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Alaerea

ALAEREA:

Alaerea (uh-LAY-ree-uh) is the fantasy world in which animals can talk, trees can move, and the impossible can become reality. In Dvurvkra, it means ‘Land of Hope.’
The first evil unleashed into Alaerea was on the continent of Cybridel. This evil is often described as the first and greatest of the evils of the world, but most know it simply as ‘Lord Sorkinur.’ This Dark Lord began the First War in the world, and during its progression destroyed the entire continent of Cybridel.
Very few escaped, but those who did fled to the sea. Many died on the long voyage, but eventually they landed on the new continent Teian Arth, or ‘Second Home.’ Teian Arth was off to a great start and for some millennia, the Dark Lord passed from the average mind, except in stories and fairytales.
But then he returned, in secret, and massed an army in the Shadowlands. He led this great army against the country Jadia, swiftly seizing control. He then invaded Anikka, and soon controlled the Teian Arthan government. He would have won, and all would have ended right there had not Netolia come to Anikka’s aid. The Netolians took back Akara, the Alaerean capital, and since then a great war has continued for almost three centuries.

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CYBRIDEL:

Cybridel (SIE-brih-del) is the first continent ever populated on Alaerea. In Dvurvkra, it means ‘Origin.’
Cybridel was destroyed in the First War by the Dark Lord. It has since become a vast wasteland of flame and ash. It is considered uninhabitable, yet Sorkinur lived there for almost four millennia. Cybridel now refers to the peaceful land before the First War, while the flaming continent that has taken its place is called Hel Jinr Arth (Hell on Earth).

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TEIAN ARTH:

Teian Arth (TEE-in ARTH) is the continent that the inhabitants of Cybridel fled to when Cybridel was destroyed. It is now the most populated, rich, and cultured continent of Alaerea. In Dvurvkra, it means ‘Second Home.’
When Sorkinur came over from Hel Jinr Arth, many feared an equivalent to the tragedy of Cybridel. However, Sorkinur has not yet unleashed his full power upon the land, keeping everyone in constant fear. The Teian Arthans are constantly in fear of going to sleep at night and not waking up, or worse, waking up in a burning wasteland.

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ANIKKA:

Anikka (uh-NEE-kuh) is a diverse country of many magical creatures and adventures. In Dvurvkra, it means ‘Land of Unity.’
Anikka was founded in 2073, by a group of refugees fleeing from Sorkinur’s power on Cybridel. It was the first Teian Arthan country founded, and is by far the richest and most successful. Its flag is green and gold, symbolizing happiness and prosperity.
When Sorkinur came back, Anikka was caught up in the very center of the war. Netolia came to its aid, of course, but the war has been going on for over three centuries and nothing is looking any better.

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JADIA:

Jadia (JAY-dee-uh) is the fantasy country that has invaded and taken over Anikka. In Dvurvkra, it means ‘Land of Jade.’
Jadia was founded shortly after Anikka, in the year 2075. Jadians called it ‘Land of Jade’ because it was rich in many minerals, and Jadia is primarily a mining country. Its flag is black and red, symbolizing the blackness of the mines and the willingness of its people to shed blood for their homeland.
When Sorkinur came back, it was the first country he took over, and many Jadian citizens have been drafted into the Armies of Nightmare Earth.

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NETOLIA:

Netolia (nuh-TOLE-ee-uh) is Anikka’s ally in the war. In Dvurvkra, it means ‘Land of Netoli.’
Netolia was founded in 2079, and named for the great Anikkan general, Netoli, who led the first parties through the mountains to it. Netolia is the most powerful country allied with Anikka. Its flag is purple and gold, symbolizing royalty.
Netolia was the first at Anikka’s aid when the war began, and has remained so throughout the turmoil. Both countries have lost countless soldiers fighting the Dark Lord.

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THE SHADOWLANDS:

The Shadowlands is a large misty forest on the southern border of Jadia. The trees shield the ground from sunlight, and the mist cools the land. This gives it the appearance of the Land of the Dead. From very early in the history of Teian Arth, many nightmarish creatures flourished in the dark forests below Jadia.
When Sorkinur hid in the Shadowlands, he discovered this, and built an army to rival even the most powerful Alaerean empires. The Shadowlands is populated with giant spiders, werewolves, tainted orcs, hags, banshees, and other monsters. It is a place feared by even the toughest Alaerean freedom fighter.

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NIGHTMARE EARTH:

Nightmare Earth is anywhere that has been conquered by Sorkinur. Nightmare Earth currently consists of Hel Jinr Arth, Jadia, the Shadowlands, and Southern Anikka.

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MAJOR CHARACTERS:

Alaereans:
Anek James Marler - A human, he was raised as a slave in a Jadian village. He has brown hair and brown eyes. Age: 17

Charles William Bosun - A human, he is Fred’s twin brother. He has sandy hair and green eyes. Age: 19

Cortni Samantha Bolkot - A human, she is the princess and future queen of Teian Arth. She has blond hair and blue eyes. Age: 18

Elfin Leafbearer - An elf, he is known as the master of the woodland realm is one of the most rugged elves in Alaerea. He has pale hair and green eyes.

Feather Walitiput - A sparrow, she is the leader of the sparrow faction of the army. She has brown feathers and black eyes. Age: 27

Fred Zachary Bosun - A human, he is Charles’s twin brother. He has sandy hair and green eyes. Age: 19

Graior Skyclaw - A griffin, he is a young warrior from the griffin faction. He has gray fur and greenish eyes. Age: 23

High King Joshua Timothy Bolkot - A human, he is the king over all of Teian Arth. He has sandy hair and brown eyes. Age: 48

Jakok Frenze - A bear, he is the leader of the bear faction. He has brown fur and eyes. Age: 84

Jathek Maul - An orc, he is the leader of the miniscule orc faction. He has black hair and orange eyes. Age: 23

Kyra Natalie Lial - A human, she was once a slave and is now learning healing. She has brown hair and blue eyes. Age: 16

Laurel Violet Admil - A human, she is the wife of Will and mother of Thalia. She has black hair and brown eyes. Age: 33

Orumanthus - A dragon, he is a king, and the oldest and wisest of the Anikkan dragons. He has red scales and red eyes. Age: 1014

Pepper Grayfur - A mouse, he is an officer in the mouse faction. He has gray fur and black eyes. Age: 32

Supreme Guardian of Doom - His race unknown, he has guarded the ancient city of Doom since it was abandoned. Age: 4174

Thalia Rose Admil - A human, she is the daughter of Will and Laurel. She has black hair and brown eyes. Age: 5

Thoror Sleivdale - A dwarf, he is the king of the dwarves and is a very decent leader. He has brown hair and gray eyes. Age: 89

Will Jonathan Admil - A human, he leads the pirate and naval factions. He has black hair and brown eyes. Age: 35


Nightmare Earthlings:
Jalo Bladtooth - A goblin, he has been a slaver for several years now. He has no hair and gray eyes. Age: 57

Jogra Cyen Durka - A human, he is a young man intent on carrying out his master’s plan. He has brown hair and red eyes. Age: 21

Kymanork Darkblade - A tainted orc, he is also in Sorkinur’s inner circle. He has black hair and red eyes. Age: 64

Elijah Octavian Zelfenio (Sorkinur) - A humanoid, he is the Dark Lord responsible for Anikka’s long years of suffering. He has black hair and glowing red eyes. Age: 5136

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ALAEREAN RACES:

Banshees - flourishing

Bears - dying out

Dragons - dying out

Dwarves - flourishing

Elves - flourishing

Goblins - dying out

Griffins - flourishing

Hags - all but extinct

Halflings - flourishing

Men - flourishing

Mice - dying out

Minotaurs - flourishing

Orcs - flourishing

Phoenixes - extinct

Sparrows - flourishing

Trees - dying out

Trolls - dying out

Werewolves - flourishing

Wyrkan - flourishing

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NIGHTMARE EARTHLING VIOLENCE:

Jadian Prison Camps and Slavery:
After the invasion, prison camps were erected throughout Alaerea. Alaereans in surrounding villages were then herded in by the Jadian officers, calling themselves wardens. These wardens kept the Alaereans in the camps, forcing them to do hard labor, under orders from the Dark Lord.
Soon after this, Jadians began taking the younger Alaereans to Jadia to be household slaves. This further separated Alaereans from communicating, and was, of course, physically strenuous. All this was in an effort to crush the rebellion, yet it was also thanks to the Dark Lord’s cruelty.

Jadian Torture:
Sometimes Alaerean freedom fighters would be captured and taken to a major Jadian base to be tortured. The Jadians first stripped their victims’ clothes off, leaving on only their underclothes. They then left the victim in a dark cell overnight. The next morning, the Jadians engaged in one or more of the following, continuing to torture the victim until they were rescued or gave some information the Jadians wanted. This cruelty could go on for months at a time.

- tying the victim up and hanging him/her from the ceiling by his/her ankles

- strapping him/her to a wall and beating and whipping him/her

- burning him/her slowly

- boiling him/her to near death in saltwater

- strapping him/her down while a loved one is killed

- breaking his/her arms and legs at the joint

- injecting him/her with the disease fyrus

Afterward, the Jadians leave the victim in a maggot-infested ditch to die.

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FYRUS:

Fyrus is a disease that attacks and kills the immune system. The victim’s eyes lose pigment and the victim is cold at all times. The disease starts (visibly) in the chest and spiderwebs out from there, turning the skin above it gray. It usually takes about a month before the victim dies in agony. Some remedies (not cures, as there is no known cure) for the disease are listed below.

- wearing no shirt (so that the disease’s progress can be regularly monitored)

- kept warm under a linen blanket (linen seems to have an effect on the disease)

NOTE: Some people can actually fight the disease because of a certain gene regarding their immune system.

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ANIKKAN FREEDOM FIGHTERS:

Freedom fighters are a group of elite Alaerean warriors excessively trained in anikkei and survival. They do all sorts of odd jobs for the king, including spying on the Jadians, sabotaging Jadian supplies, and freeing slaves. Freedom fighters are often easily identifiable because they all wear various browns and a green hooded cape.
All of the High Kings of Alaerea have been freedom fighters. Major characters that are freedom fighters are Anek, Charles, Fred, Graior, the High King, Jakok, Jathek, Kyra, Pepper, and Thoror.

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AIRSKIN AND CLOUDBOATS:

Airskin is a large thin sheet of leather stretched over a metal frame. It is used for flight, and is the Alaerean equivalent of a hang glider. They are primarily used as transportation on secret scouting missions.
A cloudboat is a boat-shaped wooden hull with a mast sticking up. On this mast is a larger version of the airskins. The wooden boat part has crossbows mounted on the front and sides, making cloudboats better for tactical assault than airskins. Cloudboats can hold up to five men.

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DVURVKRA:

The ancient dwarvish language, or Dvurvkra, is used in Alaerea similarly to how we use Latin. It is used to label the most ancient monuments (i.e. the Guardians of Anikka - Anikkaz Ankarenan), etched into Alaerean gravestones, even used as a code language between generals in the armies. Many Alaerean names are, in fact, words from Dvurvkra (i.e. anek - miracle, jakok - freedom, kyra - joy). One of the downsides of Dvurvkra, however, is that it has its own alphabet as well as its own words, making it even harder to learn.

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THE FREE ARMIES OF ALAEREA:

The Free Armies of Alaerea consist of the following factions.

Foot Soldiers:

- dwarf faction

- elf faction

- human faction

- halfling faction

- orc faction

- minotaur faction

- mouse faction

- bear faction

Sky Soldiers:

- griffin faction

- dragon faction

- sparrow faction

Naval Soldiers:

- halfling faction

- dwarf faction

- human faction

- mouse faction

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ARMIES OF NIGHTMARE EARTH:

The Armies of Nightmare Earth consist of the following factions.

Foot Soldiers:

- human faction

- tainted orc faction

- goblin faction

- troll faction

- undead faction

- minotaur faction

Sky Soldiers:

(no factions; the enemies have no assigned air force)

Naval Soldiers:

- human faction

- orc faction

- goblin faction

- undead faction

- troll faction

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MAELSTRAN:

This is a strange rocklike substance found deep in the mines of Jadia. It is some form of acid that melts everything it touches upon contact (it does not melt the first thing that touches it besides rock and does not melt silk). It is believed to have some magical properties.

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ANIKKEI:

Anikkei (uh-NEE-kie) is an Alaerean fighting style using the hands, feet, knees, elbows, shoulders, hips, and head to defend oneself. It originated in Southern Leafwood (in Anikka) and has progressed since then. As there are some weapon variations, anikkei is taught to all soldiers in the Free Armies of Alaerea.
The actual word ‘anikkei’ comes from the word ‘anikk’, which, in ancient Dwarvish, means ‘unity’. ‘Anikkei’ means ‘united’.

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ALAEREAN SWORDSMANSHIP:

Alaerean philosophy dictates that a sword is less of a tool and more of an extension of the arm. The swordsman (or woman) uses the sword to slice, cut, stab, disable and defeat an opponent. Most Alaerean swordsmen (or women) make their own swords once their training is completed. The training steps are listed below.

- learning creativity

- learning mental and physical discipline

- learning basic attacks and defenses

- learning to use the terrain as a tactical advantage

- learning selflessness

- fighting against better warriors until maximum performance is achieved

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TOLTHEKA:

The art of toltheka is far more ancient than the art of anikkei. The maximum powers of a tolthek master are listed below.

- blasting fire from limbs

- blasting fire from mouth and nose

- flight

- creating jets of flame

- being immune to and unaffected by burning

- increasing the intensity and/or size of a given amount of fire

- generating fiery shields

- generating a metal weapon from fire

- creating a tornado of fire

- ‘surfing’ on fire

- creating an arc of power toward an opponent

- controlling the path of a fire blast

- launching fireballs

- generating strips of flame

- creating a blast of fire that radiates outward

- sending messages through fiery ‘holograms’

- talking through fire

NOTE: ‘toltheka’ is a noun, while ‘tolthek’ is an adjective.

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ALEWIR:

An alewir (OHL-eh-wer) is a creature of any race who has become completely and utterly evil. The alewir’s senses are enhanced and its strength and agility is multiplied. When a creature becomes an alewir, their eyes become red. Their eyes also pulsate and glow when the alewir is angry.
There are only three known alewirs in the world of Alaerea. They are: the human necromancer Jogra Durka, the tainted orc general Kymanork Darkblade, and the human toltheka Sorkinur Zelfenio.

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MAJOR ALAEREAN CITIES:

Akara - The capital of all of Teian Arth, this massive castle sits above the Great Falls and is one of the most beautiful cities in all of Anikka.

Barkota - This city of sea trade is often used as a rendezvous point for freedom fighters.

Blegal - This is the city where Anek was a slave before being liberated.

Doom - This is the most ancient Anikkan city and is the city where the High King is crowned during a coronation. It was the original capital of Anikka.

Fargen - This city has a rich culture and is perfect for starting a new life.

Morthgal - This city is on the border of Jadia and Anikka.

Vardell - This is a city of art and beauty.

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THE SUPREME GUARDIAN OF DOOM:

The Supreme Guardian of Doom is an ancient being who is approximately fifteen feet tall. As his name suggests, he is the guardian of Doom. He guards the ancient city from intruders and keeps it clean. It is thanks to his efforts that the city is not a ruin. He is over four millennia old, and is very well trained in sword fighting.
His face cannot be seen, as he always wears his pale armor. He also wears a tattered blood-red cape.

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MORE ABOUT TREES:

Some Alaerean trees are a bit odd. In appearance, they look like your average, everyday tree. But some can move their limbs like octopuses, writhing and swaying. They can also talk. These trees are intelligent. Most of them are wise, too. They can feel subtle changes in the earth, water and air. Because of this, trees are often seen as the wisest creatures of Alaerea.

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ALAEREAN DAILY LIFE:

Alaerean clothing is as diverse and strange and different as clothing is today. Most clothing is simple, like a tunic and a pair of pants and some shoes. The clothes are made more for comfort and durability than style and appearance.
Houses are mostly wooden, and the roofs are made of anything from tin to woven grass. It all depends on the environment in a particular area. There are two major rooms every Alaerean house has, those being the bedroom and the dining room. When the war began, many people altered their houses, adding hidden underground tunnels in case of an attack.
Alaerean food varies dramatically from noodles to soup to roast duck to just about anything else edible. Yum.

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ALAEREAN ARMOR:

Basic Alaerean battle armor is made up of a helmet, shoulder armor, elbow armor, a breastplate, and greaves. All standard Alaerean soldiers wear this light thin steel to protect themselves from the forces of the Dark Lord. Of course, Anikkans do not all wear this armor. Some wear much thicker armor. Some wear more armor. Some wear no armor. It all depends on their level of skill and tactical accomplishments.

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ECONOMY:

The international Alaerean economy consists of three coins: the penning (equivalent to one cent), the sine (equivalent to ten cents), and the croune (equivalent to one dollar). They trade furs, cloths, metals and precious stones with each other.

NOTE: The equivalents are approximations only.

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GOVERNMENT:

Starting from the lowest, here are the government ranks: The citizens answer to the lords, the lords answer to the governors, the governors answer to the kings, and everyone answers to the High King. The lords are in charge of farms and segments of the cities. The governors are in charge of cities and towns. The kings rule over certain Alaerean races. The High King governs all of Alaerea.
After the invasion, this segment of the government was still effective, but one higher class was added. This last class was higher than the High King and ruled all of Alaerea and the Shadowlands. This last class was to be filled by the Dark Lord. It was the Supreme Overlord class. The slave class was also added after the invasion.

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BANSHEES:

Banshees are somewhat similar to hags, but banshees are not actually shunned. A banshee is a humanoid creature, usually in the form of a beautiful woman, that cries out (hysterically, in a bloodcurdling shriek) when someone near is about to die. Banshees are not dangerous, but are sometimes viewed as rather strange. No one really knows why banshees cry out before a death, but most banshees have tried to separate themselves from the war in an attempt to save others from the pain in the ear caused by banshee shrieks. If they were in the war, shrieks would reign above the din of nearly every single battle. As banshees are counted among the men, so they wear the clothes of the race of man.

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BEARS:

Bears are big, strong, and extremely dangerous. Aren’t we all glad they are all in the Free Armies? Bears are known for being excellent tactical thinkers. If you meet a bear, he will most likely have a high rank in the army. Bears also have a very keen sense of smell.
Bear buildings are very similar in style to those of men; that is, they have no given style. Bears like to think creatively, a skill that is very useful on the battlefield. Bears, like halflings, do not forge weapons but borrow them or have them made by other races. If a bear ever wears any clothing, it will be a cape.

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DRAGONS:

Dragons are large reptilian beasts that can breathe fire. They come in a variety of colors, the most common being red, green, or amber. They can grow to immense sizes. They have horns on their heads, and their wingspans are at least the same as their length. Dragon eggs are about a foot long and completely fireproof.
Dragons do not build anything. They need no weapons either, as they are born naturally with sharp claws, teeth, and a long and lethal tail. Dragons are not known for their peace, which is to say they don’t really mind raiding a cattle farm every once in a while. Obviously, dragons do not wear clothes.

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DWARVES:

Dwarves are stout little creatures with long beards and extreme longevity. Dwarves have been known to live for centuries. They can withstand a large amount of punishment, and are notorious for collecting valuable minerals. They are often expert smiths and stone carvers, having carved both of the Guardians of Anikka as well as building (and funding) Akara.
There architecture is often angular, with many straight lines and geometric shapes. You would have to search hard to find a curve in dwarvish architecture. Their architectural style matches their weapon style. Most dwarves prefer hefty axes, but some carry swords or bows.
Dwarf-maids usually make Dwarvish clothing. The cloth is almost always rough, but the clothing itself can be very elaborate. Dwarves fashion most of their clothing from leather and goatskin. Dwarf men often wear leather vests and breeches. Dwarf-maids usually wear a simple dress or tunic. For footwear, dwarves pull on leather stockings that are then wrapped in strips of more leather. Dwarves spend far more time on their clothing than men, and as a result produce finer clothing.

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ELVES:

Elves have often been described as the fairest of all creatures. They cannot grow beards, and are generally around six feet in height. They are extremely agile, and like the dwarves can live for a very long time. Their hair has few color variations, usually black or pale, and they have very distinctive pointed ears. Elves are usually fairly strong and very light.
In their architecture, elves strive to emphasize and preserve the beauty of nature, never harming the land or plants unless absolutely necessary. Elvish weapons are unmatched, even by the dwarves. Most elves prefer bows, but nearly all are trained to use a sword as well.
Elvish clothing is the best in the land. Elves craft many articles of clothing with many different cloths and threads. Elves have the most widespread textile trade in all of Alaerea, because they produce it quickly and well. Elf men wear simple tunics, breeches, and lace-up boots. Elf-maids, unless in disguise, generally wear the same thing. Elf clothing is very comfortable and sturdy.

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GOBLINS:

Goblins are usually found underground. If you ever meet a goblin that is not a hunchback, it will probably make headlines in the Alaerean Times. That is because goblins, for some reason, never make their tunnels any higher than four feet tall. Most goblins are about five or six feet tall. You can see the problem.
Goblins choose to live underground. The only architectural things that they really build are columns to support the ground above. It has been said that without those columns, “over half of Teian Arth would be interrupting the goblin king’s afternoon tea right about now.” This simply means that over half of Teian Arth is above the elaborate tunnels running underground. Goblin weapons bear close resemblance to those of the orcs, bearing the same crude efficiency and deadly simplicity.
Goblin clothing is usually only a knotted loincloth when they are underground, but when aboveground they wear pants and sometimes tunics.

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GRIFFINS:

Griffins are often described as lion-eagles, usually with dull gray or brown feathers. They have bright eyes, and large beaks. Griffins, like sparrows, rarely carry weapons, instead using their natural weapons like talons and sharp beaks. A favorable griffin tactical maneuver is to fly over the enemy dropping boulders. This is very effective, as griffins are extremely intelligent. It was a griffin, after all, who came up with the idea for pareshutan.

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HAGS:

Hags are basically witches who choose to take the form of an old woman. Nearly all Teian Arthans, not without good reason, shun hags. They usually have thick gray hair and are known to eat flesh. An angry hag is terrifying to behold, with flying hair and much mad cackling. Hags are very dangerous, and few still exist in the world. They are usually garbed in tattered gray robes.

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HALFLINGS:

Halflings usually live in the more peaceful areas of the world, avoiding war and conflict as much as possible. Peace-loving creatures, halflings throughout Teian Arth are around three and a half feet in height. They have become involved in the war because they felt a stirring deep within (mainly due to the fact that the Dark Lord burns their fields) to rise against the oppressor.
Halfling architecture is usually composed of a small door leading underground into a house. This is called a ‘hobbit-hole.’ Halflings do not build any structure much bigger than a large house under a large hill. Halflings, due to their peaceful nature, have never learned to make weapons, and aren’t going to try any time soon. They borrow weapons from other races, or have their own weapons specially made (usually a sword or a slingshot).
Halfling clothing is usually a pair of breeches, a simple shirt, and some suspenders. They usually don’t wear hats, unless they find themselves in snowy weather. Of all of the races, the halflings love peace the most, and this has been true almost from their beginning. As such, halflings’ clothing is made very simply, but very tough. Halflings don’t trade with the other races, as their clothing tends to be rather small in comparison.

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MEN:

Humans are the most widespread of the races, living all throughout Teian Arth. Their height ranges around six feet tall, and males can grow beards. Human hair ranges from brown to orange to gray. Men can be very strong or very weak. They are the ‘normal’ race, with many imperfections. They are less agile than an elf, less strong than an orc, and can weigh anywhere from one hundred to three hundred pounds.
Human architecture can, like dwarvish architecture, be found all over Teian Arth. They do not have one common style, but a broad range of style depending one mood or heritage. Their weapons, naturally, match their architecture in this description. Men do not have an overall preferred weapon, but choose whichever weapon suits them best.
Men do craft their own clothing, but also trade with the dwarves and elves. Their clothing is very well made, but compared to dwarf work it is crude, and compared to that of an elf it seems more of a rag than an article of clothing. Men usually wear a tunic and breeches, while women often wear simple dresses.

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MICE:

Mice are nearly as common throughout Teian Arth as men, but you’ll probably have trouble finding the little furballs. The mice of Teian Arth have spent centuries building an elaborate and finely decorated system of tunnels all over Teian Arth. A mouse could easily travel from Blegal to Doom faster than a horse and cart.
Mice build small structures usually made of wood (because that is the easiest to chew) aboveground and have many little wooden lookout posts up in the normal trees. Mouse weapons are usually little steel rapiers. That’s really the only weapon a mouse ever carries. If a mouse ever wears any clothing, it will be a cape.

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MINOTAURS:

Minotaurs are shaggy, horned bull-men. They are often over seven feet tall. They are extremely good at coming up with a way out of nearly any situation; not because of anything to do with intelligence, but because of their hawk-like eyesight and keen sense of smell.
Minotaur architects often mimic dwarvish styles in their design. They often come up with weapon ideas from the elegant curves of elvish weaponry and the rough efficiency of orc tools. This has made their weapons a rough combination of both types, and minotaurs always handle their weapons with deadly precision; a minotaur’s blade never misses its mark.
Minotaur clothing is, like orc clothing, usually only including a simple (and usually ragged) pair of breeches.

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ORCS:

Orcs are large and muscular creatures, often thought to be of lesser intelligence. This is not true. Orcs are actually as smart as (if not smarter than) elves; they just aren’t as wise because they don’t value education nearly as much as any of the other races. High-ranking officers have a decent education, but most other orcs don’t really care.
Orc architecture is very crude and rough, not made for show but for purpose. An orc could really care less if his wagon looks like a shabby box on wheels; as long as it works well, does it really matter how it looks? Orc weapons follow the same idea. They are crude, but made for getting the job done quickly and efficiently.
Orc clothing is rough and extremely crude, usually only composed of a pair of ragged breeches for men or a tattered dress for women. Orcs, it seems, carry their ideas of rough efficiency.

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PHOENIXES:

Phoenixes are cherished for two reasons: because they are so rare, and because they have an inexplicable ability to become living fire. Phoenixes loathe the Dark Lord, and most have black and red plumage. Phoenixes are very wise, and advice sought from a phoenix is one of the purest forms of wisdom in all of Alaerea. Phoenixes seem to be connected to another part of the world. A much bigger and far more important part.
Phoenixes obviously do not wear clothing, because as with sparrows, this would weigh them down and restrict their flying ability. Also, it is worth noting that no cloth can survive the heat of phoenix-fire.

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SPARROWS:

Sparrows are little and usually brown. They are pretty small, and (just like mice) often lead scouting expeditions. They are very fast and quick-witted, able to think fast and escape almost any bad situation. Sparrows do not build anything, and don’t really use any weapons other than the occasional pebble. Sparrows, of course, wear no clothing, as this would weigh them down and restrict their flight.

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TROLLS:

Trolls are lumbering creatures, very large and extremely strong. Trolls are not very intelligent, as Alaerean creatures go, but make up for that with bulk and strength. Trolls hibernate through the winter months and are peaceful unless roused. A fully-grown troll can smash through most rock, and its claws are made for digging.
Trolls do not build weapons or structures; rather, they live in caves or in forests. If a troll uses a weapon, it is a large club-like branch or even a full tree. The only thing a troll ever wears, if anything, is a knotted loincloth.

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WEREWOLVES:

A werewolf is just a human who becomes a wolf every full moon. The bite of a werewolf renders the victim a werewolf, so a remedy for bites has actually been made. Werewolves are not really a race with a separate culture, but they try to blend in to the human crowd. They adopt human clothing and try to attract little attention to themselves. Werewolves in human form often appear older than they really are, and in wolf form they are bigger, stronger, and more nightmarish than an ordinary wolf.

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WYRKAN:

‘Wyrk’ is a dwarvish word, but no one has bothered renaming this species of bear-wolf creature. Like the troll, the wyrk normally leads a peaceful life. Like the troll, the wyrk digs underground. The most common wyrkan in Teian Arth, the sylvan wyrk, is very large with strong jaws made for crushing. Wyrkan are little more than animals, not really capable of intelligent thought like orcs or griffins. As such, they wear absolutely no clothing (not even a saddle).

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Comments (3)
1. 04-01-2009 19:00
 
BOOOOOOOOOOOOOOOOOOOOOOOO! 
 
 
IT IS TERRIBLE! 
 
>:(
Guest
 
FREDDIE
2. 23-02-2010 17:08
 
THIS DEFIES ALL LOGIC. THIS IS PHYSICALLY IMPOSSIBLE!!!!! 
THERE IS NO MENTION OF EVOLUTION OR DARWIN IN HERE 
!!!
Guest
 
3. 24-02-2010 16:47
 
Now Aditya, of course there's no mention of Darwin in a FICTIONAL world. The Biology textbook will not help you in every scenario.
Guest
 

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