The World of Eria

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Zeromaru X
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The World of Eria

Post by Zeromaru X » Wed Feb 17, 2016 7:34 am

This is my old D&D homebrew world created for the campaigns I GM'ed for my (now defunct) D&D group, initially based on Greyhawk and Eberron settings, the Warhammer RPG (both 40k and Fantasy) and the Nentir Vale region, but then highly modified by years of ongoing campaigns to the point of becoming a semi-original setting on its own. As English isn't my native tongue I apologize beforehand for any grammatical errors you may find (there are many edits because of that). Heavy emphasis on dragons because they are my favorite mythical creature.

Feel free to comment, ask, correct my horrible English and/or throw at me rotten tomatoes (?)

The Awakening of the Gods:

Was in the time before ages, when there was no light and only the Chaos existed; when the mountains didn't reached the sky with their peaks and the seas cannot be seen; when the gods still slept in the gulf of Chaos, waiting for the time in which they will earn their names; when the Wheel of Heu (destiny) was motionless, because fate wasn't written yet.

It was in that moment when Anzu (time) was born, the Primeval One, the First of the Elder Ones, the Colossal Jet-Black Dragon of Starlight Wings, powerful enough to give himself a name, rising from the deeps of the Chaos with a victorious roar.

Anzu awakened the sleeping gods, giving them their names. The first one was Enuma, the beautiful tree, whose giant roots coil into the Wheel of Heu, forcing her to move at last, creating the fate of all that exists.

Before the leaves of Enuma touched the sky, the other gods got their names as well. Vorld (earth), the Migthy One, who pulled the mountains from the sea, whose dominion was taken by Fraiga (water) the Blue. Olthos, the Magic Wind, created magic to help his siblings to create the new world, while the cheerful Aiel (light or fire) planted in the lands that Vorld and Fraiga separated from the sea the seeds of life, giving birth to all that is green. Irkhalla (death), the Dark One, didn't participate in the creation act, however, because he was aloof and sour, so he claimed the lifeless world below the Wheel of Heu instead, taking his older sister as his wife.

From his aerie in the Chaos Anzu reveled in joy, seeing the creation of the other gods. And with a mighty roar he flew over Enuma's branches, and when he touched her sacred leaves, stars sprout from his wings. The vast majority of the stars were stuck in the sky, forming patterns and figures dictated by the whimsical Olthos, but others fell to the ground. Where those star fell, giant eggs appeared, from which the mighty dragons were born. And so the proud sons and daughters of Anzu became the rulers of the new world.

But while the Elder Gods were creating the world, other gods still slept in the Chaos. They did not awaken because Anzu didn't give them their names. However, in Anzu's absence four of them awakened and looked down to the created world. And they cried and screamed in rage, as they too wanted to get a name and to be part of the world. Jealous of their elder siblings, they killed and eaten the other, still sleeping gods, until they gained enough power to name themselves. Ramiel the Vindictive, Balor the Decadent, Nirgal the Blissful, and Pazureru the Ever-changing. Those were their names, names that they gave themselves.

But their happiness was a short-lived one, as for their sacrilege Anzu was furious. With sadness on his heart, he exiled the young gods to the deeps of Chaos, where they claimed that one day they will get their revenge and destroy all that exists, while using the remains of their dead siblings to create the demons that now dwell in the darkness.

And then Anzu gave names to the surviving sleeping gods, and sent them to the world created by the Elder Gods. To celebrate the birth of the new gods, Vorld took the largest of the rocks in the world, that dwarfed even the mighty mountains, and place it at the highest branch of Enuma, the beautiful. Aiel blessed the rock with heat from the Chaos, and so the firstborn of the new gods came to be, Aeos the Sun, the giver of life.

And thus, the new gods created by Anzu walked among their peers, and they were Lumina the Lovely, Kades the Gloom and Vas the Hidden, the triplet goddesses that dance around Aeos; Muinares the Chronicler and his brother Jiro, the Saint Healer; Nid, the dancer, muse and poetess; Vera, Estial, Augeo and Verna, two gods and two goddesses that govern over the seasons; Baral, Lord of Holy Thunder, and his sister Mervna, the One-woman Army; the three siblings of wilderness, Ankh (sky), Kernunos (forest and jungles), and their sister Lotán (storm); Alara, the loved one and her brother Auron, the inventor of law and creator of cities; and the mischievous Taur, god of trickery and ingenuity. All of they were tasked by Anzu himself with the protection of the created world.

And when the new gods landed on the created world, from the roots of Enuma awakened the elves, beautiful like their mother and blessed by Olthos, the magic wind. And Anzu was jealous of the creation of Enuma, and wanted a humanoid race that were like him, and so the dracones were created from the starlight of his holy wings.

Were those mortal beings who named the world, because it was the only thing that still didn't had a name. They call it Eria, what means "Home".

According to the draconic myth of creation that was found carved in the walls of the holy temple of the lost city of Karnej, as translated by Revan of Adega in 966 AR.

Brief History of Eria:

The first inhabitants of Eria were dragons, mortal creations of the Primeval God, Anzu. When the demons from the Chaos began to invade the worlds of Eriaspace, the dragons went to the front lines of the battlefield, leaving Eria alone. To protect the planet from invaders, the elves where created by Tree-Goddess Enuma, while the dracones were created by Anzu himself. After the war was won, the dragons released both the dracones and elves from their service, leaving to them the planet they fought so hard to protect. The other gods created the other races that inhabit Eria (beatsmen, the fey, animals and magical beasts) after the war was over.

The elves created their great nation on the roots of the Tree-Goddess, with a culture revolving around the worship of the gods, while dracones created a powerful empire based on magical prowess, and for thousands of years both races lived in a semi-pacific way. Was in that ancient age when the humans came to Eria from the void of the Chaos, fleeing from the wrath of a powerful sky god that was about to destroy the human race by flooding their planet of origin. Elves and dracones welcomed humanity, and the three races lived in harmony for at least other two thousand years.

Then the giant-kind appeared. Their planet of origin was destroyed in the Demonic Invasion and the giants wanted Eria to become their new home. They brought with them the surviving races of their home world, such as the dwarves, as slaves to fuel their war machine against the inhabitants of Eria. The wars lasted for one thousand years, and were so terrible that some humans, out of fear, sold their souls to the demons in order to gain power to defeat the giants, giving birth to the cambion race. Eventually the giants where defeated in a fateful war, when dragons intervened and their slaves revolted against them, and the dracones unleashed the Hecatomb, a powerful magical effect that devastated the dracon empire as well. Even if the peace had returned, however, the life on Eria was in peril. The planet had paid the toll of that terrible war and the world was in ruins. The last war against the giants came to be known forever as the Last Great Catastrophe.

The elves sought to repair the world from his sorrowful state and created a powerful spell to do that. However, the spell had unforeseen consequences and all memories and records of the past dissipated in that day, and the elves were banished from the world, confined in the gulf between time and space for a millennium. Humanity, now the ruling race in Eria, called the past "The Age of Ignorance" because they forgot almost all what they once knew.

Before that, planet Eria was rich in nations and cultures. However, the vast majority of nations disappeared in the Last Great Catastrophe. Due to the effects that war had in the planet's environment, the global economy and established order were on the brink of collapse. Regional violence grew worse with each passing day, eventually degenerating into the Great World War.

To survive, the remaining nations from Eria sought to end the war through the unification of all nations and all peoples. Thus was the "Unified Government" born, with dominion over all matters of politics, religion, economics and war. After a few centuries, however, the dictatorial bent of a few humans sapped the Unified Government of its willpower. Non-human races were deprived of all rights, and even humans where categorized in castes. Resistance groups arose and the resulting war gripped the world again. This conflict finally ended with the death of the Unified Government's last emperor, Philene III. Self-rule was returned to individual nations as in the previous age, and the "Alliance Concordat" was born as a means of uniting their wills.

However, peace was far from being a reality again.

In 50 AR, Xar the Unliving World shone upon Eria, creating the dreadful Dead Scar, that perpetually creates undead horrors, and the hordes of unliving monsters attacked and destroyed most of the civilized world. Only twelve kingdoms in the known world survived the onslaught and even when their armies were able to expel the horrors from their borders, the undead are still a threat to the world. A few years after that, the elves were released from their atemporal prison by the gods, and wanted to reclaim the lands that were rightfully theirs. Dragons have also returned to the planet and the giants are readying themselves for yet another war.

The world is about to enter a new age of conflict, in which even tomorrow is uncertain...

The campaign starts at 1075 AR.

About Calendars:

Akron's Reckoning (abbreviated AR)

Before the Last Great Catastrophe, every nation of Eria had their own system to record the passage of time and historical events. However, that was lost when the elves used the spell that brought upon the world the so-called "Age of Ignorance". The historian and archmage Akron created his own calendar system to make easier for him to create his lifetime work, the "Historical Compendium", in which he and his followers registered all the events of the known history of Eria. After the dead of Akron (in 100 AR), the Unified Government make the "Akron's Reckoning" the official system to record history on the Unified Goverment lands. Because of this, it’s the only calendar system that existed until the return of the elves. Akron's Reckoning set its year 1 at the year in which the Unified Goverment was created.

A standard AR year lasts 400 days, divided in 8 months, divided in turn in 5 weeks of 10 days each. There are five additional days dedicated for festivities that aren't part of the normal calendar days sequence.


NUMBER | MONTH or SPECIAL DAY | SEASON 1 | Blossoming | Vera (Spring) Holiday | Blossoming Feast | 2 | Broken Sky | Holiday | Sun Feast | Estial (Summer) 3 | Heat Wave | 4 | Zenith Sun | Holiday | Harvest Feast | Augeo (Autumn) 5 | Harvesting | 6 | Leaf Fall | Holiday | Frosting Feast | Verna (Winter) 7 | Frostbite | 8 | Twilight | Holiday | The Sun Victorious (Year's End) |


The Elven Calendar:

The only surviving calendar of the past, the Elven Calendar was brought to the current age when the elves returned to Eria. The Elven Calendar reckons time according to the reign of each "Phoenix Spirit", the elven emperor. Each emperor's reign is regarded as a separate historical epoch. In addition, elves measure the year not in months or weeks. Instead, they divided it into the four seasons, with a variable duration of days depending of the length of each season, what makes it difficult for other races to convert elven years into AR years.

The current elven epoch is known as the "Age of the Double Phoenix", because there are currently two rulers on the elven nation: High General Alegast and Archmage Titania.


Notes:

Dracones are equivalent to dragonborn (singular: dracon). The name is based on the winged serpents which drew the chariot of goddess Demeter. I was about to use draconian, because that is also a "free" name (conspiracy theories and the like), but I felt like I was rip-offing Dragonlance. :P

Cambion are equivalent to tieflings on my setting (unlike cambion from the monster manual, that should be renamed as something like half-demons or similar based names, because on my setting there is no difference between demons and devils. My demons can be lawful or chaotic like any other person).

The other common races of D&D like the halflings or the orcs can exist in the world of Eria, too. They may have been one of the slave races of the giants, or they can came from other planets. There is no way to know how dwarves, giants and those races came to be, because that knowledge was lost after the Last Great Catasthrope (blame the elves and my creative laziness for that). In the races section I will detail more about the common races D&D allowed on Eria and how to introduce new ones as well.
Last edited by Zeromaru X on Wed Feb 17, 2016 12:13 pm, edited 7 times in total.

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Re: The World of Eria

Post by Zeromaru X » Wed Feb 17, 2016 11:05 am

The Eriaspace

The Eriaspace is encased in a vast crystal sphere of an indestructible substance. From the outside it is as reflective as polished steel, and from a distance beautiful colors, like the iridescent hues in mother-of-pearl, can be discerned. From the inside it is night-black and completely non-reflective. It is, in fact, the night sky itself. It cannot be touched; it is perceivable only as a barrier beyond which nothing can go, except through portals opened magically into the Chaos outside.

The "stars" that can be seen on clear nights are actually titanic gemstones somehow inlaid into the surface of the sphere. It has been surmised that they contain portals within them to another universes, created by the gods themselves at the dawn of time for purposes unknown. The heat from them can only be felt from less than a hundred feet away, where it is deadly to any creature of mortal origin; and their light can be seen for billions of miles. There are some constellations, but the meaning behind them, if any, is unknown to the mortals.

The vacuum of space between the worlds and stars is deadly for normal creatures, as its temperature it's below the absolute zero, except in the areas close to the sun or the stars. Only creatures protected by magical means or divine beings can survive in this environment.

Celestial bodies:
The major celestial bodies of Eriaspace, from the center out, include:
  • Eria: A gigantic terrestrial planet at the center of Eria's planetary system. It's spheroid in appearance, and the gigantic Enuma tree, located at its north pole, surpasses its atmosphere and reach the outer space.
  • Xenu: Tidally-locked terrestrial body. Covered with the ruins of a humanoid civilization, but lacking any air whatsoever. Also known as Lumina, one of Eria's "moons."
  • Wauri: A small planet with an atmosphere that is toxic to humans due to high levels of CO2. Coniferous forests cover most of the surface. Also known as Kades, one of Eria's "moons."
  • Vas: An spheroid asteroid that orbits around Eria and can be seen only at winter on the planet.
  • Aeos, the Sun: A gigantic asteroid that was set on fire by the gods to support the growing life in the worlds around it. The sun’s core is actually a portal to the Chaos created to ensure the fires in the sun never become extinct. It also has many small lakes of magical water to keep it from burning too hot.
  • Anzu's Wings: A spherical asteroid belt that envelops Eria and the worlds around it. Some of those asteroids are populated by aberrant lifeforms.
  • Thuban: Also known as "Dragon Aerie", is a gas giant populated by dragons and flying creatures, mostly of avian origins. A few 'islands' of water and earth revolve around the planet's core. It has nine moons, each one named after the original gods of the dragon pantheon.
  • Zargon: A large gas giant with an atmosphere mostly composed of neon. It has only one large moon with no atmosphere.
  • Ardant: An oceanic planet with two solid cores that orbit around each other. Populated by many aquan lifeforms.
  • Velga: A large rocky planet with high gravity and a thin atmosphere. The atmosphere only extends about 1 mile above sea level, and many mountain tops are exposed to the vacuum of space. Native flora and fauna live in the deep valleys between mountain ranges. Many of these valleys are isolated, causing an interesting amount of biodiversity.
  • Daityas: Spherical asteroid cluster with a common atmosphere. Formerly a planet inhabited by the giant-kind, it was devastated during the Demonic Invasion.
Other features of Eriaspace:
  • The Maw, a region of abnormal gravity and dead magic. Those who wander in this region of space end up far removed in space or time.
  • Xar the Unliving World, a dwarf, sentient comet that travels through space, erasing all life it encounters. It’s inhabited by demons and the undead.
  • The Wyrm comet, which appears near Eria every 200 years, opening a gate to another universes. It's believed it was this comet that brought the human race to Eria.
  • A fiery green comet that heralds the approach of Balor, the Demon God.
  • The floating castle of Baral, the God of Holy Thunder, which orbits around Eria. On the nights it can be seen, it has been mistaken for a small moon.
  • The Battle Planet, an artificial planetoid created by the giant-kind to traverse Eriaspace. Its core connects to Chaos in the same fashion the Sun does.
The Chaos:
Chaos is the name given to the realm that exists between the universes, where the energies and potential for all that exists in creation came from, a tempestuous sea of ever-changing terrain and clashing elements. In spite of its chaotic and dangerous nature, some parts of the Chaos are solid and stable enough to sustain life, zones relatively easy to travel through. It's inhabited by demons and other strange creatures.

Geography (of the main planet, Eria):

Map:
http://i.imgur.com/ki422dx.png

Eria is a gigantic terrestrial planet (around 12000 miles of diameter) with three continents and six oceans.

The main continent is also called Eria, the largest and most populous one, located primarily in the western and northern hemispheres. It has all kinds of geographical features that allow for a diversity of climates, and hence a great variety of cultures and nations. Historically it has been home to the bulk of the planet's population, Eria is notable not only for its overall large size but for being the birthplace of the planet's civilization.

Nuth, the second continent, is located in the south hemisphere and has fewer settled areas, all located in the northwestern part of the continent. The rest is populated by nomadic tribes of wild barbarians and sedentary tribes of a little more "civilized" people. Furthermore, the large Atholian desert covers much of the continent, giving little ground to the colonization of new regions. Ancient secrets and treasures were hidden in the rest of the continent, but next to nothing is known of these regions.

The last continent, Mugan, is the smallest of the three, located in the eastern hemisphere. Its large jungles and rain forests are populated by civilizations of non-humanoid creatures. Beyond these lands, the rest of the continent is totally unknown even to the people that live in the jungle. It is said that beyond the jungle exists all kinds of cultures and nations quite different to those known in Eria.

Religion:

Originally, the gods were worshiped in a disorganized way among the various races and cultures of Eria. However, as they created more advanced civilizations, worship to the gods became more structured. When the world was unified by the empires of dragons, elves, and humans from before the Last Great Catastrophe, worship to certain deities became widespread, being imposed by conquest or conversion.

After the Last Great Catastrophe, with all history forgotten, the Unified Government saw necessary to create an organization charged with the construction and maintenance of temples, the ordination of priests, and the conciliation of the teachings of the gods. This organization was called the Great Church, founded in the first century of the Unified Government.

The Phanteon:

Also known as the "Draktheion" (the Superior Ones, in the dragon tongue), translated to the common tongues as the Dragon Gods.

Greater Gods:
  • Anzu, the Primeval Dragon: Chief God of the pantheon and the god of time and music. It was the first God that existed and is considered the Father of all gods. He is also the father of all dragonkind. He was the one who created the Eriaspace.
  • Enuma, the Tree-Goddess: The Mother Goddess who created planet Eria, she was also the one who created the elves as soldiers to protect the planet during the Demonic Invasion. In elven tradition, she is the wife of Anzu.
  • Heu: The goddess of fate and doom, and wife of Irkhalla.
  • Aiel: Goddess of fire and light, she was the one who created the sun by igniting the biggest planet in the Eriaspace to enable the growing of life in all of the other planets. She was also the creator of plants and the fey races.
  • Vorld: The earth god that created the mountains and separated the sea from the earth, it was adopted by dwarves as their patron god in the Age of Ignorance.
  • Fraiga the Blue: The goddess of life and the sea who created all aquatic life.
  • Irkhalla the Dark One: The uncaring god of death and the dead, that governs over the lifeless Abyssal Plains, the underworld.
  • Olthos: The god of wind and magic. He is the creator of the animals, beastmen, and magical beasts.
Minor Gods:
  • Aeos the Sun: The giver of life, the sun god and patron of agriculture.
  • Lumina, Kades and Vas: The moon goddesses, wives of Aeos.
  • Muinares the Chronicler: God of wisdom.
  • Jiro the Saint Healer: God of healing.
  • Nid the Poetess: Goddess of arts.
  • Vera, Estial, Augeo and Verna: Gods of the seasons.
  • Baral of the Holy Thunder: The battle god of justice and honor.
  • Mervna, the Warrior: Goddess of war and battle prowess.
  • Ankh the Hunter: God of the sky and patron of hunters.
  • Kernunos the Wild One: God of forest and jungles.
  • Lotán the Fury: Goddess of the storms.
  • Alara the Lovely: Goddess of love, beauty and sex.
  • Auron the Civilizator: God of invention and the law.
  • Taur: God of luck, mischief, travels and thieves.
The Chaos Gods:

The evil gods that are worshiped by demons and evil creatures. They originated from Chaos and are acknowledged in the dragon creation myths as beings similar to the Dragon Gods. The Chaos Gods are Balor, Nirgal (the only female one), Ramiel and Pazureru. Some sages theorize that Anzu, the Primeval Dragon, is also a Chaos God, but the truth is unknown.

The Other Gods:

There are many others gods and powers in Eriaspace, like the gods of the many civilizations that live in the other continents of planet Eria or the other planets of Eriaspace. It's uncertain if those gods are native to Eriaspace or came here from other universes.

Magic:

Magic in Eria is limited by the arcane currents, some sort of mystical flow that envelops the Eriaspace as if were wind. Those currents came from the sun and the stars cores. Where arcane currents are scarce life cannot grow and for a mage it becomes impossible to create even the simplest of the spells. Those places are called dead magic zones. Since magic is the power that sustains life, magi can use it for healing purposes.

Only dragons, dracones, elves, fey-races, demons, cambions and magical beasts are born with the innate ability to connect with these arcane currents at will. For members of other races, they must be born with a special gene that is found only in one of a thousand individuals. That's why magi are extremely powerful beings in Eria, both feared and admired by normal people.

After years of experiments —both legal and forbidden—, a secret order of sages working for the leaders of the Unified Government managed to create a ritual that allows common people to forcefully connect to the arcane currents by carving on their skin specially designed —and very expensive— tattoos. Thanks to this they can use magic, although at a more limited level than that of a naturally gifted mage.

Only magically gifted beings can create magical items, by infusing specially crafted items with energy from the arcane currents. Because of that those items can be used by any person, regardless of having or not the special gene, due to the item using its own energy instead of the potential of its user. Also, because of that, magical items can be used even in dead magic zones. However, when depleted of magical energy, that item becomes a normal, non-magic item, and only people with magical talents can recharge them. Some artifacts of great power became legendary for its ability of recharging its magical properties by themselves, although that kind of artifacts are known for being unique in nature and fewer in number.

Technology:

It would be incorrect to say that Eria is very scientifically advanced. Science never really got very far on Eria. However, Scientific Theory and Philosophy were more or less co-opted by magi so that all engineering and other discoveries were mostly made easier by magic. Eria's technology is equivalent to the height of the Victorian Era. Enchanted crossbows do as much damage as a gunshot and go as far. Magically powered ships move as fast as steamships and have just as much resistance to damage. The Magical Train systems functions as normal trains do.

However, it can be said that Eria’s civilizations contain elements of even higher technology levels due to the nature of magical development. There exists electricity thanks to magical lightning, regular newspapers are printed in most cities, magic carriages fill the role of automobiles but they are really expensive and reserved to rich people; and airships function in a practical way that zeppelins never did in our world. Even golems were created as some sort of magical androids. Magic implements such as wands, staffs and similar devices produced many of the horrors of the Great World War and the Unified Government rebellion wars, but are still considered 'advanced technology.'

Dwarves also developed the necessary technological advancements to develop firearms, thought this kind of technology is really new on Eria, and such weapons are scarce and unknown by most people.

Occasionally, but solely as part of the effort of uniquely gifted magi, an "uncommon machine" is created. Submarines, floating islands, moving fortresses, magical computers, and the like. These are all unique works of art that are solely the product of the inventing genius who discovered them and are known to few people, the majority of time just its creator(s).


Notes:

The gods of Eria don't give spells to anyone and they don't need the faith of some pesky mortals to survive or to get more power. They don't need to prove their power because they are true gods, in any sense of the word. Gods can use magic at will (even without magic currents, because they draw their power directly from the Chaos), so they can perform miracles and other stuff common gods of D&D do.

The difference between greater and minor gods is because the aspects of reality they command. The greater gods commands more fundamental aspects than those of the minor gods. They also are older and more experimented than the younger minor gods. However, some minor gods like the siblings Baral and Mervna boast power similar to that of a greater god.

Clerics, wizards, paladins, druids and other spellcaster classes that players characters can chose, are actually people born with the magi genes or people that use the magic granting tattoos. The cleric domains are akin to the schools of magic and were created by mortals, not by the gods.

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Re: The World of Eria

Post by Havard » Sun Feb 28, 2016 8:58 pm

Pretty interesting setting.
I like the map alot actually. The coast lines look quite realistic to me. Have you thought about adding color to the map? Black and white is actually quite cool too though.

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Re: The World of Eria

Post by Zeromaru X » Sun Mar 13, 2016 6:45 pm

Well, I'm not that good on photoshop, but I'm trying. :lol:

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Re: The World of Eria

Post by Big Mac » Tue Mar 22, 2016 8:34 am

I love the Spelljammer compatible. :-)
Zeromaru X wrote:Well, I'm not that good on photoshop, but I'm trying. :lol:
I am looking forward to sorting out my computer and getting it ready for Other World Mapper.
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Re: The World of Eria

Post by Zeromaru X » Thu May 19, 2016 8:21 pm

Some stuff about races. This time will be dragons and elves. I hope the translation is ok.

Dragons:

The precise origin of the dragons (Drakeîn, or “Superior Being”, in the primeval tongue) is unknown. They are believed to be the children of the Primeval God Anzu and as such are specially attuned to the arcane currents and the flow of time itself. They are very powerful and magical creatures. When the demons from the Chaos attacked, the dragons left their idyllic paradise on Eria to fight and protect all the worlds in Eriaspace. The war ended when dragons bound all of the horrors of the conflict beyond the walls of reality.

The dragons of Eria are far more intelligent than any other race; they struggle to reconcile their metaphysical nature with the reality of the savage world they inhabit. While each dragon is a powerful entity, dragons also represent the origins of the world and were given care over the creation since time immemorial. Today, the dragons still remember their original nature and attempt to use their powers to continue their original purposes: for some, to dominate the lesser races and all civilizations; for others, to protect the planets or expand the realm of magic.

As inherently magical beings, they become stronger as they grow older; they also become larger, more resistant to damage and magic, have a more dangerous breath, and a great deal of other enhanced aspects. Older dragons can cast powerful magic, such as spells that can reshape the foundational aspects of the cosmos, with just a few words, and oftentimes they don't need long and complex rituals involving words, gestures and components magi of other races need, and they radiate a mystical fear aura around themselves.

Physical Traits:
Dragons are scaled reptile-like magical beasts with large wings capable of flight, and long tails that can be used as a weapon; they usually have multiple horns on the head, and a ridge or horns along the spine. In no case should dragons be considered reptiles, despite obvious similarities such as a scaled epidermis and reproduction by laying eggs. In fact, they are more akin to mammals than reptiles, particularly in regards to being inherently warm-blooded. The color of their scales seems to be related to the environment in which they live, and by far there is no evidence of different sub-species or races among dragons.

As for their senses, dragons are superior in most ways to other creatures —like any predator, they have exceptionally acute senses, which only increase with age. Dragons have excellent depth perception and comparably good peripheral vision, able to see even when conditions have no light to offer. Dragons can also pick up scents very well, utilizing both their sensitive nose and forked tongue, much like a snake. Their hearing is superior to human hearing, and their minds can filter what noise it hears. Dragon taste is also refined, and they are able to eat almost everything. Of all its senses, a dragon's sense of touch is the only one to decrease with age, due mostly to the development of thick, hard scales, stronger than any known metals. Dragons also are capable of blindsense, the sense in which eyes, ears, and other senses are used to detect invisible beings or objects.

Reproduction:
As they are immortal, dragons have little to no necessity to reproduce. When they do it, normally because they felt they need to asure that dragons exists when demons return from their prisons, dragons are most likely to mate for the long term and then raise their young on their own. Older dragons sometimes arrange nondragon surrogate parents for their offspring. One or both parents visit the surrogates periodically to determine how well they are handling the task.

Dragon mating is not all about reproduction, however, and dragons often mate out of love. Dragons mated for life do not always remain together. They frequently maintain separate lairs and agree to meet at intervals. As they can control their capacity for reproduction, they can decide if they wish or not to have offspring. There are many cases of dragon pairs that have been together for millennia and even haven't laid their first clutch of eggs.

Thanks to their shape-shifting abilities, dragons can also cross-breed with virtually any other creature, creating half-dragon hybrids. The most commonly heard of are in the humanoid races, particularly with human and elves. Due to the adaptability of the dragon genome, half-dragons have the normal appearance of the nondragon parent race, but are stronger and have more acute senses than normal individuals of those races, and are more temperamental as well. However, half-dragons cannot use magic, unless they are also half-elves.

Lifespan:
Dragons are ageless, tied to the world and cannot die of old age or illness (they are immune to any illness, in fact), but as any other living beings, they can be killed. Because of their tied origins with the creation of the world, the death of a dragon is never a simple thing; it is a metaphysical event, driven by the creature’s natural connection to the world. A dragon’s death can cause massive upheaval in the natural surroundings —earthquakes, surface lava explosions, a new lake flooding forth from a sudden crack in the earth‘s crust, etc.

Even young dragons, those who have not established as close a bond to the world yet, still make ripples in the fabric of reality when they die. Although these ripples are not always seen or felt by other races, a young dragon’s death nonetheless garners the attention of other dragons and creatures particularly attuned to the natural state of being that surrounds them.

Culture:
Dragons are superior beings: more powerful, more intelligent, more worthy of wealth and territory, and more important than any other mortal creature. To them, this conviction is more than a dogmatic belief; it’s a fundamental fact, something they are born knowing, and a cornerstone of their personality and worldview. This aspect makes dragons seem arrogant when they interact with members of other races, but it goes beyond any human conception of conceit. To try to humble a dragon is like trying to talk the wind out of blowing.

This attitude colors just about everything a dragon does. They think of humanoids in exactly the same way humanoids think of animals —as prey or as beasts of burden, subject to dragons’ whims. More benevolent dragons treat humanoids with kindness, just as good-hearted humans would not unnecessarily hurt animals—but ultimately, humanoids are still lesser creatures. Even a nonevil dragon thinks little of taking something that belongs to humans or elves, or even of eating the occasional passerby. That is the natural order.

Dragons are solitary creatures for the most part. Each dragon establishes his own lair within their dominions and few dragons choose to spend their lives in the constant company of other dragons. They usually keep to themselves, breaking their solitude only to mate, rear offspring, or obtain help in meeting some threat. Normally they also don’t interfere with the affairs of the lesser races, as the vast majority of dragons are concerned only about matters that threaten the dragons.

Dragons take the long view. They have no desire to live for the moment; they have a vast supply of moments stretching out before them. They often have difficulty believing that events in the world have much importance to them, and they consider courses of action that can last for centuries. Nonetheless, the dragons of Eria are intelligent beings that have had hundreds of thousands of years to develop customs and traditions. Dragons might maintain their own lairs and live solitary lives, but groups do exist, organizations that give structure to draconic life. One of the most prominent of those groups is the Council, a congregation of the oldest among the dragons, which directs the destiny of their kind. Another one is the Cabal, a secret organization of few dragons, no more than a hundred, which attempt to manipulate events on the various planets of Eriaspace.

While some members of nonelven races often ignore the role of dragons in the world and try to hunt them down for different reasons, others worship them as living gods. The "dragon cults" of legend were notorious for their fanatic devotion to their particular dragon. Although much remains unknown, evidence suggests that older dragons may allow such devoted humanoids to assist in the care of dragonlings in exchange for dragon blood and mating with members of such cults.

Language:
Dragon native language is the primeval tongue, a language they share with elves. The primeval tongue is thought to be created by the gods themselves when the first dragons came to be. As dragons have little need for writing, the alphabet of the primeval tongue is something that was created by elves.

Elves:

Elves (Ælfe, or “The People”, in the primeval tongue) originated in the Primeval War, born from Enuma, the Tree-Goddess of Life, as soldiers to aid the dragons at a time when the tides of war were turning against them. When demons were at last banished to Chaos, the dragons released the elves from their service and gave them freedom to roam the land they had fought to defend. Instead, most of them chose to remain close to Enuma, building their fabled cities in the forests under the light of the tree.

Elves are graceful, lithe, and beautiful, and have acute senses that surpass that of other humanoid races. All elves are born with powerful magical affinity, though only a few turn their lives to the study of the arcane; those that do and become magi are counted among some of the most powerful beings in existence, aside from dragons and demons. Many people view elves as haughty and shamelessly introverted as a race. The reasons for this are numerous, including jealousy, envy, and religious hatred. It is the nature of the elf to elicit such reactions from others, for it seems impossible upon first encountering the elves to react with anything resembling disinterest or apathy.

Although elves are thought of as a peace-loving people, their racial history is filled with bloodshed and terrible wars to rival any other race. Despite this, elves do not succumb to feral savagery. They view combat and other martial activities as yet another face of the natural world, and no less deserving of their careful attention and respect.

Physical Traits:
Elves are tall, slender humanoids with pale skins, greater in height but more slender in build than their human counterparts. Males tend to be taller and broader, though rarely broader than a human male. Female elves are slender and willowy, considered beautiful by most. They are almost as tall as human males, though lighter of frame and weight than most human females. Elves tend to be naturally lean and fit, with inhumanly good metabolisms. Their faces tend to be austere and considered to be beautiful by humans, with high cheekbones and delicate symmetrical features.

Their colouration varies far less than humans', with most elves being quite pale or gray, and fair skinned. Elven eyes are slanted pearly and opalescent orbs than vary from vibrant green to nearly black dark blue. Their lack of pupils makes elves seem alien and unreadable to humans. Their hair, which is typically naturally straight and healthy, is as likely to be dark blue, fiery red, green, purple or pure colourless white hair. Neither elven males nor females go bald, and males do not grow facial hair, or indeed much body hair. Many elves have at least shoulder-length hair. Elven ears are generally between six to nine inches in length and point backwards, angling upwards slightly to end usually parallel to the crown of the head.

In hearing, sight and all forms of perception, elves enjoy far more acute senses than the average human. With long ears, eyes finely tuned to distance and darkness, as well to the currents of magic, it is no wonder they enjoy such keen senses. Elves possess superior hand-eye coordination and tend to be elegant, in appearance and movement, possessed of an almost unnatural grace, light and agile in their steps, as a product of their magical upbringing.

Reproduction:
Elves do believe in and practice marriage, but have a very open attitude to love. It is not uncommon for elves of the same sex to marry and it has even been known for three elves that love each other greatly to all marry each other. These types of relationships are openly accepted in elven culture, but since this is most often misunderstood by other races, elves tend to think of themselves as superior in that way.

They tend to experiment a great deal with sex in their youths, and the low birthrate among elves allows this kind of play to come with little chance of unwanted offspring. This tendency tends to die down a bit as the elf ages, but generally speaking elves tend to be more sexually free-thinking than other races. An elven female can only conceive once every ten years. However, elves that chose to have children often wait until they're over two hundred years of age, and then after marriage. Most elven couples have only one child. Because of that few elves have siblings, normally at least ten years apart in age if the parents choose to have more than one child. Twins are almost unheard of among elves.

Elves can also mate with humans because of their similar biology, creating half-elven hybrids. However, because of the difference between the genetics of the two races, the pure elven traits cannot be inherited by the hybrid and half-elves are just humans with more delicate traits and pointy ears. Also, all half-elves can use magic because of their heritage, but not at the level of a true elf.

Lifespan:
Elves are ageless, perfect in body and immune the ravages of time. They do not age after they reach the maturity, nor die from old age or disease, though they can be killed like any other living creature.

Culture:
Elven culture is a highly developed rich tradition of beliefs and customs that has not changed much throughout the great length of elven history. The basis of elven conduct is “Vyr” (the way, in the primeval tongue). This unique philosophy valued honour as the paramount virtue, the code that guides every aspect in their lives. They hold fast the oaths they make; to break one is the height of dishonour and shame. Honesty is to be observed at every moment and every word. And ultimately, an elf is expected to take responsibility for their actions and accept their consequences with dignity and without complaint. All said, honour is first and foremost a virtue of the battlefield, where adversaries, even their most bitter enemies, are to be treated with courtesy and respect. Elven warriors are cautious and pragmatic in their tactics, they will not throw themselves to battles they can't hope to win, and however even in the face of defeat fear is utterly unacceptable to them, a disease of lesser being, a moral failing beneath their kind.

Failure is perhaps the only thing an elf truly fears. Their kind values excellence and diligence in all endeavors, they seek perfection in everything they do and will push themselves to their utmost to achieve that. Giving up without doing their best is considered an act of dishonour; elves earn the respect of their peers only through hard work and continuous self-improvement. In the same vein, members of other races will earn their esteem if they can show the same commitment to perfection.
Both genders are treated equally in elven lands, and females and males have equal opportunities to advance in military, religious and governmental positions.

Not only are elves skilful warriors, but they were also expected to be highly cultured and literate; to be skilled in the harmony of fighting and learning. Elves seek to exemplify grace, perfection, skill, and learning in every part of life, from dance and song to swordplay and magic. Because of that, is common for elven warriors to enjoy calligraphy, tea ceremonies, poetry and music, and to study.

Elves are also very spiritual beings that care deeply for all things that live. While they might be rather wary and cold towards other races, they do their best to protect all living beings, whichever they origins, while preserving their way of life. They abhor wanton bloodshed and will not kill unless it is the only remaining option. They are peaceful but no pacifists.

In contrast to the “Vyr”, Elves live by an aesthetic philosophy common to the faeric peoples and personified by Olthos, the dragon god of magic. Elves love story and song and pay great heed to their racial history. They keep the names of their heroes close to their hearts and as elves live so long often they might have known the heroes from their youth. They spend a great deal of their youth training in swordsmanship and archery, but also spend an equal amount of time laughing, dancing, frolicking and appreciating art or basking in nature.

Eternal and strongly tied to the Enuma, elves have a detached view of the world. Like dragons, they often disregard events deem unimportant for them and usually consider courses of action that can last for centuries. Their general detachment from the world can make elves seem distant and intimidating to other races. Their fae nature also makes them simultaneously alluring and a little frightening. However, elves take friendships and alliances to heart and can react with swift fury when their friends are endangered. Combined with their intellect, bravery, and magical power, this loyalty makes them powerful and respected allies.

Language:
Elven native language is the primeval tongue, a language they share with dragons. The primeval tongue alphabet is very complex, and while sentence structure is traditionally written from left to right, vowels are actually small accent markings made over the letters that follow them. In addition, signs and warning are always written from top to bottom on a scroll or banner. There is no written letter to letter equivalent of primeval tongue to human languages, making its written language more difficult to learn.

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Big Mac
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Re: The World of Eria

Post by Big Mac » Sun May 22, 2016 9:53 am

Zeromaru X wrote:Some stuff about races. This time will be dragons and elves. I hope the translation is ok.
Your translation looks fine to me. There are a couple of things that look unusual to me, but there is a poetic quality to writing, and I think it's more a case of you having an imaginative way of describing certain things than actually doing things wrong. :)
Zeromaru X wrote:Thanks to their shape-shifting abilities, dragons can also cross-breed with virtually any other creature, creating half-dragon hybrids. The most commonly heard of are in the humanoid races, particularly with human and elves. Due to the adaptability of the dragon genome, half-dragons have the normal appearance of the nondragon parent race, but are stronger and have more acute senses than normal individuals of those races, and are more temperamental as well. However, half-dragons cannot use magic, unless they are also half-elves.
I didn't quite get this bit.

Are you saying that half-elf/half-dragon characters/NPCs get "free magic" or are you saying that half-dragons of other races are unable to ever learn how to cast magic? :?

I don't quite understand why a half-human/half-dragon character would not be able to train to be a wizard, if a full-human character can study to become a wizard and a full-dragon character can use magic.
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Zeromaru X
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Re: The World of Eria

Post by Zeromaru X » Sun May 22, 2016 8:03 pm

Yeah, somehow. Remember that in my world only a few individuals can get the ability to do magic (one in a thousand). This rule only applies to non-natives to the planet (like humans, dwarves, etc). The native races (elves, dracones and dragons) all can do magic.

Half-dragons cannot do magic, unless they are also half-elves, because half-elves, like the original elves, all can do magic. Half-dragons get spell-like abilities and really great physical stats to compensate, though.

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Re: The World of Eria

Post by Big Mac » Mon May 23, 2016 12:38 pm

Zeromaru X wrote:Yeah, somehow. Remember that in my world only a few individuals can get the ability to do magic (one in a thousand). This rule only applies to non-natives to the planet (like humans, dwarves, etc). The native races (elves, dracones and dragons) all can do magic.
That makes a lot more sense.

I must have missed that. :oops:
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