Posts Tagged ‘Fantasy Races’

“There are many stories and folkloric tales where the power of Dust magic was used with the best of intentions. It makes sense, great power should be used for good. However, even the most pure of intentions cannot halt the corruption that stems from the Dust. The tale of Thistle-Knoll is one such story. Thistle-Knoll was a Human built town that rested in the hills on the edge of the Taklik region, also known as the Swamp of Contagions. It was founded about two years after the War of Perspectives as a collaborative effort between the Bulrin Empire and the Kingdom of Riefe. The purpose of the towns position was twofold. Firstly, to act as lookout point into the Taklik region. This region was largely unknown at the time and both nations feared what may lie within. Secondly, it was created as a diplomatic gesture between the two nations. Both nations would have a presence in the neutral lands thanks to this towns position.

As it was a collaboration between these two Human countries, the population was predominantly Human, with a minority of Demiens. Settlers from both countries rolled in day by day until the population was really quite large, particularly for such an out of the way area. At first there was disagreement between Riefe and Bulrin over who should be left in charge of the settlement. It was eventually decided, however, that Arrick Nils was to be left in charge. Arrick Nils was a well known Bulrin scholar. He proudly took the mantle of mayor of Thistle-Knoll. Riefe insisted that Jean Bruel, an adviser from Riefes court, was to be added to Arricks entourage to add a little Riefan weight to the decision making process. These two men proved to be a superior partnership, they loved and respected the people under their charge. Both noble men, they dedicated themselves wholly to ensuring the stability of the fledgeling settlement and the safety of its citizens.

The town was at its peak roughly fear years after it was initially founded. It was something of a model town, especially considering it’s unconventional position. Happy citizens, well supplied, well protected by its militia and it’s landscape. It was proudly paraded both in Riefe and Bulrin as a example to follow. It was seen as a symbol of Riefan and Bulrin cooperation. How ironic that it would soon turn so very rotten.

How did it all go so wrong? Halfway through the sixth year of the towns life, reports began coming in of hunters and wild animals being found dead, Stone cold with entire strips of skin and flesh hanging off or missing entirely. For some reason, this dismemberment (if it can called as such) usually occurred on the victims lower jaw and forearms. It was far from restricted to those areas though. A frightening development, by all reports! Understandably there was a panic as the “plague”, as they called it, appeared to be leaving a swathe of death and destruction literally directly towards the town. As you’d expected, citizens began to fall ill all over the town. They complained of immense pain, visions of snakes and the sound of incessant and uncontrolled laughter.  Men of science and medicine began to look for a cure, including Jean Bruel, who was an experienced alchemist. These learned men gave the plague a name, a name that is remembered as a horror of science. They called it the “Morbid Laughter”.

The story becomes a little bit odd now. It’s not entirely clear who wrote the reports I now have but it makes for pretty fascinating reading. A year passed, bringing the towns life to seven and a half years. Only a small number of citizens remained, most have perished from the plague, even the mayor passed away like the others. Only Jean Bruel and a handful of patients remain, and yet, as if driven by some kind of insane logic, he continued to try and find a cure. Jean Bruel had a secret. It was known to nobody save himself, but Jean was in fact a Dust mage. He had been as such for his whole life but despite this, he was a good man. He studied for days, trying to find a cure, a way to bring the town back. As he studied, the few remaining patients went cold, also succumbing to the Morbid Laughter. Jean too, began to feel the intense agony wracking his body and heard the ever increasing bestial laughter. The same evil laughter the others had heard. I think it’s fair to say Jean was on the verge of insanity by this point, driven by the disease and his Dust magic.

His mind was bent on bringing the town back, no matter what. Jean called to it, begging it. As it often does, the Dust obeyed. With his final breath, Jean cast an immeasurably powerful spell before exhaling his last breath. The effects were  not immediately felt. The town lay silent for several hours. Corpses lay everywhere, on the streets, in the hospital, in the homes, nothing stirred.

But over time, the corpses began to stir and rise again, with green-yellow corpse-lights in their eyes. Looking disgustedly and in terror at their new forms, the former citizens of Thistle-Knoll were reborn. Their new bodies, despite how they abhorred them, afforded them several unseen (at the time) benefits. Jean Bruel had brought back the town, but in turn had afford them a horrible form. They lived, but they were abominations and they knew it. And thus, the Plague Envoys were born. They took this name as they believed that the plague had power over them still, in a visual sense at least, they were emissaries for it.

The Plague Envoys are a race of undead creatures were were once Human, brought back to life with Dust magic. Obviously, many of them despised their new forms (some even attempting suicide), while the majority decided to carry on with their “unlives”. The town of Thistle-Knoll is now a dark, dark place with an unshakable pall of death hanging over it and the stench of the plague looming like a cloud above it. Meetings between the Plague Envoys and their former countrymen from Bulrin and Riefe were often met with horror, their former friends forsaking them as undead monsters that should be purged.

The Plague Envoys look much like an ordinary Human being, with a handful of significant differences. They almost always will have decayed flesh and a pale look to their face. They are quite often missing flesh on their forearms and lower jaws, exposing bone (which quite often is morphed slightly into claws and fangs respectively) but the reason for this specific deformity is unknown. Plague Envoys also always have yellow-green glowing eyes, giving them a fearful appearance in the dark. Presumably this light is from the Dust magic that was used to animate them. Plague Envoys are one of the only undead beings in Daetrolos that have retained free will, putting them firmly in the “High Undead” category. Another feature of a Plague Envoy is the green musk that seems to follow them, bringing with it a terrible odor. This musk almost certainly comes from a combination of their decayed flesh and the plague. Which highlights another point, Plague Envoys no longer decay and appear to be able to pass on diseases to others with frightening efficiency. This often gets them labelled as “Plaguebearers” and “Diseased Rats”.

But Plague envoys are Human in every other sense apart from physical appearance. They feel love, hate, happiness and sorrow like any other Human. However, all of these feelings tend to carry a melancholy taint with them. Time and age mean little to them now, as they outlive their relatives ad friends in their home countries with ease.

Many Plague Envoys search for the cause of the Morbid Laughter or a cure for it, leading many into the path of the alchemist. Many follow the path of their savior (or corrupter, as some call him) and learn to wield Dust magic, their corrupted bodies giving them a measure of protection from its effects. They also make ferocious opponents in combat, being nigh-on impossible to slay and possessing natural weapons in the form of their claws and tough decayed bodies. They have an uncanny ability to continue to fight even as they are dismembered and decapitated, much like other undead creatures.

Unlife is a unique condition, leading to many benefits and detriments. Some embrace “the change” while others see Jean Bruel as another Dust mage bent with insanity who cursed them to this dismal existence. The Plague Envoys are melancholy parodies of mankind who harbor a hatred for those who forsook them and a dogged determination to research their condition and its cause, as well as the origin of the plague and slaughter those responsible…”

From the memoirs of Hermann Maestra.

Penvoy

“The Mawkins are a race, if the word can be attributed, of sentient (and in some cases, semi-sentient) constructs that were created in a dark experiment by an advocate of Dust-science in the olden days. They are unique in the fact that they are one of the few beings on Daetrolos that is completely non-living, but still aware of itself. These are no necromantic abominations. Quite the opposite in my humble opinion. Hated by many, yet pitied by many more , Mawkins are almost always considered outsiders.

The Mawkins have a tragic past. In the days of the Religion of Dust, a number of Dust magi theorized that Dust could be combined with technology, primitive as it was back then. One such mage was Vincent Mespot from Riefe. He worked tirelessly to create a perfect worker using Dust magic and a combination of wooden parts and iron.  Slaves had served the church for long enough and Mespot wanted to, quite literally, replace them. Now, clearly technology wasn’t the same back then. Mespot build a vaguely human-shaped body out of wood, iron bolts, stitching and tattered cloth. Afterwards Mespot imbued the body with pure Dust energy. From the ‘ribcage’ of the body came a dim green light (a significant indicator of Dust energy), so Mespot knew he was on to something.

Over the next few days, the body began to warp slightly, its stitched eyes burst open and the same eery green light emitted from them as well. The body also started to reek of pure Dust, even to the extent that fumes of Dust came off and out of it. Mespot  began to address the abominable body as “Frank” (for unknown reason) and over time Frank began to respond. It began to twitch occasionally, trying to lift its head and arms. It was slowly coming alive! Mespot could only revel in his own achievement by this point. Mespot began to work on more of these constructs as he put Frank to work on the fields on his land.

Over the course of several months, Mespot had created a sizable “workforce” of constructs. He called them Mawkins, apparently this name originated from a book he read once. As the constructs came alive further, they began to embrace this name. They had started to exhibit startling levels of sentience and intelligence by this point, some even attempted to put on clothes. Others tried to write, though it was almost impossible with the cheap iron or wooden hands they had.

Mespot was not impressed with the Mawkins ability to work, despite their startling levels of sentience and also despite his earlier joy. They were too clumsy and picked up laborious tasks too slowly. He decided to increase the amount of Dust in many of the Mawkins, hopefully to lead to greater intelligence and competence. This also served to warp some of their bodies further.

Now, this next part is confusing. Dust magi are a strange lot, their minds wracked by voices and visions. The more they embrace the Dust, the more it slowly destroys their bodies and minds. It is not unknown for those exposed to Dust to contract all manner of psychological conditions. Mespot was no different, his mind flip-flopped constantly. He would be thrilled about something one minute and full of rage the next. This was one of those situations. Mespot was getting old by this point, indeed records would place him about nearly 90. Despite this, he would still of been undeniably powerful and dangerous, but the Dust was taking its toll. He was going progressively more mad. This caused him to be cruel and inexplicably angry towards his creations and because of this, many of them became resentful of him.

Mespots cruelty only grew. He’d tear known the Mawkins down as they worked. He’d burn those who didn’t understand commands. The Mawkins resentment became hatred, which became wrath. Mespot had caused a number of the Mawkins to flee out into the wilderness already and the remaining few (including Frank) had had enough of it. One night, a group of 10 or so Mawkins, Frank included, approached Mespot as he slept and quite literally tore him apart with their rickety clawed hands. Records show that Mespots body was found in no less than 26 pieces, scattered around his hovel. The Mawkins knew what they had done, they certainly felt regret. A new feeling to them. They so no option other than to leave the masters home and fields and try to forge a new life elsewhere. So they did so. With greatly differing success.

The Mawkins split up and wandered. During this time, they found out how physically strong they were, their bodies were tremendously strong and were also capable of manipulating Dust like a Dust mage would, though without any perceivable detriments to themselves. Presumably this ability comes from the energy used to animate their bodies. Unfortunately, they also found that they were hated, animals avoided them, plants sometimes withered in their presence and people they came across were often less than kind, to say the least. And that’s the way it’s always been since. Mawkins have inexplicably grown in numbers over the years to the point where they can now be regarded as a race in their own right. It is actually unknown how exactly the Mawkin numbers have grown at all, but is widely believed that they have merely learned to build and animate others of their kind.

Mawkins are a nomadic race, primarily due to the hatred and bile they receive from everything and everyone they come across, this is theorized to be due to the Dust that animates them. It often affects those around them in a negative manner. They are known as “Bogeymen” by most civilized people and are occasionally thought of as nothing more than any other Dust monster, despite their assertions to the contrary. After all, they have learned to talk in the many years they have existed, these are no monsters. The average Mawkin will always appear somewhat similar to the traditional farm scarecrow, but one that can move and talk. Another notable feature would be the green glows that emanate from its eyes and torso. Not wishing to return the same hatred they receive, Mawkins are still extremely eager to help people and do travel into cities despite the dangers. Due to their strength, resilience and unique abilities, a Mawkin makes a powerful ally. There are, however, few would who put trust into one of the Bogeymen.

How do i know so much about the creation and lives of these odd creatures? Well, i should be allowed some mystery correct? I’ll simply leave you with a clue. I have an individual sat across from me right now as i write who knows it all first hand. I’ll leave it to you to decide who it may be…”

From the memoirs of Hermann Maestra.

Mawkin

“Like walking, grass-covered hills masquerading as a sentient race, the Forns are an imposing species of elemental and statue-like beings. A truly ancient and primeval race, the Forns originate from the High Mountains at the northern end of the Nordfeld province of the Bulrin Empire. The Forns regard themselves as the wise protectors of nature and are generally respected by races of smaller statures. The Forns are something of a lonely race, they do not often meet with other members of their race and this sometimes causes observers to see them as aloof or feral. Most definitely, this is not the case. Forns merely do not crave the company and protection of others, like Humans do for example. Indeed, a Forn is not a being that has much cause to fear other creatures or races in the mountains. Their sheer size and stature affords them much safety. Because of this same stature, the Forns are held in great reverence by the people of the Nordfeld province, who view them as spirits of nature.

The Forns, by their own admittance, are moderately cold creatures. They even claim to eschew emotions altogether. The few conversations i have actually had with Forns do indeed show that they don’t publicly display emotions, even to each other. Their words do, however, belay a certain great wisdom and intelligence. They pick up different languages very easily.  Because of this coldness, they do not act as a Human would in a given situation. They believe in the “greater good” and do not usually view individuals as particularly valued. A Forn will think little of sacrificing itself to save allies or innocents.

The average Forn is huge, standing at about 10-12 feet tall. Their large bodies are made up of stone, grey fur and ashen muscly flesh. Forns can come in several shapes, from wide shouldered brutes to towering, slender giants. The stone body parts they own, usually the arms, legs or head, give further credence to the elemental spirit theory held by the Nordfeld peoples. Forns survive on very little matter, even eating rocks or gravel. They do not even appear to require to ingest liquids of any kind. This enables Forns to survive up in the forbidding High Mountains with little trouble. Other than these precious few facts, very little is known about the biology of these legendary creatures. They certainly don’t appear to be particularly willing to speak of such things.

The original meeting between Mankind and the Forns unfortunately ended in a hefty measure of bloodshed. The first Human settlers of the Nordfeld province saw the giant Forns as monsters, perhaps beings of Dust, and hunted and attacked them on sight. Large parties of Human hunters even tracked the innocent Forns for days before attacking en masse. These first few encounters almost always ended in the retreat of the hunters under the awesome physical strength of the Forns. Indeed, an individual Forn could shrug off arrows and blades with little trouble and each swipe could topple whole groups of Humans.

It was not until the full Bulrin army marched into the mountains that the Forns finally banded together to protect themselves. The martial discipline of the Bulrin army matched against a wall of Forns.  However, the ensuing battle was interrupted by the truly colossal frame of the “Meistari”. If a Forn is a walking hill, then the Meistari is a walking mountain. This near-mythic member of the Forn race, who is held in reverence by the Forn people, individually stormed through the Bulrin army demanding an audience with its leader, the now late Emperor Augustus Bulrin. After a brief exchange, the Bulrin empire had unexpectedly made an alliance with the Forn race. The exact circumstances of this negotiation are lost to the annals of time, they died with the Emperor on his death bed. The alliance had the sole aim of ending the bloodshed and to forge a new understanding of each race. Shortly after the agreement was sealed, the Meistari vanished back into the mountains and has never been seen since.

Ever since that time, the Humans of the Bulrin empire have honored their Forn allies, and the Forns have often marched to war under the Bulrin standard. Lending their large frames and tremendous physical strength to the cause. They often act as walking supply caravans, battering rams and ‘one-Forn line-breakers. Forns don’t really appear to trust many Humans outside of the Bulrin empire and as such, seem to have developed a particular dislike for the Riefans. I hope that the future of the Forns lies in peace, their peaceful temperaments do not suit war and intrigue, in my opinion…”

From the memoirs of Hermann Maestra.

Forn

“I may be human myself, but it seems unfair to write these studies on our fellow Primean inhabitants without mentioning my own kind. It’s not exactly wrong to say that Humans are a central, if not THE central, race on Primea. I will attempt to write this from an outside perspective, but i feel that will be challenging at best. Regardless, I’m a scholar. I will do my best. I will, however, attempt to keep it reasonably brief.

Humans are one of the most common races on Primea, if not Daetrolos. They are an ancient race that allegedly evolved from primates. They tend to be extremely varied. A very adaptable race, individuals can range from very pale to near black skin. Individuals exhibit a large variety of hair colors and a seemingly random spectrum of weights and heights. Humans are hugely intelligent, able to achieve almost anything they put their minds to. They are an incredibly curious race who have pioneered the majority of technological advancements and can claim to have discovered most locations on Primea. An inquisitive mind leads humans to always wonder what is over the next hill, what is across the sea, what is under the mountains.

Humans are not a peaceful race. They have also, in the past, been masters of warfare and destruction. Brutal, cunning and unrelenting, these are the traits of humans at war.   Humans can be greedy and merely out for themselves as individuals. They have been known to start wars for meager winnings.  With that said, humans can also be one of the most forgiving races on Primea. I dare you to attempt to reconcile with a Mawkin. It’s not a pretty prospect. I feel this is mainly due to humanitys ability to adapt to any situation. There is no need to make an enemy if an ally can be made.

There are three major human powers in the world, as far as i know at this point. The Bulrin Empire, the Kingdom of Riefe and the Migran Empire. These three powers have been instigators of immense wars of conquest in the past, but it would be fair to say that tensions have stabilized in recent times. The Migrans are the only nation that still seems to prepare for war, across the ocean in their desert domain. Humans abilities with economics, politics and science dwarf those of the more traditional races of Primea, like the Demiens and Forns.

Unlike the majority of other races on Primea at least, humanity is largely individualistic. A human is unlikely to act in the interests of bettering the race as a whole. No, a human will act to benefit himself and his family. Unlike Demiens, who will generally act to better their entire enclave. Despite these so-called shortcomings, humans are a predominantly friendly, if suspicious race. They can be welcoming to outsiders unless some kind of historical hostility exists, such as the Bulrin Empires complete intolerance to anything even slightly pertaining to the Dust and Dust magic. Ultimately the human race is an immensely and undeniably authoritative force on Primea and Daetrolos as a whole. Let us hope that my human brothers and sisters back at home in Bulrins future lies in peace…”

From the memoirs of Hermann Maestra.

 

“A brawny and proud, yet slightly diminutive, race humanoids that originated from the Golmont mountains in the southern section of the Bulrin Empire. These mountains sit comfortably on the borders of both the Golus and Ontarfeld provinces. There have been reports of small enclaves in various mountain ranges all over Primea containing groups of Demiens, but the large mountain city of Galdorez is officially recognized as the Demien capital. Galdorez hides within the Golmont mountains. Though it is the capital of the Demien people, it is perhaps not their most well known stronghold. That honor is held proudly by the great enclave in the Ragfez Mountains, within the neutral lands.

The races history is centric to the underground world they inhabit. It is not exactly clear what the Demiens evolved from. It is not even entirely clear to the Demiens themselves. There are theories of course.  That they came from the very similar subterranean mammalian creatures called Rockrats that are common in many Primean mountain ranges. Another theory is that Demiens evolved from some form of inferior creature that inhabited the underground waterways. This would explain the fish-like qualities i suppose. Another, more esoteric, theory is that they were somehow born from the very rocks of the mountains. Suggesting that they are in fact some kind of earth-based “Elemental”.

The average Demien is only slightly taller than a Human child, at about 4”9. They are significantly broader than a Human and tend to have considerably more muscle mass. They have quite leathery skin that always comes in differing shades of gray. Their faces are punctuated by fairly long, black, ovular eyes that go up diagonally on their almost bestial skull. A Demien head is an odd cross between an fish and some kind of avian beast. However, the most fascinating feature of the Demien anatomy is their “Lignama” or light stalk. This curious extremity protrudes from the rear of their heads and usually dangles down their back, reaching to just above the waist on a typical Demien. It resembles a hat-like tube, but is occasionally flat. This light stalk clearly evolved while the race mostly resides underground. It gives off an eerie glow, which ranges from a dark blue, to a teal, to a soft pink to a vibrant red. This evolution is quite bizarre when you consider that the races eyes are also designed for seeing in the dark.

The Demien race first came into contact with Humanity, whom they now hold a strong partnership and relationship with, during an expeditionary journey into the Golmont mountains about 150 years ago now. The expedition was led by a Doctor Garth Ament, a Bulrin. He and his fellow explorers discovered several small groups of Demiens, who were cautious and ever-so-slightly aggressive. At first there was conflict, as the Humans mistook the Demiens as creatures born from Dust.  After a few small scale skirmishes, a Demien diplomat managed to make peaceful contact with the Doctor himself. The diplomat explained what the Demiens were and that they had only acted in defense. The diplomat took the good Doctor to meet the Demien Kaiser ‘Kan Macturz’ and a treaty was fostered. The Kaiser was then put in contact with the Bulrin parliament by courier and further peace treaties were brokered. The Bulrins and the Demiens now are true allies and dedicated friends. Demiens have the same rights as Humans within the Empire. Indeed, Demiens even have the option to serve in the Bulrin army if they wish.

From this a booming friendship has grown, slowly but surely.  The Demiens have taught Humanity how to work with new metals and minerals, and together they have developed new technologies such as new ways to power basic machinery using underground magma, new building techniques and the the most advanced artillery in Primea. Demiens are renowned for their mastery of metallurgy and architecture, most likely originating from their exquisite, but homely mountain sanctuaries. The palace of the Demien Kaiser is a masterpiece that is rivaled by few. I have visited it myself and i don’t believe i have actually stood in such obvious awe in my entire life.

The Demiens are a great people. It is truly humbling to see how flawlessly they work together. A task that would take 10 Humans, can be completed in half the time by 3 Demiens. They are industrious and welcoming. Their Lava festivals are something to behold and i have a personal adoration for Demien architecture. Indeed if i was ever going to settle down somewhere and establish a home, i would hire a Demien architect. There is much i don’t know about them; their mating habits, their origins,  but i intend to learn more in the future. A truly amazing people…”

From the memoirs of Hermann Maestra.

Demiens