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[h1]Location and Race Information[/h1] (also contains the sheet)
[hider=The World of Tithe][h1]Map/Description of Locations[/h1]
[b]Map Half 1: Southern Kingdoms [/b]
[img]https://api.asm.skype.com/v1/objects/0-eus-d1-c46a3a3609104ef582170de5ca673154/views/imgo[/img]
Tithe is a massive fantasy world similar to Earth. In size, it is comparable to South America in length and North America in width. The majority of the civilizations in Tithe are in the south, and have a wide variety of biomes, from the snowy mountains of Talbor to the scorching deserts of Dorakis. In the middle of Tithe, between the Southern Kingdoms and the Northlands, is the Wilderness, an enormous expanse of generally unclaimed terrain dotted with small colonies. The entire population of Tithe, including every race in every kingdom, is approximately 300,000,000. The current year on Tithe is 1026 P.W. (Post-War, a date which marks the end of the war between the Fairfolk and the cyclopes).
[h2]Talbor[/h2]
A medium-sized kingdom filled with mountains and green hills. Humans have primarily colonized this kingdom. It is known for its strong forts. Talbor has a temperate, mountainous climate, with mountains to the north and south and hilly greenery in the heartland. The coastal area of Talbor is significantly warmer than the heartlands. It rains a lot in Talbor, and is often foggy. Citizens of Talbor are avid livestock farmers, but they do not have a lot of agriculture. They grow a good bit of grapes, however, and make a lot of wine. It is controlled by four barons and a king. Mining is big in Talbor, and the iron mines in the mountains support the metalworking business which holds down Talborian economy. Its capital city, Maceron, is said to sit upon the largest iron reserve in Tithe. Maceron is a large city build on a hilltop and surrounded by an impenetrable stone wall. Inside, the city is filled with iron mines and ironworks which puff steam from coal fires into the air, surrounding the city in a black haze. In the middle of the city is the king’s castle, a sprawling stone building with many tall turrets and high walls. It happens that the largest coal vein in Tithe also runs under Talbor, making Maceron a bastion of the steel industry. Another large city in Talbor is Olenport, a port city which imports most of Talbor’s food. It is a very crime-ridden city and is the capital of the Tithe black market, trading weapons, slaves, and illegal potions. Talbor’s military is one of the strongest in the land. They train on the top of mountains where the air is thin, so they have much more endurance than your average human. The most elite group of Talbor’s military is The Knights of the Ram, a legion of about three-hundred cavalry soldiers who have never been defeated in battle. Every Talbor city surrounds a keep, a stone castle, and this keep contains a lord, like in Feudal England. Each Lord has knights and so on and so forth (the Knights of the Ram are the king’s knights). The lord keeps the people in check and reports directly to the king (I don’t need to explain feudalism to you). The official religion of Talbor is Dortayanism, a religion which worships Adreal, the son of Matrem who created man out of clay and made them his chosen race. The colors of Talbor are royal blue, gold, and white.
[h2]Nepharie[/h2]
A massive kingdom which controls most of the region. It is controlled primarily by humans, elves, and dryads. Stretching from the Southern Sea to the Wilderness, it is known for its wide array of nature and integrated architecture. Nepharie is the driving military force in the land, and more or less keeps other nations from fighting. It has a huge military organized into legions. Its borders are beginning to extend north across the mostly-uncolonized wilderness between the southern countries and the Northlands. Nepharie is controlled by an elf council which is moderated by a Chancellor, who is elected in by the other council members. There are three main areas of Nepharie; Northern, Central, and Southern. Northern Nepharie borders the Wilderness and Talbor. It is characterized by large fields of farmland and rolling hills. Northern Nepharie produces massive volumes of cotton. In the middle of Northern Nepharie is Capital City, the largest city in Nepharie and the place where the Council sits. In the center of Capital City is a massive towering castle carved out of a mountain. Central Nepharie borders Concordius to the East, and is heavily wooded, with forests reminiscent of temperate rainforests (like the Redwood Forest in California). This region is controlled by the forest elves, who use camouflaged armor and shields to blend in with the grassy, mulch-covered forest floor. Near the border between Concordius and Nepharie is Alturum, a large elf city built in the treetops. The houses here are carved into the massive sequoia tree trunks, which are connected to one-another by rope bridges. Southern Nepharie is a hilly country which borders Dorakis and Jikari to the east. This area is very hilly, with a few small mountains here and there. It is the country where the Mountain Elves originate from, a breed of stronger elf which is more adept to climb rocks than to scurry through trees. The southwest corner of South Nepharie contains the Bay of Clams, a large bay which contains many species of wildlife (such as mermaids, which, though they appear relatively humanoid, are not sentient and therefore cannot be played as before anyone asks). In this bay is Port Orarius, a large canal city which does a lot of trading with The Tropics. In the center of the Bay of Clams is a massive stone lighthouse with a magical flame burning at the top. The elves believe it to be cyclops-made, as much of the city’s sophisticated architecture is. Southern Nepharie grows many exotic fruits and vegetables such as peppers, chiles, and tomatoes. It is a major area for livestock like pigs and sheep as well. All of Nepharie is filled with a matrix of weblike cobblestone roads which connect all of the cities to Capital City. These roads stretch into Dorakis, Talbor, Jikari, and Concordia as well, connecting all of them via one large system. The roads end just before the gates of Ostracus. Every Nepharie city has a local representative, a member of the Council who takes care of that individual city/region. Each section of Nepharie (North, South, Central) has a governor assigned to it who answers to the Chancellor. The colors of Nepharie are green, white, and silver.
[h2]Dorakis[/h2]
A sprawling region north of Jikari which is almost entirely desert, littered with both flat sands and mountainous rocks. It is controlled by the Dorak and known for the strange, monstrous, and often hostile insects which prowl its deserts. It is ruled over by the Dorak Grand Patriarchy, who oversee colony establishments, trade agreements, tunnel network expansions, and other such matters. The Dorak are welcoming, though visitors to the desert country are few and far between with the wildlife being present. They are more than happy to venture out themselves to trade rather than expect others to come to them. Dorakis possesses two forms of societies; the massive network of communal tunnels that have been built into the hard rock layer beneath the sands, and the Varaka Bertis - the Mountain Beetles. Dorak colonies ride into the desert to swarm these massive, stone-encrusted insects, climb atop their shells, and carve towns and villages into them. The Varaka Bertis are century-living creatures that never eat or rest, and crumble to dust when their lives come to an end. When such happens, the Dorak colony moves on to repeat the process on a new specimen. As is expected of the Dorak, the Varaka Bertis make occasional trips to neighboring countries to establish markets and celebratory events. No one is ever quite indifferent to the presence of a giant beetle with a thriving colony on its back.
[h2]Jikari[/h2]
A warm, coastal nation which borders Southern Nepharie to the west and Dorakis to the north. Jikari is controlled by the orcs, who do much trading via their warm harbors. Most of Jikari is flat, savannah-like plains. Jikari’s plains are home to many rare mythical creatures such as the chimera, the Nemean Lion, and the Quilin, a giraffe-like creature with purple spots and legs that come to a point so that it’s always walking on its toes. Jikari is known for its rolling fields of wheat and fertile soil, so fertile that it is said that dead plants buried in Jikari will sprout and grow into trees. Because of their fertile soil, Jikari exports food constantly, and practically makes the kingdom of Talbor tick. A large river known as the Jigsaw River flows through Jikari and into Nepharie, where it later forms the border between Concordius, Talbor, and Dorakis. The northern region of Jikari is somewhat mountainous, and a massive canyon cuts through it known as Lonesome Canyon. Lonesome Canyon and the surrounding mountains are a haven for dragons, gargoyles, and trolls, as the land is tough to traverse. North of the mountains is an expanse of desert which hits the Jigsaw river where the border with Dorakis is. Jikari is controlled by five tribes of orcs, who meet biannually to discuss the issues of the kingdom. When there is a military threat, one of the orcs is appointed as military commander, and he acts as a dictator until the threat is eliminated. Jikari’s capital city is Marrison, a port city on a peninsula southeast of the region. Most of the city is built on massive wooden piers, meaning that it literally juts out into the ocean. While this seems like it would be a disadvantage, the small part of the city which is on dry land has a massive steel-and-stone wall that is heavily fortified, and the orcs possess the best navy of all of the races. The colors of Jikari are brown, olive, and cream.
[h2]Concordius[/h2]
A small nation nestled between Talbor, Nepharie, and Dorakis. Also known as “the living forest”, Concordius is a foggy land (like Scotland) where the trees are said to move around every once in a while. This area is more so a nature reserve than it is a kingdom, and it is populated primarily by Fairfolk, dryads, and centaurs. Though it borders the coast, Concordius has no ports due to its entire coast being a massive grey cliff face. Concordius is known for its beautiful forest scenery and the small rocky streams of pure water that run between the trees. It is said that every inch of Concordian soil is covered in moss. In the center of Concordia is Lake Castus, a crystal-clear lake with a bottom made of shiny pebbles where many beautiful fish live. This lake is said to be guarded by the Turtle Dragon, a massive underwater beast with the head, claws, and tail of a Chinese dragon and the body of a turtle, though no one has seen said turtle in years. In the middle of the lake is a beautiful round temple made of pink marble. In the center of this temple is a well of magical water known as Matrem’s Well. This temple is an extremely holy place for the Fairfolk, and is the only place in the world where they can spawn (be born). Concordia has no real government, as all of its inhabitants live in perfect harmony with one another. If there is an issue, then one of the Fairfolk high priests will try to resolve it peacefully. A wide variety of magical creatures live in Concordius, such as the Jabberwock, a species of forest-dwelling dragon, the pixie, a species of small non-sentient fairy covered in sharp, poisonous hairs, and the will-o-wisp, a mysterious species of phantom-like orbs of blue flame which appear in the fog and are said to be agents of the Fairfolk goddess Matrem.
[h2]Ostracus[/h2]
The Gnome Kingdom. Ostracus is the second-largest kingdom in Tithe, and lies to the west of Nepharie. Ostracus is isolated from the rest of Tithe via a high wall of enchanted stone which cuts it off from the outside world. This wall was built by Ostracus after it engaged in a two-hundred-year-long war with Nepharie, with both sides taking heavy casualties and neither really winning. Because of this, the people of Ostracus are known to be quite paranoid and mistrustful of other races. Ostracus has no trade outside of itself and is heavily-militarized (even though gnomes aren’t exactly the best warriors). Any non-gnome found in Ostracus is arrested and interrogated, as they believe all outsiders to be spies. The only real trade with Tithe that the gnomes posses is through a few bands of travelling centaurs or Doraks who will every once in a while be allowed to pass through the wall’s heavy gates. Inside, Ostracus is a series of small towns and farmland, though the soil there is not particularly fertile so only things like cabbages and potatoes grow there. The southern reaches of Ostracus are warm, marshy areas which are relatively uninhabited. In the center of Ostracus is Lychellon, the gnome capital city. It is built around a large castle of marble in which the gnome king lives. Ostracan culture is built off of a rigid caste system which governs every citizen. They are color coded (like Brave New World). At the top are royalty and royal officials, who wear gold and black robes. The second tier is clergy of the Gnomish religion, who wear blue and black robes. The third tier is warriors, who wear red and silver robes. The fourth tier is artisans (skilled laborers) who wear green and brown robes. The fifth tier is merchants, who wear orange and brown robes. The sixth tier is unskilled laborers, who wear grey and black robes. Finally, the seventh tier of the gnome caste system is servants and slaves, who wear white towels around their waists and nothing more. The colors of Ostracus are brown, blue, and white.
[h2]The Wilderness[/h2]
The Wilderness is a massive expanse of greenery north of Talbor and Nepharie, stretching all the way up to the northlands. While not as big as Nepharie, it is massive and sprawling. It is a beautiful place, with forests of conifer trees, several sparkling lakes, and eroded mountains in the northwest. Dotting the Wilderness is the remnants of Cyclops cities destroyed a little under a thousand years ago, now little more than crumbling stone pillars covered in ivy. There are three caves in the wilderness which appear to be mining tunnels, though no one has ever entered them and returned. In the south-center of the Wilderness is the Phoenix mountains, a chain of volcanoes which spew grey soot into the air. Colonies of creatures from all of the nations dot the Wilderness, including a few small Nepharie cities which are protected by guards. One of these Wilderness colonies is Ignion, the capital of the Red Legion.
[h2]Ignion[/h2]
The Red Legion capital. This isn’t a kingdom, per-say, but a massive city built around one of the three tunnels and nestled in a valley in the Phoenix Mountains. Ignion is one huge interconnected building of black stone, split into four wings. The North Wing is a prison built partially into the mountain. Here, POWs are kept and tortured, worn down by the oppressive heat of the volcanoes. The East Wing is a work camp, where minotaur, orc, and centaur prisoners slave away manufacturing guns for the army. The West Wing is all corridors where the soldiers sleep when not at battle. Atop the West Wing is a small tower which contains Silas Rex’s living quarters as well as his planning room, where he uses a scrying pool to communicate with his armies. The South Wing contains both the mess halls for the soldiers and workers and a heavily-guarded warehouse full of guns, cannons, ammunition, and gunpowder. The South Wing is the most heavily-guarded area of the castle. In the middle of the castle is a high square stone tower which contains food storages for the city and all of the spoils of war collected by the advancing armies. There are four courtyards around the castle where reserve armies drill. The city is surrounded by both high stone walls mounted with cannons and rifles and a moat of molten lava deposited by lava flows from the volcanoes. The colors of the Red Legion are, um...red.
[h2]The Northlands[/h2]
The Northlands were once colonized by the dwarves, but ever since dwarves mysteriously went extinct about three hundred years ago, the Northlands have been a place of violence and bloodshed. The Icemen primarily control the Northlands and are constantly fending off attacks from Minotaurs and nomadic centaurs. The Northlands are almost always covered in snow, and treacherous mountains break up the terrain, making traversing the Northlands even more difficult. All the way to the north of the Northlands, near the North Pole of Tithe, is Glaces, a massive frozen port city controlled by the Glacial Knights. Very few ships come into this port, and the nearby ocean is littered with shipwrecks. The Northlands are separated from the Wilderness by the Frost River, a wide, fast-moving river with water cold as ice. It is named the Frost River because the water is covered in ice floes and the rocks in the water cause it to foam at the top, making it appear to be a river of ice. You don’t want to fall in there.
[h2]Haderlock[/h2]
About sixty years ago, a group of three hundred-fifty orcs and humans were banished from the kingdom of Talbor for worshipping the goddess Matrem. They were driven to the far north, where they came across a beautiful, uninhabited land where the dwarves had once called home (before disease and war with the Icemen wiped them out). Now, Haderlock is a large kingdom bordering the Frost River, controlled by humans and orcs working together. Haderlock is a beautiful kingdom, known for its conifer forests and serene streams of crystal clear water. It is very cold in Haderlock, and from the beginning of fall to practically the Vernal Equinox the ground is covered in snow. They are a militaristic race of men, almost constantly at war with the Icemen, centaur tribes, and Minotaurs who live in the North as well, though as of recent they formed an alliance with the Glacial Knights. The men of Haderlock have had to fight for everything given to them, every square inch of land and every brick of stone. This has made them hard, mentally-tough people, but has also made them very cruel. The men of Haderlock enslave both Icemen and Minotaurs to build and work in mines for them. Luckily enough for the citizens of Haderlock, the dwarves weren’t there before them for no reason; Haderlock is on top of the largest gold mine in Tithe. The entire economy of Haderlock revolves around gold trading and jewelry. Haderlock jewelers are very adept at their craft, and make the best wedding rings around. Haderlock is controlled by a king who lives in a city called Juvegol, a large stone city which sits on the banks of the treacherous Frost River. Juvegol controls the strongest bridge over the Frost River, the only other mode of transportation across the river being rope bridges built by the minotaurs. Haderlock charges a heavy toll for people trying to cross the bridge. The official religion of Haderlock is Matremism, but they’re not particularly religious despite their background. Hailing from Talbor, Haderlock has a very capable military. They have some of the best heavy infantry in Tithe in the form of the Nordavind, who are armored like Polish Hussars. The colors of Haderlock are light blue, white, and yellow.
[h2]The Northern Isles[/h2]
The Northern Isles are not a good place to be. The North Isles are the coldest, most eerie places in Tithe, and are very sparsely populated. Very few people can survive a winter there, and storms are constantly brewing, blowing powerful winds across the isles. Talbor and the Glacial Knights both use these islands to exile prisoners on, though the prisoners rarely live long. A few can find shelter in an abandoned castle or an old cave, but even they eventually freeze to death. Horrible creatures live in the Northern Isles, like the dire wolves and the frost dragons. One Isle, known as the Island of Death, contains a massive mountain where the Ghouls live. Ghouls are zombie-like monster created whenever a magical being is killed. They are primitive and aggressive quadrupeds, often attacking travellers with their large, poisonous claws and eating them.
[h2]Seal Island[/h2]
Seal Island is a roughly triangular island off of the coast of the Northeastern Northlands, a mile or so north of the cape of doom and about twenty miles southeast of the Isle of Death. Seal Island is pretty rocky, with pebbled beaches and several large granite cliffs jutting out into the sea to the north of the island. It is mostly covered with forests of snow-covered pine trees, and gets its name from the large amounts of elephant seals which come onto the island's southwestern shore to breed. The island recently has become famous because a population of Fext have built a settlement on its northeastern tip, and are attempting to get official confirmation to be a kingdom. The settlement is still fairly small, with only about two hundred-fifty citizens, and they claim to have a king who is a kind lich.
[h2]The Tropics[/h2]
A tropical and coastal chain of islands south of Jikari and Nepharie (too many to name, with several unnamed), renowned for it's beauty and the exotic race that frequents it. It's characterized by hot and humid temperatures and cool and relaxing waters. Much like the real world Caribbean, the waters are a clear aquamarine and the sea life and coral reefs are numerous. It's home to a vast ecosystem of wildlife like no other in Tithe, and has a vast set of different threats that roam the lands and the waters. Seafaring, fishing, and trading ships frequent the waters and pirates with them, along with the occasional sea serpent. The waters are rich with fish and the sharks and marine saurians that hunt them. Sticking to much shallower waters where visibility is clear is strongly suggested for visitors. The islands themselves are much safer, despite harboring boars, big cats, spiders the size of dinner plates, and the fact that everything pretty to look at could probably kill you (don’t touch the frogs with bare skin!). Located on the beaches with waterfalls and forestry around there is no shortage of fruit and food that can and can't be found anywhere else. The saurians that more than likely built the clay, and coquina buildings tend to be fairly open to those in their cities and are the inventors of the lighthouse. The languages on the island tend to be vast and variable, with most of those who live there being multi-linguistic or at least able to reflect what they want in some short choppy way or another.[/hider]
[b][u]A Brief Rundown of the races of Tithe: [/u][/b]
You can use this concise list to get quick information on a race and then use the expanded Race list to find out the specifics of the race.
Humans: Look in the mirror. An industrial race which is excellent at masonry and blacksmithing.
Average height: 5'7". Average Weight: 160 lbs
Elves: Smaller humanoids with pointed ears. Agile and Powerful magic-users.
Average height: 5'4". Average Weight: 100 lbs
Orcs: Larger humanoids with large muscles, large jaws, and skin that is grey. Strong melee warriors.
Average height: 6'0". Average Weight: 200 lbs
Fairfolk: Extremely variable in appearance creatures with insect-like wings. Invented Light Magic.
Average height: variable (does not exceed six feet). Average Weight: variable (does not exceed 200 lbs.)
Centaur: Half-man, half-horse creatures. Live in small nomadic tribes.
Average height: 6'3". Average Weight: 2,000 lbs
Dryad: Female nature spirit created to protect a specific natural creation (such as a tree or river).
Average height: 5'5". Average Weight: 100 lbs.
Shade: Reincarnation of a Dryad. Are not assigned to any one natural creation.
Average height: See Dryad. Average Weight: See Dryad
Gnome: Small humanoid creature. Live in the isolated Ostracus and fight using elemental golems.
Average height: 3'0". Average Weight: 90 lbs
Iceman: Enchanted humanoid creatures made of ice. Cannot go too far south or they'll melt.
Average height: 5'7". Average Weight: 180 lbs.
Glacial Knight: A type of Iceman. Magical icemen with cores so cold that they cannot melt by natural means.
Average height: 5'10". Average Weight: 225 lbs.
Minotaur: Half-man half-bull creatures which live in the North. Physically strongest race.
Average height: 8'0". Average Weight: 600 lbs.
Dorak: Burrowing mole-like traders from Dorakis. Live on gigantic beetles of stone.
Average height: 6'0". Average Weight: 200 lbs.
Saurian: Reptilian humanoid variable in physical appearance. Only cold-blooded race.
Average height: 7'0". Average Weight: 400 lbs.
Halfling: Half-man, half-elf hybrid. Agile and strong.
Average height: 5'5". Average Weight: 150 lbs.
Halforc: Half-man, half-orc hybrid. Slightly more agile orc.
Average height: 5'9". Average Weight: 200 lbs.
Ogre: Half-orc, half-elf. Rare race which is very skilled at magic.
Average height: 6'4". Average weight: 225 lbs.
[hider=The Races of Tithe][h1]Races[/h1]
There are fifteen different species of sentient creatures living in Tithe (actually it's more like twenty but you can't play as some of them). Each race has its own strengths and weaknesses which make them unique.
[h2]Humans[/h2]
Humans are the working-class of Tithe, and are integrated into the majority of cultures. Industrious and strong, humans live in primarily urban areas and are constantly expanding into the less-colonized northern reaches of the world. Humans are the most widespread race in Tithe, residing in every kingdom and region. They have a propensity for armed combat and practically invented the sword. Humans have strength in numbers, and are very good at using their quantity to take down larger, more-powerful foes. While a human isn’t as impressive as a fairy or minotaur by itself, humans are great team players, whereas some other races prefer fighting solo. It is unknown where humans originated, but they founded the kingdom of Talbor. Humans are known to build the strongest of forts and castles. The average lifespan of a human is about sixty years, though some live to be eighty or ninety. Humans can use Light or Dark magic.
[b]Strengths:[/b] Excellent fortifications, high levels of intuition, above-average physical strength, master weapon-crafters, industriousness, very high population.
[b]Weaknesses:[/b] below-average agility, less harmony with nature, short lifespans
[h2]Elves[/h2]
Skilled in sorcery and incredibly agile, elves stand slightly shorter than humans and are known to have a more wiry build. Elves are incredibly influenced by their surroundings, and the area which an elf resides in causes their appearances and abilities to alter somewhat. A mountain elf is much burlier and larger than a forest elf, who is small and agile for swinging through the trees. Similarly, the skin of a mountain elf is a dark brown or tan, whereas a forest elf possesses pale skin with a slight greenish hue. All elves possess the typical pointed ears. There are more male elves than their are female elves. Elves are not as industrious as humans, but did found the kingdom of Nepharie, the largest in Tithe. Elves are not as strong as humans, but they are good at camouflage (especially forest elves, who use paints and armor covered in greenery to blend in with the forest floor). Elves are known to be very religious, worshipping a pantheistic religion which involves a lot of meditation and care of nature. Elven architecture is based off of the nature near it and is often built to include nearby nature (like the Capital City castle of Nepharie, which was literally carved out of a mountain). Elves live longer than humans due to their ties to nature, and their average lifespan is around two hundred years. Elves can use Light or Dark magic, but seem to prefer light magic.
[b]Strengths:[/b] Agile, skilled in sorcery and archery, harmony with nature, acute sense of hearing and smell, good beast-tamers
[b]Weaknesses:[/b]Weaker than humans, weaker fortifications, will crash if deprived of a functional ecosystem, are burned by cold iron.
[h2]Orcs[/h2]
The third terrestrial industrial race of Tithe, Orcs originate from the hot southern plains. Said to be the offspring of Cyclopes and mountain elves, orcs appear as very tall humanoid creatures with skin a dark tan and thick as rhinoceros hide. Orc blood burns extremely hot, making them immune to disease and poisoning. The average height of an orc is about 6’6”. Orcs are not as technologically-advanced as humans or elves, but they still possess some human-like industrialism, and thus have colonized much of the south. They founded the nation of Jikari. Orc architecture is spartan and functional, with few windows and walls of tan stone. They make the best armor in Tithe. Orcs are culturally more primitive than humans and elves, with religions varying widely amongst their five tribes. Orc shamans who train for many years in the art of magic are able to use some magic, but they are generally worse at it than humans. Because they are so hardy, orcs can live up to three-hundred years. Orcs are fond of using dragonbone for weaponry and armor, which is lighter than steel but just as durable. Orcs can use both light and dark magic, but the prefer light magic.
[b]Strengths:[/b] Stronger than humans, excellent armor, are immune to disease and poisons, can eat anything, very tough skin.
[b]Weaknesses:[/b] Slow, not particularly agile, poor hearing, not much magical prowess.
[h2]Fairfolk[/h2]
Known by many as “fairies”, Fairfolk are the most powerful magical race, possessing a natural knack for light magic. They come in a variety of shapes and sizes, as ancient Fairfolk could shift shapes. Fairfolk range in size from a few inches to nearly six feet tall, though every type of Fairfolk possesses a pair of insect-like wings which are proportionally large enough for them to fly. The wingbeat of a Fairfolk has a purifying effect on their environment, cleaning the air of toxins and water of pollution. There are more female fairfolk than their are male fairfolk, however both exist. Fairfolk control the land of Concordius, keeping nature in perfect harmony and solving disputes peacefully. They are a very religious race, more so than many others, and worship Matrem, a goddess of life who is said to reside in their Temple of Life. Nature seems to be increasingly in the favor of Fairfolk, as when they are in danger, trees and plants attempt to protect them from harm. Despite their magical prowess and harmony with nature, Fairfolk do not possess an actual military and are generally pacifists unless the balance of nature is threatened. Though the Fairfolk are powerful, they are tied to the ecosystem of Concordius no matter where they go, and if the ecosystem begins to suffer, they will fall ill and die. Fairfolk have unlimited lifespans, some having lived for hundred of years. Fairfolk find weapons such as arrows and swords to be barbaric, and rarely use weapons (though warrior priests carry swords). Fairfolk are generally-speaking vegetarian, and are against all forms of livestock farming. They tend not to see eye-to-eye with humans, though the two races rarely fight. Fairfolk can only use light magic.
[b]Strengths:[/b] Very powerful magic, can clean an area of toxins, are protected by nature, can speak to animals
[b]Weaknesses:[/b] Weak against fire magic, generally fragile, physically weak, will die if Concordia is destroyed, cannot reproduce outside of the Temple of Matrem, are burned by cold iron.
[h2]Centaurs[/h2]
Creatures with the upper half of a human and the body of a horse. Centaurs are some of the larger creatures of Tithe. They are incredibly fast and strong, able to run at speeds of up to 35 miles per hour. They are a more militarized race, living in nomadic herds ranging between ten and one hundred members that travel across Nepharie, Concordia, Jikari, Dorakis, and the Wilderness. They are avid traders, often using other races’ weaponry which they have traded for. Due to their shape, however, centaurs make their own armor which isn’t as good as others. Each centaur herd is lead by an Alpha centaur, who is generally larger and stronger than the others. When that centaur dies, the other Centaurs duel over who is to be the next Alpha. Centaurs live on average between 120-150 years, but many die before that due to their fragile leg bones and hooves wearing down. Centaurs can use magic, but require a device like a staff or want to channel it through. They can use light or dark magic, but prefer dark magic.
[b]Strengths:[/b] Very fast and strong, live in herds, traders,
[b]Weaknesses:[/b] Hooves prone to wearing down, legs are fragile, not particularly agile (though fast), require magical artifacts to use magic, are burned by cold iron.
[h2]Dryads[/h2]
Another race indigenous to Concordia, dryads are nature spirits which are tied to their environments. No one is quite sure how Dryads are born, though Dryads believe that Matrem creates them spontaneously to guard nature, though elves believe them to be manifestations of nature’s spirit. Nevertheless, dryads appear as ghostlike female creatures with slightly translucent bodies, though they are able to be touched like any other creature. They are known for their incredible beauty and magical singing which causes plants and animals to grow better. Dryads are born tied to a certain aspect of nature, whether it be a tree or a pond, and they spend most of their time protecting that natural object and the environment around it. The magic that Dryads use is tied to whatever natural object they are tied to. A tree dryad, known as a Satyr, possesses power over wood and plants, whereas a water dryad, known as a nymph, possesses water magic. As there are many different types of plants and natural landforms, there are many different kinds of dryads. Dryads are difficult to kill, as their life force is tied to their natural object. If a dryad’s body is destroyed, they have the ability to regenerate at their natural object. Dryads have the ability to move away from their home object, though if their home object is badly damaged they feel severe pain and lose some of their magical powers. Dryads whose trees are destroyed are known as Shades, and turn a dark grey color. Shades possess no magic when they are cut off, but can relearn any kind of magic, making them very versatile magical beings. Shades, however, do not possess the same harmony with nature and are easier to kill, as they are not tied to nature. Though shades can learn many kinds of magic, they are not nearly as powerful as Dryads. Dryads, like Fairfolk, do not age past adulthood and thus can live forever. They inhabit Nepharie and Concordia primarily, though some are also scattered about the Wilderness and Jikari. Dryads can only learn Light Magic, but shades can use both sorts.
[b]Strengths:[/b] Nature magic, are difficult to kill, limitless life spans, ability to transform into shades when deprived of their natural object.
[b]Weaknesses:[/b] Weak to fire magic, will turn into shades if their natural object is killed, not particularly strong physically, don’t handle cold well, are burned by cold iron.
[h2]Gnomes[/h2]
Gnomes are the most-populous species on Tithe, numbering somewhere in the millions. To most people of Tithe, however, they seem somewhat rare. This is because gnomes reside in the kingdom of Ostracus, and very rarely cross the wall which makes up its border with Nepharie. Gnomes are small creatures, on average about three feet tall. Gnome skin is generally an asian coppery tone, and their hair is generally black. Gnomes are a very suspicious race, weary of other species. Gnomes generally fight using curved scimitars, and are notoriously bad with a bow and arrow. Gnome magic resides primarily in potion-making and enchantments. The former allows gnomes to make powerful medicines which are sought-after by the people of Tithe, and the latter allows them to make golems, their most powerful offensive weapons. Golems are enchanted objects which take a humanoid form. Stone and metal golems are used widely by the gnome military and are incredibly strong, though gnomes themselves are not. Gnome architecture is similar to Ancient Greek architecture, using arches and domes to hold buildings up. Gnome buildings rival human buildings in strength due to magical charms which are placed upon the blocks of stone and marble, making them twice as strong. Gnomes have a lifespan of around two-hundred years. Gnomes use their own variation of Light Magic to make golems, but cannot use Dark Magic and have trouble learning normal Light Magic.
[b]Strengths:[/b] Powerful enchantment magic, can create golems, powerful fortifications, ability to create medicinal potions stronger than what the other races can create.
[b]Weaknesses:[/b] Somewhat clumsy, are bad with ranged combat, are somewhat isolated, poor metalworking
[h2]Cyclopes[/h2]
[b][color=red]DISCLAIMER: Not a playable race without permission.[/color][/b]
Cyclopes are the oldest race in Tithe, and all of the other races originate from them (except for the Fairfolk, Saurians, and Dryads). Cyclopes are large, muscular creatures with green skin varying in shade and one large eye which takes up most of their face. The average cyclops is about six feet tall. Cyclopes once ruled all of Tithe, and bred with Fairfolk to create all of the other races. They inhabited the kingdom of Caputor, which stretched across the entire wilderness and down into Talbor and northern Nepharie. At some point, however, the other races of Tithe rebelled against the cyclopes and nearly drove them from the planet. Though cyclopes had the strongest magic and technology, all of the races combined forced them to go underground. They built a maze of extremely deep tunnels, said to be so deep that they contain magma in their deepest points, and built a massive steel city on a lake of magma. This legendary city is known as Daedalus Citadel, and few mortals have ever seen it. Cyclopes are the most technologically-advanced race in Tithe, having gunpowder and steam engines while everyone else uses arrows and horses. Cyclopes commute between their various other cities using steam trains. Over the centuries (it’s been about 1,000 years since the Cyclopes were driven from Tithe), most cyclopes have lost the art of magic, though a few cyclops wizards still exist. Cyclops magic is not derived from nature like Fairfolk magic, but from emotion. Hatred spells, for example, are used for combat, and happiness spells for healing. Cyclops magic rivals Fairfolk magic as the most powerful. Cyclopes have become nearly immune to heat, and can walk through magma without burning. Cyclopes have a limitless lifespan, and their leader Daedalus is over 1,300 years old. Cyclopes can only use Dark Magic, and are very good at it considering that they invented it.
[b]Strengths:[/b] Superior technology, guns, cannons, unlimited lifespans, immunity to heat, powerful magic, superior physical strength
[b]Weaknesses:[/b] Not very agile, live underground, are weak to the cold as well as ice magic, sensitive to sunlight.
[h2]Icemen[/h2]
Hailing from the far north is the icemen, a race of enchanted beings which were created by the Gnomes during the war on the Cyclopes. Icemen are humanoid creatures of human height made entirely of ice. Your average iceman is semi-transparent, with light being able to be seen through him. Icemen, as you’ve probably realized, almost never go south of the Frost river (the river that separates the Northlands from the Wilderness) as they would melt if it got too warm. Well, almost all of them. There is an inner sanctum of Icemen known as the Glacial Knights, knights of ice who are so cold that not even the heat of Jikari can melt them. The Glacial Knights are entirely opaque, their entire bodies being white like how a frozen lake looks when it’s dusted with snow. They stand at an average height of 5'11" and weight between 200 and 300 lbs. Glacial Knights possess the strongest ice magic there is, and use that magic to defend the Northlands. They ride horses made of ice into battle (who also cannot be melted by normal means). Icemen live in colonies of a few hundred, built around castles made of enchanted ice. Every castle has a lord who establishes the rules of his town and defends it from other towns, like feudal kingdoms. The most northern lordship is known as Glaces, and is where the Glacial Knights originate. Needless to say, nobody messes with Glaces. Icemen possess a type of enchantment magic similar to gnomes, and use this to create things such as strong ice blocks that melt very slowly or frost giants, golems made of snow and ice who throw enormous icicles at enemies. Iceman swords do not melt, even when shoved into a fire, and frost giants melt very slowly. Icemen have some gnomish potion-making skills, though their medicine isn’t as strong. Icemen have a lifespan of about sixty years, as by that point their insides begin to melt. Glacial Knights, however, possess a heart of magic so cold that they never melt, and so have limitless lifespans. Glacial knights only use Light Magic, and tend to specialize in ice hybrid magic, which they are unsurpassed in.
[b]Strengths - Normal Iceman:[/b] powerful ice magic, resistance to cold elements, gnomish enchantment magic, gnomish potions.
[b]Strengths- Glacial Knights:[/b] Powerful ice magic, resistance to elements, limitless life spans, ice horses, do not melt easily.
[b]Weaknesses - Normal Iceman:[/b] Melt when exposed to heat, weakness to fire magic.
[b]Weaknesses - Glacial Knights:[/b] Weak to fire magic, being exposed to hot temperatures for long periods of time makes them feel sick, fear of salt water.
[h2]Minotaurs[/h2]
The products of a very kinky night between a cyclops and a buffalo, the Minotaur is one of the more primitive races in Tithe. Minotaurs appear as massive creatures with the head and legs of a buffalo and the torso and arms of a man. Male minotaurs have large horns. The average minotaur is about eight feet tall. Minotaurs are incredibly strong and muscular, capable of lifting things ten times their body weight. They are the strongest race in Tithe. Minotaurs have very primitive armor and weaponry, usually made of bone or iron. They are fond of halberds and axes. Minotaurs live in the Northeastern area of the Wilderness and in the Northlands, where they exist in tribes that are almost constantly at war with one another. Because they are so strong, humans often enslave minotaurs to help them with buildings, and give them nose rings to show that they are slaves. Because of this, minotaurs are the mortal enemies of humans, and the two species are almost constantly at war in the Wilderness. Minotaurs cannot use magic at all.
[b]Strengths:[/b] The strongest race in Tithe, resistant to heat and cold, strong horns, difficult-to-break bones, tough hide.
[b]Weaknesses:[/b] No magic, possess little intellect, have little in the way of ranged combat.
[h2]Halfling[/h2]
The only three races in Tithe capable of breeding with one another and producing viable offspring are the three “Industrious” races, the elves, the orcs, and the humans. A halfling is the child of a human and an elf, and is in a way the best of both worlds. They are slightly shorter than humans, with a skinny body structure like an elf and ears that are a combination of elf and human. Halflings have the agility of elves and the strength of humans, making them excellent warriors. While not as powerful as an elf, halflings possess the capability for magic, though they need to train much harder than an elf does. Halflings are extremely rare, and exist only within Talbor, Nepharie, and a few colonies in the Wilderness. Because they are a mix of two races, halflings cannot breed and live relatively short lives. No halfling has been known to live past age sixty. Because they have so many skills, however, Halflings are sort of a jack of all trades, master of none kind of race. They are agile, but not as agile as an elf. They are strong, but not as strong as a human. They possess magic, but not magic as strong as an elf or Fairfolk. Though halflings have the ability to train, they cannot become as good as the original in any of the three categories unless they allow the other two to suffer. Halflings can learn Light or Dark Magic
[b]Strengths:[/b] agility, strength, magical ability, good sense of hearing.
[b]Weaknesses:[/b] Jack of all Trades syndrome.
[h2]Halforc[/h2]
The only three races in Tithe capable of breeding with one another and producing viable offspring are the three “Industrious” races, the elves, the orcs, and the humans. A Halforc is a creature which is the offspring of an orc and a human. Halforcs are taller than a human, being around six feet on average, but are shorter than an orc. In effect, Halforcs are just small orcs with human skin coloration. Halforcs are not as strong as orcs, but are more agile (as orcs don’t exactly move fast). There is a population of Halforcs in Jikari’s largest port city, Marisson, though outside of there Halforcs are relatively unheard of, even in the colonies. Like Halflings, Halforcs are sterile, though they live longer than Halflings for some reason. Halforcs cannot use magic.
[b]Strengths:[/b] Enhanced strength, enhanced agility, thick skin.
[b]Weaknesses:[/b] No magical abilities, sterility, do not possess the disease-immune blood of orcs.
[h2]Ogre[/h2]
The only three races in Tithe capable of breeding with one another and producing viable offspring are the three “Industrious” races, the elves, the orcs, and the humans. The rarest of the three hybrids, ogres, also known as Halfelfs, are the combination of a male elf and a female orc. Male orcs and female elves cannot produce viable offspring because Ogre fetuses are too large for an elf woman to carry, making the baby unviable and seriously jeopardizing the woman’s health (it’s not pretty). Ogres are known to be extremely fragile in pregnancy, and so they are extremely rare. When an Ogre does occur, though, it appears as a creature a little taller than a human, with greyish-blue skin. Ogres, for all of their rarity, are incredibly powerful and versatile wizards, able to learn any form of magic, though like centaurs they require an object like a staff or wand to channel their magic through. Though Ogres are powerful wizards, they do not have the best eyesight and are somewhat slow, making them unable to use ranged combat. Like the other hybrids, Ogres are sterile, but they live longer than the other two hybrids, averaging a lifespan of about eighty to ninety years. Ogres can use either Light or Dark magic, but tend to prefer Dark Magic.
[b]Strengths:[/b] orc blood, magic, above-average strength, highly-intelligent.
[b]Weaknesses:[/b] poor eyesight, bad at ranged combat, slow.
[h2]Dorak[/h2]
Hailing from the desert country Dorakis, the Dorak are a race of mole-like humanoid burrowers. Tall, scaly, well-built, and very physically capable. They possess four eyes on long snouts that do not operate very well in low-light conditions, thus relying mainly on their senses to get around. The Dorak operate under a Grand Patriarchy - separate Patriarchies that all answer to the appointed Grand Patriarch. The Dorak are a race that does not put their faith in technology or magic, instead relying on old cultural craftsmanship and traditional survivalist norms. The Dorak, however, are notorious for the single most prominent characteristic of their homeland - the wildlife. Dorakis is home to a plethora of oversized insectoid creatures, ranging from spiders the size of houses to beetles as large as mountains, the latter of which are actually used as mobile colony foundations outside of the network of massive tunnels that lie underground in the hard rock layer beneath the sand. The Dorak are unaccustomed to warfare and instead partake in wide-range trading and craftsmanship, riding their mounts into foreign lands to both peddle and acquire goods. The average colony will contain a mixture of craft artists, brewers, cooks, herbalists, and other such occupations. Dorak hunters exist, specializing in the eradication of insect nests and hives to make way for tunnel network expansions. They use weapons such as spears, bows, and poorly alchemized but volatile concoctions that often erupt violently, effectively clearing out the infestations. The other countries of Tithe hold the Dorak in regard for one thing - their substances. Foods, drinks, herbal concoctions, all things made by the Dorak are viewed as either a fine delicacy or repulsive garbage (being that most of their culinary practices involve bugs). The Dorak love to experiment with foreign materials to create new treats and brews. Dorak bartenders are often seen as both the best and the worst in Tithe, depending on what they brew and what effects it has.
[b]Strengths:[/b] Excellent beast tamers, hardy traders, survivalists, herbalists, brewers, respectable companions and business partners, charismatic, strong resilience to poisons (but not diseases), tough hides, agile.
[b]Weaknesses:[/b] Relatively poor eyesight, population not widely experienced in combat outside of hunting, dangerously curious, have difficulty surviving outside homeland for long periods of time, absolutely no magical or technological capabilities, shorter lifespans than most other races (50-60).
[h2]Saurians[/h2]
Saurians are a reptilian/amphibious race that range greatly in terms of physical appearance. Some look very much human, while others are more animal than anything else. Such vast variation in spectrum is due to how much time they spend out of the water in their larval stage of growth. Primate like Saurians can be anywhere from three to eight feet tall, give or take a few inches, and come in many different shapes and sizes. Some are more salamander like, while others can range from reptilian, to feathered, to almost mammalian. This race tends to hail from the islands of the tropics and therefore are used to warm temperatures and nautical lifestyles. Despite being such an exotic race that tend to keep to themselves socially, they have created a niche for themselves as some of the best boat and fishing craftsman in the known world, and are curious creatures by nature, often being considered ‘cautiously optimistic’. They, as a bestial race, tend to have a more powerful set of senses ranging from night vision to a sense of smell like that of a dog. They are not, by practice, a magic using race, and while with training can learn the ethereal arts with many years of practice, usually have no background in it and are never as good as elves or even humans. Preferring instead to stick to their stealth, wits, and the blades of their arrows or daggers. While not as advanced as humans, they are somewhat more advanced than orcs due to a larger and more diverse trading market and the invention of coquina. This concrete and shell like substance is tough and easy to make, and is easily made into buildings.
[b]Strengths:[/b] Can be one of the larger races, tend to have higher senses than that of the other races, excellent hunters, relatively adaptable, immune to any form of disease that the other races carry, heavily resistant to poison that enters from the mouth (food based).
[b]Weaknesses:[/b] Can be prone to sensory overload, can often be the victims of prejudice, while good hunters and fisherman they are not a battle born race, and have very little skill with magic as a whole (like, lucky to create a puff of smoke). Are affected by other forms of disease that other races aren't, can carry diseases that affect the other races, injected poison or venom affects them like any other race. Cold blooded, and therefore need to kickstart their metabolism with heat before they can keep up with the other warm blooded races.[/hider]
[hider=Language]
A wise english teacher once told me that “Fantasy is cool and all, but not when they make up the languages and stuff. That’s just too much work.” I am a follower of this philosophy. There are other languages in Tithe, but for the sake of simplicity every character speaks English at least to a certain degree (enough to communicate). English in Tithe is known as Cyclan, and was invented by the Cyclopes. It is a common language across every region. There are, however, other languages in Tithe. The people of Ostracus speak a language reminiscent of chinese, but with a slightly more anglicanized syllabation. People of South Nepharie once used a language known as Syrvean, but the language has died out since Nepharie was united about six hundred years ago. South Nephari people still have somewhat Spanish or Italian accents from their old language, though (I’m using Earth accents here so that you don’t get confused). There used to be several different dialects of a Swahili-like language in Jikari, though now a central language known as Kusama is spoken amongst most tribes, with a few smaller villages still using their old dialects. This gives many Jikari people vaguely African accents. Concordian people use a language known as Fairspeak, which is reminiscent of Latin. Their accents are vaguely Greek, though few have strong accents and the language is beginning to die off. Talbor uses solely Cyclan, and people of Talbor speak with English or Scottish accents. Most Wilderness colonies use English, but a few have begun to use Nordspeak, a language much like Norwegian, which, by the way, is the official language of Haderlock, where people have strong Nordic accents.
Icemen have a variety of languages, but Glacan is spoken widely, a language which resembles Russian and Polish. Minotaur tribes speak a heavily germanic language and speak with somewhat German or eastern European accents. Centaur Tribes all have their own languages, with their own accents. Doraks speak an odd language called Doraki, which is incredibly different from any other language in the region. They just sound generally...foreign to others. Saurians speak a language similar to creole, which is a combination of Cyclan, Syrvean, and Kusama. This gives them vaguely Australian or African accents, with some in the more southern islands having Jamaican accents. [/hider]
[hider=What About Money?] Economy is a vital part of any world, no matter how fantastical. Tithe is no exception, and trade flows constantly through it, keeping the wheels of commerce greased. This section will talk about some of the oddities of Tithan trade and will talk about money (the important part).
So firstly, let’s talk about money. Each kingdom of Tithe used to have its own currency, but about thirty years ago the kingdoms of Nepharie, Talbor, Concordius, Jikari, and Haderlock decided to create a currency which is universally accepted across national borders; the reon. The reon is a gold coin about the size of a quarter, and is worth approximately fifty cents when compared to US money. There is a smaller coin made of copper called a half-reon, which is about nickel-sized and is worth roughly 25 cents, and a coin made of brass called a quarter reon, which is about the size of a penny and is worth roughly twelve cents. There are coins larger than the reon as well, like the double-reon, which is worth about one dollar, and the ten-reon which is worth about five. A hundred-reon also exists, and is worth around fifty dollars. The reon is used and accepted in Talbor, Nepharie, Jikari, Haderlock, Concordius, the Wilderness colonies, Glaces, most of the Southern Islands, and some centaur tribes (but not all of them). Reons are made in a town in Haderlock known as Nordamynth, and are transported constantly across the Wilderness to the Southern kingdoms. This is a treacherous job, as the Wilderness is full of brigands and centaur raiders who would want nothing better than to hijack gold caravans. At first, the Haderlockians did have this problem, but they devised a way around it; giants. The Haderlock government employs about four-dozen iron giants to make the trip south with massive sacks of money harnessed to their backs. The giants travel in groups of three with convoys of cavalry soldiers armed with crossbows.
Not everyone uses the reon, though. Ostracus has its own coin made of white gold, known as a Ying. As Ostracus’ economy isn’t as good as the rest of the region’s, the Ying is only worth about ten cents a piece. Doraks do not accept currency of any sort, and only use bartering, and some centaur tribes do the same. The Icemen in the north use coins of ice, though some lordships accept reons. Some colonies in the Southern Islands use their own currencies as well, but will exchange reons for their currencies.
Now I’ll give you a brief rundown of the different kingdoms/provinces of Tithe and their main imports/exports:
Talbor:
Main Imports: corn, wine, cotton, tea, dye
Main Exports: Beef, cheese, iron, steel, leather
North Nepharie:
Main Imports: gold, timber, wool, stone, rice
Main Exports: wine, wheat, corn, horses, cotton
Central Nepharie:
Main Imports: steel, wool, wheat, leather, rice
Main Exports: timber, mushrooms, furniture, berries, arrows
Southern Nepharie:
Main Imports: horses, wheat, cheese, steel, dragonhide
Main Exports: fruit, dye, corn, rice, stone
Jikari:
Main Imports: horses, rice, stone, steel, timber
Main Exports: wheat, corn, dragonhide, dragonbone, fish
Haderlock:
Main Imports: fruit, wheat, wine, beef, corn
Main Exports: Steel, gold, jewelry, timber, wool
Glaces:
Main Imports: berries, gold, wine, dye, dragonbone
Main Exports: glassware, ice, fish, weapons, silver
The Southern Islands:
Main Imports: Metals, timber, cotton, wheat, wool
Main Exports: Ships, Alchemy Ingredients, Fish, Fruit/berries, rice
Dorakis:
Main Imports: Leather, wool, herbs, meats, water
Main Exports: Incense, poisons, exoskeletons, potion ingredients, preserved brews [/hider]
[hider=What is the Red Legion] So you’re probably asking yourself about now; what is this Red Legion Maxx is talking about. Well I’m glad you asked. The Red Legion is an army operating out of the Tithe Wilderness which has dedicated itself to ridding the world of all things magical. It is ruled by Silas Rex, the vicious, magic-hating king of Ignion, one of the kingdoms of Tithe. The Red Legion is gigantic, its full force numbering somewhere in the millions, and is divided into four armies under four generals; Polaris, Wesserius, Capricus, and Easran.
[b]-Polaris[/b] is the leader of the primary invasion force, and is in charge of about 500,000 men. He is a cruel, calculated man, staunchly utilitarian and apathetic to even the harshest war crimes. He does his job and makes sure that it’s done right. He will be attacking the elf kingdom of Nepharie.
[b]-Wesserius[/b] is the leader of the eradication efforts and controls the second invasion. He is at the head of 350,000 men. Wesserius is a hedonistic madman with a pyromaniac flare; he loves every aspect of war, not unlike a certain General George Patton. Despite being anti-magic, Wesserius uses massive volumes of powerful fire magic to get his job done, and is known to burn the ground behind his army’s feet to cleanse it of magic. He will be attacking the kingdom of Talbor.
[b]-Capricus[/b] is the admiral of the Red Legion navy, and is at the head of 300,000 men. Capricus is much calmer than his northern brethren, often keeping his cool easily. While Capricus seems somewhat civil, it becomes more and more evident the more time you spend with him that he has completely lost his mind. He is known for using sea serpents to attack enemy ships. He will be attacking the tropics.
[b]-Easran[/b] is the idealist of the generals, and is at the head of 450,000 men. He is the eldest of them all, as well as the wisest. Unlike the other three, who more so are just doing a job, Easran genuinely believes that ridding the world of magic will make it a better place for all to live in, and he will fight for the cause to the grave. Though not quite as effective as Polaris, Easran is a formidable general and functions off of pure tactical genius to accomplish the task at hand. He is a very philosophical individual, often meditating before battle. He will be attacking the kingdoms of the Northlands.
<Insert Red Legion soldier picture here once it’s finished>
In case a picture isn’t uploaded, basic Red Legion infantrymen dress similarly to the Imperial Guards from Star Wars. They wear steel armor painted red and trimmed in bronze. Red Legion armor consists of a breastplate, spaulders (shoulder armor), greaves (armored boots), shinguards, poleyns (kneeguards), rerebraces (upper arm guards), gauntlets (armored gloves with forearm guards), and a tall barbute (a medieval helmet with a t-shaped slit, reminiscent of ancient Greek helmets). Under their armor, Red Legion soldiers wear red robes which fill in the gaps between their armor pieces and cover their legs. Red Legion soldiers are armed with a revolver rifle, a bayonet, and an arming sword. There are three main kinds of Red Legion field soldiers; riflemen, shieldmen, and engineers. Riflemen wield rifles and make up the majority of the soldiers in a regiment. Shield units are heavy infantry who wield large and heavy rectangular shields, which they use to protect riflemen from attacks. shieldmen generally carry a spear and a sword or hatchet with them incase the shield line is attacked. Shieldmen wear heavier armor than riflemen. Engineers are units who operate artillery and repair guns. They are the only units capable of repairing broken weapons, and often operate at camp (unless they’re working artillery). Engineers have their armor trimmed in silver instead of bronze, and have y-shaped slits in their helmets. They generally are armed only with a small melee weapon like a short sword or hatchet, though some carry pistols. Red Legion officers command regiments and squadrons of soldiers, and ride horses. They wear long red capes with symbols on the back which determine their regiment and wield a sword and a pistol.
The Red Legion may not use magic, but they make up for that with technology. They are the sole terrestrial race possessing gunpowder, and have what is comparable to Steampunk weaponry, with cannons and five-shot revolver rifles in a world of swords and arrows. Red Legion pistols, however, are one-shot, as the Legion cannot make small revolvers yet. They outgun their opponents by far. With their advanced technology and hatred of magic, the Red Legion is a serious threat to all of Tithe. If you read this, put "Capricus" in the other section of your sheet. [/hider]
[hider=Character Sheet][b]Name:[/b]
[b]Age:[/b] (nothing older than 500, please)
[b]Gender:[/b]
[b]Species:[/b] (Must be a species which is in the OP)
[b]Kingdom of Origin:[/b] (Must be a region in the OP)
[b]Physical appearance:[/b] (What does your character look like?)
[b]Attire:[/b] (what clothing does your character wear?)
[b]Personality:[/b] (how does your character think and feel? No psychopaths allowed)
[b]Hobbies/interests:[/b] (What does your character do to pass the time?)
[b]Skills:[/b] (What is your character good at from a non-combat standpoint? Combat will come later)
[b]Backstory:[/b] (The history of your character. How did they become who they are today?)
[b]Family:[/b] (Optional. Talk about your character’s family. If you are a dryad, this is going to be depressing)
[b]Relationships:[/b] (So this part of the sheet is something I took from MrAllenJ. Basically, the way this works is you talk about what relationship your character has with other characters. It is in the following formula: |Name of person|one-word general impression | relationship to said person |Thoughts on the character| So, for example, I could say this:
[b]| Bob | Good | friend |[/b] “Bob’s got a heart of gold, but he’s not the brightest crayon in the tool shed, if you know what I mean. He’s still a good friend, though” | )
[b]Weaponry:[/b] (What does your character fight with? There is a limit of four weapons per-character, one large weapon, one medium weapon, and up to two small weapons).
[b]Abilities:[/b] (This is where you put all of your combat abilities. What can your characters do that would contribute to the fight against the Red Legion? This doesn’t necessarily have to be a combat ability.)
[b]Weaknesses:[/b] (these are somewhat spelled out in the race descriptions, but everyone has different shortcomings)
[b]Companion:[/b] (Does your character have any pets, beasts of burden, or mounts? No large dragons allowed. Limit of one mount per character).
[b]Other:[/b] (anything I didn’t cover in this sheet.)[/hider]
[hider=The Creatures of Tithe]
[h1]The Official Under the Red Sun Bestiary (Encyclopedia of Mythical Creatures) [/h1]
[b]A compendium of some of the more-prevalent mythical creatures of Tithe. This list does not contain every magical creature in Tithe (though ask before you use something not in this unless it’s something small) and there are normal creatures in Tithe (like antelopes, squirrels, etc.). If you have any suggestion for a magical creature, type up a brief summary of the creature and pm it to me. If I like it, I’ll put it in. [/b]
[b]Basilisk:[/b] One of the more dangerous races of Tithe, Basilisks are winged dragon-like creatures the size of velociraptors. Basilisks resemble a cross between a chicken and a viper in appearance, with a snake-like body supported by turkey-like legs and feathery wings. Basilisks cannot fly, but their wings and legs allow them to jump six feet vertically in the air. Basilisk venom is one of the most toxic poisons in Tithe, and the stare of a basilisk causes prey to go have psychosis-like panic attacks where their eyes feel like they are on fire. A basilisk stare does not kill instantly, but it can easily drive any living thing insane (basilisks are not affected by staring at other basilisks). Basilisks live and hunt in packs of up to four. Male basilisks have black feathers on their wings and have rooster-like crests on their heads, while basilisk hens are brown with no crest. They reside in the north of Southern Nepharie, where farmers battle them almost constantly.
[b]Capricorn:[/b] A reclusive and social species of creature which resides off of the coast of Talbor and in a few of the Southern Islands. Capricorns are peaceful, herbivorous creatures which have the body of a ram or sheep with a fishlike tail covered in grey or blue scales. Capricorns eat sea grasses primarily, which they dive down to the ocean floor to consume. Capricorns themselves have no gills, and so need to breathe air. Despite living in water, Capricorns are entirely capable of living outside of water, and will often nest and socialize on rocky beaches. The capricorn is the official animal of Talbor, and is protected under law. Killing a capricorn is punishable by death.
[b]Cerberus:[/b] A race of vicious, dog-like creatures which prowl the wilderness. Relatives of the Orthus, the Cerberus is a massive three-headed dog the size of a horse, with fur that is usually black or grey and heads resembling those of Bull Mastiffs. Cerberi are extremely aggressive and territorial, often biting each other’s heads off (literally) over hunting grounds, though one or two have been domesticated. When a cerberus is angry, it can breathe very hot fire in short bursts at enemies.
[b]Ceryneian:[/b] Ceryneians are a race of deer-like animals which are widespread across Nepharie, Jikari, Talbor, and the Wilderness. They are one of the most populous races in Tithe, and are a huge food source for people all around. Ceryneians are silver in coloration, and bucks have large gold-colored horns. Ceryneians are famous for their incredible speed, being able to outrun arrows fired from a bow.
[b]Chimera:[/b] Chimeras are a rare race of creatures, indigenous to South Nepharie. They appear as two-headed creatures with the body and head of a lion, a head from a goat (though in this case it looks like a very angry goat with large carnivorous teeth and antelope horns) and a tail which resembles the body of a snake. Chimeras are solitary hunters who, despite normally staying out of the way of sentient races, often are thought to be the perpetrators of attacks on villages. They prey on antelope primarily, but have been known to kill and eat unicorns and even quilins. The venom of a chimera (from the snake tail) is extremely painful and causes rapid necrosis.
[b]Cockatrice:[/b] (also known as Maxx’s favorite mythical beast) A relative of the Basilisk, the cockatrice is a combination of a chicken and a serpent, though has more characteristics like a chicken than a serpent. Cockatrices are about the size of an ostrich, which long sturdy legs designed for running and a long, multicolored, feathery body. The body is generally serpentine in shape, with a long neck, a long snakelike tail (covered in feathers, mind you) with a feathery fan at the end. The head of a cockatrice resembles that of a rooster, with a yellow beak. Unlike roosters, however, cockatrices have sharp needle-like teeth lining their beaks and yellow, viper-like eyes. Cockatrices have small vestigial wings like an ostrich, but are incapable of flight. Cockatrices are speed hunters, tracking down and killing prey with their sharp teeth and the daggerlike spur on the back of their feet. A cockatrice can run at sixty miles an hour, and has a stare which, while not as damaging as a basilisk’s, drain their prey of energy, making them run slower and fight weaker. Cockatrices live across North Nepharie and the Wilderness. Cockatrices are the official animal of Nepharie, and are present on their crest.
[b]Dragon:[/b] Dragons are a given in almost every fantasy world, and this one is no exception. Dragons are ancient, enormous, reptilian creatures, some growing to be nearly sixty feet long with massive wingspans. All dragons are capable of flight, and all of them have the ability to breathe fire. There are dozens of species of dragons across Tithe, from the Frost Dragons of the Northern Mountains to the wyverns of the Jikari plains to the noble Elder Dragons which dwell in Lonesome Valley. The hide of certain dragons is nearly impenetrable to bronze, iron, or steel and is entirely fireproof, making it sought-after by hunters and warriors alike. Dragon bones are strong as steel despite being lighter and are infused with magical properties which make them useful in potions. Dragons were once plentiful in the southern half of Tithe, but empire expansion and local militaries have caused their numbers to dwindle. Few dragons live in Nepharie and Talbor. The people of Ostracus see dragons as noble, even holy, creatures, and often attempt to live in harmony with them.
[b]Gargoyle:[/b] One of the more terrifying races of Tithe, Gargoyles are large humanoid creatures with massive, batlike wings and glowing eyes. They are covered in blue, grey, or black skin, and have head hair like humans which is never cut. Many people believe them to be demons due to their long tails with spikes on the end of them. Gargoyles stand at about six feet tall, with a wingspan of about twenty-five feet. Gargoyles are nocturnal scavengers, using their strong sense of smell and 20/20 night vision to find carcasses left over by dragons and eat them. Gargoyles are territorial creatures, generally frightened of sentient races. When threatened, gargoyles have a nasty habit of blasting lightning bolts from their mouths at enemies, accompanied by a terrible shriek. Gargoyles communicate with one another via hound-like baying which sounds almost demonic. Gargoyles are found almost exclusively in Jikari.
[b]Giant:[/b] Giants are a various race Tithe which appear as giant humanoids, between ten and twenty-five feet tall. Giants, like elves are changed in appearance by their environment, and so many kind of giants exist, from the Moss Giants of Concordius to the ice giants of the Northlands to the legendary Iron Giants, powerful creatures made of metal who are said to be the strongest warriors in Tithe. Giants are one of the more prevalent monsters of Tithe, and would be classified as a sentient race in themselves if it weren’t for the fact that they don’t generally build and have no desire to live in a formalized kingdom (with the exception of the ice giants living in Glaces and the Frozen Desert). Giants eat a variety of foods and are known for their voracious appetites, occasionally attacking farms and eating entire herds of livestock. Giants are very hardy, capable of taking large amounts of damage from attacks, and can easily be angered; an angry giant is not something that you want around your castle.
[b]Griffon (or Gryphon):[/b] Are you afraid of lions? Are you chased by lions often when out on a stroll on the Jikari savannah? Well, then get the fuck out of Tithe, because not even the sky will save you now. Griffons are creatures about the size of tigers, with the front half of an eagle and the back half of a lion. They have sharp talons as their front legs and massive wings which allow them to fly and track down prey from the air. Griffons are some of the most fearsome hunters of Tithe, and are so good at their job that they actually compete with dragons over food sources. The preferred food source of the griffon is horse, causing them to often attack travellers, though they usually settle for sheep or bison. Griffons are generally solitary hunters, though they are known to occasionally hunt in groups of two or three young males. Griffons, despite being aggressive, are trainable, and some warriors have been known to ride griffons into battle. Griffons are the official animal of Jikari.
[b]Harpie:[/b] Harpies are a species of strange, birdlike creatures which live in the forests of the Wilderness and once lived in Talbor. Harpies have the torsos of a human with the arms and legs of a bird, though harpies have claws on their wings which allow them to grasp things. There are about nine different species of harpie, some of which eat seeds and fruit and some of which are keen aerial hunters. All harpies are capable of flight. Harpies live in small apelike troops which number in the dozens in size. Behavior-wise, they are very similar to apes.
[b]Hellhound:[/b] Another species of Tithe magical canines, Hellhounds are also known as dire wolves. Hellhounds appear as massive red wolves the size of bears. Hellhounds were once a fairly common race in Talbor, but have been hunted to the point of migration. They now reside in the southern Wilderness, where colonists often attempt to domesticate them. Hellhounds are fearsome hunters due to their excellent strategic abilities and toxic fangs which cause targets extreme pain. Hellhounds live in packs and are known to follow human settlers, scavenging the remains of camps.
[b]Hippocampus:[/b] A relative of the capricorn, the hippocampus is an aquatic, air-breathing creature with the front end of a horse and the back end of a whale. Hippocampi are a rather rare species which, unlike capricorns, cannot survive outside of water. Hippocampi live much farther out into the ocean, with populations ranging from the coast of Jikari through the Southern Islands. Much like whales, Hippocampi give birth to live young at sea and nurse them while still entirely in the water. Hippocampi populations are fairly high, though many pirates look to them as a good source of meat. Hippocampi generally feed on kelp and sea grasses.
[b]Jabberwock:[/b] Beware the Jabberwock, my son, the jaws that bite, the claws that catch. Jabberwocks are small winged creatures similar to dragons with the exception of their inability to breathe fire and their fairy-like wings. Jabberwocks are covered in short fur instead of scales, and have jaws comparable to rats, with large buck teeth that they must continually gnaw down. Jabberwocks are unique because, unlike other races, they actively hunt sentient beings like Fairfolk as a food source, making them enemies of the Fairfolk priests. They are generally kept at bay by the priests, but are famous for killing Fairfolk who stray too deep into certain parts of Concordius.
[b]Leviathan:[/b] Leviathans are a rare and legendary race which live in the deep and cold oceans of the North. They appear as massive, plesiosaur-like sea monsters with armored shells like turtles and four flippers to swim with. Leviathans are gigantic, nearly two-hundred feet long and weighing several tons. Leviathans have become living legends in Tithe because they are the only known creatures to possess true immortality. In the over three thousand years that sentient races have lived in Tithe, a Leviathan has never been killed. Spears, harpoons, even magic seems to affect leviathans very little and, though they can be wounded, never result in life-threatening injuries. Luckily for the people of Tithe, Leviathans are peaceful, gentle giants who feed on schools of cold water fish as well as squid which live in the deep trenches under the sea.
[b]Merperson:[/b] Merpeople are not the beautiful creatures they thought you were. Merpeople appear as a combination of a primate, a seal, and a fish. They have black and grey blubbery skin like a seal, with scaly fish tails and small, human-like arms. Their faces vaguely resemble human faces, though have seal-like noses. Female merpeople are famous for their large human-like breasts, which is where the rumor of them being beautiful originated from (because a sailor stranded at sea can get off to just about everything). Merpeople are indigenous to the Bay of Clams in South Nepharie, where they eat, well, clams, as well as small fish and squid. They are social animals who live in small pods like dolphins of six to eight merpeople, and are about as intelligent as apes. Unlike Hippocampi and capricorns, who are also mammalian underwater dwellers, Merpeople possess some kind of water magic, and can use this to breathe underwater and create small fountain-like displays to attract mates.
[b]Nemean Lion:[/b] Nemean lions are a tricky bunch of creatures, as it is very hard to tell the difference between a Nemean Lion and a normal lion. Both live in Jikari, both hunt the same foods, and both are predatory cats. The difference between a Nemean lion and a normal lion, however, is that Nemean Lions have invincible skin. No known weapon can cut the skin of a Nemean Lion from the outside, though they can be damaged from the inside. Nemean lions live across Jikari and Southern Nepharie, where they hunt antelope and Ceryneian Hinds.
[b]Orthus:[/b] A relative of the cerberus, the orthus is a canine beast the size of a bull mastiff. It is a two-headed beast which looks similar to a two-headed pitbull. Orthus are less aggressive than cerberuses, and are often domesticated by the people of Talbor, where they live and hunt. Orthus are prized for their excellent sense of smell and hearing, which they use to track prey. Orthus fangs are extremely hot, burning prey which they bite. Orthus are famous for their bite, as the jaws of an orthus are so strong that when they bite down it is nearly impossible to get them to release their jaws. The skin of an orthus is extremely difficult to cut, as it resists stabbing.
[b]Quilin:[/b] One of the stranger races of Tithe, the Quilin strongly resembles a giraffe mixed with a unicorn. Quilins are very large, some almost twenty feet tall, with generally equine, horse-like features and very long necks. The long legs of quilins end in sharp points, causing them to walk quite gracefully. Quilin are generally yellow, with giraffe-like spots which are light purple. Male quilins have lion-like manes of gold and long, silver, deer-like horns. Quilin are very magical creatures, able to conjure force fields to protect their young from predators and capable of walking across water. When attacked, quilins are capable of attacking enemies with water magic. Quilins are protected by the Gnomish government of Ostracus, and killing a Quilin is punishable by death.
[b]Sea Serpent:[/b] Sea Serpents are common in the warm waters of the tropics, but it is not unknown for them to be in the cooler northern oceans as well. These creatures are largely a mystery due to their semi-seldom appearance and life out of regular view. Whatever their habits may be, Sea Serpents are gargantuan, up to two hundred feet long if not more, snake or mosasaur like creatures with tripartite heads. Their lower jaw being like that of a crocodilians and the top jaw being capable of separating into two jaws. They have no teeth, instead they have bony plates that allow them to scissor their way through flesh or the hulls of boats (think Dunkleosteus). They have no limbs, instead they have two huge flippers and an incredibly powerful tail. Their skin is smooth to the touch and often warm, despite being reptilian in appearance.
[b]Sphinx[/b] The sphinx is a rare creature indigenous to Northern Nepharie and some ruins in Dorakis. They appear as large lions with human heads, nearly fifteen feet tall and twenty-five feet long. Sphinxes are classified as animals, but are known to be very intelligent, and are capable of speech. Sphinxes generally hunt camels and antelope, though they are also known to kill humans and even Dorak. When a sphinx finds a human who has entered their territory, they ask the human a riddle which varies from sphinx to sphinx; every sphinx has its own riddle, and no two riddles are alike. If the sentient being gets the riddle right, they are left alone, but if they fail, the sphinx contains them using powerful magic and kills them with its teeth and claws. Sphinxes will work for sentient creatures occasionally, and often guard treasure for them. Some age ago, Dorak hunting parties were formed in an attempt to eradicate the Sphinxes, or at least drive them out of Dorakis. Unfortunately, most of these hunts failed, and were eventually called off by the Grand Patriarch of that age.
[b]Two-Bear: [/b]Another vicious race of the Northlands, the two-bear is a two-headed polar bear, slightly larger than the actual polar bear that it’s based on. Two-bears prowl the tundras of the Frozen Desert, taking down pretty much anything small enough for them to eat. Two-bears are solitary hunters, using scent to mark hunting territories. They are hunted often by Haderlockians for their meat, which is very high in fat. Two-bears seem to have some sort of magical prowess when it comes to weather, and have been known to whip up small snowstorms to distract enemies while they attack or flee.
[b]Unicorn:[/b] One of the general fantasy staple races, unicorns are mystical horses with a single horn on their heads. Unicorns live across the southern kingdoms, and are widespread in Nepharie, Jikari, Talbor, Ostracus, and the southern Wilderness. They are about the same size as a horse, and come in a variety of colors depending on their subspecies (they are either black, white, or gold). Unicorns are prized by potion-makers for their incredible hair, horns, and blood. At one point, unicorns almost went extinct, but the governments banned together and made conservation efforts which saved the majestic beasts. Nowadays, potion-makers get their unicorns from farmed specimens. Unicorns are peaceful grazers, only fighting when it is absolutely necessary. It is said that wild unicorns, despite their attractive appearance, are extremely good magical fighters, able to tap into an unknown type of magic.
[b]Will-o-Wisp:[/b] The will-o-wisp is one of the more mysterious and reclusive races of Tithe, dwelling only in the misty forests of Concordius. They appear as tongues of blue fire, ranging in size from a few inches tall to nearly a foot tall. Wisps are intelligent creatures, able to communicate with other beings telepathically. They require no food, but seem to glow dimmer if not surrounded by woodlands. Wisps are said to be the servants of Matrem small glowing flames of Her divine power who watch over her land. Despite the implications, however, a single wisp has very little use in combat. The one defense that wisps do have, though, is their temperature. Wisps burn extremely hot, despite being unable to burn living wood. When a wisp is threatened, it sends out a telepathic signal to every other wisp around it, calling a swarm to help defend it. Swarms of wisps can cause severe burns to enemies. This only works while in Concordius, though, as wisps are almost never seen outside of it. It is said that wisps can see the future, though there is little concrete evidence for this. The Stormfront Family is said to be able to harvest memories of the past and visions of the future from wisps as a form of divination, but they're very quiet about such things.
[b]Yeti:[/b] Yetis are rare and reclusive apelike creatures which live far in the Northlands and in Haderlock. Yetis appear as massive white-and-grey gorilla-like creatures, ten feet tall with long, muscular arms and long, catlike ears. Yetis are extremely aggressive hunters who, since food is scarce in the north, can be incredibly brutal towards even their own race. When a yeti is angered, few beasts can match their unbridled anger and brute force. Because of this, yetis are often hunted and are chased away from civilization. They are terrified of fire. Yeti fur is the warmest-known fur in Tithe, so they are often hunted.
[b]Zilant:[/b] Zilants are huge, psuedodragonic animals that often roam volcanic or mountain like terrain. At fifty feet long, they are obviously no small animal. They are referred to psuedo dragons due to the fact that they don’t have wings, and lack the ability to breath fire, but still have the same attributes to their hide and bones, and are similar to that of a cross between a wyvern and a dragon. They have no front limbs, like that of Wyverns, but what truly separates them is that they lack wings entirely. They instead have two huge tree trunk like legs that ripple with muscle, and are balanced by a huge tail that is about half their length. They have huge and reinforced heads and their bodies are often covered and crocodilian like armor. Their dental hygiene is terrible, and they are infamous for their snaggle teeth and their lower jaw, of which has a front that looks like a mace made of bone. Their muscles inflate when they are enraged, often reddening their skin in a flushed red hue. (Think similar to a Deviljho). These animals are solitary and thankfully do not stray close to civilization. Introduction of a Zilant to an alien habitat usually results in the extinction or rapid decline of most native species. They are extremely aggressive in that they are always hungry, and are always on the prowl for food. They are somewhat less intelligent than dragons despite being physically more robust.
[color=red][b]DISCLAIMER:[/b] Beyond this point in the Bestiary, all listed creatures are native to the desert country of Dorakis. They’re so bizarre that we decided it was best to include a cutoff point for them.[/color]
[b]Araki Dimos:[/b] “Devil spiders” to outsiders. Araki Dimos are one of the most notorious species of arachnid creatures in Dorakis. Averaging up to sizes comparable to some houses, they are known for their vicious and invasive nature, even at their younger stages. Araki Dimos are amber-eyed, coated in brown and white hairs with thick, dark brown legs and thorny maws around their mouths. Underground nests are by far one of the worst problems that Dorak Patriarchies face in their burrowing excursions, due to the sheer numbers and voracity of the creatures. Araki Dimos cannot be tamed by any means, though thankfully, they do not carry venom like some of the other species of arachnids in Dorakis.
[b]Gimian Skora:[/b] Also known as “twin-tailed scorpions”. Gimian Skora are another naturally hostile species in Dorakis, though they differ from others in that they can be tamed with proper care and preparation during the youngest stages. One of the more varied specimens, Gimian Skora come in a multitude of colors and sizes, comparable from small huts to grand taverns. Their venom is particularly potent, and used often by the Dorak to increase the lethality of their otherwise primitive weaponry. Gimian Skora are otherwise used as battle mounts, traveling companions, and pack mules.
[b]Rangka Bertis:[/b] “Rampart beetles”. By far the most common battle mount among the Dorak, Rangka Bertis are a primarily defensive species. They protect themselves and their territories, though with enough determination, they can be tamed and readied for battle. Known for their hardened shells and single, lumbering horn, Rangka Bertis make excellent combatants in any defensive situation. Though not as fast or agile as other creatures, they are no doubt tough to take down. As an added fun fact, the current Grand Patriarch of the Dorak, Mumuruk Gatoa, owns the current largest Rangka Bertis known to exist as a personal, trusted companion.
[b]Raza Harak:[/b] Raza Hortaks, or "razor hornets", are a common winged insectoid in Dorakis. Normally found in populous nests tucked away in the high rocks of the eastern ranges, Raza Hortaks are a tricky hunt. An individual specimen is by no means any trouble, but a swarm of them is almost certain death for an unprepared party. Large abdomens with sturdy yellow and brown striped shells and barbed stingers make these creatures intimidating to behold. Vensas, or queens, are rarer and, as expected, much larger and more powerful than their brood. While it does take a considerable amount of preparation and effort, Raza Hortaks can be tamed at youth. The Dorak commonly use them as scouting companions and messengers.
[b]Tharnka Serappis:[/b] The “colossal centipedes” of Dorakis. Tharnka Serrapis are gigantic, segmented creatures that stretch ridiculous lengths, the largest ever reaching a few miles from front to back. Tharnka Serappis are surprisingly fast, gliding across the sands of Dorakis, always on the hunt for prey during the daytime. They are frequent hunts for roaming Dorak parties, providing large amounts of resources at the cost of a long and difficult chase. Their young are often made into temporary hunting companions before being killed to prevent them from growing too large. The corpses of these creatures are often found in the middle of the open areas of Dorakis, their shells remaining steadfast against the harsh sandstorms. As such, they make for good shelters when the need arises. Along the western border of Dorakis, the body of the largest known Tharnka Serappis in history has been repurposed into grounds for a bazaar by the Hurmok Patriarchy, which acts as a major, bustling center of trade between Dorakis, Jikari, and Central and Southern Nepharie.
[b]Varaka Bertis:[/b] Otherwise known as “mountain beetles” to foreigners, the Varaka Bertis are the largest and most cumbersome insectoid creatures in Dorakis. The Dorak use these impossibly large specimens as colony foundations due to the malleable stone mantles encrusted upon their shells, caused by the manner in which they are conceived. Varaka Bertis emerge from far-stretching, solid grounds near the southwestern rocky terrain. They wander for around a century, never stopping for food or rest, and then crumble into the desert at the ends of their lives. Upon this occurrence, the Dorak colonies situated atop the dying mountain beetle pack up and jump off, traveling to birthplace of the Varaka Bertis to greet and re-colonize a new specimen once it emerges.
[u][color=red][b]The Undead[/b][/color] [/u]
Not all of Tithe's monsters are exactly living, and some of the more fearsome monsters are not the ones that cannot die, but the ones that died but didn't leave.
[b]Important Note: Though some of the creatures below are of sentient intelligence, they do not count as actual races and cannot be played as, though in the future I might change my mind. [/b]
[b]Banshee:[/b] Banshees are phantom-like creatures that appear in the form of disheveled-looking women. They generally appear old and decrepit, often with wrinkles and deformities like twisted limbs. They are generally grey in color, and are somewhat translucent. Banshees are extremely vengeful spirits who are almost constantly aggressive. Banshees, being spiritual creatures, cannot touch objects, so they attack by releasing ear-splitting shrieks strong enough to knock out intruders. They dwell in ruins, where they float about the places where they lived while alive and weep. Banshees are immune to normal weapons, and can only be harmed by silver. Being spirits, banshees can be trapped in dreamcatchers.
[b]Bone Wyvern:[/b] Possibly the most dangerous race in Tithe, Bone Wyverns are undead dragons that prowl the Frozen Desert and Northern Isles, hunting and eating anything that is alive. No one is quite sure how Bone Wyverns came to exist, but black magic is assumed to be the culprit, as the bone wyverns all appear to be of the same species. They range from thirty to forty feet long and are in a variety of steps of decay depending on how warm of temperatures the wyverns have been exposed to. Some up in the far north still have slivers of silver flesh hanging from their ribcages, though most at this point are nothing more than skeletons. Bone Wyverns can fly using magic, and breathe cold fire, magical fire which is colder than liquid nitrogen, at prey.
[b]Ghost:[/b] Your run-of-the-mill lost spirit. Occasionally, when a spirit dies, they leave their body but not their world. Ghosts appear as misty, transparent beings which float around Tithe, often causing trouble. Ghosts are sent back to Tithe because some wrong was committed to them, generally involving their burial. Ghosts can be tricky creatures because they cannot rest until their wrong is righted, and few people can understand them, as their language is heavily impaired. Some well-trained wizards and seers can communicate with ghosts, and it is a common thing for wannabe necromancers to do. Ghosts are widespread throughout Tithe, appearing wherever they once lived. Ghosts are intangible, so they can only be harmed by silver. Being spirits, ghosts can be trapped in a dreamcatcher.
[b]Ghoul:[/b] Old legends tell of an island up north where no vegetation grows, and all wood has been devoured, leaving a blank desert. In the middle of this island is a hollow mountain, filled with caves where the ancient and legendary ghouls dwell. Ghouls are undead creatures which are spontaneously created whenever a magical being dies. They appear as contorted skeletons with massive heads, razor-sharp teeth, and long claws sharp like chef's knives. Ghouls are somewhat cowardly scavengers who flee from creatures larger than them, but when in a pack become voracious monsters, capable of chewing through steel with ease. Ghoul claws contain a powerful hallucinogenic neurotoxin which not only causes mass necrosis of whatever skin they scratch, but paralyzes prey and causes them to see terrifying visions whilst being devoured. Ghouls are mostly unintelligent, but occasionally a few have been seen speaking very primitive sentences. Ghouls are somewhat fragile, since they are pretty much just skeletons, and are highly flammable.
[b]Ensouled:[/b] The ensouled are a curious race because, unlike every other undead creature in Tithe, they can only be brought into being by magical means in the way of necromancy. Ensouled are deceased spirits which have been bound to a deceased corporeal body, generally a recently-dead corpse or a skeleton. The process of binding prevents decomposition in the corpse and causes the ensouled being to not decay. Ensouled generally act as the servants to necromancers who have yet to take the step to become liches, at which point they are generally replaced with the more obedient Wights. Ensouled have dispositions which differ greatly between one another, as they are only spirits of the dead confined to a new body. Ensouled cannot use magic and can still feel pain if struck, though they are in the strictest sense of the word immortal; nothing can kill an ensouled, though they can be damaged. If knocked unconscious, the spirit of an ensouled can be captured using a dreamcatcher, leaving the body lifeless. While an ensouled cannot die, if its master dies it deanimates and the soul passes on into the afterlife.
[b]Fext:[/b] The fext is a sentient humanoid creature which dwells in the Northern Isles. They appear similar to vampires, with cold white or blue skin and sunken eyes which glow magically. Fexts are the remnants of a few humans who froze to death in the North Isles or drowned in the cold sea. They are somewhat morbid creatures, but aren’t known to be particularly aggressive. Fexts are supernaturally strong, capable of lifting objects several times their size (they’re of about orc strength) and are extremely fast, able to run nearly forty miles per hour. Fexts, being dead, are immune to most attacks, and can only be killed with glass or silver. Fexts do need to eat, however. A fairly large population of Fexts have settled on a small island off of the coast of the northeastern Wilderness known as Seal Island, and have built a small civilization there.
[b]Lich:[/b] Liches are widely regarded as kings of the undead. Liches are skeletal creatures like Wights, which possess sentient intelligence and are dangerously-powerful magic-users. Liches are not a natural race, and can only be created via powerful and illicit magic. Liches can control the minds of lesser undead beings like ghouls and wights, and some can perform necromancy (as turning into a lich requires unlocking the secrets of necromancy). Liches are widely regarded as enemies of the living, and so are hunted down when they are created. Liches, being dead, live forever and are resistant to damage, though they are highly flammable. The touch of a lich is freezing cold and drains life from whatever they touch. Although they are quite powerful, a side-effect of becoming a lich is chronic, intense pain, as if the lich’s skin is burning (though they have no skin). There are less than six liches remaining in the world, and one of them is the king of Seal Island.
[b]Revenant:[/b] Revenants are undead spirits which are not connected to any known dead beings. It is unknown how exactly revenants form, but when they do form they can be extremely annoying. Revenants appear as sentient shadows, literally no more than a shadow, and move independently of any object. Revenants seem to live to pester and prank people, and often use their powers to pull elaborate pranks or rearrange objects in a room. Revenants can manipulate any object which their shadow touches, which appears like telekinesis to those watching. Revenants, thankfully, are confined to a specific location, usually a house or graveyard, and cannot leave that object without permission. While revenants are generally peaceful and tend to simply pull pranks, they are annoying extremely difficult to kill. The only known way to kill a revenant is to trap it in a dreamcatcher and burn it.
[b]Wight:[/b] Wights are ghostlike creatures which exist as skeletons, oftentimes clothed in tattered robes or travelling cloaks. They are undead creatures which occasionally are created when a person is killed using magic and is then not buried. The corpse decomposes surprisingly fast in the case of wights, and within a month of their death they rise as skeletons and begin to walk around at night. Unlike other undead creatures, though, wights have no connection to the spirits of the bodies they came from and are essentially mindless, walking around aimlessly for no reason whatsoever. Wights are non aggressive and do not even possess the required mental facilities to attack someone unless they are commanded by a lich. Wights are only alive at night, and during the day collapse into a heap of bones until night falls once more. Because of this, wights are seen more in the north than the south, as nights are longer in the north. Wights are flammable and can be physically damaged, but do not possess the mental faculties to feel pain no matter how badly-damaged they are. If a wight is hit hard enough to send its bones flying, the bones will reform magically and the wight will continue walking aimlessly. The touch of a wight has energy-draining effects, but they’re too mindless to know this without the command of a lich.
[b]Wraith:[/b] Wraiths are like the big brothers of banshees; they’re big, bad, and more dangerous. Wraiths are spirits of vengeful souls who are often the products of people who are betrayed or murdered. Wraiths look like banshees, but can be either males or females, and are much darker in color, usually existing as dark grey or black. Wraiths are uncontrollably angry and use dark magic anger attacks to fight, no matter what race they are from. Wraiths are most terrifying for their ability to turn invisible and drain energy from living things with their icy cold touch. Wraiths are spirits, so they are immune to normal weapons and can only be harmed by silver. Being spirits, wraiths can be captured in dreamcatchers.
[b]Zombie:[/b] Zombies are a more southern undead phenomenon which are violent and short-lived. Zombies are the reanimated corpses of dead creatures, normally created through necromancy or through the growing of Corpse Roses on gravestones. Corpse Roses are a southern breed of rose that’s roots have the ability to reanimate the dead. Zombies are mindless and generally violent creatures with no connection to their former souls. They are cannibalistic and are constantly hungry, attacking and eating anything which is edible. Being dead, the clutch of a zombie is near-impossible to escape, and their bite is so strong that it can cut through leather and weak chain mail. Luckily, though, Corpse Roses die in the cold, so zombies can only live in the south. This means that, while zombies are incredibly dangerous, they’re also somewhat short-lived, and rot fairly quickly, often falling apart after a week or two of being alive. Zombies are highly-flammable as well and have a habit of exploding when engulfed in flames.
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