User:Saxman172/sandbox

= The Planet of Wyld/Planet Laetus = Laetus, also known as Wyld. Center of the universe, and home to mythical creatures. The place where creation began. It was the never ending battle between Wyld and Voyd that created the rest of the universe, the blood they bleed flying to all corners of the universe to create the stars and planets. Welcome to the mystical land of Laetus. A massive world, dominated by a large mainland with small islands dotting its coasts and bays. It is much like the old continent of Pangaea on earth, though this one shows no signs of splitting apart. It is populated by many different species, humanoid and not, and it is where many call home. There are no seasons on the Origin, but it has different climates in different areas, so you will find one to your liking. Forests, deserts, mountains, ice plains, lakes, they're all there, though most prefer the gentler climates of the greater cities. To traverse the continent, there is one main road, though it is still little more than a dirt track wide enough for a wagon. It is called the Wanderer's path, and can bring you nearly anywhere as it winds about Laetus. However, there are also many hidden trails bringing you to submerged lands, long winding tunnels that lead underground and steep twisting trails that rises into the mountains. The Laetus is full of strange and mysterious places, if you are favored by Raven, you might find the way to a secret chamber, an ancient artifact, or a long-lost treasure. Some places are less visited than others, and many places have not been fully explored or documented, as the Wanderer never documents her travels and discoveries. Caution is recommended while paying visit to these places, because ancient dangers, creatures, and magic lurk around the corners.

Geography
The main continent and surrounding islands of the planet Laetus. The planet Laetus is made of a single massive continent surrounded by smaller islands in its bays, coasts, and gulfs. The Continent itself is home to a diverse range of ecosystems, including snowy mountains, hills, plains, forests, deserts, and many more. The northernmost area of the continent is dominated by mountain regions, from which many of the major rivers are sourced. Further south lie the hills and plains, in which most of the cities are built. South of these plains and hills are forested regions and springs. The southernmost area of the continent is home to vast expanses of desert. On the west coast lies a series of small islands, each with their own unique climate and ecosystem. To the southwest lies a much larger island, known as the Hive, and is almost entirely an artificial structure.

Oharst Mountain Range
Oharst, or the Northern Ridge [it isn't truly a ridge, but a very large mountain range] is a series of colossal mountains at the Northern part of the mainland. They form a barrier, which few are able to cross, so few in fact, that, except for rumors, there isn't much information about the land beyond. South to the Northern ridge is the Salamander peaks, named because of the Salamanders that dwell there.

Featherpeak is the highest mountain in the Northern ridge, situated in the centre of the ridge, it has sub-zero temperatures at its summit, and optimal temperatures at the middle and lower slopes of the mountain. It is also one of the steepest and most unclimable mountains, with it's jagged peaks and many cliffs. Yet, the dangerous environment is perfect for the Wanderbirds, who have the power of flight. They make their homes in the crags and caves of the mountain.

There is another species living there, the Cryoflies. They are pesky little creatures that are mostly harmless, almost like snow gnats, but they do not bite and are much larger, nearing the size of a hare. They have dragonfly wings and a beetle like body, they also happen to be the main food source for the Wanderbirds.

Endemic Flora
Willoa Geranae

A light blue flowering plant, it has mounds of branching stems covered in clouds of tiny white flowers that blooms only in contact with snow. It is an excellent cure for frostbite, either putting the flowers under one's tongue, or brewing it into tea. The tea can also be drunk without frostbite, and it will enhance one's resistance to low temperatures when drunk everyday constantly for a long period of time. It is rumoured that the Architect lives on the top of one of the peaks and the Yarnis never dare approach the Three Builders, for fear of angering Architect, so no one is sure exactly which peak she lived on.

Desert of Uzin-Zrud
The desert is a dangerous place, possibly one of the most dangerous. Even for those with magic, crossing the place would most likely mean a sure death. The source of the danger? Sandstorm.

I meant Sandstorm, not sandstorms. Sandstorm, the spirit of the desert, queen of the Schyons. She is one of the Archeons, ancient creatures rivaling the Wylders in power (the humans will protest that it is blasphemy)

Schyons have the body of a Sphinx and the tail of a scorpion. They can shift into a humanoid shape, yet their tail always remains. The Schyon are an interesting people. Their character are shown through their names. They live isolated in the desert and they are brought up to think that the desert is their only world.

No one is sure what Sandstorm's true form is, since none lives to tell the tale, but it is rumoured that she has a similar shape to the Schyons, always thought to be like her children in appearance. For now, she does not do anything more than prey on those who enter the desert, but with her power, it would not be wise to leave her undealt with.

The safest route through the desert is around the edge of it, where there is a road of sorts. Most who take this road are fine, there's even an oasis midway along, just be sure to keep to the path. The other edge of the desert is bordered by the ocean, and isn't a very pleasant place to travel.

Schemer's Grove
Schemer’s grove is a sacred place for her worshipers. As long as you don't harm any plant or creature within it, you are free to pass through [staying in the grove for long is not recommended]. Priest and priestesses are known to pay visit to her here, and they are nearly the only people welcome here on a regular basis. Legends sad the grove is precious to Schemer, as she grew it herself and saw the trees rise from tiny saplings.

The grove is filled with tree species of all kinds, but no matter the species all the trees are massive. The ground is nearly always shadowed by their huge branches, and the tree roots protruding from the ground are often taller than a person. In fact, it seems like a forest made for giants, and it dwarfs any human creature, any creature for that matter. From a distance, it seems unreal, too tall to be real, since many of the trees reach hundreds of feet in height, too tall for any non-magically grown trees.

There are tunnels beneath the grove, you won't find the entrance easily, but the tunnels can lead you to many places.

All manner of plants grow between the trees, and the ground is carpeted in a soft layer of moss. Don't step on the plants, many of them are rare, and the worshippers would be wroth to find them dead or injured [there is no true path through the grove, so you'll just have to be very careful].

The grove stretches for miles, and towers above everything surrounding it, save for the nearby mountains. Irritatingly, it isn't too far from Derya, one of the larger cities, perhaps a two day march.

Many have been known to wander in upon seeing the grove, amazed by its size and curious to explore. There have however been several cases of people trying to take the herbs, which not always ends well. They seem to be reserved for the worshippers.

Vintas Forest
A large sprawling forest, old, but nowhere near as impressive as Schemer's grove in size, it is made up of ordinary sized trees. Schemer's grove is in fact visible from Vintas' eastern edge, only because of the sheer size of the trees, it still takes at least a day to travel there from the forest.

Vintas is absolutely crawling with creatures and plants of all shapes, sizes and uses. It isn't much special in outward appearance, but it is very easy to become lost in it if one is unfamiliar with the terrain. The very ground is known to be treacherous, and occasionally collapses to reveal stone tunnels, connecting to Schemer’s grove.

There is rumour than another Archaeon inhabits Vintas forest, but if so, this Archaeon is much subtler than Sandstorm. Occasionally there are those who vanish in the forest, and later reemerge mad. Caution, if you do venture too far, you may encounter some unpleasantness.

The healing Springs
The healing springs are called so because they are the sacred place of Healer. A natural hot water spring bubbles from the ground, making its way down into a series of smooth stone pools. The pools and aqueducts that carry the water are said to be created by Architect, as a gift to the Healer.

Below the pools are several caves, dry and always warm. The water from the pools runs underneath and through the walls of the caves, keeping them warm. The caves closest to the surface are where patients are healed, while the ones further back are where they perform rituals.

The minerals held in the water are said to help the body recover, especially after shock. Some pools have specific herb mixtures put in them to aid with specific pains.

There are also flat rocks laid out in the sun in the area, a perfect place to rest and let the sun's rays wash over you. Even for those not suffering from injuries, the spring is a wonderful place to visit and relax.

Isle of Song
The Isle of song is the ancestral homeland of all magical creatures, and still holds the most diverse community of mermaids, sirens, fae, and every other magical creature imaginable, both beautiful and terrible. The isle itself is relatively small, forcing the communities to either consist of very small tribes, or go underground. Despite its small size, the isle is home to a vast array of ecosystems, from one mountain standing tall, to jungles, to swamps, and grasslands. For the longest time, the isle had gone unnoticed by humans, at least until the power of sea travel was invented. Shortly after exploring to the west, rumors began to spread of strange songs luring in sailors, ships lost at sea, beautiful women that were not quite human, and monsters out of a man’s worst nightmare. Nothing was confirmed, but the humans avoided the area just the same, and not only because of its treacherous waters. The rumors of songs luring men to their doom were of course from the sirens, and earned the island its name, the Isle of Song.

Isle of Silence
The Isle of silence is the smallest of a chain of islands west of Osheyn and the Oshthapee river. The island is dominated by a single massive fortress, surrounded by ships. The humans claim the fortress was made to protect the port city from pirates, but in reality it was created in response to the rumors of magical threats in the Isle of Song, hence its name, the Isle of Silence. The island itself receives its goods from Osheyn, as its only purpose is military defense. The only inhabitants are soldiers and the families that chose not to live in Osheyn, as well as the occasional blacksmith and cook. Even though its name was derived from the island of song, it seems those who live on the island took the it to heart, as despite being fully manned, the fort often feels eerily silent, except when there are cannons firing.

Windvale Island
The island of Windvale rests between the Isle of Silence and the Isle of Song, and is home to the Windvale pirates.

The Windvale pirates are one of the greatest threat on the seas. They have been thriving on the island of Windvale for a long time, but it is in recent years, that in the leadership of Captain Shira that they had expanded to become a stronghold for those who plunder the seas.

They have no rules, and the only hierarchy is that Shira is the pirate queen, and the other 27 captains have jurisdiction over their own ships. Problem is, mutiny happens frequently, but Shira doesn’t care as long as they bow to her.

The ship commanded by Shira herself nay not be the largest, but is definitely the most feared. It is named Windshear, and is faster than it looks, an armoured and sleek shaped galleon.

Everything on the island is chaotic, dirty and dangerous. Not all those who live there are pirates though. Some have retired, some are just the husbands and wives of the pirates. There are also children there, brought up to fight and plunder. Of course, there is also the occasional prisoner and slave.

The Hive
The Hive started as a small island Southwest of the Uzin-Zrud desert, with a jungle and a few undeveloped species. For a while it remained as such, at least until the insectum species started to grow and develop. Their rapid evolution could only be attributed to their constant birth rate and psychic links to one another. As such, they were able to quickly expand the island to accommodate their growing size and numbers, until all that remained was a gigantic honeycomb known as the hive. The insectum need to travel to the mainland in order to harvest their resources, and need to avoid everywhere but the edges of the Uzin-Zrud desert. It is a long journey and a dangerous one, but harvesters make it every day to keep The Hive alive. In the center of the hive lies the queen, spending her entire life creating the next generation of insectum.

Cave Systems
Beneath the surface of Laetus lie a vast network of caves, each with their own unique make-up. The caves themselves have not been close to fully explored or excavated, and are home to mineral resources, rare species, and unique ecosystems. Many caves interconnect with one another, creating a vast network of caverns, spanning the majority of the continent.

There are so many underground caves below Laetus. Some were natural, others formed by mysterious creatures. There are also many species who have made the underground their home and excavated many of the caves. It is easy to get lost, and many of the underground species are not friendly. Many do not speak the common tongue.

Gilendor
Gilendor, also called the land of the giants. It is where most giant creatures live. There are the giants of course. Humans that are simply a few times taller than their kin, and have thicker bones and skin. There aren’t many of them, and they live as a tribe. They are quite intelligent, but their ways of living are quite primitive indeed.

There are also golems, a headache to these giants, as they are 1.5 times taller, much stouter, and could level a house in one swipe of their fists. They are made of stone after all.

There are also different species of giant birds and animals around here. And giant flora as well.

The Temple of the Eight
This is one of the mysteries of the Origin, its appearance does not actually resemble a temple, but it appears to be a series of interlocking opaque crystal spires, eight in total. The central one was the largest and the tallest, with the other seven surrounding it. Yet it was not the humans who created the temple, and there was rumor that even the Children of Wyld had no idea of the truth. The central tower had ancient wards around it, and no magic works on it, thus no one can enter it. The other towers though, are occupied by the seven cults, one for each Wylder. They each have their own way of running the place, and had their own fictitious tales, spinning a god-like image of each Wylder.(edited)

The city of Ozoria
A place people have diverged opinions about. It is situated at the saddle between The Three Builders, the three peaks of a large mountain, which is called the Architect's mountain. None are sure who named it such, but with the inhabitants’ obsession with their patron deity, it isn't suprizing at the least. The city has few houses, in fact it is more forest than houses. In addition, it is located on a mountain which means the temperature will always be a little colder than in the other cities. It is also known to have a lot of rainfall, and in some cases snow when it is cold enough.

As mentioned before, the city has a lot of trees. Multiple forests surrounds the city, which means you'll have to go through a forest to reach the city. In addition, a small forest is located in the middle of the city.

Because of the cold temperature, the soil is too hard to grow crops like wheat or potatoes. Therefore, their biggest food source is animals hunted down by the inhabitants. However the city is provided with vegetables and bread from wagons passing the city now and then.

The city mostly consist of small wooden cottages, some of them having grass on the roof. The houses are evenly distributed across the city which means your neighbors won't be close. There are, however, some common cottages resembling a café where the inhabitants meet.

The city of Osheyn
Osheyn is situated next to the ocean, where the Oshthapee river meets the sea. It delivers goods to many smaller, less known towns, and its fields are quite prosperous. There are two main harbours in Osheyn, not including the rather derelict smuggler's cove. Both harbours are well manned and guarded, but one leads to the slums and the other to the city mansions.

Let us begin with the richer and more pleasant of the two harbours, known as the Aurem Harbour. It is the location where more pricey objects are unloaded, jewels, silk and the rarer meats. Only the richest of captains can pay to dock here, the rest come into port in the Ragman's Harbour, let's speak of it shall we?

The Ragman's Harbour is more likely to have thieves lying around, and is full of unpleasant taverns and accommodations. It isn't necessarily a bad place, but if you take the wrong streets leaving, you'll end up in the slums. Most streets lead to where the more average folk live though, to countless marketplaces and squares.

The slums, a dirty and unpleasant place, with the smell of rotting fish and sewage hanging in the air. Why don't the people living here leave? You might ask, well, they're more likely to find a job here than in the other cities, especially if they have no qualifications. Entire families live and die here, countless species live in the slums.

Osheyn certainly has the largest difference in classes, with the richest of the rich and the poorest of the poor living beneath its walls. Those with money live prosperously, while those who for various reasons cannot have that same money live in the slums, and the slums haven't existed for long. It is the fault if a series of lame and lazy governors, since the elections of Osheyn have become unfair.

A wall separates the slums from the middle class and another wall stands between them and the rich. During the mast fifty years, things have changed in Osheyn, and only the rich and a small amount of the middle class are permitted to vote. This is not how the system is meant to be run, but it has become this way, and the slums have grown and grown.

Houses
The rich families are called houses, and each house is responsible and control certain things. For example, the house of Winshire is responsible for the minting of the coins. The house of Inyca is known for their scribes, etc.

There is a council members from every house, and they almost all seek to gain more power in the council by political subterfuge and power plays.

There is slavery in Osheyn, and the people sell themselves to their rich owners because they will starve if they do not. Many also own debts, and thus was forced into indentured servitude.

The City of Xia
Xia is situated on the shores of the broad Xierthen River, it is bordered by absolutely flat plains, ideal for certain crops and especially good for raising livestock. It is a bustling town, with full markets and not often prone to bad weather. It is also where most Satyrs choose to dwell.

It is an interesting place, bright and busy in the day, but deathly silent at night. It is all due to the legend of a creature, unkillable, terrifying and able to kill simply by a glance. No one dares to leave their homes at night. But there is one catch, why doesn't the creature attack the homes?

It was the Arbitor who had allegedly wounded the creature, and made a charm, forbidding the creature from entering any of the homes. But again, the stories are vague, and the truth is unclear. Is that really all that is at work in Xia?

Anyway, feel free to visit the stalls of the city, based more on cloth, artifacts, cutlery, and all those miscellaneous items instead of food. You will not find much food here except rice, since their crops are mostly exported to other places.

This is also one of the more diverse cities, often seeing different species in the same place. An arena is also positioned in the city, and duals and challenges take place there. It it perfectly safe, since enchantments make sure none are able to kill each other anyway.

Xia mints their own coins, though, they are 2/3 in size compared to Derya’s.

Xia is governed by a council of thirty, its head being the governor. It was once a monarchy, but it was abolished after a tyrant was usurped. Any citizen can apply for a council position, but they need approval from the governor before they can run for a council position and be voted by the people.

The City of Derya
Derya is a sprawling city, built on the banks of Dairthwen lake, and nestled among the hills bearing the same name, Dairthwen. Many rivers, both great and small, flow in and out of the lake, providing the city with a constant supply of fresh water. The city is neither the richest or poorest of cities, but somewhere in between, a peaceful place where most inhabitants lack nothing.

The city's food comes from the crops grown by the inhabitants of Derya. The earth is certainly not flat though, so, many hills are carved into terraces for crops. The rich soil grows crops well, and Derya hardly ever has a lack of sustenance, between the crops, meat from the forest and fish from the lake.

The houses in the area vary from sprawling mansions to pleasant thatch roofed cottages, it all depends on the Wylder who built it. There is much farm land, yes, but the marketplace and town centre -clustered by the lake side, quite a large area really- is bustling with other commerces. Blacksmiths, bakers, inns and all manner of other professions, there truly isn't anything lacking in Derya, and anyone can make it their home.

There are fur traders and hunters in Derya, since Vintas forest is only about a day and a half march from Derya. Hunters are known to vanish for weeks in the forest, then reappear with fresh meat to sell. A bit further, perhaps a full two days march from Derya is Schemer's grove, I recommend caution if you do choose to visit.

There is one creature known to show up quite often in the area, though it is quite shy. They are known as the Wickai [singular is Wicka], somewhat resembling a dog or wolf with a bear-like snout. They are smaller though, a bit bigger than a large hare. Their fur ranges from grey to white to brown and sometimes black. They live in the hills surrounding Derya, well, under the hills. They are tunnellers, and make a home in tunnels and caves.

Points of Interest
The Blind Birdie

"Wylders be blessed! Another customer!"

With Helia the banshee's friendly grin, the tavern immediately became a welcoming place as you enter. Located at the crossroads of the three main cities, besides fulfilling your need of ale and beer, this is the place where all adventures start, where rumors are spread and stories unfold. The strange name would have surely caught your attention. It was never determined who named it, possibly Prophet or Schemer worshippers, as it was obviously Wanderer they were implying, who truly is a blind birdie.

There are rooms available to stay the night, and if you can't afford that, well, the stable doesn't have too many fleas. The rooms are small, but comfortable and dry, much better than sleeping under a bush.

The noticeboard-Situated at the wall of the tavern, it is a place where laws are updated, bounties posted and quests applied.

Government of Derya
The city of Derya is governed by a monarchy, but the wealth gap is not as serious as Osheyn, especially since the city has had several just rulers. The nobles were also kept in check by the guilds.

There is a guild for almost every craft, though one of the most powerful is the merchant’s guild. It is responsible for minting the gold, silver, and bronze coins.

Another powerful one is the mage’s guild, since they are relied on for many things. Making accurate scales, fending off natural disasters, lighting the city at night... They have a high status in the community, though they are kept in check by another guild.

The Cagers guild is trained to deal with any threat. They are often employed by the monarchy to investigate crimes and such, and they jail these offenders, thus the name.

The three main guilds and the monarchy limits the other’s power and peace is kept in the city... Mostly.

The Town of Nijuela
Nijuela is the town that is situated by the Vintas forest, approximately a five hour walk north of Nijuela. As a result of this closeness - it is usually where travellers looking for the forest stay. There is a path that leads from the town to the forest, but it is just a worn thin strip of land that was used frequently to get to the forest - it is not like a stone path, but a dirt one. It is the fastest and easiest way to get to the library from the town, without getting lost in the process.

The town itself is self-sufficient, and has no real need for the small trade that it does with other towns. They needed to be self-sufficient in order to survive, since they are relatively cut off from other towns - being as the town is surrounded on all sides by trees of the dense forest. It's main Nijuela population are the Striythensian elves, which is the traditional names of them, or otherwise known as Sylryll elves, which is the more modern name for them. They are a very peaceful community and have very unique beliefs and morals - but one would learn the most actually talking to them than just reading about it, but one thing to mention is that they view Prophet as a sort of tutelary. But there are some other species that live there, but not in very large groups like the Sylryll elves.

It is on the far west of the Vintas Forest. It is a small town, and it very very green. They value plants quite a bit and would rather build in and around trees, which makes it almost seem like their town is overrun by plants. Because there are so many trees, things are very close together in location - though some are spaced further away from others, depending on where the trees are. They do have some areas cleared for farming and agriculture, but it is only as much as they need to survive and a tiny bit more - but other than that it is just trees. They are not situated near any river or fresh water source - but they use ground water. They have one 'leader' currently, but everything major is a town vote - so there really is no one 'in charge' persay.

Again, they are very peaceful as a community and are open to having travellers stay while trying to visit the Library of Sim - there is an inn that most people stay in called the Newarre Inn, or Waystone Inn. It is in the center of the town and is covered in vines, and has a rather young Sylryll elf as an owner.

Major Species
Various magical and nonmagical species call Laetus their home. The distributions and percent make-up of the population is outlined below.

Humans
Located at the Western part of the mainland, the Clan is where the humans group together. They worship the seven children of Wyld. They are divided into seven tribes, each has one as their patron deity, yet they worship all of them. In truth, many other creatures worship the Chidlren of Wyld, yet it was the humans who delved into the subject with the most fervour.

Mages
Mages were once simply humans born with magical ability. Centuries ago, humans were born with magic, although it was very rare, and unexplained. However, with the discovery of genetics and inherited traits, the source of magic was better known among humans. As such, those from magical lines split off from the “mundane” humans, and formed their own society. In this isolated community, the strength of their magic grew, and they began to diverge from the humans they once called themselves.

In appearance, the casual observer would not be able to easily tell who is a mage and who is human. However, mages tend to be taller and thinner than humans, and slighter of frame. Generations with the aid of magic made manual labor almost taboo, and their bodies reflect that. However, there are still mages born strong of body, but it is almost seen as a negative trait amongst the mages, and it is seen that a child born with a strong body has a weak mind, or weak magic. Of course, this is not necessarily the case. Another notable difference is the eye color. Humans have the usual brown, green, and blue, while mages have a vast array of vibrant colors, across the entire spectrum.

In modern years, mages have come to live amongst humans once again, but do not breed with them, as doing so would weaken the magical blood of the mages. They inhabit the same cities and towns, but have their own communities within them.

Mages have the most diverse and widespread access to magic, able to delve into virtually any field. However, unlike most other magical beings, whose ability is innate, skill with these magical studies do not come naturally, and must be practiced. Their magic is also generally weaker than that of other species, although dedicated study and commitment can lead a mage to specialize in one field, generating skill that rivals that of one born with innate strength. Overall, however, mages are used as a kind of multi-tool, a jack of all trades of magic.

Kitsune
Kitsune are always thought to be sneaky and cunning, but a bit cowardly. Kitsune are a solitary species, oftentimes meeting only for mating and festivals. Otherwise, they live far away from each other, even if they are in the same clan. Once a child is past sixteen, he or she will leave the family. Usually the two Kitsune parents will leave each other after that as well.

Their natural form appear humanoid, but they have heterochromatic eyes, Strangely coloured hair, and a number of tails sprouting from their tailbone.

They have a festival called Lithya Kuwana meaning the circle of rebirth. They believe in the circle of rebirth, and that their ancestors will look upon them during a full moon and bless them with child as they mate, allowing their ancestors to rebirth in such a way.(edited)

When rarely, two Kitsunes decide to be mates for life, they do a ritual dance under the full moon, and they grow an extra tail. Their magic increases greatly afterwards, and they form a telepathic connection. Speaking of tails, the number and manner of a Kitsune’s tail will tell you much about them. Here are what each number and colour of tail represent.

1 tail: a new born cub is born with a single tail, pure white in colour

2 tails: they gain their Fox form, around the time when they are 8 to 12, grey white in colour of

3 tails: they gain their full human form, around when they are 12 to 16, bluish in colour

4 tails: they reach maturity, and is at mating age, yellowish in colour

5 tails: after they first mate, orangish in colour

6 tails: they have mastered their magic to an average level, greenish in colour

7 tails: they have a expert level of magic, magenta in colour

8 tails: they are touched by their ancestors, and have exceptionally powerful magic, darkish in colour

9 tails: they mated for life, reddish in colour

So, a Kitsune who mated once was often referred to as tinged with orange, while those with very powerful magic are said to be touched by shadow. Those who mated for life was said to have turned scarlet.

A nine tailed fox does not appear very often, and they are respected in awe as they do. They also tend to live a very long life, up to a thousand year. Typically, kitsunes only live for three hundred.

They have an ancient eldritch magic they call fox fire. It is not exactly burning fire, but an energy they can use to do many things. One is the use of illusions. Some of the most powerful of them can create illusions so close to reality that they are almost like reality manipulation.

The second is a use of pheromones. Fox fire can stimulate the humans body, male and female, creating arousal and confusing the thoughts.

The third use is the stimulation of the human body. It can create pain in a person as they are burned by it, but they will not actually be physically harmed

Lizardfolk
The Lizardfolk are a battle loving race that dwells in Oharst.

Oharst is mountainous, many of the region consists of volcanos and hot pools, therefore it is sweltering hot. Though at some parts of the mountains where there is no volcanic activity, it is freezing cold due to the high altitudes. The tribes usually settle somewhere between these two extremes.

The Salamanders have two names, one is their birth name and another is their true name, one that keeps on changing as their experiences grow. It is basically who they are. It has magical properties, and if a spellcaster knows their true name, they could do a lot of mischief with it.

The society has a hierarchy based on strength, so it leans of patriarchy, though if a woman is strong enough, she could be the tribe leader. That doesn’t usually happen though.

They were once barbarians, almost animal like, feasting on human flesh and inciting war everywhere they go. They slowly changed over the centuries to become more civilised though.

Their culture and heritage is very important. They worship the elder dragons, whom they believed they descended from.

The tribes tended to negotiate by force rather than diplomacy. If one beats another in combat, it is acceptable for the winner to take whatever they want. Many disagreements are thus sorted out by combat.

Salamanders can manipulate fire, though not everyone have the gift for it.

They have a native dance the woman perform during festivals or celebratory occasions. It is called Dala Kuvdo, a dance that is coordinated like fighting. It can be performed alone or as a group. It is meant to show of their strength and beauty, and it is one of the ways to attract a mate.

The Raora festival is the anniversary of the time when the Raora volcano last erupted. It is a fire festival of some sorts, and they perform certain rituals to pacify the elder dragon they though is resting beneath the Volcano, and will erupt if he wakes. People throw offerings into the volcano and there is a temple at the mouth of the volcano for that purpose.

The Kuakav temple is situated at the mouth of the volcano and is named from the many Kuakav flowers surrounding the area. These flowers are black, blooming in the harshest condition, and thus is considered a good luck charm.

Another festival is the dragon’s flight festival. It is a time where they pretend to be dragons(not too difficult for them), and fight in the dragon’s pit. There are other events as well, and those who win in these trials are highly praised and be like royalty. Another way to attract a mate. When a female has chosen a mate, she would wear a Kuakav flower in her hair to signify it.

They speak a language called Ihaurs.

Their patron deity is Arbitor, who they believe is the mother of all elder dragons

The Salamanders trade by the skins of the Arotak giants. They are tanned to make leather, and many of their clothes/ armour are made by them. Arotak giants are also notoriously difficult to kill as well. 1 square feet of Arotak skin can earn around a day’s meal. Despite their size, they are difficult to track down, and are even more difficult to take down.

Satyrs
Satyrs are a diverse species. Their distinctive features would be a pair of horns and digitigrade feet. Their legs are usually covered in a manner of fur, but there are those that have no fur as well. They take their pride in their horns, often the one with the larger and more beautiful horns will be admired, and that is also how they attract a mate.

They undergo a ritual when they are eighteen, called Tha Ri Kahompe. It is a coming of age ritual, when the family will celebrate and carve decorative patterns on the horns of the young adult.

They can be found dwelling in the meadows and plains all over Laetus, but some have moved into the larger cities as well.

Satyr's are able to call upon the Dram Copa, or the call of the wild, as their magic. Using this, they are able to commune with animals, control and accelerate the growth of plant life, and even summon healing energy. It was this ability that led to Satyrs being known as nature spirits.

Insectum
Those of the insectum are members of a massive hive, all working to serve their queen. Within the hive there are different classes of insectum, including the builders who maintain the hive itself, the warriors who protect the hive and queen, the harvesters who gather food and materials, and the caretakers who raise and train the next generation of insectum. Those born of different classes have unique features. The builders have strong arms, skillful hands with long fingers, and a passive telepathy amongst the other builders to keep things running smoothly. Within the hierarchy, builders are the lowest, yet most numerous class. Builders not only craft the hive, but are also their artisans, painters, and crafters.

Warriors
The warriors are born for battle, and are suited as such. Warriors are covered more fully by an armored exoskeleton of chitin, coming in varying colors. The exoskeleton covers their hands in interlocking segments, much like the armor shown below. Beneath this armor lies their most deadly weapon, their stingers. The stinger is able to rapidly extend and retract from the back of their hand, moving so quickly it is impossible to the human eye. If so desired, the stinger can inject several different poisons or toxins into an enemy body. One causes paralysis, another asphyxiation, a third works as a clotting agent, and the fourth causes an almost hypnotic state in the prey, making them relaxed and euphoric, vulnerable to suggestion. The wings of the warriors are broad and cover a large surface area. Excellent for flying and buffeting enemies with wind

Harvesters
Harvesters are masters of stealth and hiding, having been born to venture out, find, and bring back materials for the hives. Thus, the harvesters often have smooth black exoskeletons, unlike the linked armor of the warriors. Their exoskeletons cover most of their arms and legs, and are more malleable, almost soft to the touch. As a further measure, with focus, the harvesters are able to change the color of their exoskeletons to match their surroundings. The harvesters actually have two sets of wings, ideal for silent flight, making minimal noise and disturbing the surrounding area as little as possible. They are able to hover almost indefinitely, waiting. Due to their innate skills in stealth, they have also been hired as rogues and assassins by other species.

Caretakers
The caretaker class are born with one purpose in mind- healing and the wellbeing of others. They raise and care for newborns and the ill. They have very little exoskeleton, and most resemble humans. Their defining traits as insectum are their antennae and compound eyes. As caretakers, they have a similar needle to those of the warrior class, only it serves the opposite purpose. Their stingers can ease allergic reactions, thin the blood, reduce infection, ease pain, and knock someone unconscious. While they have little obvious exoskeleton, they do have large, broad segments covering their wings, much like a ladybug. The women of the caretaker class are constantly nursing, and therefore must be able to constantly produce the necessary food for the children. The children are fed similarly to humans.

The Queen
The queen is the most insectoid of all classes. Within a hive, there is one queen, large and nearly defenseless without her warriors. She is constantly laying eggs to support the hive.

Ixal Ru Elves
They are a branch on the large tree called 'Elves'. Which means that they hold the one trait that is commonly associated with those people, amongst others, which is the pointed ears that they bear. They also have an extremely long lifespan as well.

They are native to the Uzin-Zrud desert, and are seasonally nomadic in nature. During the warmer seasons, they are moving in tribes about the desert - where as in the cooler seasons, they are situated in their town(s) until the seasons change again.

In appearance, they bear a resemblance to the Sylryll elves of the western Vintas forest. They have the same athletic and strong build, and have the deeper range of skin tones as well. Along with being rather tall - the same range of 5"9' to 6"0'. Though there are some minor differences, along with some rather notable ones. A minor one being that they usually get their height from having longer lags, rather than just having even torso and leg length. And a couple major ones are that instead of having both dark hair and eyes, they have more mid-range hair colours (typically brown and blondes) and the lighter range of eye colours.

Their eyes have pupils that are more cat like in nature for their purpose and how they work, while seeming to be similar to any other mortal in appearance. It is believed that their ancestors were half nocturnal half and half not - in order for hunting to be easier, as well as hiding from their predators. While hunting, they couldn't scare their prey away - so they needed a way to see in low lighting. Eventually, the two are said to have merged into one - which gave them their heightened sense of sight. But because of this, their eyes are much more sensitive to sudden changes in lighting and are just sensitive in general.

Since they are constantly in the Uzin-Zrud, they have developed an extreme tolerance to heat - as expected from generations of people living there. But the flip side of that, is that they are vulnerable to the cold. Once one leaves the desert - at first they will quite usually find it difficult to adjust at first. They will be able to adapt to it eventually of course. Other than this, all their other best traits are ones that are just taught to them to be able to survive - like weapons work, stealth, etc. They have their own culture - as all isolated races do - that one would be able to see if speaking to one of these elves.

Their patron deity is the Overseer.

Sylryll Elves
The Sylryll elves are dark-skinned humanoid creatures, standing at the height of 5'9" to 6'0". They are atheletic and strong with toned bodies and are in tune with nature - and have black hair and dark dark eyes. They are also sensitive to temperature change. The are mostly amiable and are peaceful creatures.

They are very good with nature, being able to bond with both that of animals and plants very well. Which leads to them being able to have a way of communicating through ways that is more similar to just that of sharing energy rather than that of words. This is a result of just years of living in tandem with it in the Vintas Forest.

Their patron deity is Prophet.

Schyons
Schyons solely inhabit the Uzin-Zrud Desert. Schyons have the body of a Sphinx and the tail of a scorpion. They can shift into a humanoid shape, yet their tail always remains. The Schyon are an interesting people. Their character are shown through their names. They live isolated in the desert and they are brought up to think that the desert is their only world.

Ithmires
Bat like humans that live at the topmost parts of the underground. Most of them are able to speak and understand the common tongue, albeit with a very thick accent.

Cave Salamanders
A subspecies of Lizardfolk. They kept the raw flesh eating diet of their ancestors, and despite with their blood mixed with human’s like the Salamanders, they were more bloodthirsty, and looked less human than their surface counterparts.

They are an intelligent species, but they do not speak the common tongue.

Qwendarc'al
Otherwise known as a burrowing elf, are not related to elves in any way, but they are called such because of their pointed ears. They are more akin to earth elementals, and live at the shallow places of the underground. They are shortish, have brownish grey skin, and have large eyes for seeing in the dark. Stone-like protrusions appear on their skin, and even though they prefer the underground, they are more likely to travel to the surface than any other creatures that dwell underground.

They consume rocks and minerals for their meals. Even though they can eat other food, it doesn’t give them energy and nutrients to sustain their bodies.

Ores and minerals are refined by their stomach and they egest some parts of it. They are often more precious than natural occurring ore, and therefore fetch a good price in the market.

Most make a living by smithing, and they pride themselves on the armour and weapons they make. Many of them are also miners too.

They live in a tight group of their own family, and are very concerned about their ancestry. They are very serious about tradition, and if anyone disrespects their family, they will be very irritated.

Yarnis
Yarnis, singular Yarnii, are a species native to the mountains, they are seldom seen away from their habitat. They have the upper body of a human, yet their legs are replaced by spider -like legs. They have mandibles and a venomous bite, and their blood is said to be the cure for the venom. They are also able to weave with spidersilk and catch prey with the webs. They also weave for enjoyment and they are said to be the best artists in the realm. Some can shift into a human appearance. They have frequent contact with the Wanderbirds who live nearby.

Megafauna
In the more remote regions of Laetus, there exist massive species of animals.

Giants are humanoid and approximately 3 times taller than regular humans.

Golems are 1.5 times taller than giants, made of stone and ice, and incredibly strong.

Other megafauna include various species of birds and quadrupeds resembling rhinos and elephants.

Another class of megafauna is the Island Turtle. This is not a turtle found on islands, but rather an island that is a turtle. These peaceful giants constantly circle the central continent of Laetus. At any one time, there are only two adult Island Turtles alive, a male and a female. Once a year they meet in Tortuga Bay, just south of the Uzin-Zrud desert.

Marine Species
Marine species, that being, intelligent life whose habitat is fresh or salt water, are most concentrated near the Isle of Song, but are dispersed throughout all waters of Laetus. These species include:

Mantaen- demi-humanoids with the body of a manta ray below their waist, and the body of a human above. Thier faces, however, are dark with glowing eyes, better fitted for seeing in the dark depths of the ocean.

Mer-folk- demi-humanoids with a fish tail below their waist, and a human body above. They are known among humans for their beauty and colorful hair, however, there are many variations on mer-folk. There are those coated in a kelp-like substance, their bodies just as vibrant and colorful as a reef. There are those covered in scales from head to toe, almost like an armor, with large, hard fins protruding from their backs and elbows. Some even have exceedingly long tails, giving them more of a sea serpent-like appearance. These more exotic species are less seen by humans, as they prefer deeper waters, their settlements far off shore. They also tend to be more aggressive than their more humanoid counterparts, but still no less intelligent.

Cecaelia- similar to mantaen or mer-folk, they are born with the top half of a human. However, their lower halves are comprised of multiple tentacles, resembling that of an octopus or squid. The length, number, and exact shape of the tentacles varies by subspecies.

Gods
The people of Laetus worship the Wylders; the children of of Wyld, the creator and embodiment of their planet. These gods and goddesses are responsible for creating and developing all life on Laetus, with each acting as patron for their chosen species. All life on Laetus, be it intelligent, beast, or flora, was created by and protected by their patron.

Wanderer
Patron deity to the kitsunes and goddess of travelers, rogues, and of course, wanderers.

Depicted by her worshipers: Her true form was avian like, three pairs of pure black feathered wings stretched from her shoulder blades, once, they were sleek and smooth, yet after many years of wandering, they became tattered and dull, of course she could have magically returned them to their original glory, but she preferred not to. She has razor sharp talons instead of fingers and clawed feet. A spiral shaped horn protruded from her forehead, also purely black. Even with all the inhuman features, the most striking of all was her eyes, or rather, the lack of them. Replacing her eyes were two orbs of amethyst crystals. You would have thought as an Wylder, she would have healed her eyes magically, or at least asked the Healer to do so. But it was said she gave them up for something in exchange. She has sharp features and angular cheekbones, her slanted eyebrows rested above her blind eyes. She had pale yellow skin, like the Asians of the Earth realm. Her feathered cloak usually rested on her shoulders, and her hood hiding part of her face. Beneath the cloak, she wears a skirt and vest made of worn brown cloth.

Powers and Areas of Influence:

Primary-


 * Manipulation of Chi
 * Invisibility
 * Illusions
 * Body Control

Secondary-


 * Enhanced flexibility
 * Enhanced leaping
 * Enhanced speed
 * Enhanced reflexes
 * Enhanced durability
 * Enhanced stamina
 * Echolocation
 * Inhuman senses
 * Wings
 * Shapeshifting

Weaknesses-


 * Blind

Prophet
Patron deity of elves, god of all scholars, and knowledge seekers.

As depicted by worshipers: Prophet is the most mortal - elven specifically - looking one out of all of the Wylders, and he isn't upset with this - since he does interact with mortals the most, and they tend to like things that either look like them or look weaker than them. He doesn't want people getting fearful every time he is there - that would get irksome. He isn't the tallest of people, probably closer to around 5'10" to 5'11" in height - which is about average for a male mortal human. His features don't stand out too much, only having black hair and dark eyes. His hair could be long or short, it depends really. But there is two things that do stand out - one, he has pointed ears like an elf. They aren't covered up by his hair, since his hair is either short or tied up if long. Two, he has horns - that of an klipspringer - that are the color of rich obsidian in pigment. Horns aren't uncommon to have among the Wylders, but his are a bit less noticeable. He also has fangs, like those of a feline. He isn't very muscular of a person - though he isn't a stick, having some muscle at least. He is lean.

Powers and Areas of Influence:

Primary-


 * Shadow manipulation
 * Emotional manipulation
 * Inception
 * Deception
 * Memory alteration
 * Chrono-manipulation
 * Manipulation of probability

Secondary-


 * Nullification
 * Physical nullification
 * Magical nullification

Weaknesses-


 * Unable to create nor destroy, only insight change
 * Unable to alter the past

Arbiter
Patron deity of Salamanders, goddess of combat, destruction and law

As depicted by her worshipers: Her flaming scarlet hair reaches her shoulders and the fringe sometimes covers up her piercing eyes, which one of them is emerald and the other is amber colored. She has soft and delicate features and a slender body, with enough curves to be attractive, yet not exaggerated. She has a young appearance, with her pale skin and short stature, she looked no older than eighteen. She has golden orange scales, small and diamond shaped that are packed tightly together. The scales actually not only covers her lower leg, but also part of her chest and her arms. Her neck, belly and back is scale-less though, which is also her weakest spots. From her upper jaw, sharp fangs protrude, normally hidden until she let them out. A slender scaled tail stretched from her tailbone. She has the ability to deceive others with her expressions, yet her eyes show great pain and deep sorrow at times. She wears gloves and boots for protection and has a full set of leather armor on as well. She wears an silver circlet on her head which is enchanted for protection.

Powers and Areas of Influence:

Primary-


 * Implosion
 * Explosion
 * Absolute Destruction (Turn something into nothing)

Secondary


 * Enhanced physical strength
 * Enhanced reflexes
 * Enhanced speed
 * Enhanced combat awareness
 * Enhanced tactical awareness
 * Clairvoyant combat (able to predict attacks before they land)
 * Other combat based strengths

Weaknesses


 * Unable to create

Schemer
God of schemes and nature, and the elements

As depicted by his worshipers: Standing at a height of 5'6, Schemer has a slim waist. His skin is of a light chocolate brown, though it darkens easily in the sun. It is difficult to tell what age he appears, certainly in his twenties, yet his skin and face give no sign of age whatsoever His eyes are difficult to explain, they are the calm yet interesting brown-gold of honey, filled with different shades of brown and gold. His hair is long, reaching his lower back, and very thick. It is somewhere between curly and frizzy, certainly wild. It is nearly black in colour. He has a fit body, lithe and elegant, like that of a gymnast or a dancer. He has muscled legs and arms, though will never rely on his own body in the event of a fight. He has two pairs of arms, and is luckily ambidextrous, a useful skill with so many arms. He is never seen wearing shoes, and the bottom of his feet is hardened by barefoot travel. An absolutely massive pair of dappled brown -with a small amount of white- owl wings extend from his shoulder blades. They are impossible to hide, and kept clean and neat. A pair of deer antlers extend from the top of his head, completing his nature-god -like appearance.

Powers and Areas of Influence:

Primary-


 * Manipulation of all physical elements
 * Manipulation of light
 * Manipulation of blood through iron

Secondary-


 * Rune abilities

Weaknesses-


 * Unable to change organic matter to inorganic, and vice versa
 * Unable to create nor destroy, only insight change

Overseer
Goddess of psychics and the mystical arts

As depicted by worshipers: She is 5'4 which most of her height is in her legs since she had long legs, she has peachy skin that tends to get darker when she is in the sun, sorta like a tan, but not that tan. She is very thin but healthy, she doesn't have very much in the bust department but it still is enough to make her look like a girl. Her hair is straight but lost the time she curls or waves, it's color is dark magenta with blush pink highlights, and what looks like small droplets of water what have been dropped on her head, but no, they are permanent and are just for looks. Her eyes are a purple color but with flecks of lighter lavender. She has a slightly bulb nose but it is small and cute. She has full lips that is open a mutes red or pearly pink. She had soft cheekbones and a oval shaped face. Her face has five magenta outlines of stars starting at her eyebrow getting bigger ending an inch before the middle of her eye on both eyes, with a matching start headband across her forehead with the same color. Her ears are pointed like an elf, but you would never know unless she put up her hair, which she hardly ever does.

Powers and Areas of Influence:

Primary-


 * Clairvoyance
 * Mind reading
 * Mind blocking
 * Detection of powers
 * Detection of danger
 * Spectral vision (able to see throughout the light spectrum)
 * Partial omniscience (able to monitor a wide area)

Secondary-


 * Possession of mind
 * Possession of body

Weaknesses-


 * Unable to act

Architect
Patron deity of the Yarnii and goddess of the arts and creation

As depicted by her worshipers: She can be spotted miles away because of her ghostly pale skin. Her skin looks fragile and is fairly soft to the touch, making it almost porcelain like. Her hair is black with a hint of dark brown, and she usually wears it in a braid that cascades down her back. Her hair is somewhat long, reaching to around the middle of her back when braided. She has two medium sized, black, dragon horns which poke out from both sides of her head. She likes wearing some sort of a cloak, using the hood to cover up her horns. Though the darkest part of her is not the horns nor her hair. It is her big black doe eyes which appears darker than most eyes. With the obsidian black color it seems like her eyes is absorbing all light that surrounds them. Her lips is colored a light shade of pink and her row of teeth are equipped with two sharp fangs. When she closes her mouth they poke out a little, giving everyone a peek of her sharp fangs. Her body is well sculpted, provided with a fair amount of muscles. Although her tiny figure may appear fragile, she is tougher than most people her size. Anna is armed with a set of claws on each hands which can protract and retract at her will. Her black cloak is made out of a velvet like material and under her cloak she simply wears a pair of black pants and a grey cotton shirt.

Powers and Areas of Influence:

Primary-


 * Creation
 * Grant temporary life to anything
 * Building

Secondary-


 * Shielding
 * Ability enhancement
 * Physical empowerment
 * Increased attacks
 * Increased defenses

Weaknesses-


 * Unable to destroy

Healer
God of healing and communication

As depicted by his worshipers: Healer is easy to spot, due to his large, muscular horse half. His hair always seems to be floating, as if he was in water, but it never looks wet. His skin is a nice, pale blue that brings out his hair quite nicely. His eyes are a stormy blue-grey and almond shaped. He has sharp features his slightly pointed ears sometimes peek out of his whitish-silver hair. His fur is white, and like all horses, short. His tail is not too long with a small braid. His rear end is grayish, but barely noticeable. Under his left eye are three white gems, each has a different shape, one is a square, the other diamond shaped and the last is a perfect polished circle. He looks as though he is in his mid twenties.

Powers and Areas of Influence:

Primary-


 * Revival/resurrection
 * Limb regeneration
 * Organ regenration
 * Major healing
 * Minor healing
 * Self healing
 * Mind healing
 * Memory retrieval
 * Blood healing

Secondary-


 * Soothing tongue
 * Clever tongue
 * Communication with animals
 * Communication with plants
 * Charmspeak
 * Polyglot

Weaknesses-


 * Cannot kill

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