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Rated: 18+ · Appendix · Fantasy · #2110918
A compendium manual of all things Yndyre.
The Yndyre Field Guide


Welcome to Yndyre, a land of abundance and adventure. We hope you’ll find your exploration of the land pleasant and perhaps indulge in some of its pleasures. We have created, for your convenience, a traveler’s field guide to this realm to help you find your way around and get acquainted with its inhabitants. Enjoy!

Trampltrum and GodofRevels


Contents:
The Five Regions
Gods and Goddesses
Species and Cultures
Magic
Known Characters


The Five Regions

The land of Yndyre can be divided into five major regions, each with its own unique climate, landscape, and native species to be found.

The North:

The north is known for being a harsher landscape, but what it lacks in agricultural goods, it makes up for in its natural resources of iron in the Lava Reaches and Overvektige Peaks and in its modest fleece production in Racovania. The creatures and humans to be found in the north are as hardened as their homelands and are not to be taken lightly.

Racovania

The only thing close to a city in the north are the villages that make up Racovania. This is the primary location for humans in the region, most of whom are small livestock farmers. These villages are generally poor and rely on the patronage of the local vampires, who serve as really the only political leaders in the area, and negotiate trades with the neighboring regions to secure agricultural goods for the humans. These services do not come free, however. In exchange for these services, the vampires, almost all of whom come from the illustrious Stranken family, can have their pick of the local maidens to keep as “cattle” for themselves.

Overvektige Peaks

Home to the highest mountains in all of Yndyre, very little is known about the Overvektige Peaks. They are considered very inhospitable, and the only humans who live around the area are the iron miners. However, it is considered home to a substantial population of harpies at its highest peaks. The locals are wary and do not venture too far up the mountains, but that does not stop some foolish travelers.

Lava Reaches

Just on the southernmost edge of the Overvektige Peaks lie the Lave Reaches, the barren wastelands at the bottom of a dormant volcano. Some lava wells near the base are mildly active, but it poses no threat to Yndyre. While there are some rich iron mines nearby, many would rather avoid this area as it is the known home to demons, who enjoy nothing more than torturing and tempting whatever victims they can find.

The East:

Lush and overgrown, the eastern region is a land of bounty and abundance. Various forests and meadows cover this area, making it seem like a veritable paradise. Most parts of the east would be paradise if it wasn’t for the protective and sometimes hostile native species who live there. It should be noted that none of them are like the monsters of the north who desire to torment victims; they would just rather be left alone.

Pyknos Verge

Just on the border with the central region, the massive forest known as Pyknos Verge is almost like stepping in a fairy tale. Elves and satyrs make up the sentient population in this area. Until now, they had been at war with each other, but have since settled into a steady peace. The forest is home to a large variety of plant and animal life, and the humans are slowly starting to encroach more on this territory.

The Ookh Dustbowl

The only portion of the east not overgrown with plant life, the Ookh Dustbowl, the steppes of the area, lie just on the border with the north. This land is home to the various orc clans, who prefer to be left alone, and the locals would like to keep it that way too.

Futotta-Machi

Really the only urban area of the east, the meadows and smaller mountains of this hidden gem of a city are just as peaceful as any part of the lush eastern lands. The city is fairly secluded, but the locals are friendly and willing to welcome guests into their home, as is traditional custom there. However, one should beware of the cleverly guised Futakuchi Onna who may eat you out of house and home. Kitsune also heavily populate the area, with only their best and brightest staying at the nearby monastery to study and become closer with the gods.

The South:

With the exception of some swampy jungles in its northernmost area, the south is particularly dry. It is however a hub for major trade routes. Spice trade is the major export of this area, but there are some other goods too. Just like the hot deserts though, beware the hot tempers of its inhabitants.

Samin Desert

Perhaps the harshest climate in the region, the Samin Desert is not an easy place to live. That however, hasn’t stopped its inhabitants. Various warlords stake their claims out in the sands and will battle with each other for precious resources. Some of the best warlord are known to have the conjuring powers of a vessel-djinn in their possession as well. Natural-djinn also live in the area, forming cities and societies of their own where they can pursue their endless quest for knowledge.

Roiling Bay

Found in the southernmost tip of the land, Roiling Bay serves as Yndyre’s major trade hub. This bustling city is home to many species, but the demographic is mainly made up of human pirates and sea traders as well as the handful of adventurous merfolk who trade with them. Just what lies beyond the southern seas? Well, that is for our pirates and sea farers to find out, but it is rumored that sirens might lie nearby.

Motee Marshes

Connected to the border of the eastern region, the jungles of the Motee Marshes are steeped in mystery. It is quite easy for one to become lost in this vast jungle. However, it is not devoid of civilization. The naga clans build massive temples and stone structures in the heart of this land, forever devoted to the gods. Rakshasa tribes run and hunt on the fringes of the area, trying to find the biggest and baddest game out there.

The West:

The west is fairly isolated from the rest of the realm. The large canyons and caves that surround the area are very good at keeping people from its greatest secret: Dew-Drop Forest, a haven in the wilds. None have yet survived the creatures of the canyons and forests to get close enough to this forest to discover its secrets and who lives there.

Dew-Drop Forest

The best kept secret in all of Yndyre, the Dew-Drop Forest is even more vast and varied than its eastern counterpart. This land is home to fiercely religious druids and the fairies, who are believed to be messengers of the gods. No sentient creature outside this forest has ever set foot in here, and to the inhabitants, it would be a disaster if they did.

Catacombs of Blood

Pocketed within the canyons of the area, the Catacombs of Blood are home to the lamia, who are sometimes considered to be crude, feral versions of the northern vampires. Many a traveler has tried to make their way across the canyons, only to become the victim of the lamia, who are only too eager to feast on their blood. Unfortunately, it is the only travel route to successfully lead from the south to the central region without going through the jungle.

Caverns of Sarkos

Along the northern border of the region are the various caves that make up the Caverns of Sarkos. The labyrinth created by these caves is almost impossible to navigate, and is even more frightening when you realize its only dwellers are the gorgons. Frightening statues of past victims line the paths of the caves. Safe to say, you should turn around now.

The Central Region:

The most urban of all the regions, the central area is home to the kingdom and various noble lords who control the land. The area is a bustling hodge podge of species and cultures, though it is mostly populated by humans. Other creatures are slowly beginning to immigrate here to learn about their ever increasing neighbors.

The Plains of Grobland

The farmlands surrounding Adinah are home to the human serfs and minotaurs who toil the land to provide enough food to the city and the palace, which is no small job. The people here can be a tad superstitious, but only because they are occasionally plagued by small werewolf packs.

Adinah

The main city of Yndyre, Adinah is where all the action is. Bustling and thriving, you can find any pleasure you desire in this city. Taverns and brothels dot the area along with the usual markets and homes. Satyrs have journeyed this far to see how much the humans can have to offer in the way of pleasures and revelries.

Bosch Keep

At the center of the city lies Bosch Keep, the king’s palace. There is no party or feast that can hold a candle to those held at the keep. The king is very eager to show off his wealth and property as well as his massive harem of buxom women from varying species. Adinah is a land of plenty and the king wants to make sure everyone knows it.

Gods and Goddesses

There are many gods and goddesses who make up the pantheon of Yndyre. While many could and choose to worship one major deity, most prefer to worship special trinities of gods depending on their needs and social stature. Each god or goddess is represented by a particular animal, and many noble houses use some of these animals as coats of arms for their house. Temples to these gods can be found all over the land.

The Four Primordial Gods (Creators of the Natural World)

Faldir – God of the skies. He is the eldest of these creator god siblings and created the heavens first. He is symbolized by the hawk, which he is sometimes known to turn into to oversee the world.

Ciros – God of the sun and king of the gods. When the world was finished, he fought with his brother, Faldir for control of the world. His trusted pet lion easily bested Faldir in his hawk-form. Husband to Nilheia.

Nilheia - Goddess of the moon and queen of the gods. Wife to Ciros. Her silver mare pulls the moon across the sky.

Yva - Goddess of fertility, nature, and herbivores. She is the primary goddess of the druids. Long ago, her human male consort, and father of her twin children, betrayed her, and fell for another. As punishment, she transformed him into a stag to forever be dependent upon her.

The Second Generation (Creators of Civilzation)

Araris - Goddess of wisdom. Daughter of Ciros and Nilheia. Wife to Aphenar. Among all animals, Araris saw the goat as the only one to aspire to loftier heights than its lowly birth, so she named it her sacred animal, making her somewhat a favorite of certain satyrs.

Aphenar - God of love. No known parentage. Husband of Araris. He chose the bull, a powerful masculine sexual energy as his sacred animal, making him a favorite of minotaurs.

Omes - God of war, murder, and unnatural death. Son of Ciros and Nilheia. One day, Omes stepped on a scorpion, which stung him and poisoned his foot. Because he was a god, he did not die, but came to respect the scorpion all the more.

Meremok – Messenger of the gods. He would sometimes turn himself into the guise of a fox to make himself swifter, and to occasionally play tricks on his fellow gods.

Ardoid - God of the hunt, predatory animals, and natural death. His arrows strike down those when it is their time to go. Son of Yva and twin to Enkoia. Ardoid turns into a wolf to go on hunts with his prized predators, making him a favorite of the werewolves.

Enkoia - Goddess of water and sustenance. Daughter of Yva and twin to Ardoid. The pike, a strong and independent fish, is her choice of sacred animal. She is favored by the merfolk.

Third Generation

Damus - God of death. Not the cause of death so much as the collector of souls to the underworld. Son of Aphenar and Araris. The rat, the devourer of all, became his favored pet.

Zolneas - Goddess of fire. Daughter of Omes. Sometimes is represented as a serpent with a tail on fire, who causes destruction. Favored of the gorgons and naga.

Jynera – Goddess of revelries and indulgence. No known parentage. Is actually a foreign goddess who came from unknown lands. Many of the traditional priests do not recognize her in the pantheon and consider her a passing fad. That has not stopped many, including the king himself, from worshipping her. The king has even made her sacred animal, the pig, his coat of arms. Jynera supposedly travels all over bringing the gift of fermentation, good food, and good times to any who will welcome her.

The Trinities

Many of Yndyre’s inhabitants worship a specific trinity of gods who symbolize their needs and social status. Here are just some of the more popular ones.

Life Cycle (Yva, Enkoia, Ardoid) - a trinity chosen by those devoted to nature and its process. Particular favorite to druids, elves, and satyrs. They represent the cycle of birth (Yva, the fertility goddess), life (Enkoia, whose waters give life to all), and death (Ardoid, whose arrows strike us down).

Death (Ardoid, Omes, Damus) - a trinity favored by werewolves in particular, but really for anyone who fears the afterlife. For the werewolves, they worship Omes to help them slaughter their prey, worship Ardoid to grant them swiftness in the hunt and natural death when their own time nears, and worship Damus to protect the souls of those they kill so that they may not haunt them in the realm of the living.

Political (Ciros, Omes, Zolneas) - those who hold positions of power choose this trinity to worship. Ciros, as king of the gods represents power and justice. Omes, god of war symbolizes how one keeps that power. And Zolneas, goddess of fire, represents what started civilization in the first place (fire).

Philosophical (Aphenar, Araris, Damus) - debating life, love, and the meaning of it all, those of the scholarly class turn to this trinity, who are also a small family unit within the pantheon. Araris, goddess of wisdom, no doubt belongs in here, but Aphenar, god of love, and Damus, god of death, are also things which give us pause to think.

Warrior (Omes, Araris, Meremok) - for the warrior classes, this is the triad to worship. They represent all aspects of war. Omes, god of slaughter will vanquish all foes. Araris, goddess of wisdom helps us strategize. And Meremok, messenger of the gods, helps armies communicate on the battlefield.

Celestial (Ciros, Nilheia, Faldir) - for those who practice the magical arts, such as djinn or fairies, this may be the trinity of their choice. Symbolic of the movement of the celestial bodies, and therefore fate, these three are chosen as the loftiest of the gods.

Species and Cultures

By now, you must realize that there are a variety of creatures and cultures that exist in the land of Yndyre. Here is but a brief explanation of each one.

Demons: Hedonistic creatures that dwell within the harsh wastelands. Their skin is as tough as granite and protects them from the local environmental hazards; they can even bathe in the lava to keep themselves clean. They view other beings as little more than playthings, capturing or manipulating them at will. They LOVE more than anything else to share their hedonistic nature with others, watching as it corrupts even the purest soul. Human princesses are a favorite target. They do not worship gods as much as believe they enact the gods’ wills on the world. Fueling their arrogance. While the stunning beauty of the demons is legendary, few are stupid or reckless enough to try and catch one for a harem. And those that do soon learn that the demons are more keen to be there than their "masters". Demons are very obviously different from humans and any other race in Yndyre thanks to their vibrant blood-red skin and spade-tipped tail. Coal-black hooves help them walk effortlessly across the magmatic wasteland they call home, and needle-sharp horns are used as style points along with their just as black hair.

Djinn: There are two types of djinn, the natural-born, and the vessel-born. Natural-born djinn are born of smokeless fire and are not bound to any item, or anyone for that matter. They have formed advanced societies to engage in the scholarly pursuits. Masters of conjuration magic, the djinn really want for nothing, but trade with humans for ancient scrolls, which only they can read. With all this studying, they have no time for baser needs such as exercise and extensive travel. Vessel-born djinn on the other hand, are a bi-product of alchemy, and are bound to whatever vessel the potion from which they were born was stored in. This can include bottles, hollowed rings, and even old oil lamps. They must obey the wishes of whoever possesses their vessel, and whenever they get a new master, their skin is magically branded for each new one. Vessel-born are not as intelligent as their natural-born cousins, but do still learn a lot from having extended longevity and learning from various masters. While the djinn respect the gods' powers, they do not consider them all-powerful creators, but rather powerful beings who co-exist with all life.

Druids: Known to worship primarily Yva, but also the whole Life Cycle Trinity, the druid society is all women, so it seems. Each woman is accompanied by a wild cat companion. It is believed that the druid women have magic to turn their husbands/mates into these cats as pets and protectors. They only transform them back when they must mate to reproduce. The women believe in keeping their bodies large and fat to accentuate their culture’s abundance and to please Yva as well as accentuate their maternal figures.

Elves: Elves up until now, had become a dying race. Wars with other species of the forest kept them from really thriving, and therefore being able to eat enough just to survive. They have thinner, more willowy forms, for now. Recent peace has allowed them to finally grow, repopulate, and enjoy the bounties of nature. They are therefore not used to the idea of having more than enough to eat, having very little to do, with no wars, and raising large families. Many will not notice the effects these changes have on their culture, and even more would choose to remain in denial about their sudden "growth." Their diets consist of mostly naturally growing fruits, but they are not opposed to hunting for meat when necessary. They consider themselves the stewards of nature, and protectors of the natural life cycle, represented by their worship of the life cycle trinity. They therefore fear and have very little to do with the other humanoid species who know nothing of nature's will. They have grown curious about humans as more and more of them encroach on their territory. Don't be fooled by their whimsical appearance. A mother elf with a baby strapped to her back is more deadly than any predator out there, when threatened. They are slowly sending scouts to human villages to observe them, and determine how much of a threat they are.

Fairies: considered by the druids to be messengers of Yva, the fertility goddess, herself, fairies are well respected in the western woods. Elves may think they are the stewards of the land, but they have not seen the powers wielded by fairies. Capable of keeping the land alive with their powers, the western woods knows no want of lack of food. The land blooms with their touch. While the druids do use the fairies as messengers among themselves, the fairies actually do not understand their language; they're just good mimics. The fairies speak their own language, which is considered to be an offshoot of the language of the gods. Despite their overall happiness with their place in the natural order, the fairies are fascinated by their druid friends' unusual ritual of gaining massive amounts of weight, and desire to try it for themselves to see if they can understand its purpose. While they never figure out its religious and spiritual significance, they do find it quite enjoyable, especially since it's so easy to over indulge on the nectar of the flowers they so love.

Futakuchi Onna: The futakuchi onna are tricksters by nature. They like to disguise themselves as beautiful women that have become lost to enter into peoples’ houses. Once inside they will wait till the owner is asleep and devour every morsel of food they can before leaving as swiftly as possible. They are extremely nomadic and have little in the way of culture, preferring to take from others rather than create anything themselves. Their long malleable hair makes them highly valued as dancers, so some people lay out massive feasts for them in their house to try and capture them.

Gorgons: Living in derelict temples in the Caverns of Sarkos, their diamond-hard claws help them carve away at the stone to form more complex structures, including the labyrinthine structure of the caves. The gorgon’s society revolves around a high priestess who voices the will of the gods to the people. Priestess's are chosen by committee and are forced to spend their lives listening for the whispers of the gods and accepting any offerings made to the gods through themselves. This leads to a lot of priestess's becoming fat due to their lack of activity and pampering. A gorgon looks like a human woman covered in scales. Their four toes are split into three thick ones in a splayed out formation at the front, tipped with a black talon, while the fourth dangles uselessly higher up the ankle. A long thick tail drags just behind their legs, and their hair consists of slithering serpent tails rather than actual strands of hair. Their skin color can vary between ghostly-pallid whites, to coal-black and virulent greens; with all manner of stripes covering them.

Harpies: The highest peaks of Yndyre are home to the Harpies; these winged all female creatures make their homes in the caves found in the top, where their thick feathers provide insulation from the biting winds. These same winds help the Harpies glide for miles across the Yndyre skies, searching for their next meal. The far-roaming Harpies are graced with long elegant feathers on their arms, tipped with clawed fingers, tufts of shorter feathers on their head and thighs, wide feathers for a tail and large four-clawed scaly feet, with three taloned toes pointing forwards and one behind to help them grasp. Harpies also have a seemingly bottomless stomach, meaning they are constantly in a state of at least mild hunger. This is believed to be because they are supposed to be emissaries of the gods, sent to punish those who insult the deities by eating all their food, hence the bottomless stomach. Practically this is quite a drawback to the race, as often when they find a large amount of food they will gorge until nothing remains, leaving some incapable of picking their swollen bellies off of the ground, rendering them temporarily flightless. Harpies can tell their families apart by feather color and orientation, meaning roosts of them are often a carpet of a single bright color. And despite their intelligence and sentience, Harpies feel little need to build homes any more complex than a pile of sticks; though they will take to living in a more elaborate home if offered.

Humans of Adinah: The city-dwellers believe that life’s too short to worry about the little things and believe in enjoying life to the fullest, none moreso than the king. The king is known to engage in his own pleasures by keeping a large harem of even larger women to show off his wealth to his vassals. Even his daughters are kept well-fed to marry them off to even wealthier lords. The main city works just to keep the food demand for the castle stable. There is no worry of a revolt though. Between all the trade with the other neighboring lords, the southern clans, and their own agricultural abundance, they are able to stay more than afloat.

Hybrids: What's fantasy without hybrid species? In the world of Yndyre, such occurrences are uncommon, but do happen occasionally. Most of the species we talk about here are humanoid, to an extent. Therefore, it is the human genome which can intermingle with the other species of Yndyre. In other words, a human and an elf can yield a child. A human and a kitsune can yield a child. But an elf and a kitsune cannot have children. Also, depending on what traits carry over, no two half-human hybrids are alike. Where one half-elf may inherit pointed ears, another may not. So, what species can interbreed with humans? Here are the following species that have that capability: Elves, Kitsune, Merfolk, Orcs, Satyrs, Minotaurs, Rakshasa, and Futakuchi Onna. Bear in mind, while humans don't really see a problem with it, each individual culture may have issue with these hybrids, reducing the frequency of such occurrences.

Jorogumo: Sometimes nicknamed "The Vampire of the East" these large creatures spend most of their time out of the bitter cold and snow of their homeland residing in caves, where they keep their prey. Jorogumo are a predatory species, catching anything that strays to close to their lair, brushing the silk trip-wires they leave across the surrounding landscape. Once they feel the vibrations of their webbing, Jorogumo race out of their caves with a scuttling of their many legs to catch the intruder. Using silky but incredibly strong webbing they bind their victims and drag them back. The Jorogumo do not directly eat their victims however, they instead use a weak form of magic to drain their life-force. Larger victims have often been found to contain more life-force for the Jorogumo to feed on, so they will sometimes find food for their victims, fattening them up to provide more food for themselves. However not all Jorogumo are this violent. Some live in the temples or even with humans, instead feeding on positive energy their hosts put out. Jorogumo resemble beautiful women from the waist up, dressed in silken finery; but with grey skin, sharp canines and a pair of slits above their red eyes. These slits are in fact another set of eyes, that they keep closed to try and fool potential victims. Below the waist they have the body of a large spider (approximately twelve imperial feet long), with eight strong legs powerful enough to carry incredible weights.

Kitsune: Very prim and having mild magical powers, most of which are curses they can place on people that offend them, the kitsune like to put on an air of superiority and regality. If this is insulted or questioned they curse others. Like true foxes they can be very greedy at times, often eating to their absolute limit if offered plentiful food. Kitsune resemble human women very heavily, with the exception of their large nine tails that spring out from the bottom of their backs; these tails are the same color as the Kitsune’s hair, making them appear quite beautiful. They also have long pointed ears that sometimes stick out of their vibrant hair. Kitsune are also quite religious, with some devoting their lives to living within the snow-capped temples, where they grow heavy and fat on a diet consisting of vast quantities of rice.

Lamia (AKA Low-Born Vampires): Cave dwellers by nature, the Lamia are not well known or documented by humans. What is known about them is that they have built vast cities within the walls of canyons where they lay in wait for unsuspecting travelers. With scales on their lower halves and massive claws, they strike a frightening figure. They are not picky and will choose any humanoid creature for their meals. They are not as generous as the noble vampires, but are not stupid either. They keep their prizes for somewhat lengthy amounts of time to fatten them for feeding an entire family. A Lamia will gorge on blood until way past full, and will hunt again when they are hungry once more. Of late, they have become lazier and more gluttonous. With more travelers frequenting their area, they have more than enough in blood to last for years, but choose to eat at will, having no restraint. The Lamia are not very religious and only offer small libations to Jynera, goddess of revels and excess, for providing them with their endless feasts.

Merfolk: The merfolk supposedly have a very peaceful society with none of the social troubles of "land dwellers," or at least that is what the nobles believe. Only the noble merfolk, who live directly within their underwater city, find their home a utopia, and have more than enough to eat. The peasantry, on the other hand, has to rely on other means just to get by. The merfolk are actually an incredibly wealthy culture, but they just don't know it. Gathering sunken treasures, such as gold and silver from shipwrecks, they trade with land dwelling traders and pirates, for what are to us, mundane items. Yet, so fascinated by human culture, the merfolk do not seem to notice they have been swindled. However, as tensions between the haves and have-nots arises, the merfolk are fascinated by another aspect of human culture: the food, and are enjoying it more than they should. Revolt may be in the future for the merfolk if times do not change. Merfolk are devoted solely to Enkoia, the water goddess, who rarely makes her physical presence known, and for the most part, the merfolk would like to do the same.

Minotaurs: Quite beefy and hard-working, the minotaurs live off the land mostly and are strongly religious. They can be seen as hermits by outsiders. This, combined with their bulk makes them common temple guardians in the cities. Despite being half cow they are not herbivores and actually employ a substantial amount of meat into their diet. Physically minotaurs resemble large humans, with cloven hooves on their feet, furry back-facing legs, a long tail with a hairy tip, large horns that jut out of their heads and a rather wide nose. In times of war Minotaurs are frightening shock troops, barrelling into enemy ranks and scattering them far and wide with swings of their huge horns and signature axes.

Naga: Deep in the heart of the jungles, the naga build their civilization. Massive stone temples dedicated to the gods dwarf the large structures that make up their cities. The naga consider themselves a superior lifeform and think of all others as useful for menial labor. As a result, the naga are deeply imbedded in the slave trade and will gladly take any lower lifeforms to do their bidding. Due to the extreme changes in the jungles brought on by the fluctuations of the rainy and dry seasons, the naga engage in a bizarre ritual. They eat vast quantities of food during the rainy, harvest seasons, building up massive stores of fat to survive the dry season. Visually Naga are an all-female species with the torso’s of beautiful women, with four arms and small slit-like noses. Their lover-proportions however are like that of massive serpents, thick and muscular, with vibrant patterns running down them.

"Noble" Vampires: No vampire can hold a candle to the illustrious Stranken family, whose progenitor, Eviana Stranken, is a cut above the rest. While very humanoid in appearance, they do not consider themselves in anyway "human." They wish not to be associated with the stupid cattle. At the same time, they recognize the sustenance these "bloodbags" provide, and consider themselves the protectors and patrons for these poor, defenseless souls. They will offer their protection and wealth to the neighboring villages in exchange for young, and delicious human maidens. Blood is like fine wine to these vampires, and they will often engage in blood trade to share vintages. These maidens are by no means tortured or kept cruelly. The most delicious blood comes from a well-cared-for and subservient "pet." It is also important to make sure there's enough blood to go around for a family. So, these maidens are often well-fed to increase their blood supply. At first, they live in fear of their masters, but the vampires are clever and eventually convince their victims that they are indeed only protecting them from the dangers of the world. A select few, only those of noble and unique blood, may be chosen by a vampire to be turned, but all transformations must be approved by Eviana herself, which is no easy task. Lower, or younger vampires, are groomed for their positions by at first serving in menial tasks such as protecting their sire from the sun. The vampires themselves, considering themselves perfect, try to maintain a perfect body. Excess weight is frowned upon, and those who indulge too much are considered outcasts. That doesn't mean that doesn't happen, and those vampires consider themselves even more perfect because they embrace their darkest desires, and are proud of their rebellious nature. Hm, perhaps Eviana may be persuaded to see things differently. In terms of religion, the vampires would almost consider themselves gods in of themselves, but do humble themselves somewhat to gods associated with death.

Orcs: A nomadic race found all across the Ookh Dustbowl, the Orcs are on average a head taller than a man, have larger muscles and posses small tusks that protrude up from their lower jaw. They are also more sparsely covered in hair than humans, so bodily hair is reduced to a mohawk in the males and a plume of tall hair in the females. There is no strength or height difference between the genders in Orcs, so females join the males in raiding, hunting and leading their warbands. Orcs are built to survive on very little; their metabolism stores all their excess food as fat at a shocking rate, as there is little idea where their next meal will come from. They share their habitat with Gazelle, Boar (which the Orcs eat or ride to battle), Manticore, Wyvern and Chimera. While most of the time these massive predators are avoided, some daring Orcs try to hunt them, as the prospect of feeding their tribe for months is sometimes a risk they are willing to take. These heavily scarred, battle-worn Orcs then decorate their Yurt huts with the skulls and other bones of their kills. In relation to toher races Orcs have a bit of a love/hate thing going on. Orcs will trade with or raid different races on a tribe-by-tribe basis. For example the Fang-Fist Clan see Humans as weaklings they can enslave, while the Gut-Burst Clan see humans as a valuable trading partner.

Pirates: Perhaps the most democratic of the human societies, the pirates of the southern coast believe in a policy of “all for one, and one for all.” They will never cheat each other, but will gladly cheat the greedy southern traders or the naïve merfolk. What’s more important to the pirates though, is adventure. They desire nothing more than to explore all the world has to offer and to find what lies beyond the borders of Yndyre. While they only have human captains, the pirates will accept any species willing to work among their ranks.

Rakshasa: Living in crude huts in the jungle, the rakshasa are proud hunters. They often try to outdo each other by bringing back larger kills than the rest of their pack. While males tend to be very aggressive the females can be seen as much more placid, but really are just more careful with when and how to employ their aggression. Complete kleptomaniacs and hoard anything shiny they can get their paws on; their shabby huts are lined with large gold supplies, the rest of it is decorated on their person. Are easily bribed with sweet foodstuffs. Visually Rakshasa resemble tigers that can walk on their hind legs; with massive sexual dimorphism present between them. Males resemble little more than tigers with opposable digits; they are heavily hunched over and brimming with muscle. Large jet-black horns strike back from their skulls, and thick tusks protrude from their lower jaw. By comparison the females are very thin and lithe; standing fully upright unlike the brutish males. Their faces are more human as well; the easiest difference between a female Rakshasa’s face and a human woman’s is the larger, almond-shaped eyes, small tusks and the petite black nose. In hunts the genders perform different roles based on their different physiology. While the females harass and frighten prey, raining arrows and spears from the treetops; males bulrush them in an ambush on the ground.

Satyrs: Born with the top half of a human and the bottom half of a goat, Satyrs roam many parts of Yndyre, but are found most heavily in Pyknos Verge. They have a wild and carefree nature, often turning up wherever they find celebration and merriment; although Satyrs have a habit of getting completely and utterly drunk, so are not the most ideal party guests. Society in Satyr culture is very simple, Satyrs gather together in herds of about 20-30 individuals, mostly comprised of families; they are then lead by whoever among them has the largest and most impressive horns. Disputes are often settled with insult slinging contests, or if that does not resolve things, the dueling pair will lock horns and wrestle. Whoever hits the ground first loses. Satyrs can be highly variable in appearance, bearing multiple different skin tones, fur colorations and horns that vary from simple nubs, to elaborate whirling spikes.

Sirens: Fish-eaters that live on rocky cliffs, the sirens are very inquisitive by nature and love to use their beautiful singing to draw people over so they can investigate them. Depending on the individual, their motives may change. Some promiscuous Sirens band together to draw sailors over for orgies, while others do it to pamper and fatten up their "victims" just to keep them around as company. They spend their time making beautiful lyres to aid in their singing and if captured by slavers are often bought up for bars to use as singers. As they have no use for money people pay them in food, mostly their favorite, fish. At first glance a Siren could easily be mistaken for a Harpie, and while they are related, there are some subtle differences. For starters Sirens have both wings and arms, unlike the harpies which simply have clawed wings. Next, Siren’s far more colourful feathers cover far more of their bodies; leaving only their faces, neck, chest, stomach, hands and thighs free of them. The last difference is how the feathers on their heads are arranged. Harpies have feathers that point upwards, while Sirens feathers flow down, almost like human hair. Sirens also lack the sharp pointed teeth of their inland cousins.

Southern Warlords: These warlords fight amongst themselves for goods, but rarely vie for each other’s total destruction. Among the most notable attributes are the voluptuous wives of these clan lords, who are treated as the greatest treasure the gods have given them. Because these wives are the bearers of their sons and heirs, they are pampered like nobody’s business. The most powerful warlords are known for having the powers of at least one or two gorgeous djinn at their disposal.

Werewolves: The werewolves live in familial packs and can range from small immediate families to large packs of extended families. All their kills are in sacrifice to their primary god, Ardoid, god of the hunt, but that doesn’t stop the fact that they do get carried away. The largest of these packs is run by the Red Bane, a fearsome beast who is very discerning about the victims he chooses to hunt. Visually, a fully transformed Werewolf is a wolf-large creature; standing 10 imperial feet tall, hunched over as it's knuckles drag on the floor, each finger and toe tipped with a flesh-rending claw. A Werewolf's strength is derived from its human form, with all the humans fat and muscle-mass creating a more powerful creature. To become a Werewolf, a human has to sleep under a Blood Moon. As the human's tired body tries to draw in energy, the magic of the Blood Moon fills that void, forcing them to transform every full-moon into a bloodthirsty monster.

Magic

Magic in Yndyre is a bit unique. Most magic is limited to certain "schools" or magical traditions that only certain species can master. Humans have made limited progress in mimicking these magics, but are not able to use the full abilities. These are the most popular schools of magic.

Alchemy - In their quest to achieve what they cannot using conjuration, most human wizards turn to alchemy. Alchemy is the art of taking apart something and breaking it down to its most basic parts and then reassembling those parts to make something new. Often this involves small-scale potion making, the residue left behind creating Vessel Djinn. However, most alchemists are really philosophers sharing their secret knowledge with other members of their guild. Alchemy is as much a magic of knowledge as it is minor conjuration. Still, many alchemists seek to achieve the impossible: turning items into gold.

Animism - The act of bringing the very earth to life, animism is the preferred magic of Elves and Fairies. Both species consider themselves the stewards of nature and use their abilities to protect and encourage land to grow. Fairies have a stronger animist magic than their elven counterparts though. Humans have very little interest in this magic.

Conjuration - A magic favored by Djinn, they want for nothing because of their gifts in the art of conjuration. Conjuration is the act of summoning material goods on a whim. Because the Djinn do not care for material goods, summoning basic needs is easy for them. Humans do prefer conjuration magic to study, but they have only had minimal success. They can summon small things such as basic foods, but they desire most of all to achieve the ability to summon gold as the Djinn are able to do.

Divination - The ability to see into the future and hear the advice of the gods, the best prophets are the Gorgons. Divination is not just any magic, it is a gift from the gods, and only their chosen are allowed to be privy to their conversations and know the will of fate.

Telepathy - Telepathy can mean many things. Mostly, it is used to either read the minds and memories of others, or even control their decision making. Vampires use these abilities to make their victims more vulnerable or even hypnotize an annoying werewolf who gets too close. Some pirates believe that a form of telepathy is being used when sirens use their song to lure humans to their coasts. Human wizards may or may not have abilities towards telepathy, but given its dark uses by the vampires, many dare not involve themselves with it.

Transfiguration - The druids women are known for using this kind of magic to transform their mates into wild felines to protect them. The Futakuchi Onna also use this ability to maintain their disguise as beautiful women. Transfiguration is the art of changing the physical properties of an object or living thing. Transfiguration does require more than just magical will. The druids use various talisman necklaces to maintain control of their transfiguration magic over their mates. Humans have a very limited knowledge of transfiguration magic, and have rarely seen it in action.

Known Inhabitants

Demons

Lucyfuge: A tall and imposing figure, Lucyfuge is a keen manipulator, who loves capturing locals and experimenting with them. She loves watching people crack under temptation, such as leaving them with temptation in a locked room. She has recently been testing to see just how big she can make people.

Viniahr: Fat as a sow and just as greedy, she devoted herself to a life of pleasure, especially gluttony.
She is known toCaptures people purely for the purpose of getting food for her, and even kidnaps royalty just to blackmail them into sending caravans of food to her castle. And while she is stunningly beautiful, her table manners are as disgusting as her face is captivating.

Djinn

Ketis: Though small and of a slight build, she is slowly developing a wider frame as seen in her beginning love-handles. She was a traveling scholar from the Samin Desert, but was inadvertently captured by the Lamia during her travels. Despite her predicament, she is fascinated to learn more about the Lamia culture as no one has lived to do so before. While she may be highly intelligent, her fatal slip may be thinking she’s too smart for the Lamia.

Druids

Lalsini: Accompanied by her companion/mate, the black panther, Ajax, Lalsini is the high priestess of the druid clans, but is incredibly humble despite her high position. She lives in the great temple with her many daughters (you don’t get to be high priestess for nothing, you know). She does see her immense size as a blessing and indication of how well she has pleased Yva, the fertility goddess, and wants to continue to please her.

Elves

Dhasca: The eldest daughter of an elven king, many have come to offer for her hand in marriage. She also has a beautiful singing voice that attracts an audience from miles around. Just who will get to marry the elven princess? That is up for you to decide.

Isallia: She is in quite a pickle. She has a newborn son that she is trying to raise on her own, as her mate is currently dying of exposure to human disease. She is asked by the village elders to go out on the latest scouting party, having been known to be a reliable scout. Reluctant to leave, she really has no choice and entrusts the care of her son to a trusted friend and promises to return by nightfall. That doesn't happen. She is being taken to the palace to be sold for gods know what. However, she’s incredibly desperate to return home.

Fairies

Na'alie: Rather bored with the forest and longing to explore, who knows where Na’alie will go next. She is a bit cheeky and very loud, has a habit of humming while she flies, and can be known to have a bit of a gluttonous streak

Quixee: A curious sprite that yearned to study the others races of Yndyre, and is now living with the Harpies in the mountainous regions. However, she is finding the Harpies difficult to study, so she might be with them a while. Unfortunately, it is very hard for her not to have the gluttonous creatures’ appetites rub off on her...

Futakuchi Onna

Licsoku: Among her kind, she has been having a bad-luck streak recently with tricking people for food because she is too fat! It is a total giveaway! She might have to get a bit reckless soon. Though initially sweet, she can be easily enraged.

Gorgons

Medea: She has been chosen to be the next high priestess by her clan but fled due to the pressure and fear. She now seeks a new home outside the caverns. However, the locals are scared of her as Gorgons are heavily feared. She is super friendly...really!

Phoebe: She has been selected to be the new high priestess after the last one vanished during the night, and has taken up her new role with dignity and relish. She is quite keen on all the extra food the offerings to her will be made from.

Harpies

Kaerie: Not very bright, even for her kind, and known to be very easily distracted, she is still very inquisitive and friendly, eager to make friends with others even outside her own kind. She has a tendancy to ruffle her feathers up and pout when she gets annoyed.

Humans

Aiasha: She was given as a peace offering from her village to prevent an Orc warband raiding their village. Her new masters have her work as a barmaid and belly-dancer, but her mistress prefers her belly-dancers to have a bit more "belly" to them.

Captain Elizabeth "Sea-Legs" Robin: The captain of a (stolen) pirate ship, she is seeking to make her fortune in adventure and plundering. However, she is known to be headstrong...a little TOO headstrong. What adventures and possible trouble could she possibly get into?

Fumiko: She's a wannabe wrestler who currently lacks the figure to participate, and will do anything to get to the highest ranks; the Yokuzuna! She can be very brash and headstrong, often gets herself into messes.

Kiffiri: She’s a new wife to a clanlord, and can’t wait for the pampering that comes with such a position. But, she has yet to reveal her secret that she is infertile, which could prove problematic when her husband wants a son, but for now she’ll milk this thing for all it’s worth. Don’t be fooled by her lazy demeanor. She’s more ambitious than you think.

Olga Forgedotter: A sweet sort of girl, something of a rarity in dreary Racovania, Olga only dreams of a better future. After her father passed, she picked up a job at Bleakfrost Tavern as a barmaid. She's quite the cutie, and gets paid good money in tips from appreciative diners. Unfortunately, she's worryingly trusting!

Vasha Sukruv: She is the prized “pig” of Eviana Stranken herself. She has lived among the vampires for many years providing sustenance. At first, like any newly acquired “pet,” she feared her vampire masters, but has grown to trust them and be totally dependent upon them. She is still fearful of how they look hungrily at her, and knows something big is coming, but can’t figure out what.

Jorogumo

Misothe: She is married to a Shogun and is very well off and quite pampered. She is very sweet and loves her husband dearly, and enjoys the gifts of foreign dignitaries, especially the yummy gifts the humans give her

Kitsune

Ozami: A high member of the Futotta-Machi Monastery. She’s known for using cooking as her way of meditation. Unfortunately, she has been bluffing about her religious experiences of late. Maybe she just needs more practice at her meditation. She is sweet as they come and can’t say “no” to anyone.

Vuko: One of the king’s favorites, she is a willing member of a royal harem, as she is VERY well fed. She considers herself higher than her peers and almost thinks of herself as queen. She is also known to have atrocious table-manners, but the servants are too scared of her to say anything.

Lamia

Letilla: Known to be jittery and overexcited easily, she is still like the rest of her kind has no restraints on overindulging. She does have the odd habit of releasing her victims when their blood runs low and their obesity makes them hard to keep, only to catch new ones soon after.

Merfolk

Xochitl: She works as the go-between for other races and her Mermaid village. Known to be calm, collected and proud of her job, she has to accept many offerings made by the various people who wish to trade with the merfolk.

Minotaurs

Bullha: Always having a pleasant well-meaning demeanor, she is very open and welcoming. Normally, she can be found working and toiling the farmland, but is starting to get the itch to travel. She has the motto "Nobody should ever go hungry" and wishes to provide for everyone, especially herself.

Grargi: A conman covered her in red makeup to pass her off as a rare demon and sold her to a noble from the city for his harem. She is very meek due to being the runt of her family, so she will take any food put before her. Despite her predicament, she has made her life better by befriending her fellow harem members.

Naga

Coatzintli: Former Princess, now queen after the passing of her mother, Coatzintli is finding that her responsibilities as queen are about to get big. It is her duty to birth the next generation of Naga; luckily her wife is right beside her. However, she is strong-willed Naga who is not used to a life of extreme luxury and pampering befitting her status.

Hextia: Hextia is lazy to the nth degree, even moreso than a normal naga. She wastes most of her gold reserves on buying more slaves, and ignores the natural feast/starve cycle and just comfort eats day-in and day-out.

Orcs

Bralga Head-Crusha: A warlord who controls many of the local tribes of Orcs, she is power-driven and very stern; her wild look is all about intimidation. Has been bored with lack of challenges recently, which could spell trouble for the locals.

Mahl Shatter-Spear: A disgraced member of her clan, she has adapted to the snowy climate of her new home and stays at Snowfall Inn. She now hires herself out as a professional mercenary/bodyguard. The loss of her identity as an Orc and proud warrior has left her surly, with a taste for adventure, booze, and comfort food.

Rakshasa

Ayiri: She was once the greatest hunter in her clan. No one could bring back bigger catches. But, she has decided to hang up her hunting gear and settle down, but she won't settle for just anyone. She demands a good provider. She has challenged anyone to bring back a bigger catch than her to win her hand. Careful, she certainly is tricky. She's going to string along a few suitors to get free food out of this challenge.

Tejral: One of the few rakshasa to have communication with humans, she has abused that gift as she pretends to be a vengeful deity to fool the local humans into giving her divine offerings. She has a cheeky personality, is getting lazy, and enjoys being spoiled. Her figure is starting to get to the point where she is becoming too fat to hunt properly.

Satyrs

Gorthia: The leader of a herd of Satyrs on revels through the forest and to the realms just outside it. She is an albino as well as having the largest set of horns for miles, and is a rowdy party-animal; revelers travel for miles to attend her parties.

Tanca: Unfortunately, she has recently lost control of her herd and is an outcast from Pyknos Verge. So, now she just loiters around the bar she rents a room from in exchange for her success in various quests. She is well known to the locals and is treated well by them.

Torgher: She is a happily married woman to a Minotaur, and toils in the fields with her spouse. Despite how happy her life seems, she secretly is worried she is not enough for her spouse and is desperately trying to pack on enough pounds to equal their weight. She is generally warm and motherly despite not actually being a mother.

Sirens

Jocasti: She is a signer at a tavern, and is the attendees favorite by far. Using her alluring voice, she is able to score many dates, which are just ruses for her to get free food and drinks, making her a sly, cunning person who always wants to push the envelope.

Vampires

Cameena Stranken: A third-generation in the Stranken line, she is the vampires that possess one of the fattest "cattle" in the realm. She is known to be quite liberal with draining her fatty blood, as Cameena has quite the sweet-tooth. She is, however, trying to hide her recent weight gain from her peers, as it is currently seen as unsightly.

Eviana Stranken: The head of the Stranken line, she is the progenitor of all vampires in Yndyre. Her tastes and styles are incredibly discerning. Everything the vampires do must go through her, and more often than not, her answer is no. However, perhaps with the right persuasion, she may just have a change of heart.

That's all! Go out and explore the wonders of Yndyre!
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