PDA

View Full Version : Setting Compilation: Suspended Dominion



artofregicide
2013-02-11, 12:27 AM
The Suspended Dominion:
Collaborative Campaign Setting

List of Contributors:

Amaril (Creator) - RossN - Weirdlet - Domriso - Sodalite
Rizban -Zale - THEChanger - Dragon Overlord -C.J.Geringer
Giegue - Pokonic - Sgt. Cookie - Drowlord - Calinar
Rob Roy - Landis963 - simval -Artofregicide (compiler)

If I forgot you, no offense, I just missed you: I’ll add you if you link me to your post!

Table of Contents
Mythology and Creation:
Geography, Geology, and Cosmology:
Primary Races:
Kingdoms, Religion, and Organizations:
Magic and Psionics:
Monsters and Magical Races:


*NOTE: This is a work in progress!!!

**NOTE NOTE: I meant to post this in the World Building Section. If one of the moderators wants to move it, fine by me.

artofregicide
2013-02-11, 12:28 AM
Mythology and Creation:

Myths:

There are two conflicting legends about the source of this world; one group believes it was created as a prison and the human (and other intelligent) inhabitants are descended from the original prisoners. The other group believes this world is a sanctuary for those from destroyed worlds and the inhabitants are descended from the rescued. Both groups agree people were magically brought here centuries or more ago.

Those legends also state two different versions of the world's relation to the Hunters who spring forth from nowhere, brutally strike at the strongest warriors and groups, and then vanish for another century. One, that this realm is a sanctuary from them and that is why they are only seen once in a hundred years- or two, that this realm is a prison meant to hold their game for them.

Those legends, at least in the one aspect which they share, are not wholly incorrect. Life was brought to the earthmotes via magic. It might be easy to say that is the same, were not for the abysmal ocean beneath them. You would not be wrong to say the earthmotes were once lifeless, but you could not say the same of the waters below.

Creation:

Before Man came into the world, there was Rannok in the Sky and Uthula in the Sea; the Land in between was ruled by Druathan, and through the heavens the Five Lights marched together, and all were at peace. Then the hunters came from Elsewhere, and seeing the power of Druathan, they saw a mighty quarry worthy of conquest. They called a great Hunt on the god of the Land and made war against him, and so powerful was their assault that the Land itself was shattered into uncountable pieces, and Druathan was no more.

Rannok looked down from the Sky and saw that Druathan had been defeated, and that with the Land shattered, the barrier between his realm and Uthula's had collapsed. Seeing this, Rannok rejoiced, for the dragon god's hatred of the great kraken was legendary, and he descended from his lofty domain to attack his former ally, with whom he had been at peace only through Druathan's interference. But Uthula's power was an equal to Rannok's, and though both fought long and fiercely, neither could gain the upper hand, and so Rannok retreated, furious, to the Sky as Uthula descended once more into the depths.

But with Druathan dead, Rannok would never give up his desire to conquer the Sea, and Uthula knew this. And, searching for ways in which each might gain an advantage over the other, they discovered Man, and bent their divine might to transport mortalkind into their realms. They saw in Man the makings of armies, and sent them forth to do battle against the followers of their enemy, and once more there was war in the world. The Hunters looked upon the conflict between the dragon and the kraken and smiled.

The war went on, and enough time passed for mountains to become oceans. And finally, after Man could no longer remember a time before there had been war, the dragon god and the great kraken were both slain, and the conflict that had lasted forever ended at last. The kraken's soul spread through the Waters Below and they began to shift and flow with the seasons, and the dragon's essence ascended and set the very heavens ablaze. Cut off from the realms of their former gods, Man retreated to the shattered remains of Druathan's realm and settled there, and Uthula and Rannok were no more.

Enough time passed for oceans to become mountains, and Man rebuilt what the war had destroyed. Some learned to bend the power of Uthula that yet remained in the Waters Below to their will as Deep Magic, while others turned to the energy of Rannok's soul that lingered in the Fires Above and fueled High Magic. Still others rediscovered Druathan and learned to tap into his spirit that lingered in the remnants of the Land, and ever after they were known as Druids. The Five Lights marched ever onwards through the heavens, and by their course Man learned to navigate and mark the passing of seasons. The Hunters once more retreated Elsewhere, but it is said that every century, they return to the world, and at their heels follows death and chaos and the fall of empires.

Deities:

Rannok:

God of the skies, now deceased. A great fiery Dragon deity, Rannok was extremely war like and fought his arch nemesis Uthula until both of their deaths. His soul created the fires above, and the Dragons are rumored to be his children. He is the source of all divine magic, though his energies require no veneration. Regardless, all High Mages and Clerics who call upon the Divine channel his energy. Along with either siring or summoing Dragons and the eventual Dragon Spawn, Rannok also brought the ancestors of the Kariz, who are now extinct. He saw in humanity the potential of proper armies, and summoned them to fight for him.

Uthula:

The Great Kraken of the Deep, Uthula’s soul is the source of all arcane magic. Fallen, like her enemy Rannok, Uthula instead created the Waters Below, a chaotic sea of raw magical energy. It is speculated that the Ooltor are related in some way to Uthula, but there is no evidence for this and the Ooltor do not speak of it. In addition to the Ooltor, Uthula brought the Darkana into the world, but they proved to uninterested in fighting her war. Following the suit of Rannok, Uthula also brought men into the world in order to fight for her cause.

Druathan:

The God of Land, whose body once comprised the many motes of the dominion, Druathan was assassinated by the Hunters, long ago. His followers, primarily Druids, still hold on to the desire for peace amongst the various factions, and perhaps vengeance against the Hunters.

The Hunters:

While not actual deities themselves, the Hunters are nearly that powerful. Little is known about them, only that they wield incredible power and take pleasure in hunting down and destroying powerful life. Even Gods are not safe from these interdimensional creatures, but it seems they keep the Dominion as their personal hunting grounds.

artofregicide
2013-02-11, 12:29 AM
Geography, Geology, and Cosmology:

artofregicide
2013-02-11, 12:30 AM
Primary Races:

Humans

Humans are the only humanoid races in this floating world; all other intelligent races are vastly different in their physiologies. While humans skin tone and build varies, this does not contribute highly to nationality or description, in fact it corresponds more to the time of year of their birth.

For all intents and purposes, humans work mechanically the same as most universes.

Darkana

The major competitors to the Humans are a race known as the Darkana, an arachnid-descended race who build vast webs to hold their earthmotes together.

The Darkana are a curiously a-social race. While they do interact with each other, their interactions are notably less involved than those of humans. This is because the Darkana are not a communal race, as humans are. Rather than form large communities, most Darkana act in a very familial manner; a matriarch will claim a single earthmote as her domain, which she then outfits as she desires. When a male successfully "woos" her (again, very different from the human version), she will give birth to hundreds of children.

While these children remain on the earthmote, they remain under the matriarch's command, but they quickly mature and spread to further earthmotes. Due to the male Darkana being notably smaller than the females (and also produced in much greater numbers), most male Darkana end up being travelers, going from earthmote to earthmote. Thus, male Darkana are much more likely to be encountered by other races than females (who usually stick to their domain mote)


Alchemy:

The Darkana are accomplished alchemists, capable of magically transmuting trace metals they find into the metal most needed. They even use their alchemistry to remove the trace metals from corpses for further use. They have not, however, learned how to create metal from non-metal components.

Given both the natural tool of their silk, and the great knowledge of alchemistry, which it should be noted is not magic in the same way High and Deep Magic are, Darkana are not especially reliant on the other cultures. For the most part, when they do interact, it is for acquisition of a rare resource, or simply out of the Darkana's heart.

Some Darkana matriarchs are known to use enslaved Bheka as watchdogs. These enslaved Bheka have been treated over the generations by the most powerful of alchemical substances thinkable to the point that, in this day and age, the decedents of the first slaves now natural produce a thick toxin from there pores. This toxin smells horrible to normal Bheka, and as such there would be little chance for a lucky former slave to be accepted into "normal" Bheka society, which the matriarchs often remind them of.

Culture:

The Darkana religion is a vast and difficult thing to decipher. However, those who understand the religion often find themselves better able to interact with the arachnid creatures.
The short lifespans of the Darkana only contributes to this confusion. In fact, a position of great authority among the Darkana lineages (and one of the few professions that actively interact with other lineages) is that of the Mythweavers. These are the Darkana who spend their entire lives researching, memorizing, and sharing the many epics of the Darkana.

Dragon flesh is something of an incredibly rare delicacy amongst the Darkana. While drakelings are not a hard thing to capture (especially amongst a well-laid web), Dragons are. The further negative connotations of killing and consuming a sentient creature make knowledge of this delicacy almost unknown outside of the individual Families. The Darkana vehemently deny any allegations of Dragon-consumption, and sometimes employ assassins to end rumor-mongering.

History:

It is said by the Darkana that the many varied families are all descended from a primary lineage, known as the Zaltaj'quial (which translates roughly to "Forebearers"). The Zaltaj'quial were brought to the dominion by an unknown means; they spent the beginning few centuries searching out information on how they were brought here.

As the Zaltaj'quial grew more accustomed to the Dominion (and more aware that they would likely never leave), more and more of the younger generations spread to other earthmotes. This eventually led to the far-spread "country" that now exists. As certain family lines came to control larger numbers of earthmotes, fights between the different families became common, as resources became more important. As these family wars were waged, the home motes of the Zaltaj'quial were lost to history. This lack of knowledge is one of the few common points of the all the family mythologies, and is a point of shame and anger amongst all the many families.

By the modern times, there are more than three hundred recognized families among the Darkana. Each family has their own personal mythologies, most incorporating legends and stories of famous members of their family (although cross-lineages have led to many families sharing important figures, often playing different roles), and this has, notably, led to each Darkana lineage possessing incredibly long and detailed (and conflicting) epics. Further confusing the nature of these epics is the fact that most of the modern lineages split from older lineages at some point in the past, but some of the older lineages still exist today! So, finding common ground on any mythical Darkana figure is a difficult task, at best.

Seliqui:

There is a Darkana broodmother who, because of her nesting near a large psionic mote, has spawned a entire subspecies of Darkana. Known as the Seliqi, these Darkana have inherent psionic powers and blue-grey chitin that has caused them to be hated by there kin, who see them too close to there old racial enemies for them to accept them.

Quixoi

Until recently, the Quixoi had been largely ignored by the human Kingdoms.

A Quixoi looks slightly like a human, in that it has four limbs and a head in a roughly "humanoid" manner. The difference is that what most assume is the Quixoi's almost mechanical flesh is just that: mechanical. Within that armor shell is a shriveled ball of nerve tissue and brain cells that control there large external shells by sheer force. They are scattered, having a set number of sterile "Holds" (roughly 50 or so in number), each a bastion of technology and magical power.

The Darkana and Quixoi are hated enemies and will frequently kill one another on sight.


Holds and Society:

There are only a number of such mechanical "shells" in each Hold, with there being as many as a hundred Quixoi's per shell. The Quixoi's themselves are self-sufficient and do not require trade, as they usually spend their lives floating in the green-gold ichors the Hold's themselves create in massive town-vats. They only send out an Armor-Bearer if a grave threat is detected that could threaten the Hold's themselves, and usually send out such defenders in three's.

However, there have been two occasions where a Hold has been destroyed, and there are now nearly 2000 Holdless Quixoi's roaming the polestars. They tend to either group together with there fellow refuges or live alone, usualy taking mercenary jobs. While there suits are marvels of magic, naturally repairing themselves and creating enough ichor for the Quixoi to live, they are inherently xenophobic against Quixoi from another Hold, creating issues when humans group them together. The truth be told, the two displaced groups have a now-long history of terrorism against each other, with radical factions within each fostering hatred for the other group.

Variations and Language:

The Hihae, best known to humans as "the ones with the red-toxic green trimming", are the most scattered, with ties to several human trade groups, while the Ki'wezi, better known as the "freaky white-pink ones with the Deep fetish", continue to live roughly as they did before, and have at least two airships dedicated to slaying every Hihae they spy. Entire villages have been destroyed when a Ki'wezi ship noticed the town they had been interacting with had a new, blue-trimmed member. Those who remove their suit's colors face exile from either group, and a common punishment in both factions is to scratch or even remove entirely the paint that adorns there metallic shells.

Each group of Quixoi have their own unique script and language, though they do not have a vocal language, as the Qual'tria always used to telepathic speech. The grublike ichor-dwelling decedents are also incapable of the spoken word. Rather, the armor-bodies are imbued with a power psionic technology with translates all languages for the listener and the speaker.

Because of their innate psionic connection, the Quixoi prefer to build their strongholds on motes with large deposits of adamaintium. The Quixoi find the vibrations that they give off both comforting and pleasant. When the conditions are right, the hum the crystals produce is extremely high-pitched, so much so that psions refer to the sound as "singing", and are recorded as giving such descriptions as: "the crystals sang to me for several fires" "can you hear the singing?" For a non-psion, it is hard to understand what they mean.

History:

The Quixoi, at least their organic parts, are the descendants of the Qual'tria. Qual'tria are powerful psionic butterfly-like creatures that once soared through the skies of this world. Their massive 25 foot wingspans kept these creatures aloft indefinitely, soaring on the air currents as they traveled from mote to mote. They are the only sapient species native to this world.

Unfortunately, during the great wars between veritable deities in ages past, their race was all but destroyed. With the incursion of the other races, particularly the Darkana, the Qual'tria were unable to reproduce as they once did. Their flourishing society, disorganized as it was, began to crumble. Their misshapen offspring, unable to fly free, shriveled and died until the Quixoi were created. A few Qual'tria still live, but they now never leave their home motes and the Quixoi holds that they oversee.

Kariz

The Kariz are not a nation, nor a people, nor a cult. Rather, they are a group of fiends who have access to a special for of teleportation magic. As it is, every earthmote has a special "frequency" that many creatures can tune into, albeit without knowing that they are. While being in tune with an earthmote usually gives one a increased sense of self and well-being, the Kariz use the inherent magical frequency to open portals to their home of Tigranoz.

While not particularly numerous, or significantly magically talented, the Kariz are extremely dangerous in their own right, and their necromantic powers are not to be underestimated.


Tigranoz

Tigranoz is, as the story goes, where the souls of the evil dead go to die. This was once true, however, the area has strangely lost that property. It is also said to be in the Deep: this is false. It is, in fact, a quite large hollowed earth-mote with a gravity forcing it outward to a certain point. This former realm of the dead has several dangers on top of dangers, from the Kariz proper, who are the grey-skinned pointy-eared decedents of living beings who managed to break into this hell and never broke out, to the fact that it is the only place in the Skyscape with any large amounts of undead within it. In fact, the Kariz are the only race with any natural necromantic talent.

Expansion:

The Kariz, in fact, have only recently began traveling outside their blasted rock home, and now the warring factions of the old underworld are beginning to shower the Kariz lords, who they formerly warred with for ages on end, with praise and gifts in exchange for their favor. Which, in essence, is the use of their magical portals. The one faction that has done so is the Vampires, who consider drinking Karizian blood to be like drinking lye.

The realms reaction to the sudden vampiric threat is unknown as of yet, for only a few minor motes have been made available for the bloodsuckers use. However, the Kariz have made a attempt at sending explorers out into the world, which translates to bizzare grey humans showing up in adventure parties over the last dozen years and a infiltrator that has managed to rise in the ranks of the Luxian priesthood to the point of being on his way to snagging a High Mage title for himself.


Portals and Frequency:

In order to discover the frequency of an earth mote the Kariz, need receive the frequency from a Kariz who was there, thus the various Kariz lords regularly sent expeditions, to gather many frequencies in order to augment their commercial and political power.

For some reason they can't travel to motes occupied by phase-shifted

Because of the Dothri's Tether, all 47 motes share the same frequency. This means that the Kariz could use the Dothri to open the largest portal to Tigranoz that has ever been. Fortunately, the Kariz are not yet aware of the existence of the Dothri.


Ooltor

Another race within the Suspended Dominion is that of the Ooltor. One of the few races naturally at home in the earthmote territories, the Ooltor are large, floating creatures, similar in many ways to jellyfish or octopodes. However, their bodies are instead filled with a very light gas, allowing them to float. They also possess two major limbs, much like claws, as defense, with six smaller limbs, each tentacles, which are used for more delicate work.

The Ooltor are not especially strong, having not descended from predators, but their ability to float allow them to be incredible foragers and craftsmen. Personally, they choose to act as merchants and foragers, being more capable in those regards.

Some Ooltor grow massive in size over there lifetime,while other's stay the same size no matter there age. These "Grand Ooltor" are seen as a living group of gods by there kin, and the average settlement has at least one functioning both as a figure of worship and as the primary source of protection.

The Ooltor have a extraordinary gift for languages, so much so, that affter a certain age it is commons for them to create languages and solve language related problems as a past time, and mind training tool, much like other races use puzzles(e.g. crooswords, sudoku, etc...), as such is very common for trading companies, groups of friends and lover have an special language just for them.

artofregicide
2013-02-11, 12:31 AM
Kingdoms, Religion, and Organizations:

artofregicide
2013-02-11, 12:32 AM
Magic and Psionics:

artofregicide
2013-02-11, 12:35 AM
Magical Races and Monsters:

Dragons:

Dragons exist in this world and once ruled many of the earthmotes but now suffer under a curse than prevents them from remaining on a single earthmote for more than a day and night. They have become a nomadic race by force and lost much of their ancient culture and knowlege - some have been driven mad and become feral monsters venting their fury on human settlements. Others have held onto their minds and deal with humans as mounts and messangers in exchange for food and (temporary) shelter.

Each dragon has a color determined by which sun it was "closer" to during it's youth. As well, much of dragonic magic revolves around altering their body. A dragon's breath weapon is determined by the biome of the mote it is born on, as well as the color of its scales and such qualities.
The terms "evil dragon" and "good dragon" are misleading; no dragon is specifically born into a certain ideology. Rather, it is their experiences growing which lead to their individual disposition. While certain personality traits are common amongst the many forms of dragons, these are a generalization, almost to the point of stereotyping. As well, their element doesn’t reflect their character, nor their character their element. That said, good ice dragons tend to be calm and calculating, the good breed make excellent advisers and arbiters, whereas the evil dragons are plotters and often sadistic killers.


Drakes:

A dragon, heavy with eggs, typically chooses the largest/most stable earth mote in the area as its brooding place. After digging a large nest, it quickly lays there clutch and leave's.

Now, the important part is what happens when the eggs hatch.

Rather than tiny mini-dragons, nearly blind, grey, slimy little lizard-creatures the size of dogs emerge from the eggs. Often, a single clutch might have as many as twenty or so drakelings, and they behave much like how one would think reptilian wolves would act: moderately playful, rather social, and hunt in groups.

Often, such a group of drakes become the local bane of any town they live near. They grow slowly, and never quite stray from the cave they were laid in. They resemble stunted dragons at birth, all stubby and thick-limbed, but as they age they grow longer and more, well, dragon-like, eventually growing to the size of horses. Because of the natural threat such powerful, communal meat-eaters pose to a settlement, their heads are often worth quite the bounty, and "younglings" are worth even moreso as pets. Notably, they cannot be tamed, and almost all accounts of taming a lap-drake ends in a dead owner.

Eventually, after more than fifty or so years of fattening themselves with flesh, the survivors of the brood, often less than three or four in number, go there separate ways and carve out sleeping-dens for themselves. After little more than five years of hibernating, the newly spawned dragons awaken with colored scales, self-awareness, and a instinct to travel away from their home earth mote.

Dragon Bonding:

Though rare, sometimes a Drakeling and a Human bond with one another, on both a social and spiritual basis. This is not "taming" a but rather a connection that develops between Drakeling and Human.

This usually occurs when a danger to both Drakeling and Human is on the Earthmote. Forced together by circumstance, the Human and Drakeling fight and live beside each other.. This earns the trust of the young dragon.

This connection between Dragon and Man has a curious effect on both, the youngling hibernates after a mere Decade or so after the bond was formed, although the period remains unchanged, and the Human's lifespan increases three fold.

Upon awakening, the newly aware Dragon seeks out its bondmate, who himself knows of the Dragon's new state, and the two of them leave the Earthmote.

These so-called "Dragon riders" are an incredible sight to behold, soaring across the skyscape, floating on the cross winds always eager to see what's next. They are also highly feared and respected for their battle prowess.

It is rumored that a telepathic connection exists between Dragon and Rider, allowing the two to communicate regardless of distance.

The descendants of a Rider possess the same bond to the Dragon, meaning a single Dragon could be the mount for several generations of a particular family.

Because of the familial bond with the dragon, the original rider's descendants suffer the same curse as the dragon, never being able to stay on a single mote for more than a night and a day. This curse persists for 23 generations; however, most descendants are unable to find willing mates, especially those descendants not chosen by the dragon.

For a Dragon to abandon the decedents of its riders, it requires that a monumental falling out must have occurred. Dragons are patient enough that simple childish antics, though annoying, are not irksome enough to break the bond, it takes a great breach of trust for the Dragon to forsake a rider's decedents.

Still, only one person can be "the rider" at a time, this Rider is chosen by the dragon. Any other descendants must find their own means of transportation, as most dragons are either not strong enough or are unwilling to carry more than one person at a time.

If unclear, the curse carries not just to the direct line of succession but to all descendants of the original rider. The count on the generations "resets" for each successive chosen Rider's descendants.

Though the dragon does not abandon them, it is often not feasible for the dragon to support the entire extended family of a Rider's offspring.

Depending on the personality of an individual dragon, the relationship it has with its followers varies widely. A dragon that matures to be compassionate and co-operative will be greatly revered by its rider's descendants, most of who will die to protect their draconic ally (and for good reason, as this bond of trust and friendship goes both ways). Those who emerge from their hibernation as tyrannical monsters, however, are more akin to slave drivers for their followers, dragging them along on their travels and forcing them to do all the hard work of finding sustenance and shelter. Curiously, the nature of a mature bonded dragon often seems to be determined by the personality of its original Rider--the one it first bonded with as a young drake.


Dragon Spawn:

Most evil dragons do not lay eggs with true drakes residing in them. Rather, mutated beasts come from such unions of hate.

Dragonspawn, as these base creatures are called, frighteningly enough, do not suffer the same wandering curse as true dragons. No bond between a dragonspawn and another creature has ever been reported, and Good dragons try to slay them whenever possible.

Technically, all Dragons can produce Dragonspawn, but the level of hatred required to produce one is almost incomprehensible to good Dragons.

Likewise, the amount of "hate" need to birth a dragonspawn clutch is somewhat ambiguous. Often it is anger and malice directed at a specific being or race (sometimes even culture) that bring forth the creation of a dragonspawn clutch. (An interesting note is that many dragonspawn possess traits seemingly created to harm and endanger whatever the target of the parent-dragon's hate was).

Furthermore, there is a terribly common trait amongst dragonspawn to be cruel and hostile to other dragons, even to their own parents. This is the usual reason most dragons kill dragonspawn on sight; their own lives are often in peril by the dragonspawns' mere existence.


Hydras:

Hydra's are amongst the most cruel, often having a caustic bite and with horrible appetites. Multi-headed, with incredible regeneration powers and poisonous breath, these are beasts not to be underestimated, even if they aren’t particularly cunning or intelligent.

Wyverns:

Wyverns are brutal, stupid beasts that are unfortunately common enough that that they are a viable species. Capable of flying between motes, these dragon spawn are known by their trademark venomous tail, and inability to use any sort of breath weapon. They are known to move in packs, and are much smaller than both Dragonkind and the other Dragon spawn. Likely, they stop growing whilst drakes.

Linnorms:

Finaly, the most unarguably powerful of the "typical" mutants are the Linnorms, brutal abominations that wreak the mote they exist on in there slaughter. Carrying a Dragon’s intelligent, but also the aberrant powers of their twisted breed, these creatures combine all the worst of Dragon Spawn.

Specific Dragon Spawn

Notably, some very powerful, individual dragonkin exist, some unique. The legendary five-headed dragon Taiet lurks is known to have been the spawn of a extremely hateful female Wyrm, and has the horrific scorpion tail of a wyvern and the intelligence of a thousand years of survival, while the legendary Sin that Stalks is a feathered Linnorm that has somehow achieved flight who's head is wanted by the Luxites for a unknown reason.


Quixars:

One of the greatest threats to the earthmotes are the quixars, a furry type of millipede. They are named for the sound they make, which is difficult to describe without sounding silly. Quixars are non-magical, but very, very hard to kill, due to their rapid growth and frustrating resistance to magic.

When Quixars hatch from their eggs, they are approximately one meter long. They will then begin to eat whatever they can find. Quixars are omnivorous and will attempt to consume everything on the earthmote including other Quixars. An adult is typically 15 to 20 meters long, however, large barren earthmotes with 50 meter long Quixars have been reported.

After it has consumed all plant and animal life on the earthmote the quixar will develop an ovipositor that is capable of launching eggs well over 500 meters. In this way the terrible scourge spreads.

Tweesaal:

One of the more annoying races of the Dominion are those of the Tweesaal, an incredibly small race of creatures descended from rodents. No larger than watermelon, the Tweesaal are scavengers by nature, taking whatever they need to try and survive. The Tweesaal say that they themselves were the first race transplanted to the Dominion, and that all others came after, though they have no proof for such a claim.

In recent years, as the Humans came more into their own, some Tweesaal have begun to try and civilize their ways. Rather than simply hide and steal, like most are akin to do, these "reformed" Tweesaal try and help out on tasks, often doing simple things, such as clean hard to get to places, because their small size and stature has made it difficult for them to do much else.

On the other side of the coin are those Tweesaal who resent the larger races that take their resources. These Tweesaal, sometimes called "feral," choose to practice a kind of shadow war on the other races, claiming whatever earthmotes they can as their own, and stripping those controlled by other races of what resources they can find (including farmed foodstocks and tools made by the other races).

This tri-split nature of the Tweesaal, combined with their high breeding rate, have led most races, particularly Humans, to distrust the tiny creatures. Relations between the Tweesaal and other races are tenuous at best.

Bheka:

On the primitive mote of Aolso, it is said that when a child is born of the Lights, a flock of creatures resembling toads with wings that resemble jelly will come down upon them and ruin the years harvest. While this superstition has little basis in fact; the creatures are real, and called the Bheka. They are intelligent creatures that fly between the motes in search of food. The largest of the these flocks is believed to have forged a pact with the Sha'dre, though the details of the pact are unknown to all except the participants.

The Bheka can communicate through high pitched shrieks, but this only a simplified version of whatever language the Bheka natively speaks, used when communicating to non-Bheka and over distance. The true tongue of any given flock is carried through the variety of scents that an individual's mucus creates, and these scents can be changed at will by an individual Bheka. No flock has a written language, and all agreements with them are carried verbally. An individual Bheka never forgets. Luckily, Bheka tend to die of old age by the time they are 10 years of age.

In fact, the oldest Bheka known to have lived died at thirteen years of age. Due to their short life spans, they reach sexual maturity just after their first year; on average one will have over two hundred children, of which anywhere between 2-5 will survive to maturity. When a child reaches maturity, it and it's flock participate in a naming ritual, after which the new adult is considered to be a man (in the sense of an intelligent being, without regards to sex or species) rather than an animal.

Pegusai:

Native to the motes, these flying horses were once more common than their earth-bound kin, which still bare vestigial wings. Used as mounts for messengers, warriors, and to pull carts, the winged Pegusai are still occasionally found in wild flocks, and scare easily by the approach of humans. Temperament and intelligence wise, Pegusai are comparable to the standard horse, but physiologically have very light and complex bone structures, which are extremely resilient and used by more primitive races as weapons. As well, Pegusai have high metabolisms, which makes feeding a creature incredibly expensive.

Griffons:

Nearly extinct, a few wild griffons still exist in the wild, and possibly more exist beyond the realms of civilization. Otherwise, only a few eggs are said to be preserved in a secret shrine in Lux. Semi-sentient magical beasts, Griffons once carried many proud Knights Griffonic into battle. Covered in barding armor and claws augmented with steel blades, these creatures were once truly terrifying in battle. Carrying the head of a large predatory bird, the body and legs of a great cat, claws and a tail a hybrid of the two, Griffons were apex aerial predators, whose bellowing roar would paralyze potential prey.

Manticores

Another creature of legend, Manticores are great red winged beasts, and one of the few predators and threats to the Griffons. But unlike the Griffon, Manticores tend not to hunt in flocks, instead using their vicious barbs, poisonous stingers, razor claws and many teeth to tear eviscerate any creature which they choose to end. Long ago, the Umbrian Order sought to destroy the Manticores, but succeeded in taming them. Unfortunately, the process was quite difficult and time has led to a decline in tamed Manticores, as many of those that remain are wild and dangerous. The increase in the Manticore population helped bring the end of the Griffons.

Hippogriff:

Once a wild creature, the Hippogriff is fading, much as the Griffon and Manticore, due in part to its taming and the failed efforts of human breeding programs. Ridden exclusively by the Knights of Kalastra, these beasts share a mixture of traits between the Griffon and Pegusai, leading less intelligent or informed individuals to believe they are some mix of both. In truth, Hippogriffs are related to neither, and are instead simply another race of winged beast which survives in the Dominion. Omnivorous, Hippogriffs tend to be particularly picky when it comes to what food they eat, but this may be due to their pampered lives as the mounts of the Kalastra’s greatest defenders.

Gorgans:

Said not to be natural creatures, but the creations of the wicked cult of the Pyreflame Princes, these bizarre creatures appear as winged bulls, with dark scaly hides and vicious horns. Not only are the creatures capable of blending into stone like a gargoyle, but they also carry the ability to turn living beings to stone should one be foolish enough to face their gaze. Never has a Gorgan been seen in the wild, nor without a rider. Rarely are the Princes welcome, and Lux has a bounty on their heads, but few answer the call.

Hunters:

The few accounts by people who claim to have encountered a Hunter in person and survived state that the monsters cannot normally be harmed by mortal weapons. The touch of a Hunter is said to shatter any metal it comes into contact with, save for two--the unknown metal from which the hunters make their own equipment, and the adamantine of Medi. However, while the Hunters' black armor protects them from the blows of their own weapons, adamantine is said to slice through Hunter metal like so much parchment, and so is prized beyond all else among those few who study--or fight--the Hunters.

The Hunters are not a solitary predators, nor an entirely homogenous race. Though little is known about their society or hierarchy, it is believed that they some sort of societal order.

The Hunters have a strange code on conduct while hunting. They seek out the most "worthy" (often meaning dangerous and powerful) prey first, while they do not seem to even notice those who pose little to no threat. Unless provoked, a Hunter will not intentionally attack standers-by, nor hunt down unrelated prey. On the other hand, once Hunter has acquired a target, they pursue it relentlessly until either the Hunter or the quarry is destroyed. This includes those with powerful magical or psionic gifts, great leaders, those who possess Hunter weapons or gear, and such great creatures such as Dragons. Hunters seem to take some care not to accidentally crush the children or young when making their hunt, however hiding amongst them or using them as shields will not save their intended prey.

Another fascinating piece of Hunter protocol is the Hunt itself, which usually begins with Hunters in groups, anywhere from a half-dozen to two score (40). Yet when they find their prey, a solitary Hunter will attempt to slay it, without the help of his comrades or Hounds. If the prey manages (rarely) to defeat the Hunter in question, the remainder usually leave in peace, but bring the body of the fallen with them. There are exceptions to this rule: particularly powerful, or elusive prey can bring the attention of whole platoons of Hunters. As well, when assaulting cities or other fortifications, Hunters tend to fight in number. Though it seems reasonable that the Hunters would respond to an army levied against them with increased numbers, few armies have the power to challenge even a lone Hunter.

It is said that some Hunters fear the Fires Above and the Water Below, they tend to hunt down preys which are not close to any of the two. Only the most powerful Hunters have ever been seen to violate this principle.

While Hunters arrive through massive magical gates, and exit via the same, they use more mundane transport while in the Dominion, though are capable of teleporting at will.


Summoner:

Although little is known about the hierarchies or compositions of Hunter packs beyond the number of Hounds they contain, one common belief is that each pack is led, or at least guided, by one particular Hunter known alternately as a Summoner or a Caller. While no specific sighting of one of these creatures has been recorded, their existence is theorized due to one common element of almost all Hunter attacks in recorded history. According to the few survivors, the first sign of danger was the sound of a horn, unlike any other horn they had ever heard--a low, ululating howl that stood their hair on end and sent shivers down their spines (carrying the deep tones similar to a didgeridoo). Since this one common thread to all accounts of the Hunters' attacks is so pervasive, scholars have developed the theory that the leaders of packs blow these horns to signal that the Hunt has begun.

Hounds:

The lowest rung are the Hounds, which may or may not be actual Hunters. As quadrupeds, which in shape do not resemble their masters, but share their signature black armor. These creatures are the loyal companions of Hunting groups and are sent in to track down prey which escapes their masters, and can be used as shock troops should the Hunters encounter a true fight.

Hounds do not rely on scent, but magical detection, and have a hyper-awareness which disallows them from being flanked. In addition, they can see through most illusions and invisibility. They move with blinding speed, and can temporarily phase through solid objects. Offensively, they strike with twin scythe-like arms that protrude from their backs, along with raking front claws, all made from the same black material. They do not, however, bite, nor do they seem to have teeth at all.

(Suggested CR below 20: but also typically working in packs of 2-4 per Hunter)

Flyers:

The some members of the Hunters are excellent flyers, leaving a trail of strange dark smoke boiling around them as they soar. Yet they lack traditional wings, though their armor is mounted with two black wings, with crystalline "feathers". A few samples of the material has been recovered: which is dense, and doesn't float, much less aid flight. They are, however, extremely sharp and are utilized as projectiles by the Hunters. On the tip of a spear, arrow, or bolt, they make they pierce all but the heaviest of armors. Regardless, the exact mechanics of Hunter flight are completely unknown.

Warships:

Land-locked Hunters rely on massive Warships, which seem to be simultaneously alive and machine, with moving appendages and an exterior protected by thick plates of the black metal, and with long reddish spikes protruding at intervals.

Undead:

Undead are fairly uncommon in the dominion, and necromancy is restricted to a few isolated cults and the fiends Kariz. Vampires, Zombies, Skeletons, Ghouls, Mummies, all forms of corporeal undead exist, but the incorporeals such as Ghosts, Wraiths, an Shadows are far, far less common. As for the moment, Lichdom has never been achieved, and it may in fact not be possible, at least for a human magician. In truth, many common folk do not believe the undead exist at all, having never seen such a horror for generations.

artofregicide
2013-02-11, 12:36 AM
Reserved:

This is space is reserved

artofregicide
2013-02-11, 12:39 AM
Reserved: Part Two, the Reserve with a Vengeance

This is space is reserved