Zion - Light of the New Moon: The Wild Lands

Story by comidacomida on SoFurry

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Zion - Light of the New Moon World Information, Part 7 The Wild Lands copyright 2011 comidacomida

Surviving the Wild Lands

As any city dweller could tell you, 'survival' is the ability to make due without the trappings of civilization. From knowing what (and what not) to eat, to understanding the game trails and hunting grounds of wild animals, any survivalist is able to keep him or herself alive by a combination of wits, skill, and know-how. Any REAL survivalist, however, also knows that any condition other than dead is merely temporary when you're outside the divine protection of a holy city.

While the most ignorant City Dweller may never realize it, the most dangerous portion of a given city is far more safe than the safest part of the unprotected Wild Lands. While murderers, cutthroats, and criminals aplenty may try to prey on the unsuspecting in the city, the very earth of the Wild Lands itself wishes harm upon travelers. Plants, animals, beasts, monsters... all would do harm to a child of the Moon Goddess. Few could manage to survive a night outside the protection of the city, least of all the unprepared.

Anyone who plans to survive for any length of time out in the Wild Lands would be best served having access to one of the five main forms of protection or, better yet, more than one of them. The five temple cities have a long history of establishing the most amount of protection for their envoys and, in most cases, they spare no expense to see to the safety of their delegates. How far the cities will go with their second envoys, however, is yet to be seen.

Out of all of the methods of protection, faith is considered the dominant. The first and foremost line of defense to any traveler is a Divine Shield. Used by the faithful priests and priestesses of Tah'aveen, a Divine Shield is a small object used to channel the protective power of the righteous. While the form of a given Divine Shield is as varied as the faithful who use them, there is one trait that all share: a Divine Shield is always made of Moon Stone.

When held by a truly faithful follower of Tah'aveen, the item emits a pale blue light, not unlike the lanterns in Zion-- it is for that reason that they are often called "Moon Lanterns". While so held, a Divine Shield can protect anywhere from a handful of travelers to a whole caravan, depending on the power of the wielder. All travelers within the Wild Lands are encouraged to have one or more Divine Shields, though this is not always possible as they are tightly regulated by the clergy of all cities.

The second most favorable method for safety in the places beyond the cities would be an advanced level of hands-on knowledge of the Wild Lands. Though any city dweller might refer to him or herself as a wilderness guide, trailblazer, or veteran wayfarer, nothing beats a true, dyed-in-the-wool Wild Lander as a guide. Wild Landers have more than just a passing familiarity with the ways of the Wild Land, they know it as well as any city dweller might know the block they grew up on... although the Wild Lands have things far more dangerous things than a pothole.

Wild Landers have the knowledge and experience necessary to keep a group of travelers alive. Unlike a Divine Shield, a Wild Lander's ability to protect those under his or her care is directly in relation to how well the travelers can follow direction-- sadly for most city folk, they are rarely good at interpreting the orders given to them. The largest inhibitor of survival is the lack of communication since most Wild Landers are used to abbreviated warnings. A shout of "Night Rook" is usually enough to make any Wild Lander look for the closest tree with surrounding vegetation... unfortunately such warnings are often far over the head of city dwellers.

Barring access to either a Divine Shield or a Wild Lander, most city dwellers fall back to the good old fashioned numbers game. An individual's chance of survival in any encounter with a creature from the Wild Lands is slim-to-none if walking along the road alone... but if you add in another 50 travelers with that individual the chance of survival increases dramatically. Aside from the fact that 51 people have more eyes and ears to watch for trouble, they also have more weapons. In a worst case scenario when none of that helps, an individual has more chance of surviving simply because it might be someone else in the group that gets picked off instead.

Caravans and wagon trains are one of the more common methods of travel between Temple Cities. Anyone other than a priest or the wealthy that wants to get from Point A to Point B with the Wild Lands between will usually sign up for a caravan. Divine Shields and Wild Landers are rare, but there's always a merchant train or group of travelers that need to get somewhere... and if that's all you can get then it's a lot better than going it alone. Sadly, for all the eyes, ears, and weapons, it is a very rare event for more than about 3/4 of a caravan to make it safely to their destination... and even then, 1/2 is more the norm. It does not need to be emphasized that travel is not for the weak of heart.

There are times, however, when traveling with a large group is either untimely (caravans don't leave every day, after all) or "inconvenient". Certain individuals may find a reason to leave the city quickly and without drawing attention, and, if such a situation were to arise, said individual (or perhaps a group of 2 or 3) would find it prudent to simply take their chances in the Wild Lands. While this method is by far the most dangerous and least survivable, many a criminal, prison escapee, or heretic found that it would increase their chances of survival from zero to almost-zero.

Individuals or small groups have the best chance of survival if everyone involved has knowledge of the Wild Lands, extensive skill at stealth or evasion, and more than a little competence in combat. This kind of travel is not advisable, but those who attempt it are usually aiming for a short-distance trip, either to an already-identified (somewhat) safe location, or to join up with a larger group already outside the city walls. Anyone attempting to go at it alone or in a party of less than perhaps two dozen usually has a death wish or an overconfidence unrivaled in the mortal realm... but, on rare occasions, it has paid off.

Finally, though it is so rare as to barely be worth mentioning, there are those who have attempted to uncover the ancient Silver Gates. So old as to practically be legends straight from antiquity, the Silver Gates are said to have once been one of the main methods of transportation from city to city. It was said that all cities within the Empire of the Moon once had access to the great magic that allowed for transportation from one gateway to the next almost instantaneously.

Though many would easily dismiss the words as fanciful stories for children, the fact remains that all five temple cities still have the remnants of their Silver Gates, destroyed since the start of the war that ravaged the empire for centuries. Rumors abound however, that active Silver Gates may still be found within the ruins of some of the abandoned cities out in the Wild Lands. Some very few travelers have told tales of using one, but it has been centuries since the last verified confirmation of such a tale. The location of any still active Silver Gates would be tightly held secrets by those who would use them to their advantage.

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Safe Trail or Certain Death?

While any portion of land outside the City States is deadly, some are deadlier than others. An unprepared traveler has almost no chance of survival anywhere beyond the divine protection of the Moon Goddess, but even the most well-prepared has a better likelihood of living another day if they stick to the safest path. As such, the Wild Lands are divided into five different categories based on the danger that might be expected: Waysides, Peripheries, Highways, True Wild, and Torments.

Independent temples, abbeys, frontier churches, and inns protected through divine providence are all examples of Waysides. Although hardly as safe as a City State, Waysides are considered to be one of the most reasonably secured locations outside their walls. Through whatever independent power that holds them safe, Waysides are considered to be safe harbors in the stormy sea that is the Wild Lands. They are often used as places of succor for road weary travelers and usually maintain facilities to accommodate caravans, merchants, and armies that pass through.

Almost all experienced travelers keep a list of any and all Waysides that can be found on a given stretch of road. Very few people will pass by a Wayside without stopping as it gives them a rare opportunity to find peace on the road and there are few better places to rest and resupply. If the Wild Lands were a desert then Waysides would be the oases that support the survival of anyone brave (or stupid) enough to traverse them.

At their largest, Waysides may be the size of a city block, but are usually little more than a large building with a wall or gate. The divine protection provided by a Wayside keeps all but the most powerful dangers at bay... but thankfully there are usually enough travelers there at any give time to fight off anything that might consider attacking.

Directly outside any given divine protection is an area known as The Periphery. Peripheries are usually scaled in size to the level of divine power providing protection to the areas they surround. For example, The Periphery of each City State extends for a number of miles in any direction; The Periphery for most Waysides is usually a mile or less; Peripheries for Highways are rarely wider than 100 yards in either direction; a Periphery for a Divine Shield is usually measured in about 10 feet beyond its reach.

Peripheries, though weaker than the protection that spawns it, still hold a great amount of divine might. Unlike other kinds of divine aegis, Peripheries tend to focus their repulsion more powerfully on stronger threats; this means that, although weak creatures might slip through the wards and holy protection, stronger foes and true dangers are thankfully refused entry, thus the most stalwart and capable travelers will have minimal trouble defending themselves in a Periphery.

The term "Highway" is given to any of six main roads traversing the lands that were, at one time known as the Empire of the Moon. These roads are enchanted with powerful wards and blessed with divine protection, making them some of the safest ways for travelers to get around. Sadly, this protection only extends to the influence of the Wild Lands, and many brigands have taken to harrying unprepared travelers who mistakenly expected safety. Five of these roads connect the Temple Cities to the Holy City while the sixth extends far to the south. The roads are each named for the City States they connect to Zion: The Banniharian Highway, The Doenian Highway, the Myrrian Highway, the Myreneese Highway, and the Shradian Highway. The sixth Highway is simply referred to as The Southern Highway.

Although few doubt that the divine protections on the Southern Highway are still as powerful as they have always been, it is no longer in use. It once connected the magnificent port city of Dehamin, it has been decades since any travelers last came north and the city has long-since been assumed lost. The weeks of travel required to reach the southernmost point of the emperial lands means any investigation into the cause of its destruction is a moot point-- nobody would survive a trip that far south. Though some optimists maintain hope that Denamin may one day be rediscovered in all its glory, most people have a pessimistic confidence that it lay in ruins.

The True Wilds count any place beyond the divine protection of Tah'aveen. It is an unequivocally dangerous place for any city dweller. Ever since the hundreds of years of war, the destruction of the elves, and the shattering of the Empire of the Moon, the Wild Lands have become more than inhospitable; they have become dangerous... hostile... malevolent. It is as if the land itself holds a deep seated hatred for the followers of Tah'aveen, likely a lasting remnant from the elven curse that took hold in generations past.

Faithful followers of Tah'aveen are beacons, attracting any of a number of horrific monstrosities that can be found in the Wild Lands. Everything from nightmarish creatures to bloodthirsty plant life would like nothing more than to end the life of a worshiper of the Moon Goddess. Even those under the protection of a Divine Shield are often set upon by anything and everything that can wiggle, squirm, burrow, or claw its way through that protection. At times like that, all any traveler can hope for is a prayer on their lips, a sword in their hand, and as much luck as life could possibly afford them.

If the Wild Lands themselves weren't bad enough, there are rare, seemingly unidentifiable locales that are known only by the name of "Torments". These foci of the natural world are a nexus of ill will toward and violent hatred of all things related to the Moon Goddess. Assumed to be the manifestation of the tainted rituals of the now-dead elves, Torments are a vortex of extreme danger and complete horror for anyone who passes into them. What's worse is that the Torments seem to be mobile, floating randomly across the landscape. While they may, on rare occasion intersect a Highway, no Torment has ever been known to successfully break through the divine warding of a City State... yet.

Although there is much conjecture as to what lays within a Torment, very few travelers have ever survived one. What few rumors, stories, and hear-say abounds are from the tales of those individuals who lost traveling companions to the horrors therein. Great evil befell those parties before the survivors quickly realized where they were. Since it is rarely possible to identify a Torment before setting foot in one, it is all the more important to be ever-weary of one's surroundings. Survival within a Torment is counted in seconds... and every last one of them should be used in an attempt to escape.

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Settlements Beyond the City

While more than nine out of every ten people within the lands of the Empire of the Moon live within one of the six great cities, there is still a minority that manages to survive beyond the protection of the City States. These people are as varied as they are tenacious, and each settlement has its own way to go on living. While some are Wild Landers, others still manage to survive in their own way. Though none do as well as the city dwellers, many are willing to accept the added risks if it means a 'society' more to their liking.

Not all of the settlements outside the City States are welcoming to outsiders and, unfortunately, some can be downright hostile. Though many are willing to greet new additions who show an interest in their way of life, few of those surviving outside of Tah'aveen's blessed cities have the luxury of giving others the benefit of the doubt. For those travelers fortunate enough to find a community that does, it is often a welcome respite from the road. The five main settlements outside of the five City States are Parishes, Forts, Villages, Hermitages, and Cabals.

Parishes usually start out as Waysides under the divine protection of Tah'aveen. Through a combination of regular use and powerful faith, Parishes become communities in and of themselves. Often growing to the size of small towns, most Parishes are willing to accept outsiders as long as they follow the clearly defined, posted rules. Parishes are also the most likely to accept new citizens, so long as the hopeful settler is a faithful follower of the Moon Goddess. Out of all of the settlements outside the City States, Parishes usually are the most familiar sociologically to city dwellers.

The leader of a Parish is almost always a Priest or Priestess of Tah'aveen. Most Parishes share the same division of faith as the temple city closest to them, or else they are a melting pot of beliefs, often following all of Tah'aveen's aspect or, on rare occasion, refusing aspects and worshiping her as a singular whole. Parishes tend to be peaceful places, but almost all of their citizenry are willing to fight any aggressor, whether it be humanoid or monstrous. The divine protection afforded to the Parishes thanks to its priests usually allows them to subsist on farming and, on rare occasion, ranching.

Although Forts can be any number of military settlements, the most common, unfortunately, tend to be bases of criminal activity. Identified by large, secure walls, Forts house men and women willing and able to fight for survival. The most successful Forts are enclosed structures, preventing attacks from the air as well as from the ground. Criminal Forts split their manpower between attack and defense, surviving by butchering beast and traveler alike for food, supplies, and goods.

Religion is rarely a part of life for those who dwell within as they spend far too much time keeping the wicked creatures of the Wild Lands at bay. Rulership of a Fort is usually based on rank (for military Forts), or strength of arm and/or personality in the case of criminals. The warrior caste is given the most acclaim while the skilled laborers are usually the richest. The unskilled laborers may be either slaves, or those unsuited to any other occupation. Everyone within a Fort works to earn their upkeep-- life in the Wild Lands is too hard for a free ride. Trade in Fort societies, whether criminal or otherwise, is via barter.

Among Wild Landers, the most common form of settlement is known as a Village. Those who form Villages rather than live in family units or go-it-alone are known as Tribals. Although how welcome a given village is to outsiders varies from tribe to tribe, generally most Tribals do not want anything to do with City Dwellers. Wild Landers are familiar with living outside of cities and go to great lengths to ensure their survival-- generations of safe living have been compromised in less than an hour by ignorant city folk.

Most Villages are temporary; Tribals tend to move from site to site regularly to avoid attracting the attention of the more dangerous creatures in the Wild Lands. Certain Villages, sheltered in a rocky cleft or half-subterranean caves may be used for months at a time, while more exposed, easier-to-access sites might be called home for less than a week. In general, Tribals have a list of safe sites for their villages that they rotate through. Some sites are visited several times a year while others might be used only every other year.

Almost anyone who has even a passing familiarity with the Wild Lands would say that numbers make all the difference when it comes to survival. The exception to this rule are lone individuals or, on rare occasions, small groups of people who think that going unnoticed is a perfectly acceptable method of survival. The out-of-the-way retreats of these individuals are known as Hermitages. The Hermitage of a single individual is usually little more than a cave or a carefully camouflaged hut. For three or four individuals, an irregularly spaced clump of tents or a shallow, sectioned cavern is common.

Hermitages rarely have any firm sets of laws or government; they tend to be communes where each individual interacts with or ignores his or her fellows to whatever extent they desire. In the case of a lone individual, he or she may respond favorably or unfavorably to visitors, while Hermitages made up of several individuals will usually discourage any long-term interaction... after all... too many people means someone gets noticed... and when someone gets noticed in the Wild Lands, people start dying.

Finally, hidden well-away within the Wild Lands are the mysterious Cabals, home to the profane worshipers of the twin sister of the Moon Goddess: Tah'alia, Goddess of the Sun. The Cult of the Sun is often regarded as the cause of strife within the Empire of the Moon, having come into power just as the Empire started to crumble amidst the strife of faction disagreements. Although the cult never gained anywhere near the power of the true clergy, it has always been readily apparent that they seek the complete and total domination of what remains of the empire.

The Cult of the Sun are considered very dangerous and all faithful followers of the Goddess of the Moon know it is their sworn duty to cleanse the land of the blasphemy of sun worshipers. It is common conjecture that the cult is partly responsible for the continued strife suffered by the moon worshipers as many cultists are familiar with the nature magic used by the elves. More than one philosopher believes that the elven curse can be lifted from the land if the cult is destroyed and many scholars agree that the cult may hold the secret to lifting the evil from the Wild Lands and returning the Empire of the Moon to its former glory.

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The Plants of the Wild Lands

The numerous dangers discussed in this section are specifically plants of the mobile variety. Despite the fact that they are not included here, it does bear to keep in mind that non-mobile plants can still cause incredible injury or death if not taken into account. While any number of dangerous plants exist, the Spitebrush, Blackwhip, Biteleaf, and Sylvans are the four kinds that actively 'hunt' travelers. These Plants are as dangerous as any Beast, and, in some cases, more so.

Spitebrush

Although Spitebrush appears as several individual clumps of undergrowth, it is actually a single organism. In composition, it resembles sky blue-leaf sage brush with dark blue stems and white thorns. The thorns themselves exude a silver-colored syrup, which is a very strong, very fast-acting poison. The poison paralyzes most living organisms, excluding insects and reptiles, which seem to be immune. For this reason, both species are found near it, and commonly scavenge the plant's kills.

At rest, Spitebrush looks like just another piece of flora, but when it is aware of prey it becomes truly frightening. When the Spitebrush senses prey it rises out of the dirt, extending roots like spider legs, and it flails its 'arms', ending in the thorn-covered brush at its victims. Once it strikes a hit, victims are pulled under the central mass, which lowers back into the ground, effectively burying the prey.

Blackwhip

Blackwhip is another example of a colony plant. Like Spitebrush, the majority of the plant is subterranean. The only indication that a Blackwhip is present in an area are six to twelve burrow-like holes that dot roughly flat ground. Blackwhips prefer slightly shaded glades and favor areas of high traffic. The only portions of a Blackwhip seen with any regularity are root-like vines that are covered with barbed, hook-like projections, though when 'at rest' even these are below ground.

When active, a Blackwhip will subdue one or more prey and restrain them until they die of blood loss, or until a predator is attracted by the scent of blood and tears them apart; since a Blackwhip absorbs nutrients of the spilled blood seeping into the soil the meat is not of any concern and the almost symbiotic relationship it can create with predators makes it all the more dangerous.

Biteleaf

While most vines and brambles are little more than a nuisance, Biteleaf is a much greater concern; it can be lethal. Almost indistinguishable from blackberry, the only identifiable differences aren't usually obvious until its already too late: red veins in its leaves are usually the first clue and the only other indicator that the plant is carnivorous are the multitude of bones hiding beneath its great mass.

While Biteleaf is not as mobile as Spitebrush, it is capable of enough movement to roll a portion of its bulk across the path of fleeing prey. The fact that it often grows in a semi-circle means that it is not hard to surround its target. Once the prey is surrounded it's as good as over; thorn-covered vines latch onto its prey and begin siphoning out all body fluids until only a husk remains. This husk is slowly stowed beneath the plant mass to become more bones for the pile.

Sylvans

Sylvans are, unlike the other dangerous plants, sentient. They were at one time the allies of the elven people and are apparently still willing to be at war with the faithful followers of Tah'aveen. All Sylvans appear as androgynous, wooden humanoids that emerge from large trees. While they were once thought to be spirits of the woodlands, during the extermination of the elves it was determined that the Sylvans were, in truth, a symbiotic plant life that joined with trees for mutual benefit.

Though Sylvans do not apparently have any need to feed they are incredible dangerous, hunting city dwellers purely for the purpose of killing them. Sylvans were once known to be beautiful, kind, gentle creatures but the curse of the elves has gone a long way toward turning them into violent, sadistic, thorn-covered monstrosities that could easily compete in horror factor with any nightmarish vision dreamed up by a troubled youth. Sylvans now appear as twisted, black wood in a vaguely humanoid shape, covered in thorns with beautiful-but-frightening, angular faces and deep shadowy pits for eyes dotted in the center with red beads of light glowing with malevolence.

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The Beasts of the Wild Lands

Beasts include creatures that are animalistic and feral. They possess supernatural abilities and/or a base intellect greater than that of a normal animal. While most are not classified as sentient per se, most do have a reasoning capacity close to or on the level of a humanoid. Each and every Beast has no qualms about hunting city dwellers, and, in fact, most Beasts will prefer them over any other kind of prey. The Beasts discussed here are Stab Bills, Snap-Jaws, Blood Beasts, Night Rooks, and Gryphons.

Stab Bills

From afar, Stab Bills are often mistaken as white-breasted ravens, but, closer inspection reveals that the Stab Bill has a three-part beak. This beak is what earned the Stab Bill its name; when feeding on carrion the Stab Bill will forcefully embed its face in the carcass and flex its beaks open to better loosen the flesh from the bones. Despite being scavengers, Stab Bills are incredibly clean birds and spend long hours preening themselves.

Among the carrion birds, Stab Bills are more feared than any other species and have been known to attack live prey if scavenging is scarce. Stab Bills are cowardly when alone but quite brazen in groups; unfortunately for most travelers, they are usually found in flocks and as likely to attack living prey as dead carcasses. The fact that they can emulate voices and languages with eerie accuracy is just another effective tool in their impressive arsenal of tricks. To make matters worse, Stab Bills are incredibly crafty when it comes to attacking, capable of creating and executing incredibly complex flock actions.

Snap-Jaws

Snap-Jaws are one of the best known monsters of the Wild Land, mostly due to their willingness to venture close to cities. Resembling a wild boar crossed with an alligator, Snap-Jaws have a very porcine body structure complete with quills. They have six legs, each ending in four-taloned claws. The reptilian head of a Snap-Jaw is filled with between 48 and 104 teeth, depending on the age, more as they grow older. Its eyes are clear pools of amber and glow faintly in the dark.

True to its name, Snap-Jaws are known for the sound made when it attacks with its maw. The majority of a Snap-Jaw's skull is filled with muscles dedicated to the closing of its jaws, which means every bite makes an audible snap almost as loud as a lightning strike... and, at close range, the shock wave of its snap is used to stun water bound prey, such as fish. Worse than the concussive blast, however, is the fact that their bites are known to go straight through metal armor. Thankfully, with so much space taken up by muscle, Snap-Jaws are not known to be incredibly intelligent, which is a good thing considering how dangerous they are even while stupid.

Blood Beasts

Blood Beasts are creatures the size of small horses, their hind legs are full of corded muscle and their stance is broad enough that they can manage to stand erect, albeit, with a distinct hunch. This is a posture usually reserved for prey that refuses to run, as it provides the Blood Beast with the ability to use its front paws for attacking; they have razor-sharp retractable claws more lethal than a glove of knives. Although they resemble wolves more than any other creature, the prominent manes on both males and females and the distinctively leonine fur tuft on its otherwise short-furred tail give it a vaguely lion-like, almost regal appearance.

As the poster child for the Wild Lands, Blood Beasts are feared throughout the City States, exemplifying everything that is dangerous and frightening beyond the walls. Blood Beasts eat flesh... preferably sentient flesh. Covered from nose to tail with a coarse red fur, one might guess that it gets its name from its coloration, but the truth of its name becomes clear once its hunting style is made evident; Blood Beasts do not slay their prey quickly, preferring to let its meal bleed out from hundreds upon hundreds of wounds-- the more it struggles the more a Blood Beast enjoys the kill.

Night Rooks

Night Rooks are the things of nightmares for anyone who has ever encountered them. With large, leathery, membranous wings, Night Rooks resemble bats and their faces are reminiscent of bats as well, save for the fact that they are furless. Two large, triangular ears sit upon its head. The beast's face's most prominent feature, however,is an enormous mouth capable of unhinging and opening nearly 180 degrees. The huge maw is fulled with three rows of serrated, blade-like teeth.

Known as masters of disguise, Night Rooks have managed on rare occasions to pass as humanoid in dim light. A fold of flesh around its neck is capable of being pulled up and over its head, giving an observer the impression of a hooded cloak. Coupled with its folded wings, the overall impression is that of an old man or woman bundled up against the weather. Its two powerful legs are not built for walking, however, as its gnarled, taloned claws are more suited for rending and perching; the stumbling gait is a give-away for perceptive onlookers, but low-light situations still often gives the advantage to the Night Rook which, although not sentient, is quit crafty nonetheless.

Gryphons

With the body of a lion and the head, wings, and forelegs of an eagle, Gryphons are a magnificent sight to behold launching high into the sky and soaring among the clouds. Well... it's a magnificent sight if you can see it but it can't see you-- otherwise you might be in danger; Gryphons are incredibly talented hunters. Known as the wolves of the sky, Gryphons often hunt in packs, but even a single gryphon is more than a match for most warriors.

Used at one time as the royal standard of noble families, Gryphons were seen as majestic creatures of the wild. This was many generations ago, of course, before the curse of the elves turned them into psychotic, blood-thirsty engines of destruction with a taste for the flesh of city dwellers and an urge to kill that could never be satiated; regardless of the number of the children of the Moon Goddess it has slayed, a gryphon is always ready for more. Today, Gryphons are hunted whenever found near cities and great lengths are taken to avoid any known hunting grounds of the deadly aerial predators.

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The Denizens of the Wild Lands

While any number of humanoids live within the City States there are a number of species that are considered hostile to all of the faithful. The humanoids included here are those that despise Tah'aveen or are so savage and blood thirsty that they cannot be expected to manage within civilized society. Orgs, Satyrs, Elves, Centaurs, and the varied people known collectively as The Fey are all examples of such beings. Finally, a species of golden-skinned humans known as The Delani, or "Sunfolk" are also included on this topic.

Elves

Elves were once quite prevalent in the sylvan lands of the Empire of the Moon, long ago before their great betrayal. Known once as the fair folk, elves were a beautiful people, light skin with gold, platinum, and (on occasion) bronze hair. Their eyes held no pupils, and the color of their irises often sported any of the brightest colors of nature: the blue of a summer's sky, the light green of a newly budded leaf, the soft gray of a cloud in the evening light, or the smooth brass of a sunset's reflection on the golden sands of the beach. Their beauty, however, hid a deep darkness.

For reasons still unknown to this day, the kingdom of the elves suddenly and unequivocally unleashed a powerful curse upon the land. Drawing their power from their mother, Tah'alia, Goddess of the Sun, the elves laid waste to everything not protected by the grace of Tah'aveen. The Moon Goddess herself was hard pressed to defend against the powerful dark curse, having to focus her protection on the cities of her followers, forced to sacrifice the beauty of the world that her faithful might survive. Though the elves have long since been destroyed, their curse still ravages the lands to this day... and nobody can do more than guess about what it will take to make it right.

Orgs

While the Empire of the Moon once counted Orcs among its foes, the Orc tribes have long since been wiped clean from the lands. Not long after the elves loosed their curse upon the world, Orcs, who had always been enemies of the elves, were overcome by the new dangers of the Wild Lands. Unable to guard themselves with any divine protection, the Orcs were scoured from the empire, never to be seen again... or so most were led to believe.

Changed and twisted as with all unprotected creatures, the tribes of Orcs were unmade, and then recreated in an even darker, more bestial image, corrupted and defiled by the dark magics of the elves. Known now as Orgs, the humanoid creatures stand easily eight foot tall. Corded muscle as hard as steel fills every inch of their body and bulging veins strain against the skin that encloses them. Two tusks jut out from their square, lower jaws, making it hard for them to pronounce words in any learned tongue, but the fact that they rarely talk means that it makes little difference. Org eyes glow red, a stark contrast to their coal-black flesh, which is spider webbed with eerie green markings that strum faintly with eldrich power.

Satyrs

Satyrs used to be known as gregarious, vivacious tricksters, lovers of wine, of women, and of song. Manlike from navel to head, save for a pair of horns, most Satyrs had fine, pleasant features and could have been considered quite attractive Below the belly-button, Satyrs had the body, legs, and hooves of a long-furred goat. Despite the combination, they were quite adroit and were known for their levity, often dancing, skipping, and prancing-- they combined the finest features of each species into one.

Although Satyrs are only male, they were able to conceive children from any female who was willing to accept them as a lover, and the rumors of their prowess at the intimate arts meant they rarely lacked mates. So inclined to lives of music and merriment, the satyr-pipe, (a favored instrument for songs of joy and celebration) was named after them. All of that has changed, however- having been tied so closely to the elves, the Satyrs were hit hard by the elven curse.

Though still half-man, half-goat, Satyrs are now reversed: the head and upper body of a goat and the lower body of a man, combining the worst elements of both. Long gone are the days of merriment and dancing. The Satyrs' hour-glass pupils stare unblinking at any who intrude upon their domain; they have forsaken their pipes for cruel, hooked blades. When they dance, it is a dark echo to their past revels, dancing to celebrate a kill, or to intimidate prisoners who they aim to torture mercilessly. Long ago, Satyrs were known for their casual sexual escapades, but it had always been consensual... now, they are rumored to rape prisoners to death. Some unlucky females they allow to live, only to die as they give birth to a new satyr, who emerges from his mother's womb by tearing his way free.

Centaurs

Standing nearly seven foot tall at the shoulder, Centaurs place the torso of a humanoid horse upon the neck of a four legged one. Centaurs were, at one time, the esteemed tutors of nobility, the stalwart companions of honorable heroes, and the learned scholars of the natural world, but that was before the elven curse. In ages past, it was said that Centaurs had the torso of a human instead of a humanoid horse, and many ancient pictures and art depict them thusly. The curse, however, has changed more than their features; centaurs now are wild barbarians, shrewd bandits, and crafty schemers.

The curse left the centaurs with complete clarity of thought, but instilled in them a hatred of all city dwellers. Whether that hatred was born of the elves' curse, or from lies told to them by their elven companions before they were wiped out by the followers of Tah'aveen, none can tell. Thankfully, the centaurs are all but extinct, having been practically annihilated alongside their elven allies in the great war many generations ago. What centaurs are left, however, retain their ancient grudge, and the changes made to them by the curse mean they are willing to use more savage, ruthless tactics than they ever had before.

The Fey

Used as a catch-all term for any of a number of mystical species, the term "Fey" often, but not always refers to humanoids of the forest. Among their number are pixies, sprites, and brownies. "Fey" also includes other fanciful creatures that once called the pristine forests of the world their home-- being such as the beautiful pegasus, the pristine unicorn, or the mysterious silver stag. Of those creatures that still exist, most have assuredly changed and may be scarcely recognized as what they once were.

Collectively, The Fey now create horrors aplenty for anyone traveling through the dark forests of the Wild Lands. The tiny folk are twisted mockeries of their once fine people, having become creatures of spite and suffering. Where once there was laughing and play, Goblins, boggarts, and imps now hide in the holes, patiently waiting for travelers to waylay. It is said that the pegasi that once roamed the lands became black as coal, their bodies engulfed in the burning flames of the nether-- now called nightmares, they seek to inflict pain and cause agony wherever they go.

The silver stags, once the epitome of the wonder and majesty of nature have become dark incarnations of the Wild Lands, seeking to destroy any who would dare enter their domain. As for the unicorns... none has been seen in nearly a century. It is widely believed that the curse, an affront to nature it self, caused the unicorns to take their own lives rather than bend to the will of such a defilement. If such is the case, then their end is far better than what they may have had to otherwise endure... if they are still present then surely nobody would want to imagine what horrors the unicorns may have become.

Delani

Humans come in a variety of sizes, shapes, and colors within the City States. Despite the many kinds of humans that call the temple cities their home, one kind that cannot be found are the gold skinned folk known as the Delani. The Delani humans, better known as "Sunfolk", were the creation of Tah'aveen's sister, Tah'alia, Goddess of the Sun. Although not specifically named in the war against the elves, the Delani were quickly bundled in with them as heretics. Having seen what had become of the elves, the Delani were quick to retreat into the Wild Lands, hoping to stay beyond the reach of the faithful.

The Delani appear as humans in all aspect save their skin, which is the color of polished gold. Unlike the other beings within the Wild Lands, the Sunfolk somehow managed to avoid being affected by the curse, a trait which leads some scholars to believe that the Sunfolk may have had a hand in creating it. With the Wild Lands turned against the faithful of Tah'aveen, it may be that the Delani are merely biding their time, waiting for the empire's weakness to be at its greatest... and then? The Goddess only knows...

* * * * * *

The Undead

Though there are enough varieties of Undead to fill a small tome, many of them are so rare or foreign as to be considered non-existent. The six kinds of Undead listed here consist of three corporeal (solid) Undead and three ethereal (not-able-to-be-touched). Of these six undead, four are considered Lesser (Corpse, Ghoul, Shade, and Specter), while the remaining two (Wights & Wraiths) are considered Greater. For the sake of simplicity, assume that Lesser Undead are generally not as much of a threat as Greater Undead and that Greater Undead may maintain a certain amount of sentience, unlike Lesser Undead, which are considered animalistic and/or brainless.

Corpses

Corpses describe any number of mindless undead. While some might describe certain Corpses as "Zombies", "Skeletons", "Walking-Dead", or "Risen", most scholars agree that any of such sub-classifications fit into the Corpse category. Corpses are capable of only the most rudimentary forms of thought and reasoning. They have a never-ending desire to feed, and they will eat any organic matter as long as it is not another animated undead (most learned men speculate that they are repulsed by the magic animating fellow undead). The only thing more prominent in a Corpse's mind than eating is to kill; the dead cannot abide the presence of the living.

All Corpses have slow, jerky movements. They are not good combatants, but they are tenacious and do not tire. Corpses have no sense of pain, fear, or self-preservation. Against a single Corpse, even a below-average fighter is able to hold their own, but Corpses do congregate in packs... sometimes in the hundreds, and not even a seasoned warrior has the staying power to combat several dozen undead, especially when it may take twenty blows to get one to fall... and even then it might still keep coming.

Ghouls

Ghouls are much less common than Corpses, and that is a very good thing. Despite being much faster and skillful than Corpses, Ghouls are also incredibly crafty. Even though they lack anything more than the most rudimentary ability to reason and plan, Ghouls are very good at ambushing and as hunters they are both stealthy and precise. Ghouls usually attack from the shadows and attempt to kill their prey with a single attack, preferably straight to the heart-- their elongated claws make this quite feasible.

Unlike Corpses, Ghouls do not attack the living out of hated for life-- they do so as a way to procreate. Any humanoid slain by a Ghoul's strike to his or her heart will arise as an undead within minutes. Oddly enough, even though Ghouls are lesser undead and possess no real sentience of their own, the undead created by a Ghoul in this way are actually more powerful than their progenitors. If a Ghoul kills their victim any other way the victim's body will be reanimated as a Ghoul at nightfall the following night. Regardless of the undead created, it can be a very frightening thing should Ghoul infestations not caught and dealt with quickly.

Wights

Wights are the most powerful of the corporal undead. As Greater undead, Wights retain most of their sentience; some even maintain some of their memories from life. Their change to an unliving status takes its toll on their sanity regardless, and most become just as bloodthirsty and murder-prone as their brainless undead kin... the main difference is that a Wight can go about it in "new" and "interesting" ways.

Even though Wights are 'born' from Ghoul attacks, Wights do not possess the ability to raise more undead. Like Corpses, however, Wights tend to have a voracious appetite, though the exact 'flavor' of their diet might different from Wight to Wight. Most Wights ingest the bodies of recently slain victims, though others may siphon the soul instead and feed the bodies to Corpse "pets". On occasion, some Wights feed off of fear, hate, or jealousy, making homes near locations of such strong emotions or taking prisoners who they keep alive so their emotions can be regularly harvested.

Shades

Among the non-corporal undead, Shades are the most common. Shades are malevolent ghosts brought into being when someone dies a horrible death and are not given funeral rights. Shades usually wander near the site of their death, though sometimes they may manifest near somewhere that was important to them in life. Shades are completely thoughtless and without any sense of reasoning. Their only goal and driving force is to slay as many living creatures as possible.

Places where Shades manifest are usually devoid of any kind of animals; plants have withered and died; bodies may be left decomposing in the open. Shades do not kill by physical means, rather, the 'touch' of a shade siphons out a portion of a living creature's life essence. Powerful magic users or priests can usually protect themselves from this attack, but anyone without defense quickly succumbs. A Shade's inability to interact with the physical world means that it is unable to cover up signs of its presence... not that it would considering that it is mindless.

Specters

Somewhat more powerful than a Shade, Specters are, nonetheless, still considered mindless and, therefore, considered to be lesser undead. A Specter is the soul of an evil individual with great willpower whose malevolent hatred animated a portion of their spirit even after their death. Specters are incredibly dangerous beings who want nothing more than to slaughter every sentient creature they come across. What's worse is that, unlike Shades, they are not tied to any location, leaving them free to hunt for prey.

Specters, like Shades, are capable of siphoning out life force from its victims. Unlike Shades, Specters can affect the physical world and often torment their chosen prey by throwing rocks and stones, raising up a whirlwind of debris, and even wielding unattended weapons. Despite their ability to 'grasp' physical objects, Specters remain impossible to affect physically. If that were not bad enough, anyone killed by the life draining touch of a Specter will raise after sunset on the following night as a Shade.

Wraiths

Considered one of the most dangerous undead, Wraiths are pure evil. Many conjecture that Wraiths are not 'real' undead, meaning they are not a single entity brought back to a semi-balance of life, rather they are the coalesced sins of dozens upon dozens of evil-doers, sinners, and sadists. In possession of a dark intellect, Wraiths show clear and obvious signs of intent in everything they do... and everything they do revolves around the murder, torment, and infliction of agony to anything and everything within their power.

Most Wraiths have at least some magical capabilities, often including but not limited to elemental magic and Focus, which Wraiths take a particular dark glee in-- especially when they transfer some of their 'unlife essence' to an unfortunate soul. A living caster would normally give an ailing patient some of their health but in the case of a Wraith, they provide the victim a taste of death. The resulting reaction is often akin to a stroke, heart-attack, or downright shutdown of the target's body. For every ten victims of such a horrible fate a new Wraith is born. It is for this purpose that Wraiths are hunted down and exterminated as soon as they are discovered.

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Elementals

Elementals, though not specifically evil, often create problems for travelers nonetheless. Most elementals harbor a strong hatred for the religious due to the schism created in the world with the coming of the gods. Though they are not biological creatures, they do have life cycles and they consume, excrete, sleep, reproduce, and expire. Fire, Water, Earth, and Air elementals are the least rare 'species' of elementals, though there exist Proto-Elementals, which are the 'offspring' that result when elementals of two varieties produce young. Even rare is the Quasi-Elemental, the result of a union between an elemental and a biological creature.

Elementals

True Elementals are rare indeed in this day and age. Most have been either imprisoned in magical devices or locked away in other realms or realities. Many elementals still present have gone insane due to the affect the elves' curse has had on the natural world, while others lay dormant, trapped deep within the essence of their specific element manifested in the world. When manifested and unrestrained, most elementals take a roughly humanoid form. Despite their composition, elementals are capable of running a full gambit of temperatures, cohesion, and tangibility (Fire Elementals need not be hot, Water Elementals do not always get people wet when touched, and Earth Elementals are not required to be rock-hard).

Although several stereotypes are prevalent within the Elemental world, they do not always ring true. Fire Elementals and Water Elementals are known for having incredibly powerful passions; Air Elementals usually suffer from wanderlust and sudden fits of manic depression; Earth Elementals are often quite deliberate and consistent. These are generalities, of course, and any individual has the capacity for any amount of variance. This amount of variety explains why some elementals interact with others outside their own element.

Proto-Elementals

Although Elementals general maintain societies and interact with only their own element, there are rare occasions when Elementals of differing varieties might fall in love, join together, and create one or more offspring that are of neither parent's people. These combinations of elements are known as Proto-Elementals. While Proto-Elementals are a species of their own and can reproduce with others of their own Proto-Elemental kind, they are sterile with any other being, elemental or otherwise.

Proto-Elementals are usually shunned by all other elementals and sometimes even by their own parents. Most Proto-Elementals become loners, existing far away from anything and everything else. Some end up giving in to the insanity of the lonely and go out in a blaze (or tidal wave, or flurry, or quake?) of glory. Still, others somehow manage to find one of the fabled Six Cities of Union-- one for each of the six kinds of Proto-Elementals (Acid, Lava, Steam, Mud, Storm, Dust).

Quasi-Elementals

While the union between two different Elementals is rare, rarer still is the union of an Elemental and a mortal creature. Most Elementals consider beings of flesh to be dirty (or in the case of Earth Elementals where 'dirt' is a good thing, they're 'squishy') but, in the most limited of occasions, emotion, familiarity, or just plain old lust overrides normal inhibitions. Any Elemental has the capacity to have intimate relations with a being of flesh without causing harm to him or her, but, even if the act is possible, conception is unlikely. Rarely, when conception does take place, still births and miscarriages are common enough. Still, despite all of the more likely outcomes, it is still POSSIBLE for a child to be born of such a coupling.

Offspring born to an Elemental female usually take the shape of the fleshy parent. For example, a female earth elemental who mates with a stallion would give birth to a stone foal, or a fire elemental who couples with an eagle might birth a fiery bird (some scholars conjecture that being the origins of the Phoenix). The progeny of a fleshy female usually retain traces of their Elemental lineage. An example of this might be a human woman who took a water elemental as a lover might birth a human baby with blue hair, blue eyes, and light blue skin who is capable of breathing underwater, or a bat woman who takes an air elemental for a lover might bear a gray-furred child who can create wind to aid in flight, and is perfectly capable of flying even those his/her wings have no membranes.

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The Draconids of the Wild Lands

The final creature type included here are the Draconids. These species are all descended from the Great Wyrms of ages past, though none hold the same might and magical prowess of their ancestors. Known to be creatures born of mana itself, the Great Wyrms had power beyond measure and were forces of nature in their own right. These creatures knew no limit and their mere existence could change the world. In the rare occasion that the bloodline of the Wyrm crossed with other creatures, the resulting offspring came to be known as Draconids. These species bred true and still exist today, divided into the categories of Serpents, Drakes, and Dragon-Kin. Although no True Dragons are known to exist any longer, they are also included here for reference.

Serpents

Although the lineage of Dragons has been diluted over the course of millenia, many reptiles still hold true to the bloodline. Serpents are any of three specific subspecies that maintain a mystical connection to dragonkind. This connection manifests in ways specific to the subspecies. The three subspecies of Serpents include Slithers, Basilisks, and Wurms. While sentient, most Serpents are a far cry from the incredible genius that were said to be the minds of dragons.

The most common Serpent is the Slither, which resembles a 20' long snake with a draconic head and a pair of spindly forearms; at the end of their tails, they has a hooked stinger. Slithers come in a variety of colors, and are ringed or striped with at least three different hues. They often use their arms for clawing, climbing, and crawling; though they are skilled swimmers they usually hold their arms in close and use their serpentine body like a snake might when it navigates the water. Its connection to its ancient kin is the virulent poison it carries both in its tail stinger and its fangs.

Basilisks are large lizards approximately a dozen feet in length. They resemble a mix between a monitor lizard and an alligator, and have six legs-- to those lacking knowledge of the Wild Lands they are sometimes mistaken from afar as Snap-Jaws, but their bodies are situated too close to the ground and do not have the porcine hunch to the back nor the quills. A Basilisk's connection to its dragon ancestors is its eyes which causes paralysis to anyone who meets its gaze.

Of all three Serpents, Wurms are the closest in shape and temperament to their dragon ancestors; they are also the rarest. Although they are wingless, Wurms have incredibly powerful legs which they use for jumping and climbing and they make good use of all forms of movement. Wurms are cautious creatures, often biding their time before making any decision whether it be if a specific prey is the right one for them or if it should lair on the east or west side of a hill. Wurms are the only Serpent capable of speech, though they are rarely inclined to talk to a prospective meal, aka, a city dweller.

Drakes

Winged Draconid descendants of Dragons are known collectively as Drakes. Although a far cry from their Dragon ancestors of ages past, Drakes are still very mighty in their own right. As with Serpents, each of the subspecies has a power or trait that connects it with the mighty Dragons of yore. The three subspecies of Drakes include Drachons, Wyverns, and Chimera. Drakes tend to be lighter and more intelligent than Serpents, though not quite as rugged. As such, Drakes are oftenless likely to be overtly physical, and may, on rare occasions, actually be convinced to converse if the discussion intrigues them.

Wyverns are the most common of all Drakes and, unfortunately, are the most ornery, most sadistic, and most likely to attack. Aside from having no front legs, Wyverns look very much like smaller versions of ancient dragons, growing to be about 18' tall. Instead of front legs, a Wyvern has wings very similar to bats; extending from the shoulder blade in segmented parts, the middle joint has three vestigial claws that help with climbing and hanging. Wyverns are not very coordinated when walking on the ground, having to chose between bobbling forward on its hind legs, or else lurking along hunched over on all fours, wings half-splayed like a courtesan's frilly ball gown (do NOT point that out if you hope to live). Wyverns have a poisonous tail which it uses often and with great glee, reveling in the screams of those affected by its burning venom.

Also known as "feathered dragons", Drachons have both Dragons and Birds far back in their family tree. They resemble traditional dragons except that they have feathery wings instead of reptilian ones. The scales of their body are interspersed with feathers, and a great feathery 'cowl' surrounds their neck. Many a teenage Doenian has spent hours lewdly contemplating on how a dragon and a bird could possibly create an offspring, but most learned sages simply acknowledge that dragons were highly magical creatures; with highly magical creatures, anything is possible... and they leave it at that. Scarcely larger than a horse, Drachons are on the more diminutive side, but their innate magical talent, passed down through the ages from their ancestors usually more than makes up for that. One of the most intelligent of all Draconids, Drachons are also the most likely to act peacefully when encountered.

Brutish and bestial, the Chimera would be considered the dumbest of the Drakes if not for the fact that it has three heads and, by extension, three brains. A Chimera is a large creature, about 15' from nose to rump. It has the body of a lion, though instead of fur it has a smooth hide of dragon scales. The Chimeras three heads are all situated on its shoulders; one head is a lion's head, complete with golden mane; one head is the head of a dragon, fiery breath and all; the final head is that of a stallion, stag, or goat, depending on who you ask. Nobody has yet come up with a definitive answer of what genealogy is responsible for the Chimera... and, considering the split-personality disorders common in the race nobody really wants to ask one.

Dragon-Kin

In the far reaches of ancient history there are stories about dragons taking humanoid lovers. While such stories are far fetched and hard to believe, the fact that humanoid dragons exist today may lend some degree of credence to the tales. That being said, these humanoid dragons, known collectively as Dragon-Kin share many similarities to their dragon ancestors, though they are far enough removed that they only have diluted remnants of power passed down to them from their great progenitors.

Winged Dragon-Kin are most commonly encountered outside of the cities as they tend to take to life in the Wild Lands better than their wingless brethren. They, like the rest of the Draconids tend to get along well despite the elven curse, suggesting that they too are resistant to the elven magic. Due to their weaker link to their dragon ancestors, very few Winged Dragon-Kin have any great ability with magic, though some few have the fiery breath of their ancient forebearers.

Dragon-Kin who have no wings could often pass for a city dwelling Alligator or Crocodile, assuming nobody looked too closely. In fact, due to this similarity, most choose a life under the protective powers of the clergy, finding it easier to fit in than to try and connect with the long-gone race of dragons that spawned their kind ages ago. Even if discovered for what they are, most city dwellers are more than content enough to leave the Dragon-Kin alone, but those that choose to flaunt their heritage within the city are usually dealt with harshly; few of the powers that be have any tolerance for an uppity descendant of a veritable force of nature.

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