drink and enjoying a rare and cherished moment of freedom, united and bursting with joy. Even outsiders are welcome to these festivities, the only time when Imperial scholars have spoken to Alkhani tribesmen outside of captivity.
This moment of peace and tranquility to enjoy themselves is all that the Alkhani ask for and frequently enough that at least one shall happen in every tribesman's lifetime. When the Forest reawakens by the end of the eclipse, the Alkhani resign themselves to running once more from the Titans and the Ingwey and the Greenmen and the Order of the Patch and resign themselves to serving their sky-obscuring masters once more.
====Death Djinn====
====The Forest Today====
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 Uralaya Forest remains a dark, unforgiving land, full of savage beasts and darkness that can only be countered by swearing allegiance to the Forest itself and wetting its endless thirst for blood. Its people are just as primitive and primal as the land that they come from, a testament to a forgotten age, to a time before time, when all men were beneath nature, before they climbed out of their primordial slavery and grew to dominate the world. It is no wonder that many scholars refer to Uralaya as the "cradle of humanity" and the Alkhani as the first of our kind. It is a land, they say, to be both protected and avoided, kept safe from the threats of the outside world, a timeless treasure, forever preserving the origins of sentient life.
==The Garvenus Steppe==
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.
Situated between the Forests of Phrennoack and Uralaya to the west and the Benalor Mountains to the east, the Garvenus Steppe is a largely savage land, ruled not by law but rather by survival. A plethora of creatures inhabit the Steppe, weaving forth an intricate web of life and death. Groups of elephants and antelope roam the grassy flatlands close to the highlands near the mountains, only venturing into the central Steppe for water and migration in between seasons. The cat-like '''Spotted Behemoths''' stalk the lands closer the Forests in search of stray prey while the chitinous '''Cannonflies''' use their sonic weaponry to attack from the skies. Keen-eyed '''Mountain Hawks''' glide in from the eastern reaches and cunning '''Rumble Hounds''' emerge from the western reaches to scavenge what they can among the carrion, though they are also perfectly able to predate their own meals. Above them all roam the '''Steppe Giants''', apex omnivores feeding from the tops of the Forests and from the creatures on the Steppe alike. If it weren't for the vigilant Imperial hunters to the north and the unforgiving climes of the Wastes of Weylos to the south, it would be very much a possibility that life would overflow from the Steppe.
===The Stormlords===
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.
Some scholars are inclined to theorize that the first peoples to come forth from the protection of the Uralaya Forest ventured forth onto the Steppe, slowly but surely making it their own, free from their former service to the Forest. Whether the theory is true is up for debate, but the Stormlord people enjoy a strong heritage of protection and service to the wild, though more on their terms than their possible Alkhani ancestors. Able to appreciate their surroundings, the people tended to come together during the wet season in which they collaborated in order to find shelter, as well as the cold season in which they huddled together for comfort and warmth. As such, they found an affinity with the storms which shaped the land, which regulated the seasons, giving birth to their name in which the Empire translates as "Stormlord."
====The Nation of the Thunderhead====
===Dreams===
Excavations within the Empire's holdings proved very interesting in their discoveries. They show other peoples emerging into its land - historically known as the Central Lands - soon after the Stormlords appeared on the Steppe. There were also artifacts recovered from the dig sites which bore traditional Stormlord markings, suggesting that they had some sort of association with the Stormlords in which they were the primary influencing factor. The most common of these markings consisted of a series of curves above a flat horizontal line at the bottom - the signature 'thunderhead' mark of the Stormlords. As such, it is suggested that the Stormlords united these forthcoming tribes under their banner, the first known example of nation-building in the history of humanity. '''The Nation of the Thunderhead''' as scholars called it was likely a protection agreement. The other tribes would offer tribute of various resources to the Stormlord rulers in exchange for their protection, as well as meats and hides from their own hunters.
*'''Dream Ripper'''
Further research yielded surprising results. According to slates recovered from a dig near Fort Thagaisa, sixteen generations of Stormlords passed during this time, almost entirely without incident. However, a new leader of the Stormlords, a man of great stature and physical strength known as '''Trawgtarr''', declared that the peoples under the Nation were bound by the divine providence of their god to abandon their former identities and "fully become Stormlord." Though to this day what it exactly meant to "fully become Stormlord" is unknown, what can be inferred is the existence of their god, a being the Empire knows as the terrible '''Sky Devourer''', the first mention of it in historical record. Though many tribes followed the decree, there were others who opposed it. Further according to the Thagaisan slates, the Stormlords would enact a bloody war with the opposition, eliminating every last man, woman, and child, and cemented their dominance among them.
====Stygian Deer====
From that point on, there would not be historical mention of what scholars would come to call the '''War of Unification''', or the original names of the other tribes. After the War, they would all be considered Stormlords.
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.
====Battle for the Central Lands====
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.
Soon after the calamitous war, the Central Lands were in great disarray, a factor which may have led to the first foreign invasions into there, the event which many consider as the beginning of the '''Three-Way War'''. It is suggested by Vashialian and Benaloran accounts that the "tribal folk were easy to conquer, and easier to run off," probably given their weaker state after the War of Unification only a generation or so before. Running to their newly minted rulers, the northern members of the Stormlords sought assistance with their plight. However as the Stormlords were also recovering from the War, they were unable to assist them in defending their new holdings. Weren't it for the fact that by this point both Vashial and Benalor were fighting each other for the right to control the Central Lands, many thought it would have been possible for a direct assault upon the Steppe.
Although they were unable to directly attack either of the invaders during this time, the Stormlords managed to stave them off by sending retinues of their warriors to both the Vashialians and the Benalorans in an attempt to have both of them wear each other out and drive them away from the Central Lands in a stalemate. The two groups of warriors would present themselves as separate tribes submitting themselves to their new colonial masters, an act that greatly displeased the warriors in question despite its necessity in the plan. They would provide their respective Empires with intelligence about the Central Lands, deliberately running the Empires into each other and forcing them to fight each other. To make the ruse even more convincing at first, the warriors would fight on their respective sides, sometimes even killing each other in order to maintain their cover.
*'''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===
====An Ill-Fated Alliance====
====Leeorgah====
As the battle between Vashial and Benalor was underway in the Central Lands, a young Stormlord man named '''Crenskaw''' was approached by a group of diplomats from Weylos, a nation of tribes from the south considered as neutral to the Stormlords. At this time, Crenskaw was just honored for his masterminding of the ruse keeping Vashial and Benalor busy with each other, earning the title of the "Rushing River," capable of thwarting his foes without directly killing them. The diplomats had told the Stormlord tactician of their troubles with Vashial and Benalor, striking a common ground with them. The Weylosians knew of the Stormlords' troubles with the two Empires as well. The Stormlords in turn knew of the great '''Ansal''' fighting machines in which the Weylosians handily resisted the Vashialians with. The diplomats offered their assistance in the Stormlords' conflict and the Stormlords readily accepted.
It was good timing too, especially as the warriors sent to each side of the battle for the Central Lands were thinning out, the two sides sure to learn of the ruse in due time. It was time for the Stormlords to make their stand. Warriors lined up along the northern edge of the Steppe, reaching from modern-day Twaunae to the west and modern-day Rausclef to the east. Though the Weylosians made it there in time, they were without the powerful Ansals. Apparently Benalor had sabotaged their machines just as it was retreating from the Central Lands, a greatly weakened Vashial being the victor there. Though weakened the Vashialians were, their magics still caused heavy casualties for the physical coalition soldiers of the Stormlords and the Weylosians. The battle became dire enough in which Crenskaw of the Rushing River, appointed commander of the Stormlord forces, was forced to call upon the Sky Devourer to finish off the Vashialians.
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.
It ended as a victory, but also as an embarrassment to the commander, an embarrassment so great that the commander turned the Sky Devourer against his momentary allies. Crenskaw, the remnants of his army, and the mythical beast forced the Weylosians out of the Steppe and into their own barren lands. Those who weren't killed during the rout had ended up killing themselves for some unknown reason to the Stormlords, their deaths fueling the rise of the Great Tortoise, matching the Sky Devourer blow for blow. Though the battle isn't detailed, it is assumed that the Stormlords retreated back to the Steppe, the Sky Devourer recalled.
*'''Ripper'''
====The Truce of Thaga Rise====
====Walking Continent====
The greatly weakened Stormlords would spend the next five or six generations after the Three-Way War rebuilding their holdings in the Steppe. During this time, the other tribes which had formed the Nation of the Thunderhead alongside the Stormlords would migrate back north to the scarred Central Lands to start anew, seemingly free of Stormlord control. They would come to mingle with the Vashialian, Benaloran, and Weylosian remnants who decided to settle there away from their old masters, forming a new society free of the old powers. This society, as history knows, would eventually become the Empire of For'Channar.
In the beginning of the Empire, the Steppe was left alone. Though the Stormlords were weakened, the tribes returning to the Central Lands passed on tales of their savagery, their power, and their control of the Sky Devourer. Such stories were enough for the growing Empire to steer clear of the Stormlords and their lands. '''Alexius I''', the fifth Emperor, would however see things differently. By his time, the Empire had expanded west to Phrennoack due to the grace of the Eltyain people, and east to the Drakonid Highlands after a hard-fought war with its natives. The next logical step was to move southwards. Given that the Stormlords were still weakened, the Imperial forces managed to march south into the Steppe until the Stormlords were able to stop them at the '''Thaga Rise''' along the foothills of the Benalor Mountains. A battle later and the Stormlords signed a truce with the Empire as long as they would not go any further south. The truce was respected, though the Empire would soon build the town of '''Thagaisa''', an outpost which would evolve into a fort.
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.
====Wrath of the Steelheart====
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.
By the time it became a fort, Thagaisa had established the '''Knights of the Southwind''' to patrol the Imperial border with the Steppe and to keep it safe from beasts. One day, the now-recovered Stormlords had spotted a patrol of Southwinds edging into their territory, an action which was answered with a relentless barrage of nightly raids into Thagaisa. These raids in turn enraged a man known as '''Carpalos of Steelheart''', a blacksmith of Weylosian descent, when one of the Stormlords' runs ended up killing his wife. He originally tried to get the Southwinds to act upon it, but they couldn't under the truce, especially as they were reprimanded for causing all of this by Tabula Gloria. So Carpalos, well taught in not only the legendary blacksmithing of his ancestors, but also the stories of Crenskaw's Betrayal, got together a civilian militia and set out into the Steppe to take on the Stormlords themselves. With his growing son at his side, Carpalos and his force slew every Stormlord he could find.
Years later, once his son grew up knowing the atrocities he has made, Carpalos would disband the group and set off back into the Steppe once more to face the Stormlord elder. According to Imperial lore, it was to apologize for his rampage and to live the rest of his life in self-imposed exile. But according to the Stormlords, it was to face the elder in one-on-one combat to resolve a feud which began with Crenskaw's betrayal after the victory against the Vashialians so long ago. The elder, '''Iskal of the Thunderhead''', agreed to the battle, ordering the Stormlord warriors to allow Carpalos five days to prepare himself. He even allowed his future opponent into his own hut to rest, for he wanted there to be no interference for an honorable battle. Five days later, the two would travel to the southern edge of the Steppe, away from both Imperial and Stormlord interference.
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.
According to Stormlord legend, the battle lasted for three full days, only with the two resting beneath the dusk and dawn before starting again. They fought ferociously, slashing and breaking each other, but they would neither fall nor surrender. Upon the sunset of the third day, the two agreed to consider it a draw, only to drag themselves back to the Stormlord lands bloodied and battered, but now unshakable friends. This would begin a new tradition of the reconciliation of the old Stormlord-Weylosian feud, as well as maintaining the Truce of Thaga Rise. Though those within the '''Knights of the Steelheart''' do not know why the Carpalos-descended leader heads out into the Steppe once the next generation is ready, the Stormlords know of the entertaining battle ahead, as well as to welcome the newest addition to their ranks.
*'''Wretch of Ya'soniya'''
===Skies===
====Heart of Darkness, The====
==The Drakonid Highlands==
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.
[[File:Tabula Gloria IotoDrak Key.jpg|200px|thumb|right|Locations in the Iotold Homelands and the Drakonid Highlands]]Between the flat lands of the Empire and the rugged heights of the Benalor Mountains lies the hills and plateaus of the Drakonid Highlands. The Highlands are a hardy land, rugged with very little plant lift creeping up between the crevices of the cracked earth. It is also a porous place with many caverns breaching the hills and crags, the maze within the land likely to be much bigger than even the Highlands themselves. '''Goblins''' are said to roam along the crags and the caverns alike, seeking lone prey for its pack to ambush. Upon the crags roam the primitive '''Bolds''', small mutated creatures with absolutely no fear, only a hint of intelligence, and boundless curiosity, as well as the '''Mountain Owls''' which stalk the windy skies above and swoop down with frightening accuracy to take down their prey. Within the caves there is so much more to discover, including the '''Blood Warg''', a shy nocturnal creature which only ventures out of the caves at night to prey on small creatures, as well as '''Dritches''', which use their superior hearing to hunt their prey in the waterways within the caves. There are also '''Firecrawlers''', a combination of a dead Goblin and a '''Firespore Mushroom''', whose spores animates the dead Goblin's necrotic brain matter if exposed.
===The Drakonids===
====Nudibranch Dragon====
A sworn enemy of the Empire, the Drakonids were once a peaceful, if grotesque people to the west of Lake Goldenstar. They were humanoid in shape, but took on dragon-like features, including scales along their body, wings upon their back, and an affinity for fire. Likely one of the tribes left over from the broken [[Tabula Gloria#The Nation of the Thunderhead|Nation of the Thunderhead]], they very much kept to themselves once For'Channar came into being. After all, they were one of the tribes in which the Stormlords tried to annihilate under '''Trawgtarr's''' rule, and the survivors were sure to pass that story along the generations. So the draconic tribesmen watched the development of the Empire closely from the skies. At first it seemed that the Empire was willing to be peaceful with their neighbors given how they approached the Eltyain people of Phrennoack. But then came '''Margurim III''', seeking to expand eastward into the tribe's lands, for they were incredibly fertile ground. Initially, the tribe had tried to strike an agreement with the Empire, modeled after the '''Treaty of the Eltyain''': the tribe would ensure safe passage through their lands as well as limited access to their resources provided that the Empire did not to assume control over them.
====Ultimatum at Minnamack====
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.
However, the Emperor also remembered how much his predecessor's treaty stagnated the Empire's economy from the beginning. The village of Twaunae had quickly hit a peak in logging under the stipulations of the treaty, having to resort to a far more dangerous and less consistent tourism along Crenskaw Creek in order to try to make up for the losses. Though he recognized that his predecessor had meant well by the treaty, given the Empire's youth and vulnerability, he knew than to fall for it twice. When the Emperor's diplomats made the trek to the old Benaloran ruin of '''Minnamack''' to the east of Lake Goldenstar, they greeted the tribesmen not with a treaty offer, but rather an ultimatum. The Imperial Army would arrive at this ruin in five days. It would be up to the tribe to either leave their lands or to accept Imperial dominion over them in order to maintain peace between them. Otherwise, they would be dragged into a war with the Empire.
The tribesmen had prepared for a situation like this. They answered the ultimatum by murdering the diplomats then and there, sending a Mountain Owl towards the capital with simply a handprint made with their blood. They then retreated into the caves, seemingly never to be seen again. Once the Imperial Army made it to Minnamack, there was no one to be seen, except for the decomposing diplomats. Perhaps the murder was simply a defiant act before they retreated. Either way, the Emperor would get the expansion he sought and the diplomats' efforts wouldn't have been in vain.
===Swamps===
*'''Flesh Wraith'''
====The First Incursion====
====Treelunk====
It is said that just as the Imperial Army was about to secure the area, the light was blotted forth from the land. Once the Army looked to the skies to see what was going on, it was too late. The tribesmen had emerged from the distant mountains, gliding above them. Once the soldiers got a good look at their snarling lizard-like faces and their glowing hands of fire, it was too late. All was chaos as bodies fell and others scattered in all directions, allowing the airborne beasts to pick the soldiers off one by one. The tribesmen had indeed prepared for this situation, for they had made a pact with a great dragon dwelling within one of the searing caves of the Highlands, rescinding the last of their humanity and civility in order to achieve greater power under the dragon's employ. In that one fell swoop, the Drakonids managed to drive the Army all the way back to their side of Lake Goldenstar.
But the Empire also prepared for a situation, though not quite like this. They had stationed two groups of Battlemages, one on the west bank of '''Nechbaer's Tears''' and another on the west bank of the lake. Though they were told to expect a tribal offensive, there was nothing in the description about them being able to fly, much less breathe fire. But the Empire's mages are nothing if not able to adapt themselves to differing situations. They managed to alter their strategy on the fly, switching it from a ground assault to an aerial one. Though there were many Battlemages who died that day, they were able to drive them back away from their posts. By the next day, another wave of Imperial soldiers marched upon Minnamack, this time with the remaining Battlemages in tow. The Drakonids never knew what hit them, having to retreat back to the distant peaks in order to regroup. Soon after, Minnamack was made into an Imperial fort, and the village of Nechbaer was founded on the spot where its regiment of Battlemages were stationed.
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.
====Siege at Drakonhelm====
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.
There wasn't much activity against the Empire's new holdings since the end of the First Drakonid Incursion. Sure, there were sightings of Drakonid scouts in the sky every once in a while, but nothing a few anti-air magical missiles couldn't scare off. During this time, research was being made into brilliant suits of armor found in the deeper halls of Minnamack, and soon enough, some of the soldiers there were being trained in their use. By the time the first batch of soldiers were completed in their training, Margurim III had died and his brother '''Alexius I''' had assumed the throne. Upon hearing about the reported '''Aethergear''' suits being used by the soldiers at Minnamack, the Emperor ordered the eastward expansion to continue. Assigned to lead the charge would be the Chancellor of the Imperial University, none other than '''Prifa Carbane''', daughter of the famous explorer '''Ezel Carbane'''. Though it was an unusual decision not to assign one of his Generals to the task, Prifa was famed for her background as a mage of multiple disciplines as well as a scholar, qualities in which the Emperor believed would work in not just overpowering the Drakonids, but also outsmarting them.
Determined to destroy the "demonic evils which plagued the mountains," Prifa pushed her forces deep into the Highlands, ordering them to slay every Drakonid they encountered. Male, female, hatchling, a target was a target in her eyes. The Imperials would then descend upon a craggy structure, a grand palace carved out of the very mountainside itself. From her childhood joining her father on his travels, Prifa knew the place as '''Drakonhelm''', then home to a peaceful if wary people. It was still home to those people, though they were transformed by a terrible force which forced them to draw her wrath. The least she could do, in her eyes, was to give these people the merciful death they are waiting for. In a brilliant display of power, magic, and speed, the Imperial forces scoured through the complex, killing as many Drakonids as they could manage, the rest of them fleeing further east into parts unknown. The operation had gone better than even Prifa had expected, celebrating the victory with her comrades outside of the bloodied palace. But then a crash echoed through the skies, and suddenly, the back of Prifa's head exploded, splattering her brains against the main portal into the palace.
===Waters===
*'''Besarian Titan'''
*'''Glass Eel'''
*'''Umisea'''
*'''Umiqua'''
==Northern Sea==
*'''Aetriul, Elemental of Water'''
One of the Drakonids was hiding off in the distance during the whole time. He watched the battle from afar, staying his hand while his brethren were utterly slaughtered by the orders of an overly zealous woman. He waited until the time was right, clutching an old Benaloran firearm in his hands. Just as she had dropped her guard to cheer in jubilation for the awful massacre she caused, he squeezed the trigger. He didn't bother to stay afterwards to inspect his handiwork, only to slip back into the mountains to report the victory to his superiors. Prifa's remains would be carried home and buried with honors, saluted as a Heroine of the Empire. Countless Drakonids were slaughtered that day, but the Drakonid sniper also came to his people as a hero, for he took down the most powerful among the Imperials.
====Aquabane Dragon====
====The Second Incursion====
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.
According to official Imperial correspondence, it was said that Prifa had put down the Second Drakonid Incursion. Though the Drakonids indeed fought hard against the suffocating Imperial advance, it could hardly be considered as an Incursion, at least in the context of the First. It was a fact that the next Emperor, '''Alexius II''', would consider in making his foreign policy. The first thing he would do upon taking the throne was to relax the Empire's control of Drakonhelm, an unofficial gesture of peace towards the Drakonids, who were surely still bitter after the devastation the Empire had wrought upon them. Though commoners didn't know of the move, those in the higher echelons of government repeatedly warned the Emperor about it. They feared that it would only invite the Drakonids back to wreak more havoc upon the Empire, that only further pressure against them. But the Emperor held his ground, citing that the "wishes of the Founder were no longer being heeded," that the Empire had "become an engine of War rather than an engine of Service."
The actual Second Drakonid Incursion has yet to come. Surely, there are those among the Drakonids who are planning it. There are also likely those who cannot get the images of the Siege at Drakonhelm out of their heads and wish for it not to happen again. This schism in the future of the Drakonids only serves to allow the great dragon in which the tribe bartered with to furthermore corrupt their minds, formerly unable to do so given their original, singular purpose.
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?...
To the northeast of the Western Continent, further north than even the great mountains of Benalor dare reach, lies a frozen land of eternal winter. The winds howl and the snow falls with the lament of its former inhabitants, the Iotold, a people who hail from a time prior to that of even the Old Empires. Despite all of it, life still thrives there, great forests spanning from coast to coast of the peninsula, even people making their lives there.
*'''Dandelion Crawler'''
*'''Dreamchild'''
*'''Hadalfolk'''
==The Iotold Homelands==
====Jörmungandr====
===The Ruins at Iotold===
The mythical Jörmungandr is a creature of titanic proportions, and the terror of all sailors of the north sea.
The former lands of the Iotold on the western side of the peninsula, along the Northern Sea. It is a rustic place of wood, stone, and metal, look as if it is frozen in time. The sweeping arcs of debris jutting eastwards are locked in place beneath an impenetrable layer of the thickest ice. The eerie stillness can only be experienced from a distance though as terrible birds constantly hover over the site. Explorers cannot venture forth to even appreciate the ruins before the flock can swoop down and assault them. Even worse, the winds and the cold become progressively worse the closer one gets to the ruins. As such, only a few details can be gleaned from the ruins from afar. The canoes and oars suspended in the sky, along with the blubber-clad tribesmen locked with them, easily suggest that they were indeed the whaling culture they are often depicted as in the various lore and history the Empire has on hand about them. Other than that, not much else is known, other than that they now exist in the clouds, a far cry from their formerly rustic existence.
===The Port Town of Winterlight===
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.
On the other side of the peninsula along the '''Sea of Ink''' is the relatively new settlement of Winterlight. Founded by '''Lord Astyn''', a noble who had defected from the Empire during the difficult rule of '''Alexius II''', the town soon established itself as a people of loggers and sailors. Quickly establishing good relations with the Animari '''Kingdom of Conchra''' on the other side of the Eastern Sea, Winterlight soon grew in prestige, allowing Astyn to officially rescind his citizenship to the Empire and form Winterlight as its own political entity. Though lacking the status of an Imperial noble, Astyn made a name for himself and quite the fortune to boot. Today, Winterlight remains as hardy and independent as it started out as, though the enmity against the Empire has waned since the time of Astyn, allowing them safe passage through the town.
====The Ashkeep====
Few survive an attack by this creature and of those that do, far less survive the frigid waters of the cold north sea.
Astyn's fortune was indeed vast, especially as he began work on his famous residence, the Ashkeep which was located west of the port proper. It ended up becoming an endeavor which cost many of the townsfolk's lives. Whether it was the noxious fumes rising from the otherwise dormant caldera it was built upon, or the harsh winters in which Astyn demanded his workers to push through, the town's population dropped faster than the temperature there. Fortunately, Astyn didn't run out of workers before the Ashkeep was finished near the end of his life. Yes, Astyn managed to live there for little more than two years before he passed away. Today, it is still the residence of Winterlight's ruler, an example of Imperial elegance combined with frontier ingenuity and strength.
====The Fort at Giant's Barrow====
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.
Also during Astyn's rule of Winterlight, he happened upon an old Benaloran ruin, much like that of Minnamack, to the southwest of the port. Though it wasn't stocked with the many relics of Benalor's past as the Imperial port did, the fort at Giant's Barrow still served its purpose and served it well. Though there weren't many threats who seemed interested in Winterlight and its lands, there are stories of the fort's cannoneers managed to ward off a brief Drakonid invasion from the southwest, as well as the occasional sighting of one of the mountainous spawn which shed off of the wandering World Engine farther to the southwest. Otherwise, life at Giant's Barrow can become a rather tedious existence.
==The Aevan Archipelago==
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.
Beyond the northernmost reaches of the Wastes of Vashial lies a string of sizable islands, lands broken and sheared by constant, pounding frigid winds. The islands seem as if they are completely and utterly devoid of life, unable to foster it in such a hostile environment. But alas, life exists here. It seems to be a sanctuary for all sorts of hardy avians, winged creatures which defy the natural way of southern migration, as the weather seems to always be cold and bitter there. Even more interesting than that is the fact that humanity has somehow reached all the way to this freezing, overcast corner of the world. And today, it continues to thrive, even when the world seems to try to reject them. Perhaps they learned something from their durable, feathery friends in the skies.
===The Raptorlords===
====Lord of the Tempest, The====
To be blunt, there is extremely little on the historical record about these people. Though they are tribal in nature, they have very little in common with their fellow tribal folk. They do not revere the wilderness, as do their Stormlord and Alkhani cousins. Their culture does not have the psychopomps and mercy of the Eltyain. They do not even have the aspirations of eternal life as the Yatoka. And they certainly do not have the patience and guile of the Drakonids. Of course, that doesn't mean much as these people do not even have a written language and their oral tradition is so muddled with mythical and inflated language that it is difficult to figure out what is right and what is wrong about it. Perhaps there's more to them than what the scholars have conjured up, but it doesn't seem like that will happen anytime soon. And that is exactly the way the Raptorlords prefer it to be.
====The Seven Cairns====
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.
The Raptorlords call their home '''Aeva''', a land which is locked in a constant war among seven clans called '''Cairns'''. These Cairns are determined by ancestry, each Cairn able to determine nearly their entire family tree by the growing pile of skulls at the center of each Cairn's territory. Perhaps it is best to see Cairns as extended families of sorts, inbreeding among each other to keep their bloodlines as pure as possible. Exactly how they haven't all died out by this practice by thin blood has yet to be seen. The war itself is driven by the primal need of the Cairns to rise above each other, to leave only one Cairn left as the strongest in the land. And according to the Raptorlord, the war pleases their goddess of the world, in which the land takes its name.
Their bloodshed, their pain, their suffering, but also the strength of Her people which grows stronger and stronger with each passing generation of warriors is to lead to the naming of a victor, one singular Cairn to survive, which would please the goddess the most. Religion by natural selection, if you would.
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...
====A Convoluted Code====
====Obsidian Leviathan, The====
This is only one of many interesting traditions in which the Raptorlords partake. For instance, hair length is of importance in social standing. First of all, a Cairnsman's hair must never be sheared in his lifetime. The hair must never be too short, lest the Cairnsman be morally bankrupt. It can also never be too long, lest he is slow of mind. As such, almost all mature Cairnsmen maintain a specifically coiled braid of hair to maintain the desired length. Also, Carinsmen are encouraged to remain on the battlefield until all the slain fully pass away, for only then is it safe to harvest the enemy's skulls for their Cairn's collection. Continuing in the matters of war, if a Cairnsman is slain in battle, but is revived by an '''Alkyr Sprite''' before his skull is harvested, then he is to be spared and respected, elevated to the status of an '''Alkyr Secondborn''', harboring the Sprite's spirit and wisdom within him.
Regarding the Alkyr Secondborn, they are treated like a different people altogether. These special souls, tinged with a rich golden skin and a special mark emblazoned upon their breast, are regarded to as soothsayers, prophets of a sort. They also serve in a bardic capacity, carrying the Raptorlords' rich oral tradition and their songs into the next generation. They also seem to be exempt not only to the constant war among the Cairns, but also to the basic power structure surrounding the war, often visiting other Cairns to share their stories and songs. Their travels also take them to other lands, the only of their kind not to lash out instinctively at foreigners. They speak of the Raptorlords' traditions, their happenings, and their tales to all who will listen, spreading knowledge of his warring people. An oddity given the single-minded tendency of the Raptorlords to annihilate until only one Cairn remains.
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.
Perhaps their strangest tradition is their respect of winged creatures. Aeva is a land full of crows, ravens, and other intelligent corvids. Killing a bird brings a man a year of bad luck. Consuming a bird however is a grave sin, enough to make a man a pariah and an outcast, no longer accepted by his Cairn or even the more-accepting Secondborn, damned to live in the wilderness forever alone. Each Raptorlord owns several birds in his lifetime, cherishing each one and using them as his eyes in the sky and his constant companion. Each Cairn has their own pedigree of birds to use, training their breed as excellent scouts and treating them almost as spirit guides, trusting them to show the way in dire situations. Surprisingly, in most circumstances, they use them like this, not even in the supposed dire situations. This spiritual union with their corvid allies is what has earned the Raptorlords their namesake.
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.
Many punishments lie in wait for Raptorlords who do not abide by this code. The worst of these are reserved for those who shun the Raptorlords' ways in their entirety. Consuming one of their feathered companions, fighting for someone other than one's own Cairn, and killing one of the exalted Secondborn for the second time are examples of what can get a Raptorlord to be exiled to '''Rift'''. A dark, deep valley colder than the already frigid surface of Aeva, Rift is a place in which a Raptorlord is stripped of his kinship to his Cairn and his identity as one of Aeva's children. Usually, one is simply exiled to Rift to live the rest of their days as a wild man, but for those who truly commit the worst of the worst, they are dragged there kicking and screaming. Tied to a post and left wide open, the birds circling overhead swoop in and eviscerate the man alive, After seven dawns pass, the offender's skull is harvested, smashed at his Cairn, and cast off to sea by his executioner, forever ridding the fellow Raptorlords of his memory.
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?
====Sirens of the North====
Gold shavings from the mines of Alinstrad? Sadly, you would have just summoned the obsidian leviathan yourself!
Unlike many other cultures, the Raptorlords exist in truce with the winged race of harpies. Though the flying women usually prefer warmer climates such as the Garvenus Steppe as the Wastes of Weylos, there is a particular variant that was once known to haunt the Northern Sea, soaring from the Iotold Homelands to the Northern isle of Aeva. They are the '''Hagravens''', powerful, ash-skinned women who stand above most men, covered in sinuous muscle and jet black feathers. In the old days of the Empire, one could often be seen circling above a boat, singing in its own warbling, whimsical tongue. In truth, it was conjuring up a storm to sink the vessel, so it could pluck its shipwrecked victims out of the freezing water and carry them away to serve as lovers, servants and food.
After the first defeat of the '''Lord of the Tempest''', Emperor '''Margurim IV''' ordered that each ship was to carry a skilled archer, to shoot the Hagravens from the sky whenever they were seen. This was surprisingly effective, decimating their population to such a point where rather than seen as threats, they were hunted by the servants of tailors for their beautiful feathers, so they could be crafted into exotic cloaks. As the years passed, sightings of Hagravens became rarer and rarer, to the point where their danger was long forgotten, viewed only as omens of bad luck rather than bringers of storms. Eventually, the ash-skinned harpies disappeared from the Northern Sea entirely and the Department of History had no choice but to declare them extinct. While Hagravens haven't been seen near the Imperial coast in living memory, they are still very much alive.
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.
In truth, the Hagravens fled, to find a more suitable home and they found Aeva, where they were treated to a much-needed truce. They make themselves at home atop the chilly crags, soaring around the archipelago, feasting themselves on Imperial captives and breeding with fine Raptorlord stock. Most shockingly, the Hagravens actually gave something in return for all that the native Aevans offered them. Once infamous for slaying their rare male offspring, they now offer them to their fathers to raise as mighty warriors, tall and raven-skinned like their mothers. Only amongst the Raptorlords is it such a great privilege to be '''Hagspawn'''. Their eyes are like a hawk's, their voices are like thunder and they are rarely seen without an unkindness of ravens trailing after them, like a cloak crafted from the night itself. No Raptorlord father could hope for a finer son and there are many tales sung about the beauty of the Hagravens and the valor of their children.
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.
====Tempestuous Love====
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.
Despite their lust for war and structure, the Raptorlords are a surprisingly prolific people when it comes to the oral tradition. Though much of it is incredibly fanciful and considered as hearsay, many of their tales can amazingly be relevant to the current age. One significant example is a story which suggests a connection between the Raptorlords and the Lord of the Tempest from the Northern Sea in which it borders. '''Ulpaka''', as the Raptorlords call the Lord, existed from a time before even the Old Empires, during the time of the '''Itol''' seafarers who ruled the world's oceans. Ulpaka was a known as a great warrior capable of immense brutality as well as practiced finesse in battle. His strength and agility so impressed the goddess Aeva that She fell in love with Him. She then manifested as a mortal woman in order to express Her love to Ulpaka, laying with Him and eventually bearing four daughters and three sons.
The seafaring Itol were considered enemies of the land, seething when they have learned of Aeva's mortal form coupled with the fearsome warrior Ulpaka. But they also saw potential for their own progress in the goddess's assumed mortality. They would concoct a cunning plan to rid the world of its land and cover it with boundless ocean by perverting Aeva's powers. The Itol waited ever so patiently until Ulpaka was caught unawares and captured the goddess's mortal form. With the goddess in their clutches, the Itol began to ceaselessly lash at Her formerly pure form, the loss of Her flesh resulting in entire sections of the world falling into churning seas. So enraged was Ulpaka that he proceeded to chase the Itol on land, and when the land beneath his feet fell into the sea, he swam the seas fueled by an indescribable fury at his loss.
*'''Stormray'''
==Phrennoack Forest==
====Echo====
When Ulpaka caught up with the Itol, there would indeed be revenge. Lashing at Aeva once more, the Itol had then cast Her out of their vessel, buying them just enough time to rise forth from the waves and into the skies. The distraction was enough to send Ulpaka's finishing strike at the remnants of the Itol, encasing them in a prison of ice, never to be seen from again. The sight of Her scarred body made Him weep with the deepest sorrows, sorrows which would soon ignite into a boundless rage as he pursued the villainous Itol once more across the ocean, drifting away from Aeva and their children as He grasped at His enemies, barely out of reach. Undeniably scarred by the Itol's evil, Aeva became terrified of the mortality She had assumed, resuming the form of the goddess once more and descending back into the earth. Now without their father Ulpaka to guide them and with Aeva in dire need of love once more, their seven children began to fight with one another, forming the Cairns and perpetuating a war that lasts to this very day.
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.
====Terror of the Seas====
Though the quickest way through Phrennoack's forests go through Alboniset Lake, please exercise caution and vigilance when passing through the area.
Such ends the '''Tale of the Forefather''', a tragic story with very real implications. It can very well be assumed that the Itol refer to the Iotold people, a seafaring people who nearly met a supernatural end - likely that of the Lord of the Tempest - weren't for their ability to adapt and take their whales to the sky. It is also known that the Raptorlords also fare the Northern Sea in search for battle against their fellow Cairnsmen, somehow able to traverse it without drawing the ire of the Lord and His ilk. There are even accounts of their ability to summon forth '''Stormrays''' from the icy depths to assist them on the waters, easily suggesting an alliance with the Lord. Though it is unknown exactly what the Iotold did to cause such devastation to their homelands, the story is sure to involve the Raptorlords in one way or another.
As the Raptorlords travel the Northern Sea to fight each other, they are not averse to taking the fight to others they encounter along the way. They are known to raid trading vessels as well as going hull-to-hull with even the mighty Imperial Warships. Despite the heavy armoring and vastly superior firepower, the Raptorlords manage to be incredibly swift on the violent surf. And when that fails, they are still able to summon forth terrors of the deep to give them the edge in a naval battle. To no one's surprise, the Raptorlord menace is something which can certainly spell a ship's doom on the Northern Sea, leading most sailors to avoid them at all costs. It has even forced others to cease maritime trading with the Empire altogether.
*'''Eltya, of Life's Eternal Flame'''
*'''Eltyain Geist'''
*'''Falserjack'''
====Victory against the Empire====
====Forest Harvester, The====
Emperor '''Margurim IX''' became increasingly worried about the economy as a particularly strong rash of Raptorlord attacks were reported, especially as he had already dealt with the third of the Lord of the Tempest's assaults upon the Empire's north. He decided to end this threat once and for all, assembling the most majestic naval fleet he could at the Imperial Port, setting them out to the northwest towards Aeva, to take them out at their nest. It would prove to be a foolhardy decision which made for the worst naval defeat in the Empire's otherwise glorious military history. The Raptorlord fleets united and sailed circles around the Imperial fleet, striking at them with weaker, but more plentiful shots. Some of the ships were destroyed from the strikes alone, others were driven off into rocky shoals, others even capsized while trying to evade more than the ships could handle. The Raptorlords won the battle handily, leaving all the ships wrecked or otherwise missing and only half of the fleet surviving. Even the survivors would find their way back to the Empire over the course of a decade, their defeat that absolute.
Upon the fleet's defeat at Aeva, the Imperial people clamored out for the Emperor's abdication. Some even demanded that he be executed for sending so many out there to certain death. The din grew so much that the Department of Inquiry got involved, bringing the Emperor before his own Royal Judiciary to testify on the charges. The trial had gripped the Empire over the course of a month, but the Judiciary absolved the Emperor of the charges. Though the result was expected - by law, the second-in-line to the throne serves on the Judiciary - it also spurred forth some of the greatest reforms in Imperial naval warfare, such as creating ships which could move much faster than their old Warships and introducing tactics and maneuvers to better evade a Raptorlord assault, among other changes. It also had a cultural effect on the people. For instance, it is best to change course when one sees a raven on the seas. Another example would be an insult someone wouldn't ever want to be the target of: "To Aeva with you!"
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.
==The Volcanoes of Vosagar==
There is a problem though.
To the south of the '''Shiallan Mountains''' and the '''Narsum Cas'shren''' lies a subcontinent of dry earth, rock, and lava, a place which has only be recently discovered by the Empire. Word of the land was spread by the '''Triolites''' of western Vashial once they made their way to Tabula Gloria, spinning forth tales of the '''Wodamen''', a brutal and savage people who stalked the western coast of the land in search for treasure and blood. These stories drew the attention of '''Ruti Corva''', a privateer captain often hired by the Empire for various tasks. His lust for the unknown in a world when even distant Animar was well mapped drew him to this particular challenge. He would set off from '''Port Endeavor''' with the Emperor's funding and his blessing. One year later, he would make it to the land of the Wodamen, a place which would come to be known as Vosagar.
===A Structured Society===
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.
Corva would sail along the southern coast of Weylos, past the mouth of the '''Ponban River''', and would land just south of the Narsum Cas'shren, presumably the biggest challenge were he to travel by land. Landing on the stretch of land between the marshlands and the subcontinent, he would come across rather shy tribesmen of many eyes and many arms, hiding from Corva and his crew seemingly out of fear. He would explore further west to the islands of '''Conto''' and '''Basta''', discovering more barbaric peoples there. Before he would set foot into the subcontinent, Corva would continue his way around the verdant coast, spotting the otherwise elusive '''Huweysh Isle''' of the '''Eighth Master Monks''' along the way. Finally, he would pull his ship on the coast, where he was not met by the roving warriors of the Triolite legend, but of an equally inquisitive people, hardy and husky though they may have been.
The people called themselves the '''Mota''' and their coastal land of fertility, the '''Mot'''. Through the next couple of months, Corva and his crew would slowly decode some of the Mota's language of rough consonant and long vowel sounds. The stories that emerged from the rugged language were both interesting and terrifying at the same time. The Mota first tell of their role in the society, farming and raising cattle in order to pay a tribute to their masters on the volcanoes, who they called the Wodamen. Every new moon, the Wodamen would descend from their perch to collect half of their subjects' harvest to live off of for the month ahead. The Mota's lands were also used to construct crude shipyards and ports, serving as bases for which the Wodamen could set off through the shallow coastal waters to loot and plunder nearby peoples and villages. The Mota would not say of the fate of those who do not comply to the Wodamen's will, such a fate probably too much for them to bear.
*'''Horn of Eltya'''
====Pale Maw (Lamprey Wraith)====
===Spiraling Inward===
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.
Continued study of the Mota and the occasional visit by the Wodamen led to more information about the Wodamen's society. Further inland from the tree-lined Mot lies the dusty dunes and sporadic oases of '''Elk'''. Roaming these lands are the '''Elkel''', strange horned creatures much like the ungulates of the mainland, if not for the humps upon their backs and splayed toes to better negotiate the shifting sands of their domain. These creatures were spotted in the Mota village in which Corva stayed, suggesting that they were beasts of burden for them, and likely the Wodamen up on high as well. Traveling further inland from Elk, one would have to make it through rough hills and growing crags, ascending upon the almost completely dry and blazing mountains of '''Gar'''. It is here where the Wodamen construct their permanent huts of stone, showing productivity of their own by mining copper and tin to construct their armors with, and bore into underground springs so that they do not die of thirst.
Deep within Gar is the volcanic region of '''Vos''', a truly perilous place in which Mota and Wodaman alike consider the home of the gods. The trek from the mountainous Gar to the dizzying and blazing heights of Vos is dangerous for even the hardy Wodamen, though a necessary trip for the warrior people. On the lava-streaked slopes of the twin volcanoes there - '''Vosei''' and '''Vosam''' - are rich deposits of obsidian, the material sharpened and fashioned into deadly and effective tips for their spears. In the tight valley between the volcanoes lies an unnamed ziggurat of equally unknown origin, a structure surprisingly not ravaged by the lava on the slopes. It's almost as if the lava actively avoids the structure. Vos is truly a place in which most men would die and even most adventurers find daunting, the Wodamen visit regularly, an example of their strength and fortitude.
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.
===The Call to Holy War===
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.
Usually the Wodamen only visit the Mot in order to gather their supplies from the Mota or to sail off for adventure. However, a Wodaman had come by just to take a break from the toil of their land, if only briefly. Speaking with the rust-skinned beast of a man, Corva described to him the thunderous shouts which emanated from deep within the volcanoes of Vos, a sound amplified likely by the valley in which the ziggurat was situated. At that description, the Wodaman gave out a hearty guffaw before going into a little more about their culture. The ziggurat is the home of the Vos, the God-kings, beings who had taught the people to become more than animals, to become men - a state in which he called '''Woda'''. He then pulled out from his bag a helmet adorned with a crest of Elkel mane and the images of two figures bearing the most snarling, vicious grins that could be imaginable, accurate depictions of the God-kings.
The Wodaman would then describe the shouts as orders from the gods, orders in which they would follow, be they to seek new resources in Gar and Vos, or to set sail to plunder elsewhere. It is a skill that the Wodamen were honing over the generations, slowly but surely sharpening their minds for the day in which the ziggurat would give the final order for the Wodamen to leave Vosagar to engage in a bloody holy war and bend the whole world to its will. The Wodaman wasn't engaging with Corva out of an indulgence of his cultural curiosity. He was simply issuing a friendly warning to him about a battle to come!
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.
===A Haunting of Thunder===
-From the Libraries of the /Traveler's Guild/ of Imperial For'Chan.
Though laughable the concept of barbaric Wodamen taking over the world, especially with the might of the Empire of For'Channar only rising and the Nation of Animar as stable as it is, Corva couldn't help but to hear the shouts of Vos, even as he and his crew departed from the Mot coastline. Along the Weylosian coast, through Port Endeavor, along the Emperor's Road, and all the way back to Tabula Gloria, the explorer and his crew could not get the shouts to stop from echoing through their minds. Perhaps they were indeed the words of God-kings, the premonition of holy war everlasting. Even as they were welcomed back into the capital's walls with endless cheers and given a hero's honor, the shouts would not end. Even as Corva made his way to the Royal Palace to be knighted by the Emperor for his accomplishments, the thunder would not cease. It had to end, and it had to end now!
As the Emperor held out his sword to render Knightly honors upon Corva, the explorer could only reach out and grasp the Emperor's hands with a tremble, before plunging himself upon the blade. The court was shocked, running to pull Corva off of the Emperor's sword, wondering why such an illustrious man would do such a thing to himself. And though they managed to extricate the blade from Corva's bosom, the deed had been done. The explorer's life vanished from his glassy gaze as his blood pooled on the fine marble of the throne room floor. By the end of the decade, the rest of Corva's crew had met similar fates of self-destruction, also unable to ward off the piercing howl of the Wodamen's call.
====Phrennoack Stag====
=The Old Empires=
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 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.
==Rustwater Delta==
*'''Golden Salmon'''
*'''Red Bear'''
==Uralaya Forest==
*'''Bushwalker'''
*'''Durzh'''
==Benalor==
====Ingwey====
[[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.
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.
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.
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.
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.
====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.
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.
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 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.
*'''Order of the Patch'''
*'''Thrusk (Giant Green Whistler)'''
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.
*'''Uralaya Titan'''
==Vashial==
===The Ebony Tower===
*'''Bane'''
The closest of the Benaloran ruins to the Empire other than present-day Fort Minnamack, the obelisk-like structure of the Ebony Tower had once stood as an example of Benaloran ingenuity and dominance in the mountainous region. Constructed of stone with an obsidian exterior polished to a reflective finish, the Tower was home to the '''College of Shapers''', the preeminent institution in all of Benalor. After the calamity which consumed Benalor however, the Tower no longer stands as tall as it did over the nearby '''Canis Falls'''. Despite the main structure having fallen from the event, many of the subterranean levels beneath the Tower remained intact, providing an excellent opportunity for explorers to scour the ruins for ancient treasure and knowledge.
*'''Dolgem'''
====Dreadnought====
====The College of Shapers====
Do not let the name mislead you, for the College of Shapers is nothing like the Department of Shapers of the Imperial University. Though there is evidence that the College may be a precursor of present-day Shaper Magic as the Empire defines it, the Benalorans saw '''Shaping''' as a combined process of physical engineering and magical augmentation, shaping the world around them into the forms they wished it to become. The practice of Shaping would usually involve the assembly of a machine by workers in a factory, which would then go to College's mages which would somehow breathe life into the machines to various degrees, depending on the machine and the task in which it would be assigned.
For instance, smaller machines of convenience, such as the quintessential '''Evertorch''', were found to have the instructions for two spells etched upon it. The first spell would be upon the bottom of the grip, designed to absorb ambient mana into the device at that point. This absorption spell would be found on many other Benaloran machines, which suggested that it used mana primarily as a fuel source above all else. The second spell on the device was found on the rim of the torch before the opening, which converted the energy into light which would emit from the business end. The intensity of the light could be adjusted by a turn of the dial, the mechanism containing various components of the spell which dealt with such.
====Further Distinction====
The other difference between the Benaloran College and the Imperial Department lies in the structure and function of each. Unlike the scholastically oriented University, the College of Shapers functioned more like a guild than anything else, merely an official association of practicing Shapers. The structure of it was also very much like the traditional apprenticeships of the present-day guilds. An apprentice would be selected to join the College, in which it would learn the basics of Shaping on both the factory floor and in the magical laboratory - it was important to the Shapers to be able to perform both parts of the task instead of becoming either a grunt of the factory or a lofty mage. Once graduated, the apprentice would become a journeyman who would travel throughout Benalor to hone his craft until he attained the title of Master Shaper by the College. By then, he could either become an independent Shaper, or return to the College to train the next generation as well as assist on collaborative research.
It is also noteworthy that the College operated separately from the Benaloran administration, which focused more on maintaining order within as well as handling foreign policy. Though it had to follow many of the government's labor laws (which were surprisingly progressive at the time, protecting children under the age of ten from working in the harsh conditions of the factories), the College otherwise regulated itself. Annually, the College would send out a wave of '''Inspectors''', who were tasked with ensuring that College-certified Shapers both within the College itself and among the independent Shapers in the Benaloran cities were maintaining the College's meticulous standards for Shaping. In the case of independent Shapers, the inspection was two-fold, for whenever they produced a machine, they had to make a duplicate for inspection. By College standards, the machine would have to be made for constructive and peaceful purposes unless otherwise commissioned by the Benaloran government or the College itself. This process was usually regulated within the College's laboratories, so that part of the yearly inspection for those working there provided to be a moot point.
====Spies in the Tower====
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.
One such commission would be the development of the '''Ansals''', fighting machines which were developed for the Weylosions in order to resist a likely Vashialian advance from the west. Though Benalor was usually wary of involvement in foreign disputes, it knew well of the growing threat of an increasingly militant Vashial at the time. As their intelligence suggested that the '''Central Lands''' were difficult to reach via the Forests, the easier vector for Vashial to overtake Benalor would be through Weylos. As such, an alliance was made and the Shapers got to work on the fighting machines. The beginnings of mass production were in swing at the Tower, the Shapers able to fully construct and augment the Ansals in record time, as time was indeed of the essence if the Weylosians' concerns were correct. At the core of the Ansals' prowess was not just how easily a pilot could operate the machine, and the various armaments equipped upon it, but a small device hidden inside the chassis called the '''Mana Redistributor''', or the MaR for short, which consisted of both an Absorption spell which would sap the Vashialian mages' mana, and then a Conversion spell which would turn it into fuel for the machine.
The Ansals proved extremely effective at the Weylosian fort of '''Falmarch''', driving back the Vashialians beyond the '''Ponban River''' to the west. The Weylosians however knew that the alliance with Benalor couldn't last, knowing that they would come in to take their lands in due time. They had to figure out how to make these machines themselves, and fast. Under the guidance of Weylosian tactician '''Tremaine Laurense''', a group of spies posing as Weylosian diplomats were sent to Benalor with the task of stealing the technology for Weylos. Little did they know that it would take more than just schematics - which the College made public - to be able to make an Ansal. It took the sophisticated process of Shaping to make the Ansal functional. For months, the supposed diplomats took an interest in the College of Shapers, an amateur move which alerted the Benaloran authorities. The spies would be executed for their crimes, the Weylosian government never publicly admitting fault in the matter. But the Benalorans had a fail-safe available - the remote deactivation of the MaR's within the Ansals, rendering them inoperable.
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.
====The Heavenrider Program====
====Flesh Mage====
Soon after, the Benalorans tried to invade the Central Lands to stem an incoming Vashialian advance, only to be locked into a war of attrition with the magical army. It would be a battle in which they lost gravely, retreating the scant remains of their troops back into the mountains. With Benalor terribly disgraced from the failed attack and with the government facing intense opposition from its people, it commissioned the College to devise a machine which would ascend into the '''Heavens Above'''. Strapped on funds after the war effort, the College postponed production on all of their other projects in order to complete what would come to be called the '''Heavenrider Program'''. Numerous tests would prove that the machine could both ascend into the Heavens and come back to Benalor unharmed, prompting the government to allow specially-trained ambassadors to board the machine, along with a highly classified box of cargo. The launch was successful and Benalor was in uproar - perhaps something could be gained by this trip to restore Benaloran prestige.
The College served as mission control for the Program, using the complex spells etched into the machine to track its location, the integrity of the hull, the health of the ambassadors, so forth and so on. The ride went smoothly until they reached a particular point in which the Imperials would later call the '''Heaven's Horizon'''. Once it reached there, a heavy pocket of mana interfered with the machine's spells, cutting off communications with it and its crew. This was somewhat expected, as the tests showed a brief lack of communication at this point, the spells on board calibrated to adjust accordingly. However, communications never resumed and the machine never returned to Benalor. After waiting for hours, the mission had to abort, the Heavenriders on board assumed as killed in action.
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.
History knows the rest of the story from there, the story of the '''Wight's''' fall to Benalor and the cataclysm which ensued. The Tower was summarily destroyed in the event.
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.
====War of the Colleges====
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.
Interestingly enough, the history of the Ebony Tower continued past the terrible end of Benalor and into the Empire of For'Channar. During the early formation of the Empire, old mages of the Vashialian tradition and even surviving Shapers from the former Benalor who survived the '''Three-Way War''' and the end of their own nation were integrated into the new government, soon forming magical Colleges of their own. These Colleges were not structured and regulated like that of the Benaloran College of Shapers, and were certainly more politically motivated. With the ascension of '''Margurim II''' to the throne came the founding of the Imperial University. By the new Emperor's decree, the various Colleges of magic established in the Empire and its bounds would be evaluated by the Chancellor for inclusion into the University as officially sanctioned forms of magic, to become Departments under the new '''College of Magical Arts'''. Unsurprisingly, this move infuriated those who practiced some of the more dubious traditions, including the '''Fleshmages''' of the ethnic Vashialians. Many of these mages rescinded their Imperial citizenship and headed elsewhere to continue their studies. Given the shambled and dangerous state of Vashial, many relocated to the subterranean halls of the Ebony Tower's ruins.
The Emperor would not stand for such subordination and would send a battalion of the newly-minted Battlemages to the ruins to rout out the detractors. A painter, mage, and intellectual who moved out to the ruins would be the first to hear of the plot. '''Guyle Bezier''' was a jack of all trades to many, and certainly an eccentric to go along with it. He pioneered the mentally intensive art of '''Mnemonics''', which used mana like a paintbrush, transcribing the artist's thoughts and emotions onto a magically-reactive surface. It was not this for which he made the exodus to the Tower's ruins, but rather his intellectual outrage at the Empire's policy on cherry-picking the magic which can be used there. Being the renaissance man he was, Bezier also possessed a silver tongue, rallying many of the other mages there with an eloquent, impassioned speech about the Empire's oppression upon free thought and free expression. The Battlemages were met with resistance once they got to the ruins, but the brief "War of the Colleges" was handily won by the Battlemages' discipline as well as their strategy. Bezier would be among those who would surrender, brought back to Tabula Gloria in chains, living the rest of his days in prison.
====Harrukh====
====The Ruins Today====
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 the Ebony Tower experienced a large brunt from the disaster which ended Benalor, there is not nearly as much magical radiation present there, as with the Wastes of Vashial. Other than the usual array of hostile creatures stalking the mountains, and an occasional Drakonid ambush, explorers and intellectuals alike freely travel between the Empire and the ruins of the Tower today. Some entrepreneurs even tout the ruins as a prime tourist attraction for those traveling east. Despite the relative lack of danger in the trip itself, retinues of soldiers and Battlemages usually accompany those going there. There are many portions of the maze-like subterranae still unexplored by Imperial eyes, perhaps hosting relics of old. There may still be security machines still running in the deep halls, easily able to kill an unsuspecting explorer. There are definitely scores of tiny '''Limmians''' scouring through the ruins, set upon the task of rebuilding the impossibly destroyed facility with whatever they can find. It is usually best to avoid them whilst exploring - one blasted opening you may have walked through before may be sealed by the Limmians by the time you make your way back.
An even greater threat within lies in the mages which were neither killed nor captured during the War of the Colleges. Most of them would likely have died by now, but given many of the forbidden magics practiced by the rogue mages, some of them may have survived to this day, immensely more powerful now than they were during the time of Margurim II. Of course, some of them may have simply reproduced, producing a line of mages taught to harbor hatred for the Empire and its brethren.
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 Canis Falls===
It would not be incorrect to call the harrukh the lifeline of the modern Shialar.
Situated directly west of the ruins at the '''Ebony Tower''', the Canis Falls provided a dramatic backdrop for those who were traveling between Benalor and the Central Lands, with the former Tower rising high above the falls in its glory. Today, the Falls are as splendid as they were during Benalor's heyday, though there seems to be a growing monster presence directly around them. Sadly, this limits the opportunities of travelers to get close to the Falls, having to take a longer, safer route to reach the ruins beyond. There is also a rumor that there is a secret passage into some of the deepest layers of the Tower's subterranae behind the Falls for the truly adventurous explore to find.
===The World Engine===
====Linen-Bound====
===The Gate===
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 Scab Pillar===
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 Grand Mountain Zeigurr===
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 Rustwater Delta===
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 Lost City of Sri'eire Latib===
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.
==Vashial==
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 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.
====Mauler====
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 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.
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.
*'''Olakhaigur (Babbler Worm)'''
*'''Order of the Grigori'''
'''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.
====Pale Mother====
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.
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.
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.
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 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.
*'''Progenitor, The'''
*'''Ruby-headed Foxling'''
*'''Shan Hound'''
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'''.
====Solar Float====
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.
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.
===The Ruined Cities===
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.
====The Vashialian Necropolis====
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.
====The Guardian Spire====
====The Fortress City of Am-Alhamuur====
====The Scholarly City of Elbornet====
====The Engineered City of Anshial====
===The School of Ibn-Alwhari===
===The Coastal Village of Triolas===
===The Narsum Cas'shren===
*'''Vashialian Elite Officer, The'''
*'''Vioshru, Elemental of Fire'''
==Vosagar==
*'''Elkel'''
==Weylos==
==Weylos==
[[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.
*'''Ansal'''
*'''Bramblefolk'''
====Cemetery Drake====
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.
Cemetery drakes are considered among many necromantic circles to be the pinnacle of the corpse raising art.
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.
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 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.
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.
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.
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).
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.
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.
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.
====Creeperclaw====
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.
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 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.
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 Ruined Cities===
====Dead Hands====
====The Capital City of Askanderre====
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.
====The Fortress City of Falmarch====
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.
===The Ponbanair Catacombs===
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 Tomb of Sacrifice===
====Death Colossus====
===The Plinths of the Great Tortoise===
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 Eastern Continent=
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.
[[File:Tabula Gloria EastCont Key.jpg|200px|thumb|right|Locations in the Eastern Continent]]'''''THIS SECTION NEEDS WORK! PLEASE CONTRIBUTE!'''''
==The Nation of Animar==
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.
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.
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.
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'''.
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.
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.
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.
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.
===The Kingdoms===
====Paserna====
====Conchra====
*'''Fusion of Loalle Merlonza and Gravebeast'''
*'''Great Tortoise, The'''
*'''Guthrie'''
====Sculptor, The====
====Aradis====
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.
====Odamei====
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 Earth's Cry==
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.
===The Onalia Wilderness===
I shall endeavor to encounter and commune with the being again one day.
===The Rosen Passage===
*'''Seashard'''
*'''Shadowshaper'''
*'''Tyllia, Elemental of Air'''
====Winged Death, The====
==The Chaktar Peninsula==
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.
The Chaktar peninsula is home to the '''Chaktari''', a somewhat primitve, tribal people forced to migrate by the Nation of Animar. In old days, the Chaktari would roam from kingdom to kingdom, preying on those which were weak and making their home there. Yet with the unification and creation of the '''Nation of Animar''' the Chaktari could be met in open battle and defeated, forcing them to withdraw to the jungles of the peninsula.
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.
With an ever-growing isolationist mindset the Chaktari grew fearful of the Animar, thinking that the hunter may one day become the hunted. It is out of this mindset that the Chaktari began work on '''The Wall''', a wondrous wall of stone and bone that cut off the peninsula from the continent. Across the wall forts were built and soon developed into cities, the central fort becoming the capital of Igwatan.
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.
This was only possible due to the Chaktari's own huge physical strength, born out of harsh jungle life and selective tribal initiation rites, as well as mastery of the Earth element. Now the Chaktari have fallen prey to disease, their numbers dwindling leading to some forts being abandoned. The Chaktari now search for a cure, not afraid of using violent methods to achieve this goal. The Nation of Animar must once again look at its southern border.
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 Capital of Igwatan===
===The Derelict Town of Skeleton Shore===
==The Eastern Wilds==
==The Island of Espartum==
===The City-State of Bythene===
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.
Bythene is in a strategic position - it provides maritime 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'''.
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.
====The Military Academy====
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 Shepherds of Streams=====
The most venerated mages, the Shepherds of Streams manipulate the weather - they predict and alter warm streams of the sea, as well as wind flows - this ensures a pleasant climate for the island of Espartum and is of great help to fishing and agriculture. They deal with the mundane yet important aspects of life and as such they are very respected in Bythenian society, called on to place various blessing, seals and incantations. They wear ceremonial clothing to show their status in society.
=====The Shipmages=====
The standard adept of the Magician's Guild becomes a Shipmage, serving on ships as navigators and cartographers. They are similar to the Shepherds in that they can predict and manipulate weather - though to a lesser extent than the Shepherds - yet their true strength lies in mastering the element of water, calling on its power to summon various elementals to perfrom menial and defensive tasks. Many Shipmages rise to the rank of Privateer Captain of a ship.
=====The Society of Chimerwrights and Lifeweavers=====
A group of For'Channari mages that disagreed with the formation of the University and migrated to Bythene. Dealing mainly in biomancy, it is very secretive and tries to maintain a low profile after one of their chancellors, '''Otto Lupitter''' was exiled and created the Aqueans. They are concerned with manipulating and restructuring the very mater of life itself. There are rumors that some fractions want to continue Lupitter's work...
====The Aquean People====
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.
The Aqueans were created by Otto Lupitter, a chancellor of the Society of Chimerwrights and Lifeweavers 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.
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.
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.
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...