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The World of Kishar

Started by Matt Larkin (author), July 30, 2006, 05:12:50 PM

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Matt Larkin (author)

The Ways of Faith

[ooc=disclaimer]I really wanted to use real world deities with my own twists.  Thus all the deities of Kishar are drawn from real world sources.  To preserve versimilitude, I pretty much kept them in their original pantheons, meaning that many religions are similar to real religions.  In the cases where things were changed or twists added, it was merely to mystery and depth to the setting, not to make social commentary.[/ooc]

There are many faiths on Kishar.  Most regions follow a single faith, though support multiple religions.

[spoiler=AHLIAN PANTHEON]Few still follow the old deities of ancient times, most now converted to the ways of Ormazd.  The old polytheistic ways tell tales of gods that war with demons for control of the world.
In this faith, lore is kept by the religious caste.  They spread the ancient stories, by the mysterious of worship are left to them.  Followers are expected to offer prayers and to support the clergy.
Leader: High Priest Akmal
Ethos: Tales vary in the telling, but one version says that the world began with primordial chaos.  When the gods spilled the blood of a dragon of this chaos called Tiamat, part of her body fell and became the world.  Adherents of the faith must always struggle against the demons.  The gods imposed order on the world, but demons struggle to revert it to its prior state.
Deities
Anu: Lord of heaven.
Apsu: The primordial fresh water ocean, beneath the surface.
Damkina: Earth mother.
Ea: God of wisdom.
Enlil: God of storms.
Ereshkigal: Goddess of death and darkness.
Hadad: God of weather.
Ishtar: Goddess of love.  High goddess.
Kingu: Husband of Tiamat.
Marduk: Hero god that broke down Tiamat.
Mummu: God of mists.
Nabu: God of scribes.
Ninurta: God of war.
Shamash: God of justice and the sun.
Sin: God of the moon.
Tiamat: Fallen dragon goddess. [/spoiler]

[spoiler=ALBERICH]Alberich is the patron deity of the kobolds.  Most that have not converted to the Eclesian Church follow him.  He is said to have great magical powers and wisdom.
Leader: Each tribe is liable to have their own High Priest.  The religion has no overarching structure.
Sign: A kobold fist clasping a spear.
Ethos: Alberich teaches strength, cunning, and fairness.  A kobold that follows his teachings will be welcomed by his god.  One the fails to lead a good life, or gives in to weakness, will not find his reward.  Followers should seek wealth, but should not be stingy towards those in need.
Holidays
April 1st is Alberich Day.  All followers feast, play pranks, and join their families.[/spoiler]

[spoiler=BANEESE ANIMISM]The people of Bana follow a polytheistic religion in which spirits are attributed to both ideas and places.  Beliefs are very diverse, varying from one island to the next.
Mystics often become tribal shamans and the leaders of faiths.  Though feared, they are greatly respected.
Leader: Each tribe has their own high shaman.
Ethos: The people hold a strong belief in the kaluluwa (soul).  They believe those with good souls will reach Kalangitan (Heaven) and those with evil souls will fall to Impiyerno (Hell).  Each island tends to have its own creation story.
Deities
Amanikable: God of the sea.
Amihan: God of the north wind.
Anitan: God of lightning.
Anitun Tabu: Goddess of rain.
Apolake: God of war.
Bakonawa: Lizard god of the underworld.
Bulan: Lunar goddess.
Dian Masalanta: Goddess of love.
Hukluban: Goddess of death.
Idianale: Goddess of agriculture.
Ikapti: Goddess of fields.
Kalinga: God of thunder.
Kan-Laon: God of time.
Lalahon: Goddess of fire and volcanoes.
Manggagaway: Goddess of sickness.
Mangkukulam: God of fire.
Manisilat: God of broken homes.
Sitan: God of the afterlife.
Tala: Goddess of the stars.[/spoiler]

[spoiler=CHILDREN OF GAIA]Gaia is the earth goddess.  She is literally the planet Kishar â,¬' it is her body.  Though the faith is far-spread, its followers are few.  Unlike other faiths, they do not really seek out converts.  They are content that Gaia will reveal herself to those she wishes to know her truths.
The Children of Gaia have a pseudo-military organization called the Order of the Hidden Path.  Members of this order act to defend the world against unnatural threats.
Sign: A great tree.
Leader: In theory, the great green dragon Ladon leads the faith.  He is the voice of Gaia on Kishar.  However, some now believe him dead.
Ethos: Adherents of this faith teach that Kishar is a living world in a delicate balance.  Everything must be kept in balance.  Too much magic, too much civilization, or too much hunting â,¬' all can disrupt the world and spell disaster for its inhabitants.  The cycle of life is precious and disruptions in it are sins.  The undead and other unnatural creatures have no place in the world.[/spoiler]

[spoiler=CHURCH OF ORMAZD]The most common faith of Ahlia, the Church of Ormazd has ancient roots, perhaps dating back to the Demon War.  The center of the faith is great temple outside Inshirah.  The clergy are sometimes referred to as athornan.
The Church declared the followers of the Eliscian Empire infidels for dismissing their god, which helped Sultan Darius unite many of the city-states of Ahlia in his recent campaign against the Eliscian Empire.  Despite some similarities in their doctrine, the Eclesian Church and Church of Ormazd each considers members of the other heathens.  While typical of the Eclesians, it is a fairly recent change among the Church of Ormazd.  The acceptance of Mystics within the Church has always been an issue between the faiths.
Within the Church of Ormazd, many ranking members are Mystics, called Magi.  These secretive mage-priests are said to know great secrets.
The Church holds incredible sway in government.  Though rulers are theoretically secular, a sultan not declared an agent of Ormazd by the Church can rarely hold onto power.
The Holy Order of the Light are a group of zealots that fight for the principles of the Church in the extreme.  They hunt down evil, but also believe in eradicating non-believers.  Though the Church has officially sanctioned only a few of their activities (and disavowed some others), they retain some tacit, if un-official support within the Church.
Ormazd is also worshipped by a few scattered knights throughout Midgard.  These knights, which call themselves paladins (borrowing a term from the Eclesian faith), are not formally associated with the Church.  They use a the same holy symbol as the church, but add on a luminous sword in front of the flame.
Leader: High Priest Ghebers.  Some say he is a magi.
Sign: A holy flame.  A winged, crowned, bearded man is used to represent the god.
Ethos: Ormazd is the beginning and end of the universe, eternally opposed by the god of darkness, Ahriman.  They continually war for control of the universe.  Every good action that man takes aids Ormazd, while every evil action aids Ahriman.  In the end, good will overcome, and Ahriman will be vanquished.  The minions of Ahriman once ravaged the world, but he was cast down, and now plots in hell.  Ormazd was wounded by the dark lord, but still watches over the people of Kishar.
The Church declares Ormazd god of Light and all goodness.  They believe that men are responsible for their actions, and that one should only act and think in good ways.  They frown upon sloth, believing one must be active in doing good work.  Normally fairly tolerant of other faiths, the priests have become angry at the Eclesian Church for denouncing both their god and their magi.  Ormazd is the eternal enemy of Ahriman (Angra Mainyu), lord of Darkness.[/spoiler]

[spoiler=CULT OF DAGON]The Cult of Dagon worships the demon sea god Dagon.  They believe they can awaken him from his deep sleep and he shall rule the seas and reward them.  The fanatical cult with stop at nothing to achieve their ends.
Ethos: Our lord Dagon awoke from the depths of the sea and ruled the oceans in ancient times.  But he fought great battles and was tired, so he has rested beneath the waves for ages.  One day, he shall awaken and reward his faithful.[/spoiler]

[spoiler=CULT OF THE SHADOW]The Cult of the Shadow worships the Shadow as a god.  It is based in the Land of Shadows.
Leader: The Shadow.
Ethos: His terrible lordship the Shadow shall continue to spread his influence until the foretold time in which his dark arm covers all Kishar and he comes to rule the world for all time.[/spoiler]

[spoiler=DRUIDIC ANIMISM]Known as the â,¬Å"Old Ways,â,¬Â this is the faith of druids, practiced by the people of the Celtic Isles, and a small handful left in mainland Midgard, particularly in Nagryth.  This faith has many deities, and indeed teaches that the land itself has spirits.  Thus each lake, river, mountain, or hill may have its own god.  A few gods are standard, worshipped throughout the Isles, while others vary from place to place.
Many druids, the educated caste of the Celts, are priests (others fill other roles).  They pass down their secrets through oral tradition.  It is forbidden to record secrets in writing.  Druid priests provide religious lore as it is needed, never revealing too much.  Their warnings are often cryptic.  Like many animistic faiths, Mystics are often drawn to the priesthood, and many druid priests practice ritual magic.  Once, mystics were more common in the Celtic Isles than many other regions of the world (albeit still very rare).  Many of the druid mystics have since been killed, and only a handful still know anything of the dark arts.
The druid faith was centered at Ardgrange Castle on Brigit Isle.  However, after Corbin of Flannery led Mage Killers to Isles and attacked Brigit Isle, most of the druid priests were destroyed.  The last remaining member of the High Circle, Leith, began trying to reform the Circle, but they have not returned to Brigit Isle, finding safety in hiding.
The religious situation changed dramatically when the once banished druid, Niall, returned from exile.  Leith lifted his banishment without much explanation to his fellow druids.  Niall was made a member of the High Circle, and is arguably the most powerful sorcerer in the isles.  But on his return, he has tried to preach a â,¬Å"newâ,¬Â version of the Old Ways, trying to teach against certain beliefs of the Old Ways he now felt were false.  Leith has refused to give up the Old Ways, but some of the people have begun to follow what has been deemed the New Old Ways.  This had led to tension between the two most influential men in the druidic faith.
Leader: Leith is the head of the High Circle, though he has not yet taken the title of Archdruid.  Some think he will name Niall the next Archdruid, though others believe he waits for a vision of who shall be the next leader.  The High Circle is traditionally a council of twelve druids that rule over the druid caste and advise the kings.
Deities
In addition to other deities, the Celts believe in a pervasive â,¬Å"earth motherâ,¬Â deity called the Goddess which has many forms.  Each manifestation could be considered an individual goddess.  Druids sometimes make sacrifices to their gods.  Despite Eclesian propaganda, these are rarely human sacrifices (only criminals are sacrificed, and only rare occasions).
Arawn: King of Otherworld
Badb: Warrior form of the Goddess.
Belenus: God of fire and healing.
Brigit: Goddess of poets and healers, and high-rising things such as great flames.
Cernunnos: Lord of Animals
Dagda: God of wisdom, patron of druids
Danu: Mother form of the Goddess
Epona: Goddess of horses
Esus: Powerful god of justice to whom criminals are sometimes sacrificed.
Gwydion: Heroic god.  God of magical powers.
Lugh: Heroic warrior leader of the gods
Mab: Queen of the faeries.
Manannan: God of the sea.
Morrigan: Dark form of the Goddess.
Nemain: War goddess.
Nodens/Nuada: God of the sun.  Healer god.
Ogma: God of scholars.  Orator of the gods.
Taranis: God of thunder.

Holidays
The new year (which is generally in October) is a 3 day celebration.  A Druid's only duties other than joining the festivities is to give blessings for the coming year to all.  Children born in the last year are given names during new year.  Many games are played, including riddles, wrestling, weaving, and bardic competitions.
Solstices and equinoxes are holidays only for druids.  Many divinations are performed at these times.
Deep Winter is on second full moon after Samhain (usually in December).  Mistletoe is harvested for this holiday.
Imbolc (im' bolhk) is on the second full moon after Deep Winter (usually in February). Imbolc is the midwinter celebration.  Candles are often symbols of the holiday.
Beltane (bel' thane or bel' tane) is celebrated on the second full moon after Imbolc (usually in April).  Beltane is a celebration of spring, nature, and fertility.  Rites of womanhood are performed at this time.
Midsummer (Fae Day) is on the second full moon after Beltane (usually in June).  It is a holiday to honor the fey that have aided the clans.
Harvest, or Lughâ,¬,,¢s Day, is on the second full moon after Midsummer (usually in August).
The second full moon after Harvest is Samhain (souâ,¬,,¢ an), the end of the year, when the barriers between Kishar and Otherworld are weakest.  Traditionally druids were supposed to return to Brigit Isle for the rituals, but these days the rituals are held in Rowan.  The five days following Samhain are the Time of Chaos when magic is strongest.[/spoiler]

[spoiler=ECLESIAN CHURCH]Arguably the most influential religion in history, the Eclesian Church dominates western Midgard.  Its seat of power lies in the Halls of God, a large holding (almost a small town) within the city of Eliscia.
The Church was thrown into some chaos with the mysterious murder of the Archbishop, Brasdef in 1511.  The murder also found the symbol of the Church, the Hand of God, shattered.  The murder remains unsolved.  However, the Church has now appointed a new Archbishop.
The Church is not directly under the jurisdiction of the Empire, though they are often seen as representing it.  The Church has its own military and elite troops, including the greatly feared Mage Killers.  The Mage Killers are an independent organization of supernatural bounty hunters that answer only to Archbishop.
Leader: Archbishop Jerome.  When one Archbishop is chosen by the last, he is passed the Hand of God â,¬' the sacred sword of the Lord and symbol of the office of Archbishop.  Now, however, the sword is broken.  Rumor holds that a master smith has been commissioned to re-forge it.
Sign: The Church is represented by a longsword set against a sun.
Ethos: The Church teaches their God is the one true god, and only by following him can mankind be saved.  Though the Holy Crusade has ended, the Church frowns on the use of magic, as well as supernatural creatures, such as fey, dragons, and the like.  Followers are forbidden to aid sorcerers.  In imperial territory (where magic and supernatural creatures are illegal), the clergy can arrest those sorcerers, fey, and magical creatures.
When God first came to the world he found it enveloped in Chaos.  Mankind was enslaved and tormented by the Darkness â,¬' a host of demons ravaged the world.  God knew the mortalsâ,¬,,¢ flagrant use of magic had first called the demons to Kishar.  He knew that they had brought Darkness upon themselves by seeking its power.  Still, he pitied them, and resolved to save them.  God thus gathered an army of angels and made war on the Darkness.  He intended to rid the world of Chaos and turn Kishar into a paradise.  Many mortals flocked to his banner during his war: they became his priests.  This time of war and darkness is called the Dark Age.
In time, the forces of light overcame the Darkness.  God drove evil from the world and destroyed the evil false god, Ahriman.  God then prepared to establish his kingdom.  One of his mightiest angels, Mithra, betrayed him, however.  Seduced by Ahrimanâ,¬,,¢s power, Mithra destroyed Godâ,¬,,¢s physical body, plunging his sword through his lordâ,¬,,¢s heart.  The sword became blackened by the evil deed â,¬' its blade now like opal.  Mithra desired Godâ,¬,,¢s power and kingdom for himself.  The clergy and angels were furious, however, and would never accept the traitor.  They tore him down, sending him to hell to be forever tormented for the greatest of all crimes.  Yet, in that eternal prison, Mithra â,¬' the dark one known as the Devil â,¬' remains, eager to drag down the souls of men who fail to embrace God or practice the dark arts of his former master.
Godâ,¬,,¢s physical body was gone, but his spirit remained.  Thus he promised to remain forever with his people, guiding and protecting all that follow the true way.  The clergy set out into the world and tried to spread the word.  And thus all who have joined the Church have been saved.  In time, the clergy organized the Church.  The island of Eliscia was chosen as the heart of the Church, for it was in this sacred land that God first walked the world, and here that the final battle took place.  Under the guidance of the Church, through the grace of God, the modern Eliscian government grew to become the great Eliscian Empire.  The Empire now spreads the Word of God throughout the world.
Such are the words of Eclesian, first high priest, and prophet of God.
Holidays
April 3rd is dedicated to the day the Lord came to Kishar.  It is a day of celebration and recognition.  Special services are held at Church, then feasting.
December 14th is held as the day the Lord fell.  It is a solemn day of remembrance.  Special services are held.[/spoiler]

[spoiler=GNOLL ANIMISM]Gnolls believe that spirits lie all around them.  Each place, animal, or idea can have its own spirit.  They attribute the spirit of the hyena for the life of their people.
Leader: Each tribe has its own shaman.
Ethos: The hunt is an act of glory and piety and should always be treated with reverence.  Death is part of the cycle of life, and thus it is not wrong to kill oneâ,¬,,¢s enemies or for food, provided it is done with respect.  Signs can be found in nature that can reveal the will of the spirits.[/spoiler]

[spoiler=GOGURAN ANIMISM]Goguran Animism is a collection of the traditions, legends, folk-lore, and shamanistic practices from the island of Gogur.  Its generally philosophy is influenced by Taoism from Guiyu, but its animistic deities remain its own.
A local shaman is called a Mudang.  Some mudangs are mystics.
Leader: By tribe.
Ethos: The faith teaches spiritual enlightenment can be attained only through harmony of mind and body.  Specific teachings vary from region to region.  The mudang are the experts on the faith.  The faith also believes in a heaven (a celestial realm, not an afterlife).
Deities
Most are spirits of place, however, a few deities are more universal.
Dangun: Founder of the land.  Grandson of the lord of heaven, Hwanin.
Hwanin: Lord of heaven.  He controls fire and the sun.[/spoiler]

[spoiler=HOLY QUADRATE]Dwarves worship four hero deities: Nordri, Sudri, Austri, and Vestri.  These four deities make up the whole of the dwarven pantheon.  The vast majority of dwarves follow these deities.  Most that do not follow no deities at all.
The faith has major centers in every dwarven settlement.  The greatest temple is the Holy Stone Citadel, deep beneath the mountains of Nioavellir.  This massive underground temple has ceilings over one hundred feet high, incredible stone columns with elaborate decorations, and beautiful relief carvings.
Leader: Lord High Priest Bardren.
Sign: A warhammer.
Ethos: During the Demon Age a number of deities came to Kishar to aid the beleaguered races of the world.  The Holy Quadrate came at this time and aided the dwarves.  Each of the dwarven deities is honored equally by their priests.  Priests serve the dwarven community, seeking to aid their fellows.  They are benevolent towards their friends, and terrible in wrath towards the enemies of their people.[/spoiler]

[spoiler=KALAKTI PANTHEON]The Kalakti pantheon is followed in Vilcaana and Muiz.  The Kalakti religion actually venerates mystics, in as much as they fear them.  They see them as those blessed by Inti with the power to build civilization and destroy the enemies of man.  Mystics often become priests.
Leader: High Priest Ekon.
Ethos: According to the ancient tales, the beginnings of human civilization were created by Viracocha, the great god.  The sun god, Inti, empowered the first mortals to greatness.  Man was then left to struggle against his many enemies, but the gods continue to watch over him and aid him.
Deities
Apo: God of the mountains.
Apocatequil: God of thunder.
Chasca: Goddess of the dawn and twilight, protector of virgin girls.
Cocomama: Goddess of joy and wellbeing.
Coniraya: God of the moon.
Copacati: Lake goddess.
Ekkeko: God of wealth.
Illapa: Weather god.
Inti: God of the sun.
Kon: Rain god.
Mama Allpa: Fertility goddess.
Mama Cocha: Sea goddess.
Mama Pacha: Dragon goddess of fertility, harvests, and earthquakes.
Mama Quilla: Moon and marriage goddess.
Pariacaca: God of water.
Supay: God of death.  Ruler of Uca Pacha.
Uracaguary: God of metal, jewels, and gems.
Viracocha: Creator of civilization.
Zaramama: Goddess of grain.[/spoiler]

[spoiler=KIRAHRAN PANTHEON]The ancient religion of Kirahr holds many truths.  They worship a wide varieties of deities.  The religious caste of Kirahr are called Brahmins.  The people of Kirahr are more spiritually open than many other lands, accept that the universe reveals itself in varied ways, and thus many religions may be valid.
Leader: High Brahmin Raktim
Ethos: The supreme aspect of God is Brahman.  It is the transcendent formless, aspect, the manifest will of the universe.  The universe it created by Brahma, the Creator, and sustained by avatars of Vishnu.  The universe can also be purified by Shiva â,¬' the Destroyer.  Many other deities control the ways of the world.  The soul is continually reincarnated through the samsÃ,,ra.  Those that lead good lives move to better existences, while those that lead poor lives must learn more.  This is called karma.  Life is an endless journey towards enlightenment.  One must always strive to active rightly, but there is no mistake that cannot be overcome.
Deities
Agni: God of fire.
Brahma: Creator of the universe.
Ganesh: Elephant god of wisdom.
Hanuman: Monkey god of service.
Indra: God of thunder.
Kali: Dark goddess.
Lakshmi: Goddess of fortune and beauty.
Mitra: God of honesty and contracts.
Parjanya: God of rain.
Parvati: Wife of Shiva.
Prithivi mata: Earth goddess.
Ravi: Sun god.
Saraswati: Goddess of intelligence.
Shiva: God of destruction.
Soma: God of the moon.
Surya: Sun god.
Varuna: Sea god.
Vayu: God of the wind.
Vishnu: God of sustaining the universe.
Yama: God of death.[/spoiler]

[spoiler=LIZARDFOLK FAITH]When lizardfolk worship, they often pray to the Great Dragon.  The Great Dragon is not an actual dragon, but a totemic representation of the best traits of dragons.  They also believe in local spirits.  Shamans are common to most tribes, a position mystics are drawn to.
Leader: Caldazsh the Ancient
Ethos: The religion more teaches how to live than anything else.  It considers strength, honor, and courage virtues.  There is a high importance placed on preservation of the species and the tribe.[/spoiler]

[spoiler=MAHIMATAN ANIMISM]Religious beliefs vary quite a bit throughout the lands that practice this faith.  The faith teaches that there is a supreme Creator god (sometimes called Waaq), assisted by many lesser gods, represented by totems.  Many lesser gods are represented by a specific animal.
Leader: Each tribe has its own shaman.  Some shamans are mystics.
Ethos: Each lesser god has the ability to control an aspect of life.  Spirits are everywhere.  Animal sacrifice can ensure prosperity.  Ancestors can also become spirits and so should be venerated.[/spoiler]

[spoiler=MANTEAN ANIMISM]The people of the Mantean Islands believe in a wide variety of spirits.  Mystics are often drawn to become shamans.
Leader: There is no central faith, so each tribe has its own shaman leader.
Ethos: The spirits are intermediary forces between the supreme will of the universe and humanity.  The should be both prayed to and served.  The spirits can offer great power to shamans, but there is a price to that power.[/spoiler]

[spoiler=NORUMBEGAN ANIMISM]The people of Norumbega believe that everything has a spirit.  Every rock, every tree, every animal, the sun, and the sky.  
Leader: Each tribe may have its own shaman.  In some cases they may be mystics.
Ethos: Each object and creature must be treated with respect, for like us, they have souls.  Take only what you need.  Each tribe tends to a have a most sacred animal â,¬' the bear for some, the eagle or the wolf for others, varying greatly.[/spoiler]

[spoiler=NOSTIRAN PANTHEON]There are many deities in the Nostiran Pantheon.  The religion is handed down orally through stories.  All followers learn these stories, though some study more intensely.  There is no true priestly occupation, however, the shamanistic traditions of the religion are carried out by women called vala.  Most vala are elderly women.  A vala has a great deal of authority and is highly respected.  They often charge great fees for their services.  Vala rituals sometimes involve the sacrifice of prisoners.  Vala mystics perform ritual spells which they call galdra.
Ethos: According to the ancient legends, first there was Muspelheim, land of fire, and Niflheim, land of cold.  Then came Jotunheim and the giants.  Finally the gods, and the gods made the world in between.  And all of this is supported by the great tree, Yggdrasil.  One day the sun will be blotted out and a terrible battle between the gods and giants will take place.  This battle will be called Ragnarok, and it will destroy the world.  Then a new world will be created.  Nothing can change fate.  A man that fights valiantly can feast forever with his gods.  A man that dies of accident, old age, or as a coward falls into the dark cold of Hel (the underworld).  The gods are aided by winged warrior women called valkyries.  These holy beings heed the calls of Odin and lead valorous to Valhalla.
Deities
Aegir: God of the sea.
Balder: God of peace, joy, and beauty.
Frey: God of male fertility and prosperity.
Freya: Goddess of fertility and sexuality.
Frigg: Wife of Odin and queen of the sky.
Heimdall: Guardian of the gods.
Hel: Queen of the underworld (also called Hel).
Hod: Blind brother of Balder.
Idun: Goddess of eternal youth and the orchard.
Loki: Trickster god.
Njord: God of fertile seacoasts and seamanship.
Odin: King of the gods.
Sif: Goddess of the home, wife of Thor.
Thor: God of thunder.
Tyr: God of single combat.
Vali: God of vengeance.[/spoiler]

[spoiler=SANESIAN ANIMISM]The people of the Sanesian Islands primarily worship spirits of place, such as the god of a mountain, volcano, river, or lake.  These deities vary from one island to the next.  They also share some universal deities.
Sometimes mystics are driven to become shamans amongst the people.  They rarely use sorcery, though they may have some ritual spells.
Leader: Varies by island.  No universal leader.
Ethos: By pious, make sacrifices to the gods, and they will be pleased and bring good fortune.  Listen to the words of priests.  Do not deplete the environment by over-fishing, over-farming, or any such practice.  Always celebrate good fortune to show your gratitude.  Celebrations often involve lots of dancing, feasting, and music, usually in the evenings.
Deities
Atea: God of light.
Ina: Goddess of the moon.
Kane Milohai: Creator of the sky and earth.
Lono: God of fertility and music.
Maui: Hero of the gods.
Pele: Goddess of lightning, fire, and dance.[/spoiler]

[spoiler=SIMBELAN PANTEHON]The people of Simbel worship many deities, and fear others.  According to the tales of the locals, the Pharaohs are appointed by gods, and will become divine themselves in death.  Priests hold a great deal of sway, so long as they remain on the good side of the Pharaoh.  Still, the support or lack thereof of the clergy can significantly influence the control of a leader.
Religion is practiced at great temples throughout the land.
Leader: High Priest Asem
Ethos: The core belief is that those that are worthy can live again in an afterlife in which they can actually bring their material possessions.  The dead should thus be embalmed to preserve them.  The faith tells that Amun created the world, and that the other gods preserve it.  Some gods, however, such as Apep, are traitor gods and conspire against man and the other gods.
Deities
Amun: Creator.
Anubis: God of embalming and death.
Apep: Evil serpent of the underworld.
Bast: Goddess of cats.
Bes: God of protection and childbirth.
Geb: God the earth.
Hapy: God the river.
Hathor: Goddess of love and music.
Horus: Falcon-headed god.
Imhotep: God of wisdom and magic.
Isis: Goddess of magic.
Maahes: God of war.
Maâ,¬,,¢at: Goddess of truth and order.  Goddess of balance.
Menhit: Goddess of war.
Naunet: God of primal waters.
Neith: Mother goddess.
Nephthys: Goddess of the underworld.
Nut: Sky goddess.
Osiris: God the underworld
Ptah: Also a creator.
Ra: Sun god.
Sobek: Crocodile god.
Set: God of storms.
Tefnut: Goddess of order and time.
Thoth: God of the moon and of science.[/spoiler]

[spoiler=SUNDISH ANIMISM]The people of Sundaland worship many spirits of place.  In addition, they have a few key deities that are more universal.  Mystics often become shamans.
Leader: By tribe.
Ethos: Serve the spirits and they will reward.  Anger them, and the people will suffer.
Deities
God of Earth: Is the lord of the earth whom earth spirits serve.
God of Prosperity: He brings good fortune.
Kwan Yin Ma: Goddess of mercy.
Matsu: Goddess of the sea.  Often the most important spirit.[/spoiler]

[spoiler=TAOISM]The principle religion of Guiyu, it as much a philosophy as a religion.  The religion teaches one not just about the spiritual, but about how to live, including breathing, respect, sexual practices, medicine, and wisdom.  In the religion many revere ancestors as spirit gods.  There is also considered to be a divine heaven which does not equate to an afterlife paradise found in other religions, but a divine realm or celestial bureaucracy.  Dragons and some other spirits are seen as representatives of the spiritual realms.  Deities in the bureaucracy may be promoted or demoted based on their actions.  Mortals that die can enter the bureaucracy.
Priests and monks are those especially dedicated to the practice, though common people generally know enough to worship and practice on their own.  Parents teach their children the ways, and so the practices are passed down through generations, but vary slightly form one geographical region to the next.
Leader: There is no central leader, though each monastery or community may have a head priest.
Ethos: Belief varies greatly over geographic regions, but in general, it is believed that the Tao is a central energy or lifeforce of the universe that created life.  Only by reflecting on nature can one find enlightenment and become one with the Tao.  The energies of the Tao flow through us and must be tuned through meditation and exercise.  The religion also teaches that people are inherently good and thus need a reason to do evil.[/spoiler]

[spoiler=TEOTICAN PANTHEON]The people of Teoti worship a wide pantheon of deities.  Priests hold a very influential position in their society.  These priests sometimes have elaborate rituals, some of which involve sacrifice.
Leader: High Priest Colmetz.
Ethos: Huitzilopochtli guided the people to their home, granting them a sign that they had found the right place.  There, they built a great city, fanning a great fire in his honor.  As long the gods are pleased, the Teotican society will flourish.  Those who please the gods can reach heaven, while those that displease them fall in Mictlan (the underworld).  Only the priests can interpret the signs of the gods.
Deities
Acolmiztli: God of the underworld.
Calchuihtlicue: Goddess of lakes and rivers.
Cinteotl: God of maize.
Coyolxauhqui: Moon goddess.
Ehecatl: Wind god.
Huehueteotl: God of the fire of life.
Huitzilopochtli: God of fire, the sun, and war.  Chief deity that guides the people.
Ilamatecuhtil: Goddess of the earth and of death.
Itztlacoliuhqui: God of stone.
Mayahuel: Goddess of maguey.
Mictlantecuhtli: God of death.
Ometeotl: God(dess) of heaven.  This is a dual persona god.
Quetzalcoatl: God of life.
Tepeyollotl: God of earthquakes.
Tezcatlipoca: God of discord.
Tlahuizcalpantecuhtli: God of dawn.
Tlaloc: God of lighting and rain.
Toci: Earth goddess.
Tonacatecuhtli: God of good.
Xipe Totec: God of spring.
Xochipilli: God flowers.
Xochiquetzal: Goddess of love.[/spoiler]

[spoiler=TEMPLE OF PERUN]Perun is a god of thunder, worshipped in the north, primarily in Bjarmaland.  He is served by a pantheon of deities.  This religion of ancient rites and prayers offers the promise of fertile harvests, mild winters, and survival in a harsh land.
Leader: Priestess Evalina.
Sign: A bolt of lightning.
Ethos: The world exists in a great oak tree, its top is the sky or heavens, its trunk the world of man, and its roots the underworld of the dead.  The underworld is lush green place of fields where the dead can rest in eternal youth.  However, the underworld is ruled by Veles, foe of Perun.
Deities
Jarilo: God of fertility and plants.
Khors: God of the winter sun.
Perun: Lord of the gods, god of thunder.
Svarog: God of fire, said to be a great dragon.
Veles: God of the earth, the underworld, of the waters, and of magic.
Holidays
March 1st is the new yearâ,¬,,¢s celebration.
The summer solstice is a major festival.[/spoiler]

[spoiler=TERRAUSTIAN ANIMISM]The humans of Terraust and Dougherty primarily worship many spirits and some common gods.  Tribal shamans direct the worship.
Ethos: The gods created the heavens and the earth and sustain it now.  They create the weather, the seas, and the forests.  The world constantly changes, growing out like a tree.  Some steps are backwards into darkness, and some into light.  Just as a child grows, so to the people.
Deities
Haumia-tiketike: God of uncultivated food.
Hine Nui te PÃ...: God of death.
Hine TÃ,,«tama: God of the dawn.
Papa-tÃ...«-Ã,,-nuku: God the earth.
RÃ,,: God the sun.
Ranginui: God of the sky.
Rongo: God of cultivated good.
Ruaumoko: God of earthquakes.
TÃ,,ne MÃ,,huta: God of man, the forests, and its creatures.  He takes the form of a giant tree in Dougherty.
Tangaroa: God of the sea.
TÃ,,whiri-matea: God of storms.
TÃ...« Matauenga: God war.
Uenuku: God of rainbows.[/spoiler]

[spoiler=TERZANESE ANIMISM]The religion of Terza, this religion focuses on the worship of spirit gods called kami.  These spirits are often tied to places, geographical features, or ideals.  Each rock may have its own spirit, and there may be a spirit of all rocks.  The kami often have shrines dedicated to them where men go to worship.  Generally, each household will have a small worship shrine in it.  The religion reveres and loves nature.  It is also believed
Priests (sometimes called shugenja) can have a great deal of influence in this society.  The priestly cast is usually reserved for noble families.  Some priests in Terza are mystics, though most perform non-magical rituals.
Leader: There is no one leader of the religion, though the highest ranking priest in each family might be considered a local leader.
Ethos: The focus of the religion is in fitting in this world, so there is little emphasis on an afterlife.  People that died might be given another chance at life (reincarnated), become kami, or ghosts (if they died poorly).  Therefore the rituals and meditations focus on people relating to each other and to the kami.  The kami are the great spirits, outside the normal cycles of reincarnation.  They are ambassadors of heaven.  The religion does teach that some actions are impure and require the person to be cleansed.  These actions include wrong doing, killing other than to preserve life, failure to practice rituals (greetings, prayers, and so forth), and failing to consider others.  Purification rituals must be performed when one has performed an impure action.
Deities
Aji-Suki-Taka-Hiko-Ne: God of thunder.
Ama-no-Uzume: Goddess of fertility.
Amaterasu: Goddess of the sun.
Amatsu Mikaboshi: God of evil.
Ho-Musubi: God of fire.
Inari: God of rice.
Izanagi: Creator god.
Izanami: Creator goddess.
Kagu-tsuchi: Fire god.
Kura-Okami: God of rain.
Nai-No-Kami: God of earthquakes.
O-Kuni-Nushi: God of sorcery and medicine.
O-Wata-Tsu-Mi: God of the sea.
Shina-To-Be: Goddess of wind.
Shina-Tsu-Hiko: God of wind.
Susanoo: God of thunder, storms, and farming.
Taka-Okami: God of rain.
Tsuku-Yomi: God of moon.
Uke-Mochi: Goddess of food.[/spoiler]

[spoiler=URSIAN FAITH]The Ursians do not believe in gods in the traditional sense, but in the stars, and their ability to reveal the secrets of the universe and mysteries of the future.  In a sense, it is a mystery religion, but almost all ursians receive some training in its ways.
Leader: Usually the eldest and most studied in a tribe is considered the head of the religion.  The highest member of the faith is Star Bear (his awarded title), a very old ursian in Shola.
Ethos: The stars can be studied for answers to every question.  All things can be found with enough reflection.[/spoiler]

[spoiler=ZACOBAN PANTHEON]The faith of the people of Zacoba is strong.  They have many gods, each revered or feared when the time is right.  According to lore, a great ceiba tree is the tree of life.  Ceiba trees are thus maintained at the center of many settlements.
There are 13 heavens and 9 underworlds in the Zacoban faith.  Each had its own deity.  Other natural elements and celestial bodies also have their deities.
Leader: High Priest Bachuah
Ethos: The world is created by the will of the gods.  Then the gods created man, first of mud, then wood, and when these failed, of maize.  Man now works to please the gods â,¬' as smiths, jewelers, and other crafters.  Such is the purpose of all art.  The hero gods fight in the underworld, perish, and are reborn.  And so the cycle of seasons repeats.
Deities
Acan: Wine god.
Ah Puch: God of death.
Ah Tabai: God of the hunt.
Balam: Jaguar god that protects the people.
Camaxtli: God of fate and fire.
Chaach: Thunder god.  God of rain.
Chibirias: Earth goddess.
Chirakan: Fertility goddess.
Ekchuah: God of warriors and merchants.
Gucumatz: Snake god.  Creator god.
Hunahpu: Hero god.
Huracan: Storm and fire god.  Creator god.
Itzamna: Founder of society.
Ixbalanque: Hero god.
Ixchel: Earth and moon goddess.
Ixtab: Goddess of suicide.
Kukulkan: Creator god.
Nacon: God of water.
Tepeu: God of the sky.
Tlacolotl: God of evildoers.
Voltan: Earth hero god, god of drums.
Vucub Caquix: Underworld god.
Xaman Ek: God of travelers.
Yaluk: Chief thunder god.
Zipacna: God the underworld.
Zotz: God of caves and bats.[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Wensleydale

Wow. That's all I can say... I love the way you, like me, have adapted real world deities for your own purposes.

Matt Larkin (author)

Thanks.  I find it more interesting to try to adapt real-world stuff with new twists than to make completely new deities.  Though my last world was completely alien with 48 completely new deities...
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Matt Larkin (author)

After some consideration, I've decided that catfolk can have mystics, they are just even more rare than in humans.  It does give them a bit of an advantage since they have a Charisma bonus and my magic system ties mana to Charisma.

That means the only races without mystics are dwarves and encarans.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Matt Larkin (author)

Beings of Myth
I would be remiss in my records of the supernatural were I not to include what little I have learned about those beings tied to it.  Monsters, fey, and other mythic creatures, these beings possess magic, strange form, legendary status, or some combination thereof.  I think I can only begin to scratch the surface of what there is to know of such beings, for they share no common thread.  Still, I record what I know or suspect now.
-Kyros
[/i]

[spoiler=CONSTRUCTS]Through forgotten rituals and ancient science some have created machines driven by mystical energy.  I believe the elves, in their ancient empire, were known for being able to create these abominations.  Unfeeling, often unthinking, they single-minded drive towards whatever their purpose is.  Relics of an ancient time, they are best left buried.  The most common form of which I have read is the golem â,¬' a humanoid machine with great physical might and few weaknesses.[/spoiler]

[spoiler=COSMIC BEINGS]I spoke of the cosmic beings already.  There is infinitely more, and nothing more to say.  For they are unknowable to any man.  Once, during the Demon War, some of these beings walked Kishar.  Now, thankfully, they seem to have departed.  They are not from Kishar, I think.  They are from somewhere else.  Perhaps everywhere else.  Some say they are manifestations of the universe itself.  Some claim they are the first true inhabitants of our world, yet they are so different from man that I find this hard to believe.
They are immortal, perhaps even indestructible, unimaginably powerful, and masters of time and space.  If there are gods at all, it is these beings.  While I believe some fey have called themselves gods, it is these beings that truly deserve the title.  They are eternal.  Perhaps they have always been here.
One explanation I have heard is that they are beings of pure energy existing on a higher plane of existence.  They are capable of assuming corporeal form and thus physically entering the material world, but can affect it to some degree with even doing so.
Of the general varieties I have heard of, there are demons, angels, archons, proteans, and the djinn.  I think these beings are sometimes known by other names, as well.
Though still far more rare than other creatures, demons are by far the most commonly encountered of cosmic beings.  Perhaps they are more numerous, or perhaps they simply take greater interest in our world.  As scholars of ancient history know, Kishar was once invaded by demons during a period known as the Demon War.  A mistake many make is assigning the name demon to the lesser beings that serve them.  Many strange and alien beings (sometimes called lesser demons) serve demons.  I believe that most of the demons in the Demon War, most of the oni in Terza and the Land of Shadows, indeed most demons from myth are actually these lesser demons.  True demons are far more terrible.  Demons seem to draw power from the cosmic force of destruction, Cythrawl.  They rampantly pursue destruction, darkness, and terror for its own sake.  They are of the greatest interest to necromancers and others willing to pay any price for power, for demons will grant them all they want.  There are many far more knowledgeable about demons than I â,¬' the great Azaâ,¬,,¢thul, the archmage Aritzahn, and others â,¬' but they paid a higher price for their knowledge, as well.
After demons there are angels.  In Eclesian religious lore they act as servants for God â,¬' his executioners and messengers.  The same is true in several other religions.  It seems they engage in a constant war with demons.  While most lore paints them as glorious, what seemingly factual writing I find also shows their dark side.  They are bathed in the blood of their enemies, sent to the mortal coil only for the purposes of war.  To this end, I think seeing an angel is not as good an omen as some religions might profess.
I have heard of what seems to be an off-shot of the angel race that call themselves archons.  These beings seem to worship order as though it represented some perfect ideal.  I have reason to believe they have attempted to manipulate certain societies on Kishar throughout history.  I cannot begin to guess their endgame.
My research has uncovered reference to a type of cosmic being called proteans.  I believe they are shapeshifters.  They seemed dedicated to spreading chaos throughout all creation.  I cannot begin to fathom their goal in spreading unfocused chaos, but fortunately, they seem to be even more uncommon than other cosmics.  Certainly, they seem to have the undying animosity of the archons.
Then there are the djinn.  These beings seem largely contained in Ahlia.  At least, it is in Ahlian myth in which they appear.  They seem to have some tie to the primal elements of creation.  They possess incredible magic and have been known to grant wishes to mortals that aid them.  It seems as though many were imprisoned in ancient times.  Perhaps ancient people feared these beings and thus took such measures.  An ancient king named Suleiman wrote extensively of djinn lore.
Of all the beings that exist in creation, I think an encounter with one of these beings is the most frightening.  It is like touching something far beyond the scope of human existence that one feels like insect in an infinitely vast trap.  Even dragons, in their awful fury, pale in comparison to a demon.
[/spoiler]

[spoiler=DRAGONS]Powerful beings from a time long before man, dragons have been on Kishar since anyone can remember.  They are massive reptilian beings of legend, found in nearly every region of the world.  A dragon possess terrible destructive power, yet they generally seem content to sleep the ages away, hording treasures and avoiding contact with the mortal races.  For this, I think we should all be immensely grateful.
Dragons come in many varieties, too many to possibly catalog.  They have a wide range of scale colorings, and their bodies vary from thick and bulky, to sleek like a lizard.  Some of the eastern cultures, particularly Terza and Guiyu, have been known to worship dragons as spirit beings that head their pantheon.  Perhaps dragons found in those parts are more receptive to humanity, or perhaps they are simply so rare men do not know better.  Some men in Midgard attempt to make a name for themselves as dragon hunters.  Most never find any dragons in their lives.  Dragons are a rare and secretive breed, perhaps even a dying one.  Those would-be dragonslayers that do find a dragon rarely live to regret it.
Many dragons have the ability to harness elemental power through their breath, the most common being a torrent of fire that burns hotter than any furnace.  Legend says some dragons also command cold or even lightning.
Like many early beings, dragons appear to be immortal.  They age slowly, and few new dragons even seem to be born.  Some more expert on the subject than I have told me they believe that the rate of birth has been in decline for millennia.
[/spoiler]

[spoiler=ELEMENTALS]Creatures tied to the planes that comprise reality, elementals can be summoned to our world to serve powerful casters.  They are beings composed entirely of their element, resembling a man of fire, or water, or whatever their substance might be.  Powerful beings, certainly, it is unclear whether these beings possess sentience or are actually created by their summoners.[/spoiler]

[spoiler=FEY]Beings of magic and nature, I mentioned the fey previously.  They are one of the most ancient of races.  They arose on Kishar long before the race of man.  I believe they are now all but gone, yet, perhaps some will remain even when men have long passed.  They are immortal and innately magical.  They possess greater control over magic, and can practice it without losing themselves in the process.  The most emblematic of the fey are the elves.  Their mastery of magic once allowed them to rule much of the world.
I believe the fey were once native to Kishar, but they have mostly departed, with the exception of a few havens.  The druids call the place they have gone Otherworld.  It is said one can access this place through gateways in places of transit: caves, waterfalls, and so forth.  Yet to do so is to risk being lost without a guide in passages between the world in which we live, and the world which might be.  I believe the fey name their world Tir Nan Og.  It is my hypothesis that the fey world corresponds not only with druidic legends, but with the myths of many cultures about a Spirit Realm.
[/spoiler]

[spoiler=GIANTS]Since ancient times there have been beings of truly great stature.  These giants are found in many regions of the world, appearing in the myths and nightmares of men across Kishar.  Nowhere are they more common than the fabled, frozen land of Jotunheim.  It is hard to say with certainty, but my research indicates that giants first appeared during the early years of the Demon War, some eight thousand years ago.
There are many varieties.  Most are seen as cruel, slow, and dim-witted, but enormously powerful.  They are best avoided.  Only a few giants seem to have mystical powers.  Most simply smash things with immense power and size.
[/spoiler]

[spoiler=LYCANTHROPES]Some humans have been infected with a terrible curse known as lycanthropy.  This curse causes them to transform beneath a full moon into half-man half-wolf monster.  In this form, they spread the curse to anyone they bite.  An affected victim possesses terrible strength and speed and truly violent nature.  Worse, they seem to have neither control over their action, nor memories of what they do when changed.  Fortunately, however, the curse seems to have been long-since eradicated, largely by the Eclesian Mage Killers.
Some legends speak of men turning into other kinds of animals under similar curses, but all my research indicates this pure fable.  There are no reported cases non-wolf lycanthropes anywhere as near as I can tell.


After Kyrosâ,¬,,¢s time, the curse was re-awakened in Kirahr and has spread rapidly, especially in the Land of Shadows, though it has begun to spread even further now.[/spoiler]

[spoiler=MONSTERS]There are a great variety of strange beasts in our world.  I cannot begin to catalog them all.  I suspect some were created by the Star, while others may have been twisted into their form by magical experiments or the power of demons during the Demon War.  There is no common thread among such monsters, other than that they are generally biological in nature, like men, and that they eat, sleep, breathe, reproduce, and age (often very slowly).
Of the types of such beasts I have heard of frequently, I can list the cockatrice, griffins, hippogriffs, pegasi, and unicorns as just a few.  I am reasonably certain that all these exist, though I have personally not seen all of them.  Griffins are actually not that uncommon in Ersony and other parts of Midgard.
[/spoiler]

[spoiler=OLD ONES]In a few sources, I found reference to a kind of being known as an Old One.  At first I thought this was another name for cosmic beings.  Then I began to suspect it was a new kind of cosmic being.  But as I delved deeper, I began to realize they were, in fact, something else entirely.  They seemed to come from some distant, alien time and place.  Beings totally beyond our scope of good and evil, they knew only cold alien logic.  One source indicated that these beings were as old, perhaps even older than the cosmic beings.  Since most sources indicate that the cosmic beings are eternal, that they have always existed, I cannot even imagine what could lead one to believe something is older.  I do not know whether these beings are a single type of entity, or if the title Old One applies to many â,¬Å"races.â,¬Â  I have seen, in some truly ancient records, reference to a term that I believe applies to a kind of Old One: Dwellers.  I know nothing of such beings.
There is some indication the Old Ones may even be responsible for some of the more repugnant creatures in our world.  Most truly horrid monsters are attributed to the work of demons, but I now believe it possible that the most alien beings might be inspired by another source.
Had I not seen references to these beings in more than a single source, I would have dismissed such thoughts as the ravings of a mad man â,¬' for certainly both authors were mad.  Yet that two un-related sources should mention these beings, leads me to fear there may be some truth to the claims.
[/spoiler]

[spoiler=VAMPIRES]In almost every culture are stories of a strange kind of being that stalks the nights, searching for the blood of the living to sustain its immortal existence.  Some claim these beings are the undead.  Some say that it is an ancient curse passed on to humans.  Others say that vampires are their own unique race, but that they can transform humans into their likeness.  There is so much myth, it is hard to record anything and call it fact.  My research indicates that such creatures not only exist, but are immensely powerful immortal individuals whose power grows as the ages pass.  I have heard that many can pass as human, while some have describe them as grotesque monsters.  It may be that there are distinct species to account for the discrepancy in tales, or it may be that vampires become more monstrous as they age and increase in power.
As terrible as the thought of them preying on people for blood is, one can only hope that is their sole agenda.  For I hesitate to think what immortal, amoral beings of such power could concoct should they work in unison towards a single goal.
As for the weaknesses of vampires, I offer what I have heard: sunlight burns them, water is like acid to their flesh, and that they are turned away by garlic.  I would warn, however, that these things remain unconfirmed, and some seem unlikely.
[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Tybalt

There's a lot of stuff to be read here, which is quite cool, and to be honest I've not finished reading it all. However I have to say that I quite like this; it is one of those worlds I'd actually probably enjoy playing in. The narrative scenes were nicely done and showed something of how people see the adventure material we're all used to. I like the idea of the living planet, the ley lines and the way you have a touch of the old fashioned sword and sorcery (a la RE Howard et al) in your civilization origins. I'll keep checking this out, well done so far.
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Matt Larkin (author)

Thanks Tybalt.  A little encouragement always helps one keep motivated ;) .
History is always one of the things that interests me most in worlds.  I may list more later, but I wanted to keep what I gave to players small enough they would actually read it :book: .
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

I linked to larger map off-site with actual labels, for those interested in geography.  One day I'd like to get the map professionally done.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

[ic=Cost of Living]Three Eliscian soldiers sat at the roadside beside the bridge.  Obviously, they had setup a checkpoint, or perhaps a toll of some kind.  Adalard considered just fording the river further down.  He shook his head, deciding heâ,¬,,¢d rather chance the soldiers causing trouble than risk illness from a dip the icy waters.  At least he could fight men.

   He proceeded down the road.  One soldier leaned against a bridge post, hand on his sword hilt.  Another, possibly the ranking one, sat on a stump not far off.  The third rose from a rock when he approached.

   Ã¢,¬Å"Travel documents?â,¬Â he asked.

   Adalard shook his head.

   Ã¢,¬Å"Then thereâ,¬,,¢s a toll, and I need your information.â,¬Â

   Adalard sighed.  Ã¢,¬Å"My name is Adalard.  Iâ,¬,,¢ve come to Valador seeking a man I believe has information I need.â,¬Â

   The lead officer rose from the nearby stump.  Ã¢,¬Å"Adalard, huh?  Yeah, Iâ,¬,,¢ve heard of you Elmetian.â,¬Â

   Ã¢,¬Å"I am flattered, sir.â,¬Â

   Ã¢,¬Å"They say you are no friend to the Empire.â,¬Â

   Ã¢,¬Å"Ah,â,¬Â Adalard stumbled for words, â,¬Å"you cannot trust everything you hear, no?â,¬Â

   The soldiers gripped their swords.  Ã¢,¬Å"Youâ,¬,,¢re also quite the famous swordsman.  I could be famous for defeating you.â,¬Â

   Adalard slowly paced back around to the side, trying to gain room to move.  Ã¢,¬Å"If Iâ,¬,,¢m as good as they say, donâ,¬,,¢t you think it might be dangerous?â,¬Â

   The officer drew a gladius and the others followed suit.  Ã¢,¬Å"Not with three of us.â,¬Â

   Ã¢,¬Å"Isnâ,¬,,¢t single combat better for the reputation?â,¬Â Adalard drew his blades as he backed up.  Ã¢,¬Å"You think three-on-one is honorable?â,¬Â

   Ã¢,¬Å"At the very least, Iâ,¬,,¢ll have the pleasure of running through an enemy of the Empire,â,¬Â the officer said.

   Ã¢,¬Å"And now we see one of many reasons I donâ,¬,,¢t want you in my countryâ,¬Â¦Ã¢,¬Â Adalard mumbled.

The officer approached directly, while the other two tried to flank him.  Adalard struggled to keep them all in front of him.  As the one on the left chopped, he parried and dashed to the side, trying to keep that man between him and the other two.  He cut off the remaining grunt, but the officer pulled around and he was facing both of them.

The officer thrust while the other main chopped at his leg.  Adalard reacted as quickly as he could, using his sword to deflect the thrust and his dagger to block the attack at is legs.  He brought his sword straight back from the parry, chopping at the officerâ,¬,,¢s head, but the man ducked.  He turned back quickly, using his dagger to block another attack while back-peddling.  The third man had come around behind him and was trying to hack off his head.

Adalard thrust his elbow out behind him, catching the man in the chest and stopping the momentum of his attack.  He spun around between the two grunts, cutting off the officer, then jumped up onto the stump, parrying attacks from a grunt.  The other recovered quickly and headed over, and the officer was coming around behind.  Adalard leapt off the stump, doing a flip behind the officer.  He tried to run the man through, but the officer got his sword around faster than Adalard had expected.  The man was good.

Adalard shoved him back, flipping his dagger backwards into his hand.  He flung it at a charging grunt, catching him in the face with it.  The other two glanced for a split second at the dead man and Adalard used the moment to reposition, gripping his sword with both hands and getting the other grunt between himself and the officer.

The grunt thrust, but Adalard leapt to the side, dropping to one knee and chopping up at an angle.  The manâ,¬,,¢s leg was severed at the knee and he collapsed screaming as Adalard rolled out of the way of the officerâ,¬,,¢s charge, coming up on his feet.

Adalard slowly brought his sword up, holding it with one hand, blade high in an aggressive stance.  The officer charged again, swinging.  Adalard sidestepped at the last moment, pushing the man past him, then quickly spinning around, with his sword again in both hands.  His slash bit into the officerâ,¬,,¢s back and the man fell gasping from the pain.

Adalard walked over and calmly ran him through, ending his misery.  He glanced at the other soldier who had already bled to death.  He went over to their bags and took the box they had collected the tolls in then proceeded across the bridge.  He hoped there would be a village nearby where he could look for more information.[/ic]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

I added a timeline to the history section.

Since I think the basics are all done, I'm about ready to explain a few details for different regions.  Since my first campaign in this world began in the Celtic Isles, I'll start there.  In settings I've done in the past, I've added sections on Economy, Politics, Culture, Military, and such.  I'll try to go back and add those as I have time.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

The Celtic Isles
The Celtic Isles are a series of islands west of Midgard inhabited by the Celtic tribes.  They were once home to fey and giants, and are still lands of mystery and superstition.  Much of the isles were conquered by the Eliscian Empire during its expansion.  They are a place where men are torn between the old ways of the druids, and the new ways offered by the Eclesian Church.
The Celtic Isles are Alden, Blythe, Brigit Isle, Elspeth, Gaeland, and Wades.

Context:   Largely inspired by the British Isles
Climate:   Temperate.  The warm waters that pass through keep the isles warmer than other regions of their latitude.  Temperatures are usually cool but not cold.  Frequently cloudy, with lots of rain.
Terrain:   The terrain is fairly varied, but most of the isles are covered in forest.  Some parts have low mountains and highlands, while others are more level.
Land Area:   230,000mi2 (22% arable)
Population:   4,200,000 (89% human, 3% fey, 3% giant, 2% dwarf, 1% bugbear, 1% hobgoblin, 1% lizardfolk)
Currency:   Barter, plus standard
Wealth:   Low
Language(s):   Gaelic
Dress:   The Celts love bright colors.  Most of their clothing is made from wool, though linen is also common.  They favor checks and stripes, even garish clothing.  In battle they wear little clothing, instead favoring bright colored paints such as from the woad plant (bright blue pigment), or adding lime to their hair.
Religion: Druidic Animism

[spoiler=History]According to ancient legend, the people of the Celtic Isles were once united behind the last High King, Padarn.  But that time was long ago, and the fragile alliance was broken.  The people separated into various tribes, and began warring amongst themselves for control of land and goods.  Occasionally they even raided the neighboring land of Lyonesse, and sometimes raiders from Nostir invaded the isles.  This is as it was even from the earliest memories.
In the Eliscian Year 1440, the people of Gaeland and Elspeth were invaded by an army of giants from the mountains.  These twisted giants, known as fomorians, were ancient enemies of both man and fairy.  There assault was swift and brutal, and many men died.  Hope began to break, as the scattered clans were unable to face such a threat.  Then, a warrior named Gaedren appeared, and led the clans to victory, personally killing to fomorian king, Conann.  The druids tried to reward Gaedren, granting him an ancient sword of heroes.  But Gaedren, disappeared soon after, only to pop up at various later points in history over the next seventy years, spoken of in myth and legend.  Some believed others, perhaps his children, were trying to cash in on the fame of the hero.  Others believed it was somehow the same man.
Some thirty years later, the history of the Celtic people would forever change.  In the year 1470, all the members of the druid High Circle were mysteriously killed.  The druids were thrown into chaos, and the people were at a loss without their spiritual guidance.
The next year, the Eliscian Empire landed at Alden, quickly seizing territory.  Though the Celts were a fierce warrior people, single scattered clans were no match for the numbers and training of the Eliscian legions.  The Empire quickly began to spread through eastern Alden, and soon also landed at the isle of Wades.  The Empire preferred steady expansion to rapid tactics, gaining strong footholds before moving on.
Within a decade, the Empire had secured Wades, and gained in solid foothold in southeastern Alden.  For a time, their expansion ceased.  Some speculated they were satisfied and would leave the people alone, while others thoughts the Empire merely had problems outside their borders that drew away their attention.
In the same year Wades fell, a new Archdruid was chosen: Cathbad.  Proving a visionary leader, he helped restore the druid High Circle which had still only been partially filled until his rise to power.
Most of the Clans lost interest in the Empire, and those territories that had fallen grew accustomed to the Imperial presence, intermarrying with the people of the occupying force.  Then, in 1507, the Empire launched a new front.  Rather than continue expansion in Alden, they landed at Amon on Gaeland.  There, after only minor skirmishes, they negotiated with King Sheridan of Amon, and were allowed to occupy the area.  This led many of the other Clans of Gaeland to distrust Amon Clan, feeling they had sold out the people of the isle.
For a couple of years, the Empire stopped its expansion again.  During this time, the Eclesian Church, official religion of the Empire, sent a mission to the town of Lugshir.  There, the Church began spreading the faith of the new religion, casting the Old Ways of the druids as blasphemous.  The promise of salvation from the Eclesian God began to draw followers, just as it had on Alden.
Concerned he would lose his peopleâ,¬,,¢s faith, but not wanting to shed blood, the druid, Niall, worked to convince the mission to leave.  First, the mission relocated to Rowan Clan territory, but later, when things began heating up between the Clans and the Empire, it returned to Alden.
The peace was shattered as Clansfolk from Blaine began raiding imperial scouting parties around Amon territory.  Eventually, this provoked the Empire, which attacked Blaine, easily conquering its territory.  
Concerned with the situation, the chief druid of Gaeland, Corrigan, worked with Niall to try to get the clans to put aside their differences.  She managed to get the clans to agree to use Rowan as a meeting place to discuss their joint enemy.  Knowing they would need more aid, Niall decided to return to Alden.
The neighboring clans became concerned with the situation in Blaine, and against Corriganâ,¬,,¢s warnings, they laid a joint assault upon Blaine which destroyed the town and many of its people, including its king, Sloane.  Some of the remaining people escaped to Lugshir.
By this time, Niall had reached Alden, where he met with the chief druid of Alden, Kendall.  Kendall had had a vision which led him to believe that there must come a new High King to unite the people to the isles.  Kendall believed this man was Aviragus Maxwell.  Niall worked with several others to locate the lost castle of Padarn, and find his magical coat, which was said to only fit a true king.  On retrieving it, the coat fit Aviragus, who was primed to become the next High King.  However, before the other nobles of Alden would bow to him, he had to pass the ritual of TaN Nâ,¬,,¢Righ.  Aviragus performed the ritual, and was crowned the High King.
The Empire was given pause on Gaeland by the increasing number of werewolves, and seemed to wait to debate their strategy.  The Church sent for its Mage Killers â,¬' an elite unit trained to fight supernatural creatures and wizards.  The leader of the Mage Killers was a knight named Corbin.  They hunted down and eradicated the werewolf problem in Gaeland.  
Knowing they would need both unity and strength to defeat the Empire, Aviragus asked Niall for further help.  Niall agreed and traveled to Elspeth to forge an alliance with the dwarven kingdom there.  The details of what happened next are unclear, but what is known is that Niall was banished from the Celtic Isles, along with his companions, by the archdruid Cathbad.  Almost immediately thereafter, many member of the High Circle of druids were killed.  The rumor was that it was the fomorian death god, Balor himself, that killed them.  Regardless, there was no further sign of the death god after this time.
It was at this time the combined forces of northern Alden attacked imperial territory.  Desperate, the druids added their magic to the fight.  While the Eclesian Church had previously asked the Empire not to attack the druids, the direct interference and use of magic against their people changed this policy.  Corbin and his Mage Killers had returned to Lyonesse, but he was once again recalled, and ordered to lead an assault on Brigit Isle, home of the druids.  Corbin led the troops on.  The druidsâ,¬,,¢ magic sank many ships, but they could not stop the landed.  Corbin and the Mage Killers ruthlessly slaughtered the druids, eradicating almost everyone on Brigit Isle.  Then he was sent to eliminate the druids stationed on the other isles.
Only a handful of the druids survived his crusade, and only one of the remaining members of the High Circle evaded him: Leith.  Leith and many of the other druids were forced into hiding, practicing their ways only in secret.
Enraged, Aviragus led the united Clans of Alden against the Empire.  Ultimately, however, he was defeated.  The Empire proved too strong a foe, and their ships landed in retaliation on the western shores of Alden.  Alden fell, now under the complete control of the Empire.  The surviving warriors loyal to Aviragus that would not give up retreated to Gaeland and Elspeth.
Gaeland fared only marginally better, as the Empire launched a massive attack, seizing all of the territory south of the Lugh River.  Lugshir was decimated, and Devon fared only marginally better.  The free people of the isles retreated into the forests, hiding north of the river, which became the border between the free Isles and Imperial lands.
Aviragus succeeded in uniting the Clans, but it was too little, too late.  Elspeth and northern Gaeland remain free, but many feel it is only a matter of time before the Empire launches an all out war.  Thus far, their incursions north of the river have met with stiff resistance, and the Celts have been able to use their superior ability to fight in forests, which limit Eliscian tactics, to their advantage.  The Empire has paid dearly for each incursion.  But neither can the Celts regain their land.
Though the resistance has had to stay on the move, the official headquarters is Rowan, where the Clan meeting hall still stands.  Some time ago, Niall returned, and Leith lifted his banishment.  Niall was made a member of the High Circle, and is arguably the most powerful sorcerer in the isles.  But on his return, he has tried to preach a â,¬Å"newâ,¬Â version of the Old Ways, trying to teach against certain beliefs of the Old Ways he now felt were false.  Leith has refused to give up the Old Ways, but some of the people have begun to follow what has been deemed the New Old Ways.
[/spoiler]

[spoiler=Flora & Fauna][ooc]I'll get to normal animals and plants, eventually...I welcome information from others on this.[/ooc]
[spoiler=Animals]white stag[/spoiler]
[spoiler=Plants]barnacle tree[/spoiler]
[spoiler=Fey]asrai, blue men, bogie, boggart, boggle, brownie, buggane, butterfly spirit, cait sith, ceasg/merrow (merfolk), clurichaun, cusith, cuachag, dobie, dooinney-oie, ellyllon/ouph (elf), endimion, fenoderee, fir dhearga, fuath, ghillie dhu, Glaistig, glower, grig, gwrageed annwn, henkie, herne, joint-eater, kelpie, leanan sidhe, leprechaun, muidris (kelpie), oakmen, pech, pixie, puck, powrie/redcap, selkie, shefro, silkie, spriggan, swan may, urisk/lubber fiend (satyr), woodwose[/spoiler]
[spoiler=Giants]athach, ciuthach, firbolg, fomorian, grey man (stone giant), jack-in-irons, ogre[/spoiler]
[spoiler=Monsters]afanc, allip, bananach, banshee, barghest, beast of bodmin, black annis, black dog, bodach (bodak), boobrie, booka, brollachan, cailleah bhuur, cally berry, caoranach, capalu, changeling, cirein croin, Coranian, cwn annwn (hellhound), direach, dobhar-chu, dragon tygre, dragon wolf, eachy, ellylldan, fachen, fetch, fish knight, gentle annis, hag, knucker (water dragon), lavellan, lich, mara, muc-sheilch, nemhglan, nightmare, nuckelavee, owlbear, pooka, rawhead, spectre, taran, twrch trwyth (razorboar), uatach, unicorn, waff (wraith), water leaper, werewolf, whist hound (yeth hound), wight, wyvern, Y Draig Goch[/spoiler]
[/spoiler]

[spoiler=Equipment]Axes:   battleaxe, handaxe, kern axe (greataxe)
Blades:   longsword (bastard sword) long sax (bastard sword), scramasax (dagger), skain (dagger), claymore (greatsword), arming sword (longsword), sax (longsword), shortsword, sickle
Clubs:   bata (club), greatclub
Polearm/Staff:   craisech (longspear), lochaber axe (halberd), partisan (ranseur), spear, shortspear, scythe, quarterstaff, short staff, trident
Ranged:   longbow, shortbow, francisca (throwing axe), angon (javelin), weavers beam, sling
Armor:   padded, leather, cuir bouili (studded leather), light mail (chain shirt), mail (chainmail)[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

Ahlia
Ahlia is a large land in southern Midgard, east of much of that continent.  Ahlia also includes a number of islands, such as Airyana.

Context:   Inspired by ancient Persia and Arabia.
Climate:   Tropical but arid.  Hot in day, cool at night.
Terrain:   Much of Ahlia is covered by desert.  Other parts of the nation are not desert, but still arid.  The rivers provide the major source of life in the land.
Land Area:   4,313,000mi2 (9% arable)
Population:   49,000,000 (98% human; 1% scorpion-men; 1% other)
Currency: Ahliaâ,¬,,¢s primary form of currency is the dinar, a gold coin worth 1/3 a gold piece.  Each coin weighs about 1/3 the weight of its standard counterpart.  I have drawn the currency and barter values from this site.  Stories are also of high importance, thus a good story can sometimes be used as barter.
Wealth:   High
Legal System:   The legal system is harsh.  A magistrate makes swift and deadly decisions, and city watch, and even shopkeepers can cut off the hands of criminals.
Language(s):   Ahlian
Dress:   Ahlians favor long clothing that protects from the sun.  Men often wear a kind of robe called a thobe.  Women cover their faces with veils while in public, hiding their beauty.  The wealthy can afford fine silks.
Religion:   Church of Ormazd (80%), old Ahlian Pantheon (18%)

[spoiler=History]Following the end of the Demon War, the scattered human tribes began resettling, returning to old cities, or rebuilding their homes.  Ahlia quickly developed into a land of many powerful city-states, each governed by its own sultan.  A sultanâ,¬,,¢s reign lasted just as long as he could keep his rivals at bay.  This has been the state of things almost ever since.  In this time, desperate for something to hold on to when rebuilding their world, many began to follow a pantheon of deities that prophets claimed had broken the chaos â,¬' this is the old Ahlian Pantheon.  Meanwhile, some began to follow the teachings of a dualistic religion â,¬' the teachings of Ormazd, foe of the god of Darkness, Ahriman.  Some even secretly worshipped Ahriman, hopping for power.  In time, the faith of the Church of Ormazd grew, while the hold of the Ahlian Pantheon faltered.
A religious war erupted led by followers of the old pantheon, trying to drive out this new religion that dismissed their own deities.  For almost twenty years followers of each faith fought, sultans and cities choosing sides, and Ahlia was in chaos.  Finally, however, an accord was reached.  The Church of Ormazd came out ahead, and has become vastly dominant since.
Now, however, a new conflict has arisen.  The Church declared the followers of the Eliscian Empire infidels for dismissing their god, which helped Sultan Darius unite many of the city-states of Ahlia in his recent campaign against the Empire.  Darius leads a grand holy war against Eliscia, invading Ersony and Tersh, and stationing troops in Antia.  In all three locations battles have been fierce and many lives lost on each side.[/spoiler]

[spoiler=Flora & Fauna]
[spoiler=Animals]camel, dire jackal, jackal, giant ant lion, giant stag beetle, monitor lizard, scorpion, snake
[ooc]There should obviously be more, but that's what came to mind.[/ooc][/spoiler]

[spoiler=Monsters]al-miâ,¬,,¢raj, basilisk, djinn, dragon turtle, ghul (ghoul), houri, karkandann, kuyutha, lamia, lamassu, manticore, rakshasa, roc, sand dragon, sea-horse, senmurv, shedu, simurgh, zu[/spoiler]
[/spoiler]

[spoiler=Equipment]Axes: battleaxe, lohar (light pick)
Blades: jambiya (dagger), kard (dagger), katar (punching dagger), shamshir (scimitar), akinakes (shortsword), kindjal (shortsword)
Clubs: club, greatclub, ox mace (heavy mace), light mace, morningstar, sap
Flails: flail, chain, spiked chain
Polearm/Staff: balanced spear, scythe, spear, longspear, shortspear, quarterstaff, rummh (lance)
Ranged:   recurve bow (composite shortbow), heavy crossbow, javelin, dart, sling, weavers beam
Armor:   leather, cuir bouili (studded leather), light mail (chain shirt), scale, mail (chainmail), lamellar (splint), banded[/spoiler]

Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Tybalt

Hey there, read more thoroughly your stuff about the different races and deities. This is really good, and gives me a clearer idea of how to go about presenting the same kind of material for myself. I quite like how you give the different races a sort of raison d'etre rather than just saying 'they're evil' 'they're nice' 'they're naughty' kind of thing. I also like how you've adapted a number of existing religions along with adding your own in a way that works.

le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Matt Larkin (author)

Thanks Tybalt.  I'm glad I could inspire.

I invented the basic faiths of a few humanoid races that don't follow local religions, but the other faiths are all based on some real religion or other.

None of the "true" races (those created by the Star) are evil, or good, or whatever (not that I use alignment).  They all have the potential to do great and terrible things.

Many of the other races are predisposed towards violence because they were created by demons.  I might detail these later, but they include other goblinoids (bugbears, etc.), orcs, trolls, and so forth.

Actually some of the giant races are prone to wickedness, also because of the influence of demons.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

The races I presented before are the true races of Kishar - those created by the Star.  But other kinds of sentient beings also exist that were created in some other way - usually by the influence of a demon god.  While such beings cannot create life on their own, they were able to harness the energy of the Star to twist existing lifeforms into new species.

[spoiler=Athach]Yet another twisted giant found in the Celtic Isles.  Presumably created by a demon god, or perhaps just a mutation as can sometimes happen.  Their numbers are thankfully few.
Lands:The Celtic Isles[/spoiler]

[spoiler=Dopplegangers]A race apparently created by the proteans.  Very little is known about them.  Those that have even heard of them believe they are a recent immigrant to Kishar.
Lands:Varies, but mostly Midgard[/spoiler]

[spoiler=Ettins]A race of wicked giants in the north of Midgard, these giants plague the Nostirans, striking fear even into those hearty folk.  Most scholars believe they are also the result of demons twisting giants.  Some ettins serve frost giants.
Lands:Nostir, Jotunheim, Bjarmaland[/spoiler]

[spoiler=Fomorians]Another form of giant created by warping the existing races of giant, fomorians are found exclusively in the mountains of the Celtic Isles.  They have warred with both the elves and later the Celts.  They are also enemies of the other races of the giants, especially the firbolg, and of pretty much anyone else they encounter (on account of the fact fomorians try to kill just about everything they encounter).  The last major conflict with fomorians was the Fomorian War in 1440, in which their great leader, Conann led them to attack the peoples of Gaeland and Elspeth.
Lands:The Celtic Isles[/spoiler]

[spoiler=Goblinoids]During the Demon Age, demon lords twisted goblins into "more evolved" forms such as bugbears, hobgoblins, and other goblinoid species.  These greater goblinoids possessed greater physical power and were more prone to wickedness due to their origins.  They have never really achieved any kind of real dominance, however.
Types: hobgoblin, bugbear
Lands:Gore, Guiyu, Land of Shadows, Nagryth, Nostir, Shaldon, Tersh, Terza, Valador
[ooc]I need to do more research to correlate other mythical creatures as goblinoids.  I know there are some in Oriental Adventures, which I'll include once I can coberate their mythical origins.[/ooc]
[/spoiler]

[spoiler=Harpies]No one is quite sure when the harpies first appeared.  They are native to Ersony and islands of the Midgard Sea.  Some believe they demonspawn like so many of these non-true races.  Regardless, their numbers remain fairly small, and they have no organization to form a true society.
Lands:Ersony[/spoiler]

[spoiler=Ogres]Ogres are a species of giant surrounded in much myth and fear.  According to the stories, they were once a fairly normal race of giants and established a great civilization.  But as their power grew, they were corrupted by it, becoming increasingly violent and brutal.  Giving in to their must brutal instincts, they were tainted by the demon influence.  Unlike many other beings, they were not directly twisted by demons, but, rather, responsible for their own slide into darkness.  As their corruption increased, so too did their power in a vicious cycle.  They became less and less like mortal creatures, and more like demons themselves, possessing magical powers and vast lifespans.
These are the beings historians call true ogres.  In time, however, they were defeated.  Most of the true ogres were imprisoned, destroyed, or cast from Kishar.
The modern race of ogre claims to be the descendants of these true ogres.  Though modern ogres lack the magic, guile, or advancement of true ogres, it does seem probable that they represent a devolved form the same race, having slid away from their power.  They are still savage, however.
Lands:The Celtic Isles, Lyonesse, Nagryth, Shaldon, Valador, Tersh, Jotunheim, Bjarmaland, Buyan, Khazan, The Land of Shadows, Terza, Guiyu, Gogur, Xionga[/spoiler]

[spoiler=Orcs]Orcs were created by the lord of darkness, twisting men into a terrible form to fuel his army.  They are foul creatures hated by the other races of the world.  In the past they have roamed Midgard in vast hordes, raiding and destroying the world of men.  The Horde was broken by the Valadorian Empire, and when it rose up again centuries later, again by the Eliscian Empire.  Now, orcs are rare outside the Land of Shadows, where they are dominated by The Shadow.
Lands:The Land of Shadows[/spoiler]

[spoiler=Scorpion-Men]Found in Ahlia, the scorpion-men are a source of fear for the people of that land.  They are best left alone.  If a human wanders into their domain, they will not hesitate to destroy him.  Their origin is unknown.
Lands:Ahlia[/spoiler]

[spoiler=Serpentfolk]Twisted by dark magic, supposedly by a serpent demon, the serpentfolk were once men, but are now a new race.  They haunt the jungles of Kalakti, though some are also found in Simbel.  They are vile and wicked, often worshipping their "creator" their terrible rituals and human sacrifices.  They are the enemies of all races.
At a glance, some might mistake serpentfolk for nagas - they possess a humanoid torso and the lower body of a snake.  Upon closer inspection, however, they are clearly something else.  In a way, more grotesque on account of their being more human.
[ooc]Obviously, my setting's answer to yuan-ti, since they are not OGC material.[/ooc]
Lands:Muiz, Vilcaana, Simbel, Kush[/spoiler]

[spoiler=Tengu]Believed to be a myth, these bird-men have suddenly begun to appear.  Some believe they are a new race, while others claim they are a very old one (explaining the myths).  None are quite sure why they suddenly appeared.
Lands: Terza[/spoiler]

[spoiler=Trolls]Giants twisted into grotesque monsters by demonic energy, trolls roam the northern wastes of Midgard.  Fierce, tough, and usually stupid, they prey on men and hold no loyalty to much of anyone.  Most agree, they definitely should not exist, but all attempts to wipe them out have met with disaster.
Lands:Nostir, Elmet, Chonland[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design