Post by Ashten of the Dark on Jan 22, 2008 17:22:19 GMT -5
The Stars you see are the Major Named cities. The black areas are Fog of War, it won't be revealed to you until you explore it. The map is COMPLETELY remade. Its COMPLETELY unique. Made by myself personally.
Races
Valashen (Ash Bloods) - The Valashen are distant relatives of Vampires. The things that seperate these two are that Valashen resemble the race they branched from except for monsters or 'Primitive Races'. Also, the fangs of the 'Vampires' do not show until they are about to feed or hunger forces them to show. If a Valashen has recently fed, then his/her 'affliction' is impossible to see, but if the longer the person stays away from feeding, their faces grow paler as time passes, and their irises start getting a red tint. If the vampire doesn't feed for over one month, they die of starvation. These can live off of animal blood, though it makes them much weaker and it their eyes turn gold-tinted instead of normal. They are Immortal once they are turned, they are reaged to that of around 20's except when you are turned below that, then you stay.
Oken (Tree Singers) - The Oken are a people of nature. They appear as deer people. They stand as humans with human-ish hands (Furred) but hooved for feet. They have a telepathic link with nature. The males have ornamental antler. They are used for battle and looks for the larger the antler, the older you are, which in turn means the more wisdom you have. The oken are born warirors along with nature. They also have a tendecy to be shamans, are nature users. They are able to be samurais, or warrior of honor. The Oken are spritually intuned with nature, which allows them to talk to them telepathically. Oken naming is that of Natives. (ex: Spiritwalker) The typical lifespan of an Oken is about 200-220 years.
Humans (Jack of All Trades): The humans are a stubborn race. They believe everything to be about themselves. Some humans are fun-loving and kind, but that can be rare. In turn though, they are able to become masters of anything or everything. The humans are also less talented in most things due to that jack of all trade nature. A majik-based race can beat most humans in a magical duel, while a warrior-based race can beat most humans in a brawl. Humans live from 70-100 years at MAX. The human race is also the most varietized of them all. They come in multiple nationalities.
Nationalities
Alwraithian (Body Bags): The Alwraithian humans are a grim nationality. The live near the graveyards of Alwraithia. The wraiths that roam that area have a great influence among these people. The people have pale faces and their eyes have a greyish tint. Many people here are possessed by ghosts, earning this race the nickname "Body Bags". They are sad people and they tend not to really notice things that happen around us. The kings and the guards however, are different stories. The king, Asrath, is a Lich. He has great majikal abilities in his deathly state and he has been ruling for around 15 years now. The guards are possessed by Death Knights, making them great warriors. The people make good Necromancers or Sorcerors. This is not well known because most or posessed.
Dunetarian (Desert Nomads): The Dunetarians are Desert Nomads. They wander the desert and may stop in the town of Dunetaria. They have rough, dark skin due to the constant sunlight and blowing sands. They generally wear scarves and goggles. They usually carry guns, but the guns on Amaranthine are low tech. ( You know, for balance. ) They want around the desert with Kiwafi, sand lizards. They have a natural thingyy attitude and they tend to get themselves killed like that. They are great warriors though, knowing how to communicate well to get their job done. These people live to about 50-60's.
Growthians (Plain Warriors): The growthians as they have become are inhabitants of the plain, The Growth. The people here have fair skin and red or black hair generally. They are great warriors and archers naturally. They have one of the strongest Militia because all the towns in The Growth share the military because they are strongly united people. That is what makes the Growthians a powerful race. They ride Starlits, or star mounts. These can reign from birds to horses to even mules. A starlit is the phyisical animal form of the persons soul, granted by the stars. An old Growthian hero, Aslethia had a pegasus as her starlit, signifying her purity and honor in battle. All starlits, no matter the animal, are of ridable size. The way they look are personalized by the persons imagination.( Anyone that wants to be a Human Growthian, come to me and I will assign you a starlit. It is based on your characters personality. ) They generally become Paladins, Warriors, And Some Majes and Marksmen. These people live to about 60's.
Arcian (Majik Influenced): The Arcen are probably the most majik influenced people of all the human races. They live in the majik blessed area of the Portal Realms. This area is well known for all the portal openings to other Realms. This has drawn in humans for research and curiousity. There is many Arcen in Amaranthine but this area is nothing but majes. Houses are nothing but small libraries with beds and a kitchen. They base their entire like on majik and refuse to leave till they are satisfied. When they believe that are strong enough, they enter the portals to understand what is beyond. A person has never returned from one of these portals. Arcen have jet black hair and deep brown eyes unless they study a specific kind a majik, then they may turn red, purple or gold. These people live to about 80's.
Wastian (The Unwanteds): The Rojian are the sneakiest and most unwanted people in Amantathine. They take homage in the Wastes, a valley where no one else wishes to live, so these people live here, where they are left alone. It is commonly know as 'rogue land'. Only people who were cast away live here in harmony. They live off of the environment, as hard as it may be. They make a living by pickpocketing or carving statuettes from the bone of Urca, or land whales. These people have nowhere left to go, so they tend to fight often. The Wastes have a total of 6 united cities. The Wastian people are of many ethnicities. They can be of any Nationality, but they are generally sneaky, just to survive. It was said that all people that have no home live here. The Unwanteds. They are experts at picking locks, pickpocketing, and assassinating if it may come to it. There is a council to hold it together. These people live to about 60's.
Nortian (Nomad Barbarians): The Northern areas, or Northa, is the coldest places, where the Barbarians live. They are large and live long due to great health, which is necessary to live in the cold weather. They use large weapons, live in tents, and follow the food source. They are constantly moving and hate outsiders. They stand about 6'6'' with great muscles. They are constantly moving, travelling with food, which builds stamina. They have a large tent which is used as the council tent. This is where the many of the tribes would meet for temporary treatys. This is also where they go to drink and eat before marching to war. The Nortians are war crazed. They fight between themselves due to indifferences or loot. That is the way of the Barbarians. These people live to about 50's for reasons of war, not age.
Nationalties End
Manalia (Majik Casters): The Manalia are a mystic race. They are based on the elements. Fire, Earth, Water, Wind, Heart! Together we form! CAPTAIN PLANET!!! XD Kidding Kidding. But they have a wide variety of spell they can cast. I will list them now. Fire, Earth, Wind, Water, Metal, Wood, Sound, and lastly Shadow. The Manalia are elementals. They're hair is that of their element lore. When a Manalia is born, they are born pale and white headed. This means they have yet to absorb their element of choice. They stay looking like this till the age of 8 ( You notice that is when a boy/girl is of age to be baptized ). This is the age when the child chooses his life and his lore. All the elements are spread out on a table in their respectife forms. Fire as fire, Water as bowl of water, wind is around him and sound is created by him. The child focuses on that element and his body slowly becomes that element. (Eye color changes to that of the element and their irises change to that of the element..) Fire is Red Hair and their eyes have flames in them, Water is Blue Hair, Their eyes are misty. Wind is blue hair, eyes have a tornado figure in their eyes. Metal is silver hair, eyes stay a solid grey, Earth is brown hair, eyes are cracks. Wood is a forest green, eyes are of leefy color. Sound is yellowish tint. Shadow is purple hair hair and eyes are deathly are a misty purple. They are immortal. Once they absorb the element, they have the power to change into an elemental of that element. The only exception is Sound, Which has no form.
Cualria ( Wound Priests ): The Cualria are natural born healers. They are born with the power of Light. They are people with Blonde to Silver hair, and Blue eyes. They have slender figures and fair skin. They are born with the gift of the Light of Heavens. This light surrounds them with a faint glow when they prepare to unlock their powers. These people also have the power to cast holy offense spells. These are such a Daze, Blind, Bind, So forth.
These people live to about 80-120. They can live longer if they put their spells to good use. They are said to be 'gifted by the gods' as most people say. These people make great priests, and some make good warriors. When a Cualria is at a prime, such as 30-40, they are given the power to sprout angel wings and use light spawned weapons. ^^ Fun Stuff.
Avier ( Bird Smiths ): The Avier are cousin of the BirdMen most of you know and love. These people tend to live in mountains and also have a short temper. They live in caves high up in the mountain peaks. These peaks provide safety as well as solitude. The Avier are master smiths. They create the most delicate and balanced weapons in Amaranthine. The weapons they craft are unique and each are created with hard work. The Avier make great warrior due to their smithy lifestyle, which gives them strong arms. They use the high heights along with the cold air to keep themselves from overheating and their wings make good windblockers. An Avierian myth says that once in a Avier's lifetime, they may create a perfect weapon. These are known as Ashua, or Spirit Weapons. These weapons were made from the heart and soul of an Avier and are meant to perfectly link with another. So after the creation of this weapon, an Avier may quest for years to find the weapons true owner. This is known as the Master Quest. It is rare and very few have found these weapons. Dragons are known to find unsuccessful Avier's and take the weapon to add to their collection. Aviers stand about 6'-7' and live to about 170 years.
Pledgling ( Animal Shapers ): The Pledglings are a race of devotion to nature. As it is obvious, the name pledgling comes from a pledge they gave to nature. This pledge is a word that gives their souls to the mother of nature, Greania, pledging eternal loyalty in exhange for the powers of nature. This lead to the ability to shape into any animal of their will. Before the pledge was made, they were known as Luino, or small men. These people were living saplings. Then man came to their realm and destroyed their home to the Luino gave the pledge to Greania, giving all the generations the abilities of nature. They have no original shape, though the most common form is that of a domestic animal such as a dog, cat, horse, and so forth. They can hear the words of Greania herself and when she gives a command, they must follow. A Pledgling can live to about 800 years thanks to Greania.
Primitive Races
Pertion (Land Crawlers):The Pertion are a primitive race that live under the surface. They are mole like creatures, blind but sensitive to light, and with claw like hands, but they have tall bodies like that of a human, and they also have a long snout on their faces. The Pertion tend to raid caves where a camp may be to dwell the light or merely for toolsto use, which they can see with a sort of Echo Location.
Yurton (Savage Raiders):The Yurton are a savage race. They raid and dominate misc. camps and caravans. They are are a tall brutish race that kills without mercy. They are tall and have two tusks that go down. They have beady eyes and a large nose. They a slight red skin tone and they have claws instead of fingernails. They are about 6'7'' to 7'7''. Ages range from 50 to 60. They have small jagged ears and they use crude weapons.
Aronic (Little Pests): The Aronic are smaller forms of the Yurton. They have leaner bodies to the point you can see some of their bones. They have the red tint and are shorter tempered but much more cowardly. They generally are used as scouts or lesser soldiers. These live from about 30's to 50's. They stand about 4'4'' to 5''.
More to come
Important Places/Things
Undadar ( City of Warriors ) - Home of the Growthians. This city is known for its powerful people and great strength. It is fairly large with many people. It is one of the only places in The Growth in which the people have settled and started building. The architecture for the city is rather primitive, using tents and skins as homes, such like the Indians. The people do move out but much of the land outside the city has begun being cultivated for plants. In some cases, some animals have even began to become domesticated. Economically, this county is very communist, working together to form a good economy. Leader is decided by strength. Males are the Dominant.
Protia ( City of Portals ) - Home of the Arcians. This city is known greatly for its immense knowledge. The people living here have libraries full of books about demons, the Burning Hells, the Darklands, and other otherworldly places. The buildings here are made of a very rare metal, Demonium, named after the location of the metal. The Land of Demons. They are built very much like modern buildings, but more twisted and made to the users freedom, forgoing architectural sense. These were shaped with magic, which is the only way Demonium can be shaped. People in these towns generally stay inside, or go into the random portals to search the Otherrealms. Economically, this country is complete Anarchy. There is no government, just people studying together. They have no bonds for each other, just a common goal, to earn knowledge. There is no Gender Dominance.
Deathpeak ( City of the Undead ) - Home of the Alwraithians. This city is known for its undead inhabitants. The Architecture here is dark and dreary, their home being made of dark stones. They count as human, but only in appearance. The undead of this city rule, even the king, King Wroth, is undead, being a lich. The ground is dead, just like it inhabitants. The undead use the people as hosts for about 10 years, then leave, allowing them to reproduce for the next generation. The spirits move to the afterlife after their aligned Human passes away. This keeps balance among the spirits and Humans. When a new human is born, a new spirit is chosen. These people act just like normal humans, though paler and a bit colder. They have 'emotions' as well as anything. The waters that enter this barren turns to blood. This city is literally, A Ghost Town. Economically, this country is an Monarchy. There is no Gender Dominance.
Seoral ( City of Sand ) - Home of the Dunetarians. This city is known for its rough, but rich lifestyle. The people here live in Adobe Homes, or homes made of dried clay lifted into the air by sturdy supports. Living in The Dunes forced them to adapt heavily, inventing many things from sand 'vehicles' to a irrigation system. Such as the Nile, every year at a specific time, all three moons rise above the sky, pulling the waters with them. This floods the land, making it fertile to an extent. The people must then irrigate it to keep them alive. This technique is one that is mastered. Much of the people are nomads, though the people of Seoral tend to stay for their crops. The water is rich with fish, wish makes them a wide exporter of fish as well as anything. Economically, this country is a form of Democracy. There is Male Dominance.
Torgul ( City of Ice ) - Home of the Nortians. This city is known for its power. Architecture here is primitive and much like the Growthians, except with fur. The Torgul Barbarians are huge and the home is little. Torgul is the only city of the Northernlands that has stayed in the same place. Many people live here, but the city, most of the time, has little amount of people in it, all women. The men are out hunting for food. The Northernlands are harsh, thus the need for constant food is completely necessary. Caverns spread everywhere. The most greedty of the Primitive races live here, as well as a few savage ones. The greatest of the savage races that live here are Lothn, or Snow Worms. This city is powerful. As well as its inhabitants. Economically, the leader is the most powerful or most experienced. There is Male Dominance.
Bal'Shra (The Unforgivable Cities ) - Home of the Wastians. This city is known for its rogues that live there. The city is the largest of the six that reside in The Wastes. The Architecture is that of many of the different cultures. Many of the people here came here because they were banished from their homelands or have no where to go. Many Cultures here collide to form their own single culture. The Six Towns work together, but apart in many ways. They are constantly fighting, but help eachother (Sometimes ) in times of dire crisis. The after affects can be dangerous. Many heat reptilliands live her such as Lavanthes. These are giant serpants that live in the multitude of lava pools in the area. This country has a very divided Parliament. There is No Dominance.
Okorukan ( City of Nature ) - Home of the Oken. This city is known for its immense and breath-taking beauty. The Architecture is that of burrows and tree-homes. The burrows are decorated and dug out with near perfection and that of a million gems. The trees likewise are gorgeous, leaving many short-lived mortals in awe. These people are calm and collected, letting nothing bother them and avoiding violence as much as possible. Not that much else is known of these people because of their unsocial ways. They are ruled by an emperor, usually great in age and wisdom. There is Female Dominance, the men staying at home to take care of the children and gain knowledge while the females go out to hunt.
Elleane ( City of Elements ) - Home of the Manalia. This city is mostly known for the great elemental nature. The architecture is pure chaos, the homes taking shape that of the elements that live inside. A Water Manalias home may be a lake or pond while a Fire Manalia may be a great fire. These are brought to existence through Otherworldly manners. The elements tend to stay in groups, dividing the city into a multitude of districts. Fire District and so forth. There is some conflict within the city. The city is ruled by a Council, 1 from each element. There is no Dominance.
Alrein ( City in the Sky ) - Home of the Avien. This city is most known for its smithy's. The architecture is bult into the caves and walls of the mountain. Some even make nests on the edges. The city is very large with Aviens and can be very cramped sometimes. The families stay close together to learn one anothers trade and they eat what they get down on the ground, which is not too hard for them due to their main diet is that of fish. The Avient Government is a Council. There is no Dominance.
Religion(Working)
Atheism - This means you have no Religion. You believe that you live and you die, more in some cases, you live to influence the world to your believes.
Theism - This means you believe in a single God. This god is all mighty and creates and controls all.
Adaptism - This is the belief that a single race ruled all at the beginning but as time passed, the begin to change according to area, thus changing to the multiple races.
This is only a beginning draft.
Races
Valashen (Ash Bloods) - The Valashen are distant relatives of Vampires. The things that seperate these two are that Valashen resemble the race they branched from except for monsters or 'Primitive Races'. Also, the fangs of the 'Vampires' do not show until they are about to feed or hunger forces them to show. If a Valashen has recently fed, then his/her 'affliction' is impossible to see, but if the longer the person stays away from feeding, their faces grow paler as time passes, and their irises start getting a red tint. If the vampire doesn't feed for over one month, they die of starvation. These can live off of animal blood, though it makes them much weaker and it their eyes turn gold-tinted instead of normal. They are Immortal once they are turned, they are reaged to that of around 20's except when you are turned below that, then you stay.
Oken (Tree Singers) - The Oken are a people of nature. They appear as deer people. They stand as humans with human-ish hands (Furred) but hooved for feet. They have a telepathic link with nature. The males have ornamental antler. They are used for battle and looks for the larger the antler, the older you are, which in turn means the more wisdom you have. The oken are born warirors along with nature. They also have a tendecy to be shamans, are nature users. They are able to be samurais, or warrior of honor. The Oken are spritually intuned with nature, which allows them to talk to them telepathically. Oken naming is that of Natives. (ex: Spiritwalker) The typical lifespan of an Oken is about 200-220 years.
Humans (Jack of All Trades): The humans are a stubborn race. They believe everything to be about themselves. Some humans are fun-loving and kind, but that can be rare. In turn though, they are able to become masters of anything or everything. The humans are also less talented in most things due to that jack of all trade nature. A majik-based race can beat most humans in a magical duel, while a warrior-based race can beat most humans in a brawl. Humans live from 70-100 years at MAX. The human race is also the most varietized of them all. They come in multiple nationalities.
Nationalities
Alwraithian (Body Bags): The Alwraithian humans are a grim nationality. The live near the graveyards of Alwraithia. The wraiths that roam that area have a great influence among these people. The people have pale faces and their eyes have a greyish tint. Many people here are possessed by ghosts, earning this race the nickname "Body Bags". They are sad people and they tend not to really notice things that happen around us. The kings and the guards however, are different stories. The king, Asrath, is a Lich. He has great majikal abilities in his deathly state and he has been ruling for around 15 years now. The guards are possessed by Death Knights, making them great warriors. The people make good Necromancers or Sorcerors. This is not well known because most or posessed.
Dunetarian (Desert Nomads): The Dunetarians are Desert Nomads. They wander the desert and may stop in the town of Dunetaria. They have rough, dark skin due to the constant sunlight and blowing sands. They generally wear scarves and goggles. They usually carry guns, but the guns on Amaranthine are low tech. ( You know, for balance. ) They want around the desert with Kiwafi, sand lizards. They have a natural thingyy attitude and they tend to get themselves killed like that. They are great warriors though, knowing how to communicate well to get their job done. These people live to about 50-60's.
Growthians (Plain Warriors): The growthians as they have become are inhabitants of the plain, The Growth. The people here have fair skin and red or black hair generally. They are great warriors and archers naturally. They have one of the strongest Militia because all the towns in The Growth share the military because they are strongly united people. That is what makes the Growthians a powerful race. They ride Starlits, or star mounts. These can reign from birds to horses to even mules. A starlit is the phyisical animal form of the persons soul, granted by the stars. An old Growthian hero, Aslethia had a pegasus as her starlit, signifying her purity and honor in battle. All starlits, no matter the animal, are of ridable size. The way they look are personalized by the persons imagination.( Anyone that wants to be a Human Growthian, come to me and I will assign you a starlit. It is based on your characters personality. ) They generally become Paladins, Warriors, And Some Majes and Marksmen. These people live to about 60's.
Arcian (Majik Influenced): The Arcen are probably the most majik influenced people of all the human races. They live in the majik blessed area of the Portal Realms. This area is well known for all the portal openings to other Realms. This has drawn in humans for research and curiousity. There is many Arcen in Amaranthine but this area is nothing but majes. Houses are nothing but small libraries with beds and a kitchen. They base their entire like on majik and refuse to leave till they are satisfied. When they believe that are strong enough, they enter the portals to understand what is beyond. A person has never returned from one of these portals. Arcen have jet black hair and deep brown eyes unless they study a specific kind a majik, then they may turn red, purple or gold. These people live to about 80's.
Wastian (The Unwanteds): The Rojian are the sneakiest and most unwanted people in Amantathine. They take homage in the Wastes, a valley where no one else wishes to live, so these people live here, where they are left alone. It is commonly know as 'rogue land'. Only people who were cast away live here in harmony. They live off of the environment, as hard as it may be. They make a living by pickpocketing or carving statuettes from the bone of Urca, or land whales. These people have nowhere left to go, so they tend to fight often. The Wastes have a total of 6 united cities. The Wastian people are of many ethnicities. They can be of any Nationality, but they are generally sneaky, just to survive. It was said that all people that have no home live here. The Unwanteds. They are experts at picking locks, pickpocketing, and assassinating if it may come to it. There is a council to hold it together. These people live to about 60's.
Nortian (Nomad Barbarians): The Northern areas, or Northa, is the coldest places, where the Barbarians live. They are large and live long due to great health, which is necessary to live in the cold weather. They use large weapons, live in tents, and follow the food source. They are constantly moving and hate outsiders. They stand about 6'6'' with great muscles. They are constantly moving, travelling with food, which builds stamina. They have a large tent which is used as the council tent. This is where the many of the tribes would meet for temporary treatys. This is also where they go to drink and eat before marching to war. The Nortians are war crazed. They fight between themselves due to indifferences or loot. That is the way of the Barbarians. These people live to about 50's for reasons of war, not age.
Nationalties End
Manalia (Majik Casters): The Manalia are a mystic race. They are based on the elements. Fire, Earth, Water, Wind, Heart! Together we form! CAPTAIN PLANET!!! XD Kidding Kidding. But they have a wide variety of spell they can cast. I will list them now. Fire, Earth, Wind, Water, Metal, Wood, Sound, and lastly Shadow. The Manalia are elementals. They're hair is that of their element lore. When a Manalia is born, they are born pale and white headed. This means they have yet to absorb their element of choice. They stay looking like this till the age of 8 ( You notice that is when a boy/girl is of age to be baptized ). This is the age when the child chooses his life and his lore. All the elements are spread out on a table in their respectife forms. Fire as fire, Water as bowl of water, wind is around him and sound is created by him. The child focuses on that element and his body slowly becomes that element. (Eye color changes to that of the element and their irises change to that of the element..) Fire is Red Hair and their eyes have flames in them, Water is Blue Hair, Their eyes are misty. Wind is blue hair, eyes have a tornado figure in their eyes. Metal is silver hair, eyes stay a solid grey, Earth is brown hair, eyes are cracks. Wood is a forest green, eyes are of leefy color. Sound is yellowish tint. Shadow is purple hair hair and eyes are deathly are a misty purple. They are immortal. Once they absorb the element, they have the power to change into an elemental of that element. The only exception is Sound, Which has no form.
Cualria ( Wound Priests ): The Cualria are natural born healers. They are born with the power of Light. They are people with Blonde to Silver hair, and Blue eyes. They have slender figures and fair skin. They are born with the gift of the Light of Heavens. This light surrounds them with a faint glow when they prepare to unlock their powers. These people also have the power to cast holy offense spells. These are such a Daze, Blind, Bind, So forth.
These people live to about 80-120. They can live longer if they put their spells to good use. They are said to be 'gifted by the gods' as most people say. These people make great priests, and some make good warriors. When a Cualria is at a prime, such as 30-40, they are given the power to sprout angel wings and use light spawned weapons. ^^ Fun Stuff.
Avier ( Bird Smiths ): The Avier are cousin of the BirdMen most of you know and love. These people tend to live in mountains and also have a short temper. They live in caves high up in the mountain peaks. These peaks provide safety as well as solitude. The Avier are master smiths. They create the most delicate and balanced weapons in Amaranthine. The weapons they craft are unique and each are created with hard work. The Avier make great warrior due to their smithy lifestyle, which gives them strong arms. They use the high heights along with the cold air to keep themselves from overheating and their wings make good windblockers. An Avierian myth says that once in a Avier's lifetime, they may create a perfect weapon. These are known as Ashua, or Spirit Weapons. These weapons were made from the heart and soul of an Avier and are meant to perfectly link with another. So after the creation of this weapon, an Avier may quest for years to find the weapons true owner. This is known as the Master Quest. It is rare and very few have found these weapons. Dragons are known to find unsuccessful Avier's and take the weapon to add to their collection. Aviers stand about 6'-7' and live to about 170 years.
Pledgling ( Animal Shapers ): The Pledglings are a race of devotion to nature. As it is obvious, the name pledgling comes from a pledge they gave to nature. This pledge is a word that gives their souls to the mother of nature, Greania, pledging eternal loyalty in exhange for the powers of nature. This lead to the ability to shape into any animal of their will. Before the pledge was made, they were known as Luino, or small men. These people were living saplings. Then man came to their realm and destroyed their home to the Luino gave the pledge to Greania, giving all the generations the abilities of nature. They have no original shape, though the most common form is that of a domestic animal such as a dog, cat, horse, and so forth. They can hear the words of Greania herself and when she gives a command, they must follow. A Pledgling can live to about 800 years thanks to Greania.
Primitive Races
Pertion (Land Crawlers):The Pertion are a primitive race that live under the surface. They are mole like creatures, blind but sensitive to light, and with claw like hands, but they have tall bodies like that of a human, and they also have a long snout on their faces. The Pertion tend to raid caves where a camp may be to dwell the light or merely for toolsto use, which they can see with a sort of Echo Location.
Yurton (Savage Raiders):The Yurton are a savage race. They raid and dominate misc. camps and caravans. They are are a tall brutish race that kills without mercy. They are tall and have two tusks that go down. They have beady eyes and a large nose. They a slight red skin tone and they have claws instead of fingernails. They are about 6'7'' to 7'7''. Ages range from 50 to 60. They have small jagged ears and they use crude weapons.
Aronic (Little Pests): The Aronic are smaller forms of the Yurton. They have leaner bodies to the point you can see some of their bones. They have the red tint and are shorter tempered but much more cowardly. They generally are used as scouts or lesser soldiers. These live from about 30's to 50's. They stand about 4'4'' to 5''.
More to come
Important Places/Things
Undadar ( City of Warriors ) - Home of the Growthians. This city is known for its powerful people and great strength. It is fairly large with many people. It is one of the only places in The Growth in which the people have settled and started building. The architecture for the city is rather primitive, using tents and skins as homes, such like the Indians. The people do move out but much of the land outside the city has begun being cultivated for plants. In some cases, some animals have even began to become domesticated. Economically, this county is very communist, working together to form a good economy. Leader is decided by strength. Males are the Dominant.
Protia ( City of Portals ) - Home of the Arcians. This city is known greatly for its immense knowledge. The people living here have libraries full of books about demons, the Burning Hells, the Darklands, and other otherworldly places. The buildings here are made of a very rare metal, Demonium, named after the location of the metal. The Land of Demons. They are built very much like modern buildings, but more twisted and made to the users freedom, forgoing architectural sense. These were shaped with magic, which is the only way Demonium can be shaped. People in these towns generally stay inside, or go into the random portals to search the Otherrealms. Economically, this country is complete Anarchy. There is no government, just people studying together. They have no bonds for each other, just a common goal, to earn knowledge. There is no Gender Dominance.
Deathpeak ( City of the Undead ) - Home of the Alwraithians. This city is known for its undead inhabitants. The Architecture here is dark and dreary, their home being made of dark stones. They count as human, but only in appearance. The undead of this city rule, even the king, King Wroth, is undead, being a lich. The ground is dead, just like it inhabitants. The undead use the people as hosts for about 10 years, then leave, allowing them to reproduce for the next generation. The spirits move to the afterlife after their aligned Human passes away. This keeps balance among the spirits and Humans. When a new human is born, a new spirit is chosen. These people act just like normal humans, though paler and a bit colder. They have 'emotions' as well as anything. The waters that enter this barren turns to blood. This city is literally, A Ghost Town. Economically, this country is an Monarchy. There is no Gender Dominance.
Seoral ( City of Sand ) - Home of the Dunetarians. This city is known for its rough, but rich lifestyle. The people here live in Adobe Homes, or homes made of dried clay lifted into the air by sturdy supports. Living in The Dunes forced them to adapt heavily, inventing many things from sand 'vehicles' to a irrigation system. Such as the Nile, every year at a specific time, all three moons rise above the sky, pulling the waters with them. This floods the land, making it fertile to an extent. The people must then irrigate it to keep them alive. This technique is one that is mastered. Much of the people are nomads, though the people of Seoral tend to stay for their crops. The water is rich with fish, wish makes them a wide exporter of fish as well as anything. Economically, this country is a form of Democracy. There is Male Dominance.
Torgul ( City of Ice ) - Home of the Nortians. This city is known for its power. Architecture here is primitive and much like the Growthians, except with fur. The Torgul Barbarians are huge and the home is little. Torgul is the only city of the Northernlands that has stayed in the same place. Many people live here, but the city, most of the time, has little amount of people in it, all women. The men are out hunting for food. The Northernlands are harsh, thus the need for constant food is completely necessary. Caverns spread everywhere. The most greedty of the Primitive races live here, as well as a few savage ones. The greatest of the savage races that live here are Lothn, or Snow Worms. This city is powerful. As well as its inhabitants. Economically, the leader is the most powerful or most experienced. There is Male Dominance.
Bal'Shra (The Unforgivable Cities ) - Home of the Wastians. This city is known for its rogues that live there. The city is the largest of the six that reside in The Wastes. The Architecture is that of many of the different cultures. Many of the people here came here because they were banished from their homelands or have no where to go. Many Cultures here collide to form their own single culture. The Six Towns work together, but apart in many ways. They are constantly fighting, but help eachother (Sometimes ) in times of dire crisis. The after affects can be dangerous. Many heat reptilliands live her such as Lavanthes. These are giant serpants that live in the multitude of lava pools in the area. This country has a very divided Parliament. There is No Dominance.
Okorukan ( City of Nature ) - Home of the Oken. This city is known for its immense and breath-taking beauty. The Architecture is that of burrows and tree-homes. The burrows are decorated and dug out with near perfection and that of a million gems. The trees likewise are gorgeous, leaving many short-lived mortals in awe. These people are calm and collected, letting nothing bother them and avoiding violence as much as possible. Not that much else is known of these people because of their unsocial ways. They are ruled by an emperor, usually great in age and wisdom. There is Female Dominance, the men staying at home to take care of the children and gain knowledge while the females go out to hunt.
Elleane ( City of Elements ) - Home of the Manalia. This city is mostly known for the great elemental nature. The architecture is pure chaos, the homes taking shape that of the elements that live inside. A Water Manalias home may be a lake or pond while a Fire Manalia may be a great fire. These are brought to existence through Otherworldly manners. The elements tend to stay in groups, dividing the city into a multitude of districts. Fire District and so forth. There is some conflict within the city. The city is ruled by a Council, 1 from each element. There is no Dominance.
Alrein ( City in the Sky ) - Home of the Avien. This city is most known for its smithy's. The architecture is bult into the caves and walls of the mountain. Some even make nests on the edges. The city is very large with Aviens and can be very cramped sometimes. The families stay close together to learn one anothers trade and they eat what they get down on the ground, which is not too hard for them due to their main diet is that of fish. The Avient Government is a Council. There is no Dominance.
Religion(Working)
Atheism - This means you have no Religion. You believe that you live and you die, more in some cases, you live to influence the world to your believes.
Theism - This means you believe in a single God. This god is all mighty and creates and controls all.
Adaptism - This is the belief that a single race ruled all at the beginning but as time passed, the begin to change according to area, thus changing to the multiple races.
This is only a beginning draft.